From: Brian T. <bri...@ho...> - 2001-02-18 05:42:56
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MIME Attachment View Where does magic come from?: The ultimate source of magic is from the gods of Arianne, but for each spell that is cast the source of magic depends on the type of magic itself. The essence of magic is channeled through the caster and their equipped objects in the process of casting the spell. The casters abilities determine how much of the essence may safely be channeled by the character at any one time. Just to note that I think that it is allow to try to cast a powerful spell with a low level but with the risk of failing it and being damaged. Agreed, this is discussed later in the html. You can cast a spell but the success is effected by your level compared to the spells difficulty(I discussed most of the computer mechanics in the system html) The person may have a book that says this to cast this spell you do this, but until you have 'learned' the spell you have to use the more mechanical method of choosing the forms from the menu, rather than simply using the quick cast button that exists for 'learned' spells. Until you have 'learned' the spell you don't really have enough experience with it to say "Hey, I got it now, I understand" Elemental(Fire,Earth,Air,Water): For Elemental magics if the player is below level 128 ability the magical essence is stored in in Runes these runes are tetrahedrons of crystal. These runes are formed from the magical substance known as lodestone. Lodestones are found or mined and are useless in the original form. Lodestones are taken to Temples to be aligned to the type of magic that they will hold. Depending on the quality of the lodestone and the skill of the cleric that is attempting to align it the lodestone will wind up having some finite volume for the magical essence it will hold. Once a lodestone is aligned it will have an affinity for other runes aligned to the same essence, so much so that should 2 or more runes of the same alignment be brought into contact the result will be a single rune with the combine essence volume of those combined, however due to the energies that the runes contain they become less stable as their essence volume increases, unless runes are combined in magical ways to raise their size as well, but casting these types of spells require the use on ritual magic and usually are only performed in Temples, due to the use of void magic and the sheer amounts of magical essence required. I dislike the idea of the monopoly, I think that to fill the Lodestone it should be able to be done by anyone with the knowedge. Anyway if you think that this break your idea, just skip this line. Sorry building the social structures again. The spells that I say are cast at the temple, are mainly cast there because they are very powerful spells and take much essense to cast and ability to control. Any spell can be cast by anyone if they know, but I would say certain spells would be highly guarded by the temples. In fact the exact method of casting most essense transfer spells would include some very powerful void magic to guide the essense from the source into the runes, so these would require void casters with high ability in the elemental essense that they are trying to transfer. Natural(Body,Mind,Spirit): For natural magics the source of magical essence is the caster them self. Casting a Body spell will drain Constitution, casting a Mind Spell will drain Willpower, and casting a Spirit Spell will drain Karma from the caster. The casters ability in each area defines how much of their own magical essence they can channel and form into a spell. Because of the way in which natural spells are cast the casters are unable to heal themselves for losses in each of these areas. A healer would cast Heal on another and in turn loose their own Constitution(unlike for damage this loss is direct and is not related to size) so for a healer to truly be a healer they would have to be able to recover their own Constitution quickly by having a high Recovery stat,at higher levels they maybe able to drain strength or syphon it from other players. Mentalist would specialize in Illusions and Telepathy and be able to drive other characters mad (key rotation) or be able to drain Intellect from other characters, at higher levels they maybe able syphon Intellect from other characters. Mentalists would drop in Willpower for every spell cast and so to be an effective caster would have to be able to restore willpower quickly by having a high Meditation stat. Spirit casters would be able to communicate with the dead and effect the Essence of other players at the cost of the casters own Karma. To be an effective Soulist the caster must be willing to lead a very pious life and must be very devout to there gods, specifically the Spirit god. Someone that talk with Deads? It could be a good idea. BTW I just remind that we still have to choose a place for the afterlife. Don't worry I've started working on some preliminary stuff, in my journals, but I want to get the living world to a good point before I struggle with the afterlife. How are spells cast?: Spells are cast using combinations of Mantra(spoken,prayers and singing), Tantra(hand and body forms such as dance), Yantra(written symbols, sigils, tattoos, and mental images). Generally speaking each portion of a spell defines the spell effect, the effected target, the range, and duration of the spell. Each type of magic has a particular method of casting that is favored for instance Air elemental magic will favor heavily the spoken word as the method of cast and Body natural magic will prefer hand and body forms, however methods are not completely exclusive and different combinations may result in the same spell being cast. There are advantages and disadvantages to each method of casting ;such as for speed spoken methods will be the quickest, followed by hand forms, and final drawing will be the slowest; however as far as duration the spoken method will be the shortest with handforms being the next durable and finally the effects of some drawing/sigils may be very long indeed. As for range the spoken methods limits will be hearing distance, the hand forms effects are limited to line of sight, and the sigils maybe limited to within the drawing itself. For a strong caster they would have to master several ways of casting a single spell to prevent from being crippled by a single type of attack against them. These attacks maybe be circles of silence for spoken casting, binding spells for handforms, and stupefying spells for any of the forms. Of course should a caster lose sufficient Intellect due to a club to the head this may have the same effect as a stupefy spell. Ok, I am realizing that perhaps sectorial damage isn't as good as I think, what would be the point of having a stupid mage or a handless warrior?. We could make something to heal these damages, perhaps on temples or a spell. Casters that are low on intellect will wait for willpower to raise their intellect back to the level where they can cast. Handless warriors will have to goto a magic that can cast a body spell to make the hand regrow, or make them a magical hand!? How are spells learned?: Spells are learned through several possible methods. ... Will the list of Spells be close? Or we will create a group of spells that can be mixed to get a new spell? I think that we are doing the second. Yes the second. The effects and the costs will be variable and we can keep adding effects as we think them up/discover them we will merely add the spells that use these new effects the the spell tree. Also as the scale is exponential, a level 255, can mean that the spell takes no essense and that it is powerful. If you are casting the original level 1 spell it would cost less to cast and be as powerful as you originally cast it when you were a level 1 caster, however you would be able to cast it with 100%(or nearly) certainty that you would cast it successfully. 3 advantages, cost to cast went down, power went up, percentage success went up. In this case if we cast the spell at level 1 it is the same power but the success is better and the cost went down. Because you are talking about 3 possible effects I would say there is a minimal cost for casting any spell, but if you are very high the cost to your resources is limited(a caster >128 doesn't lose essense from the rune for elemental spells) and the success is better. But really why cast it at level 1 unless you really need to conserve energy of some sort. If I knew it at level 64 I would cast it, unless I thought it would fail when I really needed it. Just a question: Could be a spell level 1 casted by a skill 255 mage be more powerful than a spell level 2 casted by a skill 1 mage? It would cost less if cast at level 1 and be more likely to succeed, but if both were cast and successful the level 2 spell would be more powerful. This is a choice the caster has to make power, cost, success. How are items the caster is wearing effected by the magical essence during the cast? / How do they effect the cast? We could use AD&D approach, a Mage can't use armor. But as we are classless, it will give a bit advantage to a warrior like chraracter. Also you can penalize for things that make hard to cast the spell, just as having two swords and cast something with hand forms. You know. Exactly, but stay away from AD&D insinuations please. If a caster casts a fire magic spell and they are wearing a wood buckler the buckler may catch on fire(depending on the quality of the buckler,bashed wood catches fire more easily than whole wood, and the power of the spell) if they are wearing steel armor they maybe burned if the spell backfires, etc... Some materials will insulate and some conduct depending on the type of material and the type of magic. Steel armor may rust if subjected to too many water spells. But some items may actually windup assisting the caster in channeling the essense, conducting through itself and the caster has an advantage. For fire the steel may help the caster when they are wearing steel gauntlets and cast burning hands more damage will be done, but if they are wearing dragonhide it will conduct less and the amount of damage will drop. Many possibilities, this should simply be a switch for conducts/neutral/insulates for each item and magic type and the ability to conduct/insulate will be in another field for each magic. For instance: Fire conducts +5 fire +5 air/electricity -3 earth -3 water however if a spell backfires this could be a disadvantage. Fire magic backfire will conduct more of the heat back to damage you. Water and earth backfires would be insulated but for water after contact with water the quality of steel would drop due to rust. More to come. Brian Thompson |