Also explained my views on magic classification, to run from elemental-binding, whereas terrain-binding would be cool and strategically fit to apply some desired mechanics.
Well, the topic to discuss Magic is now opened as well.

I'm not sure what we can use in a easy and satisfyingly way in the Tabletop project. I believe DOMAIN and DUALITY can be used rather than METHOD, which could be subtle, more likely as a description of a Spell. I mean what players actually see, pick up and really care about.Learning spells:Casting spells:
- • The requirements for learning a meta spell (wisdom)
• The source of the meta spell (creature, mage guild)
• The method of learning the meta spell (tutoring, eagle eye)
• The duration of learning the meta spell (instant, a day)
• The means of recording the meta spell (memory, spell book)I was also toying with the idea of fleshing out magic methods, domains and principles. Here's what I came up with:
- • The conversion of a meta spell into a spell
• The spell’s invocation mechanism (rune, incantation)
• The spell’s school of magic (air, water, earth, fire)
• The source of the spell’s power (caster, troops, artefacts, equipment, terrain)
• The spell’s casting cost (mana)
• The effect of casting the spell on its source (using mana, draining artefacts, changing terrain)
• The spell’s energy type (electrical, magnetic, life)
• The spell’s target type (unit stack, area, walls, terrain)
• The number of targets
• The target pattern (dot, line, cluster)
• The spell’s effect on its target (bless, fireball)
• The spell’s effect on the target’s surroundings
• The spell’s power/duration [customisable]
• The spell’s upkeep type (mana, life)
• The spell’s upkeep cost (mana points, health points, number of troops)
method dynamic description
Incantation Active
Ritual Active
Forging Active
Trance Passive sees dreams, visions and omens
Brewing Active
domain level
Elemental 1
Alchemical 2
Organic 3
Emotional 4
Psychic 5
Being 6
principle duality description
Order Order-Chaos maximises control over magic to maximise its predictability; sacrifices the size of its effect in the process
Chaos Order-Chaos minimises control over magic to maximise the size of its effect; sacrifices its predictability in the process
Creation Creation-Destruction creates something new
Destruction Creation-Destruction removes what is to make room for new creations
This is potentially a concern for me, possibly because I haven't played tabletop games that needed a GM. I'll comment on it in the Maps thread.Panda Tar wrote:Given that tiles are numbered (or should be, I dunno), the GM has to take notes on where magic has been used.
Ah, just to keep that in mind then.Groovy wrote:You are way ahead of me on this. I'm still busy figuring out how magic should work for units, with no or very limited growth with experience.
I understand. GMs are often seen in Tabletop RPG games, someone that represents the game itself, impartial. Also responsible to create the world and deal with all players interactions. It's a truly tough job, but very interesting.Groovy wrote:This is potentially a concern for me, possibly because I haven't played tabletop games that needed a GM. I'll comment on it in the Maps thread.
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