Well to create a new magic system that's flexable and not static, I would think
first you would want to identify all the common elements in current spell
systems.  Now, I'm going to use some elements mostly from graphical online
games such as Dark Age of Camelot since those are the games I play the most
now.  So some elements are going to be missing related to muds and some of it's
not going to apply well but the ideas are generaly the same.  

  First of all, Types of spells.  Currently almost all muds revolve around one
common theme.  Combat.  So hence most magic will be related to combat so that's
one key category.  Within that category are several sub-categories and not all
spells elements fall squarely into them, but some kind of structure will force
them into something.  Other then that, in online games at least, you have a
large array of misc. spells that take up smaller categories that may or may not
offer a lot to the player.  They include such things as travel, information
gathering and interpretation, enhanceing sences (Which is informational really)
and perhaps entertainment.  So let's go thru each and try to list out the types

of spells or spell effects you see related to those categories. 

 Targets
  Group Based - All people in a group are effected
  Self only - Only caster is valid target
  Target only - Any single individual is valid
  Area Effect - All targets around a specific target are effected.
  Point Blank - All targets around the caster are effected

 Casting Types
   Standard - Cast once, uses mana, effect occures
   Song -  Cast, spell continues with effect untill caster stops.

 Combat
  Direct Damage - Hits the target, no chance to dodge.
  Bolt - Fires at the target, chance to dodge or block.
  Buff - Enhances some feature of the target.
    To Stat - Enhances strength, dex, con, hit points.
    Damage Add - Grants extra damage to target per hit.
    Shield - Absorbs/blocks/stops target from recieveing damage
    Damage Shield - Attacker recieves damage when in combat with defender.
  Debuffs
    To stats - Removes effectiveness of target
    Range - Reduces range of target in all ranged mediums (Spells, archer, etc)
    Disease - Target can not regenerate health and/or magic points durring the
durration of the spell
    Feeble - Target's attacks/spells lose a percentage of thier effectiveness
  Damage over time - Harms target every x seconds for y damage over a period of
z seconds.
  Root - Target may not move but can cast spells, fire ranged weapons or attack
in close combat melee.
  Mez - Target may not move or attack.  Will be broken when attacked
  Stun - Target may not move or attack.  Will last untill end of duration.
  Heal - Obvious.
  Cure X - Remove durration based spell on target.
  Regenerate - Increase a targets a targets expendable stat (Health, mana,
endurence)

 Travel
   Teleport target to a location
   Send an object to a location
   Speed - Increase travel speed of target
   Slow - Decrease travel speed of target

 Informational
   Grant target ability to hear/read/write/speak specific/general language
   Identify item
   Grant target distant vision (See far away)
   Grant target birds eye view (See local map)
   Grant target Character information (See character stats)
 
 Entertainment
   Special effects only.  Good for graphical game wanting to show off it's
magical effects.

 Others Unable to label at this time
   Charm - Target is under casters control  (ie a Pet)  

  This is just a begining so far.  I don't want to go too much further on this
at the moment, and will try to pick up from here on ideas of how to use these
ideas to make a 'language' that will allow you to make any spells you want. 
How would you store then, and then the ways you can have users
learn/gain/cast/sustain such spells.

  Tony

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