So I think a lot of people generally agree that Fire Emblem’s Magic tends to be a bit lackluster. At its worst, tomes tend to just be slight variations of iron, steel and silver weapons, with only a few tomes having special effects (usually limited to dark magic),while physical weapons seem to have the freedom of being more varied or interesting.
Not to say that I don’t think there are acceptations, but those are few and far in between. Magic needs a bit of an update if it hopes to stand out as much as it wants. I have a few suggestions, but most of the things I have to talk about seem to be pretty common among the community and a lot of the romhacks I’ve seen.
Mostly it just boils down to giving each type of magic it’s own unique identity, and by making the class lines that use said magic feel distinct from one another.
Below are my own personal ideas for my own projects/ideas. Most are pretty typical to what I’ve seen be suggested here, or elsewhere.
How I Design Magic In My Own Project(s)
The magic triangle has been slightly altered. If you have an advantage, you now deal +3 damage in addition to the extra hit and avoid. This is to help mitigate the problem where having advantage against a spellcaster doesn’t really matter for damage, since spellcasters usually have decent/high resistance stats. You could also just remove it if you wanted to.
Anima magic is the most common type of magic, and boasts a variety of spells with varying stats, providing interesting strengths and weaknesses to each tome. Fire is powerful but heavy. Thunder has high range, but can’t double. Wind has high accuracy, but low might. I could go on. This type might also have exclusive access to things like physical tomes, or brave effects, or something along those lines.
Mages and Sages tend to have higher skill/dexterity than other spellcasters, but are otherwise pretty similar to vanilla.
Light magic is the most expensive type of magic, and doesn’t have the highest might, but it’s accuracy and critical hit chance tend to be pretty good. It provides supportive effects to the wielder or to allies, maybe increases attack, defense and other stats. I also think all Light tomes should be effective against monsters, but if you don’t want to do that, then this tome type could have access to the only monster-effective tome.
Clerics, Bishops, and Monks tend to have higher speed and luck, as well as some of the highest resistance. This cements them as the magic tanks of your army.
Dark magic gets to be fun. It’s the least common type of magic, but is also the least expensive(save for a few special tomes. It’s stronger but more inaccurate, and pretty heavy. To make up for it’s weaknesses, it has traits like chaotic effects in battle, higher ranges, and being able to inflict status effects. We already have a few examples of tomes that have fun effects, like Luna and Eclipse, but I’ve thought of a few others that are pretty strong, but have some drawbacks. Like a tome that cannot counter or be countered, a tome lowers the user’s critical avoid but has insane crit itself, or a tome with the devil effect.
Dark Mages and Sorcerers tend to have high magical power, but surprisingly lack resistance, instead focusing on physical power and defense.
This is all pretty typical opinions and design choices in the community from what I’ve seen, but I’ve also considered/implemented another type of magic; Druidic/Nature magic.
Nature magic does not interact with the weapon triangle and is the second rarest type of magic. The idea for Nature magic is that it focuses almost entirely on doing effective damage to specific unit types (cavalry, armored, flying etc). In a game where the only consistent effective damage is bows, with other options either being less frequent or with lower durability, I imagine having a weapon type dedicated to that purpose would be helpful. You could also do some fun things with terrain bonuses I imagine.
If this idea isn’t great, or doesn’t fit in your game, it’d be easy to spread effective damage across the other magic types.
With that, I’m gonna leave it off here. How would you/ do you make more interesting in your games? What would you like to see in the future titles (if there are any lol)?