Difference between revisions of "Magic systems"
HexDecimal (talk | contribs) (Change categories into headings, add new headings, list MP first and rename it to single-pool. It should be easier to list new systems now.) |
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A magic system typically defines a set of non-standard attacks and effects which are limited by an in-game restriction, such as a resource required to use those abilities. A magic system might be derived from the games [[lore]], or the other way around. | |||
== Costs / Restrictions == | |||
It is quite common to combine more than one of these methods. | |||
A Mana/Chance system might allow memorization of any number of [[spell]]s, with the drawback that they cost mana and may fail. [[NetHack]] does this. | |||
A Slot/Mana/Chance system might allow you to memorize a short list of spells, which then may be cast as above. [[Crawl]] does this. | |||
=== Single-pool ([[Mana]], Stamina) === | |||
[[Spell]]s consume spell points from a separate unique resource (usually given a short name like 'MP' or 'SP') when cast, but spellcasting is otherwise unrestricted. | |||
Variations include: '[[Aspected Mana]]'/`Multi-pool` (fire mana, water mana, offensive mana, defensive mana, etc.); [[spell]]s consuming things other than mana ([[hit points]], material components, food/nutrition, etc.); spells consume more than one type of thing/aspect of mana (e.g. 3 fire mana and a stick of charcoal). | |||
<!-- These variations should be moved into their own headers. --> | |||
=== Slot-based === | |||
[[Spell]]s must be prepared in advance, after which it may be cast at any time. In many systems, once a spell is cast, it is consumed; to cast a spell twice, it must be prepared twice. | |||
Typically the maximum number of spells that can be prepared is finite, either with an explicit cap ('Slots'), or by requiring a finite resource (i.e. material components). | |||
Variations include: more powerful spells require more slots/resources; [[D&D]]-style leveled slots; prerequisite spells that implicitly consume extra slots for powerful spells. | |||
=== Chance-Based === | |||
[[Spellcasting]] is essentially free, but has a large chance of failure, especially for high-level spells. | |||
A variant is to have the chance of failure be affected by some combination [[stat]]s, skill, or environment. | |||
== Effects == | |||
See [[spell]]s. | |||
== Related links == | |||
* [http://roguelikedeveloper.blogspot.com/2008/05/unangband-magic-system-part-one.html Designing a Magic System] - article on [[Ascii Dreams]] | |||
[[Category:Magic]] |
Latest revision as of 02:44, 21 February 2022
A magic system typically defines a set of non-standard attacks and effects which are limited by an in-game restriction, such as a resource required to use those abilities. A magic system might be derived from the games lore, or the other way around.
Costs / Restrictions
It is quite common to combine more than one of these methods.
A Mana/Chance system might allow memorization of any number of spells, with the drawback that they cost mana and may fail. NetHack does this.
A Slot/Mana/Chance system might allow you to memorize a short list of spells, which then may be cast as above. Crawl does this.
Single-pool (Mana, Stamina)
Spells consume spell points from a separate unique resource (usually given a short name like 'MP' or 'SP') when cast, but spellcasting is otherwise unrestricted. Variations include: 'Aspected Mana'/`Multi-pool` (fire mana, water mana, offensive mana, defensive mana, etc.); spells consuming things other than mana (hit points, material components, food/nutrition, etc.); spells consume more than one type of thing/aspect of mana (e.g. 3 fire mana and a stick of charcoal).
Slot-based
Spells must be prepared in advance, after which it may be cast at any time. In many systems, once a spell is cast, it is consumed; to cast a spell twice, it must be prepared twice. Typically the maximum number of spells that can be prepared is finite, either with an explicit cap ('Slots'), or by requiring a finite resource (i.e. material components). Variations include: more powerful spells require more slots/resources; D&D-style leveled slots; prerequisite spells that implicitly consume extra slots for powerful spells.
Chance-Based
Spellcasting is essentially free, but has a large chance of failure, especially for high-level spells. A variant is to have the chance of failure be affected by some combination stats, skill, or environment.
Effects
See spells.
Related links
- Designing a Magic System - article on Ascii Dreams