# Spellcasting mechanics (finally)

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Very interesting system Zanshibumi. Does your system figure out the effects from some sort of rules, or would each spell have to be preprogrammed? It seems to me to be the latter, and thus kind of artificial. There is nothing wrong with that.

It looks like your system would work really well for a strategy game.

The spellcasting system that I have been working on is more like a programming language expressed as a non-commutative algebra. Where each spell is like a linear operator, and you can make new spells off of other ones.

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 Original post by Platinum314Very interesting system Zanshibumi. Does your system figure out the effects from some sort of rules, or would each spell have to be preprogrammed? It seems to me to be the latter, and thus kind of artificial. There is nothing wrong with that.

I've tried mathematical spell systems in the past. I've never managed to make them both beautiful and balanced. It's close to impossible to build an automatic system that takes into account the usefulness of many effects. You can simplify or limit the effects to allow the balancing, but you end up with an overly simple system.

Generating a simple number with some sub-effects works for damage spells. You've got the 5d6 fireball, the 6d6 fb, the 6d6 delayed fb, etc...
However, with summons, for example, if you don't clearly differentiate between different creatures, they lose all individuality. Having a Dragon, a fire elemental and a goblin is better than having a big creature with 1000 hp, a medium creature with 100 hp and a small creature with 10hp.

For me the solution is thinking about those relations between spells but then detailing them one by one. For example, I'll have a way of calculating how much damage should an attack spell do because of it's cost (each sphere of Fire costs 4 Thread, water 5).
However, I wouldn't allow a simple water spell to deal more raw damage than fire, for flavor, so I'll add other strengths to it which balance the cost and damage. And I won't feel the need to modify my damage/price calculations, I'll just use it as a guideline.

It's the system D&D was supposed to follow. Wizard pure damaging spells deal 1d6/lvl, cleric's 1d4/lvl. Any damage spell with extra effects would have to deal less damage. However those where just guidelines. (they later broke the system, but that's outside the point).

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Ok, with some help from TheAdmiral I've got the spheres moving gracefully to their positions in the patterns. Some are easier (triangle, square, pentagon and circle) some are a bit too hard and need polish (the 'Y' and the 'W').

The player presses 1, then clicks in a position, presses, clicks, etc... The Spheres move around a bit, reaching a position of equilibrium and the player drags some sphere not correctly placed until the shape is done.

However, TechnoGoth made me think I should do something in the visual part. I need a visual representation of the spells being weaved. Spheres moving around could maybe work with a bit of light trails and a bit of movement. But I think it's too simple.

What if those points where actually expansions in a pattern? You know, like the classical representations of gravity in space.

What if instead of points they where the tips of threads? You drag the threads from outside the canvas and they interweave into the patterns. ... In some way.

What if, ... Ok I severely lack creativity.

[Edited by - Zanshibumi on May 24, 2007 3:19:28 AM]

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