Magic 3.0: Difference between revisions

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'''Magic 3.0''' is a huge magic system overhaul intended to bring all magics, and eventually, all character abilities into balance with each other. This system update is one part of the larger [[Experience_3.0|Experience 3.0]] update.
'''Magic 3.0''' is a huge magic system overhaul intended to bring all magics, and eventually, all character abilities into balance with each other. This system update is one part of the larger [[Experience_3.0|Experience 3.0]] update.


==Costs==
Without behind the scenes knowledge, it is difficult to know when it began, but the first major forum posts were made in January of 2010.
Spells cost between 0 or more spell slots depending on the power or usefullness of the spell.


Spell slots are accorded base on the placement of the magic skillset.
==Goals==
The following were the posted goals of the Magic 3.0 redesign as given by GM [[Armifer]].<ref>[[Post:Magic 3.0 Goals - 1/16/2010 - 11:37:38]]</ref>
*Eliminate the tier system. Spell potency determined by type and guild 'sphere of influence'.
*Spread spell ranges out over a wider array of skill.
*Disallow any spell ever being made useless by another spell in the same guild arsenal.
*Rebalance our current method of teaching [[PM]]/[[HA]] in a way that discourages casting the same spell over and over in favor of using a variety of spells.
*Split our largest spells into multiple smaller spells.
*[[Enchantes|Bard Enchantes]] & [[Mana|Held Mana]]: We don't do much with held mana right now, and how it works is kind of flaky in the first place.
*[[Magic Resistance]]: Passive Magic Resistance is going to go away for PCs and most types of NPCs. (Undead MR is TBD, for example). Resisting Magic will require active abilities, and magic resistance on an [[AOE|AoE]] spell will impact the spell's potency only for each individual resister.
*Tighten what mana ranges mean.
*Change the harness scale.
*Examine the mana usage scale in general. We want Harness Ability to play much larger of a role in mana efficiency.
*Instead of tiers, we define spells as types which has nothing to do with prerequisites. Types of spells are '''introductory''', '''basic''', '''advanced''', '''esoteric'''.
**Introductory - These are the simplest thematically defining spells for the guild in question. [[Clear Vision]], [[Fire Shard]], [[Protection from Evil]], etc. A magic user must choose an Introductory spell as their first spell, but they are not different from 'basic' in function or potency. These spells, when cast by another guild, will use a cost schema of 'basic' instead.
**Basic - Simple magics that typically perform a single useful function. Easy to cast and don't take as much mana. [[Bless]], [[Shadows]], [[Aether Lance]] or [[Aether Lash]], etc.
**Advanced - More major magics that either do multiple basic things at once or take magic to the next level by performing more advanced feats such as [[DFA]] or a minor [[AOE|AoE]]. [[Static Discharge]], [[Burn]], [[Teleport]], etc.
**Esoteric - High level magics that perform powerful utility or combat functions. Take a lot of mana and skill. [[Moongate]], [[Fire Rain]], [[Murrula's Flames]], etc.
*Prerequisites must still exist for spells but should fulfill thematic functionality instead of determining spell potency. For example, [[Spiteful Rebirth]] requires a knowledge of how to mend a corpse so it requires [[Necrotic Reconstruction]] (among other things).


{| border="1"
==Relevant GM Clarifications==
!! Level Range || Primary || Secondary || Tertiary
|-
| 1-19 || colspan="2" align="center" | Every Level || Every 2 Levels
|-
| 20-50 || Every Level || colspan="2" align="center" | Every 2 Levels
|-
| 50-100 || colspan="3" align="center" | Every 2 Levels
|-
| 101-150 || colspan="3" align="center" | Every 3 Levels
|-
| 151-200 || colspan="3" align="center" | Every 10 Levels
|}


Spell slots can also be used to purchase magic feats, which change the way groups of spells are cast, such as by making it easier to hide one's spells from others. A list can be found at ????.
''>>It's always been a pet peeve of mine with regards to FS vs Fireball. What's the practical difference?''


==Casting==
Part of what's going on here is that back when Magic 2.1 and the idea of Global Caps were introduced, there was this notion that the global cap was something that should be sacred. Spells and abilities should not just immediately be at the cap (or even ever be able to cap), but instead that should define a limiter under which every ability in the game should fit, as best determined by an enlightened Guild Guru/Advocate under the eyes of an all knowing and ever attentive core systems / administrative staff.


===Harness Regeneration===
This idea may have worked in another time and another place, but here it immediately fell on its face and went "Durp durp."


Unlike currently in which harness recovers faster the more is left, the new system is the inverse. The more you have used, the faster it returns. One of the functional differences is that large casts are now far less problematic to harness level. This dovetails well with the increased benefits of one large cast over several smaller, also a new addition to the system.
Our new schema is fairly simple: we assume any spell a guild gets is going to be "at the cap." If [[Empath]]s get an [[Escaping]] bonusing skill, then we assume that spell will be the pinnacle of what we want Empaths to boost Escaping to. From here is born the idea of "spheres of influence," where we say that, for example, [[Hiding]] is a skill that the [[Moon Mage]]s should focus on, but not the [[Cleric]]s, then the Moon Mage hiding boost should be stronger than the Cleric hiding boost (which may even still remain 0).


===Training===
[[TM]] will work largely the same way. While guilds may have different spheres of influence within TM, within the same sphere a spell shouldn't be fundamentally weaker and stronger than the other. If [[Aether Lash]] and [[Aether Lance]] do the exact same thing, but one completely dominates the other, what is Aether Lash except a waste of a spell slot?
Larger casts of spells are rewarded by a net increase in experience over several smaller casts. The intended best way to train is to cast a spell at the highest amount the caster is capable. In addition, finding ways to handicap casting, such as by acquiring nerve damage, no longer will benefit training. The amounts of experience are calculated solely by the base ranks of the caster.


==Skills==
For TM specifically, we want the diversity of TM to be based on two things.


Primary magic is being parcelled out into several new skills: Augmentation, Debilitation, Warding, Utility. Normal spells will use one of these in place of what was previously Primary Magic, though some spells may use two or more, in which case the lowest of the applicable skills will be used.
#Aesthetics. If you're a weeeeeevil [[Tezirite]] that wants to use the dark shadowy magic of [[Dinazen Olkar]] as your thing, you should not be disadvantaged over the weeeeevil [[G'nar Pethian]] that wants to use [[Partial Displacement]] instead. The core functionality should be the same, but with variety for flavor.
#Widgets. TM spells should be doing different types of damage, and have different little quirks ([[DFA]], [[AOE]], multi-shot) which make having a full suite useful for something other than scaling the tiers to your one, true 4th tier killer.


Though the Targeted Magic skill has previously existed, it will instead take the place of Primary Magic for targeted spells.
If a TM spell doesn't meaningfully fulfill one of these roles -- if its only meaning in the game is a stepping stone to a "higher tier" spell of exactly the same thing -- it should stop existing.<ref>[[Post:Magic 3.0 Goals - 1/16/2010 - 16:52:44]]</ref>


Primary Magic will still exist as a skill, and play a part in the casting of all guild spells, though it is of lesser importance compared to the appropriate skill.
----


The sorcery skill has been introduced to take the place of Primary Magic when casting spells that were designed for a different mana type. In addition, it will act as a limiter for other skills. If a non-guild augmentation spell is cast, if the Augmentation skill higher than the Sorcery skill, it will effectively be lowered to the Sorcery level for the purposes of that cast.
''>>Finally, a separate question: What are the plans for [[Enchantes]] 3.0? Will it come out before/after/concurrently with Magic 3.0? Will the coding guts be related in any way?''


==Spell Types==
Concurrent. One of the major features of The Plan that [[Zeyurn]] will discuss in full detail is bringing the work of Magic 2.1 to its conceptual limit and fully integrating enchantes into the core magic system. There will no longer be an "enchante system" running parallel but disconnected to spells. <ref>[[Post:Magic, the Squishy Bits - 1/16/2010 - 1:09:47]]</ref>
Magic 3.0 introduces several new types of spells.


===Metaspells===
==Sorcery in Magic 3.0==
Metaspells are an optional pseudo-spell, that, rather than being cast, modifies one or more already learned spells. An example would be the addition of the Returns Thoughts metaspell, which when learned by someone with the spell Thoughcast, allows the target of Thoughcast to send a reply message.


===Battle Spells===
The following is a conceptual overview of the new [[Sorcery]] skill. Please bear in mind that everything is subject to change as we move forward: I present this for purposes of feedback and to provide you with information about our plans, not as a guarantee that everything presented here is written in stone.
Battle spells are quicker to cast, but at the price of having shorter durations than standard spells. As the name implies, their intended purpose is to allow fast casting in combat.


===Cyclic Spells===
Sorcery is the skill of casting spells that are "off frequency" for the caster, as defined by their guild. For example, a [[Moon Mage]] casting [[Bless]] is off frequency and uses the Sorcery skill, but a [[Paladin]] or [[Cleric]] can cast Bless with just their [[Holy Magic]] ranks. All sorcery is considered, well, Sorcery, though [[Necromancers]] are able to cast spells from the necromancy subset with [[Arcane Magic]] instead.
Cyclic spells take the place of held magic spells in Magic 3.0. They periodically will drain held mana from the caster to continue to function. Unlike held mana spells, they actually subtract mana from the harnessed amount. It is also possible to use cambrinth to power them.


With the proper magic feats, cyclic spells can drain mana directly from the caster without need to harness it.
Your Sorcery ranks will have three effects:


===Ritual Spells===
#It serves as an alternate [[PM|primary magic]] skill for any off frequency spell. Keep in mind that in most cases, "frequency" is a broader concept than "guild." A [[Bard]] would use Sorcery to power [[Clear Vision]] (a [[:Category:Lunar Magic|Lunar spell]]), but use [[Elemental Magic]] to power [[Fire Shard]] (an [[:Category:Elemental Magic|Elemental spell]], even though it is not taught by his guild). If there is an extreme difference in skill, a fraction of your [[PM]] and [[Arcana]] may be used in place of Sorcery, though with none of the other benefits listed below.
Ritual spells are powerful spells that require enormous amounts of mana to power and typical both the most powerful and most difficult spells a caster will know.
#It reduces the chance of a sorcerous or necromantic backlash occurring.
#Clerics, Moon Mages and [[Warrior Mage]]s will need to meet minimum Sorcery requirements to permanently learn their guild-based sorceries.


To combat this, ritual foci are available which effectively reduce the mana costs of ritual spells, though each focus typically has limited uses and normally will only function for a specific spellbook's spells.
Sorcery is by definition a [[MU]]-only skill: it is the skill of casting outside the magician's frequency and is irrelevant for characters that do not have attunement. [[NMU]]s '''cannot''' learn or teach Sorcery.


===Targetted Spells===
Sorcery cannot be directly taught. Instead, if you listen to a primary magic class outside your own specialty, it will award you Sorcery ranks rather than feed into your primary magic. For example, an [[Empath]] who listens to an [[Elemental Magic]] class will gain Sorcery.<ref>[[Post:Sorcery Skill - 1/17/2010 - 17:28:24]]</ref>
Targeted spells do not require preparing at all, to the point of having syntax available to skip the preparation step entirely ( {{tt|TARGET {''<SPELL>''} {''<MANA>''} AT {''<TARGET>''}}} ).

== Contested Spells in 3.0 ==
The [[contested spells|contested spell]] models are changing under [[DragonRealms_3.0|DragonRealms 3.0]]. As [[Magic_3.0|Magic 3.0]] is doing a rewrite and re-balance of many spells, the spell contests have likewise been updated.

This information was taken from a [[Post:Magic_3.0_Contested_Spell_Inputs_-_8/7/2010_-_19:27:04|forum post]] and like all information on the yet to be release 3.0 systems, is subject to change.


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Revision as of 06:24, 22 November 2012

Magic 3.0 is a huge magic system overhaul intended to bring all magics, and eventually, all character abilities into balance with each other. This system update is one part of the larger Experience 3.0 update.

Costs

Spells cost between 0 or more spell slots depending on the power or usefullness of the spell.

Spell slots are accorded base on the placement of the magic skillset.

! Level Range Primary Secondary Tertiary
1-19 Every Level Every 2 Levels
20-50 Every Level Every 2 Levels
50-100 Every 2 Levels
101-150 Every 3 Levels
151-200 Every 10 Levels

Spell slots can also be used to purchase magic feats, which change the way groups of spells are cast, such as by making it easier to hide one's spells from others. A list can be found at ????.

Casting

Harness Regeneration

Unlike currently in which harness recovers faster the more is left, the new system is the inverse. The more you have used, the faster it returns. One of the functional differences is that large casts are now far less problematic to harness level. This dovetails well with the increased benefits of one large cast over several smaller, also a new addition to the system.

Training

Larger casts of spells are rewarded by a net increase in experience over several smaller casts. The intended best way to train is to cast a spell at the highest amount the caster is capable. In addition, finding ways to handicap casting, such as by acquiring nerve damage, no longer will benefit training. The amounts of experience are calculated solely by the base ranks of the caster.

Skills

Primary magic is being parcelled out into several new skills: Augmentation, Debilitation, Warding, Utility. Normal spells will use one of these in place of what was previously Primary Magic, though some spells may use two or more, in which case the lowest of the applicable skills will be used.

Though the Targeted Magic skill has previously existed, it will instead take the place of Primary Magic for targeted spells.

Primary Magic will still exist as a skill, and play a part in the casting of all guild spells, though it is of lesser importance compared to the appropriate skill.

The sorcery skill has been introduced to take the place of Primary Magic when casting spells that were designed for a different mana type. In addition, it will act as a limiter for other skills. If a non-guild augmentation spell is cast, if the Augmentation skill higher than the Sorcery skill, it will effectively be lowered to the Sorcery level for the purposes of that cast.

Spell Types

Magic 3.0 introduces several new types of spells.

Metaspells

Metaspells are an optional pseudo-spell, that, rather than being cast, modifies one or more already learned spells. An example would be the addition of the Returns Thoughts metaspell, which when learned by someone with the spell Thoughcast, allows the target of Thoughcast to send a reply message.

Battle Spells

Battle spells are quicker to cast, but at the price of having shorter durations than standard spells. As the name implies, their intended purpose is to allow fast casting in combat.

Cyclic Spells

Cyclic spells take the place of held magic spells in Magic 3.0. They periodically will drain held mana from the caster to continue to function. Unlike held mana spells, they actually subtract mana from the harnessed amount. It is also possible to use cambrinth to power them.

With the proper magic feats, cyclic spells can drain mana directly from the caster without need to harness it.

Ritual Spells

Ritual spells are powerful spells that require enormous amounts of mana to power and typical both the most powerful and most difficult spells a caster will know.

To combat this, ritual foci are available which effectively reduce the mana costs of ritual spells, though each focus typically has limited uses and normally will only function for a specific spellbook's spells.

Targetted Spells

Targeted spells do not require preparing at all, to the point of having syntax available to skip the preparation step entirely ( TARGET {<SPELL>} {<MANA>} AT {<TARGET>} ).

Attack Class Primary Stat Secondary Stat Tertiary Stat
---- ---- ---- ----
Mind Intelligence Discipline Wisdom
Magic Wisdom Intelligence Discipline
Spirit Wisdom Charisma Intelligence
Charm Charisma Discipline Intelligence
Fear Charisma Strength Discipline
Power Strength Stamina Discipline

Magical Attack Styles

Mind Attacks - The user is bringing the force of his own mind to bear on the target. Examples: Mental Blast, Halt.
Magic Attacks - The user is creating an effect that acts on its own accord as opposed to directly contesting themselves with the target. Examples: Energy Manacles, Branch Break.
Spirit Attacks - The user is clashing their spirit or soul against the target, trying to bring down its weight against them. Examples: Soul Sickness, Stun Foe.
Charm Attacks - The user is trying to lure or befuddle the target in a subtler attack, or instead awe the target through sheer presence. Examples: Siren's Call, Chorus of Madmen.

Non-Magical Attack Styles

Fear Attacks - The user is trying to intimidate the target in order to evoke a desired effect. Examples: Barbarian Roars.
Power Attacks - The user is bringing forth sheer physical brutality in order to cause an effect. Example: War Stomp.

There aren't as many non-magical attack styles because there aren't really any abilities for them outside of Barbarians. It's easy to add more in the future though.

Defending from Spells

Defense Class Primary Stat Secondary Stat Tertiary Stat
--- --- --- ---
Reflexes Reflex Agility Intelligence. Also affected by incapacitating conditions (prone, webbed, etc).
Fortitude Stamina Discipline Strength. Also affected by vitality, spirit, and fatigue.
Willpower Discipline Wisdom Intelligence. Also affected by nerve damage, stuns/unconsciousness, and Khri Serenity, Calm, and Cunning.


Reflexes - The user is attempting to avoid something attacking them, keep their balance, or otherwise make agile or dexterous motions. Examples: Branch Break, Dazzle.
Fortitude - The user is trying to endure an effect or curse that cannot be avoided. Examples: Stun Foe, Heighten Pain.
Willpower - The user is attempting to actively fight off or shield themselves from an attempt to meddle with their state of being. Examples: Mental Blast, Petrifying Visions.


As you may notice, Spirit has been removed as a defense and moved to an offensive type instead. It was decided that attacks against a character fundamentally reduce to three things: You avoid it, you endure it, or you repel it. This new system still provides many more potential types of contests, given the input side of things.

Tentative New Lists

References

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