What types of magic could/should exist in the game and how should those systems work?
Also See: Playable Classes
@Mr.NobodyWhat Schools of Magic should exist?
There are multiple ways to setup the possible schools of magic. We have to decide on a system that allows for good customization and freedom while at the same time keeping things as simple as possible so players don't need a manual to understand the game (See:Core Principle No.1).
@Mr.Nobody6 Magic Paths that can be combined to create new paths:
Consists of 6 basic opposite types of magic:
- Light X Shadow
- Fire X Water
- Air X Earth
Opposing types can't be combined (learning one, cancels the other), but all others can be learned together, resulting in new types:
Source:Link to Google Docs
This results in a magical hexagram of elements and combinations, which looks like this:
Updated Magic Hexagram:
old version
<img src="/-/u/3/4/kd/nuwdaczzxxk5w3cuidqvmn7rtk7dan.jpg">
@CaelmaiI like these alternative options!
To solve the holy magic we could add the elements "life" and "death", so we could have with them:- life + earth = nature magic
- life + light = holy magic
- death + earth = hell magic
- death + shadow = dark magic
- In reply toMr.Nobody⬆:
@Mr.Nobody"wow approach"
- Arcane
- Fire
- Frost
- Nature
- Holy
- Shadow
- In reply toMr.Nobody⬆:
@Mr.Nobody"D&D Approach":
- Conjuration - “Pulling a rabbit from a hat”
- Necromancy - “So nice of you to join us, again…”
- Evocation - “KAMEHAMEHA!!”
- Abjuration - “Deliver us from evil.”
- Transmutation - “Water to wine, orc to sheep."
- Divination - “Reveal your secrets to me.”
- Enchantment - “You are getting sleepy… now kill him."
- Illusion - “Nothin’ but smoke and mirrors.”
In reply toMr.Nobody⬆:@Mr.NobodySystem to progress in magic
The game can either allow the player to spend points in different schools of magic, or allow the player to earn those points automatically.
Either way, we need a system to track the player's progress in each of the schools to gradually unlock more skills and/or increase their power.
@Mr.NobodySimple 0-10 points System
- This system is focussed on simplicity. Each player can have between 0 and 10 points on each school of magic.
- As the player progresses through the game, he earns more points to spend, with a total maximum number of 10 points total.
- At each of the 10 points, new spells are unlocked, more advanced at each level.
- The player can choose to have all those points in one school, becoming a master of that element (for example 10 points in fire).
- Or the player can decide to split their points between different schools.
- Some spells would then require points in more then one school to unlock, like water+air to unlock frost spells.
Advantages: Highly customizable, very easy to understand. Works for both manual spending points and also works for the game to automatically reward players with levels by using/training magic.
Disadvantages: Creates many sub-trees. Could be hard to balance.
@CaelmaiHmm idk if this would be the best approach, not that it's bad, it's very well thought out.
But what if there are literally no points to spend?
But instead, a self-compensating magical affinity system?
For example:
Life != Death
Using life magic gains affinity with that element, but loses with the element of death.
And the more affinity with an element, the greater the amount of spells, and the stronger they get.For that we would have to create an antagonist element relationship for each element.
@Mr.NobodyI really like the "opposite elements" idea. Something like:
- water / fire.
- light / shadow.
- air / earth.
- and life / death if we use those.
It would also make things easier since there would be less total builds. This way we dont have to come up with a fire+water spell tree, for example.