Re: timeline & magic questions


Subject: Re: timeline & magic questions
From: Jonathan Koehn (dgkoehn@gbasin.net)
Date: Sat Oct 09 1999 - 21:45:43 EEST


eleril@majik3d.org

----- Original Message -----
From: Beregar <beregar@majik3d.org>
To: <majik-design@majik3d.org>
Sent: Saturday, October 09, 1999 1:04 AM
Subject: Re: timeline & magic questions


> joshua 'hook' corning wrote:
>
> > You know my opinion. :)
>
> Yes, I know your opinion and it's not that bad. :)
>
>
> > Most is religious little is sybolic. The maguc that is symbolic is
> > inaccesable to pcs. Im am puting symbolic magic use in nalor thaan that
> > the Hilosyph use BUT only those that are at least 100 - 200 years old
> > have access to it. The only thing players can get are mabey healed or to
> > buy magic non offencive items like glowing balls that light up rooms and
> > shit. These are also very expensive.
>
> Should symbolic magic exist in the culture, it should be available for
> players too. Remember, no artificial restrictions, please! Yours is a
> good one, but it might be so that some players end up being over
> 100+ years old Hilosyph in which case I think it's only fair that they
> learn magic. :)
>
> > no I think if a spell caster knows a spell he/she can cast it as many
> > times as they want the limiting factors should be the time it takes to
> > cast a spell and rarety of the spell componants. Like lets say a spell
> > caster wants to cast a fireball type spell we he can do most of the
> > spell but leave the last componant out so when he runs into monsters he
> > just releases it. if he wants to cast it again he must redue the entire
> > spell which could take time say 1 minute to 10 minuts. That way a spell
> > caster could have several spells ready but once he runs out in a fight
> > he must go through the entire spell again. which takes time.
>
> Hmm, I have to somewhat disagree. In my magic suggestion spells gain
> their power by altering the magical energy. If you remember I suggested
> system where everything is formed from the magic - rocks, plants, living
> beings etc. Magic in its normal form is energy and when spellcaster casts
> a spell (symbolic magic user) he taps this energy from the surrounding
> nature, from a component (or from himself?) by changing something to
> something else.
>
I like this idea.

> If we will use this system. I suggest that component spellcasting is
> fastest for it is obvious that source of power is those components.
> Component magic would also be mostly one way magic and have
> only lesser spells since components can't contain much "magic"
> and therefor can't upkeep spells or act as a source of greater spells.
>
> If caster drains power from the nature it would be nice if there was
> some "free magic" limit in the area. Some areas might have more
> abundant amount of magical energy and others might lack it almost
> completelly. Node areas would be an excellent source of free magic
> and mages would fight to gain control over them. This also would
> give nice purpose to my Vorack who would guard forest nodes. :)

>
> Spellcasting time in this case should be dependant on amount of
> magical energy in the area.Places which have abundant amount of
> energy (= Magic) would make spellcasting quicker and vice versa.
> This also adds limit to continual spells which would envetually run
> out of power. So for example if you would like to cast a eternal
> night spell which would have huge casting cost and upkeep, you
> would have to be in a node area. (Anyone noticed that this is quite
> ripoff from MoM?:)
>
> I also suggest that nodes replenish mana in the world. The further
> the area from nodes, the slower it replenishes energy.
>
This adds the element of spells being quicker in some spots thus the battle
can differ some places better for mages to fight and some better for
warriors.

> Last source of spellenergy might be the caster itself. It is obvious
> that there should be limits in here too. I think this might be faster
> way to cast spells than previous draining system, but slower than
> component system. Spellcaster could upkeep spells longer than
> components but shorter time than in draining system (though that
> is dependant on area). If spellcasters does not cancel a spell or is
> unable to cancel it, he/she/it would envetually die.
>
Maybe instead of die they become helpless they cant move or at least very
slowly
then they must seek a priest or someone who can return some of their body
magic(body magic could be represented as spirit or something like that). Or
they must seek a node so that it may revitalize them.
> > no i think they should have to experiment. sometimes these spells go
> > wrong and can actually kill the spell caster or mabey turn him or a
> > nearby freind into a frog or something. It would be nice if misscast
> > spells where a random event so that lets say a majician is trying to
> > cast a fire ball but puts it in the wrong order. So he turns into a frog
> > for three days. afterwards he trys the same mistaken order to escape
> > into a lake from some orcs. well this time his cloths turn into wood and
> > he is traped in his cloths for the orcs to chop down.
>
> Yup, though in my system, depending on magic source, he would spend
> either quite short time as a frog (component), probably rest of his life
as
> a frog (draining), die out (frog form keeps draining his personal reserves
> until he rips).
>
> > Not years we would have no spell casters out there. as to rearity yes
> > symbolic magic should be rare as well as inaccesable to players. if a
> > player wants magic he must go and get it from some ruin somewhere and
> > fight off traps and monsters to get it. Or do something stupid like
> > steeling it from a mage or he can try to learn it in libraries but the
> > texts are either incomplete of they are juat plain wrong and dangerouse.
> > also he should have to travel for these texts like part of a text is in
> > Torell navel library the other in Thome library in Nalor Thane the other
> > side of the world. and unknown to the player but the symbols coponants
> > etc are written in a different languge that write it backwards and on
> > and on and on. There are plenty of novel ways of keeping magic from
> > players. Rarety, which i think it should be, is not the only way. One
> > tried and true way for players to learn magic is for another player to
> > teach them.
>
> This is exactly what I meant. Information should be available but it
should
> be very difficult to obtain. Also, If there are npc mages they too, might
> sometimes teach players. Who knows...
Id like if it where players or sages or gods or demigods. But that a task
might be required.
Such as finding something or bringing knowledge to them of something say a
battle or of the size of a current wolf pack he was looking after. Or of
book knowledge. Then in return he would show them how to correctly create
the spell.
>
> - Beregar (Beregar@majik3d.org)
>
>



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