So many spells that no one can remember them
- How many spells do you need?
- Most magic systems comprise unused spells.
- The main cause of this is that spells get outclassed by their more powerful counterpart.
- Some spells are also unusable.
- From a narrative perspective the existence of unusable or failed spells reinforce the experimental nature of magic and could be integrated.
- If you are making a game though, these spells are clutter, especially if you have to program them.
- How many types of spells are there?
- How do you sort spells?
- Power/Impressiveness
- Main Effects
- Auxiliary Effects
- Area of Effect
- Flow & Diffusion
- Color & Shape
- Duration
- How many specialties are there?
- What is the difference between Sorcery, Miracles, Curses?
- What characterize each of them?
- Is there an attribute attached to each of them?
- Sorcery skills are often displayed through high Intelligence.
- Are miracles developed through Faith, Benevolence?
- Is there an attribute called Wisdom determining the power of Curses?
- What attribute do your spells use?
- How are they used?
- Do you need non-traditionally magic attribute to enhance the power of your spells? (Strength, Dexterity, Charisma, Endurance)
- Do you mix them to characterize a specific element?
How Rare is Magic?
- Who’s got spells?
- What kind of Spell do they have?
- Are Spellcasters special?
- Are they treated differently?
- Why?
- Is it because they are more powerful?
- Is it another type of discrimination?
- Who possess powerful spells?
- Individuals?
- Organizations?
- Legal/Criminal?
- Where are they hidden?
What’s the Minimum?
- What are the basic spells everyone knows?
- What daily life works does magic replaces?
- Does everyone have a basic formation/training in restoration to provide primary care?
- Does everyone have a basic destruction spell in order to defend themselves?
- Does everyone have basic alteration spells for daily life chores & work?
What’s the Maximum?
- Is there a limit to what one can learn?
- In most attribute based systems there is.
- A class system do not make learning everything impossible.
- But it slows it down considerably.
- What spells have you access to if you are a generalist?
- What spells have you access to if you are a specialist?
- In which category?
- Regarding which attributes?
Your Codex
Start with an arbitrary Number of 100.
Can you create more than a 100 unique spells?
Not different power levels of the same spell.
100 unique effects.
- Establish the Total number/List of Spells.
- How Diverse are they?
- How Unique are they?
- Main Effects
- Auxiliary Effects
- Determine Class of Spells/Uses.
- Restoration (+)
- Destruction (-)
- Alteration/Modification (*/)
- Are there other types of logical operation spells can produce?
- Determine Schools of Magic (facultative).
- Determine Inaccessible/Forbidden/Limited Spells (facultative).
- Choose Attributes for each Spell type.
- Intelligence
- Faith
- Willpower
- Others
- Match Hierarchies & Lever of Power.
- Establish an Experience Hierarchy
- Corelate the User’s Experience & the Spell’s Power level
- Dispatch spells between categories.
Fire/Sorcery | Wind/Sorcery | Water/Sorcery | Earth/Sorcery | D./Curses/Hexes | L./Miracles/Blessings | School | Limits | |
Attribute | Intel./Strength | Intel./Dexterity | Intel./Charisma | Intel./Endurance | Wisdom (Int. + Fai.) | Faith | +-*/Rest/Dest/Alt | Luck |
Novice | ||||||||
Apprentice | ||||||||
Adept | ||||||||
Expert | ||||||||
Specialist 1 | ||||||||
Specialist 2 |