Magic systems

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; Slot-based
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: [[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.
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: 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).
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: Variations include: more powerful spells require more slots/resources; [[D&D]]-style leveled slots; pre-requisite spells to implicitly consume extra slots for powerful spells.
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; [[Mana]]-Based
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: [[Spell]]s consume a quantity of spell points (i.e. [[Mana]]) when cast, otherwise spellcasting is unrestricted.
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: Variants are: '[[Aspected Mana]]' (Fire mana, water, defensive, aggressive, etc., and other more unusual divisions); [[spell]]s consuming things other things instead of mana ([[hit points]], material components, food, etc.), and spells consume more then one type of thing/aspect of mana (e.g. 3 fire mana and a stick of charcoal))
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; Chance-Based
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: [[Spellcasting]] is essentially free, but has a chance of failure, probably a very large chance.
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: A variant is to have the chance of failure be affected by some combination [[stat]]s, skill, or environment.
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It is quite common to combine more than one of these methods.
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A Slot/[[Mana]] system might let you memorize a shortlist of [[spell]]s, which are then cast as a mana system. [[Crawl]] does this.
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A Mana/Chance system might allow skill to reduce the mana cost of casting spells. The [[Pen and Paper]] [[GURPS]] does this.
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== Related links ==
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* [http://roguelikedeveloper.blogspot.com/2008/05/unangband-magic-system-part-one.html Designing a Magic System] - article on [[Ascii Dreams]]
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[[Category:Magic]]
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Revision as of 05:03, 27 April 2011

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