I've actually gotten a surprising amount of questions solely about how Magic will work...
So I've come to realize that if more people ask about the Magic than anything else, I'd better make it pretty damn good. So...I did.
Essentially, I'm not taking the Elder Scrolls route of the Magic system and breaking it down into, say, Destruction, Conjuration, etc.
Instead, I'm having only one branch; Magic.
It will be called "Magic", not "Wizardry", "Sorcery", "Essence", or anything else that has been suggested. Although I did like a few of the other, lore-friendly suggestions such as "Mjolna". I don't know why, but there ya go.
Magic will be powered off of Mana. Go figure.
But, you may ask, "What if I'm a Magic-user and I run out of Mana in a fight? Will there be potions?"
Simple answer; No.
Longer answer; No there won't be.
Please tell me you laughed at that.
Moving swiftly on, I won't be having your standard "Mana Potion" that you have in all RPG games nowadays, instead focusing on mid-battle Mana regeneration, and an array of skills that don't use Mana.
In fact, the actual title of "Mana" is actually becoming obsolete in my script pattern, and slowly moving toward "Concentration", where it will generally take longer to use more powerful spells, but you can quick-cast smaller ones, with a few at the cost of Health or Stamina.
Magic, unlike standard Melee or Missile combat, is extremely complex. It uses (As stated above), all 3 of the Pools, whereas Melee and Missile only use Stamina.
Not only that, but as far as Swords, Shields, Bows and Daggers are concerned...there can only be so many of them. Not Magic, though. There is the potential of an unlimited amount of spells, each of a different strength, type, and power.
Every spell is randomly generated throughout the game and scale on a number of different properties.
First off, your Magic skill. The higher it is, the stronger spells you can use, and the more you can use them.
Second off, where you find the spells. That's right, you can't just learn them out of thin air. You actually need to RESEARCH spells by finding various tomes on language and Mana and combine and work with them until you can figure out spells. You can even use Power Words, which are lore words found in various tomes and texts, and combine them during combat to come up with on-the-spot spell-work. Note that this is more dangerous, however.
Finally, NOT your level. Spells will NOT become stronger just because you, and every other enemy, has become stronger. If you leveled up through bashing people with a war-hammer...then you're screwed for spells until you start working your way up.
You will NOT be forced to level your Magic through combat, however. You will be able to cast spells almost anywhere, but all consequences will be programmed in.
If you use a fire spell indoors, or in a forest...then you'd better be damn ready to run out of the burning wreckage, and possibly fight off the angry tenants.
The general populace is NOT Magic-friendly. They don't like it. Most towns outright ban it, so don't use spells in a town unless you know they do not mind Mage-folk.
There will be other Magic-users throughout the world, and many will be able to teach you various spells.
Finally...the spells will come in a number of different "categories". Most will be damage-based spells in the many Elements of "Fire", "Ice", "Lightning", "Stone", "Air", "Nature", and "Water".
Then there will be the Attunements of "Light", "Dark", "Life", and "Death".
THEN, there will be the Bases of "Stream", "Ball", "Strike", "Call", "Concentration", "Brand", and "Thought".
And FINALLY, you can break down all the Elements into their Great Calls. Each has around 3 or 4, and I'm going to keep them surprise. Great Calls are essentially Bases that are specific to each Element.
For example, the Great Calls of "Death" are "Summon", "Banish", "Ruin", and "Tomb".
Whereas the Great Calls for it's Opposite Attunement, "Light", are "Heal", "Restore", "Resurrect", and "Soul".
You can probably think of a few for each other Element.
All of the Elements, Attunements, Bases, and Great Calls combine to create over a million randomly generated spells throughout the game, with more being created and removed as you go.
Note that the game is NOT focused on Magic at ALL. Nor is it EVER being completely focused on Combat, as you can possibly play the game for hours at a time without ever having to fight a single thing, if you so wish. If you want something from someone, you can always steal it, intimidate them and make them give it to you, woo it from them, convince them you should have it, or just pull a blade and ask nicely.
Of course some of them MAY result in a fight, after all.
If you have any other questions about how things will work, or need a better explanation on anything, feel free to comment here, or email me.
Next FAQ; Cities and NPCs.
CavGunner, out.
No comments:
Post a Comment