Imagine a first person shooter game where wizards and mages
fight casting powerful magics and destructive formulas
Absorb magical energies from the environment around you.
Create enchantments using the Spellbook (Second Screen).
Shoot sorceries using Motion Control
fight casting powerful magics and destructive formulas
Absorb magical energies from the environment around you.
Create enchantments using the Spellbook (Second Screen).
Shoot sorceries using Motion Control
TV SCREEN
SECOND SCREEN
Note
This game was originally designed for Nintendo Wii U, exploiting Wiimote, Nunchuk and Wii U Game Pad technologies.
The project has been converted for Nintendo Switch - although it is not possible use the Second Screen technology on the console - because features
of Joycon can greatly improve some aspects of the game. It is pretended a Nintendo Switch whose Switch Screen can be used as Second Screen
Controls
Hold both Joycon and keep the Second Screen close to you.
Find the most comfortable way for you
Find the most comfortable way for you
Spellbook
Spellobook is the tool magicians use to create spells.
When you absorb elemental energies from the environment, them are deposited in the Spellbook.
Combine elemental energies (Mana) with Rune to obtain Mana Rune.
Conjugate Mana Runes to create spells of your desires
Magic
Mages takes elemental energies from the world around them.
Each time you absorb Mana, one Manastone of that Element is stored in the Mana Pool
Using your finger take one Manastone from the Mana Pool and drag that above a Rune to generate a Mana Rune
When you have enough Mana Runes, launches them into the Pit
Each time you absorb Mana, one Manastone of that Element is stored in the Mana Pool
Using your finger take one Manastone from the Mana Pool and drag that above a Rune to generate a Mana Rune
When you have enough Mana Runes, launches them into the Pit
Absorb from a flame to gain 1 Mana
1 Manastone is stored inside the Mana Pool
Using your finger, take 1 Manastone from the Mana Pool and drag it upon a Rune to obtain 1 Mana Rune
When you have enough Mana Rune ...
... launch them into the Pit and mix them ...
... to obtain a powerful spell
Use of Spellbook
While touching the Touchscreen, Joycon commands are disabled.
Kneading a spell requires time and your attention to the Second Screen.
To not be at the mercy of your opponents study the right strategy
Kneading a spell requires time and your attention to the Second Screen.
To not be at the mercy of your opponents study the right strategy
Elements
Elements determines the energetic alignment of the magic
There are 5 kind of Elements:
Fire
Water
Earth
Nature
Metal
Elements interact each other in relations of superiority and inferiority
Rune
Runes determine the physical shapes of the magic
There are 6 kind of Rune :
Offense1
Offense2
Offense3
Defense
Transfiguration
Alteration
Drag a Manastone onto a Rune to generate a Mana Rune
Knead
Launch several Mana Rune into the Pit to create a spell
The order in which you put the Mana Rune into the Pit determines the creation of the spell
The first Mana Rune you launch determine Kind and Element of the magic,
the second one decides Type of the magic,
others gives specials Graft to the spell that you are creating
The order in which you put the Mana Rune into the Pit determines the creation of the spell
The first Mana Rune you launch determine Kind and Element of the magic,
the second one decides Type of the magic,
others gives specials Graft to the spell that you are creating
Kind
Kind determines how spells acts in terms of gameplay
Offense Kind, in its three variants, is the Rune of offensive attacks.
A magic of Offense Kind hit and damage enemies
Offense1 grants spells quick but with no great fire power
Offense2 evokes magic of balanced force and effectiveness
Offense3 generates slow but powerful spells
Defense Kind creates spells that act on the caster,
generating shield, healing and blessing
Transfiguration Kind give form to magic, evoking magical helping shape :
energetic weapons and magical armors, creatures composed of mana,
abnormal weather, physical presences and aides incorporeal
Alteration Kind generate spells of various kinds :
absorb spells and mana, dispel magics, generate alternative status,
alter attributes, alter gameplay, and so on
A magic of Offense Kind hit and damage enemies
Offense1 grants spells quick but with no great fire power
Offense2 evokes magic of balanced force and effectiveness
Offense3 generates slow but powerful spells
Defense Kind creates spells that act on the caster,
generating shield, healing and blessing
Transfiguration Kind give form to magic, evoking magical helping shape :
energetic weapons and magical armors, creatures composed of mana,
abnormal weather, physical presences and aides incorporeal
Alteration Kind generate spells of various kinds :
absorb spells and mana, dispel magics, generate alternative status,
alter attributes, alter gameplay, and so on
Type
Type determines the way spells behaves
Offense Type are spells that act physically :
bullets, rays, explosion, ...
Defense Type spells always have positive effects on the caster
Transfiguration Type give form to magics that tends to act continuously over time
Alteration Type always has effect on one aspect of the gameplay of the game
Offense Type are spells that act physically :
bullets, rays, explosion, ...
Defense Type spells always have positive effects on the caster
Transfiguration Type give form to magics that tends to act continuously over time
Alteration Type always has effect on one aspect of the gameplay of the game
Spells
Mix two or more Mana Rune to create a spell,
(For example : Fire-Offense1 Rune + Fire-Offense1 Rune)
(For example : Fire-Offense1 Rune + Fire-Offense1 Rune)
Element, Kind and Type determines the spell.
Each spell is characterized by several physical statistics :
Effect : Effectiveness of the spell. This variable depends by Kind.
Offense : Damages inflicted
Defense : Damages absorbed
Transfiguration : Depends by Type
Alteration : Determines duration and effect execution
Cast : Time needed to cast the spell
Speed : Determines how fast the magic moves physically
Charge : Number of "ammo" of the spell
Range : How far the magic can move away from the caster
Area : How far the magic expands from its own nucleus
Examples :
Effects of Magic
Spells are not only offensive weapons,
many spells have special effects
many spells have special effects
The toybox world, also to be the site where the game takes place,
is a key feature to deepen a magical based gameplay :
attacks the world around you to develop benefits
Balance of Magic
The magic system of Magic Battle is based on Wu Xing.
Five Elements interact with each other by opposing or increasing one another
Five Elements interact with each other by opposing or increasing one another
When magical power oppose (red line), strongest Element double its magical power
When magical power increase (blue line), weakest Element half its magical power
When magical power increase (blue line), weakest Element half its magical power
If a fireball of power 25 hits a fireball of power 15,
the first one advances in its path with power 10, the other is destroyed
the first one advances in its path with power 10, the other is destroyed
If a spell of earth element hits a fireball,
fire increases earth and the power of the fireball is halved
fire increases earth and the power of the fireball is halved
Spells Changer
Magician uses one spell at time, but can set up to 4 Spells Changer.
Hold your finger over the name of a spell to open the magic selection menu
Hold your finger over the name of a spell to open the magic selection menu
By dragging the name you can assign that spell to one of the four Directional Buttons
Change spell starts a two second animation during which the magician can only move
Equip Spells
It is possible to Equip one magic to protect the magician from opponent's attack.
You can Equip any magic, not only Defense Kind spells.
The protection effect depends by the magic
An Equip Spell has a predetermined number of Charges.
When you suffer attacks or effects while you have an Equip Spell active,
the damage immediately decreased, and the Equip Spell burns 1 Charge
Even these enchants interact each other following the laws of Xing Wu
You can Equip any magic, not only Defense Kind spells.
The protection effect depends by the magic
An Equip Spell has a predetermined number of Charges.
When you suffer attacks or effects while you have an Equip Spell active,
the damage immediately decreased, and the Equip Spell burns 1 Charge
Even these enchants interact each other following the laws of Xing Wu
A Equip Spell of water Element double its power when interacts with a fire based spell
The power of fire assault the force of nature, which dims its defensive power
You can have only 1 Equip Spell active,
but you can put up 4 Equip Spell Changer.
Holding Defensive Set (Sl) button, press one Directional Button to change active Equip Spell
but you can put up 4 Equip Spell Changer.
Holding Defensive Set (Sl) button, press one Directional Button to change active Equip Spell
Inspect
By exploiting Joycon's Rumble HD feature it is possible to implement a magic auscultation system
Aim an opponent, holding Inspect, to feel the opponent's Spell
Aim an opponent, holding Inspect and Defensive Set button,
to feel the opponent's Equip Spell
Element is expressed through sound
Rune is expressed through vibration
A non-direct output system that need to be studied and learned with experience
Example :
Aura
When a mage change spell, a two second animation start.
When the magician changes an offensive magic, he raises his arms.
When the magician changes a defensive magic, he lowers his arms
In his hands two colored Auras appear.
The shape of the Aura determines the Rune.
The color of the Aura determines the Element
The Aura in the right hand represents the Kind.
The Aura in the left hand represents the Type
When a mage change spell, a two second animation start.
When the magician changes an offensive magic, he raises his arms.
When the magician changes a defensive magic, he lowers his arms
In his hands two colored Auras appear.
The shape of the Aura determines the Rune.
The color of the Aura determines the Element
The Aura in the right hand represents the Kind.
The Aura in the left hand represents the Type
Example :
Observe
You can also aim a mage to feel the beats of his heart
Aim an opponent, holding Observe, to feel the opponent's heart rate through the Rumble HD
Aim an opponent, holding Observe, to feel the opponent's heart rate through the Rumble HD
Depending on the heart rate, you can understand how many Hp the enemies may have
Absorb Mana
Hold Absorb while pointing the viewfinder against an elemental source.
The Quality of Mana you pick from this operation depend by the object you are pointing and the absorption time
If, for example, you absorb from a great pyro pie for just few seconds, you obtain Medium Fire Mana.
If you absorb from a small campfire, even for very long time, you can not get anything better than Medium Fire Mana
Exists the possibility to cull the essence of an object, this operation, if done correctly,
always earns the best Quality of Mana from that object
Point an elemental source with the viewfinder while holding Inspect to see the Energy-soul of that object
The Quality of Mana you pick from this operation depend by the object you are pointing and the absorption time
If, for example, you absorb from a great pyro pie for just few seconds, you obtain Medium Fire Mana.
If you absorb from a small campfire, even for very long time, you can not get anything better than Medium Fire Mana
Exists the possibility to cull the essence of an object, this operation, if done correctly,
always earns the best Quality of Mana from that object
Point an elemental source with the viewfinder while holding Inspect to see the Energy-soul of that object
There are five kind of Energy-soul, and the way to catch them is different for each one.
This operation needs for time, knowledge and skill, and can be operated only by expert magicians
This operation needs for time, knowledge and skill, and can be operated only by expert magicians
Fire
Water
Earth
Nature
Nature
Metal
Bonus Power
Each spell has its own set of standard statistics.
When a magic is kneaded, its statistics are modified by the Quality of the Mana.
Each type of Quality guarantees a magical Bonus Power
Low with a coefficient of magic power between 20% and 30%
Medium with a coefficient of magic power between 40% and 50%
Great with a coefficient of magic power between 60% and 70%
Optimal with a coefficient of magic power between 80% and 89%
Excellent with a coefficient of magic power between 90 % and 100%
When a magic is kneaded, its statistics are modified by the Quality of the Mana.
Each type of Quality guarantees a magical Bonus Power
Low with a coefficient of magic power between 20% and 30%
Medium with a coefficient of magic power between 40% and 50%
Great with a coefficient of magic power between 60% and 70%
Optimal with a coefficient of magic power between 80% and 89%
Excellent with a coefficient of magic power between 90 % and 100%
Using two Fire Offense1 Mana Rune you create Shant'ra.
Standard form of Shant'ra have :
Standard form of Shant'ra have :
Creating Shant'ra using one Great and one Optimal Mana Rune you obtain :
There is a method to increase even more the power of your spells :
When you launch Mana Rune into the Pit, they automatically combine to create a spell
If you leave Mana Rune precisely on the edge of the Pit,
they are prepared to be manually kneaded by you
When you have placed all the Mana Runes on the edge of the Pit tap the Pit twice with your finger to begin the kneading.
The kneaded Mana Runes remain inside the Pit until you have kneaded all the Mana Runes on the edge
they are prepared to be manually kneaded by you
When you have placed all the Mana Runes on the edge of the Pit tap the Pit twice with your finger to begin the kneading.
The kneaded Mana Runes remain inside the Pit until you have kneaded all the Mana Runes on the edge
Each Elemental Mana have to be kneaded according to its own method :
Fire
Touch a Fire Mana and drag it with your finger in one direction, forming a vector. When you leave the pressure that Mana Rune is throw in the opposite direction of the tip of the vector. When the launched Mana Rune hits the edge of the Pit, it bounces, and gain magic power. When it touch another Mana Rune, Fire Mana gain power. Kneaded Fire Mana tend to move in the direction of the closest Mana Rune |
Water
Touch a Water Mana on the edge of the Pit and bring it from the edge of the Pit to the center of the PIt. If you move Water Mana in spiral shape, it gain magic power. Water Mana moved in spiral shape give magic power to all other Mana Rune it touches. Kneaded Water Mana tend to move randomly in little curves |
Earth
Touch a Earth Mana on the edge of the Pit and bring it from the edge of the Pit to the center of the PIt. The movement of a Earth Mana is very slow. If Earth Mana touch another Manas Rune, that gain magical power and Earth Mana is pushed in the direction of the edge Kneaded Earth Mana tend to move automatically toward the edge of the Pit |
Nature
Starting from a Nature Mana, draw a trajectory using your finger, when you leave the pressure, that Manastone follow the path you drawn. Every time Nature Mana touch another Mana Rune, both gain magical power. Only one Mana of the same Element can be enhanced in this way at the same time. Kneaded Nature Mana tends to move by following the path you have drawn in reverse |
Metal
Tap a point on the Pit with your finger. Metal Mana nearby are attracted as magnetic object. If Metal Mana in movement touch another Mana Rune, they both gain magical power and they are rejected in opposite directions. Kneaded Metal Mana tend to attract others non-Metal Mana and reject others Metal Mana |
Graft
A magic is created by mixing different of Mana Rune.
If you create a spell using more than two Mana Rune, all other besides Kind and Type are called Grafts.
Grafts add bonus and extra effects to spells
If you create a spell using more than two Mana Rune, all other besides Kind and Type are called Grafts.
Grafts add bonus and extra effects to spells
Graft Offense
To Offense Kind
Add damage of the Element used
Offense1: Add a dot which continues to inflict damage over time, the total damage is the highest among Offense Grant
Offense2: When magic hits the target, inflicts average elemental damages, then puts a dot on the enemy
Offense3: When magic hits the target, it immediately add elemental damage
Offense2: When magic hits the target, inflicts average elemental damages, then puts a dot on the enemy
Offense3: When magic hits the target, it immediately add elemental damage
To Defense Kind
Add a defensive strength of the Element used
Offense1: Significantly increases the defense, only once
Offense2: Absorbs damages equal to half of the Charge of the Graft
Offense3: Increase the defense for a finite number of times, that depends by the Quality of Mana used
Offense2: Absorbs damages equal to half of the Charge of the Graft
Offense3: Increase the defense for a finite number of times, that depends by the Quality of Mana used
To Transfiguration Kind
Add bonus in statistics
Offense1: Increase Speed and Charge
Offense2: Increase Cast and Range Offense3: Increase Effect and Area |
To Alteration Kind
Add bonus to the effects
Offense1: Increase duration of the effect
Offense2: Increase resistance in dispel of the effect Offense3: Increase the effect of the spell |
Graft Defense
Improves magic cast performances
Fire: Improves caster's motion capabilities while casting magic
Water: Increase the Resistance of the spell Earth: During the casting of the magic, physical defense of the caster increase Nature: Decrease the Cast time and the Charge cost of the spell Metal: Decrease the influence of opposing elements |
Graft Transfiguration
To Offense Kind
Modifies the hitting way of the spell
Fire: When the spell hit, inflict little damages to the target
Water: When the spell hit, the speed movement of the target is decreased Earth: When the spell hit, visibility of the target is disturbed Nature: When the spell hit, the ground below the impact point gain dot Metal: When spell hit the target, push that away |
To Defense Kind
Add extra effect to the shield
Fire: Add a contact damage factor
Water: When you suffer effects, add a dispel factor Earth: Increase defense of the caster while he walk Nature: Add a regeneration factor Metal: When you suffer elemental damages, add a reflection factor |
To Transfiguration Kind
Add physical effect to the spell
Fire: Small globes orbit around the magical shape
Water: Magical shape leaves trace of energy Earth: A elemental field floats around the magical shape Nature: A poisonous cloud surround the magical shape Metal: The magical shape emits damaging waves |
To Alteration Kind
Increase statistics of the spell
Fire: Increase Effect
Water: Increase Cast Earth: Increase Speed Nature: Increase Range and Area Metal: Increase Charge |
Graft Alteration
To Offense Kind
Modifies the shooting way of the spell
Fire: Spell gain a flare factor
Water: Spell gain a vortex factor Earth: Spell gain a piercing factor Nature: Spell gain a bouncing factor Metal: Spell gain an auto-tracking factor |
To Defense Kind
Increase statistics of the caster
Fire: Increase ability of Inspect
Water: Increase ability of Dash Earth: Increase ability of Climb Nature: Increase speed of Run Metal: Increase Hp of the Caster |
To Transfiguration Kind
Increase statistics of the spell
Fire: Increase Effect
Water: Increase Cast Earth: Increase Speed Nature: Increase Range and Area Metal: Increase Charge |
To Alteration Kind
Increase statistics of the spell
Fire: Increase Effect
Water: Increase Cast Earth: Increase Speed Nature: Increase Range and Area Metal: Increase Charge |
Formula
Formula is a special kind of magic.
This kind of magic is (often) generated not by the Kind + Type process.
Insert Manastones into the Pit following particular sequences to generate Formula spells
This kind of magic is (often) generated not by the Kind + Type process.
Insert Manastones into the Pit following particular sequences to generate Formula spells
Examples :
Energy Counter
There are two kind of magic that do not need to be prepared using Mana and Rune.
They need the payment of an energetic cost :
Ritual and Sorcery
They utilize a system based on Energy Tokens.
Energy Tokens are stored in the Spellbook, inside the Energy Counter
They need the payment of an energetic cost :
Ritual and Sorcery
They utilize a system based on Energy Tokens.
Energy Tokens are stored in the Spellbook, inside the Energy Counter
The blue number represents the current number of Energy Tokens inside the Energy Counter.
The red number represents the number of Energy Tokens that will used to cast the next spell.
No matter what kind of Mana you puts in this container, Energy does not have Element.
However, the Quality of Mana is important : a better Quality of mana generates a greater number of Energy Tokens
The red number represents the number of Energy Tokens that will used to cast the next spell.
No matter what kind of Mana you puts in this container, Energy does not have Element.
However, the Quality of Mana is important : a better Quality of mana generates a greater number of Energy Tokens
Put a Manastone into the Energy Counter
The Energy Counter increases
Using your finger press one button below
(1-5)
(1-5)
The next Ritual or Sorcery will use 2 Energy Tokens
Ritual
Take the Spellbook and look at the Pit
Pit is divided into nine invisible section, which can be touched with the Touchscreen.
Track a magic sign by joining the intersection points,
if the rite is correct the sign illuminate and the magic is cast
Track a magic sign by joining the intersection points,
if the rite is correct the sign illuminate and the magic is cast
Examples :
Sorcery
There is a kind of quick magic that doesn't require kneading
Run magic gestures in front
of right Joycon's camera to cast a Sorcery
of right Joycon's camera to cast a Sorcery
Arcane
When you defeat an opponent wizard, you get a special type of Mana called Magic Essence.
You can collect any number of Magic Essences, but they all disappear when you are defeated.
Using Magic Essence you can evoke Arcane powers by acting special Magical Signs.
Perform the special movements through the Joycon, and, burning the corresponding
number of Magic Essence, perform a powerful Arcane
You can collect any number of Magic Essences, but they all disappear when you are defeated.
Using Magic Essence you can evoke Arcane powers by acting special Magical Signs.
Perform the special movements through the Joycon, and, burning the corresponding
number of Magic Essence, perform a powerful Arcane
Examples :
Artifact
In particular areas of the map you can find special Artifacts,
from them you can absorb one of the five types of Special Mana
from them you can absorb one of the five types of Special Mana