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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