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  Pages: 1

Ultimate Magic System for a MMORPG?

(Click here to view the original thread with full colors/images)


Posted by: Kdr Kane

It's quite long, but worth it for hard-core mage types.

The following is a synopsis of the magic system that has been scrapped by Horizons. This information was posted on Horizons Vault by James Jones, President of Artifact Entertainment.

It's sad to hear this magic system is gone. But, many of us knew that Horizons would never wind up being the game first envisioned by now departed David Allen. David started a new company.

James Jones gave the statement:

[This is the] old magic system - the main reason we are not using this system is because of the extreme complexity associated with players learning the system - is this fun?

I thought it might be.

Magic
The realm of Magic is a very large and unexplored area by most inhabitants of Istaria.

Circles of Magic
Magic has many forms, each independent of the others and at times at odds with them
§ Light (and Life and Healing and Spirit)
§ Fire (and Heat)
§ Air (and Electricity)
§ Water (and Cold)
§ Earth (and Metal and Poison)
§ Dark (and Death)
Each circle has its own set of attributes that it identifies with. For example, you cannot cast a fireball using the water circle of magic, however you could use the light circle of magic with a 50% modifier towards the magic. These modifications to the attributes are defined below.

Language
The foundation of all magic lies in the language that the words are spoken in. The language directly affects the power of the circle, which then carries over to the power of the spell itself. This means that the Dragon language could carry a modifier of 2x to the FIRE spell set, and would affect each word spoken in dragon using the fire circle in that amount.

Words
The foundation of the magic system of HORIZONS is the words of power that are associated with magical properties, each in their own unique language. In addition to this, each language is more or less powerful than others in many areas. For example, the word FIRE has a power modifier of 2 in the dragon language, where in Lamurian it doesn’t even exist (and in Istarian it’s only 1x).

All spells require associated words of power to be uttered during the casting. The mispronunciation of words during an incantation can result in a fizzle, or even a different spell to be cast.

Depending on the type of spell, the source element, and the power level, different reagents are required.

Spell Mechanic Makeup
Each spell is composed of at least five base categories. These words are used to form the spell itself. Below is the base breakdown of word categories when putting together a spell.
FOCUS (CIRCLE) (ACTION) {(STRENGTH) [DRAIN][NEGATIVE](ATTRIBUTE1)(ATTRIBUTE2)} {[MOVING](VARIANCE)}

CIRCLE
The circle defines the mechanism that the spell is based on – or more specifically, where the magic comes from – which element. The circle will always fall into one of the below categories:

- FIRE
The circle of fire encompasses any attributes that are with fire – being actual fire damage spells, flame resistance, or something such as raising ones life force. While life would be the best circle for the latter, the spell caster can use the fire circle to do the same, just with less effect.

- WATER
The circle of water encompasses any attributes that are with water. This may include breathing, cold spells, setting a trap, or changing one’s strength.

- AIR
The circle of air encompasses magical attributes that can be associated with air. Electricity, weather effects, etc.

- EARTH
One of the most versatile circles, earth is compatible with almost all magical attributes.

- LIGHT
The circle of light solely reflects attributes of a light nature, or to counter those attributes of a dark nature.

- DARK
The opposite of light, the dark circle directly affects death spells, as well as raising the dead.

ACTION
The action defines how the spell is delivered. Whether or not it’s shot, filtered, etc. Action words are as follows:

- SHOOT
Modifier: 2x
This is used to launch a ‘bolt’ of magic. An example would be magic missile or fireball.

- FILTER
Modifier: 1x
Filter is the most common – it filters the magic from the caster to the target as long as the caster can maintain the casting link.

- INVOKE
Modifier: Damage - .5 ** Non-Damage 1x
Invoke is used to call magic to a specific location without having to shoot or filter it. An example would be invoking a wall of stone around a target – it’s not shot or filtered, but created at the target site.

STRENGTH ATTRIBUTES
The Strength modifier defines how strong the base spell is. All spells fall within one of the below five categories:
- MINOR (Attribute modifier of .5)
- LESSER (Attribute modifier of .75)
- MAJOR (attribute modifier of 1)
- GREATER (attribute modifier of 1.25)
- SUPERIOR (attribute modifier of 1.5)
The most important portion of the spell, the attribute defines exactly what the spell does. Does the spell drain the life from a target, or does it add resistances? Does the spell create food, or raise the dead? The attributes define the base spell ‘concept’ that all other words link together. They are listed below:

***** 10 pages of attributes not included these are just basically spell types like summon food, increase strength, rain etc.. ***

VARIANCE
The variance of a spell defines how the spell is distributed. If not defines, the default Variance is a ‘stream’ affect. However, if the caster wishes to affect multiple targets with one spell cast, or create a wall of poison gas instead of shooting it at a target, they can do it through this attribute.

- ARC
Sample: Flame Spurt – FOCUS FIRE FILTER SUPERIOR FIRE ARC
Moving Variance: NONE (always moving)
The arc variance allows the caster to shoot at a target using an arcing method, which is very useful for powerful spells that get in the way of the caster’s sight. Arc also allows magic users to strike targets from far distances.

- VOLLEY
Sample: Stonekill – FOCUS EARTH SHOOT SUPERIOR EARTH VOLLEY
Moving Variance: NONE (always moving)
The volley modifier creates multiple projectiles of the defined type. It is very useful for striking multiple targets within a limited area.

- WALL
Sample: Wall of Flame – FOCUS FIRE INVOKE SUPERIOR FIRE WALL
Moving Variance: Causes the wall to move away from the caster
Wall allows the caster to erect a wall of a specific type of magic at a predetermined location. The size of the wall depends on the power of the caster, as well as the spell composition.

- RADIAL
Sample: Coldcircle – FOCUS WATER INVOKE SUPERIOR COLD MOVING RADIAL
Moving Variance: Causes the radial to move away from the caster
Radial is the same as wall, except that it’s circular and always surrounds the caster. The difference between radial and sphere is that radial is based on the ground on which the spell is cast, where a sphere exists in all directions.

- SPHERE
Sample: Sphere of Frost – FOCUS WATER INVOKE SUPERIOR COLD MOVING SPHERE
Moving Variance: Causes the sphere to move away from the caster
A true spherical modifier, this allows the caster to general a sphere of magic around themselves and either hold it statically or have it moving.

MANIPULATORS
Manipulators directly affect how the attribute or variance is delivered.

Attribute Manipulators
Attribute manipulators allow the spell caster to define how the spell is delivered. For example, if a caster wants to damage a target AND drain its life, they use the DRAIN manipulator – however using this manipulator makes the spell weaker. Another example is if the caster wants to drain a target’s strength, they might cast FOCUS EARTH SHOOT GREATER NEGATIVE STRENGTH FROM ELEMENT. This allows the caster to define a NEGATIVE modifier to the strength, thus draining it. Life drain would be NEGATIVE LIFE.

DRAIN
Sample: Lifetap – FOCUS DARK FILTER SUPERIOR DRAIN LIFE
This manipulator drains the target attribute and restores it to the caster. Of course with values like strength, only a very limited amount can be returned to the caster, however the drain can still be held even with the caster cannot take any more from the source.

NEGATIVE
Sample: Lifespike – FOCUS DARK FILTER SUPERIOR NEGATIVE LIFE
Simply takes the base attributes and inverts the response (as in the above example which takes life instead of gives it).

Variance Manipulators
A variance manipulator determines how the spell’s variance is delivered – whether or not it’s static. An example is this, say the magic user wants to cast a spell that creates a flaming sphere around them for protection. The spell would look like this: FOCUS FIRE INVOKE SUPERIOR FIRE SPHERE FROM ELEMENT. This would create a sphere around the caster – a large one. However, what if the caster wanted to create a sphere that exploded outwards and hit multiple targets instead of statically waiting for somebody to run into it?

Simple, FOCUS FIRE INVOKE SUPERIOR FIRE MOVING SPHERE FROM ELEMENT. The MOVING manipulator tells the spell to move outwards from the caster.

MOVING
Sample: Wall of Fire – FOCUS FIRE FILTER SUPERIOR FIRE MOVING WALL
This manipulator allows the caster to take a static casting and turn it into a moving casting. This manipulator is only used with radial, sphere, and wall.

Below are some spell samples:

Cold blast – FOCUS WATER FILTER LESSER COLD
Acid blast – FOCUS WATER FILTER LESSER ACID
Increase speed – FOCUS AIR INVOKE LESSER SPEED
Decrease speed – FOCUS AIR INVOKE LESSER NEGATIVE SPEED
Charm Animal – FOCUS EARTH INVOKE MINOR CONTROL
Lifetap – FOCUS DARK FILTER GREATER DRAIN HITS
Healing – FOCUS LIGHT INVOKE LESSER LIFE
Levitation – FOCUS AIR INVOKE LESSER FLIGHT
Teleport – FOCUS AIR INVOKE SUPERIOR MOVEMENT
Summon Fire Elemental – FOCUS FIRE INVOKE MAJOR SUMMON
Summon Demon – FOCUS DARK INVOKE MAJOR SUMMON
Raise Undead – FOCUS LIGHT INVOKE RESURRECT
Create Food – FOCUS EARTH INVOKE GREATER FOOD
Fire Protection – FOCUS FIRE INVOKE LESSER PROTECTION
Cure Poison – FOCUS WATER INVOKE LESSER NEGATIVE POISON
Poison – FOCUS EARTH SHOOT LESSER POISON
Hell Inferno Sphere – FOCUS FIRE INVOKE SUPERIOR FIRE MOVING SPHERE
Gravity Flux – FOCUS AIR FILTER GREATER NEGATIVE GRAVITY
Smash – FOCUS EARTH FILTER GREATER GRAVITY
Dispel Field – FOCUS AIR INVOKE GREATER DISPEL
Paralyze – FOCUS WATER INVOKE LESSER NEGATIVE MOVEMENT
Asphyxiation – FOCUS AIR INVOKE GREATER NEGATIVE BREATHING
Magic Missile – FOCUS FIRE SHOOT GREATER FIRE
Flesh to Stone – FOCUS EARTH INVOKE GREATER FLESH DEATH

Skill
A player’s skill in a circle of magic directly affects the power, range, and success of casting a spell. For this reason, a word of power might require a base skill value in order to incant it (yes, this is in addition to language translation). For example, the GATE word might be one of the hardest to master, and might require a skill of 80 in order to use properly.

Range
The range of a spell is also determined by the skill level of the circle. A fireball with a skill of 20 might only be able to go 50 yards, but with a 80 skill, it might shoot 300 yards.

Reagents & how they relate to spells
Reagents are the key to casting successful, and extremely powerful spells. Each word of power that is not a member of a circle or action requires some sort of reagent in order to use. Some words may share reagents (for example, vision modification spells might all use the same ‘Mugwart’ reagent), but most will require unique reagents.

Power & Variance Reagents
While a single reagent is usually related to a single word, different reagents are required for Power & Variance modifiers of the spells. These reagents are different based on the circle of magic. For example, the LESSER word for a FIRE circle spell might require ‘Moonglong’, while the LESSER world for a WATER circle spell would require ‘Azure Taldon’.

The data system used in the game will allow us to set combination requirements of Circle AND words for ANY portion of the spell, but for initial release, we will be enforcing this with just the Power & Variance portions.

Conduits
Mages may cast spells, but find that they are able to cast much greater spells by using a conduit, such as a staff, wand, sword, gemstone, whatever. This conduit is part of the earth and has a strong connection with the source of the power, making it easier to draw upon it.

Basically, a conduit affects one of two things: either the skill of a circle (perhaps a maple wand raises the earth magic skill by 10%), of a specific attribute (perhaps a moonstone wand allows Gate spells to be 50% more powerful).

Basically, conduits of different materials affect different spheres of magic differently. For instance a conduit made of pinewood would give bonuses to Fire magic and Life magic but have a highly detrimental effect on the ability to use Air magic. A conduit made of copper would have a bonus to Air magic (electrical spells) and Fire magic but would make using water magic impossible.

Conduits can only be made to exude energy from one kind of sphere at a time (this may be changed for highest-level arch-mages, who can use more than one kind of magic in combination)

Casting the “base” spell from a sphere of magic will cause your conduit to emit that base element. For instance casting the base Fire spell would cause your conduit to be engulfed in flames.

Casting a spell & controlling its power
When a player decides to cast a spell, they have the option of controlling how much energy (or mana) is put into a spell. A caster can focus so much energy that it not only depletes their mana pool, it also drains their stamina, and even their life force. This means a caster at maximum mana facing a very powerful creature can conjure a fireball and filter all of their mana, stamina, and nearly all of their lifeforce in order to create one lethal fireball that might save their life, even though the amount of energy that is put into the spell may almost kill them.

Conduits have limits to how much power they can channel. Trying to put too much power through too small a conduit will result in the conduit exploding with force.

There will be many ways to use each kind of magic, and it will be an art form in and of itself, using the magic properly and effectively. Having good melee skills will help the use of magic in hand-to-hand combat situations, where it does the most direct damage. This encourages mages to start out as melee fighters (it’s much easier to learn melee) but it doesn’t penalize them unfairly with being feeble. The masters might be powerful enough that they don’t need to rely on melee skills to survive, and indeed the most powerful arch-mages no longer even need conduits.

This system encourages small amounts of risk-taking, but leaves players with the idea that magic is a dangerous tool, something to be feared and handled very carefully.

Researching Spells
Researching new spells requires the player to find runes, or other markings that contain the Words of Power. Once a word of power is found, the user has the ability to transfer it to their spell book, under the appropriate language (while they may not know what the word is, regardless of language skill, they’ll know what language it belongs to). Once this word is transferred to the spell book, the player can now use the word in creating spells (even if the word hasn’t been translated). Translating the word depends on the Language skill of the selected rune type.

Players will be able to put together simple sentences based on the words to create spells. Even if they haven’t translated the words, they can still use them to try spells. This will be trial and error for the player, while they’ll figure out the base structure for most spells, they won’t know what reagents the words will used based on language differences.

The research process also requires that a spell use one or more reagents that the caster has in their inventory. The caster must find out on their own which reagents affect which words of power of a spell – thus a mage trying to cast a raise dead spell might find that it fails every time until they use a human liver as a reagent – since it will have a support mechanism for one of the words of power.

Ability for players to use their ID skill to find out what properties a reagent has??

Once a spell is researched, it’s transferred to the spell book where it can be easily cast. Remember that a character can screw up on the pronunciation of a word in a spell, which means the spell may fail, or even be cast as something completely different!

Guilds & their relation to magic
There is a guild for each Sphere of Magic, dedicated to learning and teaching within that sphere. Most mages dedicate themselves to one sphere, because very few have the skill necessary to learn much beyond one sphere. Not even Gods can master more than 2 or 3 spheres.

The World & Amplification of Magic
There might be certain regions where magical powers get increased or where casting magic is easier. This may include zones of extra-plentiful mana (such as the Elven forests), or zones of reduced mana.

Magic, Graphics and Animation
Magical graphics and animation are going to be some of the key visual features and treats in HORIZONS. The entire visual representation system for magic is broken down into a few base categories that have their own set of animations associated with any spell being cast.

Magical Phases
Below is a list of the spell-casting phases that exist in order to launch a spell.

Object Reference
This is the transport device of the spell. For example, if the player is casting a fireball, the object reference is a ball of fire. If they are casting acid spray, the object is acid.

Buildup
This is the first visual effecter that takes place in reference to casting a spell. When a player begins to cast a spell and recite the words in order to cast a spell, the particles, textures, and/or lights that are used in the casting of the spell are slowly built up.

Release
If the spell is successfully cast, the magical force is released – either into the caster or another target. This release usually launches the associated object, if there is any.

Travel
If a spell is moving through the air, this is the animation/effect that is shown as it does so. For example, a burning fireball object would have smoke trailing behind.

Effect
This is what happens when the spell reaches its destination – if it’s a damage spell, this could be an explosion, or the draining of life. If it’s a healing spell, it could be a blue aura that surrounds the target.

Failure
A spell can fail in two ways. Either during the buildup phase (i.e. the wrong words), or during the Effect phase (i.e. a fireball is cast against a dragon, and it does no damage).

There are many different types of effects that are available for the above phases of spell casting, and they can all be mixed in order to provide the proper effect.

All spell graphical effects will be based on the below categories of the cast spell:
- CIRCLE
- ACTION
- STRENGTH
- ATTRIBUTE MANIPULATORS
- ATTRIBUTES
- VARIANCE MANIPULATORS
- VARIANCE




Posted by: Null Actor

I don't even begin to know where to start.

It sounds good, but it would never work. It would be frustrating and annoying to 99% of people. UO needed reagents for spells, and that was horrible enough. Here they are talking about a unique reagent for every word...


Man, that would be the most annoying thing ever.



Posted by: SKYHN

Is that in English? Only part I could understand was the word "Magic".



Posted by: Bishop

How about you have different TYPES of magic?

Sorcerery, Witchcraft, Wizardy, Necromancy, and more, each with it's own diverse set of rules, checks, and balances.

Comparing wizardy to sorcerery for example, Wizardy would invole the use of reagents, WOP, SOP, and other such things that are the MMORPG magic base.

Sorcerey on the other hand would simply be based on commands.

None of them would over-power another type, it would just be a different method of playing.

Say, each one has a healing spell, a cure spell, a minimal attacking spell, a medium attacking spell, and a major attacking spell to balance things out.

Then they would diversify, Necromancers would be able to utilize corpses for various reasons (and the undead are much less hostile towards them), and such.

Or you could take the more difficult way and make each magic highly diveresed and yet balanced at the same time (sort of like the three races are in SC).



Posted by: PhantomGamer

And why would you write all that
well going to the poll i say to confusing



Posted by: PhantomGamer

But in other words i would say it stinks yep thats the word



Posted by: laborat

I favor the systems that let you cast what you want but limit the mana or spell points you have available to your Race or Magic User Type. It is a more reasonable indicator of Magic Power, to use capacity as a modifier for spell casting rather than using modifiers like language or items to boost Your spells impact on others.



 
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