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This article concerns the portrayal of magic exclusively within game rules. For the card game, see . For other uses of the term, see Magic.
Some games or game systems can include a set of rules that are used to portray magic in the paranormal sense. These rules simulate the effects that magic would have within the game context, according to how the game designer intended the magic to be portrayed. The rules can also be designed to balance the game play for the players, so as to not give any one participant an unfair advantage.
Typically magic is portrayed by a set of spells, each of which consists of a listing of the game effects and limitations. The game-spells are often grouped into sub-categories by common themes, so as to limit access and to provide context. These spell themes are typically given designations such as Order, College, School, or Domain. They are often characterized by a common effect, such as Fire, Healing, or Protection.
The spells may have a set of prerequisites (termed "components" in Dungeons & Dragons) that must be satisfied during the course of game play before the spell can be activated. The spell listing will also include restrictions on the time, range, and target location, which are listed in the units of measurement employed within the game. Finally the spell description will list the effects upon the game state.
Magic can also be portrayed within a game through the special capabilities of game-based objects, locations, individuals, and even mythological creatures. Each of these will have their own set of rules describing the game effects of their abilities. Usually these rules will be similar in form and function to the rules for portraying spells.
The most likely game type to include rules for magic are in the fantasy genre. However such rules can also be used in the horror and science fiction genres.
1 Spell systems
Characters within a game that includes rules for magic are commonly able to acquire the use of spells through some process. Usually this will either be a spell that the character has created; a spell gained from a book or other record; another in-game character that is willing to share the knowledge, or from a mysterious in-game source to whom the character has formed an allegiance.
There are several common approaches for balancing and restricting the use of spells within a game system.
- Memorization — The game character must memorize a fixed number of spells from the list of all spells the character knows. This memorization can only occur once in a specified time period, usually a day, or it may require the character to rest for several hours. This is the approach used in Dungeons & Dragons.
- Point-based — The character has a limited number of pointThe word point can refer to: a location in physical space a unit of angular measurement; see navigation point is a typographic unit of measure in typography equal inch or sometimes approximated as inch; on computer displays it should be equal to point ins (sometimes called manaMana refers to a supernatural force said to exist within all things, sometimes associated with maternal or lunar magic in mythology. Polynesian origin The word originates in Polynesian religion, and its modern use is a result of the popularization of the, or spell points in MUDThis article is about a type of online computer game. For other uses of the word "mud," see mud In computer gaming, a MUD (multi-user dungeon, dimension, or sometimes domain) is a multi-player computer role-playing game typically running on a bulletin boas) that can be spent to activate spells. Each spell the character knows has a point cost. The points are periodically renewed through some means; usually by the passage of time.
- Skill-based — The character has a skillSkills Skill is human (usually learned) ability to perform actions. Interpersonal communication Speech: Listening, talking, interpersonal communication, Nonverbal communication Literacy: writing, reading Motor skills Walking, Arts and crafts, Sport Miscel rating that defines the chanceThe word probability derives from the Latin probare (to prove, or to test). Informally, probable is one of several words applied to uncertain events or knowledge, being more or less interchangeable with likely risky hazardous uncertain and doubtful depend that a spell will be successfully activated. Failure has some type of consequence, such as personal injury or increased fatigue of the in-game character.
There are also some game systems that provide greater flexibility in the use of magic. These include rules for producing spells that are made up as needed, subject to the game rules and limitations. An example of such a system is Ars MagicaArs Magica is a role-playing game set in Mythic Europe, an idealised version of Europe around 1200 AD. The game revolves around magic-using wizards and their allies. The game was originally developed by Jonathan Tweet and Mark Rein-Hagen in the late 1980s.
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