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129 changes: 129 additions & 0 deletions src/design-proposals/mage-of-ascension.md
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# Mage of Ascension

| Designers | Implemented | GitHub Links |
|---|---|---|
| Terkala | :x: No | |

## Overview

This proposal adds a new Mage of Ascension antagonist built around a Ley Line system and spell schools. Mages of Ascension start weak and grow into a nearly station-ending threat by opening confluences (ley-line confluences) to places of power. Spells are organized into schools (Necromancy, Elementalism, Honkamancy, Hemomancy, Dimensionalism, Chaosmancy), and progression is tied to confluence-opening and a mana system. This variant exists alongside the existing Wizard as a midround/event antagonist.

This is meant as a subgamemode, similar to Thieves or Heretic with a chance of being in the round (ex: 20% chance). Intended for all game modes. There will be 1-3 Mages depending on server population, who are not allied and will have to compete with eachother over confluences. Since there's a delay between confluences, this will lead to natural antag-vs-antag gameplay, with the station as collateral.

**Player goals:** The Mage's goal is to ascend to ultimate power. Once ascended, their goal is to show the station their power.

## Background

**Relevant code:** `Resources/Prototypes/Catalog/spellbook_catalog.yml`, `Content.Shared/Magic/SpellbookSystem.cs`, `Resources/Prototypes/Entities/Objects/Magic/books.yml` (WizardsGrimoire), `Content.Server/BloodCult/EntitySystems/BloodCultRiftSetupSystem.cs` (3x3 confluence reference), electrical anomaly spark behavior for mote travel.

## Features to be added

### 1. Ley Line & Confluence System

Confluences are ley-line confluences—points where ley lines converge, opening rifts to places of power.

**Spawn rules:**
- One confluence exists at round start.
- One new confluence spawns each time a confluence is pried open, with a 2 minute delay before the next one opens.
- Only one "new" (unopened) confluence exists at a time.
- Confluences spawn indoors, in areas with safe atmosphere (normal temperature, normal pressure).

**Visibility:**
- Unopened confluences are visible only to the mage.
- When a confluence is pried open, its sprite changes and it becomes visible to all players.
- Visible confluences can be researched by Science for up to 1000 points of research, after which they fade. They require no APE, and simply the act of linking them to a containment vessel is enough to cause them to fade over time (once they've given up their points).

**Finding confluences:**
- Each confluence fires a mote of mana on its own timer (25–35 seconds, randomized to prevent syncing).
- **With only one open confluence:** The mote shoots from the unopened confluence toward the mage. The mage can trace the vague direction to find it.
- **With two or more open confluences:** Each confluence randomly shoots its mote toward either the mage or another confluence. The mage must either stay near a confluence to observe which direction the mote travels, or hope to get lucky. Mana motes travel through walls (similar to electrical anomaly sparks).

**Opening confluences:**
- The mage must have the spellbook out and open in one hand.
- The mage clicks the confluence with the open spellbook.
- Once pried open, the confluence's sprite updates and it becomes visible to everyone.

**Final confluence:**
- Special, more visible confluence. Spawned via a ritual that the Mage gains at the final step of their spell tree.
- Occupies a 3x3 area (similar to blood cult final rune rift).
- Grants the capstone spell when opened.

### 2. Spell Schools

Six schools: Necromancy, Elementalism, Honkamancy, Hemomancy, Dimensionalism, Chaosmancy.

**Selection:**
- The mage chooses a school at round start via the Grimoire.
- This locks their spell path.
- After choosing, the path store transfers to the mage (similar to uplink implant).
- The Grimoire is then used to interact with confluences to drain them.

**Progression:**
- Each confluence opened: choose between two spells for that school.
- Spells improve by tier as more confluences are opened.
- Capstone spell: earned after opening the final confluence.

**School themes (high level):**
- **Necromancy:** Undead, death, resurrection. Capstone: transform into an immortal lich that reforms their body minutes after death.
- **Elementalism:** Ice/fire. Capstone: constant ice effect around the mage, replacing floors/walls with ice and freezing nearby players.
- **Honkamancy:** Clown/silly. Capstone: transform into a Clown Behemoth roughly as strong as a dragon.
- **Hemomancy:** Blood/vampiric.
- **Dimensionalism:** Teleportation, confluence manipulation.
- **Chaosmancy:** Customizable: random Effect + Delivery + Type per spell (e.g. Lightning + Bee + Verbal Long Chant; Verbal Long Chant reduces mana cost). At least 10 options per pool. Effects = damage types/themes (drain blood, heal, electric, fire, etc.). Delivery = touch, short range, long range, name (pick from list), etc.

### 3. Universal Blink

- All Mages of Ascension start with Blink.
- Instant long-range teleport.
- 30 second cooldown.
- Purpose: early escape when spotted.

### 4. Mana System

- **Max mana:** 100 base, +10 per confluence opened.
- **Regen:** 1/second base, +0.1/second per confluence opened.
- All spells use mana; no charge-based spells.
- Some spells are "maintained" and drain mana continuously while active.

### 5. Mage Highlander Rules

- Mages will be encouraged to fight each other, because a mage can use their spell book on another mage to steal their power
- Using a spell book on a dead mage starts a long do-after, on completition it steals "one" randomly selected active spell from that mage, and turns their body to ash as the magic is ripped out of them. This allows you to have a spell from another spell school you normally would have no access to.

### 6. Security Interactions

- Security will be encouraged to arrest them, as they'll be breaking into places to access leylines (usually), and have an illegal book that they'll have to have in their hand to use on leylines
- Balance will be around a 5-10 minute prison sentence if caught.
- HoS will have a Lodestone Amulet in their locker. This is also able to be made at the sec lathe. It fits in the neck slot, and sets the Mage's mana to zero while equipped. It can only be removed by unlocking it with a Brig access ID. This encourages them to find (or make) an incapacitated security officer later to unlock it. Leading to natural escalation throughout the round.

**Balance:** Early mana limits sustained combat; late-game mana supports more sustained casting. Maintained spells need clear cost and duration.

## Game Design Rationale

- **Seriously Silly:** Honkamancy and Chaosmancy support absurd situations; other schools can still create memorable moments.
- **No Winning or Losing:** Progression is about power growth and spectacle, not strict win/loss.
- **Take Things Slow:** Confluence-opening and school choice create a 2–2.5 hour progression arc.
- **Maximizing Roleplay Potential:** School choice and confluence locations create distinct mage identities and stories.

## Roundflow & Player interaction

- **When it matters:** One confluence exists at round start; a new one spawns each time a confluence is pried open.
- **Finding confluences:** The mage uses mana mote pulses to trace direction. With one open confluence, motes point toward the unopened one; with two or more, motes randomly travel between confluences and the mage—the mage may need to stay near a confluence to observe direction or get lucky.
- **Opening confluences:** The mage holds open spellbook, clicks confluence to drain it.
- **Visibility:** Unopened confluences are mage-only; opened confluences are visible to all.
- **Enforcement:** Confluence visibility is enforced by the confluence system; spellbook-in-hand and open-spellbook checks gate confluence interaction.

## Administrative & Server Rule Impact

- Capstone spells (lich, ice aura, Clown Behemoth) are very strong; admins may need tools to monitor or intervene.
- Chaosmancy's randomness could produce unexpected outcomes; consider logging and admin visibility.
- Grief potential depends on capstone and school design; balance and rules should be reviewed.

## Technical Considerations

- **Performance:** Confluence visibility (mage-only vs. global) may need PVS or similar handling. Mana mote projectiles need to travel through walls.
- **Systems:** Ley line system, confluence spawning (indoor + safe atmosphere), mana system, school-locked store, Chaosmancy Effect/Delivery/Type composition, maintained-spell mana drain.
- **Reference:** Electrical anomaly spark behavior for mote travel through walls.
- **UI:** Store UI for school choice and spell selection; mana bar; confluence markers on navmap or HUD for the mage; open-spellbook state for confluence interaction.
- **Refactors:** Spellbook/Grimoire store logic, spell action structure (mana instead of charges), store transfer to mind (uplink implant pattern).