Diversity of Magic

Since we haven't gotten a lot of details about the MAGIC SYSTEM :inlove: I thought I would post some thoughts I have had during the interminable months of waiting to hear more about the MAGIC SYSTEM:-" .

Spells have a bunch of different attributes that give them their unique character. Some simple stupid systems really only have one or two attributes - for instance sure you might have similar spells among different schools, but there really isn't that much functional difference between a fire bolt and an ice bolt. One might do 2-4 damage and another might do 3-5, but really there is just no depth because not much thought went in other than to make a different graphic, twiddle with the damage amount and assign it to a different school.

To anyone familiar with me, this is predicatbly leading to an Ode to Master of Magic...\o/

So I thought I would lay down some of the various attributes that COULD be included, please feel free to add any that I haven't thought of.

Attribute 1: The element or school that the spell is based on.

Attribute 1.5: Casting cost mana + essence(?) + ? (i.e. a spell might require you to sacrifice population...}:)

Attribute 2: casting time spells could take multiple turns to cast, or in combat, it could determine the order of events, i.e. a quick spell might kill an enemy spellcaster or if not kill might interrupt their casting.

Attribute 3: duration of effect - permanent, until dispelled, # of turns, current tactical combat, # of sub-turns within current tact combat, instant, other?

Attribute 4: maintenace cost(s)

Attribute 5: Target type: enemy or friendly, single unit or stack, terrain square, spell, multiple terrain squares, town, current tactical battle or area of effect within a tact battle, global.

Attribute 6: Effect: Summoning, direct damage, heal, buff, debuff.

For the purposes of discussion, attributes 2 and 4 are not overly interesting - they are important pieces, but really don't help differentiate spells from each other that much. Casting time might have some relevance just because one spell might be advantageous over another due to a quick cast time (thinking dueling wizards here).

Mixing and matching the other attributes produces a huge variety of possible spells, and I guess that is what the spell creation aspect of the game will entail, although I do hope we have a large number of canon spells. Putting some thought toward even some unlikely combinations could produce some interesting results.

What other attributes could there be to diversify the spellbook?

4,198 views 9 replies
Reply #1 Top

Though you said maintenance cost you didn't include spell cost. Such as Mana type and amount and Essence cost.

See "Dangerous Magic" post for futher ideas on essence cost.

Reply #2 Top

Added as attribute 1.5. Thanks!

Reply #3 Top

One thing I would like to see is a percent cost for some spells, as opposed to jsut numbers. Also variable costs where you can choose the limitations on the spell and affect its other stats.

Reply #4 Top

Quoting Scoutdog, reply 3
One thing I would like to see is a percent cost for some spells, as opposed to jsut numbers. Also variable costs where you can choose the limitations on the spell and affect its other stats.
End of Scoutdog's quote

That would be quite the feature. Instead of casting one huge spell (a wall of fire, maybe) you can cast a lesser version of it several times for roughly the same cost. Lesser versions should be weaker, do less damage, be easier to dispell, cost less (open to tweaking as to amount) - but give much higher tactical flexibilty. A wall of fire might protect your archers for a while, but casting FOUR smaller walls in a box might trap an enemy so you can finish them off.

Reply #5 Top

Quoting Scoutdog, reply 3
One thing I would like to see is a percent cost for some spells, as opposed to jsut numbers. Also variable costs where you can choose the limitations on the spell and affect its other stats.
End of Scoutdog's quote

Do you mean a spell costs a certain percent of your total mana? I don't care for that at all, if that is what you are suggesting. That completely goes against the idea of building a large mana pool.

Reply #6 Top

Do you mean a spell costs a certain percent of your total mana? I don't care for that at all, if that is what you are suggesting. That completely goes against the idea of building a large mana pool.
End of quote
Not for all spells... just the nes you specifically don't want to be made easier for a mana-horder to cast. Diminishing returns on some aspects of the spell system certainly wouldn't hurt.

Reply #7 Top

Quoting Scoutdog, reply 6

Do you mean a spell costs a certain percent of your total mana? I don't care for that at all, if that is what you are suggesting. That completely goes against the idea of building a large mana pool.Not for all spells... just the nes you specifically don't want to be made easier for a mana-horder to cast. Diminishing returns on some aspects of the spell system certainly wouldn't hurt.

End of Scoutdog's quote

One word. Blegh.

Reply #8 Top

Fire Balls should litteraly catch the battle field on fire (depending on terrain of course) while Ice Bolts should slow or completely immobilize the enemy hit with it ecasing them in ice depending on resistances. It would be nice to lay down a field of grease and watch the enemy units slip and slide and get all greased up and then light them on fire with a fire ball or fire arrows from a archer unit attack. A Earthquake spell should definately leave a lasting affect on the field of battle as would a spell that raises a volcano and mountains in front of a enemy unit. Hopefuly they will take these into account. I doubt they'll get that in deptch at first launch, but I think it's a couple of great ideas.

Reply #9 Top

For attribute 6 there should be enough status effect/ailments to customize your spell.

e.g. slowed, feared. poisoned, or blessed, hasted, protection etc.