From The Mana World

This article collects information regarding the conceptualisation of the gameplay of The Mana World

These are just some ideas i have regarding the magic system.

Attributes important for spellcaster

Skill level in the different magic disciplines
Casting frequency and selection of spells from which the character can choose spells to memorize.
Dexterity
Time required for casting a spell.
Agility
Time after casting a spell until the caster can use magic again.
Charisma
Number of spells the character is able to memorize at the same time (charismatic characters are not only good at attracting people but also at attracting mystical forces). Number of magical creatures that can be summoned at the same time.
Intelligence
Efficiency of attack spells.
Willpower
Efficiency of status effect spells.

Casting spells

  • Player selects a spell to cast, casting time begins. The player can not move while casting.
    • Keyboard and mouse: Hotkey or selecting from spell menu
    • Gamepad: Open ring menu with available spells with "spell button", use cursor keys to select spell, press "attack button" to cast spell
  • During the casting time the player selects the target
    • Keyboard and mouse: Player clicks on target
    • Gamepad: Cursor keys to cycle through available targets for target-based skills, ground cursor that is controlled by cursor keys for ground-based skills, "attack button" to log in target
  • When the casting time is over and the target has been logged in the spell is cast (that means spellcasters can delay a spell by not selecting a target)
  • Cooldown time begins. During this time the player can move and attack physical but not cast new spells.

Available spells

Every spell has a minimum skill level required for using it. To use a spell the character has to carry a spellbook describing the spell in its inventory. Common spellbooks can be bought from NPCs, rare spells are obtained through quests or dropped by magic-related enemies.

The number of spellbooks the character can carry with it at the same time is limited by its charisma (spellbooks have a mind of its own and refuse to be carried by someone who is "unworthy". In that case they drop to the ground). Books for more powerful spells require more charisma.

IDEA: Spellbooks can be copied by a crafting skill. More powerful spells require more expensive components (paper and ink) and have a higher chance of failing when the skill level is low. Failing destroys both the material and the original spellbook so attempting to copy rare spells will be a tough decision.

IDEA: Special "Batch Spellbooks" that carry multiple spells and require less charisma than all individual spells together.

IDEA: Spellbooks can be enchanted to change the attributes of the spell (damage, casttime, range, required charisma...). This makes the choice of spells even bigger. Enchanting a spellbook can fail and cause it to be destroyed.

IDEA: When going into a dungeon characters will usually have their charisma capacity maxed out. That would make it impossible to pick up a new spellbook when it is dropped by a monster without having to sacrifice anotherone. To avoid this situation spellbooks should be dropped in a "sealed" form. Sealed spellbooks don't reqire charisma to be carried but don't allow to cast spells either. Every character can unseal a spellbook in his/her inventory when he/she has enough free charisma capacity to carry the book. An unsealed book can not be resealed again.

Casting cost

I would like to avoid any casting cost in form of magic points. That system is just too overused. I would like to try out if it is possible to limit spellcasting just by the casting time.

Casting time

How often the caster can cast spells is mostly influenced by the spell itself, how far the caster exceeds the skill level necessary for casting it and the dexterity (for casting time) and agility (for cooldown) of the caster.

Casttime = spell_casttime * (min_skill_level / (current_skill_level + dexterity))

Cooldown = spell_cooldowntime * (min_skill_level / (current_skill_level + agility))

Effectivity

The intelligence affects the power of spells that deal damage:

Damage = spell_base_damage * caster_intelligence / (enemy_willpower)

In case of spells that cause an effect that can't be expressed in numbers that well the efficiency is determined by the willpower of the caster. Both the caster and the victim roll a number between 0 and their willpower. When the target gets a higher number it resists the spell and it has no effect. When the spell is successful The difference between both throws could have an effect on some attributes of some spells (duration of status effects, for example).

Types of spellcasters

These aren't strict classes but only character archetypes.

Wizard

Main attribute
Intelligence
Pro
Much damage with a few selected attack spells.
Contra
Small spell palette.
Role
Casting offensive spells

Sorcerer

Main attribute
Charisma
Pro
Very large selection of spells.
Contra
Sucks at causing direct damage.
Role
Supporter that make their party more powerful by casting a lot of different buffs on them.

Warlock/Witch

Main attribute
Willpower
Pro
Good at casting negative status effect spells.
Contra
Sucks at causing direct damage.
Role
Debuffer that make the enemy weaker.

Types of spells

Effects

Negative:

Damage
Just plain old damage to a single target.
Splash damage
Hurts the target and targets around it with reduced power.
Damage over time
Hurts the target at regular intervals
Attribute reduction
Reduction of an attribute by percentual or absolute value. Might or might not stack.

Positive:

Healing
self-explaining.
Healing over time
Heals the target at regular intervals.
Attribute increase
Reduction of an attribute by percentual or absolute value.
Restore
Removes negative effects.

Targeting modes

Single-targeted spells
Targeted spells are spells that hit exactly one target.
Area-targeted spells
Area spells can be cast on any position the caster has a sightline to.
Area-persisten spells
Like area spells but stay active for a while and do their effect every game tick.
Untargeted spells
Spells that have a fixed damage zone based on the position and heading of the caster
Untargeted persistent spells
Like untargeted spells but stay active for a while and do their effect every game tick. When the caster moves the effect area moves with him/her.
Projectile spells
Spells that are cast like single-targeted spells but fly towards the target and hit the first enemy they collide with.


Spell ideas

Attack spells

These spells should all exist in multiple versions with different strength for each element. The names needn't be exactly as written here, when we can come up with better names.

Spell Element Effect Target cast time cooldown time Further description
[element] Bolt (one for each) damage projectile low medium
Call [element] (one for each) damage single medium low
[element] Nova (one for each) splash damage single medium medium
[element] Ball (one for each) splash damage projectile medium medium
[element] Explosion (one for each) damage area medium high
[element] Storm (one for each) damage area, persistent high high

Buffs/Debuffs

Spell Element Effect Target cast time cooldown time Further description
Hearth of [element] (one for each) attribute reduction/increase single high low Changes the elemental modifier of the target making it more like one element and less than another. Depending on the situation this can be seen as a buff or debuff.
Beauty of the nymph Water attribute increase single high low Increases charisma
Cold blood Ice attribute increase single high low Increases willpower
Freeze Ice attribute decrease single medium medium Encloses the target in a block of ice making it unable to do anything but also immune to damage. The block has a hit points rating that decreases over time. The ice block can be attacked by others to make it disappear faster. When its hit points reach 0 the target is free.
Swiftness of Wind Air attribute increase single high low Increases agility
Tornado shield Air attribute increase single high low Protects the target with a shiled that makes it almost immune against physical ranged attacks.
Lightning speed Lightning attribute increase single high low Increases movement speed
Buried knowledge Earth attribute increase single high low Increases intelligence
Stone skin Earth attribute increase single high low Increases armor defence
Petrify Earth attribute decrease single medium medium Earth version of "Freeze". Encloses the target in a block of stone making it unable to do anything but also immune to damage. The block has a hit points rating that decreases over time. The stone block can be attacked by others to make it disappear faster. When its hit points reach 0 the target is free.
Muscles of steel Metal attribute increase single high low Increases strength
Sharp blade Metal attribute increase single high low Increases weapon penetration
Fierceness of fire Fire attribute increase single high low Increases dexterity
Burning shield Fire attribute increase single high low Surrounds the target with a burning shield that deals damage to close enemies.
Life force Wood attribute increase single high low Increases vitality
Entangle Wood attribute decrease single medium low Makes the target unable to move but it can still attack, cast spells, etc.

Summon spells

These spells summon creatures that aid the caster in battle. The number of creatures that can be summoned at the same time depends on the charisma of the caster. The caster receives experience for his magic skills when the summoned creatures contribute to killing a monster.

Spell Element Effect Target cast time cooldown time Further description
Summon elemental (one for each) Summon uncontrolable area medium low Summons an aggressive elemental spirit that attacks enemies, the caster and its party members alike (other players should only be attacked in pvp zones)
Summon golem (one for each) Summon controlable area high high Summons a golem that follows and protects the caster (maybe can be commanded to some extend). Should require expensive ingredients to create.

Healing spells

I would like to take the healing spells out of the elemental scheme und use a separate skill for them. Putting all healing spells in one elemental discipline would make this extremely overused because I believe almost every spellcaster would attempt to accquire healing spells. Spreading all healing spells over the whole elemental spectrum would be difficult to balance and would be a disadvantage for dedicated healers.

Spell Element Effect Target cast time cooldown time Further description
Lay hands neutral heal untargeted low low Basic healing spell. Heals the character standing right in front of the caster. The low range makes it impractical in combat.
Heal neutral heal single medium medium Less efficient than lay hands but because it can be used at distance it is more practical in combat and it can be cast on oneself.
Regeneration neutral heal over time single medium medium Heals more than heal but takes more time.
Aura neutral heal untargeted, persistent high high Creates a healing aura around the caster that slowly heals everyone around. Doesn't affect the caster.
Revive neutral restore single high high Attempts to revive a dead character that has not returned to its spawn point yet. The healing skill level of the caster must be higher than the total character level of the target to be successful.
Detox neutral restore untargeted high low Attempts to removes a status effect that falls in the category "poisons" from the character standing in front of the caster.
Decurse neutral restore untargeted high low Attempts to removes a status effect that falls in the category "curses" (like most attribute decrease spells) from the character standing in front of the caster.
Disinfect neutral restore untargeted high low Attempts to removes a status effect that falls in the category "diseases" from the character standing in front of the caster.

Spellcaster Equipment

Equipment for spellcasters should be light enough that an average spellcaster with low strength can carry one set, but heavy enough that carrying multiple sets of equipment requires to put some additional points in strength.

Robes

Robes usually take both the chest and the leg slot. They usually increase intelligence, willpower and/or charisma. Their physical defence bonus is lower than that of armors. Some special robes change the element of the wearer and thus make them less vulnerable against some elements but more vulnerable against others.

Headgear

Mage hats usually increase intelligence, willpower and/or charisma like robes do, but not as much. Circlets increase the exp gain of magic skills by some percent.

Staffs

Staffs are two-handed weapons for mages and give a bonus to the spell skill levels and intelligence. Basic staffs give a bonus to all magic skills but there are specialized staffs that give a bonus to single magical disciplines only. Staffs aren't that strong as melee weapons but are still usable as such.

Name Description Effect Requirements
Training Wand Basic staff used by total novices for their first experiments in magic. All magic skill levels +1 none
Apprentice Wand Staff for apprentice mages who want to learn to amplify their powers. Intelligence +3 One magic skill level 5
Root Staff Staff made out of a root of a tree fertilized with magic. Intelligence +5, all magic skills + 2 One magic skill level 10
Silver Staff Staff made of silver that amplifies mana power. Intelligence +8 One magic skill level 15
Wand of [Element] A wand enriched with the power of [Element] Intelligence +4, [Element] Skill level +8 [Element] magic skill level 20
Rune Staff Wooden staff with arcane runes engraved. Intelligence +10, all magic skills +5 One magic skill level 25
Crystal Scepter of [Element] A scepter with a crystal on top that holds the power of [Element] Intelligence +8, [Element] Skill level +16 [Element] magic skill level 30
Mithril Staff Staff of mithril that conducts mana energy very well. Intelligence + 30 One magic skill level 35
Owl Staff Staff blessed with the wisdom of the owl. Intelligence +10, all magic skills +10 One magic skill level 40
Great Wand of [Element] A wand filled with the power of [Element] Intelligence +15, [Element] Skill level +25 [Element] magic skill level 50
Ancient Wand An ancient wand of unknown origin. Intelligence +20, all magic skills +20 One magic skill level 55
Helix wand An elegant staff crafted by a true master of staff making. Intelligence +35, all magic skills +10 One magic skill level 60
Master Staff Staff used by masters of all disciplines of magic Intelligence +30, all magic skills +20 All magic skills level 60

When your goal is as much damage as possible you will use:

Training Wand -> Apprentice Wand -> Root Staff -> Silver Staff -> Rune Staff -> Mithril Staff -> Helix wand

When you want to use the best spells of one element as early as possible you will go for:

Training Wand -> Root Staff -> Wand of [Element] -> Crystal Scepter of [Element] -> Great Wand of [Element]

When you want to be more flexible and use the best spells of all element as early as possible you will go for:

Training Wand -> Root Staff -> Rune Staff -> Owl Staff -> Ancient Wand -> Master Staff