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Magic #95

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feend78 opened this issue Apr 7, 2017 · 5 comments
Open

Magic #95

feend78 opened this issue Apr 7, 2017 · 5 comments

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@feend78
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feend78 commented Apr 7, 2017

For the first iteration, we'd like to get at least some level of magic working.


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@feend78
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feend78 commented Apr 7, 2017

I've discussed this a bit with @stefanludlow, and even though Kyle had come up with some spells in his document, we feel that they would involve adding more complex mechanics than we are ready for at this time. So we are now thinking that we'll maybe start small with just a few simple combat-related spells, and work from there.

Spell Ideas

Black Spells

Spell: Arcane Bolt
Tier 0 - Level 0
Cost: 1 Black
Casting Time: 1 half turn
Duration: Instant
Range: melee/reach/ranged
Effect: Fires a bolt of arcane energy toward the target, striking them and doing BM - DEF damage.

Spell: Itch
Tier 0 - Level 0
Cost: 1 Black
Casting Time: 1 full turn
Duration: 4 full turns
Range: melee/reach/ranged
Effect: Causes the target's skin to itch severely. Target makes a will save at casting time or lose 1d6-2 to their DEF trait unless they spend a full-turn action scratching.

White Spells

Spell: Heal
Tier 0 - Level 0
Cost: 1 White
Casting Time: 1 full turn
Duration: Instant
Range: self or melee/touch
Effect: Causes the target to gain 1d6-2 HP

Spell: Stone Skin
Tier 0 - Level 0
Cost: 1 White
Casting Time: 1 full turn
Duration: 3 full turns
Range: self
Effect: Increases caster's DEF trait by 1d6-2 for three turns

@Griatch
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Griatch commented Jun 4, 2017

Sounds like a ok starting level for implementing spells. I take it all "ranged' things like arcane bolt is going to stay in-room?

@aliceafterall
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In Open Adventure, do players able to cast spells have to "learn" them, or do they just have to be of appropriate level?

@aliceafterall
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On Evennia core, there's a new PR for a magic system - I'm wondering if it might be worth adapting it to our needs? Assuming the PR gets approved. The same developer @FlutterSprite made a turn-based combat system that we likely also could adapt - might be worth using it!

@FlutterSprite
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Once I have the newest expansion for 'turnbattle' complete (which implements items and status effects), I'm going to make a version that has everything integrated together - that'll include being able to set ranges on spells, spells causing status effects, and similar! I think it'll be a good fit!

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