Showing posts with label spells. Show all posts
Showing posts with label spells. Show all posts

Wednesday, December 15, 2010

Spells and Manipulating them...

Since I have not posted allot recently and things have changed, I think I will go into how Manifest Destiny as a RPG handles spells.  This is partly because if any one ever actually visits this blog and reads it, they may be interested.  But also cause I have recently done work on the second part of spells: Spell Manipulation.

The short of it, in MD spells are skills.  As a player gains experience, they can spend that to rank up skills including spells.  This makes them better by adding a bonus to the players focus test (casting test).  This allows spells to grow in power as the player develops their character.

But This did not satisfy my interest in the games spells.  They needed something else, something that made them more versatile so that I did not need to make twenty different spells that all did the same thing...just that little bit different.  A little simplicity can go a long way.

So this is where spell manipulation comes in.  As a spell gains ranks, it gains manipulation points.  The points act like a open pool so the player can alter a spell to do things its base design was not meant to do.  So the better you know a spell, the more you can do with it.

Spell manipulations are simple really, once you have the points you can put what ever manipulation you please on the spell.  Want more power, that is one point.  Want to make an area effect spell only do damage to enemies?  Well then use the Friend or Foe manipulation for two points.  Want to chain fire a lightning bolt spell?  There is the rapid cast manipulation allowing you to fire the same spell for as long as you have mana in your turn.  Oh and that is three points to use.

There are more in the list, but really the list is not the point.  The point is what manipulations do for spells.  They broaden the usefulness of spells so they are not just static things.  They make them worth investing experience in giving the player more control and variety from something that is truly based on imagination.

After all, I am just making the system and the world.  Your making it live.  Giving characters shape and form with in your dreams.  So why shouldn't I facilitate that as much as I can?  Right?

Monday, June 15, 2009

Whipping out the Mojo, School of Fire

There are numerous schools of spell casting in this rpg. The first is the school of Fire. Fire is the cleansing flame, destroyer and renewer alike. The school of fire can be used to light a fire, cleans a poison, heal the body, or incinerate an enemy.

Monday, June 8, 2009

Whipping out the Mojo...


Previously when I talked about the use of mana, I also discussed the basics of how spells work. But in this section I would like to cover that a little more and actually kick off a series of pieces I will do about magic in manifest destiny. First up are spell basics.

As you may know, in Manifest Destiny, any one can use magic. From children to bums, there is no limitation on who can channel mana into the world. This is because mana and magic is so common that it is a part of every day life. This is not to say there are not those that dedicate their lives to it, there are. But most people have a few spells they use to make life easier.

Second, spells are skills. They grow as the player uses them. This allows the character to do more with them, no only increasing their power, but being able to manipulate them on a fundamental level. For instance, most area effect spells are stupid and will damage friend and foe alike. But if you train the spell enough, you can manipulate it to only damage your enemies and not your friends. This increases the potential of spells because depending on the way to manipulate the spell, the more useful individual spells will become.

Third, spells are cast using mana dice and not an attribute roll. This is because your not testing to see if you can cast the spell. But to see if the spell survives the trip to it's destination. This is called the focus test, and if you don't have enough focus, the spell is not going to make it. I have done this just because other magic systems seamed so arbitrary. This is more based on science since if the energy, mana, of the spell is not cohesive, it will not be able to get to where it is going and dissipate.

Finally, there are many schools of magic and they tend to overlap. In fact there are three healing spells right now one in each school of Fire, Divine, and Demonic. But each also operates in a different manner. The Divine Healing spell accelerates the natural process and closes wounds by accelerating healing. The Fire Healing spell is one of cleansing, burning away the harmful stuff and using their ashes to aid the target of the spell to heal. While the Demonic variation just forces the body to accept the damage as if it was natural and had always been there. Why else do you think a demons minions are ugly and looks stapled together.

These are the basics of magic in MD. But there is more, next time I will discuss the schools of magic. But that will be in a week, tomorrow, I am not to sure what I will come up with though...so stay tuned cause we will all be surprised.