m (→Targeting modes: I added some sub-spell types.) |
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;Single-targeted spells: Targeted spells are spells that hit exactly one target. | ;Single-targeted spells: Targeted spells are spells that hit exactly one target. | ||
;Area-targeted spells: Area spells can be cast on any position the caster has a sightline to. | ;Area-targeted spells: Area spells can be cast on any position the caster has a sightline to. | ||
;Untargeted spells: Spells that have a fixed damage zone based on the position and heading of the caster | ;Untargeted spells: Spells that have a fixed damage zone based on the position and heading of the caster | ||
;Projectile spells: Spells that are cast like single-targeted spells but fly towards the target and hit the first enemy they collide with. | ;Projectile spells: Spells that are cast like single-targeted spells but fly towards the target and hit the first enemy they collide with. | ||
== Spell ideas == | == Spell ideas == |
Revision as of 10:45, 16 March 2007
These are just some ideas i have regarding the magic system.
Casting spells
- Player selects a spell to cast, casting time begins
- Keyboard and mouse: Hotkey or selecting from spell menu
- Gamepad: Open ring menu with available spells with "spell button", use cursor keys to select spell, press "attack button" to cast spell
- During the casting time the player selects the target
- Keyboard and mouse: Player clicks on target
- Gamepad: Cursor keys to cycle through available targets for target-based skills, ground cursor that is controlled by cursor keys for ground-based skills, "attack button" to log in target
- When the casting time is over and the target has been logged in the spell is cast (that means spellcasters can delay a spell by not selecting a target)
Available spells
Every spell has a minimum skill level required for using it. To use a spell the character has to carry a spellbook describing the spell in its inventory. Common spellbooks can be bought from NPCs, rare spells are obtained through quests or dropped by magic-related enemies.
The number of spellbooks the character can carry with it at the same time is limited by its wisdom. Books for more powerful spells require more wisdom.
IDEA: Spellbooks can be copied by a crafting skill. More powerful spells require more expensive components (paper and ink) and have a higher chance of failing when the skill level is low. Failing destroys both the material and the original spellbook so attempting to copy rare spells will be a tough decision.
IDEA: Special "Batch Spellbooks" that carry multiple spells and require less wisdom than all individual spells together.
IDEA: Spellbooks can be enchanted to change the attributes of the spell (damage, casstime, range, required wisdom...). This makes the choice of spells even bigger. Enchanting a spellbook can fail and cause it to be destroyed.
Casting time
spell_casttime * (min_skilllevel / current_skilllevel)
Types of spells
Effects
Negative:
- Damage
- Just plain old damage to a single target.
- Splash damage
- Hurts the target and targets around it with reduced power.
- Damage over time
- Hurts the target at regular intervals
- Attribute reduction
- Reduction of an attribute by percentual or absolute value. Might or might not stack.
Positive:
- Healing
- self-explaining.
- Healing over time
- Heals the target at regular intervals.
- Attribute increase
- Reduction of an attribute by percentual or absolute value.
- Restore
- Removes negative effects.
Targeting modes
- Single-targeted spells
- Targeted spells are spells that hit exactly one target.
- Area-targeted spells
- Area spells can be cast on any position the caster has a sightline to.
- Untargeted spells
- Spells that have a fixed damage zone based on the position and heading of the caster
- Projectile spells
- Spells that are cast like single-targeted spells but fly towards the target and hit the first enemy they collide with.
Spell ideas
Spell | Element | Effect | Target | Further description |
[element] Bolt | (one for each) | damage | projectile | |
Call [element] | (one for each) | damage | single | |
[element] Nova | (one for each) | splash damage | single | |
[element] Ball | (one for each) | splash damage | projectile | |
[element] Explosion | (one for each) | damage | area | |
[element] Storm | (one for each) | damage over time | area |