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WIZARD WARS

Contents:
1.0- Brief
2.0- Storyline
2.1- Europe
2.2- Sub-Saharan Africa
2.3- Mediterranean
2.4- North America
2.5- Asia
2.6- South America
3.0- Regions
3.1- British Isles
3.1-1. Hogwarts
3.1-2. Hogsmede
3.1-3. Scottish Mountains
3.1-4. Sherwood Forest
3.1-5. Fens
3.1-6. Welsh Coast/Mountains
3.1-7. Godrics Hollow
3.1-8. Diagon Alley
3.2- North Europe
3.2-1. Durmstrang
3.2-2. Frozen Moutnains
3.2-3. IceForest
3.2-4. Fjords
3.2-5. Primeval Forest
3.3- Western Mediterranean
3.3-1. Barbary Coast
3.3-2. Beauxbatons
3.3-3. Fleet
3.4- Eastern Mediterranean
3.4-1. Valley of the Dead
3.4-2. Nile
3.4-3. Greek Islands
3.4-4. Minoan Islands
3.5- Eastern North America
3.6- Great Plains/Rockies
3.7- Northern North America
3.8- Sub-Sharan Africa
3.9- China
3.10- Japan
3.11- India
3.12- Peru
3.13- Brazil
4.0- Schools
4.1- Hogwarts (British Isles)
4.2- Baeubaton (West Med)
4.3- Durmstrang (North Europe)
4.4- Ilvermony (North America)
4.5- Egyptian School (East Med)
4.6- Chinese School (China)
4.7- Mahoutokuro (Japan)
4.8- Uagadou (Africa)
4.9- Castelobruxo (South America)
5.0- Light/Dark Faction
5.1- Light
5.2- Dark
6.0- PvP
6.1- Ranked
6.2- Unranked
6.3- Free for All
7.0- PvE
7.1- Dungeons
7.2- Raids
7.3- Questing
7.4- World Events
8.0- Skills
8.1- Defensive Magic
8.2- Offensive Magic
8.3- Control
8.4- Elemental
8.5- Healing
8.6- Summoning
8.7- Tranfiguration
8.8- Wandless Magic
8.9- Necromancy
8.10- Potions
8.11- Herbology
8.12- Magizoololgy
8.13- Wand Lore
8.14- Tailoring
8.15- Armour Crafting
8.16- Metal Work
8.17- Treasure Hunting
8.18- Gathering
8.19- Flying
8.20- Speechless Magic
8.21- Potential Others
9.0- Spells
10.0- Items
11.0- Item Quality
11.1- Common
11.2- Uncommon
11.3- Rare
11.4- Epic
11.5- Unique
12.0- Stats
12.1- Health
12.2- Magic Pool
12.3- Resistance to XYZ
12.4- Improvement to XYZ
12.5- Critical Spell Chance
12.6- Critical Spell Reduction
13.0- Factions
13.1- Hogwarts
13.2- Durmstrang
13.3- Ilvermony
13.4- Native American Tribe
13.5- Native Wizard Exterminators
13.6- Ministry of Magic
13.7- Goblin Tribe
14.0- Titles
15.0- Traits
16.0- Player Housing
17.0- Achievements
18.0- Quidditch
19.0- Screen Shots

1.0 – Brief
An MMO based in J.K.Rowlings fantasy world has been in demand for a long time, however the
storyline surrounding the books doesn’t play to the strengths of the game style, an MMO needs a big
open world where you develop your own character, rather than a pre-scripted one. The overall world
she has created however is perfect for it. An MMO needs a grand storyline you can follow as well as
scope for hundreds of miniature ones. For this game I have set the timeline around 1700, shortly after
the International Statute of Secrecy was enacted. Players interact and walk through the stories told in
the different regions of the world. Travel between the regions is possible, but you can only visit your
own school. Players can however make multiple characters to see all the content. Influence for this
game comes from a variety of others; such as World of Warcraft (WoW), Star Wars: The Old
Republic (SW:TOR), Runescape, and Skyrim.
The Campaign mode game has a World of Warcraft style where the player uses 3rd person mode to
run around the world, but players can zoom into 1st person mode if they want. Non-Playable
characters (NPC’s) are targetable and when casting spells they automatically hit the target, the only
requirement being to face the target. NPC’s have health you get to zero to defeat them. Players
function the same way. The campaign mode is a standard MMO style game. Complete quests and
defeat NPC’s to gain experience and level up. Group together to complete encounters designed for 5 –
20 players to defeat, or play in the warfields, fighting other players in Player vs Player (PvP) combat.
Skills can be learnt, spells can be perfected, players can learn professions such as tailoring, potion
making, armour smithing, wand creating, etc.
Players select a faction (Dark or Light), trait, level up, fight Non-Playable Characters (NPCs) and can
take part in crafting and collecting skills. Most fighting is done through magic casting, however there
are also options for using potions aggressively, plants, animals as well as swords for the squib or more
hands on wizard. As well as this Dungeons and Raids are available for groups of players to try and
complete, for the base game standard MMO’s style raid bosses and encounters would be used,
however in first person mode encounters more similar to those found in Overwatch would be optimal.
There will also be a quidditch mode, an in-game mini-game.
Player vs Player combat is equal in importance for endgame content and works on a ranking system.
This system means it is not required to reach ‘maximum’ level or unlock everything to play
competitively. Instead your competitive rank is based on how well you compete against other players.
Being high level gives advantages so you are more likely to be a high rank, but it’s not required.
Players complete 10 games to place their rank, and climb or drop from then on, more in the PvP
section. Rank rewards are based on how high you rank. PvP is not just restricted to Competitive
mode, and players can also do a free play mode, which is the same maps but no rank is gained or lost.
It’s just for stress free play. Experience is still gained.
Unlike many MMO’s I have gone against having standard classes, and fix roles. Instead I envision
this game to be more fluid and more about player choices. Everyone can level every spell, it just takes
time. The limit to a players power is how effectively they can use the multitude of spells available.
To encourage diversity combat with swords and other melee weapons is also possible.
Players begin in one of 10 (this number heavily subject to change) starting locations/schools spread
across the globe. This could be split and some used for expansion packs. Starting schools/zones teach
the basics of the game, and cannot be returned to. However due to the account wide achievement
system, missing some of the secrets in these zones does not mean they can never be uncovered.
An alternative system could be to allow players to return to the school to learn new spells when they
reach the requirements.
Player Level is dependent on the level of a few skills. Notably the magic skills. Each magic skill
teaches a different variety of spells and players can choose to level any branch they wish. Players can
either level everything for a broad range of actions, or level only specific skills to be more powerful
but have greater weaknesses. Skill levels are based on experience gained from casting spells of that
skill type against a target. Each individual spell can also be levelled up and grants unique alterations.
More detail in the spells and skills sections.
Balance is done on an X beats Y, Y beats Z and Z beats X basis. The triangle of balance. Everything
should have counters.
Players have a health and magic pool and can wear different items to boost spells and stats. Squibs
have health and stamina pool.
Defeating players, and NPC’s grant loot and experience.
Players can choose an alignment of either Dark or Light (Good?, I don’t want this to sound like Star
Wars), which allows use of different spells, items or creatures based on that alignment. This works as
a faction to split you and determine your storyline. Initially I wanted to make it so you become more
or less light/dark based on options (similar to the system used in Star Wars: The Old Republic,
however it would leave no real faction options.
Alternatively instead of a good/bad faction players all start as part of the same faction (or split by
school). Quests they do would offer a chance to do something good or something dark. Players could
gain light and dark rating based on those choices and final faction could be chosen after a fixed
amount of progress. Teams for PvP would try to group players of the same alignment together,
however in group PvP players could group with anyone they like, allowing friends to play together
regardless of their characters alignment.
The objective is to create a game where the player controls an adventurer. Not too powerful, the
player is not the centre of the game, merely one small piece helping major characters turn the tides of
history. The game should be difficult and take a fairly long time to progress, yet at the same time not
so hard as to be off-putting.
2.0 – Storyline
The storyline you follow depends initially on which continent you start, or which region. Not all
regions are available to start in. At games release a minimum of Hogwarts, Durmstrang, Ilvermony
and one of the Asian schools should be available to play. The others can be released as regional
expansion packs.
2.1 – Europe
Post secrecy act Europe is divided. The dark witch known simply as Muirgein has begun
a campaign to lift the act and bring the magical population back out of hiding. She is not
without support; up and down Great Britain and Ireland witches and wizards are choosing
sides. Conflict is brewing. Across the continent the school Durmstrang has openly
declared support for Muirgein’s revolt, and factions are appearing continent wide on
different sides of the conflict. This declaration has led to a collapse of the wizarding
government in Northern Europe, paving the way for tribes of goblins and giants to declare
themselves rulers of large areas. Thankfully in the British Isles the recently formed
Ministry of Magic is keeping control of the magical creature populations, however more
rural areas are not as controlled as they once were. Stories of vampires, giants and other
magical creatures are becoming more common, rangers from creature reserves have
mostly been called back to protect human settlements leaving little in the way of
protection in the area.

The huge primeval forests around Europe are being used as staging grounds for revolt,
castles have been re-inhabited, and spells used for war are being relearnt. Studies in wand
lore and armour crafting are being doubled, anything for an advantage in the war to come.

Players choose a school in which to start and follow the evolution of the events unfolding.

2.2 – Sub-Saharan Africa


(can’t think of a decent storyline here)

2.3 – Mediterranean
Pirates. An unexpected foe has appeared in the form of a fleet of ships captained by
wizards. They are sailing around the coast lines raiding the wizarding communities, and
taking anything they want. Due to being water-borne and jumping from location to
location stopping them has proven very difficult. There are even rumours they are
kidnapping muggles to use as crew. Bizarrely the open attitude toward the muggles isn’t
one of complete domination and they are considered almost equals. The combination of
muggle weaponry and wizarding might makes defence a tricky thing. Blocking an
incoming spell is one thing, blocking an incoming cannon ball another. Underestimating
muggles is a national pass time for many, however these fleets use them to great effect in
their raiding parties ashore.

In Egypt and the Levant, the ancient practice of soul-merging is beginning to reappear.
Long ago witches and wizards would merge their souls with the soul of an animal. This
bizarre sounding ritual destabilises their soul and body, causing grotesque
metamorphosis. By damaging their soul in such a way horrendous magics can be
performed allowing the wizard to rip the life from another human and add it to their own,
extending their life unnaturally. Not immortal, but unable to die of old age if enough lives
are sacrificed. Stories of the deformed wizards are still found in Egyptian mythology to
this day. This incredibly dark magic was deemed inhuman and outlawed globally. The
most famous group thousands of years ago declared themselves Gods/Pharaohs and rulers
of the muggles and wizards alike.

2.4 – North America


In North America conflict between the local wizards and the colonist population has
reached breaking point. Wizards from both sides are trying to reach a peaceful
compromise. However they are being hindered by forces doing their best to destabilise
the truce and cause all-out war. Key figures in the colonial region have a deep distrust and
distaste for what they consider ‘primitive’ locals. They will need uprooting and defeating.
There are multiple factions of European and First Nation wizards on both the light and
dark side, choose one and take up arms. As well as the wizards wars, players need to deal
with magical creatures. On both the colonist and Native population sides groups have
popped up wanting to eradicate the other, each considering the other ‘lesser’ wizards.

2.5 – Asia
Based in China one main (huge) school teaches the witches and wizards of the region.
China is mostly in a peaceful state, prime ground for hunting new magics and discovering
lost secrets. Still, all is not entirely well. Large tribes of hobgoblins, ogres and other
humanoid creatures unhappy with Wizard rule rebel in the more far flung areas. They
must be either destroyed or reasoned with. Muggles think the Great Wall ends near the
Jade Gate; but it doesn’t, the wizarding community extended the wall a long time ago to
keep out… other threats. The barren lands around the wall are hostile and unforgiving,
deserts, mountains and deep unexplored lakes offer a lot.

Japan (expansion pack), One Japanese school (Mahoutokoro) teaches the entire
archipelago, it remains neutral, despite the divided kingdoms of the island.

2.6 – South America


Huge swathes of uncharted and unexplored land is open for discovery, what magical
creatures, forces or people lie in the depths?
Players hunt down the legendary city of Dorado, it is entirely made of gold and a mighty
fountain graces the centre. In it runs the Elixir of Life generated by 100 philosophers
stones. The recipe of which was perfected thousands of years ago by the wizarding tribe
of the area. Fearful others would try to steal their work the entire city was cut off from
both wizard and muggles. Every wizard and witch born in the city is allowed to use the
fountain, the magic here is immensely powerful, such long lived wizards have become
very, very strong. The roads are literally paved with the gold generated by the stones.
Squibs are thrown from the city, it’s them who brought the tales of the city of gold to the
Spanish invaders.

3.0 – Regions
The world would be split into regions, each region would have distinct zones where possible
connected for ease of play. Below are some examples of what sort of zones we could see. All
images are taken from World of Warcraft, and are just supposed to be the sort of thing the game
could look like.
3.1 – British Isles
3.1.1 – Hogwarts
The only school in the region, a popular starting zone. A huge castle with
extensive grounds to explore. The lake can be used as can the forest, it’s not
yet forbidden but not entirely safe. Walls work as the boundy, as do the large
mountains to the north. Inside the castle new players complete lots of
introductionary quests to get them used to how the game is played. Secret
tunnels and rooms abound and have many items to find and secrets to unlock.
3.1.2 – Hogsmeade
Local town, connected to Hogwarts, players can walk between the two. Here
players can sell and buy things, as well as explore the area.
3.1.3 - Scottish Mountains
Connected to Hogsmeade this is a large mountainous zone with various level
creatures, different areas of it might best be left until players are a higher
level. Trolls, and other mountain faring creatures live here (are giants wiped
out here yet? Go have a look if you dare).

3.1.4 – Nottingham Forest


Large forest to explore, wizarding encampments, magical creatures, and
normal creatures.

3.1.5 – Fens
Marshland, many magical creatures. Encampments.
3.1.6 – Heathland
Rolling fields or heathland, scattered woods and large gorse bushes.

3.1.7 – Welsh mountains/coast


Here be dragons, caves, etc.

3.1.8 – Godrics Hollow


Small village to get quests, buy/sell items. Surrounding area is woodland and
fields. A few large manors are found nearby.
3.1.9 – Diagon Alley
Main shopping area, only bank, auction house. Central zone for travel
through Floo.

3.2 – Northern Europe


3.2.1 – Durmstrang
School entirely populated by followers of Dark magic. A large castle, with
even larger grounds. There are no walls to mark the boundary, the terrain just
flows into other zones. You cannot enter without previously being a student.
3.2.2 – Frozen Mountains
Unlike the Mountains around Hogwarts these are far colder, different magic
creatures are found here. Glaciers make getting around dangerous, not for the
new wizard

3.2.3 – Ice Forest


Dark, mountainous forests, rugged terrain. A perfect breeding ground for
sturdy albeit scattered magical near-humans.
3.2.4 – Fjords
Huge cliffs, inland rivers and lakes. Popular zones for dark wizards hiding
out, maybe you can learn some magics here, or help root out the trouble
makers.

3.2.5 – Primeval Forest


Thick forests, ancient magics. Wand Lore specialists dream. Home to many
dangers, not all of them known about.

3.3 – Western Mediterranean


3.3.1 –Barbary Coast
Home of the pirates, very dangerous area to visit. But very big rewards.
3.3.2 – Beauxbatons
School teaching only light pupils.

3.3.3 –Fleet
Zone set mostly at sea, around a small archipelago in the Baleares. Several
ships, some abandoned, looks like the Mermaids had enough of pirate
activity.
3.4 – Eastern Mediterranean
3.4.1 – Valley of the Dead
Egypt holds a huge wealth of magical history. Pyramids, tombs, crypts hold
secrets that need discovering. Beware what lies in the sand, and the dark
catacombs below.

3.4.2 – Nile
Many miles upstream of the Nile can be found many wizarding
encampments. The isolation means minimal muggle interference. Wildlife
can easily cause harm in the water and the surrounding area has become
infested with followers of the ancient ways.

3.4.3 – Greek Islands


Magical creatures abound here, a Magizoologists dream. For those who can
tame them comes great reward. Beware however, the pirate menace operates
in this area. Don’t let your guard down for too long.

3.4.4 – Minoan Islands


Home of the Minoan Wizards. These wizards cut themselves off long ago.
Their island homes don’t exist on any map, but they live somewhere near
Crete. Worshipers of the Bull, their magics tend to be bullish in nature,
finesse isn’t a common concept here.
3.5 – Eastern North America

3.6 – Great Plains/Rockies


3.7 – Northern North America

3.8 – Sub-Saharan Africa

3.9 – China
3.9.1 – Ogre Camp

3.9.2 - Centaur Camp

3.10 – Japan

3.11 – India
3.12 – Peru

3.13 – Brazil
4.0 – Schools
4.1 – Hogwarts
Based in Scotland, this castle is one of the largest and oldest in the world. Many secret
passages, dungeons and sources of magic can be found and abused. Any race (apart from
Native American) can begin here. Players are sorted into one of 4 houses.
4.2 – Beauxbatons (expansion)
Available as one of the two schools in the Mediterranean area. Beauxbatons covers
France and the Western Med.
4.3 – Durmstrang
Based inside the Arctic Circle, Durmstrang has a strong connection to Dark Magic, and
outright objects to the International Secrets Act. Based in the mountains the surrounding
area is both beautiful and dangerous.
4.4 – Ilivermony
The largest school in North America, students from all over the continent are welcome.
The politics of day to day life are ignored here. Sorting like Hogwarts is in 4 houses
4.5 – Egyptian School (expansion)
Available as one of the two schools in the Mediterranean area. This school has students
from Greece, Egypt and all around the Levant and Anatolia. The historical magics here
run deep and the school has a strong Classics feel to it.
4.6 – Chinese School
4.7 – Mahoutokoro (Japan)
4.8 – Uagadou (Africa)
4.9 – Castelobruxo (Brazil)

5.0 – Light/Dark Factions


Initially I wanted a light/dark system similar to that found in Star Wars: The Old Republic,
however I don’t think it would work very well without also having other core factions you are
always fixed in. The other option would be everyone starts off light and some become dark
through options. However I feel for simplicity sake it would be far easier to just split all the
players either light/dark at character selection.

5.1 – Light
Light side are to be portrayed as the good guys (mostly), choosing the faction determines
which story line you follow. Choosing light will alter your quest and missions to interrupt
and destroy the works of Dark Wizards. Choosing the light faction also grants you access
to the light magic skill, this typically works to protect others and is best paired with
Defence and healing magic. Light players are always grouped together in rated and non
rated PvP.

5.2 – Dark
Dark side are to be portrayed as the bad guys (mostly), choosing the faction determines
which story line you follow. Choosing dark will alter your quest and missions to interrupt
and destroy the works of Light Wizards. Choosing the dark faction also grants you access
to the dark magic skill, this typically works to corrupt and cause pain, it is best paired
with Offence and Control magic. Dark players are always grouped together in rated and
non rated PvP.

6.0 – PvP
6.1 – Ranked
Ranked PvP works by giving you a competitive rating based on your win rate. You play
other teams of similar rating to yourself, by winning you gain rank, and losing you drop
it. Players are not sorted by their character level but simply by competitive rating. Rating
is split into ranks for players to earn their way up. Those ranks are (heavily subject to
change):
1. Muggle
2. First Year
3. OWL
4. NEWT
5. Wizard/Dark Wizard
6. Auror/Death Eater
7. Master/Dark Lord
6.2 – Unranked
Unranked PvP works the same as ranked PvP, however your rating is unknown. Winning
or losing doesn’t count toward anything, there are no rewards. It’s just for enjoyment and
gaining experience with different spells.
6.3 – Free World
No restrictions PvP, just fight one another with what you have at your disposal.

7.0 – PvE
7.1 – Dungeons
Small group content, the number of players required to complete will vary but 5 is the
typical group size. Expect strong opponents you cannot defeat alone. Rewards here are
typically better than those from solo questing.
7.2 – Raids
Large group PvE, 20 players group together to tackle powerful opponents. The story line
will lead to these raids, expect to find exceptionally powerful wizards, and creatures. As
well as large events that require multiple fighters to defeat. Rewards here are typically
better than those in Dungeons.
7.3 – Questing
The main bulk of leveling up involves completing quests and fighting NPC’s. These are
standard MMO style missions given by NPC’s so you complete tasks, unlock secrets and
learn new powers. Testing your magic against things ranging from goblins, to local
dark/light wizards
7.4 – World Events
Scaling encounters found in the world, rather than in instanced dungeons or raids. World
Events are designed to be fought by as few as 10 players but with no upper limit. Their
difficulty (for each individual player) should ideally not change when more players fight
them.
World Events can be a single enemy (for example a lone rogue dragon) or a group of
enemies (wolf pack, or attack by pirates). Defeating the world event awards everyone
who takes part with loot. Mob health would increase as more players join the fight.

8.0 – Skills
This is a list of all the different skills a player can learn, they can learn all of them and are not
limited. Many/most spells require a mix of skills to learn so focusing entirely on just one isn’t
always beneficial. Each time you level up a skill any spells tied to that skill are improved in
power, or have their cooldowns reduced.
Below is the skills panel from Runescape, it lists the skills, your level and the ‘spells’ you would
unlock for gaining high enough skill.
The skills pane could be quite similar, all the skills listed and when clicked on offer a full list of
spells, abilities and unlocks as well as which level or requirements are needed.

EXAMPLE: - Player levels up defensive magic to level 25 and also levels up elemental magic to
level 50. They now unlock the spell Rock Wall (place holder name). The player can now begin to
use this and begin to level up said spell (which in turn also levels up the skills of defence and
elemental magic).
The player will likely only keep a select few spells on their toolbar, otherwise they will end up
with hundreds of spells. This means there are huge numbers of combinations of spells to use to
create individual wizards and witches.
In 1st Person Mode you are limited to 5 spells from your campaign account.

Below are also some examples of spells.

8.1 – Defence Magic


Contains spells of a defensive nature such as protego. Combines well with elemental,
summoning or control magic for interesting shields, walls and other defensive spells.
Leveling up defence magic gives you reduced damage taken from offensive spells.

Level Spell Effect Notes


1 Protego Blocks an incoming 5 second cooldown.
spell Higher levels block
more powerful
spells.
5 Expeliarmus Disarms enemy Requires level 5
player for 2 control magic.
seconds 10s cooldown
25 ?? Reduces damage 30s CD
taken by 20% for
5s
50 ?? Encases the player 2min CD.
in stone, preventing
any damage being Higher levels mean
taken, but no spells spells are reflected
can be cast.
90 Protego Maxima Blocks all spells in
an area.

8.2 – Offensive Magic


Spells of power for dealing damage, starts with spells such as flipendo and stinging hexes
before building up to more potent spells like Sectumspemtra or even Avada Kedavra.
Increasing offensive magic level improves the damage of offensive spells.

Level Spell Effect Notes


1 Stinging Hex Deals damage and a High levels, do
minor damage over more damage.
time effect
50 Dumbledores Arrow Deals high damage This spell actually
to the target, as well does more damage
as anyone behind the higher your skill
them in silent casting
90 Sectumseptra Does severe Bleed effect will
damage to the target persist as long as
and leaves a bleed the player is below
effect full health.

8.3 – Control Magic


Magic to prevent your opponent doing things. Spells like Expeliarmus, Stupefy, and
eventually Imperio.
Increasing the power of control magic increases the time your control spells last for.
Level Spell Effect Notes
1 Locomotor Mortis Binds the targets Target can still fight
legs, preventing back and even
them from moving dispel your curse
for 5s
50 Levicorpus Drags the target into Very obvious target
the air, and lowers once in the air.
chance to hit with
spells for 5s
90 Petrify Stuns the target for Damage done does
5s not break the curse

8.4 – Elemental Magic


Unusual magics relying on the elements. Best combined with other types of magic,
elementalists can work the weather creating localised blizzards, freezing people, burning
enemies, creating stone walls or strong winds to move opponents away. Leveling up
Increases the power of elemental spells (very strong combined with offence).

Level Spell Effect Notes


1 Snow(?) Causes it to snow, At high levels this
very slightly spell causes a
lowering hit chance blizzard, dealing
of anyone standing damage and
in it. drastically lowering
chance to hit
50 Rock Wall Causes a wall of Requires level 25
rock to erupt from defence
the ground, blocks
incoming spells
90 FiendFyre Summons cursed At low level this can
flames which seek hit your allies as
out and destroy well. Use carefully.
living things.

8.5 – Healing Magic


All magic to heal, and cure, recovering health, stamina, curing disease and hexes.
Increase potency of healing magics.

Level Spell Effect Notes


1 Basic healing spell Heals x amount of
damage
50 Area of Effect curse Removes curses At higher levels also
removal from the targeted heals slightly
player and others
around them
90 Stop Death Brings the player
back from the brink
of death, leaving
them with some
health after a critical
blow.

8.6 – Summoning Magic


Magic to summon things, such as physical objects or creatures and even other players.
Decreases summoning times when leveled. These are often easy to transfigure.

Level Spell Effect Notes


1 Summon Bear Trap Conjures a trap to
put on the floor and
trap animals.
50 Summon shield Conjures a powerful At higher levels
shield to block begins to reflect
incoming damage damage rather than
just block it
90 Summon Pheonix Summons a phoenix Requires level 50
to protect you for a magizoology.
short while

8.7 – Transfiguration Magic


Magic to turn things into other things! Particularly effective against summoned items, but
can mix well with control magic to turn other players into animals. High levels allow the
player to turn into things. Increases times things are transfigured for. Higher
transfiguration skill is required to transfigure higher level creatures.

Level Spell Effect Notes


1 Rock Turns the object Higher levels lets
into a rock. you turn larger more
powerful things into
rocks
50 Dog Turns the object Higher levels lets
into a dog you turn larger more
powerful things into
rocks
90 Dragon Turns the object Higher levels lets
into a dragon you turn larger more
powerful things into
Dragons

8.8 – Wandless Magic (expansion only)


Only achievable by very high level wizards/witches, wand-less magic is exactly what it
sounds like. Magic users channel their magic through their very body. Magic involving
accurate spellcasting is not very effective without a wand, however grand scale magic can
be very effective. Increases power of wandless magics.
Level Spell Effect Notes
1 Protego Deflects all Requires high
incoming spells defence magic skill
whilst channelled
50 Earthquake Causes the ground Requires high
to split, throwing elemental magic
everyone on it to the
floor
90 Ice Master Increases the power
of all cold and ice
based elemental
magics

8.9 – Necromancy (expansion only)


A very dark magic, only practiced by those deep in the Dark Arts. Resurrection of the
dead, soul-less creatures at the wizards command.

Level Spell Effect Notes


1 Resurrect magical Brings back a dead Lasts longer and
creature creature for 30s has more health the
higher your spell
level
50 Resurrect wizard Brings back a dead Lasts longer and
player/human NPC has more health the
for 30s higher your spell
level
90 Resurrect dragon Brings a dead dragon Lasts longer and
back to life for 30s. has more health the
higher your spell
level

8.10 – Potions
Brewing skill, potions can be used for a broad variety of things. Doesn’t require other
skills, but the ingredients may. Potions can be used aggressively (throw them at people),
defensively (drink them yourself, or throw them at allies), or sold to make money.
Improvement beings less resources per potion, and more effective potions.
Most potions also come with a permanent version only usable by the crafter. This allows
offensive potions to be used without fear of them running out all the time. Permeant
potions are very expensive to make. Squibs can make most potions, permanent versions
allow them to do much the same things wizards can.

Level Potion Effect Notes


1 Potion of Healing Recovers x health Can be used by
anyone
15 Antidote to Paralysis Removes paralysing
spells from yourself
and other players.
50 Drowsiness Draught Sends the target to
sleep
8.11 – Herbology
The gathering of magical plants and fungi. Not only is this skill essential for potion
brewing, at higher levels magical plants can be used in combat. Try throwing a
Venomous Tentacular or Mimblus Mimbletonia at someone and see what happens.

Level Plant Effect Notes


1 Knotweed Magical plant used
in potions
5 ?? Magical plant used Can be used to cure
in potions a damage over time
effect
25 Venomous Magical plant used Can be thrown at the
Tantacula in potions enemy to root them
in place as well as
minor damage
50 Gillyweed Magical seed used Allows the user to
in potions breath underwater
for 20mins
90 Mandrake Magical plant used Causes severe
in potions damage and a crowd
control effect to the
target

8.12 – Magizoology
The study of magical creatures. Not just study but control as well, high levels of this skill
combined with others allow players to keep creatures as pets and even use them in
combat. The most desired being the rare phoenix which blocks the leathal Avada Kedavra
spell.

Level Creature Effect Notes


1 Flobber Worm Used in potions
70 Cerberus Powerful creature to Easy to send to
control. sleep, but powerful
if your opponents
don’t have a method
of doing that
90 Phoenix Defends you in Prevents you dying
combat once per 2 mins. By
either eating the
spell that would kill
you.

When out of combat


for 10s the Phoenix
heals you to full
health.

8.13 – Wand Lore


The study and creation of Wands and staves. Wand lore lets you harvest different wand
woods, and when combined with Gathering lets you collect and assemble wands of
varying power and use. Different cores do different things, and the higher level you are
the more powerful the wands you create become. Most wands in game come from
crafters. Examples of wand cores - Unicorn Hair, Dragon Heart String, Pheonix Feather,
Thestral Hair, Giant Heart String, Horned Serpent Horn, Veela Hair, Wampus hair,
Snallygaster heartstring and Jackalope antlers, Basilisk horn

Level Crafted Item Effect Notes


1 Harvest Harvests the wood Higher levels gets
from certain trees you better woods
50 Dragonheart String Combines dragon
Wand heart string with
wand wood to make
a wand
90 Basilisk horn wand Combines basilik
horn with wand
wood to make a
wand

8.14 – Tailoring
The creation of robes and other clothes. Higher levels allow the mixing of magic into the
clothing giving unique properties. Defensive spells are very potent here deflecting some
spells entirely. Or else use your clothing to boost your other spells. Robes offer very little
protection from swords and physical damage.

Level Crafted Item Effect Notes


1 Wizard hat Creates a hat Has no special
effects
50 Imbued robes Creates magical
robes or rare quality
90 Invisibility cloak Creates a cloak
capable of hiding
from all creatures
and players lower
level than you

8.15 – Armour crafting


When cloth robes are not doing the job anymore, the brave adventurer wears armour.
Restricts magic but greatly protects from physical damage. Can be enchanted at higher
levels to deflect magics as well.

Level Crafted Item Effect Notes


1 Leather belt
50 Dragon hide tunic Powerful armour to
make spells weaker
90 Imbued dragon hide Deflects a lot of Requires rare and
cloak spells hard to get powerful
reagents. Soak the
cloak in giants blood
to reap the benefits.
8.16 – Melee Fighting
Wizards have a history of also fighting with swords and other non-magic weapons. By
using sword and wand, or shield and wand, or just sword and shield you can defeat
opponents in different ways. Increasing this skill increase your damage and attack speed.

Level Skill Effect Notes


1 Slash Attacks the target Requires a melee
with a slashing weapon
attack
15 Block spell Blocks and Requires a shield,
incoming spell can block more
spells at higher level
50 Flintlock Shoots the target Requires a pistol in
with a flintlock your pocket. High
pistol (this is war levels reload faster.
they probably
deserve it)

8.17 – Metalwork
For the humble adventurer or squib who prefers to minimise wand usage and instead hit
people with a sword. Metalwork is as important to squibs as Wand Lore is to magic users.

Level Crafted Item Effect Notes


1 Basic sword Creates a crude
sword
25 Imbued sword Creates a sword with You can imbue all
specialist properties sorts of different
things into a sword.
Higher skills let you
imbue better more
powerful things.
35 Imbued shield Creates a shield with
specialist properties

8.18 – Treasure Hunting


Historical magic items are hidden all around the world just waiting to be found. What
powerful items are buried, tucked away or hidden behind powerful enchantments? This
skill work well with almost every other skill to unlock every secret. High level items
combined with Dark magic can even be used to create Horcruxes.

Level Crafted/Disovered Effect Notes


Item
1 Old Rune Combine 25 runes to
create a spell you
can use without the
requirements
50 Crack Enchantment Can break down mid
level spells
protecting treasure.
90 Create Horcrux When killed you Requires maximum
respawn where you level Dark.
placed your
Horcrux.
8.19 – Gathering
The essential all round skill for getting things. Boomslang skins, Unicorn horn, Bezors,
everything a witch or wizard might need to keep around. Useful for Wand Lore, Potions,
Tailoring and even if you manage to procure some very hard to get Basilisk Venom,
metal working. Example - Find shed unicorn horns, and find hairs in the forest.

Level Gathered Item Effect Notes


1 Low level plant 1
50 Venomous tantacula Requires level 25
pods herbology
90 Acromantula venom Requires a freshly
dead acromantula.
Good luck with that.

8.20 – Flying
Learn to fly, this is a requirement for magic users wanting to get around. High levels
allow the use of faster brooms, and more exotic flying implements. Fancy a go on a flying
carpet? How about a Griffon? Maybe you are even good enough at Magizoology to
convince a dragon to give you a ride…
For game play purposes flying might not be available until after certain criteria are met.

8.21 – Non-verbal Magic


Allows you to cast spells without saying the words, very powerful against players who
want to interrupt your spell casting. Countered by legilimens

8.22 – Potential others


Legilmency, would allow you to see spells being cast by players and creatures who would
otherwise be casting silently.
Occlumency, would allow you to prevent other players seeing which spells you are
casting.

9.0 – Spells
Each spell can level from 1 to 100. Casting the spell grants experience, enough experience gains
you an increase in spell level. The experience also goes toward levelling the skills tied to the
spell. Higher level spells grant not only more powerful spells but also new effects. This is an
example of the skills pane from World of Warcraft, each spell would be levelled up in the same
way the skills below would be. You can track them on a pane.
Examples below:
Level Stinging Hex Incacerous Reducto Aguamenti
1 Damage + a DoT Incapacitites High damage Pushes target
target with a rope against solid backward ever so
for 5s targets, very slightly. Pools on
strong against the floor
summoned items.
25 Higher Damage + Incapacitates Smashes walls + Pushes target
stronger DoT target with a high damage backward and
chain (harder to large pool of
break) water on the
floor (can be
flash frozen)
50 Damage, DoT + Incapacitates Ignores weak Blasts target
periodic target with a steel Protego spells backwards
incapacitation chain (harder to
break)
100 Damage + DoT + Incapacitates Blasts multiple
periodic target with a targets
incapacitation chain + effect backwards

EXAMPLE: Player has recently unlocked the spell Rock Wall. At level 1 it simply puts up a wall
of rock blocking sight, and gets destroyed after 100 damage. After using the spell in combat many
times, the spell has levelled up to level 2, this gives it more damage to absorb. By level 25 the
spell has gained an effect. Rock Wall now has thorns attached, anyone getting too close is lashed
out at and takes damage. After continuing to level up the player reaches 50 and gets another
effect. The wall now entangles nearby players and mobs, they take damage from the wall and
cannot run away for x seconds. At level 75 the wall deflects many spells, making it harder to
destroy. At level 100 the wall now reflects spells back at the caster. All by the most powerful
spells are reflected and the spell has reached maximum power.

10.0 – Items
This is the item type, everyone is restricted to how many they can use at once. You can’t wear 6
sets of robes for example. Many items will have requirements to wear them. For example a
powerful shield may require high defence skill to use. Each item also has an item level which
determines how many stats it has on it.
Slots:

 Head – Hats, diadems, crowns, caps, coifs, helmets, etc.


 Neck – Necklaces, scarves, gorget, etc.
 Chest – Robes, armour, tops, etc.
 Trousers – skirts, trousers (pants), kilts, etc.
 Belt – Belts
 Gloves - Gloves
 Wrist – Bracelets, wrist armour
 Feet – shoes, sandals, boots, etc.
 Main Hand – wand, sword, staves, etc.
 Off Hand – shields, swords, etc.
 Ear-rings – ear rings
 Glasses – goggles, monacles, etc.
 Pocket 1 – special items
 Pocket 2

11.0 – Item Quality


11.1 – Common
Base quality for all items, come with no stats, used primarily for aesthetics.
11.2 – Uncommon
Named in green to stand out, contain stat boosts. These can be either up or down, usually
both. This is to encourage niches rather than players being brilliant at everything at once.
11.3 – Rare
Named in blue to stand out. Difficult to find, gives a larger stat boost than uncommon
items. Players hoping to get higher ranks might find that getting lots of rare items is a
requirement.
11.4 – Epic
Named in purple to stand out. Very hard to find, or earn. These items are exceptionally
powerful and offer special effects as well as stats on par with rare items.
11.5 – Unique
Exceptionally rare items. Limited to 1 per server. Defeat in combat relives the player of
this item and gives it to the player/mob that defeated them. For example a very powerful
wand might give large bonus stats to certain spells. Being defeated would instantly grant
that wand to the defeating player. Once they are defeated it jumps to another. These
change hands frequently and that is the idea. After changing hands x number of times the
item disappears and takes time to reappear on the server. Defeat by a mob means the mob
now has the item and will drop it as loot. Not always the exact same mob, but that type
will drop it eventually. Not available in competitive PvP. Failure to use the Unique item
within a couple of days, will have it reset.

12.0 – Stats
Found on items through the world, the vast variety of stats and potential item combinations mean
getting a perfect setup is very hard. Ideally stats work on as minimal random chance as possible.
12.1 – Health
Total health your character has.
12.2 – Magic Pool
Casting spells is tiring, this determines how long you can cast spells for before needing a
break. Different spells use up more of your magic pool that others.
12.3 – Stamina
Used in place of Magic Pool for squibs, determines how long you can fight for before
needing a break. Different attacks use up more of your stamina pool that others.
12.4 – Resistance to XYZ
Each skill or spell that causes damage or incapacitates has a stat that reduces that damage
or incapacitation time, for example -50 damage from all offence spells (meaning if your
spell only does 40 damage and a player has -50 damage reduction then you do 0 damage),
or –75% damage from Sectumsemptra. Stats are additive.
12.5 – Improvement to XYZ
Increases a skill or spell in a similar way to how resistance works. +50 damage to
Dumbledore’s Arrow, or +25% damage to Stinging Hex
12.6 – Critical spell chance
Chance to cause bonus damage from that spell (or all spells)
12.7 – Critical spell reduction
Decreases chance to be critically hit.
EXAMPLE: A player may want to specialise in very high power spells. To do this they should wear
robes which boost magical power, (rather than things like dragon hide which are strong against magic
or metal armour which is strong against melee damage). Then try to find items which boost the spells
they use most frequently, or more generalist stat boosts.
If a player is wanting to specialist in non wand combat, they might go for lots of crafted armour that
absorbs spells hitting them, and reduces the time they are crowd controlled. They may go for a shield,
and take skills in herbology to attack people with plants, or take potions and blow up targets with
those.

13.0 – Factions
These are groups of wizards (or other creatures) and how much they like you. You gain reputation
with the groups by doing quests of other things for them. Getting reputation to a high enough
level with grant you special rewards. In World of Warcraft the reputation levels are split up
thusly: Hated (attack you on sight), Unfriendly (won’t kill you, but won’t talk to you either),
Neutral (can now talk to them), Friendly (small rewards), Honoured (good rewards), Revered
(excellent rewards), Exalted (exceptional rewards). A similar system could work well here. Below
are examples of factions (obviously better names are required):
13.1 – Hogwarts School (both)
13.2 – Durmstrang School (dark)
13.3 – Ilvermony School (both)
13.4 - Native American Tribe 1 (both)
13.5 – Native Wizard Exterminators (dark)
13.6 - Ministry of Magic (light)
13.7 – Goblin tribe 1

14.0 – Titles
For some achievements, or competing certain tasks you may get a title as a reward to display by
your name. The idea of these is that they are rare and difficult to obtain. Competitive PvP contains
some titles, and major PvE achievements also award them. Examples:

Title How to get


Warlock Achieve level 75 in 3 types of offensive magic
and reach rank 5 in competitive PvP
Mugwump Gain 2nd highest reputation with the Ministry of
Magic and Hogwarts and get to rank 5 or
higher in competitive PvP
Supreme Mugwump Gain the highest reputation with the Ministry of
Magic and Hogwarts and get to rank 7 in
Competitive PvP
Order of Merlin 1st Class Assist in the defeat and arrest of Muirgein

15.0 – Traits
When you create a character you get a trait. The majority of these are just natural affinities to
certain skills. For example every skill has a natural affinity trait that gives +5% experience
when using spells/skills that go with it. At the character creation screen you get a selection of
traits to choose from. Rare and Ultra-rare traits are not chosen but have a small chance of
giving a bonus trait, rare traits are tied to the trait you pick, ultra rare ones are not. You cannot
get both a rare and ultra rare trait. The idea in traits is they cannot effect your actual combat in
anyway, so no +5% damage traits.

There are also rare and ultra rare traits, examples below:
 Squib – cannot cast magic at all. However gets a 10% exp boost to certain skills such
as armour and metal smithing. Squibs excel in hand to hand combat and tend to use
thick magic proof armours. Squibs can level any skill that doesn’t involve wand use,
such as potions and herbology. Squibs skip past school and have a separate starting
area. (Might be better to make this a choice earlier, rather than a trait)
 Transfiguration expert - +5% exp. to transfiguration magic
 Transfiguration master (rare) - +10% exp. to transfiguration magic
 Anamorphamagus (Ultra rare) – Can change appearance at will, a button appears on
the character pane which brings them back to the character creation screen and
allows changes to be made.
 Albino (rare) – Characters skin changes to white, apperation takes half as long to
complete and a boost to healing magic 10% exp. (chance to trigger when player has a
+healing bonus trait)
 Werewolf(?) – Turns into a wolf during the fullmoon. If the player has certain items
they can still control themselves. If not, they lose control at random intervals for 10s.
Can be very effective in PvP in wolf form.
 Parselmouth (ultra rare)– snakes will (mostly) not attack you, when using a wand
containing basilisk horn disarm abilities cannot work, as the wand works without
being in contact.

16.0 – Player Housing


A popular demand in almost all MMO’s, player housing would allow every character to setup a
base. These would be limited in location however would allow extensive customisation.
Adventures around the game would grant unique things to place around your dwelling.
Different locations would offer very different style bases. Players are not limited to a single home.

17.0 – Achievements
The achievement system is influenced by that found in SW:TOR and WoW. Each zone would
have achievements for defeating x number of each creature, as well as completing a large number
of tasks. Such as quests completed, treasure found, as well as any other hidden secrets.
All achievements would be bound to an account, not a character. This means if you successfully
defeat 249/250 dark wizards on one character, you only have to defeat 1 on another to get the
achievement bound to your account, this means to complete all achievements you will need
multiple characters. If a player wants to have a character not bound to their achievement list it is
possible through an option on the character selection screen. Characters are by default bound to
the achievements.

Completion of some achievements, or large groups of achievements would offer rewards.

18.0 – Quidditch
Players sign up as either a team or in solo queue. Roles are selected on a first click, first get basis.
Abilities in quidditch are limited but use standard controls. Beaters right click to swing the
location you hit is based on the crosshair (don’t hit other players or you will get the enemy team
penalties!), chasers get throw and catch abilities based on the cross hair location again, goal
keepers get a catch or punch/kick (cross hair). Seekers role may have to adjust slightly to make
gameplay possible. Games should be done in about 15-20mins, to do this the snitch gets slower as
the game progresses. To catch the snitch the seeker flies around until he sees it, then has to get
close and click on it to catch. The amount of points gained for goals/snitch will likely be adjusted
from the series as games cannot go on for hours. The snitch would slow down as the game
progresses.

A ranked Quidditch league will release after a few months to allow teams to form.
19.0 -Screen Shots

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