Damissak on Magic

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.
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. 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.
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. 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

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)

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

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)

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,
 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)

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,
 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)

>> 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