<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Re: spell design systems --> <!--X-From-R13: Fenivf Qnfrl <rsvaqryNcbynevf.arg> --> <!--X-Date: Tue, 22 Sep 1998 20:06:52 -0700 --> <!--X-Message-Id: 1960.980922#io,com --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199809221328200520.00069756#relay,eunet.yu --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Re: spell design systems</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:efindel#polaris,net"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg01118.html">Previous</a> | <a href="msg01120.html">Next</a> ] Thread: [ <a href="msg01091.html">Previous</a> | <a href="msg01120.html">Next</a> ] Index: [ <A HREF="author.html#01119">Author</A> | <A HREF="#01119">Date</A> | <A HREF="thread.html#01119">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Re: spell design systems</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Subject</em>: [MUD-Dev] Re: spell design systems</LI> <LI><em>From</em>: Travis Casey <<A HREF="mailto:efindel#polaris,net">efindel#polaris,net</A>></LI> <LI><em>Date</em>: Tue, 22 Sep 1998 23:03:27 -0400</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On 22 September 1998, Vladimir Prelovac wrote: > The spells are one of my concerns. I am looking for a spell system, that > would be possible to code, and would let the spellcasters create new spells in > the game. Something like spell researching. > What I, so far, have in mind is making a base of 50 or 100 various effects > that a spell may produce. Then making a base of 50-60 basic spells (as a > combination of those effects) which the player can start with (finding runes > near his village, a local wizard teacher, a wandering mage... ). ALL the other > spells shall become to existance by the spellcasting players themselves (ie. > after some time spend on research, mixing various material and such, a mage > could come up with a new spell). He would then give it a name, write it to his > spellbook, and maybe teach it to his friends. That way the new spell, carrying > the name he gave it, would be tought in the lands for generations after. Do > you have any ideas on this, advice or such. (I've downloaded the list archives > and have just started browsing it, and didnt come to any such discussion yet. > Heh, did you know there are more than 20,000 sheets of paper there? :) There are a few different spell research systems that I've seen used/proposed which could work. In the archives, you'll find a post of SDL, a "programming language" for creating spells that was proposed originally as a magic system for a paper RPG, but which should be adaptable to muds. WEG's Torg system had an excellent spell creation system in its Aysle supplement; unfortunately, its no longer in print, so here's a quick description: There are four magical skills: conjuration -- the ability to create things alteration -- the ability to change things apportation -- the ability to move things divination -- the ability to gain information about things There are 22 arcane knowledges, in five categories: Essences Death, Life, Time, and True Knowledge Principles Darkness, Light, and Magic Mixed Forces Inanimate Forces and Living Forces The Seven Kindred Aquatic, Avian, Earthly, Elemental, Enchanted, Entity, and Folk The Elements Air, Earth, Fire, Metal, Plant, and Water A spell has three elements: Pattern -- the raw material from which the spell is made Mechanism -- the means used to manipulate the pattern to obtain an effect Result -- the final effect of the spell The arcane knowledges are linked together in certain ways, which are shown in a diagram which I can't easily represent here (if anyone's interested, let me know... I ordered a scanner today, so I should be able to put it up on Friday if anyone wants to see it). To figure the difficulty of a spell, you trace a path along the diagram from the pattern, through the mechanism, to the result. Thus, for example, for a spell which turns a person into a frog, the pattern would be Folk, the mechanism would need to be Life, and the result would be Aquatic. There are then several "theorems" which can be applied to limit a spell in different ways, and thereby to reduce its cost. For example, the theorem of contagion states that it is easier to cast a spell if you have a physical object which represents the pattern knowledge or the result knowledge. In the case of a person to frog spell, you could make it require a piece of a frog. The spell designer also chooses one or more of the range, speed, effect value, volume, area of effect, minimum skill, casting time, and several other qualities of the spell; which ones have to be set depends on the spell -- e.g., a spell which only affects one object doesn't need a volume or area of effect. Lastly, there are certain modifiers to how the spell is cast that can be chosen; these are: impressed -- the spell is cast and impressed into a person or object. It can then be released later with just a word or two. focused -- the spell is linked to another person or object than the caster. Normally, a spell ceases when its caster is killed; a focused spell ceases when the person it's focused into is killed or the object destroyed. wards -- wards are spells which are linked to a divination spell and both focused and impressed into an object. Hence, they trigger when the divination spell detects that the condition for release has been fulfilled. Certain modifiers may require more tracing on the spell diagram -- for example, if a spell is to be impressed, a path is traced from the Folk knowledge to the pattern knowledge of the spell, and the cost of that path is added to the spell. On rec.games.design recently, there's been a discussion of ideas for a game which involves mages designing and casting spells with runes -- you might want to check it out. -- |\ _,,,---,,_ Travis S. Casey <efindel#io,com> ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me. |,4- ) )-,_..;\ ( `'-' '---''(_/--' `-'\_) </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="01091" HREF="msg01091.html">No Subject</A></STRONG> <UL><LI><EM>From:</EM> "Vladimir Prelovac" <tomcat#galeb,etf.bg.ac.yu></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01118.html">[MUD-Dev] Re: Ugh, IS Diablo a mud?</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01120.html">[MUD-Dev] Re: let's call it a spellcraft</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01091.html">No Subject</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01120.html">[MUD-Dev] Re: let's call it a spellcraft</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01119"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01119"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>[MUD-Dev] Re: Affordances and social method (Was: Re: Wire d Magazine...)</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00425" HREF="msg00425.html">[MUD-Dev] Re: Affordances and social method (Was: Re: Wire d Magazine...)</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Thu 30 Jul 1998, 01:16 GMT </LI> <LI><strong><A NAME="00432" HREF="msg00432.html">[MUD-Dev] Re: Affordances and social method (Was: Re: Wire d Magazine...)</A></strong>, Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 30 Jul 1998, 14:38 GMT </LI> </ul> </LI> <LI><strong><A NAME="00422" HREF="msg00422.html">No Subject</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 29 Jul 1998, 23:33 GMT <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="01091" HREF="msg01091.html">No Subject</A></strong>, Vladimir Prelovac <a href="mailto:tomcat#galeb,etf.bg.ac.yu">tomcat#galeb,etf.bg.ac.yu</a>, Tue 22 Sep 1998, 11:28 GMT <UL> <LI><strong><A NAME="01119" HREF="msg01119.html">[MUD-Dev] Re: spell design systems</A></strong>, Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Wed 23 Sep 1998, 03:06 GMT </LI> <LI><strong><A NAME="01120" HREF="msg01120.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Wed 23 Sep 1998, 03:13 GMT <UL> <LI><strong><A NAME="01124" HREF="msg01124.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, Adam J. Thornton <a href="mailto:adam#phoenix,Princeton.EDU">adam#phoenix,Princeton.EDU</a>, Wed 23 Sep 1998, 04:43 GMT <UL> <LI><strong><A NAME="01177" HREF="msg01177.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 24 Sep 1998, 05:23 GMT <UL> <LI><strong><A NAME="01183" HREF="msg01183.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Thu 24 Sep 1998, 05:55 GMT </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>