Spells can only be cast *after* the relevant scroll has been found.
This would enable dungeons to be designed which restrict the magic ability of the party (say, by accidently on purpose forgetting to include a scroll with the fireball spell on it). The *.rtc file could contain a list of "basic" spells that will always be known by a party - if this was set to all spells, then there would be no visible difference from DM/CSB.
George
Limit Spell Casting
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- George Gilbert
- Dungeon Master
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Re: Limit Spell Casting
I particularly like this idea. In fact anything that can be added to the engine, which the user can turn on or off or edit from the configuration file would make it much more fun to create new dungeons.
I'm a great fan of making everything user configurable. I started writing a DM clone ages ago which i never had the time to finish, and in that there was a built in "language" where you could attach "code" to buttons, pressure pads, etc so that activating something could do virtually anything. All the spells were also defined in a user configuration file, so that the user could invent their own spells (even perhaps a cheat spell to create an object of their choice on the floor in front of them).
Simon
I'm a great fan of making everything user configurable. I started writing a DM clone ages ago which i never had the time to finish, and in that there was a built in "language" where you could attach "code" to buttons, pressure pads, etc so that activating something could do virtually anything. All the spells were also defined in a user configuration file, so that the user could invent their own spells (even perhaps a cheat spell to create an object of their choice on the floor in front of them).
Simon
- cowsmanaut
- Moo Master
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- Location: canada
Spell knowledge
well, a different possibility is to gain knowledge of Runes. A starting wizard or preist would know all the power runes but maybe not any of the active spell runes. I would require your finding the symbols on parchment or walls etc. It could add annother level to game play in that you may need to search for a key rune for an important spell. After all it stands to reason that if you knew the symbols you could place them in any order and see what happens.. it's how I learned a lot of spells in DM really I didn't find all my spells on scrolls before I could do them I just played around and if it didn't say mumbles a meaningless spell I practiced it.However if you don't know a rune you can't really encant it can you?
Drake
Drake
Spell knowledge
I like drake's idea. It should be implemented in a similar way to the other suggestion where there is a file that lists the runes available at the begining of the game, and thus with all listed it would be just like DM.
Another possibility along these lines is having characters start off with certain known runes, this could make a great change in how starting characters are chosen. It would probably have to work that if you add a character that knows certain runes, then everyone knows those runes.
Or a possibility to make it so that certain runes are available with each level gained. For instance all should know the fire and water runes so that they could learn, but maybe only an apprentice wizard would know the flying rune and could make a fireball, and a apprentice priest would be know the symbol to make the antidote potion.
Another possibility along these lines is having characters start off with certain known runes, this could make a great change in how starting characters are chosen. It would probably have to work that if you add a character that knows certain runes, then everyone knows those runes.
Or a possibility to make it so that certain runes are available with each level gained. For instance all should know the fire and water runes so that they could learn, but maybe only an apprentice wizard would know the flying rune and could make a fireball, and a apprentice priest would be know the symbol to make the antidote potion.
- Amaprotu