Magic systems

From RogueBasin
(Difference between revisions)
Jump to: navigation, search
m
m (Overcame my case of ''Hyperactive Linking Syndrome'', Topics are no longer linked more than once a sentence... and misc.)
Line 1: Line 1:
 
; Slot-based
 
; Slot-based
: [[Spell]]s are prepared in advance, and once prepared a [[spell]] can be cast at anytime with little or no chance of failure. but once cast the [[spell]] is consumed, to cast a [[spell]] twice it has to be prepared twice, and so on.
+
: [[Spell]]s are prepared in advance, and once prepared a spell can be cast at anytime with little or no chance of failure, but once cast the spell is consumed; to cast a spell twice it has to be prepared twice, and so on.
: Typically the maximum number of [[spell]]s that can be prepared is finite, either with an explicit cap (i.e. 'Slots'), or by requiring a finite resource (i.e. Material components).
+
: Typically the maximum number of spells that can be prepared is finite, either with an explicit cap (i.e. 'Slots'), or by requiring a finite resource (i.e. Material components).
: Obvious variations would be to have more powerful [[spell]]s require more slots/resources, and [[DnD]]-style leveled slots.
+
: Obvious variations would be to have more powerful spells require more slots/resources, and [[D&D]]-style leveled slots.
  
 
; [[Mana]]-Based
 
; [[Mana]]-Based
: [[Spell]]s consume a quantity of spellpoints (i.e. [[Mana]]) when cast, otherwise spellcasting is unresticted.
+
: [[Spell]]s consume a quantity of spellpoints (i.e. [[Mana]]) when cast, otherwise spellcasting is unrestricted.
: Obvious variants are 'aspected [[mana]]' (Fire mana, water, defencive, agressive, etc., and other more unusual divisions), to have [[spell]]s consume things other things instead of [[mana]] ([[Hitpoints]], material components, etc.), and to have [[spell]]s consume more then one type of thing/aspect of [[mana]] (e.g. 3 fire [[mana]] and a stick of charcoal))  
+
: Obvious variants are '[[Aspected Mana]]' (Fire mana, water, defensive, aggressive, etc., and other more unusual divisions), to have [[spell]]s consume things other things instead of mana ([[Hitpoints]], material components, etc.), and to have spells consume more then one type of thing/aspect of mana (e.g. 3 fire mana and a stick of charcoal))
  
 
; Chance-Based
 
; Chance-Based
 
: [[Spellcasting]] is essentially free, but has a chance of failure, probably a very large chance.
 
: [[Spellcasting]] is essentially free, but has a chance of failure, probably a very large chance.
: Obvious variants is to have the chance of failure be affected by some combination [[stats]], skill, or enviroment.
+
: Obvious variants is to have the chance of failure be affected by some combination [[stats]], skill, or environment.
  
 
Furthermore, theres nothing wrong with combining the above, infact its quite common.
 
Furthermore, theres nothing wrong with combining the above, infact its quite common.
A Slot/[[Mana]] system might let you memorise a shortlist of [[spell]]s, which are then cast as a [[mana]] system. [[Crawl]] does this.
+
A Slot/[[Mana]] system might let you memorize a shortlist of [[spell]]s, which are then cast as a mana system. [[Crawl]] does this.
A [[mana]]/chance system might allow skill to reduce the [[mana]] cost of casting spells. The [[Pen and Paper]] [[Gurps]] does this.
+
A Mana/Chance system might allow skill to reduce the mana cost of casting spells. The [[Pen and Paper]] [[GURPS]] does this.
  
 
[[Category:Magic]]
 
[[Category:Magic]]

Revision as of 05:01, 28 March 2006

Slot-based
Spells are prepared in advance, and once prepared a spell can be cast at anytime with little or no chance of failure, but once cast the spell is consumed; to cast a spell twice it has to be prepared twice, and so on.
Typically the maximum number of spells that can be prepared is finite, either with an explicit cap (i.e. 'Slots'), or by requiring a finite resource (i.e. Material components).
Obvious variations would be to have more powerful spells require more slots/resources, and D&D-style leveled slots.
Mana-Based
Spells consume a quantity of spellpoints (i.e. Mana) when cast, otherwise spellcasting is unrestricted.
Obvious variants are 'Aspected Mana' (Fire mana, water, defensive, aggressive, etc., and other more unusual divisions), to have spells consume things other things instead of mana (Hitpoints, material components, etc.), and to have spells consume more then one type of thing/aspect of mana (e.g. 3 fire mana and a stick of charcoal))
Chance-Based
Spellcasting is essentially free, but has a chance of failure, probably a very large chance.
Obvious variants is to have the chance of failure be affected by some combination stats, skill, or environment.

Furthermore, theres nothing wrong with combining the above, infact its quite common. A Slot/Mana system might let you memorize a shortlist of spells, which are then cast as a mana system. Crawl does this. A Mana/Chance system might allow skill to reduce the mana cost of casting spells. The Pen and Paper GURPS does this.

Personal tools