V_K
Arcane
In a recent thread a question arose about out of combat uses for magic in CRPGs. To not derail it further I decided to start a new one.
I've compiled a more or less comprehensive list of non-combat spell effects I've seen implemented in various games. Additions are welcome, although I must note that I didn't include healing (because obvious and arguably still combat-related) and "increase skill x"-style buffs (because boring) on purpose.
Transportation:
Waterwalking, waterbreathing, levitation, teleportation. Probably passing through walls, although that overlaps with teleporation a bit. Also, invisibility, because it isn't worth it to add a special "Stealth magic" category for essentially a single effect.
Mind control:
Charm, detect lies, read mind. Probably possession, but it's usually implemented as a combat-only ability. Probably fear/peace spells that let you avoid combat encounters, but that's borderline. Can't think of anything else that doesn't overlap with non-magical diplomacy and thus isn't redundant.
Divination:
Detect enemies/traps/doors/illusions/whatever, Skyrim's clairvoyance (kinda hard to coin a more generic terms for it), magical maps (although those seem to become obsolete), scouting (wizard's eye and such).
Environment interaction:
Light/dark, un/lock, disarm, tekekinesis, creating (and dispelling) magic walls, elemental interactions (freezing water, dousing flames etc), weather changes. Theoretically this category should be the one with most opportunities, but in practice only the first three effects are somewhat common.
Inventory interaction:
Identifying and uncursing items, creating food/water, transmuting metals. Wouldn't put item enchantment here as it's basically crafting.
Communication:
Spirit/demon summoning (for communication purposes only), talking to animals etc. Very rarely seen as a mechanic and not a plot point, and even more rare as spells rather than skills. Lots of wasted potential, could be extremely fun if done right.
Shapeshifting:
Mostly used for combat, if not - than as transportation means (see Lands of Lore 2). Although it could be pretty interesting to use shapeshifting in social situations (i.e. appearing as someone else), but the only game I can think of that does something similar is Star Trail, and only on one or two occasions.
Summoning:
It's possible to have non-combat uses for summons also (see U8). Although this is a tricky mechanic, because if you can have the same abilities as your summons, they become redundant, and if you don't - that limits an already limited spell list. There might be a use for summons without special abilities though, for situations like needing to pull a couple of switches simultaneously or to just set off traps with them.
So these are the non-combat effects I've already seen in different games. Why is it so then that no single game has more than a handful of them? Or maybe I'm just the minority here and non-combat magic simply isn't fun? Would you personally want to play a wizard in a game that has no combat spells at all?
I've compiled a more or less comprehensive list of non-combat spell effects I've seen implemented in various games. Additions are welcome, although I must note that I didn't include healing (because obvious and arguably still combat-related) and "increase skill x"-style buffs (because boring) on purpose.
Transportation:
Waterwalking, waterbreathing, levitation, teleportation. Probably passing through walls, although that overlaps with teleporation a bit. Also, invisibility, because it isn't worth it to add a special "Stealth magic" category for essentially a single effect.
Mind control:
Charm, detect lies, read mind. Probably possession, but it's usually implemented as a combat-only ability. Probably fear/peace spells that let you avoid combat encounters, but that's borderline. Can't think of anything else that doesn't overlap with non-magical diplomacy and thus isn't redundant.
Divination:
Detect enemies/traps/doors/illusions/whatever, Skyrim's clairvoyance (kinda hard to coin a more generic terms for it), magical maps (although those seem to become obsolete), scouting (wizard's eye and such).
Environment interaction:
Light/dark, un/lock, disarm, tekekinesis, creating (and dispelling) magic walls, elemental interactions (freezing water, dousing flames etc), weather changes. Theoretically this category should be the one with most opportunities, but in practice only the first three effects are somewhat common.
Inventory interaction:
Identifying and uncursing items, creating food/water, transmuting metals. Wouldn't put item enchantment here as it's basically crafting.
Communication:
Spirit/demon summoning (for communication purposes only), talking to animals etc. Very rarely seen as a mechanic and not a plot point, and even more rare as spells rather than skills. Lots of wasted potential, could be extremely fun if done right.
Shapeshifting:
Mostly used for combat, if not - than as transportation means (see Lands of Lore 2). Although it could be pretty interesting to use shapeshifting in social situations (i.e. appearing as someone else), but the only game I can think of that does something similar is Star Trail, and only on one or two occasions.
Summoning:
It's possible to have non-combat uses for summons also (see U8). Although this is a tricky mechanic, because if you can have the same abilities as your summons, they become redundant, and if you don't - that limits an already limited spell list. There might be a use for summons without special abilities though, for situations like needing to pull a couple of switches simultaneously or to just set off traps with them.
So these are the non-combat effects I've already seen in different games. Why is it so then that no single game has more than a handful of them? Or maybe I'm just the minority here and non-combat magic simply isn't fun? Would you personally want to play a wizard in a game that has no combat spells at all?