From The Mana World
(Adendium Perposal by CBlade)
(Adendium Perposal by CBlade)
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-- Necromancy Spirit | Grevil  
-- Necromancy Spirit | Grevil  
  + Leech Life
    Passive: The caster regains 3% of all damage dealt.
  + Unholy Aura
    Single: The Target deals +5 damage with every blow.
  + Raise Skeletons
    AOE: The Caster can raise a small mound of corspes as skeletons,
    however the skeletons must be somewhat humanoid.
  + Nocturnal Nights
    Passive: The caster regains 2 HP / Sec while in moon light.
  + Unholy Blast
    AOE: Everything (Including the Caster if effected) takes an
    ongoing peanlty to strength.
  + Raise Dead
    Single Target: The corspe gets raised to 1 hit point. after which
    they are given 10 seconds of invulnerability time.
 
  + Swarms of the Dead
    Summoning: This spells summons a random number (1-6) of
    weak undead minions to aide the caster.
  + Ressurection
    Single Target: As Raise Dead, but gives the raised person full
    life.
  + Shadows of the Damned
    AOE: It starts hailing black fire meteors in the area, each
    meteor not only does massive damage, but with every hit there
    is a 10% chance that the creature(s) will instantly be turned
    to loyal undead subjects for 3 minutes, after which they die.
    Players are not immune to this but will have to respawn after
    they die with the spell.
-- Telekenesis Spirit | Kaei  
-- Telekenesis Spirit | Kaei  
  + Focus Mind
    Single Target: Durring the spell the target regains 3 Mp / Sec
    for 30 seconds
 
  + Focus Body
    Single Target: Durring the spell the target regains 3 Hp / Sec
    for 30 seconds
  + Focus Soul
    Single Target: Durring the spell the target gains 1.25x experience
    gains.
  + Telekenesis Blade
    Single Target: The caster throws a energy like blade at the target
    that deals 1/2 damage in Hp and 1/2 damage in Mp.
  + Psychic Minds
    Passive: Gain effects similar to a radar that lets you know within
    1600pxl radius where enemies and players are exactly. This 'Radar'
    lasts for two minutes.
  + Skate
    Single Target: Increases the movement rate of the target by 50%.
  + Synthisize
    AOE: random objects appear within the Area of Effect. These objects
    do not harm nor hinder, but they can be picked up.
  + Psionic Retort
    Passive: Whenever the caster takes damage, that damage is reduced
    by one half, and the attacking creature takes 1.5x damage that
    would have been dealt.
  + Psionic Blast
    Caster Effect - AOE BLAST: Upon casting the psionic blast will
    send everything within 175 pixels of them flying 3500 pixels.
    the blast deals only moderate damage initially, but deals the
    damage twice, once for the initial blast, then again once they
    land from the flying part of the blast. Should they collide with
    another creature, building, etc, both the person colliding and
    the other object will take additional damage as well.
-- Nature Spirit | Gaia  
-- Nature Spirit | Gaia  
  + Moonlights
    Passive: Moonlights simply light up a 100pxl area around the caster
    for 10 minutes.
  + Seeds of Sol
    Single Target: Seeds of sol put into the target's inventory 5 sol
    fruits, each fruit recovers 15 hp. The fruits however go away after
    three in game days have passed.
  + Zap
    Single Target + AOE: Zap deals a limited amount of electric damage to
    a single target, and then deals splash damage of 1/2 damage dealt to
    everything that is within 50 pxl of the target.
  + Entangle
    AOE: Vines come up out of the ground, hindering the movement of all
    who enter the area.
  + Frostbite
    Single Target + AOE: Frostbite deals a moderate amount of cold
    damage to a single target, in addition those within 100pxl of
    the spell take 1/3 splash damage.
  + Firebite
    AS FROSTBITE, but Fire damage instead.
  + Trinity
    AOE: Everythin within the area takes a moderate amount of fire, forst
    and electric damage.
  + Zone of Dispelling
    AOE: Everything within the area can no longer cast spells or use magic.
  + Zone of Befalling
    AOE: Everything within the area can cast spells, but instead drains
    double the casting cost of hit points and double the casting cost in
    mana points for all magic used in the area.
-- Healing Spirit | Seao  
-- Healing Spirit | Seao  
  + Requiem of Healing
    Passive: The caster heals 2 Hp / Sec for 30 secs.
  + Blessed Breath
    Single Target: The target's weapon no longer harms enemies, but heals
    players instead, the weapon's damage is inversed, except when fighting
    against the undead, at which point it deals double damage.
  + Ball of Being
    Single Target: As Requiem of Healing but heals one target for 15 secs.
  + Seao's Womb
    Single Target: Seao's womb immobilizes a single target, but they regain
    5 hp and 5 mp / sec for 30 secs.
  + Seao's Shine
    Single Target: Seao's Shine reduces the amount of damage taken by 10%,
    this effect lasts for 60 seconds.
  + Seao's Will
    As Seao's Womb, but the target is not immoblizied, but the healing is
    reduced to 3 hp / 3 mp.
  + Saint's Grace
    AOE Limited: The members of the player's party gains the effect
    of Seao's Shine and Seao's Will.
  + Redeeming Spirits
    Single Target: As Seao's Shine but the amount of damage taken is futher
    reduced by 20% (30% total) and the effect lasts for 90 seconds.
  + Saeo's Vortex
    AOE - Limited: All party members in the vortex regain the following:
    +6 hp / sec, +6 mp / sec
    in addition all party members gain the effects of Seao's Shine.
    The effects lasts for 120 seconds.
-- Leeching Spirit | Evernorth  
-- Leeching Spirit | Evernorth  
  + Syphon Life
    Single Target: The target takes mild HP damage, the caster regains 1/4
    of the total damage.
  + Syphon Mana
    As Syphon Life, but Mp Damage and healing instead.
  + Syphon Soul
    As Syphon Life and Mana, but the target takes little of both damages.
  + Syphon Power
    Single Target: This spell taps into the mystic universe and copies a
    spell that the player recently used, once copied, the player may use
    that spell at 1.5x mana cost for upto 1 in game day. As long as they
    have the copied power however, they cannot use Syphon Power until they
    dismiss the copied power, or the power has been vanquished by time.
  + Share Pain
    Single Target - Party Only: This spell taps you into the psychical
    prowess the the human body allowing half of the damage you take to
    to be passed onto another.
   
  + Drain Soul
    Single Target: As Syphon Soul however the damage is mild to both
    MP and HP and the caster regains 1/2 damage dealt.
  + Share Power
    Single Target - Party Only: The target of this spell looses all of their
    mana and you loose all of yours, all this mana goes into a shared mana
    battery, from which you both share spells and mana, once however the
    spell has ended, the battery is severed, and you both regain 1/2 of the
    mana still in the battery. The battery will sever its self in 10 minutes.
  + Drain Souls
    AOE: as Drain Soul but hurts all charicters and creatures in the
    target area.
  + Black Void
    AOE: as Drain Souls however, the damage is moderate to both MP and HP, and
    the caster regains all HP and MP damage dealt this way.
-- Anti-Magic Spirit | Aen  
-- Anti-Magic Spirit | Aen  
  + Anti Magic Barrier
    Single Target: The target takes a reduced amount of damage from spells
    by 10%, this effect lasts for 30 secs.
  + Anti Magic Shield
    Passive: The Caster takes a reduced amount of damage from spells by 15%
    this effect lasts for 30 secs.
  + Anti Magic Armor
    Passive: The Magic Armor increases for 1 minute the casters magical
    defence ability by 10%
  + Halt Magic
    Single Target: This spell will discharge one magical effect on a
    target for 3 minutes, if the effect continues after that time or
    is put back into place, the effect resumes as normal.
  + Fizzle Magic
    Single Target: This spells creates a backlash of energy focused on
    a single target, if the target is casting a spell at the time, the
    backlash hurts the player for 2x damage (MP COST) and disrupts
    the spell. If the target finishes the spell or is not casting a
    spell however, the spell will have no effect.
  + Mirror Guard
    Single Target: This spell creates a magical armor that will bounce a
    spell with a certain probability back to the caster.
    Tier 1 Spells: 50%
    Tier 2 Spells: 25%
    Tier 3 Spells: 5%
  + Explode Magic
    As Fizzle Magic, however the damage is 3x the amount of the spells
    casting cost in HP damage and in MP damage as well.
  + Nexus Mirrors
    AOE - PARTY: As mirror guard but effects everyone in your party that is
    in range of the spell.
  + Beholder Void
    AOE: Everytime someone other than the caster casts a spell in the area,
    they take 5x the casting cost in HP and MP damage, in addition their
    spells fail with a certain probability.
    Tier 1:  70%
    Tier 2:  50%
    Tier 3:  30% 
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Revision as of 18:28, 24 November 2006

This article is currently only a proposal

The features or design guidelines described in this article are only a proposal made by one or some persons. It has not been evaluated or accepted by the core development team yet. Feel free to add your personal opinion about them or make counter proposals.

Introduction

I (Kyokai) been approved to start describing the magic system for TMW, so here it is... Magic system status

Here it is: Magic master list Also, the Magic system GUI notes If you want to see how skills affect your magic: Skill system Get in touch with the Mana World's Spirits and Sages: Important NPCs

I wanted to capture the feel of Secret of Mana's magic system (ie: calling creatures that are affiliated with the certain elements, who then perform spells and vanish)

So there are 9 elements in the world. Fire, Water, Earth, Wind, Light, Darkness, Space, Time, and Life. (Pretty self-explanatory) Each of the 9 elements has a great spirit, as well as a sage, and a temple where the two reside. These temples are located at the edges of the Mana World (the temple of Life is at the center)

To learn magic: You must journey to the temple of the spirit you wish to learn magic from. Talk to the sage there, who gives you a quest. Upon completing the quest, the elemental spirit will bless you with the ability to call on it to perform 1 spell. After that, you may learn additional spells by completing increasingly difficult quests for the sages. Some sages may have certain requirements other than just completing a quest.

The spells

Each elemental spirit has 9 spells:

  • 1 single target damage dealing spell - hits a targeted being within range
  • 1 bestow elemental state spell - puts the chosen element on a being
  • 1 bestow elemental attack spell - puts the chosen element on a being's attack
  • 1 summon familiar spell - calls a creature born of that element to fight by your side.
  • 5 specific spells - which are suited to the element's play style.

That's a total of 9 * 9 spells, or 81.

Story Writers! It's your cue! Use this section to write histories of the temples, sages, and elemental spirits. make sure they coincide with the backstory first! Check the World development section.

Elemental spirit names are subject to change, but at present they are:

Levelling up your magic

Getting better with spells is a matter of practice. When you use a spell, the Magic skill (Skill system) associated with the spirit you call will gain experience. When you surpass a certain amount of experience, all the spells for that spirit level up. Magic, like all skills, starts at level 0. Level 50 is generally as high as players will want to go, but with extensive use, you can surpass this.

General spell information

  • Damage spell - each element has one direct damage spell which targets a single enemy. This is to balance elements by preventing one elemental monster type to go without a spell weakness.
  • Bestow elemental attack - aligns the character's weapons with the element, dealing 50% damage to creatures of that element and 200% to creatures of opposing elements.
  • Bestow elemental state - aligns the character himself with the element, giving him weaknesses and resistances as necessary.
  • Familiar spell - Summons a creature born of the element for the player to command. Familiars work essentially like pets, except that they increase the magic ability of the summoner in that element by 20%, while decreasing his magic ability in opposing elements by 20%. Familiars drain a small amount of MP as long as they remain summoned (1 per 20 seconds) and can be dismissed at will the same way as a pet is left. Familiars are immune to bestow element and bestow elemental attack, and are aligned with their elements 150% (i.e. they absorb attacks of their element and take 4x damage from opposing elements). When familiars take damage, the damage is dealt to the summoner's MP at a rate of 1 MP per 20 HP damage, rounded up.

Spell progression

Spirits bestow spells on players in this order: The first column shows the number of spells you have in an element, the second explains which are available to you to learn at that point.

Have- Available

  • 0 - Choice of 1 of the 3 Element attack, bestow element, bestow element attack.
  • 1 - Choice of 1 of the 2 remaining.
  • 2 - Choice of 1 of the remaining spell and any of the first 3 general spells.
  • 3 - Choice of 1 of the remaining spells and another specialized spell.
  • 4 - Choice of 1 of the remaining spells.
  • 5 - Choice of 1 of the remaining spells.
  • 6 - Choice of 1 of the remaining spells and the summoning spell.
  • 7 - Choice of 1 of the remaining spells.
  • 8 - The final specialized spell.

The quests for spells remain the same no matter when they are taken. More spells simply become available as you complete more quests.


The thread for discussing the magic system in the forum: themanaworld.org forum


Notes from WakkaCraft:

  • Familiar should be a quest, having it as a spell would lessen its usage.
  • Since the general spells take up three slots, this should be compensated for by adding more spells to each circle.
  • Due to the power of the bestow property spells, they should be tweaked to require reagents or some other limiter. There are other spells as well that were written to have duration or need for reagents tweaked to provide balance.
  • The spells of each individual element are listed in the order in which they are acquired.
  • Rather than monsters and players having a particular element with which they are aligned, everything should have an individual table of resistances (a la Battle for Wesnoth) loosely based off of the "standard" resistance percentages arrived at mathematically. The embrace spells, then, change the target's resistances into the standards for a creature aligned with the appropriate element.

Adendium Perposal by CBlade

CBlade

I would like to add the following elements if possible...

-- Necromancy Spirit 	| Grevil 
-- Telekenesis Spirit 	| Kaei 
-- Nature Spirit 	| Gaia 
-- Healing Spirit 	| Seao 
-- Leeching Spirit 	| Evernorth 
-- Anti-Magic Spirit 	| Aen 


Also I would add something to spell progression
Magic Level (Determined by how much magic you use.)
One would be capped at how many spells and levels they could put into the spell as well based on their general magic usage.
Level 1 - Initiate Level / 1 Spell and Upto Level 1
Level 2 - Learning Level / 2 Spells and Up to Level 2 Spells
Level 3 - Apprentise Level / 4 Spells and Up to Level 3 Spells
Level 4 - Disiple Level / 5 Spells and Up to Level 4 Spells
Level 5 - Maestro Level / 7 Spells and Up to Level 5 Spells
Level 6 - Unleashed Level / 8 Spells and Up to Level 6 Spells
Level 7 - Lesser Guardian Level / 9 Spells and Up to Level 7 Spells
Level 8 - Guardian Level / 10 Spells and Up to Level 8 Spells
Level 9 - Hero Level / 12 Spells and Up to Level 9 Spells
Level 10- Champion Level / 13 Spells and Up to Level 10 Spells
Level 11- Lesser Master Level / 14 Spells and Up to Level 11 Spells
Level 12- Greater Master Level / 16 Spells and Up to Level 12 Spells
Level 13- Epic Level / 17 Spells and Up to Level 13 Spells
Level 14- Epic Champion Level / 18 Spells and Up to Level 14 Spells