| Category | Abilities, Skills and Magic (4) |
| Topic | Magic - Suggestions, Discussions and Thoughts (14) |
| By | DR-DAMISSAK from PLAY.NET |
| On | Apr 27, 2002 at 15:47 |
| Subject | Magic Resistance Theory (793) |
We present to you the theory for Magic Resistance (and its extension - Barbarian Magic Resistance).
The lines of mana flow through everything in / on Elanthia (they even flow through Elanthia herself).
Spells manipulate these lines of mana away from their natural state to form spell patterns.
The body of every animate being naturally resists the manipulation of the mana lines passing through it.
Spells cast at a target or in the immediate vicinity of a target must necessarily manipulate the lines of mana that pass through said target, as well as those around it. The target's natural resistance to the manipulation of those lines of mana as they pass through it is the substance of magic resistance.
There are various different types of spell patterns. I'll discuss the theory of MR with regard to each one.
1) The first type of spell is the general cast spell. This spell type is typically cast with 'cast <xxxx>'. There are three variations of the general cast spell; beneficial, neutral, and detrimental. The pattern of a general cast spell forms in and around the immediate area that is the target. The mana lines which form the majority of the spell pattern are the very lines passing through said target. Therefore, the target's natural resistance to the manipulation of those mana lines increases the difficulty of that manipulation. The increased difficulty manifests itself in a possible decrease in the effectiveness of the spell.
2) The next type of spell is the targeted spell. This spell type is also cast with 'cast <xxxx>'. There is a large fundamental difference in functionality when comparing this spell type to general cast spells. A target (TM) spell is composed of two patterns (the spell pattern and the target pattern). The actual spell pattern for a targeted spell is formed at some location away from the target (and is therefore not resistable in any way). The matrix (release of energy) of the spell (whatever is formed) is then propelled towards the target pattern. The target pattern is formed in and around the immediate area that is the target. The mana lines which form the majority of the target pattern are the very lines passing through said target. Therefore, the target's natural resistance to the manipulation of those mana lines increases the difficulty of that manipulation. That increased difficultly manifests itself in a possible decrease in accuracy of the spell.
3) The last type of spell is the
area effect spell. This spell type is typically cast with just
'cast'. Area effect spells can impact entire rooms, everything
at melee, everything at pole or closer, everything at missle
or closer, or everything in a given group. Area effect spells
can also be classified as beneficial or detrimental. The
pattern of an area effect spell forms in the entirety of the
area that the spell affects (room, melee, pole, missle,
group). The formation of the spell pattern must overcome the
sum of the natural resistance of every animate being within
said area.
.
. i) Different spell purposes have varying
levels of resistance. Nothing in the spell pattern of
beneficial spells is designed to overcome Magic Resistance
since it is expected that the target would not be one that
would resist the spell. Detrimental spells expect an unwilling
target, and thus their spell patterns are designed to better
overcome innate Magic Resistance. In practice, this means that
beneficial or neutrally-oriented spells can be more easily
resisted than detrimental spells.
ii) The caster of a spell will never be the cause of resistance against their own spell.
iii) Those able to manipulate mana (able to cast spells) become more receptive to the manipulation of the lines of mana passing through them thus nullifying their natural resistance in the case of beneficial spells. They are not able to increase their natural resistance in the case of detrimental spells, as to do so would run counter to their own ability to manipulate mana in and around themselves.
iv) Barbarian Magic Resistance works on
exactly the same principles found in the base MR. The only
difference is that Barbarians (because of presence of
inner-fire) posess a higher degree resistance to the
manipulation of the mana lines passing through them. The MR of
the Barbarian (BMR) can fluctuate depending on the state of
said barbarian and the state of their inner-fire. MR is
basically fixed in non-Barbarians. The exact definition of
inner-fire is out of the scope of this discussion, but is not
truly necessary to understand the interaction of Magic
Resistance and spell patterns.
.
. The results of such
Magic Resistance can be the utter nullification of a spell, an
increase in difficulty or reduction of spell effectiveness, or
complete success by the spell caster at overcoming the Magic
Resistance of the target.
Since Magic Resistance resists manipulation of mana through an individual, any such manipulation can potentially be resisted. In the case of a Passive Magical Device where there is no such manipulation of mana through an individual, Magic Resistance is undefined (ie. does not 'trigger').
Regards,
GM Damissak
| Category | Abilities, Skills and Magic (24) |
| Topic | Magic - Suggestions, Discussions and Thoughts (21) |
| By | By DR-DAMISSAK from PLAY.NET |
| On | Apr 18, 2002 at 23:40 |
| Subject | Re: Magic resistance of a different kind - armor (466) |
All damage (from combat and TM spells) comes in one of 6 forms.
GM Damissak
A creature cast the first *real* TM
spell today (a FS). And it even hit with it! They can't
'target' yet, but it need prep, etc (it chose 3 mana). GM
Damissak
As we head down the road of the Targeted Magic
rewrite, I thought I would go ahead and write some of the vision for the skill
(so you could get a sense of its direction). Targeted Magic is the weapon
skill of targeted spells. That statement alone should give a decent indication
of some of the things you can expect. Individual spells will modify the
base calculations in many ways (and no, we won't disclose all those ways). For
now, I'll discuss the TM system in its most generic sense. I know that
some players will bawk when I compare the TM skill to a ranged weapon skill.
Even so, it is a 'ranged' attack skill (yes, some TM spells have range
limitations and will be accounted for properly, but we are discussing the skill
in the generic sense). I hesitate to make the direct comparison (because I
understand the differences and they will be different), but it is the only way
to give you some general sense of what to expect. Accuracy - You can
expect a targeted magic spell to be approximately as accurate as a ranged weapon
(on a rank per rank basis). 'Targeting' will be analogous to 'aiming' in the
ranged weapon analogy (ie. not 'targeting' the spell will affect accuracy
similarly to not 'aiming' a bow). It will not be compulsory to 'target' in order
to hit. Agility and balance will impact accuracy less. Discipline will impact
accuracy more. Specific body areas will, in general, be easier to hit. Shield
will behave similarly against ranged weapons and targeted magic
attacks. Damage and effects - will be quite variable on a spell-by-spell
basis (as well as other components) and is therefore harder to discuss
generically. Damage (and armor protection) will use the same calculations as
combat. Experience gain - The targeted magic skill will utilize the same
calculations as other weapon skills for calculating experience (this includes
both the amount of experience as well as caps for a given creature). The
targeting of a specific body part will be for tactical advantage. It will not
slide the cap nor will it grant additional experience. General -
The two second RT for targeting a specific body part will go away. -
There will be a one second RT on 'cast' of a TM spell. - The concept of
an evasion penalty will remain (while its calculation will change). - A
generic 'cast' without a target will default to the target you are
facing. I am certain that there are things I am forgetting. I'm also
certain there will be further questions (as well as disagreements). I am quite
willing to participate in the following discussions as long as they remain
civil, positive, and focused on where we are heading (instead of where we are or
have been). Feel free to ask about specific pieces. However, I also ask
that you consider the sum of the system when
responding. Regards,
We are currently in the process of defining a
more comprehensive system strategy for combat equipment damage. You might
'Why are you posting that in this folder?'. <g> And that would be a very
good question. Armor is the most frequently destroyed combat equipment.
TM spells are the most frequent destroyers of said armor. Damage to armor
will still be possible with TM spells. The protection and absorption of damaged
armor will decrease in proportion with any damage. Therefore, just because the
armor is not completely destroyed does not mean that the spell (or damage to the
armor) is not benefitting you. It will, however, be very difficult to
completely destroy a piece of armor with a TM spell. It will be impossible to
completely destroy a piece of armor (from perfect condition) in one blow (and
will typically take several). This change is a TM system change. It does
not impact non-TM spells (Burn and Smite Shield come to mind) as such changes
will require individual spell changes (which aren't possible during the magic
rewrite). Non-TM, equipment damaging spells will be addressed as it is possible
to do so. As an aside, damage to weapons will also reduce said weapon's
ability to do damage (as should have been the case all along). These
changes will go live in one to two weeks (with a slew of other combat related
changes). I'll answer any questions regarding the change here in this folder and
will post again when they are live. Regards,
>> One question that I'd like to pose
again, though, is whether or not directed offensive magic will also be sharing
code with the combat systems. One of the reasons I have been brought
in to work with Team Magic is because of my knowledge of existing combat
utilities. Fundamentals which can be applied will certainly be applied.
Contested (non-TM) spells will have their own unique set of characteristics. The
closer all of the systems can be meshed, the better. GM Damissak
Category
Abilities, Skills and Magic
(4)
Topic
Magic - Suggestions, Discussions and
Thoughts (14)
By
DR-DAMISSAK from
PLAY.NET
On
Apr 16, 2002 at
17:44
Subject
Creature TM
(353)
Category
Abilities, Skills and Magic
(24)
Topic
Magic - Suggestions, Discussions and
Thoughts (21)
By
DR-DAMISSAK from
PLAY.NET
On
Nov 25, 2001 at 20:05
Subject
Targeted Magic Vision Statement
(13169)
GM Damissak
Category
Abilities, Skills and Magic(24)
Topic
Magic - Suggestions, Discussions and
Thoughts (21)
By
DR-DAMISSAK from
PLAY.NET
On
Nov 24, 2001 at 01:09
Subject
TM Spells and Armor Damage
(13031)
GM Damissak
Category
Abilities, Skills and Magic
(24)
Topic
Magic - Suggestions, Discussions and
Thoughts (21)
By
DR-DAMISSAK from
PLAY.NET
On
Nov 15, 2001 at 14:06
Subject
Re: State of Magic: General Changes
(12595)