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Old 05-02-2008, 07:21 PM   #6
Disillusionist
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Join Date: Dec 2007
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Re: Spell Components System

Random thoughts: (I have no clue how your mud supports some of these, so they may be utterly impractical, and the choice would be utterly dependent on the spell itself).

Spells on scrolls, made from the raw components or treated with them (powdered frog poop or whatever), written in ink made from differing ingredients, written with specific pen/quill types. That way, scroll-casting has two elements. Creation (a crafting skill) and usage, which could be a lot more deftly handled if you need to keep one hand free.

Spells cast on the components themselves, which become enhanced melee or ranged weapons. Cast X spell on a foraged fireseed, and it becomes a flash-bomb if hurled accurately, or a certain form of dust/powder flung about in the AoE of the spell.

A flag on bundles used exclusively for casting components, wherein the bundle has been arranged in such a way that it doesn't require two hands to separate a component from the bundle, but just a snatch-n-grab technique. If the container for the bundle is open, the caster just reaches in and snatches a petal from the flower, a chip of the bark.

Re-usable components, that have X number of uses before consumption. Instead of a bundle of X, you only need one specimen of it, but it can be re-used, or only partly consumed per cast. Like a container that holds liquid, your item count is still 2, container and liquid, no matter how many drinks you take from it, until it's gone.

A spell to aid the process, such as 'Dungheap's Watchful Apprentice', which is cast in advance, and allows the caster to select X number of components beforehand, which then float nearby until used. This does nothing for item count issues, but it might make the juggling more user-friendly.

Atopical, a 'drop' command, for both hands simultaneously, in case the wrong component gets parsed, and the caster doesn't want to take that life-stealing extra moment to glance at what he's holding. I think this has a lot of uses beyond casting, but since casters are typically somewhat weaker in PvP at point-blank/melee range, time-savers equate to lifesavers.

A series of 'catch-all' components, which work for more than one spell. Variety is nice, but with item-count issues, you might find it desirable to trade off variety with economy. Some spell components might have multiple applications. Perhaps to offset their universal usefulness, you could make them proportionately harder to obtain or correctly manufacture.

Ingestible components. Something eaten beforehand, which has a lasting effect until X spell is cast. Again, a timesaver, and an item-count reducer. Whatever beneficial effect is had from, say, rubbing salamander mucus on your hands is no longer item-based, but just a character profile component until expiration.

Mega-spells that require X number of bundled components, so the bundle itself need not be broken up, being only several items while assembling/gathering it. Perhaps to at least make it somewhat challenging, the bundles must be comprised of 6 components, if the max is 10 for a bundle. Or perhaps the spell's efficacy is based on how close to max 10 the bundle is, if the components themselves are rare, expensive or otherwise hard to acquire.

Wand spells, which is essentially the same as the scroll spells idea, but perhaps the wand would be treated or composed of specific things, and not only would it be capable of containing single-spell charges, but capable of casting a range of spells, depending on the component held in the off-hand. The component is the catalytic selector and the wand is the 'revolver' waiting to see which round is advanced to the firing chamber, so to speak.

That's all I've got for now. Hope it helps.
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