Magic system Legend We have thought about the things that should be integrated into Illarion in the past, but when a project runs over several years, people are joining and leaving the development team and many players contribute ideas, you can't have a strict planning. We try to list the most important functions and concepts of Illarion on this part od the website and give a short status on them. - already realized
- planned / already working on it
- we planned this in the past, but have to check it again
- proposal declined
contents General - There is a skill for every spell component that influences its success rate and efficiency. The skill rises with practice.
- There are different realms of magic.
- The magic runes/prayers/herbs that you have learned may not be taught to other players. They have to complete for instance a quest quests on their own.
- The damage ofensive magic deals is dependent on the target. e.g. a shock wave will scatter a skeleton's bones, where as a magically induced heart attack would not harm it much.
- Each spell has an alignment value, as does the caster himself. Thus a low alignment caster will not be good at high alignment spells like healing and ressurection, whereas he would be very good at low alignment magic. One can slowly affect one's alignment by offerings, and doing good/evil deeds.
- Spells can be bound to keys on your keyboard.
- There is a spell to make one younger. It does however entail some side effects...
Druid magic - These spells are mostly centered around healing, purifying and stabilizing.
- Druid magic is made by mixing herbs, to make potions and salves.
- In order to learn herb combinations, and where to find which herbs, an aspiring druid must seek out master druids, and perform quests from them.
- Once a druid knows of the herbs, he must set out to find them, according to temperature, location, time of day and such...
- Some potion mixes, you must find yourself by experimenting. No one knows all the combinations...
- Salves and potions may not be kept indefinitely, as they will decay overtime, leading to poisoning if ingested.
- Druid magic is performed by druid, and to a lesser extent rangers.
Priest magic - Covers healing magic, avoidance and creation of the undead, Resurection magic and benedictions.
- It is performed by chanting a combination of psalms.
- Psalms are learnt in temples, scattered around the world. To obtain a psalm, an aspiring priest must perform a quest, received in the temples.
- Spells are found by trying out diferent psalm combinations.
- Usage of priest magic drains one's "god's grace". It will slowly regain with time, and faster by praying in a temple to the appropriate god, or sacrificing animals.
- Priest magic is wielded by clerics, and to a lesser extent paladins.
Wizard magic - Covers powerful offensive magic.
- Mage magic is performed by combining runes.
- To recieve runes, an aspiring mage must seek out and perform a quest from potent mages, that live around in Illarion.
- Different rune combinations must be tried out, in order to learn a spell.
- Casting of spells requires mana, which is drained from the sun and the moon. High aligned mages will draw more mana during the day, and low alignment mages during the night.
- Mages may not wear armour, as it prevents you from absorbing the mana.
- Mage magic is wielded by mages, and to a lesser extent by warlocks.
Bard magic - Bard magic covers paralysing of foes, and encouragement of friends.
- It is wielded by combining musical notes.
- The required notes to cast magic can be learnt all over the world, upon completion of quests.
- A bard must try out different note combinations, to find those that cast magic.
- There are many instruments, and each will strengthen the effect of the magic.
- Joy of life is needed to cast bard magic. It regains slowly overtime, but is given a little boost with some good wine ;)
- Bard magic can only be used by bards.
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