This is my take on how to handle the casting of Magic in ATT.
When a player holds a wand or a staff they can activate casting by pressing the grip button once, or the trigger and grip button at the same time if the player has their staff/wand locked in their hand (this would work for vive, but oculus should be able to do something similar (Don’t own one so not sure)) which would bring up a spell wheel (level of the wheel would be dependent on what magic skills the player has) that relies on the player’s memory and the dexterity of their hands/lower arms to cast a spell.
Spell wheels level one, two and three. Note there no more than three levels.
The numbers are to show how many different sections per wheel there would be for the different levels, and wouldn’t be in game.
Basics of the spell wheel
The spell wheel would function as a sort of combination casting system where spells would be comprised by sets of directions with basic spells using only directions that appear on the first wheel (up down, left right), more intermediate spells having directions that are on the level two wheel (top right, bottom left, etc) and the most advanced spells using directions found on the level three wheel.
The strength of a spell would be determined in part by how far into the combination the player gets before ending the casting process, with the weakest version being the first two wheels (since this is needed to determine the spell) and spells that can be cast with a level one spell wheel would require a level three wheel to complete the full combination and as a result you get a more potent version of that spell.
Number of potential spells
While this could be adjusted in some ways, the system would have a maximum potential spells of 256 with the first wheel having 16 of these, the second adding 48 more, and the third adding 192 more, Though this system would in no way need this many to be implemented.
How this system fits this many spells in (as alluded to earlier) uses the first two inputs (such as up, down, or left, left) to determine the spell being cast. This number could be increased, but the higher it is, the more complicated spells are need to be at their very weakest, though one or two more wheels wouldn’t be too bad and would increase the maximum implementable spells for each wheel (64, 512 and 4096 for three wheels needed) (256, 4096 and 65,536 for four wheels needed, which is just overkill) but that can be changed later on after the system being implemented, since it wouldn’t change the combinations needed of preexisting spells, just that it can’t be finished with the first two.
Modifiers for spells
One thing besides spells that the 256 slots could be used for is modifiers, which (would most likely) have a shorter combination that the player can complete before completing some of the main spell.
While most spells would already have a predetermined targeting system (where/what the player is looking at, fired from the staff/wand, centered on self, etc) there could be some modifiers that change the targeting type, this would only be good if there are enough spells that could benefit greatly from it, otherwise it’s not worth it.
Modifiers could either have different strengths like spells, but never use the up direction and sue that to signify finishing a modifier, or have it so that modifiers have a set combination that must be finished before starting on the main spell, there is also the option of letting players use modifiers more than once, which might lead to some broken spells.
Some simple modifiers would be:
Longer range and/or bigger area of effect
Speed boost (aka faster “bullet” or animation)
Guided targeting (follows where the target goes if they move from when it was cast)
Charged (diminishing return power boost for stored spells)
Store spell (You could store a limited amount of spells on a staff or wand. The amount of stored spells could be based off of the magic tool and/or the skill tree)
Multiply and store spell (same as store spell, but has a much longer combination and fills up the stored spells) (this modifier, not storing spells in general, was inspired by the potion mage system by @Eturian (I mean I’m pretty sure it was))
While it was already mentioned in the modifiers, I should go into more depth on the reason behind it and how it would work.
Since casting spells take time (especially if you are a beginner or casting a complex spell) you wouldn’t be able to use your best spells in the heat of combat, so storing spells would let mages prepare for battle in their downtime and, if needed, prepare more than one spell behind cover before going back into combat.
I’m not sure what would be the best amount of spells to be able to store but it would most likely go up with a skill from the mage shrine.
Stored spells would appear visually on the staff/wand it is stored on. I was thinking it appearing as a combination rings, one ring per spell wheel used in creation, but it could look different, such as a a unique ring for each spell and extra rings come from modifiers, but I think the best option is having a spell be represented by a ring with each spell wheel being represented by a nick in the ring, and as with the second option, it would have extra rings for modifiers.
Idea, for the rings, inspired by @Eturian ‘s idea
Grabbing the rings could be used to select that spell to be cast next.
Here is a picture showing a mock up of what the rings would look like and how it would look on a staff.
(Looks like the website supports transparent pixels, but not semi transparent ones.)
What magic idea do you like the most
- The potion mage idea by @Eturian
- This spell casting idea.
- Spell casting by making symbols.
- Something else!
- Let all the mages burn.
Note: I was putting this together in a google doc and stopped adding to it for like a week, added some more and I just want to get it out at this point.
Note: I messed up and posted this before needing sleep, so I won’t be able to respond for some hours.