/magic_system

Primary LanguageRustMIT LicenseMIT

This is a draft of the magic system i'm working on. Everything in here can and will probably change for the final version.

Chat suggestions to check out

  • Eternal Darkness
  • Brandon Sanderson's Mistborn series

Magic

Basics

Combining form(s) with Magicks, traits, and attributes

Ball -> Fire -> Fireball Bolt -> Lightning -> Lightning Bolt Bolt -> Fire -> Fire Bolt

Spells -> can change character stats

Ball -> Fire -> Water -> Steam Ball

Allow spell collision?

Should work kinda the same as combining spells

Ball -> Fire -> Fire Ball Ball -> Water -> Water Ball

if they hit and are of the same strength, they will produce a steam ball/explosion

Training

Wizards have certain capacity to learn spells, depending on their level.

Spells can be named and trained, which takes away from the capacity to learn.

Combination Name Level
Ball -> Fire Fireball 1

If that capacity is reached, no more spells can be learned and you would need to unlearn spells to add new ones.

Alternative: There is no capacity, but it gets harder to master new spells as you learn more of them.

Spell Level Stages (Draft)

0 - 10 Untrained 10 - 90 Trained 90 - 100 Mastered

Untrained Magic

You should still be able to use magic that you haven't trained, but there should be certain disadvantages for that. Like:

  • a certain chance the spell just wont work
  • undesired side effects depending on:
    • the magic that is used
    • the skill of the magic user
    • maybe: randomness

Unlearning Spells (if there is a capacity)

The higher a spell level is, the harder it should be to unlearn.

Unlearning should take time and maybe resources.

World Interaction

Magic should plausibly interact with the world around it.

So if something is burning, you should be able to put it out with water spells.

Spell Tiers

Higher Tiers can only be used a certain number of times per day.

Magic Cost

Multiple Pools of Mana. Each pool is used for a certain category of Magick. Pools can have different means of recharging.

  • Physical Mana - sleep to recharge
  • Spiritual Mana - pray to recharge (evil magic can poison the soul)
  • Elemental Mana - drink water, be near fire, go somewhere with wind to recharge (depending on the element)

Magicks and forms

Magicks:

  • Elemental
    • fire
    • water
    • earth
    • wind
    • darkness
    • light
  • Physical
    • gravity
    • telekinesis
    • mass
  • Spiritual
    • blessing
    • curse
    • illusions (nightmares or a blissful hallucination) that leaves the opponent momentarily immobilized.
  • Chemical
    • manganese
    • hydrogen
    • yttrium

etc

If you are skilled enough with a spell and have the right ingredients, you can produce a scroll containing the spell.