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# A unique (hopefully) magic system idea....

## 62 posts in this topic

Chaos and Order were the two blind gods in the beginning. One wove the strands of life and the other destryed them. The stuff was passed from one to the other in a continuous loop and so the universe was born... as Raymond E. Fiest explains in A Darkness at Sethanon (I think that was the book ).

Then came the lesser gods. They were formed out of the ''stuff'' that was torn appart. Ultimately resides chaos and order. There is a kind of hierarchy of orders in truth. You just rely on the god that you worship to give you the power. This means that you could make people worship a god to gain favours of spells. Fire would not be an effective spell against another fire-weaver because that would be in conflict with the god that you worship. So you are bound by which different gods you may worship at the same time (fire and water would be an obvious no-no... too much conflict). You may worship more than one god, but no god whom you worship is to be in conflict with any other whom you worship.

This would also allow for feuds between the gods that require you to triumph over the other gods magic.

Ideas?

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Such is a good idea

The most used mages get weaker, the least used ones get stronger...

Hmmmm....
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Let the player define effect and the computer define cost. AND to create a spelll research should have to be done. So the old mage in the hut would have to already researched through past spells, tombs of lore ,etc. to figure out how to cast the spell.

So time must be spent researching how to combine different spheres into a spell. AND the cost of a fireball that would destroy a circular mile would be extremely large. (Say 1000mp, & a burning 11kt diamond in an alchemist''s oxygen solution)

and limiting the effect of fire when more people used fire? I still like the old AD&D idea of elemental planes of positive & negative energy, fire, water, air, and earth. Each spell tapped into the unlimited energy of that plane.

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The idea of scripting your own spells seems cool. I might try it myself (programming the system into my game, I mean), but not the way some of you have illustrated.

I don't think many people will like having to type long lines of text to cast spells. I think they should be able to script their spells, either using a text or graphical scripting system, within constraints dictated by what disciplines they chose to learn, and of course their own experience level. Each spell would then have its own button in a spell-selection window, which you can hotkey.

So if you write a text script like this:
FistOfFlame # The name of the spell is "Fist of Flame"{    if( stillactive )        cancel; # Spell is already cast; don't cast it again.    cast fire Flames;    Flames.SetSource( RightHand, Attached );    Flames.SetDamage( 10.0 );    Flames.SetDuration( 30.0 );}

The game might scan the script, and based on the damage and duration specified, it will determine the spell requires a Fire Mastery of 4 and uses 20 Energy (mana) to cast. And each time the mage punches something, the creature he punches will recieve 10 damage points.

But if this slightly different script is written:
Fury{    cast fire Flames;    Flames.SetSource( RightHand, Attached );    Flames.SetDamage( 10.0 );    Flames.ApplyForce( Caster.Orientation.Forward, 1.0 );}

No duration is specified, meaning it's an instant spell, which is also why the stillactive line is unnecessary. It will be continuously cast as long as the user holds the Cast button down. Anyway, since it applies force to the flame, an Air Mastery of 2 might be needed along with the fire requirements. This spell should create a flamethrower-like spout of flame from the caster's right hand.

Then I might have a spell like this:
FireBall{    if( time - lastcast < 1.0 )        cancel; # Fire delay is one second.    cast fire Flames;    Flames.SetSource( RightHand, Loose );    Flames.SetDamage( 20.0 );    Flames.SetPhysics( Floating ); # Instead of falling, bouncing, etc.    Flames.SetDuration( 5.0 ); # Flies for 5 seconds.    Flames.ApplyForce( Caster.Orientation.Forward, 2.0 );    Flames.DestroyOnHit( );}

...and that would create a typical fireball that fires no faster than one fireball per second. Due to the damage and force, it will have higher Fire and Air requirements than FistOfFlame or Fury. The actual rules governing fire, such as how applied force affects it when it's attached or loose, will be built in to the engine.

With a system like this, the user can experiment beyond the usual spells seen in games, to see what is possible. Of course, plenty of playtesting will have to go into this before such a thing will be released.

Edited by - CGameProgrammer on August 22, 2000 9:35:23 PM
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Actually I changed my mind. It''s probably not good to let the user set the damage, duration, or rate of casting; those would have to be determined by the engine based on the user''s mana supply and elemental masteries.

~CGameProgrammer( );

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I tend to disagree - what about you being a high level mage, and wanting to cast a weak spell? Did, in you learning of the ways of magiks, cause you to forget the weaker spells?

Basically, doing somethign strongly does not make it better, doing something intelligently does.
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