Spell games for grade 1


1st Grade Spelling Words, Lists, Games and Activities

1st Grade Spelling Lists, Games & Activities

Subscribe to Home Spelling Words!

We are pleased to provide free 1st grade spelling lists that can also be practiced online by registering with us. Members can also create their own custom lists. 1st grade is an important time for children to learn and grow. Help your student ace their weekly spelling tests by practicing spelling words for 1st grade at Home Spelling Words. You simply create a family account, add your student's name, then import our 1st grade spelling words or use your own from school by typing them in once each week. Your child can practice as much as he or she likes in order to improve their test scores. There are many ways to help your child learn to spell. Take time to read with your child and make frequent visits to the library. Also, there are many board games that can be modified to suit a younger child. Don't forget that practice is really the key to success.

Make Your Own 1st Grade Spelling Lists

Create your own 1st grade spelling lists by registering with Home Spelling Words. Simply enter your list name, then each spelling word and a practice sentence if you like. Once you are done, publish the list and start practicing right away. You can also take spelling tests or play spelling games with your customized lists. Our website is perfect for homeschools with their own curriculum or students who receive a weekly spelling list from school.

1st Grade Spelling Worksheets

These are printable 1st grade spelling worksheets. Students are able to practice handwriting and spelling by completing these 1st grade worksheets and they can be done anytime. Worksheet 1 goes with List 1 and so forth.

1st Grade Spelling Bee Words

Home Spelling Words is the perfect website for to use for spelling bee practice. Create lists of ten or twenty first grade spelling words and practice as much as you like. You can also play games with your spelling bee words and take tests as well.

1st Grade Spelling Activities

Make Your Own Books: Does your child have a big imagination? Put it to use by helping your child create their very own book! You can have them write words on a paper and then create illustrations to go with them. You can also use a word processing program like Microsoft Word. This is a great way for children to learn how to use computers and write a book at the same time. Bind your book with yarn or staples. Sample Title Ideas: Fun with Grandma, Fun with Grandpa (make great gifts), My First Day at School, My Teacher, I Love My Pet and When I Grow Up.

Sticky Words: Put sticky notes with words on common objects in the student’s room or elsewhere in the house. Then, the students will practice reading those words daily until he or she becomes familiar with the spelling. Later you can have a “sticky test” by giving your student sticky notes with words and they have to run around the house placing the notes on the right objects.

Do you have advice for parents of 1st Grade students? Do you have a game you’d like to share? If so, email us at [email protected] today!

Spelling Games for 1st Grade | LoonyLearn

First grade is a time for students to grow their vocabulary. Students begin to move beyond sight words for the first time spelling more complex words. By the end of first grade, your child can write and describe school, home, and the environment. You will be amazed at how much your child can spell!

At LoonyLearn, we want students to get excited about spelling through gaming. Students engage in learning through our fun spelling games made for young learners. Your child will fight pirates and use magic to spell three-letter to five-letter words. As your child plays their confidence grows and so does their spelling ability.

Our first-grade spelling word lists are meant to help your student as they begin to read more fluently. We created our lists to include similar structured words, for example, mop, hop, and top. In first grade, each of our lists also include common words. These common words appear frequently in Level 1 books and reading proficiency tests.

Here are some example first-grade lists:

-ell Words and Common Words -ack Words and Common Words -i-e Words and Common Words
bell back nice
tell sack drive
fell black mine
sell snack wise
well their dime
go if five
could will lime
would up above

Each of the games below can be played with any of our LoonyLearn spelling lists and lists you create yourself. Just select the list you want to learn then choose the game you want to play.


Easy Spelling Games for 1st Grade

Oh no! The spell-animals are out of their cages! Help the zoo keeper dorp the good and bad spell-animals back to their correct cages.

In this game, the player is given a word and must decide if the word is correctly or incorrectly spelled. The player then places the word into the “good” or “bad” cages.

There are two kinds of water spelloons, good spelloons and mis-spelloons. Pop all the good water spelloons and move on to the next level.

In this game, the player is given six words and must select which of the words are correctly spelled. The player places the slingshot in front of the correctly spelled words to select them.

Watch out! The mean pirates are getting close to shore. Help destroy their ship before it’s too late.

In this game, the player must select the correct letter to complete the word on the ship’s sail. The player follows the ship with the canon and selects when to fire the canon to complete the word.

Normal Spelling Games for 1st Grade

Willy the Wizard loves casting spells but he can’t spell words. Help Willy put the letters back in order to spell the spelling word. Tap on the letters to put them back in order.

In this game, the player must use the wand to capture the letters in the correct order. Spell the entire word correctly to move to the next level.

Oh no! The mean monsters have mixed up all the letters and hid them around the maze. Help Molly the Monster find all the letters in the correct order to spell the spelling word. Make sure to watch out for the mean monsters! Ue your arrows to move around the cave.

In this game, the player navigates the maze to collect letters to spell the word. The player must avoid the purple monsters and the walls to grab the letters.

Help Freddy the Frog move around the busy road and river to collect letters in the correct order to spell the spelling word. Watch out for the cars and water!

In this game, the player uses the arrows to guide the frogs across the street to collect letters. The player must avoid the cars to spell the words.

Hard Spelling Games for 1st Grade

Yolo the Yeti loves the snow but he can’t spell words! Help Yolo collect all the letters to spell the spelling word.

In this game, the player moves the yeti across the screen using the control arrows to collect the letters. The player must avoid to flags and the snow mounds to spell the word.

Oh no! The aliens are attacking! Shoot down the correct letter and all the alien pods will explode.

In this game, the player moves the defender ship with the control arrows to shoot the correct letter. The player must spell the word letter-by-letter. Make sure to avoid the lasers from the alien invaders!

Help Speedy the dinosaur move around the race track to collect letters in the correct order to spell the spelling word. Watch out for the bad letters!

In this game, the player moves the car around the track with the arrows to collect the letters. The player must collect the letters in the correct order while avoiding the incorrect letters.

The Spell-Adactyl is hungry, but he can’t see the difference between good letters and bad letters. Help the Spell-Adactyl eat all the good letters to spell the spelling word.

In this game, the player moves the Spell-Adactyl using the arrows to collect the letters in the correct order. The player must collect the letters in the correct order while avoiding the incorrect letters.

Look, ma, a fireball! Or an overview of magic systems in CRPG - Games on DTF

Imagine a fantasy CRPG. Leather pants! Fur shorts! Swords! Giant rats! Labyrinths! Seems like you forgot something? Oh no, I missed the magic! What is a fantasy game without magic? Even striving for historicity (albeit alternative, since some events in the Holy Roman Empire went differently in this game than in our history), Darklands had two magical systems - the miracles of the saints and alchemy. nine0003

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Any experienced RPG player knows the old board saying: "Until the third level, the party saves the mage, after the third, the mage saves the party." And indeed it is. In the "high magic" tabletop, the possibilities of magic are almost limitless (just open the second edition AD&D Player's Handbook and also the second edition Tome of Magic). In CRPG - less, for obvious reasons, but also incredibly large. Indeed, with the help of magic, you can walk on water, breathe underwater, throw fireballs and other elemental spells, flood cities with napalm, travel around the Astral Plane, raise hordes of zombies, burn entire areas with falling meteorites, engage in mental fights with other magicians, steal souls, in order to later use them when creating objects or summoning captive creatures, become stronger, faster, change weak human flesh to the powerful body of a monster, become invisible, summon demons and animals obedient to your will, fly, instantly move half the world, see what is behind the dungeon wall, resurrect bones found in the corner, gnawed by rats, speak with the dead, cause diarrhea in the enemy . ..

A magician can do a lot in the game. But how does do it? How is the magic system presented and working in the game? Let's go over the various implementations of the magic mechanic itself in PC RPGs.

First, let's define what magic is. Let's ask the experts.

Magic (lat. Magia, from Greek magéia) witchcraft, sorcery, sorcery, rituals associated with belief in a person's ability to supernaturally influence people, animals, natural phenomena, as well as imaginary spirits and gods. nine0003

Great Soviet Encyclopedia, Source of Knowledge

Thank you, smart book! Let's ask another expert.

Magic is the Science and Art of bringing about Changes in accordance with Will.

Aleister Crowley, Outer Head of the Ordo Templi Orientis

Thank you! Let's ask a random player:

Magic is when a magician with a beard fires PYSCH-PYSCH! And everyone died!

Afanasy Petrovich Ivanov, NEET

Thank you, eloquent boy. It is somewhere at the junction of these definitions that we will work and will continue to work. Syncretically.

Let's call magic in games supernatural ways of influencing characters, NPCs and the game world, which are not explained by game conventions or sci-fi setting. Thus, the stimpack in Fallout is "realistic", the plasma pistol is also there, although both of these items do not exist in reality, but the fireball in Pool of Radiance is already fantasy and belongs to the topic of our article. nine0003

Sometimes I will break for small lyrical digressions, as I quite often heard about my articles that some terms and abbreviations need clarification. Here in such, in terms of the dtf'ny editor, "inserts" they also will be.

D&D mage, cleric, psionic, hedge witch from sCthAngband - all sit in one basket in this article, because each of them causes supernatural changes in the world with his Will. Ninety three.

Why do we need such work? It's invisible at first glance, but the magic in games is dying. As with many other mechanics, developers copy "successful" and "popular" solutions again and again. At the same time, many developers and players believe that there used to be hunger, cold, gloom and total Wensian systems everywhere. But no, it was not like that, once games were not afraid to experiment and introduce new mechanics.

The Vansian system - named after the writer Jack Vance and his system of magic in the Dying Earth cycle, the first book of which was published in 1950 year. This system is best known for its implementation in Dungeons and Dragons. The magician can remember, "prepare", only a small number of spells at the same time. When using the same spell - it disappears from memory. The magician again needs some time studying books to memorize the spell again.

I flatter myself that this essay will be useful as a small retrospective, and may give new players to many old games, and perhaps be useful to some developer who is thinking about the system of magic in his game. nine0003

Let's call the play act of Will a "spell". We can distinguish the following elements in the spell:

  • Knowledge
  • Skill
  • Preparation
  • Cast
  • Price

Magic in games often combines or even omits certain elements, but this structure is useful when analyzing systems. nine0003

Knowledge and skill are two related but different elements.

Knowledge is information on how to cast a particular spell. Skill is the ability to cast it.

For example, a 3rd-level D&D mage could cast the second-tier spell Aganazzar's Scorcher, but doesn't know how to do it because it's not in the spellbook. But the warrior, at the bottom of whose knapsack the desired scroll dangles, has knowledge (theoretically, since this warrior cannot even read), but not the ability to apply it. The thief walking next to this warrior has a ring that casts a sleep spell that he could cast himself, but doesn't know how, because the ring is unidentified and its command word is unknown. nine0003

Knowledge can be available not only to the character, but also to the player. This is especially true for "rune"/syllabic systems like Ultima 6, Ultima Underworld or Nahlakh. For example, the player can guess or know from a past run what runes add up to the right spell before the character himself knows it in the game. This approach contributes to the player's interest in the system and experiments on his part.

Let's take another example. In Wizardry 5, to cast a spell, you must enter its name. There are three fire spells with ever increasing power. Halito, Mahalito and Lahalito. (By the way, early Final Fantasy players can easily draw parallels with Fire - Fira - Firaga) The player knows about them and can try to enter their name right at the beginning of the game. But, alas, only halito will work - after all, for the rest, the character does not have the skill, access to the desired circle. nine0003

Many Nahlakh spells in the harem version supplied without a manual had to be literally guessed or looked for in the corresponding book

A piece of Ultima Underworld manual. In addition to those listed, there are also undocumented spells.

Preparing and casts can be combined (for example, Might and Magic 6, when the player presses the picture in the spellbook and the ice arrow immediately takes off into the distance), or they can be separated in time. nine0003

In D&D, to cast a spell, certain conditions must be met, the presence of the so-called. spell components. What specific components are needed is written in the spell description. Verbal component - when casting, you need to say the spell out loud. Of course, if a spell of silence is cast on a magician, or, say, a magician under water, with his mouth tied or in a vacuum, no magic will work. Somatic component - when casting, it is necessary to make gestures. It will not work if the magician is under stone rubble or with his hands tied. Material - when casting, resources are spent (although in rare cases only availability is required). Mat components in AD&D is an additional rule that is used only at the request of the players. nine0003

An example of such a system is the same Vensian D&D, where the magician first spends hours, and sometimes days, memorizing spells from his personal spell book (which, depending on the material culture of society, can look like anything. From a banal code in leather binding, to a bunch of knotted shoelaces or a stone tablet) Other examples are The Summoning (preparing a spell requires the correct input of somatic components) and Ultima Underworld (inputting the correct sequence of runes). nine0003

Systems with advanced training add additional planning to the system. Any prudent tablemage knows to always have Dispel Magic. And the same Goldboxes often rewarded such a far-sighted wizard. If you're going to the fire plane, memorizing fireballs is a bad idea. Just like trying to memorize and cast fireballs underwater or in a spelljammer phlogiston. But even a magician with slots filled with lightning and Magic Missile in a "city" module or a non-combat quest in a CRPG is a sad sight. nine0003

Casting may also take some time. Maluses to the D&D initiative, fixed periods of time in RT-combat, when, for example, the somatic components of a spell are displayed on the screen (The Summoning and Anvil of Dawn)

Anvil of Dawn. The court magician teaches our character her first spell. In Vansian systems, this is a place in memory and, sometimes, material components. Waste mage goes sideways, risking random encounters, paying with time and money (food, supplies, price of a room in an inn...)

AD&D also uses a simplified system for some magic items, monsters and NPCs with the so-called. spell-like abilities. This is the number of casts per day. You may remember how in Baldur's Gate got several spells on cooldown based on reputation. Closely related to this system is the simplified Vansian system used, for example, in Wizardry 1-5, Dark Sun, or later editions of the desktop D&D Sorcerer class. When a mage does not need to memorize spells beforehand, but can immediately cast a certain number of spells known to him, this number is different for each circle. nine0003

In many systems of magic, spells are divided into so-called. schools, which not only add atmosphere to the game, but also have a gameplay value. For example, in AD&D, all magic spells belong to one of nine schools. Lesser Divination is a small school that every mage has access to. The remaining eight schools are in the relationship shown in the picture:

An ordinary mage has access to all of these schools. The specialist magician pays for a better understanding of his school by losing access to three others. For example, an illusionist cannot learn spells or cast from spell items from the Invocation/Evocation, Necromancy, and Abjuration schools. So don't expect your party illusionist to fireball (even if he has the brimstones: sulfur and bat droppings), verticalize a dead horizontal dog (even if the character likes to give lengthy and meaningless interviews), or a protection circle from Internet trolls. AD&D priests have their own analogue of schools - spheres. Specialist wizards in CRPG are familiar to many from Baldur's Gate, although the number of "pruned" schools has been slightly reduced compared to tabletop rules. nine0003

Here we should also note a variation of this system, which is characteristic of many newer CRPGs. It's a cooldown system popularized, to my knowledge, by World of Warcraft. Each use of a spell or skill "disables" the ability to use that spell until a certain amount of time has passed.

In more physical-resource-oriented systems, mat components (spells in Elvira 1 and Elvira 2, Mind Duel in Exile 3), reagents (alchemy systems in Daggerfall, Darklands and The Summoning), often non-renewable charges of a magic item. nine0003

The price may also lie in the possible danger of the act itself. Magic is a dangerous trade. Saving throws for madness and other unpleasant consequences for mental health, a chance to die suddenly from a heart attack by casting two Balefires in a row (Aleshar), a chance that an angry demon will come out instead of a magic missile (D&D's chaos mages) - the wizard risks a lot with each attempt to cast spells .

But most often it is abstract energy, spell points, mana. Casting each spell costs a certain amount of this energy lost by the mage. Mana can be restored in completely different ways. It's just that over time, after sleeping, when using items and only in certain places... Sometimes all the ways to restore mana are finite, and it is, in essence, an irreplaceable resource (The Legacy). Sometimes mana is the same for all spells, sometimes it is spread across schools (Wizardry 7). Sometimes, other resources are spent on casting, for example, stamina / vitality, or even health, hit points. For example, in Ancient Domains of Mystery, if you don't have enough mana to cast, you can "climb" into health, sometimes with a fatal outcome. nine0003

Let's look at specific examples of how everything we talked about in the abstract is implemented. At the same time, you will be able to appreciate all the richness of magical systems, undeservedly consigned to oblivion. I tried to prepare a small selection of games that shows both well-known mechanics (the same Vansian cast) and rare systems. Since too detailed description of the magic systems of these games is not included in the article, I omit some insignificant things or, for example, write "spells on mana" without explaining in detail, since we have already considered such mechanics. nine0003

Let's start with the quintessential high-level AD&D campaign - Pools of Darkness. A game where you can kick out dragons with a batch of level 39/40 duals. True, as far as I remember, my party was absolute incompetent that they finished the adventure in the twentieth levels. Suckers! Only barely surpassed Elminster! They couldn't, they had paws!

Pools of Darkness uses first edition AD&D rules. As you can see, this is the Vansian system. A 14th-level mage Xanathar has access to seven spell circles. At the bottom, the number of slots on each circle is just written, which ranges from five to one. This is the very beginning of the game, and the well-known spells went to our hero for free. Further, in order to fill a couple more pages in the spellbook, he will either have to level up, while being allowed to learn one new spell, or hope that somewhere in the corner of the dungeon there will be a couple of scrolls with unknown spells. nine0003

Let's compare our Xanathar with a magician named Test. Also level 14, but with 9 intellect. Oops, there is no sixth and seventh circle. Here is the obvious influence of the main role-playing system on the magical one. No Delayed Blast Fireball, Test! You will only be casting like a simpleton village Cone of Cold.

Our magician Xanathar sets out what spells he wants to memorize and goes to teach them. How long will he be doing this? Those who played Baldur's Gate will immediately answer: "Eight hours!" Wrong, Goldboxes use some of the rules of the desktop system that were simplified in BG. nine0003

Twenty-seven hours, Carl! More than a day.

An excellent game based on a good magical post-apoc and Sword&Sorcery setting. The main thing is not to dig too deep into the lore, otherwise you will find out that all the races in this world are descended from halflings. Brrr... As a consolation, I can tell you that now halflings are cannibal barbarians. The whole setting is for munchies... power gamers. Other characters simply do not physically live here. That is why the maximum stats have been increased, and the characters start their adventures not from the first level, but from the third. But at the same time, they have to fight not with +5 swords, but with wooden, stone and bone weapons, because metal is the greatest value. ..

Okay, back to our sheep. Unlike other AD&D games, mages and clerics in Dark Sun don't need to prepare each spell separately, they just need to sleep. Now the sand of the gladiatorial arena is trampled by the mage / psionic / cleric Xanathar, the second level in all his classes. Pay attention to the red color that highlights the word "cleric". Xanathar is a cleric of the sphere of fire. There are no gods left in the world. Therefore, he has access to several "fire" priestly spells.

nine0002 Xanathar can cast two of the first-level majestic spells known to him.

As a cleric, our Xanathar can cast five spells of the first level known to him. Please note that AD&D clerics get access to all the spells of the circle at once.

Also in the game there is a rare implementation of D&D psionics in the computer. But this is understandable, since Dark Sun is a world with a venerable psionic tradition. The ancient psionic halflings won't let you lie. Psionics is divided into three schools. The screenshot shows the disciplines of the School of Telepathy known to Xanatar. For casting, the psionic spends mana - psionic points. nine0003

And here's another good RPG. Also the first immersive sim. Or not immersive and not sim. Given that the term was coined by Warren himself. Casting spells on mana, mana depends on the level and skill of the same name, spells are divided into circles, which circle you can cast depends on your level, when casting, a check for the skill is thrown, hmm, casting. But the very flesh of the magical system is its runes. Look at the start of the game. I found some runes and a bag for them not far away. These are the standard magical Ultim runes used since the fifth part. But in U5, spells require mating components, and runes are known right away. In Ultima Underworld, on the contrary, there are no mating components, but you will have to run for many of the runes. For example, I currently have the following runes:

  • Bet - "small"
  • In - "create"
  • Jux - "harm"
  • Lor - "light"
  • Ort - "magic"
  • Sanct - "protection"

My magician has access to the first circle, and can cast the following spells from the manual:

  • In Lor - "create light" - Light
  • Ort Jux - "magic harm" - Magic Arrow
  • Bet In Sanct - "small protection creation" - Resist Blows

Here is our hero casting a magic arrow.

If he had the right runes, he could cast a few more spells. To get them, in the game you sometimes have to look for secret doors, overcome traps and kill powerful enemies. Also, some of the spells are not listed in the manual, and become known only during the game, or if the player guessed them himself through experiments. For example, Armageddon's spell, Kal Vas Corp - "call the great death" - makes the game impassable, because it destroys everything on the level, except for the caster itself. Even stairs up and down. nine0003

This spiritual successor Ultima Underworld uses a magic system similar to its progenitor. However, it adds a couple of interesting things. As you can see, shortly after the start of the game, our nameless hero acquired the runes Aam ("create") and Yok ("fire"). Accordingly, they can be combined into a spell that lights torches and fires - Ignite.

However, in order to prepare this spell, the runes must be drawn in the air by the player himself. Here I have already drawn aam (in the upper right corner) and I am trying to draw yok. nine0003

Unlike UUW, multiple spells can be prepared. The blue squiggle in the lower left corner next to the red icons of broken pants and weapons is the prepared spell Ignite. Also note, I'm trying to draw runes that I don't physically have, and the game is telling me to gouge the chalk.

The fifth part of Ultima once again changes the magic system, adding "words of power" - magic runes - to the mating components of the fourth Ultima. I already talked a little about them in the previous game. Unlike UUW, all runes are known immediately. And, as in UUW, the spell must first be prepared. For example, our mage Xanathar prepares a poison cure spell, An Nox ("denial of poison"). He says the right words:

Next, he needs to select the materials to be mixed. Healing spells use mainly ginseng and garlic. We choose them.

The finished spell is sent to the spell storage shared by the whole party.

Xanathar can now always cast Cure by simply casting An Nox. Casting requires mana. The screenshot shows that he has 16 units of it.

This game is one of the best representatives of the genre for everyone who loves CRPG combat. In addition to the most interesting combat with many interesting solutions, the game also has an unusual version of the Ultima "rune" system. All spells, both magical and cleric, are three syllables long (encoded by letters), so the order of the letter in the spell is important. For example, the mage Xanathar will now try to cast a non-existent spell of three syllables encoded m m m:

Mu ma mort. Of course, nothing good happened, except that the strength parameter decreased. However, nothing bad, like the appearance of Leni Golubkov, also happened. Depending on the order of the letter, it has a different meaning.

For example, the spell Frost Bolt consists of three letters. R, M and I. Replacing the middle letter m with i - we get the younger brother of this spell, the spell rakhimiz, Freeze, which stands for "throw small ice". Replacing the last letter, we get rakhmagokh - a lightning spell. All spells are "known" (in quotation marks, since they may not be known to the player, but theoretically known to the character) from the start of the game, but the chance of a successful cast of a prayer or spell depends on the character's respective skill, which is naturally low at first. nine0003

The game fully justifies its name, because you will have to thoroughly delve into its magic system. You are a simple guy from our world, Robert, who, by the will of the old magician, became his student. The game starts with a tutorial explaining many features of the local magic system. Instead of mana, hits are used here, spells must first be prepared, everything is simple ... Simple? No matter how. First, you choose which school you want to become an adept at. Some spells are available only to an adept of a certain elemental college. nine0003

Later, you will learn that a spell has three main components. Aspect, controlling ingredients and magic word. Let's prepare the fire wall defense spell. Its aspect is friendship. Therefore, we will take a sharp knife...

And add two powders and three stones to it. Let's say the magic word (we will learn them during the game, there are four of them for each school). Voila! The spell is ready.

Pay attention to the characteristics of the spell and the large number of numbers. It's not just love for the numbers on the screen. nine0003

Control ingredients are called so for a reason. The description of the spell indicates the elasticity of each ingredient - how much and what additional ingredients can be added to the spell before it turns against the magician or side effects come out.

Increasing one of the ingredients gives the spell certain benefits. From increasing the damage dealt, to better finding the path to the target, but also reduces another characteristic. It is extremely important to maintain this balance when changing the spell recipe. You will find magic in the game by asking NPCs, researching the domains of hostile magicians, carefully studying the incomplete book of spells attached to the manual and experiments that are deadly for the experimenter. This is how Robert dies after a mistake in the spell of the school of Ether. If it were a fire school spell, it would burn. nine0003

And here is the spellbook. Bad, right? But it is these scraps of information that will save your life and give you the key to power.

Most of the game takes place on the battlefields of another world, in different biomes that affect your magic. However, you will have the opportunity to travel around the old Earth in search of ingredients, magical tools and knowledge. For example, the non-script in the screenshot suggests the order of the ingredients for the Steam Vapor spell.

Speaking of "unstable" spells created by the player, one cannot fail to mention the best TES - Daggerfall. The game adds a lot of skills to the Arena role-playing system, including six skills of magic schools, on which the amount of required mana for casting depended. Here is my spellbook. nine0003

New, "standard" spells could be bought from the Mages Guild.

However, members of the Guild (and high-ranking priests of Kynareth) also had access to the creation of spells, where you yourself chose what effects it would have and how powerful it would be.

And for the sake of example, I've added three effects to the spell being created. Because I've always dreamed of talking to dragons while levitating and juggling bubbles.

I wanted to show you some more local alchemy, but I didn't have enough rank in the Dark Brotherhood. If I earn it, I will again sit down for a week or two. nine0003

Therefore, I'll just show you boobs.

Event Horizon's masterpiece uses a curious mana-based magic system, which, however, requires the spell to be prepared beforehand. Each spell consists of several somatic components, gestures, the number of which is limited. You will learn new gestures from the found scrolls.

On the spell preparation screen, you choose the right gestures to add up to the correct spell. Since there are more spells than gestures, if you've played before, you can cast spells that you haven't found scrolls yet. It is enough that you know the necessary somatic components from known spells. nine0003

Each spell belongs to one of four schools, the degree of mastery of which depends on the corresponding magic skills. The finished spell is sent to one of the four blue boxes (depending on its school) in the upper right corner.

Voila! The number of copies of spells prepared at the same time depends on the character's stats. Let's play Sight.

As you can see, when casting, the character performs all gestures. Therefore, if the enemy is already close by, he may have time to kill you while you are twisting your fingers in magical handguards. Also note that after a few casts, I only have 27 mana remaining. nine0003

The local alchemy system is also worth mentioning. Like the Dungeon Master, casting Liquify with an empty bottle creates a healing potion. Other types of potions are obtained by "liquefying" gems. For example, I have now created an antidote.

This game is distinguished not only by the strategic elements or the presence of horses in your party, but also by an interesting system of magic. Each spell you have to invent yourself. There are 16 runes in the game. Four direction runes and 12 effect runes. The effects in the game are very different, from the treatment of party members to the submission of monsters to the will of the caster. Each rune has a mating component associated with it. At the beginning of the game, we have only three runes. Missile, Damage and Healing. It is from them that I am trying to compose a spell. Two runes have already been successfully cast in the lower left corner. nine0003

This screen shows which runes are known and which reagents they require. Runes require one...

...up to three mating components at the same time.

With the expansion of the number of available runes, your opportunities also grow. For example, the manual offers an 8-rune spell that simultaneously heals the mage, applies anti-magic to him, surrounds the mage with a field that constantly deals damage (the mage himself is immune to it due to anti-magic), and also shoots magical arrows in all eight directions. nine0003

This beautiful single-character DM clone has interesting magic. In addition to the pompous names of the spells, reminiscent of early D&D and Vance himself, when cast, the character automatically draws symbols in the air. You can compare this to The Summoning gestures and the later Arx Fatalis.

Magic itself is on mana, its effectiveness depends on the magic schools growing when using skills.

Oh yeah, check out the spell names.

New spells you can read in scrolls, and they can also be taught to you by NPCs. Sometimes, not really wanting it themselves (I won’t spoil the wonderful moments). nine0003

Also an interesting and very atmospheric solution - mana is not spent immediately, but in the process of drawing a symbol. So you might find that you spent the rest of your mana on a spell that didn't work because it wasn't enough for the last whorl.

Starting an entire RPG sub-genre, each spell consists of several symbols. The manual perfectly describes the meaning of each of them.

The spell itself has an internal structure. These are its strength (a novice mage won't be able to cast an enhanced version of a torch spell, but will easily cope with its weaker version), elemental affinity (which every spell has), shape, and a qualifying symbol. The last two characters may not be used. For example, a majestic torch spell is just an appeal to the element of fire. A priestly spell that turns an empty bottle into a healing potion - an appeal to the elements of water. nine0003

Each rune spends a certain amount of mana in the process of "assembling" the spell. For example, I want to cast a very weak fireball and lay out Lo - Ful, but I can't prepare the Ir rune until I sleep a little or restore mana in some other way.

The system turned out to be beautiful and logical in its structure. Inspired by the Dungeon Master, the Legend of Grimrock uses a simplified version of it that has been stripped of many of its runes.

This beautiful Finnish RPG is distinguished by an unusual setting and role-playing system, general brutality and an interesting magic system. At the beginning of the game, the character does not know magic, but after a series of quests (including a quest to kill priests right in the temple, which makes you think that the game is not Finnish, but Norwegian), the world of the invisible opens up to him and you get several magical skills. nine0003

To cast a spell, you must first activate the desired runes. Runes symbolize the elements in Western magic - Fire, Water, Earth, Air and Spirit. The spells themselves are listed in the manual. Depending on the spell, one to five runes are needed, and the same sequence of runes can work differently depending on the target. For example, runes of fire and air, when cast on an enemy, are converted into a lightning spell, and when cast on oneself, into an arrow protection spell.

Now I'll show you what it looks like in practice. I was ambushed by goblins and decided to show them what a powerful magician I am (you could see the character's real skill level two screenshots ago). Balefire! nine0003

Goblin is gone! Oops. Look at my level of fatigue.

Balefire! Our proud "Varyag" does not surrender to the enemy! Oh...

How long have I not seen this screen... But he was my constant companion when I played this game. And it is with this cause of death.

Casting too powerful spells (and Balefire's spirit rune requires a lot of power) with poor control was a bad idea.

This RPG/adventure hybrid features one of the most intriguing and yet unrepeatable magic systems. Magic itself is on mana, all spells are known at once, require preparation, preparation itself is possible only from a certain level of the character and in the presence of mating components indicated in the description. This is where the most tsimes of the system lies. There are many items in the game, most of which are materiel components. nine0003

For example, this fire extinguisher is the mating component of the Resist Fire spell.

Everything is clear. And then we open the description of a fireball or Magic Muscles and start scratching our heads.

Hmm! Flammable item? Can I use hairspray? Yes! What about this calendar? Of course!

Can I use this metal tuning fork for Magic Muscles? Of course! Only hairspray is another component of the high-level Nova spell, and the tuning fork is Lightning Bolt. Hmm, did you wisely spend a tuning fork on a lightning spell? Congratulations, it was a quest item, look for an old save. Yes, Elvira 2 does not consider its players weak-willed casuals. This is what is beautiful. nine0003

Finally, for the sake of completeness, I'd like to show you typical cooldown magic. In this roguelike, casting a spell requires not only mana, but also some time has passed since the last cast of this spell. I'm getting ready to attack the wolves.

A certain amount of mana was spent, three fire projectiles hit the wolf, I can only use this spell again after four rounds.

Afterword

So my article ended, but the topic of magical systems did not end. I will be glad if you can play the games I have listed, or remember interesting systems in CRPG yourself. In conclusion, I want to say words of wisdom: don't split the party, be suspicious of the yellow snow, don't drink the last potion of healing, and don't cast a choke spell on orc robbers if there are common witnesses. Orc lives matter. Go in peace. nine0003

interesting magic systems in games

Magic is cool, right? Swords, bows, crossbows, and muskets are fine too, but they rarely fit into a given setting as seamlessly as magic usually does. In addition, through knowledge and willpower, wizards can force themselves to obey reality itself. It's just a bomb. No matter how pumped up the bicep is, it will not stop a fireball flying in the face. Let's take a look at games where the use of magic has become more or less creepy cool! nine0003

CodeSpells

The game deserves a place on this list thanks to the magical system that affects metagaming.

Finding the mystical fireball base needed to read the elements and the reality-altering path to release it is all. ..we don't really do it because it happens in the soul and mind of the characters we play as. But in CodeSpells everything changes. And while our character is addressing the mystical side of the universe or something like that, we ourselves program the game so that the fireball can appear. It is truly unique and original. Teaching people how to program simple functions is a pretty nice bonus, kind of like the old game called Colobot. nine0003

This is perhaps the closest thing to a magic system in a video game that allows you to feel like a wizard.

BUY (PC)

Wizard of Legend

The art here is to capture the moment well. Many spells have a cooldown, and if you dodge, haste, or hit, being unable to cast the spell can be a matter of life and death.

WoL is a pixelated "bagel" in which each of your abilities is a spell. Combat can be quite intense, especially if you're using fast-recovery magic. Then the screen is covered with cute pixelated special effects, and your enemies die in battle, as they should. Fast, pleasant and requires a good reaction. Definitely recommend. nine0003

Buy (PC) Buy (PS4)Buy (XBO)

Outward

Outward is a rare RPG and survival simulation collaboration. It has everything that is typical for survival games - hunger, fatigue, freezing - but there are also clear role-playing quests and several simultaneously unfolding storylines. In addition, the game has a magic system that you will have to work on.

Magic in Outward requires more serious rituals than in other games. For example, to cast a simple fire spell that is stronger than a simple match, you would have to build a magic circle from enchanted materials. You can also use runic magic, which requires you to learn several combinations to cast spells. nine0003

Buy (PC) Buy (PS4) Buy (XBO)

Mages of Mystralia

Thanks to the story created by Ed Greenwood, one of the creators of the Forgotten Realms setting, Mages of Mystralia was simply destined to become a special game. And she really did become one. The game looks very cute, cartoonish and friendly, but don't be fooled - the magic system here is very powerful and offers a lot of customization.

Spells are created on a special panel where various components are assembled. If for some reason you want the fireball to turn left in flight, you have that option. Turned left and bounced off the wall? Easy! Would you like a magic shield to reflect an arrow back at your enemies, throwing three fireballs after it? This is also possible. In fact, you are limited only by the ability to combine magical elements and mana. nine0003

Buy (PC) Buy (PS4)

Buy (XBO) Buy (SWITCH)

Spellbreak

At least if you don't mind the battle royale genre. Yes, Spellbreak is a wizard battle royale set on a conveniently secluded island where you can unleash your magical powers.

It doesn't sound that great on its own, until you discover that spell effects can be combined. Cast a poison spell on the tornado you created a few seconds earlier and it will become a poisonous whirlwind, or turn the meteor into a huge snowball. The game is fast, entertaining, rewards the skill of the player and provides a huge space for unbridled fun and chaos. nine0003

The game is free. If you're ready, download!

Play (PC)

Citadel: Forged with Fire

The magic system of the game is closely related to the weapons that you can imbue with magical properties, and different effects are possible for different types of weapons.

For example, for a glove, these are the "explosion" and "beam" forms, as well as the effect on itself and auxiliary functions common to all types of weapons. In addition, certain components of spells, such as range and life drain, can be improved with additional ingredients. nine0003

There are several Essences (elements) in the game that underlie spells, such as Arcana (pure magic), Nature or Storm. Each of them has unique effects for each spell form, such as the effect on self, beams, or utility properties. Available forms are determined by the weapon being used.

Buy (PC)

Dragon's Dogma

If all the other games on this list have magic systems that encourage creativity in one way or another, Dragon's Dogma's ability system can hardly be called flexible. But this game deserves a place on this list already thanks to the joy and feeling of power when reading powerful spells. The ones that take half a minute to cook while your NPC companions (pawns) try not to let the enemies hit your soft wizard loins. nine0003

But my God, when the spell ends, it's a real cataclysm, plunging in awe. Take a look at the selection of Youtube user FluffyQuack (nice nickname, by the way!)

I don't know about you, but we can forgive the lack of flexibility if it is compensated by a real show about why pissing off a sorcerer is no better idea than loitering in the domain dragons.

Buy (PC) Buy (PS4)

Buy (XBO) Buy (SWITCH)

Arx Fatalis

Arx Fatalis' approach to magic is unforgettable. In your travels around the world (or immediately with a fairly simple cheat), you can open runestones corresponding to certain phrases in the magical language, from which spells can be assembled. The trick is that each time you cast a spell, you need to draw signs manually, and the quick access menu is limited to three spells at a time, which disappear after reading. nine0003

As a bonus, spells are translated (in the diary) really meaningfully. For example, the classic fireball uses the phrase Aarn Yok Tar, which means "Create a Fireball". Replace Yok with Fridd and you'll get an ice arrow. And don't forget - it was over a decade before everyone started going crazy over Skyrim's three-word Draconic phrases.

Even after playing a little Arx Fatalis, you will understand why mages take so long to cast spells. And why you shouldn't give them that much time if you had a fight with them. nine0003

Aarn Mega Yok!

Buy (PC)

The Elder Scrolls III: Morrowind

Pre-Skyrim magic is more than just launching another fireball. It was studied by devoting oneself without reserve and gaining more freedom than the Nords can possibly understand. Mainly because in Morrowind, for example, you could create your own spells from learned formulas. You only had to worry about how much gold you had left and what you could actually read, since the mana pool was not a bottomless well. nine0003

The system allowed some crazy combinations to be created, and also provided enough space to work with specific parameters. Of course, Morrowind, like Arx Fatalis, looks rather outdated these days, but mods can solve this problem, resulting in a truly majestic game, free from modern tinsel and annoyances.

Buy (PC)

Two Worlds II

You may have never heard of this game, or you may have just heard that for some incredible reason a DLC was released for it a few months ago. There is nothing to be ashamed of here, but despite the suspense and a certain "clumsiness", this game sets an interesting direction in magic. nine0003

Here it is based on cards that can be combined to create magic spells. There are effect cards divided into five schools with several branches (for example, Air is divided into Air proper, Life, and Lightning). There are carrier cards that determine how the spell works: buff, projectile, or summon. Finally, modifier cards improve effects (increase damage, duration, defense) or change the behavior of projectiles (Ricochet? Spray? Targeting enemies maybe?)

The number of possible effects is vast and includes combinations such as anvil vortex (tell me honestly, how often have you seen this phrase?), summoning magical projectiles of various creatures, or automatically reviving after your death. Constantly trying new combinations is just insanely fun and a great incentive to search the world for new cards.

Buy (PC)

Lichdom: Battlemage

What happens when you mix a first person shooter, Excel spreadsheet and powerful magic? Lichdom: Battlemage, that's what. And it is a very curious animal. At first glance, after the trailers and gameplay videos, the game looks like a magic-oriented first-person shooter with truly great effects, thanks to CryEngine 3. Depending on what kind of spells you create, you will have regular projectiles, homing and not, powerful beams, wide area explosions, traps, deadly puddles... this game has it all, and everything looks just great. At any given moment, you have access to three (out of a total of eight) signs that allow you to control various elements such as fire, ice, necromancy, or telekinesis, and each of them allows you to create three spells (mentioned projectiles, variants with a zone of effect, and shield). nine0003

However, at the heart of everything is a complex spell-casting system that requires a good memory and hard work with numbers to fully utilize. Create a Mastery combo to maximize Destruction damage, or a Mastery-Control combo to get some quiet moments? The math is complex, the synergies are complex, and the battles are often so desperate that it's easy for an inattentive player to get confused, especially when spell tricks become a must. But when everything works, various amenities will fall like from a cornucopia. nine0003

Buy (PC)

The Divinity: Original Sin Series

The Divinity: Original Sin games have established themselves in a wide variety of collections, but in few places they deserve their place as they do here. In the first part, the magic was incredibly fun, with spectacular spell combinations. Nothing compares to a fire arrow exploding a poisonous cloud. But the sequel managed to surpass the original in every way thanks to the downright deadly combos opened by creative players. Some time ago it was reported that someone created an infinite damage combo from just a couple of spells due to their cumulative effects. nine0003

What makes the game so special is that it's specifically designed to allow you to experiment with its systems, providing alternate paths to success even if you get too carried away and destroy a part of the quest that seemed vital. In addition, skills can be crafted here, providing another level of complexity and flexibility.

Buy (PC) Buy (PS4)

Buy (XBO) Buy (SWITCH)

Tyranny

Obsidian's 2016 creation, unfortunately, didn't receive its due fame and completely fell out of the view of many people. This is unfortunate for a number of reasons, one of which is the magical system. nine0003

In Tyranny, spells are created using spell symbols called sigils. Sigils of Keys determine the school of magic, Expressions determine the behavior of the spell, Strokes increase individual parameters, and Enhancements apply additional modifiers. Each sigil has a cost compared to your Knowledge skill, so a strong mage with Knowledge of 200 can add stronger Touches to his spells than an amateur with Knowledge of 40. Effects determined by Expression range from short-range bolts and long-range projectiles to auras, lethal strikes with a zone of defeat and strong weakenings. nine0003

One of the advantages of Tyranny's magic system is its close connection to the lore. Each of the 11 Key Sigils available in the game (Fire, Cold, Lightning, Stone, Emotion, Illusion, Life, Terratus, Spirit, Entropy, Strength) was created through the study of the Archons that created a certain effect. For example, the Sigil of Emotion was created through the study of Sirin, the Archon of Song. Finally, the existence of magic is explained. This is a nice innovation.

Buy (PC)

Magicka Series

Magicka (and of course its sequel) is a game with a pretty neat magic system. There are eight basic effects, several more can be obtained by combining them, and so on to create more powerful spells. Fans have created a lot of downright killer combinations over the years, turning spellcasting into a QTE to some degree, but with good old fireball you can get a lot done too. nine0003

In addition, there is a logical game world, so you can use the element of cold to freeze the narrow and slippery path across the river or toss yourself into the air with a mine explosion.

And make sure you're dry before casting lightning spells.

Buy (PC)

Blade and Sorcery (VR)

Initially, the VR action Blade and Sorcery did not have magic - the player was offered to pick up a melee weapon and deal with his opponent, as in some cruel medieval movie. However, one of the updates added fantasy elements, and now fireballs, telekinesis, staves and other things from the world of magic have become familiar in Blade and Sorcery. nine0003

This game simulates medieval battles - you can feel like a powerful warrior, the likeness of King Leonidas, who brutally cracks down on his enemies, chopping off their heads, piercing them with a sword and doing other creepy, but quite spectacular things. There is an impressive arsenal of weapons, and advanced physics creates the maximum sense of presence.

Buy (PC)

Spellsworn

Spellsworn is an isometric PvP action game that challenges novice mages to clash in small arenas. 5 modes, 3 arenas, solo and team battles - all this can be tried out for free right now. nine0003

The gameplay itself is interesting - it is divided into rounds, and at the beginning of each, players visit a magic shop and buy spells. The amount of currency is limited, and out of 25 spells, you want to buy everything, of course, but you have to think about tactics. The game is easy to learn and undemanding to PC components - everything you need for beginners and hurried magicians.

Play Now (PC)

The Wizards - Dark Times (VR)

Another VR game, this time all about magic. Its peculiarity lies in the gesture system of spells. There are 11 of them in total, but it’s also quite difficult to “cast” them - but you will feel like a real sorcerer. Also, the game will please with an abundance of ways to interact with the environment and difficult battles. nine0003

The Wizards - Dark Times sends you to the fantasy world of Meliora, where instead of ponies and rainbows, residents observe terrifying monsters that not only interfere with life, but also rapidly bring the end of the world closer. In the role of the chosen wizard, you will use your own hands to stop the horde of monsters.

Buy (PC)

LEGO Harry Potter Dilogy

What collection of games about magic can do without the legendary "Harry Potter"? Of course, with a stretch, but LEGO Harry Potter still wedged into our selection - get ready to take an adventure into the world of magic alone or with a friend. nine0003

The dilogy offers to relive the events of all the films about the young wizard in Lego style. You can freely explore the corners of Hogwarts, learn various spells, complete story missions and collect collectibles. Traditionally, the LEGO games allow you to play as almost any character in the universe, and this is an opportunity that Harry Potter fans should definitely not miss.

LEGO Harry Potter Years 1-4 (PC)LEGO Harry Potter Years 5-7 (PC)

Ghostwire Tokyo

Japan is an interesting country that brought us anime, JRPGs and horror stories. The latter formed the basis of the adventure game Ghostwire Tokyo, in which the player uses superpowers to fight various evil spirits on the streets of Tokyo. nine0003

According to the story, 99% of the people in the city disappear due to some occult event. The main character will have to figure out what is happening and give battle to a secret organization. In his adventures, he will face the heroes of local legends - headless schoolgirls, shiromuku, faceless people with umbrellas and so on. To control abilities, the player will use the gesture system. Noita This means that with the help of your impressive arsenal of magic spells, you can burn, freeze, melt the surrounding objects or your enemies. If you use magic wisely, then you will quickly clear the territory and discover secrets, and carelessness will lead to an absurd death. nine0003

Noita will also please with procedural terrain generation, nice undemanding picture and the ability to create your own spells.

Buy (PC)

Nine Parchments

Nine Parchments is, according to the players, the "proper" Magicka 2. This is also a cooperative arcade game about four inexperienced magicians who go on adventures and cross their abilities in battles with enemies, which often turns into chaos and turns into a danger to themselves. nine0003

But, unlike Magicka, the graphics are much nicer, the controls are more responsive, and the branching tree of character leveling allows you to create your own unique magician. The set of spells at the same time is amazing.

Buy (PC) Buy (PS4)

Buy (Xbox) Buy (Switch)

Wizard101

An original free-to-play MMORPG in which you become a newly minted student of the school of magic. After choosing an element, huge worlds open for exploration and hundreds of hours of gameplay will open before you, which include quests, pumping, breeding pets and other genre activities. nine0003

Wizard101's uniqueness lies in the turn-based combat system using cards - in battles, the characters are placed in a circle and use their aces in the sleeves, trying to defeat opponents. The turn-based format might sound boring for a magic game, but it actually opens up a lot of room for tactics, and if you play with friends, there's room for some impressive synergy.

Play (PC)

Ziggurat

If you are looking for more intense games with a well-developed magic system, then we advise you to play Ziggurat - a fast first-person shooter in which the magic wand becomes like a machine gun, and in tight locations you will be expected crowds of enemies. nine0003

In addition to shooter mechanics, Ziggurat will delight you with Rogue-lite features: thanks to random elements, each run is different from the previous one, the dungeon is constantly changing, and from spells that drop randomly, you can collect both a powerful set and something incomprehensible.

Buy (PC)Buy (Switch)

Zenith: The Last City

The future, in which people sit in VR helmets and, forgetting about reality, travel through virtual worlds, is already coming - so you might think if you play MMORPG Zenith: The Last City. Immersed in virtual reality, you will do the same things as in other games of the genre - traveling around the world, fighting enemies, fulfilling NPC requests, pumping, and so on. nine0003

But when it happens in VR, everything looks and feels different. As for the magic system, it is built on a system of gestures, and to create a simple fireball you will have to cut through the air with your hands, and the process of making a potion looks like cooking in the kitchen.

Buy (PC)Buy (PS4)

In Verbis Virtus

Ironically, our list begins and ends with games that capture the moment of a reality-bending sorcerer's supposed experience in real life. But here, unlike CodeSpells, instead of programming, you need to speak into the microphone. nine0003

Buy (PC)

Pending

Hogwarts Legacy

If we talk about the most anticipated games of the future (in general), Hogwarts Legacy is not going to pass by - an role-playing game that takes place in the Harry Potter universe. And no, this is not a LEGO adventure, but a full-fledged open-world action-RPG set nearly 200 years before the legend was born. In the center of the plot is a young student at Hogwarts, who discovers the ability to master ancient magic. nine0003

The declared features will make a Harry Potter fan sincerely rejoice - you can customize the hero, choose one of the faculties, freely explore the open world, upgrade the character's talents and balance between the "light" and "dark" sides. And, of course, an interesting combat system based on the use of spells and potions is expected.

Official website

Magic dissipated

Unfortunately, there are no more spells left in our book. Now is the time to take a break to restore them.


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