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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 so-[[DragonRealms 3.0]] release.


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.


==Test Instance Resources==
==Goals==
The magic feat trainer can be found in the middle of Asemath Academy, Crossing.
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 [[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).


[[Focus (item)|Ritual foci]] can be found at the Crossing Artificer.
==Relevant GM Clarifications==


{{com|TEST}} {{tt|SORCERY}} can be used to set a character's Sorcery skill to a desired level.
''>>It's always been a pet peeve of mine with regards to FS vs Fireball. What's the practical difference?''


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.


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


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.
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).


Though the Targeted Magic skill has previously existed, it will instead take the place of Primary Magic for targeted spells, as well as continue to control accuracy.
[[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?


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


New skills will be derived as a percentage of your Primary Magic. The command {{com|EXP SWITCH}} ''<skill1>'' ''skill2>'' can be used to swap two magic skills. It can be used up to 24 hours after being converted to 3.0, but will not function if there is field experience in either of the two skills being switched.
#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.


===Sorcery===
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>


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.
----


Teaching PM equivalent to someone with a different mana type will instead cause them to learn the [[Sorcery skill]].
''>>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?''


Teaching of the actual Sorcery skill in a justice area will trigger a Forbidden Practice charge, which also causes an amount of [[Outrage#Social Corruption|Social Corruption]].
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>


Focusing on runestones not of your mana type will now teach Sorcery as well as Arcana. This is meant to be an intro into gaining Sorcery ranks outside of teaching/listening to classes and will teach consistently until around 50 ranks and will then drop off till you can no longer learn from the focus.
==Sorcery in Magic 3.0==


===Experience===
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.
Training magic in the new system is different than before. The amount of experience awarded depends on how difficult the spell is relative to your base ranks. The difficulty is derived from the base difficulty of the spell, how difficult it is to add mana to the spell, and how much mana is added.


As the mana caps on spells are higher than previously, many times the most efficient way to train is to cast a spell at the highest mana the caster can manage. Experienced casters will eventually master combinations of mana, harnessing, and cambrinth power to maximize efficiency.
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.


=Magical Devices=
Your Sorcery ranks will have three effects:
With 3.0 many magical devices will function differently or will cease to function entirely. Listed below are known changes.
* [[Runestones]] now come in two varieties; Simple and Complex. Simple runes can not have their power (prep amount) altered while complex runes can.
* Constellation jewelry will cease to work in 3.0 due to not meshing with the new Skill system.
* Any device that previously contained a spell that had major work done/or was removed will cease to work. For example while [[Tezirah's Veil 3.0|Tezirah's Veil]] still exists as a [[Moon Mage]] spell, it has undergone drastic changes and has moved spellbooks rendering all [[Item:Slender ash staff inlaid along the length with a swirling pattern of shadowy black onyx|items]] containing the spell inert.
* Spell scrolls will now be dropped with more regularity and variety due to the change in how scrolls are used and retained.
* Any current spell scrolls appear to turn to gibberish (along with those sold in the Ratha shop currently) unless scribed into the Scroll leaf of a spellbook.
* Scrolls containing spells that have been heavily changed or removed will either vanish or change into another spell.


===Cambrinth===
#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 [[Lunar magic|Lunar spell]]), but use [[Elemental Magic]] to power [[Fire Shard]] (an [[Elemantal 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.
Cambrinth is now linked to via the {{tt|INVOKE}} command.
#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.


{{tt|Focus}} only shows information, such as how much mana is stored.
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.


{{tt|CHARGE}} RT now increases in proportion to the amount of mana used.
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>


It is possible to {{tt|INVOKE}} ''<item>'' ## to specify the amount to be discharged, though there is a difficult skill check, which may result in a different amount being {{tt|invoke}}d. This may become part of a magic feat, but is currently open to all.
== 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.


You can now {{tt|RELEASE}} ''<CAMBRINTH ITEM>'' to break a link to a held or worn cambrinth item.
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.


=Spells=
<center>
Most, if not nearly all spells have undergone revisions, and some have been removed entirely. Details can be found at [[Spell List 3.0]]. Though bear in mind that spells are still being tweaked and added.

Along with the background revisions done to spells, there are also several notable differences to spells in general. The most notable of which are the change in spell slot costs and the addition of new types of spells.


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

Spell slots are earned based on the placement of the magic skillset.

{| border="1"
! Level Range || Primary || Secondary || Tertiary
|-
| 1-20 || colspan="2" align="center" | Every Level || Every 2 Levels
|-
| 21-50 || Every Level || colspan="2" align="center" | Every 2 Levels
|-
| 51-100 || colspan="3" align="center" | Every 2 Levels
|-
| 101-150 || colspan="3" align="center" | Every 3 Levels
|-
| 151-200 || colspan="3" align="center" | None
|}

====Magical Feats====
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.

*List of the new [[Magic Feats]].

===Analagous Patterns===
Spellcasters will no longer get free Analagous Pattern spells, though they can be temporarily or permanently learned from an artificer.
*List of the new [[Analagous Pattern Spells 3.0|Analagous Pattern Spells]]

===Spell Types===

====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 and enchantes 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.

The amount that the spell is prepped at controls how much mana is pulled per pulse of the spell.

Only one cyclic spell can be active at a time.

====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. They can begin at 150 or so mana and can cap as high as 600.

To combat this, [[Focus (item)|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 ( {{tt|TARGET {''<SPELL>''} {''<MANA>''} AT {''<TARGET>''}}} ).

===Quest Based Spells===
Unless specifically noted otherwise, no spell quests will need to be repeated after the 3.0 conversion.

===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.

====Difficulties====
"Intro is something you can start casting with 1 rank. Basic is about 10 ranks before you can start casting it at min mana, and Advanced is nearish to 100. Spells that you need upwards of 200 ranks to cast are Esoteric." -GM [[Socharis]]

====Alternate Preparations====
Using custom or special spell preparations requires a magical feat to use, as does attempts to hide casting entirely.


===Stat vs Stat Spells===
In addition to specific spell revisions, the contested spell system has been reworked, with the attacker's and defender's stat contest being divorced from each other.

====Offense====
{{{!}} border="1"
{{{!}} border="1"
{{!}}
{{!}}
Line 88: Line 156:
{{!}}-
{{!}}-
{{!}}Power {{!}}{{!}} Strength {{!}}{{!}} Stamina {{!}}{{!}} Discipline
{{!}}Power {{!}}{{!}} Strength {{!}}{{!}} Stamina {{!}}{{!}} Discipline
{{!}}-
{{!}}Finesse {{!}}{{!}} Agility {{!}}{{!}} Reflex {{!}}{{!}} Intellegence
{{!}}}
{{!}}}
{{!}}}
{{!}}}
</center>


===Magical Attack Styles===
====Defense====
:'''Mind Attacks''' - The user is bringing the force of his own mind to bear on the target. Examples: [[Mental Blast]], [[Halt]].<br />
:'''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]].<br />
:'''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]].<br />
:'''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: [[Call of the Siren|Siren's Call]], [[Chorus of Madmen]].<br />

===Non-Magical Attack Styles===
:'''Fear Attacks''' - The user is trying to intimidate the target in order to evoke a desired effect. Examples: [[Roars|Barbarian Roars]].<br />
:'''Power Attacks''' - The user is bringing forth sheer physical brutality in order to cause an effect. Example: [[War Stomp]].<br />
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.<br />

===Defending from Spells===
<center>
{{{!}} border="1"
{{{!}} border="1"
{{!}}
{{!}}
{{{!}}
{{{!}}
{{!}}Defense Class{{!}}{{!}}Primary Stat{{!}}{{!}}Secondary Stat{{!}}{{!}}Tertiary Stat
{{!}}Defense Class{{!}}{{!}}Primary Stat{{!}}{{!}}Secondary Stat{{!}}{{!}}Tertiary Stat{{!}}{{!}}Other Conditions
{{!}}-
{{!}}-
{{!}} ---{{!}}{{!}}---{{!}}{{!}}---{{!}}{{!}}---
{{!}} ---{{!}}{{!}}---{{!}}{{!}}---{{!}}{{!}}---{{!}}{{!}}---
{{!}}-
{{!}}-
{{!}}Reflexes{{!}}{{!}}Reflex{{!}}{{!}}Agility{{!}}{{!}}Intelligence
{{!}}Reflexes{{!}}{{!}}Reflex{{!}}{{!}}Agility{{!}}{{!}}Intelligence{{!}}{{!}} Also affected by incapacitating conditions (prone, webbed, etc).
{{!}}-
{{!}}-
{{!}}Fortitude{{!}}{{!}}Stamina{{!}}{{!}}Discipline{{!}}{{!}}Strength
{{!}}Fortitude{{!}}{{!}}Stamina{{!}}{{!}}Discipline{{!}}{{!}}Strength{{!}}{{!}} Also affected by vitality, spirit, and fatigue.
{{!}}-
{{!}}-
{{!}}Willpower{{!}}{{!}}Discipline{{!}}{{!}}Wisdom{{!}}{{!}}Intelligence
{{!}}Willpower{{!}}{{!}}Discipline{{!}}{{!}}Wisdom{{!}}{{!}}Intelligence{{!}}{{!}} Also affected by nerve damage, stuns/unconsciousness, and Khri Serenity, and Cunning.
{{!}}}
{{!}}}
{{!}}}
{{!}}}
</center>
<br />
:'''Reflexes''' - The user is attempting to avoid something attacking them, keep their balance, or otherwise make agile or dexterous motions. Examples: [[Branch Break]], [[Dazzle]].<br />
:'''Fortitude''' - The user is trying to endure an effect or curse that cannot be avoided. Examples: [[Stun Foe]], [[Heighten Pain]].<br />
:'''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]].<br />
<br />
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==
===Magical Attack Styles===
:'''[[:Category:Mind Contest Abilities|Mind Attacks]]''' - The user is bringing the force of his own mind to bear on the target. Examples: [[Mental Blast]], [[Petrifying Visions]].<br />
:'''[[:Category:Magic Contest Abilities|Magic Attacks]]''' - The user is creating an effect that acts on its own accord as opposed to directly contesting themselves with the target. Examples: [[Anther's Call]], [[Branch Break]].<br />
:'''[[:Category:Spirit Contest Abilities|Spirit Attacks]]''' - The user is clashing their spirit or soul against the target, trying to bring down its weight against them. Examples: [[Heighten Pain]], [[Malediction]].<br />
:'''[[:Category:Charm Contest Abilities|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: [[Aether Wolves]], [[Compel]].<br />

===Non-Magical Attack Styles===
:'''[[:Category:Fear Contest Abilities|Fear Attacks]]''' - The user is trying to intimidate the target in order to evoke a desired effect. Examples: [[Roars|Barbarian Roars]].
:'''[[:Category:Power Contest Abilities|Power Attacks]]''' - The user is bringing forth sheer physical brutality in order to cause an effect. Example: [[War Stomp]].
:'''[[:Category:Finesse Contest Abilities|Finesse Attacks]]''' - The user is using their quick and agile nature in order to cause the desired effect. Example: [[Ambush|Thief Ambushes]].

===Dispellation===
Dispelling of duration spells is now possible, with all magic guilds having at least minimal access via the analagous pattern spell [[Dispel]]. Other guilds, such as the Clerics or Bararians, have guild specific means of doing so.

=Spheres of Influence=
All spells are now equal in their potential enhancement, regardless of guild or number of prerequisites. This is a marked departure from previous systems in which spell tier and guild could result in spells being markedly more or less powerful from a similar spell in a different guild or tier.

To maintain guild differences, [[spheres of influence]] have been added. These are skills and stats that the guild is intimately familiar with and thus have a higher cap when enhancing.

It's important to note that this is not inherent to the spell, but to the caster. The difference is that if a caster uses a spell to enhance something within their sphere of influence, the cap is higher, even if the spell is from another guild which does not have it in their sphere. Likewise, if a mage casts a spell from a guild that has the skill in their sphere of influence, but is from a guild that does not, the cap is lower.

Another note is that it is entirely acceptable to have a spell that enhances something outside a guild's sphere of influence. All it denotes is that the spell will not have as much effect as one from a guild that is more specialized in the area.


=Spell Stances=
When a spell is cast it has three variable characteristics: Potency, Duration, and Integrity. Potency covers the outright power of the spell, how well it accomplishes the intended purpose. Duration is how long the effect will last. Integrity is the ability to resist dispellation.

Using the SPELL STANCE command, it is possible to change the proportions of the power allocated to the different facets of the spell. Any area can be raised as high as 130% and reduced to as low as 70%.

If one characteristic does not apply, such as duration for an instant effect spell, then only the ratio between the two remaining facets is used. For instance, if you have a Duration 130%, Integrity of 85%, and Potency of 85% and you cast a TM spell, the ratio between your Integrity and Potency (1:1) is to distribute your mana and equal power is put between them.

=New Commands=
* RELEASE CYCLIC - Releases your cyclic spell
* RELEASE {SPELL} - End a spell that you've cast on yourself
* TARGET {SPELL} {MANA} AT {TARGET} - Automatically prepare and then target your target.
* [[Magical Research|RESEARCH]] - Teaches magic skills without casting spells.
* [[Discern_command|DISCERN]] - Gives information on spells you know and estimates max mana based on skill.

=FAQ=
* '''Q: Will I have to re-quest for my quest spells?'''
: A: Not for most of them. Aside from a few, most quest-requiring spells remain in your known spells.
* '''Q: Will there be a spell wipe?'''
: A: Yes, by necessity. Since so much has changed with magic, we wouldn't force you to abide by your old choices.
* '''Q: Will there be a Global Magic Preview?'''
: A: Yes. For several weeks (or more) after the release of "DR3", all spells will be on preview. You'll be able to cast all spells available to your Guild without having to choose them from your Guildleader. In fact, you won't be ABLE to choose spells from your Guildleader.
* '''Q: What happens to Magical Devices?'''
: A: Some Magical Devices will survive the transition. Others will not. Some scrolls that contained one spell will now contain a different one, and others will simply (by necessity) crumble away. Additionally, several older magic items will be nonfunctional for a while after we release.


*[[Post:The_Big_Post_of_Magic_Techniques_-_1/29/2011_-_19:30:12|Magic Techniques]] - For all applicable guilds.
*[[Post:Tentative_Bard_Magic_3.0_Spell_List_-_10/18/2010_-_18:41:34|Bards]]
*[[Post:Tentative_Magic_3.0_Cleric_Spell_List_-_10/7/2010_-_14:53:55|Clerics]]
*[[Post:Tentative_Empath_Magic_3.0_Spell_List_-_2/7/2011_-_23:19:02|Empaths]]
*[[Post:Tentative_Moon_Mage_M3_List_-_9/22/2010_-_20:34:55|Moon Mages]]
*[[Post:Tentative_Magic_3.0_Spell_List_-_9/19/2010_-_12:43:22|Necromancers]]
*[[Post:Tentative_Paladin_Spell_List_-_08/17/2011_-_16:42|Paladins]]
*[[Post:Tentative_Ranger_Magic_3.0_Spell_List_-_10/18/2010_-_20:48:12|Rangers]]
*[[Post:Tentative_Magic_3.0_Spell_List_-_9/19/2010_-_12:12:52|Warrior Mages]]
{{RefAl|r=y}}
{{RefAl|r=y}}

Latest revision as of 04:28, 10 November 2016

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 so-DragonRealms 3.0 release.


Test Instance Resources

The magic feat trainer can be found in the middle of Asemath Academy, Crossing.

Ritual foci can be found at the Crossing Artificer.

TEST SORCERY can be used to set a character's Sorcery skill to a desired level.


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, as well as continue to control accuracy.

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.

New skills will be derived as a percentage of your Primary Magic. The command EXP SWITCH <skill1> skill2> can be used to swap two magic skills. It can be used up to 24 hours after being converted to 3.0, but will not function if there is field experience in either of the two skills being switched.

Sorcery

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.

Teaching PM equivalent to someone with a different mana type will instead cause them to learn the Sorcery skill.

Teaching of the actual Sorcery skill in a justice area will trigger a Forbidden Practice charge, which also causes an amount of Social Corruption.

Focusing on runestones not of your mana type will now teach Sorcery as well as Arcana. This is meant to be an intro into gaining Sorcery ranks outside of teaching/listening to classes and will teach consistently until around 50 ranks and will then drop off till you can no longer learn from the focus.

Experience

Training magic in the new system is different than before. The amount of experience awarded depends on how difficult the spell is relative to your base ranks. The difficulty is derived from the base difficulty of the spell, how difficult it is to add mana to the spell, and how much mana is added.

As the mana caps on spells are higher than previously, many times the most efficient way to train is to cast a spell at the highest mana the caster can manage. Experienced casters will eventually master combinations of mana, harnessing, and cambrinth power to maximize efficiency.

Magical Devices

With 3.0 many magical devices will function differently or will cease to function entirely. Listed below are known changes.

  • Runestones now come in two varieties; Simple and Complex. Simple runes can not have their power (prep amount) altered while complex runes can.
  • Constellation jewelry will cease to work in 3.0 due to not meshing with the new Skill system.
  • Any device that previously contained a spell that had major work done/or was removed will cease to work. For example while Tezirah's Veil still exists as a Moon Mage spell, it has undergone drastic changes and has moved spellbooks rendering all items containing the spell inert.
  • Spell scrolls will now be dropped with more regularity and variety due to the change in how scrolls are used and retained.
  • Any current spell scrolls appear to turn to gibberish (along with those sold in the Ratha shop currently) unless scribed into the Scroll leaf of a spellbook.
  • Scrolls containing spells that have been heavily changed or removed will either vanish or change into another spell.

Cambrinth

Cambrinth is now linked to via the INVOKE command.

FOCUS only shows information, such as how much mana is stored.

CHARGE RT now increases in proportion to the amount of mana used.

It is possible to INVOKE <item> ## to specify the amount to be discharged, though there is a difficult skill check, which may result in a different amount being INVOKEd. This may become part of a magic feat, but is currently open to all.

You can now RELEASE <CAMBRINTH ITEM> to break a link to a held or worn cambrinth item.

Spells

Most, if not nearly all spells have undergone revisions, and some have been removed entirely. Details can be found at Spell List 3.0. Though bear in mind that spells are still being tweaked and added.

Along with the background revisions done to spells, there are also several notable differences to spells in general. The most notable of which are the change in spell slot costs and the addition of new types of spells.


Costs

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

Spell slots are earned based on the placement of the magic skillset.

Level Range Primary Secondary Tertiary
1-20 Every Level Every 2 Levels
21-50 Every Level Every 2 Levels
51-100 Every 2 Levels
101-150 Every 3 Levels
151-200 None

Magical Feats

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.

Analagous Patterns

Spellcasters will no longer get free Analagous Pattern spells, though they can be temporarily or permanently learned from an artificer.

Spell Types

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 and enchantes 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.

The amount that the spell is prepped at controls how much mana is pulled per pulse of the spell.

Only one cyclic spell can be active at a time.

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. They can begin at 150 or so mana and can cap as high as 600.

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>} ).

Quest Based Spells

Unless specifically noted otherwise, no spell quests will need to be repeated after the 3.0 conversion.

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.

Difficulties

"Intro is something you can start casting with 1 rank. Basic is about 10 ranks before you can start casting it at min mana, and Advanced is nearish to 100. Spells that you need upwards of 200 ranks to cast are Esoteric." -GM Socharis

Alternate Preparations

Using custom or special spell preparations requires a magical feat to use, as does attempts to hide casting entirely.


Stat vs Stat Spells

In addition to specific spell revisions, the contested spell system has been reworked, with the attacker's and defender's stat contest being divorced from each other.

Offense

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
Finesse Agility Reflex Intellegence

Defense

Defense Class Primary Stat Secondary Stat Tertiary Stat Other Conditions
--- --- --- --- ---
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, and Cunning.

Magical Attack Styles

Mind Attacks - The user is bringing the force of his own mind to bear on the target. Examples: Mental Blast, Petrifying Visions.
Magic Attacks - The user is creating an effect that acts on its own accord as opposed to directly contesting themselves with the target. Examples: Anther's Call, Branch Break.
Spirit Attacks - The user is clashing their spirit or soul against the target, trying to bring down its weight against them. Examples: Heighten Pain, Malediction.
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: Aether Wolves, Compel.

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.
Finesse Attacks - The user is using their quick and agile nature in order to cause the desired effect. Example: Thief Ambushes.

Dispellation

Dispelling of duration spells is now possible, with all magic guilds having at least minimal access via the analagous pattern spell Dispel. Other guilds, such as the Clerics or Bararians, have guild specific means of doing so.

Spheres of Influence

All spells are now equal in their potential enhancement, regardless of guild or number of prerequisites. This is a marked departure from previous systems in which spell tier and guild could result in spells being markedly more or less powerful from a similar spell in a different guild or tier.

To maintain guild differences, spheres of influence have been added. These are skills and stats that the guild is intimately familiar with and thus have a higher cap when enhancing.

It's important to note that this is not inherent to the spell, but to the caster. The difference is that if a caster uses a spell to enhance something within their sphere of influence, the cap is higher, even if the spell is from another guild which does not have it in their sphere. Likewise, if a mage casts a spell from a guild that has the skill in their sphere of influence, but is from a guild that does not, the cap is lower.

Another note is that it is entirely acceptable to have a spell that enhances something outside a guild's sphere of influence. All it denotes is that the spell will not have as much effect as one from a guild that is more specialized in the area.


Spell Stances

When a spell is cast it has three variable characteristics: Potency, Duration, and Integrity. Potency covers the outright power of the spell, how well it accomplishes the intended purpose. Duration is how long the effect will last. Integrity is the ability to resist dispellation.

Using the SPELL STANCE command, it is possible to change the proportions of the power allocated to the different facets of the spell. Any area can be raised as high as 130% and reduced to as low as 70%.

If one characteristic does not apply, such as duration for an instant effect spell, then only the ratio between the two remaining facets is used. For instance, if you have a Duration 130%, Integrity of 85%, and Potency of 85% and you cast a TM spell, the ratio between your Integrity and Potency (1:1) is to distribute your mana and equal power is put between them.

New Commands

  • RELEASE CYCLIC - Releases your cyclic spell
  • RELEASE {SPELL} - End a spell that you've cast on yourself
  • TARGET {SPELL} {MANA} AT {TARGET} - Automatically prepare and then target your target.
  • RESEARCH - Teaches magic skills without casting spells.
  • DISCERN - Gives information on spells you know and estimates max mana based on skill.

FAQ

  • Q: Will I have to re-quest for my quest spells?
A: Not for most of them. Aside from a few, most quest-requiring spells remain in your known spells.
  • Q: Will there be a spell wipe?
A: Yes, by necessity. Since so much has changed with magic, we wouldn't force you to abide by your old choices.
  • Q: Will there be a Global Magic Preview?
A: Yes. For several weeks (or more) after the release of "DR3", all spells will be on preview. You'll be able to cast all spells available to your Guild without having to choose them from your Guildleader. In fact, you won't be ABLE to choose spells from your Guildleader.
  • Q: What happens to Magical Devices?
A: Some Magical Devices will survive the transition. Others will not. Some scrolls that contained one spell will now contain a different one, and others will simply (by necessity) crumble away. Additionally, several older magic items will be nonfunctional for a while after we release.

References

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