Magic System Structure Summary
Accessing Magic:
The player can either start with the ability to use magic or start as a non-magic user and speak to a Magister NPC within their scene location to take a test (30% chance of success) to see whether they can then learn magic. OR this can be bypassed to ensure success.
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Progress:
A player with magic will have a mana pool titled the Winds of Magic. This pool will be tied to the player's growth through their player level and their intelligence points.
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The increase of both player level and intelligence points will increase the total mana pool the player has access to within battles as well as the rate at which their mana regenerates on the world map.
There are four tiers the player can progress through to gain stronger and more effective spells, as well as to progress into becoming a stronger wizard.
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Tier 1: Minor magic - This magic is accessible to all magic casters without any dedication and is the tier players start with from character creation or upon succeeding in the magic test
Tier 2: Lore’s of Magic/Major Magics: This is where the player has the opportunity to learn (if human) a single distinct lore of magic to specialise in. These spells are all far stronger and have far more utility. Vampires can learn multiple lores as long as they are thematically appropriate (no lore of life, for example)
Tier 3 & 4: These are the two higher tiers of magic the player will progress through once they have chosen their specialisation - these spells are far stronger and will take time to reach
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Acquiring New Magic & moving up tiers:
The player will have access to a new NPC named Magister (within the Empire) or Dark Magister (within Sylvania/VC). These magisters will present the player with basic progress quest lines to level up in spell tiers and will also provide an interactive Ui for the player to purchase new spells.
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The Magisters are also how the player learns/chooses to dedicate himself towards higher-tier magic.
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Function & Systems:
Mana (WoM) no longer regenerates within battles but instead regenerates by the hour on the campaign map.
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Battle spells, therefore, have adjusted costs to make up for the lack of abundance, but casting spells in battle is also less spam-prone and more tactical.
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To make up for this lack of regeneration, the player will/may also have access to a reserve pool of mana that they can tap into
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Lores and Magic types:
Players and NPC’s will also be locked out of any inappropriate lores/magics and will only be able to specialise into a single major lore/magic for lore accuracy. Orcs will not use human magics, humans will not use orc magic, etc.
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Exceptions will be made for followers of chaos, the undead and other rare examples.
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Spell Mechanics:
Spells have a base miscast chance, this will be affected by the tier/strength of the spell and the level or ability of the caster. All spells have a small % chance of exploding on the player when cast.
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Data Requirements for Magic Additions:
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Name, Strength, & School
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Mana cost
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Cooldown
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Range, Duration, & effect Duration
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XML ID
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C# alterations
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Faction Restrictions
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Type: Direct Damage/Missile/Heal/AOE, etc