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* ''VideoGame/TheElderScrollsIVOblivion'' grants the ability to create custom spells to players who progress to a certain point in the Mages' Guild quest line or purchase the Wizard's Tower DownloadableContent. The player chooses a spell's range (self, touch, or ranged), area of effect (single-target or SplashDamage), duration, and effects, and the game automatically assigns a Magicka cost depending on how powerful the spell is, theoretically maintaining game balance. In practice, it is hilariously easy to design [[GameBreaker game-breakingly]] powerful spells by combining synergistic effects such as Weakness to Fire + Fire Damage, or assigning a one-second duration to spells that increase the Persuasion skill (which only works in dialogue, which pauses the game clock). ''VideoGame/TheElderScrollsIIDaggerfall'' and ''VideoGame/TheElderScrollsIIIMorrowind'' had similar features.

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* ''VideoGame/TheElderScrollsIVOblivion'' grants ''Franchise/TheElderScrolls''
** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' has an extensive spell crafting system, where you can combine up to three spell effects. It is only available to those in
the ability Mages Guild and to create high-ranking members of the Temple of Kynareth.
** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'',
custom spells to players who progress to spell creation is an option at a certain point in the Mages' Guild quest line or purchase the Wizard's Tower DownloadableContent. number of magical merchants. The player chooses a spell's range (self, touch, or ranged), area of effect (single-target or SplashDamage), duration, and effects, and then the game automatically assigns a Magicka cost depending on how powerful the spell is, theoretically maintaining game balance. In practice, it is hilariously easy to design [[GameBreaker game-breakingly]] game-breakingly powerful spells by combining synergistic effects such as Weakness to Fire + Fire Damage, or assigning a one-second duration to spells that increase the Persuasion skill (which only works applies in dialogue, [[TalkingIsAFreeAction which pauses the game clock). ''VideoGame/TheElderScrollsIIDaggerfall'' clock]]). There are so many spell combinations that it very quickly reaches ExponentialPotential.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' grants the ability to create custom spells to players who progress to a certain point in the Mages' Guild quest line or purchase the Wizard's Tower DownloadableContent. Like ''Morrowind'', the player chooses a spell's range, area of effect, duration,
and ''VideoGame/TheElderScrollsIIIMorrowind'' had similar features.effects. The game features fewer overall spell effects than did ''Morrowind'', and also places more limits on the combinations, but there is still plenty of potential for game-breaking with certain combinations.


* * In ''War Dragons'', each dragon has two or three spells that come standard. But, you can also craft extras of those spells in your Forge to attach to dragons that don't normally carry them. The only drawback is that standard-equipment spells can be used as often as you get enough rage in your meter to use them. Crafted spells can only be used once or twice during an attack.

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* * In ''War Dragons'', each dragon has two or three spells that come standard. But, you can also craft extras of those spells in your Forge to attach to dragons that don't normally carry them. The only drawback is that standard-equipment spells can be used as often as you get enough rage in your meter to use them. Crafted spells can only be used once or twice during an attack.


Compare ItemCrafting and DesignItYourselfEquipment. See also SpellConstruction.

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Compare ItemCrafting and DesignItYourselfEquipment. See also SpellConstruction.SpellConstruction for methods of casting a spell.


Compare ItemCrafting and DesignItYourselfEquipment.

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Compare ItemCrafting and DesignItYourselfEquipment. See also SpellConstruction.


* ''TabletopGame/{{GURPS}}'' offers several varieties of magic that work this way, with differing rules about creating spells. Notable forms include Ritual Path Magic, which assigns various types of effects to Paths of magic each of which is bought as a skill, and Syntactic Magic, where Nouns and Verbs are magical skills, and spells are built out of combinations of them. The magic system in the ''GURPS''-based ''TabletopGame/DiscworldRolePlayingGame'' is similarly flexible, allowing players to cobble together magical effects as required rather than trying to give game mechanics for every bit of supernatural whimsy seen in the ''Literature/{{Discworld}}'' novels.

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* ''TabletopGame/{{GURPS}}'' offers several varieties of magic that work this way, with differing rules about creating spells. Notable forms include Ritual Path Magic, which assigns various types of effects to Paths of magic each of which is bought as a skill, and Syntactic Magic, where Nouns and Verbs are magical skills, and spells are built out of combinations of them. The magic system in the second edition of the ''GURPS''-based ''TabletopGame/DiscworldRolePlayingGame'' is similarly flexible, allowing players to cobble together magical effects as required rather than trying to give game mechanics for every bit of supernatural whimsy seen in the ''Literature/{{Discworld}}'' novels.


* ''TabletopGame/{{GURPS}}'' offers several varieties of magic that work this way, with differing rules about creating spells. Notable forms include Ritual Path Magic, which assigns various types of effects to Paths of magic each of which is bought as a skill, and Syntactic Magic, where Nouns and Verbs are magical skills, and spells are built out of combinations of them.

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* ''TabletopGame/{{GURPS}}'' offers several varieties of magic that work this way, with differing rules about creating spells. Notable forms include Ritual Path Magic, which assigns various types of effects to Paths of magic each of which is bought as a skill, and Syntactic Magic, where Nouns and Verbs are magical skills, and spells are built out of combinations of them. The magic system in the ''GURPS''-based ''TabletopGame/DiscworldRolePlayingGame'' is similarly flexible, allowing players to cobble together magical effects as required rather than trying to give game mechanics for every bit of supernatural whimsy seen in the ''Literature/{{Discworld}}'' novels.

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* ''VideoGame/PathOfExile'' allows you to customize spells using the gem and socket system. The base spells (and skills) remain the same, but you can modify many other variables. For instance, you can customize the ''Fireball'' spell so it splits and bounces to enemies, fire multiple projectiles at once, uses health instead of mana, casts twice in a row, have it fired by stationary totem, even all of the above at once.

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** The importance of spell research has varied over the years with each edition change. In 2nd Edition and earlier it was very important, as wizards didn't learn new spells for free as they leveled - they had to hope to find a scroll of the spell they wanted, plunder another wizard's library, or research. Research declined in importance starting with 3rd Edition as wizards now gained new spells for free as they leveled, and the sheer number of spells published for the game made it easier than ever to find what you wanted already out there rather than trying to make your own new spells.
** 3rd Edition's ''Unearthed Arcana'' includes rules for "incantations" - ritual magic that anyone could do with the proper skill checks - and how to build new ones from scratch, or at least from existing spells. The ''Epic Level Handbook'' had a similar idea for epic magic, though that still relied on being a strong-enough spellcaster to develop and use them at all.

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[[folder:Tower Defense]]
* * In ''War Dragons'', each dragon has two or three spells that come standard. But, you can also craft extras of those spells in your Forge to attach to dragons that don't normally carry them. The only drawback is that standard-equipment spells can be used as often as you get enough rage in your meter to use them. Crafted spells can only be used once or twice during an attack.
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[[folder: Browser Games]]
* ''VideoGame/TowerOfTheArchmage'' is a game where you select one "range" rune, and then multiple "effect" runes. Higly customizable, also have "artifacts" wich alter the spells in a big way.
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* ''VideoGame/EvilIslands'': You must craft spell before you use them, using a keystone and then adding runes to increase the attributes (damage, range, duration...) of the base spell.

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* Universal or superhero systems that come with their own design-your-own-powers rulesets that then apply to magic as well quite naturally include this. Examples are the ''TabletopGame/HeroSystem'', ''TabletopGame/MutantsAndMasterminds'', and ''TabletopGame/BigEyesSmallMouth''.


* * In ''Videogame/TreasureOfTheRudra'', any combination of letters the player can think of can be turned into a mantra and used as a magic spell, though there are certain words, prefixes and suffixes that have set effects. For example, ''TOU'' is the mantra for a basic [[ShockAndAwe lightning spell], and prefixes/suffixes like ''KAA~'' or ''~NAS'' can be added to change its' damage:mana cost ratio... or if you prefer, words like ''Electrocute'' or ''Thunderstorm'' can be enscribed and will also work as lightning spells.

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* * In ''Videogame/TreasureOfTheRudra'', any combination of letters the player can think of can be turned into a mantra and used as a magic spell, though there are certain words, prefixes and suffixes that have set effects. For example, ''TOU'' is the mantra for a basic [[ShockAndAwe lightning spell], spell]], and prefixes/suffixes like ''KAA~'' or ''~NAS'' can be added to change its' damage:mana cost ratio... or if you prefer, words like ''Electrocute'' or ''Thunderstorm'' can be enscribed and will also work as lightning spells.

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[[folder:Eastern RPG]]
* * In ''Videogame/TreasureOfTheRudra'', any combination of letters the player can think of can be turned into a mantra and used as a magic spell, though there are certain words, prefixes and suffixes that have set effects. For example, ''TOU'' is the mantra for a basic [[ShockAndAwe lightning spell], and prefixes/suffixes like ''KAA~'' or ''~NAS'' can be added to change its' damage:mana cost ratio... or if you prefer, words like ''Electrocute'' or ''Thunderstorm'' can be enscribed and will also work as lightning spells.
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