Magic on Aeonian Dreams

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Most people will want to have a few of their own spells to play with, even the most hard bitten, dyed-in-wool warriors find a heal or buff up spell pretty useful. Spells can damage, heal, boost yours and others' attributes, lower your enemies' attributes, affect people with special powers (eg speed, dexterity and invisibility amongst a large variety of other things). Our spell system is unique, as you get to make your own.

No longer do you have to rely on the creativity of the MUDs admin, no longer do you have to have the same old spell as every other player. We have designed a creation system where players can take the knowledge they have obtained in chosen masteries to research their own spells, with your own spell names. Once you have your spell, you can brew it into potions to sell, imbue it into a wand, stave, orb, armour or weapon, scribe it onto a scroll to sell to others to use, or enchant it into a piece of armour, clothing or a weapon. There are many spells on Aeonian Dreams that can be traced back to players long since left, still available because they were passed on and proliferated through being scribed onto scrolls.

Magical Masteries



When creating a spell, imagination is the key! Research new opens up the research menu that allows you to start your creation. There are two menus, one is a basic one designed for beginners getting their feet wet and the second is the advanced version. To activate the advanced one, research advanced outside the menu will toggle between the basic and advanced menu.

Once in the menu this shows up with the basic menu -

Basic Spell Menu
(N)ame:         [unfinished spell]
(T)arget:       [person]
(A)ffects:      [None]
(Q)uit
Cost: 2, Mana Cost: 1, Percent: 95

>

with the advanced menu -

Advanced Spell Menu
(N)ame:         [unfinished spell]
(T)arget:       [person]
(D)escription
(A)ffects:      [None]
(Q)uit
Cost: 2, Mana Cost: 1, Percent: 95

>

Once inside the menu, you can easily modify the spell by using the letters in parenthesis. Name affects the name you use to cast it, this can be whatever you want but remember this is a family MUD, and any names that are not appropriate can and will be changed.

Target is who the spell affects, person which can be cast on anybody, area which affects everybody in the room not grouped with you, self which can only be cast on yourself, and party which affects your entire party. The cost and percentage chance of the spell will change based upon which target you use. Some spells are cheaper the less people it can be cast on, and harder based on how many.

Description is the meat of the individuality of the spell system. You can change what players see when you cast the spell. There are 6 different messages that some spells use. Area spells have 2 messages that can be modified that other players and yourself will see, while other spells have 4 messages.

Affects is the actual spell affects itself. This is where you design the spell and most of the fine tuning will happen. There are three distinct spell types that can be cast, damage, refresh, and affect. Damage is direct damage caused to a target, refresh is healing of a target, and affect adds beneficial and negative effects to the target. Experiment with different values for all of them and see how it changes the mana cost and percentage to cast. With an affect spell, if you want it to last longer, you might have to sacrifice the potency of it, and vice versa. With a refreshment and damage spell, different dice combinations have different effects.

Using Spells

  • Enchanting - Using your spells to affect objects.
  • Brewing - Creating potions from spells in your spellbook.
  • Scribing - How to write down your spells to sell or give to other players.



Associated Skills

Ways to increase cast chance, knowledge arcana, mana skills etc.

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