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- From rmr@inferno (Robert Reimann) Sun Jul 9 22:00:23 1989
- From: rmr@inferno.wpd.sgi.com (Robert Reimann)
- Newsgroups: rec.games.frp
- Subject: Mage-to-Mage Magical Combat System (SDL) Update
- Message-ID: <37616@sgi.SGI.COM>
- Date: 8 Jul 89 19:25:04 GMT
- Organization: Silicon Graphics, Inc., Mountain View, CA
- Lines: 1458
- Keywords: Revised, now includes illusions
-
-
- Here is the latest draft of the Mage-to-Mage Magical Combat System,
- the first (to my knowledge) system to make use of a comprehensive
- magical language to tie together all aspects of magic in a gaming
- environment. Since my last posting of the system, I have made minor
- syntax changes, added an operator (thanx to Brad Knowles), added a
- new class of mages, and integrated demonology and illusionism into
- the system. Still coming are the much sought-after biological and
- psychic set of effects.
-
- If anyone has been using the system, I'd love any feedback you may
- have.
-
- Robert.
- rmr@sgi.com
-
- -----------------------------------------------------------------------
-
- Preface
- -------
-
- Presented here is the first draft of the Mage-to-Mage Magical Combat
- System and Spell Description Language, that hopefully addresses the issues
- raised in recent discussions of spell programming languages and mage-to-mage
- combat, while remaining more general than previous offerings of this type.
-
- Some spell construction systems attempt to provide all the functionality
- of AD&D spells by enumerating hundreds of specialized primitives.
- The high number of primitives present in the some systems
- reflects AD&D's lack of a distinction between *effects*, the actual
- physical, biological, or psychic manifestations of magical forces,
- and *operators* which act to shape those forces into useful configurations.
- Note that what most systems call "effects" are actually combinations
- of effects and operators, as I've defined them above.
-
- AD&D-style spells do not require much distinction between effects and
- operators-- they seem to work better without it-- but an object-oriented,
- constructive approach really needs to distinguish between objects (effects)
- and predicates (operators) to be successful and at the same time remain simple.
-
- The system presented here consists of 32 physical effects (an equal numbers
- of biological and psychic effects are currently being developed) and 26
- operators. The effects presented here are part of a rationale for magic
- that is built into the world; you are welcome to change them to better
- fit your needs, but they were chosen with consistency in mind. The operators
- are the real heart of the system, you should modify them only with great care.
- Too many non-general operators will spoil this system.
-
- The Mage-to-Mage Spell Description Language (SDL) uses a straightforward
- left-to-right, top-to-bottom, multi-line syntax. For the most part, each
- line of spell description represents one spell (mana) point worth of
- magical effect. Mage-to-Mage uses a spell point system to determine the
- spell cost; there is no distinction of "spell levels"; spells may be designed
- with arbitrary complexity, the limiting factor is the number of spell points a
- mage has available to expend casting it. Spell points are assigned on the
- basis of mage level, intelligence, and wisdom.
-
- Mage-to-Mage also provides a painless and logical way of producing
- magical items, while at the same time keeping their power limited
- to reasonable levels. Demonology illusion, necromancy, alchemy, and magical
- medicine/healing can all be implemented within the same framework
- (some of these are still under development).
-
- Lastly, Mage-to-Mage has been designed to work within any combat system
- that makes use of melee rounds as units of combat action.
-
- Enjoy, and feel free to write/post comments or suggestions.
-
-
-
-
-
-
- MAGE-TO-MAGE Magical Combat System
- and Spell Description Language
-
- Version 0.75
-
- Copyright 1989 Robert M. Reimann
- All rights reserved.
-
-
-
-
-
- I. The Nature of Magic and Spellcasting
-
- "Magic" itself is not an energy source in any true sense. It is rather an
- ability of some entities to alter the fabric of reality in a way that
- changes the "natural" balance of "elemental forces" in a localized area
- and channel it in a useful fashion. This ability is inate to some
- creatures, but others (humans among them) must be trained.
-
- "Spell" is the name given to the psycho-physical manipulations a mage or
- magical creature must perform to produce a magical effect. Spellcasting
- can, therefore be thought of as a psionic skill, with an important exception.
- Once a spell is cast, it's semi-physical nature gives it a certain "life
- of it's own"; it does not *need* to be constantly maintained after it
- has been cast, although it *may* be altered once it has been cast, by
- the original caster, or by another mage of sufficient power.
- The existence of any spell is, however, intimately bound to the existence
- of the casting entity; if the caster is killed, the spell will cease
- *unless* spell "ownership" has been transfered to another casting
- entity before the original caster dies.
-
- Spells themselves cannot be written down, but "recipes" for spells
- may be recorded using the spell description language described below.
- Spell descriptions have no magical power themselves, they must be
- interpreted by a spell caster. Of course, true, active spells may
- be bound to scraps of paper, thus filling the role of AD&D-style
- magical scrolls.
-
- As with any skill, magical ability improves with practice. As mages
- gain spell casting experience, the number of spells a mage can cast
- and/or the complexity of his spells will increase. Spell casting is an
- exhaustive effort requiring intense powers of will. Spell points are
- an arbitrary method of measuring a spell's complexity. A mage is, in
- a sense, "rated for" a certain number of spell points per day, based on
- his experience (level), and his mental prowess.
-
- He can't exceed this rating, not because he would do himself harm, but rather,
- because it is simply beyond his current level of capability. As in AD&D,
- an appropriate amount of rest will restore a mage's spell point "rating" to
- full.
-
- Spells need not be written or memorized, they may be cast "on the fly".
- In fact, this is quite common in magical combat. Spells are, in general,
- non-permanent for reasons outlined above.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- III. Elemental Forces, Matter, and Effects
-
- The structure of all matter is created by the flow of elemental forces through
- the material plane. Were there no flow of these energies, the material plane
- would consist of formless chaos. The world in which magic exists is entirely
- shaped by an intricate flow of elemental energies that yields land, oceans, air,
- living things, etc. All living things possess the ability to alter the flow of
- elemental forces to a certain degree by physically interacting with them.
- Sentient beings further posess the ability to alter the flow of these forces,
- and hence the world around them, purely by using their mind, i.e., by magic.
-
- There are four primary elemental forces, each residing on a separate plane:
-
- EARTH
- AIR
- FIRE
- WATER
-
- However, each of these planes overlaps, to a certain extent, the other three
- planes, yielding a total of 16 subplanes.
-
- Earthy Earth Airy Air Fiery Fire Watery Water
- Airy Earth Earthy Air Earthy Fire Earthy Water
- Fiery Earth Fiery Air Airy Fire Airy Water
- Watery Earth Watery Air Watery Fire Fiery Water
-
- Lastly, there are two states for each of these 16 forces, a high energy
- state and a low energy state. These two states are called "Light" and
- "Dark" respectively. Each of the 16 permuted forces above can be
- manipulated in either the Light or Dark form, yielding a total of 32
- different elemental flows. Each type of flow generates a unique set
- of EFFECTs.
-
- There are three manifestations of an effect; physical, biological, and psychic.
- Each manifestation is separate and independent of the other two. Physical
- effects are primarily for combat. Biological effects can be used to
- cure and cause illnesses, and to bestow qualities of living creatures
- on inanimate objects. Psychic effects can be used to cure and cause
- mental disorders, to bestow qualities of sentient creatures on
- non-sentient things, and to deal with spirits, which have no physical
- characteristics. Biological and psychic effects are more complex,
- and may not be used until the mage has gained higher levels:
-
- Level Manifestations Usable
- ----- ---------------------
-
- 1+ Physical
- 5+ Physical, Biological
- 9+ Physical, Biological, Psychic
-
- Currently, the system covers only physical effects; biological and psychic
- effects will be added in future versions.
-
- One final characteristic of some importance is that dissimilar effects
- may not occupy the same physical space in the Material Plane. Thus,
- when two different effect types come together, one must give way. This
- quality can be used to a mage's defensive advantage. If he casts a barrier
- of dissimilar effect in the path of another, oncoming force, and his force
- is as potent or more so than the oncoming force, it will be blocked.
- Note that this only works for effects that are manifested in the same way;
- e.g., a physical effect will not block a psychic effect, for instance.
-
-
- III. Magical Training and Aptitude
-
- Unlike AD&D, this system offers mages the opportunity to specialize in
- areas of expertise, giving them greater control over more limited resources.
-
- Initial training of a mage lasts a maximum of 12 years. In that time, the
- mage may divide his studies among one or more elemental forces, such as
- Fiery Air.
-
- Each force studied includes both Light and Dark effects, as well as all
- three manifestations (physical, biological, psychic). When a mage learns
- a force, he generally learns both the Light and Dark versions (exception:
- Elemental Mages, below).
-
- The following table shows how studies may be divided, how much time they
- take, and what abilities each term of study confers on the mage.
-
-
- Study Time Skill Class Potency Range Know/Use Resist
- ---------- ----------- ------- ----- -------- ------
- 12 years Elemental* d8/lev 80'+8'/lev 40%+4%/lev 20%+2%/lev
- 10 years Singular** d12/lev 120'+12'/lev 60%+6%/lev 30%+3%/lev
- 6 years Major d8/lev 80'+8'/lev 40%+4%/lev 20%+2%/lev
- 4 years Minor d6/lev 60'+6'/lev 30%+3%/lev 15%+2%/lev
- 2 years Minimal d4/lev 40'+4'/lev 20%+2%/lev 10%+1%/lev
-
- * Elemental Mages learn all four Light or Dark effects (not both) of an element;
- thus a Mage of Light Air would learn Light Airy Air, Light Watery Air,
- Light Fiery Air, and Light Earthy Air.
-
- ** Singular Mages may not learn any other force beyond their singular
- specialty; their minds are too "coloured" by their magic to permit
- learning a new kind.
-
- So, Medwyn the Mage could spend his 12 years of study becoming an
- Elemental Mage of Light Water or a Singular Mage in Fiery Air, or
- he could spend 6 getting a Major in Fiery Air, and 6 more getting
- another Major in, say, Earthy Water.
-
- Or he could get two Minors and and two Minimals, etc.
-
-
- Spending more time learning a particular force allows the mage to use
- it more effectively; a singular mage gets d12 per level damage from his
- effects, twice the damage of a mage with a similar Minor. Similarly, his
- casting range is larger, his ability to recognize (Know) magic of his
- specialty and make use of it (Use) is better as well. Finally, he is
- also able to better Resist magic of the type in which he received the
- training.
-
- Spell points are assigned to Mages according to the following formula:
-
- Spell Points = (INT+WILL)*level/4
-
- This is the same for all mages regardless of training. All fractional
- points should be rounded up.
-
- As a mage casts spells, his spell points are depleted. They are regained
- with sleep; 1/10 of a mage's total points are replenished per hour of rest.
- There is one important exception to this rule: if a spell is still operating,
- the spell points used to create it *cannot* be replenished until the spell
- has been stopped. Once it has stopped, the points may be replenished as
- described above. This effectively limits the number of semi-permanent spells
- that a mage is able to cast.
-
-
-
-
- IV. Physical Effects
-
- The following is a complete list of physical effect.
-
- EARTH
-
- LEE: Crystal/Glass DEE: Stone
- LAE: Sand DAE: Dust
- LWE: Loam DWE: Mud/Quicksand
- LFE: Lava DFE: Metal
-
-
-
-
-
- WATER
-
- LWW: Water DWW: Ice
- LAW: Foam DAW: Erosion
- LEW: Glue DEW: Liquid [Poison]
- LFW: Steam DFW: Oil
-
-
-
-
- FIRE
-
- LFF: Fire DFF: Shadow Fire [Cold]
- LAF: Plasma DAF: Ash
- LEF: Heat DEF: Alkali
- LWF: Electricity DWF: Acid
-
-
- AIR
-
- LAA: Air/Wind DFF: Shadow/Darkness
- LWA: Ambient Light DWA: Fog/Cloud/Mist
- LEA: Illusion DEA: Gas [Poison]
- LFA: Radiant Light DFA: Smoke
-
-
-
-
- V. Operators
-
- Operators are the core of the Mage-to-Mage SDL, providing the syntax
- for spell description and execution. This section gives a summary of all
- SDL operators. followed by complete descriptions of the syntax and semantics
- of each operator. Examples are included.
-
-
- V.1 Operator Summary
-
-
- Basic (Effect) Operators
- ------------------------
-
- create create a new effect
- destroy destroy a previously created effect
- move move an effect to a new location
- rotate rotate an effect around any axis
- scale resize a previously created effect
- shape form an effect into a desired shape
-
-
- Path (Shape) Operators
- ----------------------
-
- fill fill a closed polygonal (2D) area
- lineto extrude an effect along a given line
- surface mold an effect along a given surface
- volume form an effect to fit a specified volume
-
-
- Flow Operators
- --------------
-
- halt stop a spell
- if...then...else conditional determined by input events
- repeat...until loop until event
- wait until pause spell until event
-
-
- Event Operators
- ---------------
-
- and |
- or | boolean operators for combining events
- not |
- interrupted signals a spell has been interrupted
- <object><action><proximity> general format for events
-
-
- Special Operators
- -----------------
-
- bind bind a spell's range relative to a given object
- interrupt alter a given spell
- makeowner reassign ownership of given spell to a new mage
- power change a spell's power
- range change a spell's range
- resume resume an interrupted spell
- <spellname>: assign a spell a name
-
-
- V.2 Operator Details
-
- This section describes the operators summarized above in detail.
- In the descriptions below, variables are in angle brackets, and
- optional arguments are in straight brackets. Each operator is listed
- followed by a paragraph describing what it does, followed in
- turn by an example of usage.
-
-
-
- V.2.1 Basic Operators
-
-
- CREATE
- create <effect> [<effectname>]
-
-
- Create a point source of the given effect on the tip of the
- caster's index finger (right or left). This is an initialization
- operator, creating the link to another plane. For physical effects,
- the effect must be scaled or otherwise shaped to a physical dimension
- before any force is actually released (see scale, shape). The effect
- may optionally be given a name by which other operators may refer to it.
-
-
- Examples:
-
- create (p)LAA
- create Wind
- create Wind mywind
-
- All three of the above perform the same function. The first
- specifies the physical effect Light Airy Air. The second
- uses the more colloquial description of Wind. The third gives
- the effect a name, making it easier to refer to it later in the
- spell. This is useful if you are using multiple effects that
- are doing different things.
-
-
-
- DESTROY
- destroy [<effectname>]
-
-
- Removes the last created effect, or the one corresponding to
- <effectname> if it is given. When a spell terminates, all effects
- are automatically destroyed. Any effect which goes outside
- the spellcaster's range is also destroyed.
-
-
- Example:
-
- destroy mywind
-
-
-
- MOVE
- move [<effectname>] to <distance> pointdir
- move [<effectname>] to lookat <objectname>
- move [<effectname>] to <n1>x <n2>y <n3>z
-
-
- Move the last created effect a specific distance in a direction
- indicated by a pointing gesture, to a named object specified by
- looking at the object, or a specific position in space relative
- to the last position. If the object has been specified in an event,
- or has been identified previously in the spell, lookat is not necessary.
- If an effect name is given, that effect is moved rather
- than the last created effect. An effect may be moved anywhere within
- the spellcaster's range, unless somehow obstructed.
-
-
- Examples:
-
- move mywind to lookat orc
- move mywind to 10' pointdir
- move mywind to 5'x 10'y 15'z
-
- The first example moves the Wind ball used in an earlier example
- in a straight line to the surface of an object specified by lookat,
- in this case, an orc. The second example moves the ball
- in a straight line 10 feet in the direction the caster points.
- The third moves the ball 5' to the caster's right, 10' up, and
- fifteen feet forward, away from wherever it was, with respect to
- the caster.
-
-
-
- ROTATE
- rotate [<effectname>] <ang>x <ang>y <ang>z [origin <distance> pointdir]
- rotate [<effectname>] <ang>x <ang>y <ang>z [origin lookat <object>]
- rotate [<effectname>] <ang>x <ang>y <ang>z [origin <n1>x <n2>y <n3>z]
-
-
- Rotate an effect around any axis (x,y,z), relative to the center
- point of the effect (default) or a named point.
-
- Example:
-
- rotate firewall 90y origin lookat orc
-
- This fragment rotates a wall of fire (previously shaped)
- ninety degrees around the y (up-down) axis with the body of a
- given orc as the center of rotation. Note that the point of
- rotation does not need to be a point inside the effect itself.
-
-
-
- SCALE
- scale [<effectname>] <n1>x <n2>y <n3>z
-
-
- Scale the last created effect to the given size. If the effect
- was not previously shaped, the scaled object will be a spheroid.
- Scaling is always performed using the center of the effect as
- an origin (see create, shape). If a name is given, that effect
- is scaled rather than the last created effect. An effect may
- be scaled up to the limit of the spellcaster's range.
-
-
- Example:
-
- scale mywind 2'x 2'y 2'z
-
- This example takes the Wind created in the create example
- and enlarges it to a 2' diameter sphere.
-
-
-
- SHAPE
- shape [<effectname>] <pathop1>
- [<pathop2>]
- ...
- [<pathopN>]
-
-
- Shape the last created effect using a path described by a "subspell"
- consisting of valid Path Operators. If a name is given, that effect is
- shaped rather than the last created effect. When an effect is shaped,
- any previous scaling or shaping is forgotten; the newly formed effect
- will have the same shape and size as the object it was modeled after.
- Position of the effect is maintained. An effect may be shaped from
- anything fitting within the mage's spellcasting range.
-
-
- Examples:
-
- shape mywind surface 1'thick lookat box
- shape mywind volume lookat donut
- shape mywind lineto 2"thick lookat corner1
- lineto 2"thick lookat corner2
- lineto 2"thick lookat corner3
- lineto 2"thick lookat closeit
- fill
-
- The first example shapes the wind into a hollow box (i.e., the wind only
- blows in the planes that form the sides). The second example forms a
- solid torus of wind. The third example shapes the effect into a 4-sided
- filled polygon (like a wall) of uniform two-inch thickness. (See Path
- Operators, below.)
-
-
-
- V.2.2 Path Operators
-
-
- FILL
- fill
-
-
- Fills any closed polygon defined by a list of
- lineto operators within a shape operator.
- The fill operator must directly follow the
- list of lineto operators. The fill operator
- will use the line thicknesses of each lineto
- to fill with, interpolating if necessary.
- The lines must form a closed polygon, or the
- fill will fail. See SHAPE for example.
-
-
-
- LINETO
- lineto <n>thick <distance> pointdir [smooth]
- lineto <n>thick [lookat] <objectname> [smooth]
- lineto <n>thick <n1>x <n2>y <n3>z [smooth]
- lineto <n>thick trace
-
-
- Used only in conjunction with the shape operator. Adds a line
- of thickness <n> to the shape of the effect. The current postion
- of the effect (or the endpoint of the last line drawn, if there is
- been no use of the move operator since the last line was drawn) forms
- the beginning point of the line, the endpoint may be specified with
- a distance from the beginning point and a pointing gesture for
- direction, or by looking at a named endpoint. For the latter,
- the endpoint must be a physical object. If the object has been
- previously identified in the spell, lookat is not necessary.
- If smooth is specified, the endpoint will be smoothed to a curve
- if another line is drawn from it.
-
- The third form of lineto allows the mage to specify precise coordinates
- in space to draw the line to, relative to the current position of the
- effect or the endpoint od the last line drawn.
-
- The fourth form of lineto allows the mage to trace a path with
- the tip of his finger. This may only be done with newly created
- (i.e., unmoved, unscaled, previously unshaped effects).
-
- See SHAPE for examples.
-
-
-
- SURFACE
- surface <n>thick [lookat] <objectname>
-
-
- Shapes an effect to match the size and contours
- of the selected object. The object is selected
- by looking at it; it must be within spellcasting
- range, and must fit entirely with the spellcasting
- range. The surface thickness is determined by <n>.
- See SHAPE for example.
-
-
-
- VOLUME
- volume [lookat] <objectname>
-
-
- Like the surface path operator, but fills
- the entire volume with the effect. (See above).
- See SHAPE for example.
-
-
-
-
- V.2.3 Flow Operators
-
-
- HALT
- halt
-
-
- Halts a spell. A halt is not necessary at the end of
- a non-looping spell, as it is implied.
-
- Example:
-
- if (nonhuman and intelligent) 10'
- then halt
- else ...
-
- This spell fragment halts the spell if an intelligent nonhuman
- comes within 10' of the caster, or wherever the caster may have
- bound the spell.
-
-
-
- IF...THEN...ELSE
-
- if <eventop1>
- [<eventop2>]
- ...
- [<eventopN>]
-
- then <operator1>
- [<operator2>]
- ...
- [<operatorN>]
-
- [else <operator1>
- [<operator2>]
- ...
- [<operatorN>] ]
-
-
- Conditional that determines spell flow based on the truth
- value of the event operators (see Event Operators).
-
- Example:
-
- boltbox:
- bind to touch box
- repeat if (orc or kobold) 30'
- then if orc 30'
- then create bolt Fire
- move to orc
- scale 1'x 1'y 1'z
- else create bolt Electricity
- move to kobold
- scale 1'x 1'y 1'z
- wait 2 sec
- destroy bolt
- until me "off"
-
- This spell creates a 5 foot radius bolt lasting 2 seconds
- when either an orc or a kobold comes within 30 feet of a
- box the mage touched when he cast the spell. If it is an
- orc, the bolt is of fire, if it is a kobold, the bolt is
- of electricity.
-
-
-
- REPEAT
- repeat [<var>=]<num> <operator1>
- [<operator2>]
- ...
- [<operatorN>]
-
-
- repeat <operator1>
- [<operator2>]
- ...
- [<operatorN>]
-
- until <eventop1>
- [<eventop2>]
- ...
- [<eventopN>]
-
-
- Repeats part of a spell for a set number of times, or until
- a specified event becomes true. A loop variable may be used
- for spell effects that want to keep track of iteration (see
- Event Operators).
-
-
- Examples:
-
- torch:
- bind to touch endofstick
- create Fire
- scale 1"x 1"y 1"z
- repeat move to endofstick
- until me "off"
-
- This spell creates a torchlight at the end of a staff which will stay
- lit until the mage says "off" (and is within range).
-
-
-
- WAIT
- wait <time>
- wait until <eventop1>
- [<eventop2>]
- ...
- [<eventopN>]
-
-
- Wait for a specified length of time, or until a specified series
- of events (see Event Operators, below).
-
-
- Examples:
-
- wait 10 min.
- wait until event: human "bang" 10'
-
- In the first example, the next spell action will be delayed by
- 10 minutes. In the second, it will be delayed until the word
- "bang" is uttered by a human within 10' of the spell's position.
- A spell's position is either the place it was cast, or the position
- of an object to which it is currently bound (if any).
-
-
-
- V.2 4 Event Operators
-
-
- AND
- OR
- NOT
- INTERRUPTED
-
- Event operators take the following general form:
-
- <objects> <actions> <proximity>
-
-
- Objects in events can be any physical object, entity, or effect
- that the mage can visualize clearly in his mind. Actions can consist
- of any physical action the mage can visualize happening. Proximity must
- be a distance within the mage's casting range. The action of spreaking
- a phrase can be abbreviated by placing the phrase in quotes.
-
- The following is a special action:
-
- interrupted [by <being>]
-
-
- "Interrupted" means that the spell has been tampered with by a mage
- using the interrupt operator (see below). Interrupted is a trap
- that prevents a spell from being tampered with. Interrupted is also
- an action, and can be treated as such. If no objects are given
- with an action, anything performing the action will trigger the
- event; if no proximity is given, the maximum casting range of the
- spellcaster is assumed.
-
- Objects, actions, and proximity can all be modified using the
- following boolean operators:
-
- and or not
-
- Parentheses can be used for clarity of logical groupings.
-
- Examples:
-
- if (man with tatoo and pegleg) (spit and "howdy") 5'
- then create Fire
-
- if interrupted
- then halt
-
- The first example triggers the if...then operator if a man
- with a tatoo and a pegleg spits and says "howdy" within
- five feet of the spell. The second example halts the spell
- if it is interrupted. (A good trap if the spell was, say,
- holding up the ceiling!)
-
-
-
- V.2.5 Special Operators
-
-
- BIND
- bind [<spellname>] to touch <objectname>
-
-
- Binds the named spell in to a named object, which is
- selected by touching the object. Once a spell is bound to an
- object, any effects the spell may generate will operate within
- the max spellcasting range of the mage, but *relative to the object
- to which it is bound*, not the mage himself. Bind may be used
- multiple times in a spell to switch bindings of other spells, or
- even the spell in which the binds occur (good for cursed items!).
- If you are binding the spell in which the bind occurs, you do
- not need to specify the spellname.
-
- Note: binding a spell to an object has no effect
- on the postion of effects. Movement of effects must be done
- explicitly within the spell.
-
- Example:
-
- bind to touch rod
-
- This binds the spell in which the bind operator occurs to a rod.
-
-
-
- INTERRUPT
-
- interrupt <spellname> at "<breakpoint>" [revert]
- <operator1>
- [<operator2>]
- ...
- [<operatorN>]
-
-
- Allows a mage to interrupt a working spell at a stated
- point, and replace that line with a series of new lines.
- If revert is used, and the spell was interrupted inside
- a loop, the new spell fragment will execute only once,
- otherwise the changes are permanent (for as long as the
- spell lasts). If a halt operator is used in the interruption,
- the interrupted spell will stop, even if it was in a loop.
-
- The breakpoint specified must be a single line from the spell.
- A mage automatically knows breakpoints for his own spells.
- If he is trying to interrupt another mage's spell, he must
- roll his Know/Use percentage to figure out the spell. The
- other mage must then roll his Resist roll to prevent the
- interruption. Know/Use and Resist rolls must be made for
- all spells, even bound ones where the caster is not in the
- vicinity.
-
- Note: interrupt spells do not have names, and cannot be
- interrupted themselves. Spells that have been
- interrupted may, however, may be reinterrupted any
- number of times with new changes.
-
- Example:
-
- Take a variation of the torch spell described earlier:
-
- torch:
- bind to touch endofstick
- create Fire
- repeat scale 1"x 1"y 1"z
- move to endofstick
- until me "off"
-
- Suppose Medwyn is holding his lit staff, and an orc
- comes around the corner. Medwyn casts:
-
- interrupt torch at "move to endofstick" revert
- move to lookat orc
- scale 10'x 10'y 10'z
- wait 10 sec
-
- What happens is that the torchlight is turned into a fireball,
- and then reverts back to a torch! It's important to interrupt
- a spell in an active part; if Medwyn had changed anything before
- the repeat loop, nothing would have changed, because that part
- of the spell was already done.
-
-
-
- MAKEOWNER
-
- makeowner <spellname> touch <spellcaster>
-
-
- Transfers ownership of the named spell to another spellcaster.
- The new owner must have enough spell points to have cast the spell
- but need not have the appropriate training in the effects the
- spell uses. The new owner loses the number of spell points
- equal to the cost of the spell, for as long as the spell is active.
- The old owner regains the points he had lost while he owned the spell.
- If the new owner understands the spell, he may interrupt it at will.
-
- Example:
-
- makeowner torch touch Medwyn
-
- This changes the owner of a spell called torch to Medwyn.
- torch is a 5 point spell, so Medwyn loses 5 spell points for
- the duration of the spell (or until he stops it himself).
-
-
-
- POWER
- RANGE
- power <spellname> <mult>
- range <spellname> <mult>
-
-
- All spells have a default power and range, determined by the
- caster's training and skill level. This power and range can
- be increased at great cost. Two amplify a spell's range or
- power by <mult> The caster must expend mult^2 the usual number
- of spell points spent for the *entire remainder of spell*.
- This also works if the mult is a fraction (for reduced power
- and range spells). Even so, the minimum any spell can cost
- is 1/4 its base cost, no matter how weak it is. Spell costs
- are always rounded up to the nearest integer.
-
- Range and power operators should come at the
- beginning of the spell, right after the spellname.
-
- Example:
-
- iceball:
- power iceball 2
- range iceball 2
- create Ice
- scale 6"x 6"y 6"z
- moveto lookat target
-
- This example creates a simple ball of ice and hurls it at
- an opponent. It does double usual damage and can be hurled
- for double the mage's usual range, but cost *8 times* the
- normal spell points (24 instead of 3).
-
-
-
- RESUME
- resume [<spellname>] at "<breakpoint>"
-
-
- The resume operator is useful in conjunction with the
- interrupted event. You can write a spell which checks
- for an interrupt cast on it, and which then performs
- a special task to counteract the intrusion (such as
- blasting the person who attemtped the interrupt).
-
- After this is done, you may want to resume the spell
- at a convenient place. This is what the resume operator
- is for.
-
- Example:
-
- torch:
- bind to touch endofstick
- create Fire
- repeat scale 1"x 1"y 1"z
- moveto endofstick
- until me "off"
- # check for interrupt #
- if interrupted by me
- then move to lookat target
- scale 10'x 10'y 10'z
- wait 10 seconds
- resume at "repeat scale 1"x 1"y 1"z"
- else if (interrupted by being) and (being is not me)
- then move to being
- scale 10'x 10'y 10'z
- wait 10 sec
- resume at "repeat scale 1"x 1"y 1"z"
-
-
- This version of the torch spell will actively fireball
- anyone except the casting mage who tries to interrupt
- the spell.
-
-
-
- SPELLNAME
-
- <spellname>:
-
-
- You must begin every spell with a spell name.
- This does not add any cost to the spell.
-
- Example:
-
- fireball:
- create Fire
- move to lookat orc
- scale 5'x 5'y 5'z
- wait 5 sec
-
-
-
-
- VI. Spell Cost and Duration
-
- Spells cost 1 point per line of spell description, with the following
- exceptions: spellname, power, and range operators, which have no cost
- (although the power and range operators do change the *overall* cost of
- the spell as described in the last section).
-
- Because spells can loop, they have a potential duration limited only
- by the life of the owner of the spell (i.e., the original caster, or
- a new owner assigned using the makeowner operator). However, since
- the spell points used to maintain a spell cannot be recovered until
- the spell has ceased (or been terminated), it is in the interest of
- a mage not to leave too many semi-permanent spells lying around.
-
-
-
-
- VII. Mage-to-Mage Combat
-
- Unlike most systems, Mage-to-Mage allows mages to directly counter
- spells cast by other mages under certain conditions. Of particular
- importance, then, is the way in which mages can determine what other
- mages are casting. This is called "reading".
-
- Reading a spell being cast within range is like a sixth sense,
- it requires no more time or energy than watching a fighter draw a sword.
- If a spell is not understood by a mage, it is like watching a fighter draw an
- unfamiliar weapon. Mages cannot "read" precast spells in the same fashion;
- it is the act of casting that allows them to be read. Reading precast spells
- is a skill that requires several minutes of concentration. A spell being
- cast by another mage may be read successfully by another mage only if
- the following conditions are met:
-
- 1. The reading mage must be within his spell casting range of the enemy.
-
- 2. The spell may only contain effects with which the reader has been trained.
-
- 3. The reader must make his Know/Use roll successfully.
-
-
- Another crucial element of magical combat is its timing and scheduling.
- Instead of trying to gauge specific casting times for spells, a more
- general rule is used for the scheduling of magical combat; one that
- will hopefully make it easier to integrate Mage-to-Mage into existing
- combat systems.
-
- In Mage-to-Mage, all normal offensive and defensive spells
- take 1 melee round to cast. Spells cast in one melee
- round start to take effect (execute) in the following round.
- Execution of a spell is automatic, a mage does not need to
- maintain the spell once he has cast it.
-
- There is a 3rd variety of spell beyond offensive and
- defensive (which can be auto-flash or normal shields).
- This is the interrupt spell, a spell which alters another
- spell. Since this is a modification to an existing
- spell, it is relatively instantaneous in its casting
- and its execution. An interruption to a spell effectively
- delays the final outcome to the beginning of the next round,
- at which time it can be once again altered by an interruption.
- Only one mage may interrupt a given spell in a round; if more
- than one tries, the outcome is decided by an initiative roll.
- A mage can always interrupt his own spells (unless he fails
- an interruption initiative roll in a given round), but to
- interrupt another mage's spell, The interruptor must beat the
- enemy's Resist percentage, as well as having been successful
- at reading the enemy's spell as it was cast.
-
- Interrupt spells themselves cannot be interrupted.
-
-
- A mage may perform one of the following options in any given melee round:
-
- 1. He can try to interrupt (change) an incoming spell
-
- 2. He can cast an offensive spell (which will execute on the following
- round).
-
- 2. He can cast a defensive spell (which will execute on the following
- round).
-
- 4. He can interrupt (change) his own offensive or defensive spell.
-
-
- Precast offensive and defensive spells are, of course, safe
- from enemy interruptions. If a precast offensive spell is
- triggered by an event, it executes immediately; the only
- defense against a precast offensive spell that has just been
- triggered is a precast defensive spell.
-
-
- In general, a mage-to-mage combat may go as follows:
-
- Round 1
- -------
- Mage 1 casts offensive spell
- Mage 2 casts defensive (shielding) spell
-
- Round 2
- -------
- Mage 2 interrupts and changes Mage 1's spell (or fails and is zapped)
- Mage 1 casts defensive spell
-
- Round 3
- -------
- Mage 1 interrupts and changes Mage 2's defensive spell
- ...
-
- And so on, until somebody slips up. There are, of course,
- many other possible strategies, some of the most useful
- involving precast defesive spells which the enemy cannot
- interrupt.
-
-
-
-
- VIII. Other Combat
-
- Combat against a non-mage follows the same rules outlined above.
- A spell takes one round to cast, and only one spell may be cast
- by a mage in a given round. The spell begins to take effect at
- the beginning of the next melee round.
-
- A mage may cast an offensive spell, a defensive spell (again,
- the distnction between the two is blurred), or may interrupt
- one of his own precast spells. As with standard spells, the
- effects of an interrupt begin at the start of the next melee
- round.
-
-
-
-
- IX. Level Advancement
-
- Mage level advancement is directly determined by the amount of magic
- the mage uses "in the line of duty". A mage gets one experience point
- for every line of spell description he casts in melee or other non-casual
- situations. Advancement of levels becomes harder with each level advanced.
- Going from first to second level requires 100 xp. From second to third
- requires 200 *more* xp. Third to fourth requires an additional 300 xp.,
- and so on.
-
-
-
-
- X. Saving Throws and Extended Duration Effects
-
- There is one standard saving throw for all types of magic, corresponding
- to a "Save vs. Magic" in AD&D. Since all magic items in the Mage-to-Mage
- system are essentially spells bound to objects, there is no need for a
- separate saving throw for wands, staves, etc.
-
- Making a saving throw has one of two results. If the save is versus an
- area of effect, it means the victim takes half damage in that round
- *and any succeeding round* in which he is still immersed in the effect.
- If the save is versus an effect of which the victim is the sole target,
- making the saving throw negates (destroys) the effect.
-
- For effects lasting more than one melee round, damage is taken by those
- in range of the effect in *each succeeding round*. However, for each
- round that a victim must take damage, he is entitled to a new saving throw,
- until he is successful.
-
- Thus, an orc that is caught in a sheet of flame for 3 rounds would take
- full damage from the flame each round, unless he made his saving throw.
- If he doesn't make it the first round, he can roll again in the second
- round, and so on. If the orc were to make the saving throw in his second
- round, he would only receive half damage in the second and third rounds.
-
- Now let's suppose that the orc is the victim of a spell that puts darkness
- over his face and keeps it there for three rounds, hence blinding him.
- This is a target-victim spell, not an area of effect, so if the orc were
- to save on the second round, the darkness would be negated.
-
-
-
-
- XI. Demons and Elementals
-
- Unlike living creatures of the material plane, which consist of complex
- matrices composed of varying amounts of all the elemental forces, demons
- and elementals are composed of only a single force.
-
- Each demon or elemental lives in the subplane to which it is attuned.
- Thus one would expect to see wind demons, ice demons, fog demons, etc.
- Demons and elementals are very similar; the key difference is that demons
- are sentient, whereas elementals are only of animal intelligence (if that).
-
- Demons and elementals may be summoned from a pure flow of any
- appropriate elemental force that is large enough to pass them through
- to the material plane (pentagrams for demons, trigrams for elementals).
- Elementals may be summoned relatively easily, while demons usually appear
- only if their True Name is uttered by the mage during the summoning
- ritual. A demon will almost always attempt a contest of wills before obeying
- a mage; usually in the form of magical combat. If the mage loses, he
- is liable to be consumed, or worse if the demon is particularly vengeful.
- If the mage wins, the Demon is bound to obey a single command as issued
- by the mage. The most common command is to enter an object of power
- and maintain its magic (in other words, take ownership of any spells
- bound to the object), remaining there until the object or its magic
- is destroyed. This allows the creation of permanent magical items,
- since demons are immortal.
-
- Demons are always Singular Mages in the force to which they are attuned,
- at a level (and with spell points) commensurate with their hit dice.
-
- There is a small chance that ordinary use of magic may cause an elemental,
- or even in rare cases a demon, to be summoned inadvertantly.
-
-
-
-
- XII. Spirits.
-
- Spirits are the disembodied minds of once-living sentient beings that
- for some reason were not extinguished when the being died. They too
- can be summoned by name, using a circle of Darkness.
-
- Summoning a spirit involves much the same dangers as summoning a demon; spirits
- are often waiting for the chance to inhabit a living body again, and will
- attempt to do so by turning a mage's power against him, and then invading the
- freshly-dead body. Most forms of what are commonly called "the undead" are the
- result of spirits gaining control over physical objects (corpses, skeletons,
- etc).
-
- Spirits who were mages when they were alive have all the magical ability they
- had at that time. Spirits who were not mages are not useful for creating
- permanent magic items, because they cannot use make use of spell points.
- They may, however, be useful for questioning and as servants.
-
- Spirits which are not mages may be subdued fairly easily by use of Radiant
- Light. All spirits have the innate ability to manipulate Darkness like a
- Singular Mage at a level of ability commensurate with their hit dice.
- However, this ability cannot be harnessed for use with a magic item by
- the summoning mage.
-
- In darkness, spirits also have the ability to life-drain at a touch. Summoners
- of spirits must be very careful not to allow themselves to be surrounded by
- darkness, lest he be trapped by the spirit. Once the spirit has been subdued
- in contest, it will remain so until it has completed the task commanded of it.
-
-
-
- XIII. Summoning Rituals
-
- All discorporeal entities (demons, elementals, and spirits) require special
- summoning rituals to call them to the mage's service. There are four parts
- to any summoning ritual, which must be executed in order:
-
- 1. Gate
- 2. Naming
- 3. Sacrifice
- 4. Contest
-
-
- Gate
- ----
-
- The summoner must create (via spell) a gate of appropriate elemental
- force, and of the appropriate configuration. The configurations are:
-
- Trigram: Elementals
- Pentagram: Demons
- Circle: Spirits
-
- These may be created on any flat, solid surface (stone floors or
- walls are the most common places). The Gate for summoning a
- demon or elemental is composed of the elemental force to which
- the being to be summoned is attuned; the Gate for summoning a
- spirit is always composed of Darkness.
-
-
- Naming
- ------
-
- Once the Gate has been created, the mage must call upon the being
- by name. In the case of demons and spirits, the True Name of the
- being must be uttered three times. in the case of elementals, which
- have no specific names, the general name of the kind of elemental
- desired must be uttered instead. The naming is generally accompanied
- by a rhythmic chant (sometimes accompanied by drums) which helps
- guide the being to the entrance of the Gate. The Naming may take
- from several minutes for a minor elemental, to hours or even days
- for a very great demon. The naming is complete when a "presence"
- is felt near the Gate, usually accompanied by a drop in temperature
- in the vicinty of the ritual. This means that something (hopefully
- the summoned being) is on the threshold of the Gate.
-
- The chance of of a being hearing the call is equal to the suumoner's
- Know/Use percentage -5% for every level above the summoner that the
- being is, +3% for every level below the summoner the being is.
-
-
- Sacrifice
- ---------
-
- All summoned creatures require a sacrifice to bring them across the
- threshold of the Gate. Elementals require only freshly slaughtered
- animals; demons generally require a living, sentient sacrifice to
- consume.
-
- Spirits are different; their sacrifice must be an object that was
- important to the spirit while it was alive. Images of loved ones,
- or symbols of glory are the two most often used objects, but others
- may be more appropriate to given instances.
-
- Sacrifices are delivered to the center of the Gate, usually via a
- rope or cart, or some other mechanism. Naught but that which is
- to be sacrificed should enter the Gate at this time, any person
- who does so is in great peril.
-
- At this point, the being will either accept the sacrifice and enter
- through the Gate to take it and meet the summoner, or will reject it
- and depart.
-
-
- Contest
- -------
-
- If the being accepts the sacrifice, the summoner must immediately
- be on his guard, for the being will almost certainly attempt a
- Contest of Will. In the case of an elemental, it will attack unless
- shown an immediate demonstration of force. After this is done,
- the elemental will obey a single command before returning to its
- plane of origin. Demons and spirits wiil engage in a full magical
- battle with the mage. If the demon or spirit surrenders, it will
- obey a single command as well. Commands can be phrased so as to
- allow a mage to permanently contain a demon or spirit within a magic
- item. Elementals do not serve in this purpose because they have
- no magical ability (being non-sentient); their attacks are purely
- physical (since they are composed of pure force).
-
- If the mage loses the battle (which must be fought one-on-one for
- the victory conditions to hold), the demon or spirit may take
- possession of the mage's body and/or soul, unless it is stopped by
- companions of the mage.
-
-
-
- XIV. Illusions
-
- Mages specializing in Light Earthy Air learn the ability to cast
- illusions; spells which create images and other stimuli that fool
- the senses. The physical manifestation of LEA allows the mage to
- create only images and sounds; tactile and olfactory illusions
- must be effected using the biological manifestation of LEA, and the
- more complicated illusions which adjust to creatures' perceptions
- are possible only using the psychic manifestation of LEA.
- The shape of visual illusions is determined by the shape of the
- effect; the actual image is arbitrary. Auditory, tactile, and
- olfactory illusions are active within the volume defined for the effect
- by the mage. It may sometimes be useful to divide illusions into
- separate effects, some of which overlap (i.e., the sound of an
- illusory breaking glass should be heard beyond the volume defined
- by the glass itself).
-
-
- XIV.1 Illusion Complexity by Level of Caster
-
- The complexity of cast illusions rises with the level of the
- caster. This is in part due to the fact that the more complicated
- biological and psychic manifestations of the LEA force are accessible
- only at higher levels, and in part due to the fact that truely refined
- illusions are possible only with great experience and practice.
-
- The following table lists the type of illusions allowed at each level.
- In general each level builds on the previous one.
-
-
- 1st level: Auditory effects only.
-
- 2nd level: Separate auditory and non-animated visual effects.
-
- 3rd level: Mixed auditory and non-animated visual effects.
-
- 4th level: Mixed auditory and animated visual effects.
-
- 5th level: Like above plus separate olfactory effects. (start biological)
-
- 6th level: Like above but mixed.
-
- 7th level: Like above plus separate tactile effects.
-
- 8th level: Like above, but all mixed.
-
- 9th level: Like above but includes objects that enter into the illusion
- as part of the illusion (i.e., arrows you shoot at the illusory
- monster will *appear* to stick in it). (start psychic)
-
- 10th level: Like above, but living things that enter the illusion are included
- as part of the illusion (Targ *seems* to be crossing the
- illusory bridge; he's really fallen to a gory death).
-
- 11th level: Like above, but sentient beings who enter the illusion believe
- it themselves (Targ thinks he is crossing the bridge up to
- the instant he is killed by impact with the ground below).
-
-
- Note that the lower level illusions will have inconsistencies that
- may be spotted by intelligent characters (given the time). A 2nd level
- illusory floor covering a pit has no tactile sense, so you can put your
- hand right through it. A 7th level one would appear solid were it hit
- with a pole a character was holding (assuming the tactile part of the
- illusion were cast in a area around the pit that the characters would
- pass the pole and their hands through), but anything thrown on top of it
- would still fall right through. It would take a 9th level version to
- circumvent that precaution. In a 10th level version a character would
- appear to be fine on top of it, but the party may still hear a scream
- and a thud. An 11th level version is completely deadly unless someone
- makes a lucky roll, and the character notices some small flaw in the
- illusion (like, the characters visible on top aren't saying much...).
-
-
- XIV.2 Caster Familiarity
-
- A caster need not be exceptionally familiar with the illusion he creates.
- This is especially true for illusions of creatures or objects invented
- by the illusionist.
-
- In the case of illusions of very specific beings or objects, one would
- expect the caster to be knowledgeable enough to convince others who
- knew the being or object well, otherwise they would get suspicious,
- even if the illusion were technically perfect.
-
-
- XIV.3 Disbelief
-
- Disbelief of an illusion isn't really a matter of looking
- at, say, a wall and saying "I don't believe that's there!", but rather
- a process of noticing inconsistencies or technical flaws in the illusion
- that give it away. How likely characters are to notice these flaws
- is dependent in my system on the character's Reasoning Factor (INT+WIS)/2
- and the caster's level.
-
- If a character makes his RF roll on a d20, he then has a base 35% chance of
- hestating and detecting a flaw in the illusion -3% per level of the caster
- over 1, +5% for each level of the victim over that of the caster.
- Characters always have at least a 5% chance if they make their RF roll.
-
-
- XIV.4 "Deadly" Illusions
-
- In the case of an illusion which a character believes will cause him
- deadly harm, the character rolls a save vs. Magic. If s/he saves,
- the character is stunned d6 rounds. If s/he fails, s/he must make a
- CON roll; if successful, the character faints. If not, the character
- suffers heart failure (note: s/he could be revived with CPR or similar
- drugs/techniques, but it must be done quickly, and probably will keep
- the character out of action for several days).
-
- Note: for illusions like a baseball thrown hard at your head, in other
- words, illusions that might cause some harm, but aren't deadly, use only
- the save vs. Magic, and eliminate the CON roll.
-