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Spell crafting concept
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I'm a hobbyist game dev, I'm thinking on making a game where you craft spells, the spells will be used to solve puzzles, it will be in the style of games that teaches people how to code. But what I really want is to make an RPG/souls like game out of it, but that's a bit out of my reach.

So rather then just dreaming about it, it wouldn't be too hard to make either a really basic ttrpg or a home brew module for something like d&d.

How I see spell crafting to work, is in blocks, like unreal blueprints if any of you are familiar. Blocks will have any combination of these; mana cost, inputs, outputs, optional setting, and numbers they represent certain things.

Caststyle(hand)>shape(ball)>form(fire)>impulse(20)

This would be a basic fire ball, the impulse is the force applied to the ball, dictates the distance and speed the ball travels. A Stone bullet type spell might need more force to go further.

This 90% "what if", 10% want to sit down and make 100 diffrent blocks for a dnd homebrew module. (I would make most spells in dnd be recratedable using the blocks)

I'm mostly after opinions and additions that could be made to this.

Caststyle(hand)>shape(ball)>form(fire)>range(150feet)>trigger(impact)>shape(burst(20))>form(fire)

This is the classic fire ball from dnd, impulse is switch out with range since it makes more sense for a ttrpg

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1 year ago