About The Magic System
Guiding Principles
Put the magic back into an MMORPG's magic system
Magic in the vast majority of MMORPGs requires very little thought or effort by the players
Spells are handed to the player, with very limited control or customization by players
Create a system through which players can have a great degree of customization and control of their magical abilities
Adding a degree of unpredictability to your opponent's abilities in RvR adds to the challenge
Reintroduce the concept of the spellbook, an important part of many PnP games, as well as lore and literature surrounding mages
Another possible area for customization by the player
Adds additional immersion to the game
Magic system must be fun, and not tedious to use in RvR
Any system must stand the strain and stress of high-end RvR combat: it must not take three hands to use
It cannot just be a "button mashing" system, or we are wasting our time
Core System
Magic spells are created by the player (not by the studio), by combining Runes and other components such as reagents
Back in the 1980s, Mark Jacobs created a magic system for his MUD Dragon's Gate, which allowed mages to build spells by putting together elements, shapes, and sizes
Here, runes can represent all of that and so much more
Runes represent specific magical forces, which may interact with one another in complimentary enemy use
Core elements of fire, water, etc. are of course present, but each magic-using class has specialized Runes as well, to prevent class mirroring
The combination of Runes to create magical interactions may take place during the spell creation process, or when multiple magic spells affect one another in combat
Runes form the "core" spell, but players also have a wide range of other components that they can add to the spell, in order to customize their magic even further
All mages are given a spellbook in which to inscribe their spells
Spellbooks can level with the player, as the runes and the player's skill increases as well
A spellbook also acts as an "achievement" system, where it records failures, successes, combinations of runes, etc.
Magic spells, once cast, can become the equivalent of objects on the battlefield
They can interact with players, NPCs, and other spells
Spell-to-spell interaction can lead to a wide range of outcomes such as cancellations, enhancements, and transformations
Spellbook
The spellbook tracks charges, usage, successes, and failures of inscribed spells
Spellbooks level up with the player, gain more power, and *possibly* achieve sentience (Stretch Goal)
Creating new spells and inscribing them into a spellbook is dangerous, and may fail catastrophically
Players may name their custom spells in their spellbook, and use these names in the game
Players may show their spellbook to others, and share spells they have created
Spells inscribed in spellbooks must be charged before they can be used
Spellbooks have a maximum capacity of spell charges they can hold
Spell charges are drained from the spellbook when the spell is cast
Spellbooks become easier to recharge over time with use, and can be upgraded or replaced to hold more charges
Magic Use
Spells can be cast multiple ways
Through use of a spellbook or charged item
Potentially "live" building of spells during combat
Spells always have a chance to critically succeed or fail
Spellcasting result is modified based on proficiency with the components used
Spellcasting result can also be modified by external factors, such as interrupts and buffs/debuffs on the player, as well as player stats such as Panic Rating
When casting, spells can be held for a brief time before being released
Casting too many spells in an area may cause Veilstorms to appear
Major Veilstorms (such as a Malevolence) are rare, but smaller ones are common in areas of intense fighting
Small Veilstorms have varying effects on magic used in the area
Spells can use components infused with reagents (which may be difficult to find in the world), in order to enhance their effects
Many outside factors can affect the casting of spells, such as:
Various ley lines throughout the world
Weather
Seasons
Day/night
A.I.R.
A.I.R. - Action, Interaction, and Reaction is the heart of the magic system
Each spell cast can interact with everything in the world, and change based on that interaction
Spells can be reinforced by other players
Multiple mages with ice spells use magic to keep an Ice Wall up around a town
Spells can be weakened by other players
Enemy mages can weaken an Ice Wall by throwing fire-based spells or other runes that oppose Ice
Spells can be transformed by other spells
An Ice Wall can be transformed by fire spells, which might result in it becoming Steam. That Steam can then be blown by Wind mages to harm other players
A.I.R. helps transform the battlefield from an exercise in button-mashing to a more complicated and challenging place
Skilled players, groups, etc. are rewarded for playing as a team
The outcome of battles is less predictable and different builds of mages might be useful at different times
May reduce the "must-have" mage builds during sieges and small-scale battles
Some examples:
Water + Frost = Ice
Water + Frost + Storm = Ice Storm
Ice Storm + Wind = Amplified Ice Storm
Fire + Wind = Fire Blast
Fire + Water + Wall + Wind = Moving Steam Cloud
Spells + additional power can modify results
Added duration, range, etc.
Spells + additional reagents can also modify the spell
Ice Storm + Diamond Infusion = Increased damage of the spell
Ice Storm + Nightshade = Poison effect added to spell
Spells are modified based on type such as Fire Blast + Water Wall = Steam Cloud
Spell interactions have different outcomes based on ally or enemy use
Wind Blast + Ally Fire Ball = Fire Ball Speed and Damage increase
Wind Blast + Enemy Fire Ball = Deflect Fire Ball
Summary
The magic system of Camelot Unchained is unique to the world of MMORPGs, not in its core concept but rather, in the expression of that concept
Degree of customization of spells unmatched in MMORPGs
Interaction of spells on the battlefield take RvR to the next level
Use and growth of spellbook adds level of immersion and customization
Geared to players who want to have more control over their characters, and are willing to spend time experimenting with spells and combinations
Requires players to spend more time talking, reacting, and working as a team during sieges, not just mashing buttons as fast as they can
A.I.R. system is not only fun, but adds more immersion to the world, while increasing player cooperation and Realm bonding