In the Spell Creation UI GIF above, you can see a player selecting the Thermal Expel Primordial Energy and then applying the Base Effect. The player then increases the Effect Power of the Base Effect with an Effect Modifier and then increases the Width and Length of the spell with Global Modifiers; Width and Length Global Modifiers combine to create a more circular Area of Effect. In the GIF preceding this paragraph, you can see an isolated example of a character casting a single target Thermal Expel with an unmodified Base Effect. For the more observant, you may have noticed that the sigil of the spell matches the Effects and Modifiers of that spell.
Spirit Expel has a Base Effect that heals affected targets. By applying the Duration ability, you would be able to create an area that would heal anyone entering the square for the duration of the spell and healing anyone in the square at the start of the Caster’s turn. Placed behind your units, your units could move through it during their turns for a quick heal; you would need to be careful as the opposing forces could also pass through the square for a quick heal. By applying the Follow Effect Modifier and the Duration Effect modifier, you would cause a Heal over Time effect that follows the affected character, basically regeneration.
One of the more interesting Effects to play with is Xeno. The Xeno Effect applied to an Arcane Expel Spell will cause the targets to teleport to a selected area. While this could be used to teleport units to desired locations within the range of the spell, adding specific Modifiers or other Effects allows for more creative uses of the effect. For instance, if you were to add the Global Modifiers Length and Width and the Base Effect after the Xeno Effect, the spell would teleport targets to an area and then deal Area of Effect damage from the new Area. A variation I enjoy using is the Xeno Effect with the Follow and Duration Modifiers; this would cause the affected target to be Teleported to the designated location at the start of the Caster’s turn for the duration of the spell, effectively trapping the character to a specific area of the map until they manage to escape the range of the spell, the spell is countered, or the spell runs its course.
After coming up with the system itself, next came the implementation of the system. While I did not see any inherent reason why it couldn’t be implemented, I had strong reservations that there would be technical concerns that I hadn’t thought of. However, our programmers implemented an entirely functional first pass of the system without any serious hiccups. We still need to do a lot of testing, reiteration, balance passes, and visual integrations but the system of magic itself is mechanically functional. There will still be the immense challenge of creating an AI dynamic enough to handle the countless situations that may arise and the full integration of all aspects of the spell system into the rest of the game. Despite the challenges to come, I am confident that Forged of Blood will have a more dynamic system of magic than any I have encountered during my decades of gaming.
Thank for reading, if you have any comments, suggestions or questions please free to respond below.