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the perfect magic system: item based

Posted by arcanist Tuesday March 16 2010 at 12:28PM
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This is not a mana or reagent based system. but an item based one. the items are called channels. basicly each spell in the game is connected to a certain item. there is no limit to what item is connected to what spell. if a crafter wants to make a staff that spews fire, allows flight, and heals, it can be made. of course there will be a limit to how many spells can be connected to one item. The more spells bound to an item the weaker each spell would be, meaning that no one item beats all. this is to make potential mages have to plan ahead with what items they craft, buy, etc. for magecraft.

to make sure mages are balanced further, the more powerful the mage, the less metal objects he can have on him. i.e. a battle mage could wield only a sword, a warrior with basic magic skills could go in full armour but with only the weakest spells, a full mage cannot have any metal on him besides magic items. he could use a staff which would have another use of being a channel for magic. but an axe or sword will keep him from using the more powerful spells he is used to.

heres an example of this system. In a ffa pvp game a mage gets attacked. the problem he left his shield ring back at his bank. while he could go on the offensive, his defensive is sorely lacking. he is killed.

the mage in the example had no magic shield, is unable to wear armour, etc gets killed because he didnt prepare a defensive channel. 

this system is designed for a skill based game in order to fully utilize the system. the classes earlier in the blog like mag, battle mage are examples of builds not actual classes.

well i gotta go i hope you enjoyed my ideas.

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