Camelot Unchained Wiki
A.I.R. system

A.I.R. stands for Action, Interaction, Reaction. This system lies at the heart of the Magic system. In the A.I.R. system, magic effects will be treated as objects within the game beyond just visual effects. This will allow spells and players to interact with other spells. Each spell cast can interact with nearly everything in the world, and change based on that interaction.

  • Spells can be reinforced by other players
  • Multiple mages with ice spells use magic to keep an Ice Wall up around a town
  • Spells can be weakened by other players
  • Enemy mages can weaken an Ice Wall by throwing fire-based spells or other runes that oppose Ice
  • Spells can be transformed by other spells
  • An Ice Wall can be transformed by fire spells, which might result in it becoming Steam. That Steam can then be blown by Wind mages to harm other players
  • A.I.R. helps transform the battlefield from an exercise in button-mashing to a more complicated and challenging place
  • Skilled players, groups, etc. are rewarded for playing as a team
  • The outcome of battles is less predictable and different builds of mages might be useful at different times
  • May reduce the “must-have” mage builds during sieges and small-scale battles

Examples of Colliding Spell Effects[ | ]

  • Water + Frost = Ice
  • Water + Frost + Storm = Ice Storm
  • Ice Storm + Wind = Amplified Ice Storm
  • Fire + Wind = Fire Blast
  • Fire + Water + Wall + Wind = Moving Steam Cloud
  • Spells + additional power can modify results
  • Added duration, range, etc.
  • Spells + additional reagents can also modify the spell
  • A player might cast a fireball into another player’s summoned ice-wall and create a cloud of steam.
  • A player might cast a wind storm into an steam cloud to move it on the battle field.
  • A player might throw fire balls at an ice wall to weaken it, while other players are thrown ice balls at the ice wall to strengthen it.

Sources[ | ]

BSC Magic System Design Doc