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Below are a collection of posts that detail some possible features of Magic 3.0.
'''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.


[[Focus (item)|Ritual foci]] can be found at the Crossing Artificer.
In the interest of communication on such a big systemic change, I'm going to post basically our full list of goals for yon new world, since right now you're all basically guessing a lot. There's still some stuff missing but I've hit my typing limit.


{{com|TEST}} {{tt|SORCERY}} can be used to set a character's Sorcery skill to a desired level.
- Eliminate the tier system. Spell potency determined by type and guild 'sphere of influence'.


What we mean by 'sphere of influence' is basically something like: When you think of Moon Mages and hiding, this fits the aesthetic motif of the guild. This does not strictly mean skillset. For example, Warrior Mages could still have a thematic link to the shield skill.


=Skills=
- Spread spell ranges out over a wider array of skill.


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.
Potentially up to 1000 ranks for many skills. This doesn't mean we want spells to be less effective for most people than they are now, simply that we want to create further avenues of growth by doing things like not requiring a capped spell to cap potency but allowing duration to extend longer. Or potentially provide a third benefit besides duration and potency, but we're not sure what here (option for you to suggest!)


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.
- Disallow any spell ever becoming stochastically dominated by another spell in the same guild arsenal.


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.
If you don't understand stochastic dominance, basically it means don't let spell B do everything spell A does but better.


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.
- 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.


===Sorcery===
We will change this to make casting any individual spell teach much more, but degrade teaching severely to a lower bound for casting the same spell over and over, emphasizing more natural casting instead of sticking to one 'best' spell. We're going to be watching this closely for newbies with few spell slots to not screw them, and we're going to make sure all spells can teach adequately at any rank (although some may still be better on the initial casts).


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.
- Split our largest spells into multiple smaller spells.


Teaching PM equivalent to someone with a different mana type will instead cause them to learn the [[Sorcery skill]].
There are very few spells that will receive this treatment and I'm not going to name them ATM.


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]].
- Bard Enchantes & Held Mana: We don't do much with held mana right now, and how it works is kind of flaky in the first place.


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.
We are going to change Bardic Enchantes and Held Mana to the same type of spell, that works basically exactly as Enchantes do now. A spell that takes effect and has a recurring power cost, and only one can be utilized at any given time.


===Experience===
Bardic spells of this style will remain the best as the thematic thrust of their guild will stay primarily on enchantes. (They will also get a side spellbook of normal spells). Cleric held mana can still utilize the orby, but I have some long talks with Grejuva about how we want to handle Cleric held mana since the understanding has always been in exchange for the orb their held spells are crappy.
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.
- Magic Resistance: Passive Magic Resistance is going to go away for PCs and most types of NPCs. (Undead MR is TBD, for example)


=Magical Devices=
Resisting Magic will require active abilities, and magic resistance on an AoE spell will impact the spell's potency only for each individual resister. So, if you are a bard casting an enchante, a sudden group of people with barriers can never make your spell collapse, and resisting people do not decrement the spell power for each subsequent target. This also means obviously that MR does not get contested on people spells don't affect. All guilds can have these active abilities, so for example it's planned Barbs will have the functionality by the time Magic 3.0 comes out.
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===
- Tighten what mana ranges mean.
Cambrinth is now linked to via the {{tt|INVOKE}} command.


{{tt|Focus}} only shows information, such as how much mana is stored.
What I mean here is that I want much less of a difference in harness utilized between a 'vague' room and a 'blinding' room, in a way that probably is going to nerf blinding and the uppermost echelons and boost the lower spectrum dramatically. Our current plan is that casting be somewhere around triply effective in blinding compared to vague.


{{tt|CHARGE}} RT now increases in proportion to the amount of mana used.
- Change the harness scale.


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.
This is vaguely backend but since you can see the numbers anyway I see no reason not to say the plan is to change your base amount of harness to '10000' instead of '100'. This will allow your harness pool to raise with every magic rank and avoid terrible rounding in the magic system, and we will let magic primes raise slightly faster than second than terts.


You can now {{tt|RELEASE}} ''<CAMBRINTH ITEM>'' to break a link to a held or worn cambrinth item.
- Examine the mana usage scale in general.


=Spells=
We want Harness Ability to play much larger of a role in mana efficiency. This is mathy and treads into NDA territory so the most I'm saying is that we want cambrinth to be always more efficient than 'held' mana and straight prep to be the least efficient.
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.
- 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. 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.


It should be noted that 'higher level' magic does not mean stronger buffs or attacks, the stuff you do at different types of spells is fundamentally different. Thus, all straight damage TM should be functionally similar, they should just attack with different physical/elemental attributes or have a slightly different side quirk.


===Costs===
- 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).
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.
-Z


{| border="1"
From DR-ZEYURN on 1/16/2010 11:37:38 AM entitled Magic 3.0 Goals. http://www.play.net/forums/messages.asp?forum=20&category=4&topic=16&message=11559
! 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]].
>>It's always been a pet peeve of mine with regards to FS vs Fireball. What's the practical difference?


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


====Metaspells====
Our new schema is fairly simple: we assume any spell a guild gets is going to be "at the cap." If Empaths 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 Mages should focus on, but not the Clerics, then the Moon Mage hiding boost should be stronger than the Cleric hiding boost (which may even still remain 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====
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?
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====
For TM specifically, we want the diversity of TM to be based on two things.
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.
1: 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.


The amount that the spell is prepped at controls how much mana is pulled per pulse of the spell.
2: 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.


Only one cyclic spell can be active at a time.
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.


====Ritual Spells====
-Armifer
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.
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas


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.
From DR-ARMIFER on 1/16/2010 1:09:47 AM entitled Re: Magic 3.0 Goals. http://www.play.net/forums/messages.asp?forum=20&category=4&topic=16&message=11602


====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===
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.


====Harness Regeneration====
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.


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.
Your Sorcery ranks will have three effects:


====Training====
1) It serves as an alternate 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 spell), but use Elemental Magic to power Fire Shard (an 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.
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====
2) It reduces the chance of a sorcerous or necromantic backlash occurring.
"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====
3) Clerics, Moon Mages and Warrior Mages will need to meet minimum Sorcery requirements to permanently learn their guild-based sorceries.
Using custom or special spell preparations requires a magical feat to use, as does attempts to hide casting entirely.


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. NMUs cannot learn or teach Sorcery.


===Stat vs Stat 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.
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====
-Armifer
{{{!}} border="1"
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
{{!}}
{{{!}}
{{!}}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====
From DR-ARMIFER on 1/17/2010 5:28:24 PM entitled Sorcery Skill. http://www.play.net/forums/messages.asp?forum=20&category=4&topic=16&message=11652
{{{!}} border="1"
{{!}}
{{{!}}
{{!}}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===
:'''[[: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=
>>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?
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.
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.


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.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas


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.
From DR-ARMIFER on 1/16/2010 1:09:47 AM entitled Re: Magic, the Squishy Bits. http://www.play.net/forums/messages.asp?forum=20&category=4&topic=16&message=11545


=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.

{{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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