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Magic System Ideas

Here are some ideas on how the spellcasting system should work. This is quite obviously inspired by a certain collectible card game.

Core Concepts

  • Shared mana pool using the four classical elements: Air, Earth, Fire, and Water.
  • Commanders have an opportunity to cast a spell at the beginning of each round.
  • One spell cast per commander per round.
  • Going first should be an advantage, but not too much of one. There should always be an opportunity for a response to a spell cast.
  • Not sure yet whether Colorless mana costs should be allowed. That may be too unbalancing given the shared mana pool.

concept art

Idea #1

  • Each commander generates 1 mana per round of the type that matches his alignment (Knight=Air, Barbarian=Earth, Warlock=Fire, Sorceress=Water).
  • Mana is not generated until one of his units becomes active. This ensures at least 1 mana of the aligned type is always available.
  • The terrain generates 1 mana per round (Grass=Water, Dirt=Earth, Swamp=Fire, Snow=Air, Ocean=Water x 2, Desert=None).
  • Alternatively, note that there are 6 terrain types and 6 possible pairs of elements.
  • Enchantment spells should require a continuous use of mana (e.g., 1 Air mana per round).
  • Instant spells use up their mana cost immediately.
  • Enchancements can be canceled as part of the beginning-of-round commander action. Their upkeep cost should be refunded to the mana pool.
  • Enchantments are canceled whenever the upkeep cost cannot be paid or the target unit is killed.

[ed: Trying to define some simple rules gets complicated very quickly. No wonder that card game has a squillion rules.]

Idea #2

  • Combine the battle game with the randomly-generated adventure map.
  • Each region generates X mana per day according to terrain type.
  • The shared mana pool in battle contains whatever the current mana level is for that region.
  • Commanders do not generate any mana on their own.