Sanctum : Spell Crafting

Sanctum
4 min readApr 12, 2023

--

Spells

As discussed in a previously article, each pawn will have 6 available spell slots. These can be changed out at will, to build a unique skillset for your pawn that compliments your team composition & the pawns unique stat distribution.

We’ve devised a versatile system for spells, that will allow a very large variety of team/pawn compositions. Initially, all of the spells will be created by the team, but eventually the constructor for skills will be opened up to the community — allowing them to suggest new spells or even changes to existing spells (or animations!)

Initially, the spells might look complex, but it just takes a bit of understanding and it will become second-nature. The main difference between spells in Sanctum, and other turn-based RPGs, is that most spells are “staggered” — which we discussed in a previous article. With this in mind, here a list of all aspect of spells :

screengrab from our ability constructor, some terminology not exactly right + missing statuses

- Action (Primary or Secondary) : Determines whether this action will end your turn. Secondary skills can be cast freely as long as you meet the resource requirements

- Application (Normal or Quick) : This variable works with the “stagger” system, either applying the spell immediately (quick) or after your opponent’s turn (normal).

- Formula : Will determine the spell, for example a magic spell might deal your magic damage multiplied by your pawn’s Spirit, thus it would look like (Damage(MD*Spirit)). Additionally, the formula can call for the application of a status effect.

- Status : This is where the complexity comes from, these are buffs/debuffs/effects that can be added/removed from pawns depending on the spell. There will be a large selection of parameters to use, and can be added to overtime based on community demand.

By leveraging these elements and the capabilities of our constructor, we will be able to rapidly develop a vast array of intriguing spells, while also tapping into the creativity of the community. The spell-creation GUI will be refined over time, with formulas initially visible but later becoming a background component. All of this will eventually also include a balancing console, which will include spells, items and consumables, to adjust tuning quickly & easily.

Complexity

While the initial explanation of the constructor may seem complex, it’s important to note that this perspective is primarily for those interested in spell-crafting. For the average user with no inclination towards creating spells, the ability can tooltips provide a simple and concise summary of the spell mechanics.

An example of an in-game ability tooltip

For spell-crafters, complexity translates into flexibility and diversity. Our goal is to populate Sanctum with an abundance of enjoyable spells, with some available from the outset and others unlockable through gameplay and completing challenges.

Community Spell-Crafters

As previously stated, we plan to ultimately open the constructor to the community, allowing them to suggest new spells for the game. In the coming months, we can discuss the appropriate process and how to greenlight new abilities effectively.

In line with our commitment to decentralization, we aim to involve the community in the creation process as much as possible. Consequently, our constructor will also accommodate custom sprites, empowering the community to craft their own spell animations to accompany their unique spells.

After uploading your own sprite, you’ll be able to adjust the positioning of it on the play-field yourself, and fine tune it’s effect in real-time.

These custom sprites can then be saved and used with your custom spell effects to create 100% custom made abilities, ready to be used.

--

--