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[Spell system] - Forge your spells - Updated.

What things do you think are true? (Select More)

  • It is interesting.

    Votes: 42 76.4%
  • It is more fun.

    Votes: 19 34.5%
  • It is hard to understand.

    Votes: 4 7.3%
  • It's painful to use.

    Votes: 2 3.6%
  • It's an advantage for botters.

    Votes: 2 3.6%
  • You want cake.

    Votes: 17 30.9%

  • Total voters
    55

MindRage

Toss Me
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The system is under construction again and its probobally be implemented in a project im working on, not one mentioned yet. So i thought i would make a bit more lore behind it and tell the system in a more interesting fashion

The Spellforge

In a time before creation, the gods existed in solitary. Their overwelming forces were only projected to the other gods and could only be seen. As one day as a new god was born, known as the Smith, he saw the forces with clear eyes and saw that they overlapped. As his sight became clearer, his force started to sing in a way that reminded of speech. First god to hear the smiths song was the god of fire, Flam. Flam spread his force out in order to talk with the Smith. The god of earth, Tera, quickly responded and shared its force. The forces collided and formed a sphere of earth and fire. As Flam and Tera started thier symphony, suddenly the other forces came joining in, Aqua, Frigo, formed the lands as Vent, Vita, Vis and Lux spread the trees and greens on the surface. The gods spoke for a minor eternity before life began to emerge on the lands.
The beings known as Eternals were pure of essence and lived for eternity. Until darker forces started to stare into the realm that was created. Mort, Stella, Ico, Nox. The gods of Death, Stars, Destruction and Night replied to the Smiths calling. The lands were no longer prospering, No new enternals were born. The ones alive were forced to retreat info shelter to survive.
As the dark forces started to gain the majority of the realm, The gods started to take action. Vita sacrifised herself to become one with the realm to make life continue on. She gave form to the gods to roam the realm.
The gods took took form, creating a son called Menima, The god of the mind and body.
Menima was a god which never took form, but lived in all life. Giving emotions to creatures and the gift of free will. The gods felt menima close and started to act. The dark forces were feeling anger and lust. The god Stella and Mort formed a daughter called Ira. a god of Wrath, The mother of demons.
Her children started to spread chaos onto the lands and the bright gods formed an fortress to warden the demons. The bright gods created a form of life to known as the Bright Wardens. Which inherited a link to the force for the gods. The demons were kept at bay. And the wardens started to form societies. As the time passed, the link to the gods faded slightly and the knowledge of the wardens were slightly fading. The wardens found a new name in time, calling themselves humans. Breeds around the world appeared as some of the eternals shared children. The demons also shared blood with humans giving birth to orcs.
As the gods calmed, both bright and dark, Ira grew stronger from Menimas grasp of her children.
The Smith, whose name is only known the first warden, awoke, and struck his hammer into the earth to seal of ira. As the result, The smiths hammer broke and formed pillars around the world. The pillars were fragments of the scentance that created the world. The fragments was known as the words of power, linking to the gods.
The place where the Smith strook his hammer is called The spellforge.
It is said if the fragments are to be returned to the forge, The hammer will yield itself to the wielder and obtain the true power of the gods.


The system goes around the way you combine words to actually form a spell. However the words doesnt only work saying it, The words can also be applied to weapons, armor. It can be cast by monster as well making creatures more dangerous and unpredictable.

There are 5 groups of words which preforms in different ways.

  • Casts
    • This group defines the first stage of a spell. It defines how a spell should be cast.
      Often it can be is a spell is to be charged, repeated be preformed when hitting an object and other nice methods.
  • Targets
    • These words define where a spell should hit. Often targets are refered to the center of an area of a spell. These targets can be multiple and preform diffrent ways to choose a target.
  • Shapes
    • This group chooses how a spell should be shaped. May it be a wave, an explosion, a box, a wall and other forms.
  • Element
    • Elements are the words which chooses how the spells should react when triggered. May it be fire or grass. The effects of an element strongly variates. and in some cases can be fused with other elements to create more powerful effects.
  • Modifiers
    • Modifiers are optional words which alternates some effects of the spell. It can make an element preform an condition instead of damage or even affect the terrain. It can also make a spell stronger or larger or even smaller and less costly to preform.

The way the power is determined is based on something called attributes.
each word alters the attributes in a order-free manner to preform balance for each spell.
The attributes are:
  • Mana cost
  • Potency
  • Distance
  • Size
  • Duration
  • Cooldown
The cooldown of each spell is global. Meaning that you can only cast one spell until you have to wait for the cooldown to finish. However there is multiple ways to cast spells and each way has its separate cooldown making it a way to keep on fighting without having much time for weakness.

The ways you can cast spells are:
  • Using weapons
    Weapons trigger a spell with a certain words that are bound to it, The attributes are different depending on what weapon you are using. Often are weak spells prefered with weapons to allow frequent casts. It drains mana stored within the weapon.
  • Using Armor
    Armors is the way to automate spells. They trigger on different events you preform. Each armor piece has a separate cooldown. Each piece has a mana pool which it drains from.
    The helmet triggers when looking on something.
    The armor trigger a spell when getting hit by something.
    The legs trigger a spell when ctrl + walking somewhere "Kicking a spell"
    The boots trigger a spell when walking.
    Shields triggering is not chosen yet.


  • Using spellbooks.
    Spellbooks when worn acts as a extra instant spell when cast. It drain your own mana.
    You can only wear 2 books at a time, giving ability to quickly deal damage.
    However the book cannot be removed while its on cooldown. This makes the user vurnable.
  • Using runes.
    Runes are the same as runes in tibia, however they have a mana pool which it drains from. It also has a global cooldown for runes.

Chaining is another feature for the more experienced forgers.
They are words which allows to stack effects in the same spell.
You could make a poisonous fire, or series of explosions that slows the target.
The way these spells chain can differ using the words to chain.
You can make the effects stack on top of targets that get hit, or simple trigger again on the targets you chose.
Repetetive chaining, Aka recursive spells. is also possible.
Chaining gives alot of functionality in the same spell however the cost is tremendous.


Another feature is called states. A way to make sure the spell is cast at the right moment.
You can make sure to only heal when the health is low, or make it heal a burn if only set on fire.


  • Each word can be combined in any order.
    Anything which isnt a word can be used as a parameter for a word.
    Any faulty parameters are ignored.
  • Every element has a Melee, Distance or magic form depending on what weapon you are using.
    The base attributes differ from what weapon you are using making some elements better catalysts for spells.
  • The effects an element give away is dependant on a potency level of a spell.
    There is no real limit to potency but a soft target for highest tier is level 10.
    There are 4 effect levels for potency 0-3,3-6,6-9,9+
  • Every shape has a directional area, and a non directional area. with each type having 10 levels of size.
  • If a spell fails due to the cost being to high. it will cause exhaustion as penality. However no mana will be spent.
  • The elements are often refered to the name of the gods. But the sons and daughters of the gods are beings of higher power. Which makes fused elements give stronger effects than regular elements.
  • The mastery of a words increases with the amount of uses you successfully cast a spell with that word.
  • A fused element can only be cast if the user has mastered more than half of the elements required to cast it.
  • Statement words often use a parameters to determine if the spell should be cast. This is prefered to be used in armors to make them not exhaust thier pool.
  • Armors reduse the damage overall, however thier mana pool can be close to nothing, which makes mage's clothing still strong in term of defence, however its finite and will wear off due to exhaustion.
  • Spells have the possiblity to collide and cancel each other out if right element. Some Effects can amplify existing spells if collided.
  • Each element has a duration however the duration is differently used. The fire element for example uses the duration as a way to determine how fast it should travel from the center. The ground element has a duration depending on how long a earthquake should be preformed.
  • The existance of the spellforge is not a lie, what power it might yield, only the gods can tell.
  • The gods exist in solitude, some might give gifts of great power. A level beyond mastery.
  • There are multiple ways a spell can hit. It may shoot from the sky, fly trought the air, come from the ground. Or even hit the soul it self, igonoring all walls.

The words
 
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  • min - Weak
    • A cast that happens instantly with lower attributes and cost.


  • mid - Moderate
    • A cast that happens instantly without change to attributes

  • max - Strong
    • An instant cast that gives out a high cost and high attributes.

  • word - Charge
    • A cast method that charges up with the duration set.
      Lowers mana cost and cooldown for a longer casting time.
      If spells hits the orb the effect might lower or increase depending on the element.

  • word - Dash
    • A spell which dashes into the target and then casts the spell.

  • word - Aura
    • A cast that repeat itself multiple times depending on the duration.
      Lowers potency alot.

  • porto - Teleport Straight.
    • parameter: prio|sera and retro
      Teleport a certain distance if walkable. Distance depends on the distance attribute.
      Prio or Sera will determine if the spell is cast before or after the teleport.
      Retro gives you the posibility to return to you old position after x duration attribute.

  • word - Teleport to target
    • Parameters: prio|sera and retro
      Teleports to one of your targets. Distance allowed to teleport determines by the distance attribute.
      Prio and sera determines if the spell is cast before or after the teleport.
      Retro determines if you are to be teleported back to your old position after a duration.

  • word - Wisp
    • A randomized wisp that travels at random directions, after a duration it will release the spell.

  • word - Swarm
    • A swarm of wisps, amount increases with potency.

  • word - Region
    • A region that lasts a certain duration, anything that steps in will get casted upon once.
      The area of effect depends on the size attribute.

  • word - Familiar
    • A wisp which seeks out nearest living creature and explodes into a powerful spell.

These changes the effect an element preforms.
The default effect is exevo "Damage" however if another word is used, exevo will be overwritten.
If you want to combine damage with other effects, you have to include exevo into the spell words.



    • res - Summon
      • Summons a creature depending on the element and the potency. The amount of summons depends on this words mastery level.
    • con - Condition
      • Applies different non-damage based effects on a creature.
    • fild - Field
      • Applies an effect on the field.
    • exevo - Damage
      • Applies a damage effect to the spell.
    • arma - Shield
      • Applies a defensive effect to the spell.


These are the attribute modifiers which can be stacked however you want it.




    • gran/ingran - Large
      • Increases the Size attribute, but also the cost
      • Parameters: bis, ter, quin, decem: there indicates strength levels to add to avoid larger costs.
    • mas/inmas - Strong
      • Increases the potency attribute
      • Parameters: bis, ter, quin, decem: there indicates strength levels to add to avoid large amount of words.
    • tempo/intempo - Time
      • Increases the Duration attribute, but also the cost
      • Parameters: bis, ter, quin, decem: there indicates strength levels to add to avoid larger costs.
    • cito/incito - Speed
      • decreases the cooldown attribute
      • Parameters: bis, ter, quin, decem: there indicates strength levels to add to avoid larger costs.
    • avero/inavero - Distant

      • Increases the Distance attribute
      • Parameters: bis, ter, quin, decem: there indicates strength levels to add to avoid larger costs.
    • omnia/inomnia - Everything

      • Increases all of the attributes. Dramatically increases the cost.
      • Parameters: bis, ter, quin, decem: there indicates strength levels to add to avoid larger costs.
Markings are modifiers that chooses what kind of targets to be affected, be it summons, party membets and so on.




 
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Add max words or so, like 8 or a way to modify the max words number. Very good actually, like it
 
I think it sounds awesome, it sure would increase player interaction. How popular it would be today is another question though, I think most are accustomed to having everything served to them; the more it differs from Cipsoft's version, the less people will give it a chance.
 
I think most are accustomed to having everything served to them; the more it differs from Cipsoft's version, the less people will give it a chance.

Fuck yeah. Good riddance.

The more OpenTibia becomes a generic isometric RPG engine, the fucking better. Look for inspiration from games of old. The more we let whatever the fuck CipSoft is doing with Tibia guide us, the more we disrespect the memory of Ultima 6
Ultima_6_Online_01.jpg

ultimavionline5.png


Holy shit those sprites look familiar.
 
i love it
some of the terms seem Latin, is that where you drew some of the inspiration for the words?
 
well right NOW for only 499 999 gp. here i will even throw in an extra verb for you.
 
forging spells, that's actually not a bad idea, but forging is a bad word to describe it
 
Fuck yeah. Good riddance.

The more OpenTibia becomes a generic isometric RPG engine, the fucking better. Look for inspiration from games of old. The more we let whatever the fuck CipSoft is doing with Tibia guide us, the more we disrespect the memory of Ultima 6
Ultima_6_Online_01.jpg

ultimavionline5.png


Holy shit those sprites look familiar.

Ultima is one of the best game series ever made, but we must not forget that tibia does have text input, the "look and use" system, which is lacking in almost EVERY other current mmo.

This means we can look back to old adventure games, and even graphical text based games to make our servers more interesting and focus more on the "adventuring" and puzzle solving aspects that we can do in Tibia, and not just focus on combat and leveling.

Open tibia isn't a copy of real tibia, but just a very customizable game engine that we can make our own.



@OP

I like the spell system.
 
would perhaps fit in rpg type of servers, but definetly, definetly not in a pvp server

Because it's so hard to make a TalkAction to bring up a tutorial or a quick reference for the common useful combinations.

the only problem I see with the above list is it's slighty too verbose...

Like what combination would be a common heavy magic missile?
oculo directionalOrTarget
recta Missile
glutus concentrated
arca square
fortis strong
fulgur lightning
tempestus storm
tuntus shock
scin spark
depende balaced melee/magic:
 
well the thing is that you got standards for to use you arent "Required" to use any of the words.
You simply add the attributes you want.

I am currently renaming every word to make it as simular to tibia language as i can.

HMM would be normaly: oculo fortis fulgur with the current words.
 
Because it's so hard to make a TalkAction to bring up a tutorial or a quick reference for the common useful combinations.

the only problem I see with the above list is it's slighty too verbose...

Like what combination would be a common heavy magic missile?
oculo directionalOrTarget
recta Missile
glutus concentrated
arca square
fortis strong
fulgur lightning
tempestus storm
tuntus shock
scin spark
depende balaced melee/magic:

hahaha yeah it would get a little wordy, but I think it could be reduced to be practical
 
updated the list of words with new more suitable ones
Added more detailed explaination of words and how to combine spells into more awesome spells

btw, Can a moderator change the title to

[Spell System] Conjure your own spells - Opinions
 
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Wow I like your concept, espesially we were about to make something similar on Necronia.
I wish you luck with codding : D
 
this whole tree data is making me grump :(

thought totally worth it, cause when its done, i can make infinitely large chains as well. (just to fuck up as much as possible)
imagine 3 leveled cluster bombs with hmm, or simply a huge explosions branching out from the center.

Everything is scripted as modules so adding a word is as simple as writing a onTargetTile script or OnTargetCreature :3
 
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