» Fri Jul 09, 2010 5:03 pm
Decided to go over a few of the concepts I had in mind for the magic system. Most of it is things I've mentioned before and I don't usually repeat myself, but it's been a long time and there's some new stuff sprinkled throughout, so I figured why not.
*Magnitude/Effort Slider*
Along with the standard spell list, there would be a tab to see the Spell Effects List. I might be mistaken, but I got the impression from the last couple games that one of the reasons it wasn't so easy to delete spells was because the game used them to keep track of the effects you knew; accidentally delete all your fire spells and you'd have to re-learn the effect. Aside from that, the spell effects list would be used for spontaneous in-the-field casting. It makes little sense that I can know a weak fire spell and a strong one, but am incapable of casting a medium one without returning to town and making a third spell. With the spell effects list, the top half of the window would have the list, while the bottom half would contain the effort slider.
While some spells would warrant a direct numerical value, others, like Fire Damage, should have magnitude represent a percentage of effort. 100% magnitude would not be 100 damage, but would be the maximum power that the caster is capable of (although more specific numbers of what this provides could probably be shown underneath). 100% magnitude from an archmage would be dramatically more powerful than from a novice. Though the associated difficulty increase with higher magnitudes would drop with skill (75% is more powerful for a better mage, but also less difficult for them to manage), high percentages would always be difficult, because it's never "easy" to pour maximum effort into something.
The effort slider would represent this, and function as simplified spellmaking. Basically, you select an effect on the spot like Fire Damage, set basic magnitude/range parameters, and you're "equipped" with it on the spot like any spell. While doing something with multiple effects or more advanced abilities would require standard spellmaking, the effects list and effort slider would let you use the magic you know to a reasonable degree at any time, instead of having to make a new spell for every little thing.
*Effect learning*
Learning new spell effects is not as easy and immediate as buying them. Spell effects would have their own 0-100 competency rating, seen whenever you highlight them in the spell effects list, not unlike normal skill levels. It's not the same, however; a spell effect at 0 can still be used effectively, and the transition to 100 is less drastic, not to mention faster. While skill level determines how good you are with that school as a whole, the competency rating is how good you are with that one effect, and obviously it's raised by using it. In effect it's like a lesser version of the skill applied to that one effect, impacting how hard it is to cast, and how quickly it gets more difficult when you raise the magnitude. Aside from making more sense from a realism standpoint, it also helps to prevent some imbalances. A non-mage character with low magical skills can't simply buy a spell and immediately use it effectively just because it has low overall difficulty, but an accomplished mage can buy a new effect and use it thanks to the overall skill counteracting low competency in that one effect. As well, as an effect approaches 100, it becomes less useful toward raising the overall magic skill because your mastery in it means you're no longer learning anything new through its use, making it harder to stand around at inns spamming magic as a cheesy way to get better, instead encouraging the character to improve via new and difficult things. The more advanced the spell effect (Spell Absorb shields are more difficult in general than Water Walking, etc) the more slowly its competency increases. A novice could learn the basics of it, but would still need to reach higher skill levels to start using it effectively.
Obtaining them in the first place would generally not be as direct as purchasing them, also making it less easy and casual for characters not experienced as mages. Talking to someone who teaches you spells means you're not buying the knowledge so much as paying for their time and effort. When learning a spell, the higher its general difficulty and the more unknown effects it contains (someone experienced with Fire Damage already can more easily learn a spell using it), the harder it is to learn successfully, and one hour and 50 septims later you may have failed to learn the spell. The teacher's skill in Guidance: Training also effects the process. More isolated mages who don't want to use this process (or may not be welcome in the guild or civilized areas in general) can learn new effects via experimentation, as noted below.
*Spellbook*
While I don't support the idea of a spellbook being required for all casting, there are other functions I can see them used for. As an inventory item the spellbook could be used to create spells instead of needing an altar. Some more advanced spells may require a ritual to cast, such as correctly arranging specific items within a particular symbol drawn on the ground. Once a ritual is learned it can be stored in the spellbook, allowing the character to automatically perform it if they have the needed materials in their inventory, or displaying the directions on that page if the player enjoys doing it manually. Other miscellaneous effects such as minion AI (if/then behaviors assigned to a follower like an undead servant) can also be attached to a ritual, letting the caster use the spellbook to create a minion and give it the pre-created behaviors all at once, instead of having to set them each time.
Ritual experimentation could also be used to discover new spell effects rather than having to learn them from a teacher, though the process would have to be complicated enough that the player couldn't just easily learn everything through trial and error. For example, the spellbook might record a list of known magical symbols, runes and markings, which could be selected and painted on the ground with various methods (in the dust with a stick, drawn with blood, dye made from a certain plant, holy water, etc). Different objects like candles, daedra hearts, gems, or other materials are arranged within the symbol like a constellation. From there, a certain effect is then cast upon the ritual area as a whole to complete it. If successful, the caster learns a new bit of magic. If not, they might get lucky and have no effect, else they might set their hair on fire. The spellbook could be used to record failed experiments, keeping track of their own efforts.
Some spell effects might only be learned in this way, such as ancient spells lost to time. Certain types of ruins may hold clues like tattered pages or markings on pottery that hint toward fragments of the correct ritual. A scholar with simple curiosity-based interest might purchase such items as they come into town, while a necromancer may desperately scavenge ruins for hints toward the advanced rituals needed to become a lich, which are unsurprisingly not taught at any guild hall. This would make the spellbook a coveted object between mages and a thing to be protected; knowing that a rival is capable of a powerful spell they can't mimic, a mage might try to get past their traps and security to find their spellbook for a moment of "ah, so that's how it's done." Aside from basic spell effects like Fire Damage or Soul Trap, experiments could also yield more creative results such as a new spell "shape" aside from touch, ranged, area, etc, or difficult rituals to create advanced effects like powerful one-shot spells beyond normal parameters (such as Windwalker scrolls from Morrowind). The specifics of rituals could be easily randomized at the start of a new game, so that having played through once doesn't mean someone can start with the knowledge to cast all spells.