Subject: Magic System Design Checklist [Revised] From: R Dan Henry Date: Thu, 10 Jul 2003 08:55:52 GMT Group: rec.games.roguelike.development In the interest of more creative magic systems, I offered the following checklist. I have now revised it slightly, taking into account responses to the original, as well as a few additional thoughts of my own. Further discussion is welcome. Note that this is about *systems*, I will not be addressing design of individual spells or their effects. You'll have to use other resources if you can't think of a fire ball on your own. ;-) Several responses to the previous list were really about spell design, not spell systems. That's a fruitful topic, but not one I try to address in this list. Also note that each choice still covers a range of possible implementations. One still needs to determine how and why to actually implement (both in game design and programming terms) each decision. I had hoped to create an example system going through the checklist and expanding on my choices, but I simply don't have the time. The "other" category is for odd-ball features like Zodiac Signs, Fates, Talents, Culture, etc. "Character condition" means things like being stunned, blinded, drunk, cursed, blessed, berserk, etc. SPELL CATEGORIZATION: [] Spells are not grouped. Spells are spells. [] Spells are grouped into "schools" (or "realms" or "fields", etc.) [] Each spell belongs to a single school. [] Spells may belong to multiple schools. IF SPELL-CASTING IS SKILL-BASED: [] There is a universal spell-casting skill [] There is one skill per spell school (e.g. Crawl) [] There is one skill per spell (e.g. ADOM) SPELL AVAILABILITY [] The spell list is the same every game [] A random set of schools are available each game [] A random set of spells is available each game [] Each game creates a random set of spells from their component parts (range, effect, area of effect, etc.) each game LEARNING SPELLS: [] Spells are not learned, you provide energy and/or skill, but spell selection is decided by your equipment (e.g., Wand of Fire Balls allows you to cast a Fire Ball). Your abilities are based on your: [] class [] level [] skill(s) [] stat(s) [] race [] other:____________________________ [] You start knowing one or more spells based on: [] class [] skills [] stat(s) [] race [] other:_____________________________ [] randomized from a list of possibilities [] Spells are learned by reading a book dedicated to learning that spell (e.g., Nethack, ADOM) [] Spells are learned by reading a book dedicated to learning a bunch of spells (e.g., Angband, Crawl) [] Spell books, but they're called something else (glyphs, gems of secrets, potion of magical lore, etc.) [] alternative name for spell books: _________________________ [] lots of different names for spell books (cosmetic variety) [] spell books double as other items (learn off shields, weapons, food, etc.) [] Spells are learned from scrolls [] forfeiting casting the spell by reading the scroll [] by casting the spell from the scroll [] as a separate action that does not use up the scroll [] Written material (books, scrolls, graffiti) come in various languages, requiring language knowledge (skill based, race/culture based, translation powers, etc.) to read [] Spells are learned by eating corpses [] spell learned is randomized with each corpse [] but corpses of more powerful monsters grant mightier spells [] corpses grant specific spells (e.g. swamp gnome grants poison bolt) [] which they use [] which is thematic [] which is randomized each game [] corpses grant specific spell categories (e.g. swamp gnome grants some poison spell) [] which they use [] which is thematic [] which is randomized each game [] Spells are learned by paying a guild or other teacher [] Spells are learned by Wishing [] Spells are learned by being granted by special locations [] large locations (secret temples, sacred groves, enchanted halls) [] single squares ("traps" of grant spell, altars, wells) [] Spells are learned by gaining levels (e.g. ADOM elementalist) or advancing a spell skill [] Spells are gifts from the gods [] Spells are quest rewards [] Spells are learned by being the target of that very spell [] and making a stat/skill check [] enough times [] Spells are learned by using wands, rods, staves, potions, scrolls, etc. of that spell [] and making a stat/skill check [] enough times [] Spells are learned through success or failure of known spells [] of the same school [] What is learned is not spells, but spell components (aka "runes") so that one would learn Fire and Ball separately and combine the components to cast a Fire Ball. LIMITS OF LEARNING [] You can only know X number of spells [] You can only know X number of spells from a certain school [] You can only know X number of spells per level [] You can only know X number of spells per Y points of skill [] You can only know X number of spells per stat(s) table [] You can only know X number of spells of a given spell level [] You can only know X number of spell levels [] You can only know X number of spell levels from a certain school [] You can only know X number of spell levels per level [] You can only know X number of spell levels per Y points of skill [] You can only know X number of spell levels per stat(s) table [] You can only learn spells from a limited number of schools [] Number is same for everyone [] Number is based on class [] Number is based on race [] Number is based on stat(s) [] Number is based on religion [] You can only learn spells from certain schools determined by: [] class [] race [] religion [] level or skill [] mutually exclusive nature of schools (Fire *or* Ice, Life *or* Death) [] other ___________________________________ [] You can only learn a set of spells based on: [] class [] race [] religion [] level or skill [] other ___________________________________ [] In order to learn a spell, you must already know (an)other spell(s) [] minimum number of "points" (spells or spell levels) in a school [] must know specific spell(s) [e.g. must learn Make Fire before learning Giant Fireball] Spells are forgotten: [] never [] on certain spell casting failures [] because of monster actions: [] monster spell [] monster special attack [] use of item by monster [] as divine punishment [] through item effects [] eating corpses [] after a set number of uses [] with time [] during which the spell goes unused [] due to traps or special locations [] injury [] blow to the head [] reduction of spell stat(s) [] other ___________________ POWERING THE SPELL Energy for spells: [] is not needed (other factors are sufficient to balance) [] comes from specific magic points/mana/spell points/power points [] based on stat(s) [] based on skill(s) [] based on class/level [] based on items [] based on location (drawing on ambient power) [] modified by race [] each school has its own pool of magic points [] each spell level has its own pool of magic points [] other:____________________________ [] comes from another source [] exhaustion/fatigue points [] hit points [] stat(s) [] drain is temporary [] drain is *usually* temporary [] drain must be restored [] material components [] components the same for all spells [] components vary per spell level [] components vary per individual spell [] components vary per school [] components are single use [] components last multiple uses Spell Points regenerate [] over time [] upon resting [] upon leveling/increasing in skill [] by absorbing from some source [] items [] location (e.g. at one's god's altar) [] creatures [] corpses [] other's spells (suck up their mana) Energy is drained [] always [] only if spell is successfully cast Energy cost is [] constant between castings [] varies randomly between castings Energy cost varies by [] caster skill(s) [] caster class/level [] spell level [] items worn [] location [] time [] spell "power", range, area effected, or duration [] other:____________________________ CASTING SPELLS (SUCCESS/FAILURE) [] Spells never fail. Failure rate [] Cannot be reduced to zero [] Can be reduced to zero Failure rate depends on [] character level [] character class [] character skill [] spell level [] player stat(s) [] spell school [] player condition [] location [] items [] magical effects [] mundane limits (too much armor/metal, wearing gloves) [] individual spell [] character race [] time (cold spells prefer winter, necromancy prefers night) [] other:____________________________ [] Success/Failure is binary (spell goes off or it doesn't, end of story) [] Success has multiple possible values [] Critical Successes [] Enhanced Power (range, damage, duration, etc.) [] Reduced Costs (materials not consumed, reduced fatigue, etc.) [] Side Effects (e.g. not only heals you, but cleans your clothes) [] "Low" Successes [] Reduced Power [] Increased Costs [] Side Effects [] "High" Failure (spell "fails" but goes off) [] Reduced Power [] Increased Costs [] Side Effects [] Fumble (no spell PLUS) [] Backlash (offensive spell targets caster) [] Side Effects Note: The difference between "Low" Success and "High" Failure is a thin line, although greatly different effects will distinguish them if both are used. Using only one, with the same success rates, "High" Failures are more forgiving as they provide extra successes with a cost. [] Degree of Success/Failure depends on: [] character level [] character class [] character skill [] spell level [] player stat(s) [] spell school [] player condition [] location [] items [] magical effects [] mundane limits (too much armor/metal, wearing gloves) [] individual spell [] character race [] time (cold spells prefer winter, necromancy prefers night) [] other:____________________________ [] Side Effects vary by [] individual spell [] spell school [] character class [] spell level [] time [] character condition [] whether it is for "critical", "success", "failure" or "fumble" [] other:____________________________ CASTING SPELLS (MECHANICS) [] Casting time is the same for all spells [] Casting time varies by [] player class [] player level [] player skill(s) [] player stat(s) [] spell level [] individual spell [] spell school [] items [] magical effects [] mundane effects [] auxiliary spells (e.g. Speed Casting active) [] location [] character condition [] other:____________________________ [] player choice to cast faster/slower [] balanced by adjusting energy costs [] balanced by adjusting failure rate [] balanced by (risk of) side effects [] balanced by adjusting spell power [] Casting time is zero, but requires action to activate (e.g. you cast Mighty Blow, which expends no time, but for spell to take effect, you must next make a melee attack) Spells are cast: [] by explicit command (e.g., the "m" or "Z" key) [] on automatic trigger (e.g., Remove Stun is autocast when you are stunned) [] which player may toggle/reassign [] in a reactive manner (e.g., "the dragon breathes -more-" "cast Quench Flames? [y/n]") RANGED SPELLS Ranged spells have [] perfect autotargeting (never "miss") [] only if non-offensive in nature [] a chance to hit based on: [] player class [] player level [] spell level [] school [] skill(s) [] stat(s) [] character condition [] monster defenses (evasion) [] range [] individual spell [] items [] magical effects [] mundane effects (items in hands, armor) [] environmental conditions (e.g. wind) [] other:____________________________ [] if the target is missed, spell may hit someone/somewhere else RESISTING SPELLS Elemental spells are: [] physical in effect, normal physical defense rules apply [] magical in nature, normal spell defense rules apply [] both physical and magical [] either physical or magical defense is effective [] effective defense requires both physical and magical defense [] physical defenses defend against half the damage, magical defenses defend against the rest Resisting spells is: [] all or nothing (resist or don't) [] determines degree of effect Resistance depends on: [] caster class/level [] caster skill(s) [] caster race [] caster condition [] caster religion [] caster items [] magical effects [] mundane effects [] target class/level [] target skill(s) [] target race [] target condition [] target religion [] target items [] magical effects [] mundane effects [] spell level [] spell "power" (e.g., adjustment by spending more energy, critical success effect) [] spell school [] individual spell [] range [] environmental conditions [] other:____________________________ SPELL EFFECTS Duration of spell may be influenced by: [] caster class/level [] caster skill(s) [] caster race [] caster's condition [] items [] spell level [] spell school [] individual spell [] caster religion [] environmental conditions [] random variation [] other:____________________________ Range of spell may be influenced by: [] caster class/level [] caster skill(s) [] caster race [] caster's condition [] items [] spell level [] spell school [] individual spell [] caster religion [] environmental conditions [] random variation [] other:____________________________ Area of Effect of spell may be influenced by: [] caster class/level [] caster skill(s) [] caster race [] caster's condition [] items [] spell level [] spell school [] individual spell [] caster religion [] environmental conditions [] random variation [] other:____________________________ "Power" (amount healed, amount damage done, difficulty of resisting, etc.) of spell may be influenced by: [] caster class/level [] caster skill(s) [] caster race [] caster's condition [] items [] caster religion [] environmental conditions [] random variation [] other:____________________________ Note: Power covers enough different things that it *must* be defined on an individual spell basis. Effect of spell take place: [] Same for all spells [] Varies by: [] caster class/level [] caster skill(s) [] caster race [] caster condition [] caster religion [] spell level [] spell "power" (e.g., adjustment by spending more energy, critical success effect) [] spell school [] individual spell [] environmental conditions [] other:____________________________ [] Spell takes effect immediately (i.e., when cast) [] After a fixed delay [] After a random delay [] After an adjustable delay [] When "triggered" (various trigger types possible) Note: This doesn't try to account for odd initiative systems, which can give the terms altered meanings. If you handle time in an unusual way, you'll have to consider how to account for that as well. MONSTER/NPC MAGIC [] Monster magic works just like player magic [] Monster magic is simplified or otherwise different (just go through the list again) [] Each monster of type X knows the same spells and its the same every game [] Each monster of type X knows a set of spells randomized each game [] Each monster of type X knows a set of spells randomized for each individual monster [] Monsters use the same spells as the player [] Monsters have their own spells -- R. Dan Henry rdanhenry@earthlink.net They can have my ASCII graphics when they pry them from my cold dead (c) and (d) slots.