Help System
ADVENTURER'S GUIDE - SECTION 9: MAGIC
IX. Magic
The magical world of Alyria is a complex one; the same underlying forces
that create the effects known as magic can be tapped in varied ways,
producing many different disciplines of the occult and spellcasting. For
instance, Wizards will call upon the ethereal forces using combinations of
reagents (ingredients designed to fuel a spell), speech (words and
inflection), and/or somatic movements (hand and arm movements, as well as
body stances). Druids, on the other hand, can call upon elemental forces
present in the physical plane and channel them through their bodies by using
will power alone, although they cannot produce as complicated and specific
an effect as the Wizard.
Spell Schools
There are several different schools among which the proficiencies and
spells are divided. Schools are a way of classifying the tangible aspects
of a spell or proficiency, and while some spells may seem to overlap
schools, there is generally one main school in which they fit the best.
The schools are as follows:
Abjuration Spells that banish something
Alteration Spells that change the state of an item or being
Chaos Spells that deal with chaos and the nature of chaos magic
Conjuration Spells that mold astral energy into a physical force
Divination Spells that reveal details about items or beings
Elemental Spells that deal with one of the four primal elements
Enchantment Spells that enhance the nature of an item or being
Evocation Spells that cause a physical manifestation of a force
Fundamental Basic spells not requiring reagents or memorization
Illusion Spells that confuse and mislead
Invocation Spells that bring an outside force to bear on the caster
Necromancy Spells that deal with the dead or with a beings life force
Summoning Spells that summon an item or a being to the caster
Thought Spells that require no spoken words and few reagents
Scrolls and Spellbooks
Most magical spells start out scribed with magical ink on specially-
prepared paper. These are known as SPELL SCROLLS. Scrolls can be USEd
directly to swiftly cast a spell once with the MAGICAL ITEMS proficiency,
and do not require reagents in those cases. Spell scrolls can also usually
be SCRIBED into SPELLBOOKS, in which case the spell can be cast again and
again. Once directly cast, or scribed into a spellbook, the scroll will
disappear.Spellbooks are collections of magical spells. These books
themselves have power, but in order to successfully cast a scribed spell
without causing the spell to disappear from the spellbook (the same way
it does when a spell scroll is used), magical reagents, verbal intonations,
and somatic gestures are often called for.
Before casting a spell scribed in a spellbook, it is usually necessary to
MEMORIZE the spell. Once the spell is memorized, it need not be memorized
again until the spell is forgotten. A memorized spell will remain in the
caster's memory for a certain period of time, based on the level of the
caster and the difficulty of the spell.
Magical Reagents
One common similarity among most of the magic-using classes is the
requirement of REAGENTS. Reagents are the ingredients that make up most
powerful magics; they are specially-prepared substances capable of producing
reactions when combined with other reagents and the binding forces of the
ethereal plane. Reagents are required for many spells, as they provide
additional power and definition in a spell's outcome. Magic users can
attempt to cast some spells without reagents, and in cases where the will
and power of the caster is strong enough, may succeed.
Spellcasting Classes
Most, but not all, of the Adventuring Classes in Alyria can utilize some
form of magic in their day-to-day lives and during combat situations. Those
classes are as follows:
Wizard Wizards are powerful and versatile magic-users. They utilize
scrolls, spellbooks, and reagents in their magic. To activate their spells,
Wizards use the CAST command.
Witch Witches prefer the more subtle arts of hexes, jinxes, and curses;
however they also specialize in conjuring and controlling spirits. They
utilize scrolls, spellbooks, and reagents in their magic. To activate their
spells, Witches use the CAST command.
Druid Druid magic is closely attuned with the natural world, and invoke or
evoke primal elemental forces to produce effects. While Druids have no need
for spellbooks and scrolls in order to cast their spells, they do utilize
reagents in their magic. Druids use the INVOKE and EVOKE commands.
Priest Priests worship a specific Power and can channel the holy energy to
produce miraculous effects in the world. They utilize scrolls, spellbooks,
and reagents in their magic. To activate their spells, Priests use the CAST
command.
Shaman Shamans are very similar to Priests in that they can call upon a lot
of the same Powers and can produce similar effects. They utilize scrolls,
spellbooks, and reagents in their magic. To activate their spells, Shamans
use the CAST command.
Psionic Psionics are practiced in the powers of the mind and as such can
produce most of their effects silently (before the target realizes they are
casting). Psionic magic does not require the use of scrolls, spellbooks, or
reagents, since the power comes directly from the mind of the Psionic and
not external forces. To activate their spells, Psionics use the CAST
command.
Ranger Rangers are closely attuned to the cycles and voices of nature, and
can make use of many Wizard spells as well as herbalism. They utilize
scrolls, spellbooks, reagents, and herbs in their magic. To activate their
spells, Rangers use the CAST command. To produce magical herbal mixtures,
Rangers make use magical herbs, a mortar and pestle, and the MIX command.
Paladin Paladins are holy knights and while their primary focus is spiritual
salvation, they have some of the same powers as Priests and Shamans, as well
as a few skills known only to Paladins. They utilize scrolls, spellbooks,
and reagents in their magic. To activate their spells, Paladins use the CAST
command.
Bard Bards make use of a special form of musical magic, in which they
produce effects through magical instruments (and in some cases, rhyming
vocals). Bards require a musical instrument for their magic, and use the
PLAY command to produce effects.
Monk Monks have magical training in both wizardly magic and herbalism
magic, but limit their expertise to fewer effects in order to hone their
fighting skills as well. They utilize scrolls, spellbooks, magical herbs,
and reagents in their magic. To activate their spells, Monks use the CAST
command. To produce magical herbal mixtures, Monks make use magical herbs, a
mortar and pestle, and the MIX command.
Druidic Magic
Druids can INVOKE or EVOKE elemental powers to protect them during battle,
harm opponents, and create other magical effects. Different elements do
different things when invoked or evoked. Invocations and Evocations draw
upon the spell power of the druid.
Elemental Invocations and Evocations
air invocation air evocation earth invocation
earth evocation water invocation water evocation
fire invocation fire evocation smoke invocation
smoke evocation ice invocation ice evocation
ooze invocation ooze evocation magma invocation
magma evocation lightning invocation lightning evocation
steam invocation steam evocation radiance invocation
radiance evocation minerals invocation minerals evocation
vacuum invocation vacuum evocation salt invocation
salt evocation dust invocation dust evocation
ash invocation ash evocation
In order to successfully evoke the elements, druids must have the
appropriate reagent on hand, or combination of reagents.
The quasi and para-elements, such as ice and radiance, require more than
one reagent in order to evoke successfully, as they are actually
combinations of the four main elements of earth, air, fire, and water.
Bardic Song Magic
Making magic through the use of musical instruments and specially-
formulated mantras is the domain of the Bard. Similar to casting a spell,
bards are able to shape the forces of magic through the vibrations of their
songs and cause an effect in listeners, using the PLAY command.
The power of the song can also be modified depending on the musical
instrument on which it is played. Allowing the bard to go beyond the ranges
of his voice, the musical instrument serves to enhance the strength of the
vibrations that are used to create magical effects.
Instruments range from the very simple: such as a practice lyre, to the
very complex: such as the legendary hand-carved viola, a very high-level
and high-powered creation. Vendors selling instruments, as well as
opponents one can combat for their instruments, can be found in most major
townes.
Bards can play up to 21 different musical notes - A B C D E F G (whole
notes), A# B# C# D# E# F# G# (sharp notes) and Ab Bb Cb Eb Fb Gb (flat
notes). While the musical notation is similar in transcription to more
traditional music, Bards are able to produce special sounds that go beyond
the effects of ordinary music. By using a musical instrument such as a lyre
or harp, bards can cause magical harmonies. Trained from birth, the music of
a true bard is an amazing thing to hear.
At least three, and up to seven notes can be strung together to create a
magical effect - too many notes and the combination becomes unstable, and
has been known to result in lethal backfires of the harmonies. The whole
notes - A B C D E F G - have heavier weight than sharps and flats. Depending
on the order in which they are played, the notes may have lighter or heavier
weights.
The ability to conjure more complex magic depends on the musician's skill
level and the complexity of the instrument with which he shares his music
with the world.
Magical Herbalism
Herbalism is a powerful proficiency of Rangers and Monks that enables them
to create magical powders. Different herbs of varying strengths are combined
to form mixtures using the MIX command and a mortar and pestle.
Mixing herbs together will create powders that are either throwable or
edible, depending on the effect the herbalist wishes to achieve. The herbs
by themselves have some power, but it is the concentration and visualization
of the herbalist during the mixing process that gives them the ability to
create magical effects.
Most herbs can be found and bought in any herbalist shop. There are shops
are in Xaventry, Rune, New Rigel, Sigil and Lowangen, and several other
locations. The rarest herb known is called sedum rosea. It is said that when
mixed in when creating an herbal mixture, the sedum rosea prevents the
mixture from decaying before being used.
To MIX herbs into a workable combination, you must have a mortar and pestle
in your hand and the herbs you wish to combine in your inventory. Herbs can
be found at many shoppes throughout the various townes of Alyria. Only one
herb of a type can be used. So, if one is using celidonia, only one can be
used, but up to six other herbs can be mixed with it. With mortar and pestle
in hand, one wishes to create a glimmering white herbal mixture ("cure
light"). Buy a provinca sprig and a celidonia sprig, then type MIX CELIDONIA
PROVINCA. If all goes well, a glimmering white herbal mixture will be in the
inventory waiting to be eaten. If the mixture is too powerful to contain in
the mortar and pestle, there can be dire - often explosive - consequences.
NEXT: Combat (help guide_10)
SEE ALSO
Guide_1, Guide_2, Guide_3, Guide_4, Guide_5, Guide_6, Guide_7, Guide_8, Guide_10, Guide_11, Guide_12, Guide_13
The magical world of Alyria is a complex one; the same underlying forces
that create the effects known as magic can be tapped in varied ways,
producing many different disciplines of the occult and spellcasting. For
instance, Wizards will call upon the ethereal forces using combinations of
reagents (ingredients designed to fuel a spell), speech (words and
inflection), and/or somatic movements (hand and arm movements, as well as
body stances). Druids, on the other hand, can call upon elemental forces
present in the physical plane and channel them through their bodies by using
will power alone, although they cannot produce as complicated and specific
an effect as the Wizard.
Spell Schools
There are several different schools among which the proficiencies and
spells are divided. Schools are a way of classifying the tangible aspects
of a spell or proficiency, and while some spells may seem to overlap
schools, there is generally one main school in which they fit the best.
The schools are as follows:
Abjuration Spells that banish something
Alteration Spells that change the state of an item or being
Chaos Spells that deal with chaos and the nature of chaos magic
Conjuration Spells that mold astral energy into a physical force
Divination Spells that reveal details about items or beings
Elemental Spells that deal with one of the four primal elements
Enchantment Spells that enhance the nature of an item or being
Evocation Spells that cause a physical manifestation of a force
Fundamental Basic spells not requiring reagents or memorization
Illusion Spells that confuse and mislead
Invocation Spells that bring an outside force to bear on the caster
Necromancy Spells that deal with the dead or with a beings life force
Summoning Spells that summon an item or a being to the caster
Thought Spells that require no spoken words and few reagents
Scrolls and Spellbooks
Most magical spells start out scribed with magical ink on specially-
prepared paper. These are known as SPELL SCROLLS. Scrolls can be USEd
directly to swiftly cast a spell once with the MAGICAL ITEMS proficiency,
and do not require reagents in those cases. Spell scrolls can also usually
be SCRIBED into SPELLBOOKS, in which case the spell can be cast again and
again. Once directly cast, or scribed into a spellbook, the scroll will
disappear.Spellbooks are collections of magical spells. These books
themselves have power, but in order to successfully cast a scribed spell
without causing the spell to disappear from the spellbook (the same way
it does when a spell scroll is used), magical reagents, verbal intonations,
and somatic gestures are often called for.
Before casting a spell scribed in a spellbook, it is usually necessary to
MEMORIZE the spell. Once the spell is memorized, it need not be memorized
again until the spell is forgotten. A memorized spell will remain in the
caster's memory for a certain period of time, based on the level of the
caster and the difficulty of the spell.
Magical Reagents
One common similarity among most of the magic-using classes is the
requirement of REAGENTS. Reagents are the ingredients that make up most
powerful magics; they are specially-prepared substances capable of producing
reactions when combined with other reagents and the binding forces of the
ethereal plane. Reagents are required for many spells, as they provide
additional power and definition in a spell's outcome. Magic users can
attempt to cast some spells without reagents, and in cases where the will
and power of the caster is strong enough, may succeed.
Spellcasting Classes
Most, but not all, of the Adventuring Classes in Alyria can utilize some
form of magic in their day-to-day lives and during combat situations. Those
classes are as follows:
Wizard Wizards are powerful and versatile magic-users. They utilize
scrolls, spellbooks, and reagents in their magic. To activate their spells,
Wizards use the CAST command.
Witch Witches prefer the more subtle arts of hexes, jinxes, and curses;
however they also specialize in conjuring and controlling spirits. They
utilize scrolls, spellbooks, and reagents in their magic. To activate their
spells, Witches use the CAST command.
Druid Druid magic is closely attuned with the natural world, and invoke or
evoke primal elemental forces to produce effects. While Druids have no need
for spellbooks and scrolls in order to cast their spells, they do utilize
reagents in their magic. Druids use the INVOKE and EVOKE commands.
Priest Priests worship a specific Power and can channel the holy energy to
produce miraculous effects in the world. They utilize scrolls, spellbooks,
and reagents in their magic. To activate their spells, Priests use the CAST
command.
Shaman Shamans are very similar to Priests in that they can call upon a lot
of the same Powers and can produce similar effects. They utilize scrolls,
spellbooks, and reagents in their magic. To activate their spells, Shamans
use the CAST command.
Psionic Psionics are practiced in the powers of the mind and as such can
produce most of their effects silently (before the target realizes they are
casting). Psionic magic does not require the use of scrolls, spellbooks, or
reagents, since the power comes directly from the mind of the Psionic and
not external forces. To activate their spells, Psionics use the CAST
command.
Ranger Rangers are closely attuned to the cycles and voices of nature, and
can make use of many Wizard spells as well as herbalism. They utilize
scrolls, spellbooks, reagents, and herbs in their magic. To activate their
spells, Rangers use the CAST command. To produce magical herbal mixtures,
Rangers make use magical herbs, a mortar and pestle, and the MIX command.
Paladin Paladins are holy knights and while their primary focus is spiritual
salvation, they have some of the same powers as Priests and Shamans, as well
as a few skills known only to Paladins. They utilize scrolls, spellbooks,
and reagents in their magic. To activate their spells, Paladins use the CAST
command.
Bard Bards make use of a special form of musical magic, in which they
produce effects through magical instruments (and in some cases, rhyming
vocals). Bards require a musical instrument for their magic, and use the
PLAY command to produce effects.
Monk Monks have magical training in both wizardly magic and herbalism
magic, but limit their expertise to fewer effects in order to hone their
fighting skills as well. They utilize scrolls, spellbooks, magical herbs,
and reagents in their magic. To activate their spells, Monks use the CAST
command. To produce magical herbal mixtures, Monks make use magical herbs, a
mortar and pestle, and the MIX command.
Druidic Magic
Druids can INVOKE or EVOKE elemental powers to protect them during battle,
harm opponents, and create other magical effects. Different elements do
different things when invoked or evoked. Invocations and Evocations draw
upon the spell power of the druid.
Elemental Invocations and Evocations
air invocation air evocation earth invocation
earth evocation water invocation water evocation
fire invocation fire evocation smoke invocation
smoke evocation ice invocation ice evocation
ooze invocation ooze evocation magma invocation
magma evocation lightning invocation lightning evocation
steam invocation steam evocation radiance invocation
radiance evocation minerals invocation minerals evocation
vacuum invocation vacuum evocation salt invocation
salt evocation dust invocation dust evocation
ash invocation ash evocation
In order to successfully evoke the elements, druids must have the
appropriate reagent on hand, or combination of reagents.
The quasi and para-elements, such as ice and radiance, require more than
one reagent in order to evoke successfully, as they are actually
combinations of the four main elements of earth, air, fire, and water.
Bardic Song Magic
Making magic through the use of musical instruments and specially-
formulated mantras is the domain of the Bard. Similar to casting a spell,
bards are able to shape the forces of magic through the vibrations of their
songs and cause an effect in listeners, using the PLAY command.
The power of the song can also be modified depending on the musical
instrument on which it is played. Allowing the bard to go beyond the ranges
of his voice, the musical instrument serves to enhance the strength of the
vibrations that are used to create magical effects.
Instruments range from the very simple: such as a practice lyre, to the
very complex: such as the legendary hand-carved viola, a very high-level
and high-powered creation. Vendors selling instruments, as well as
opponents one can combat for their instruments, can be found in most major
townes.
Bards can play up to 21 different musical notes - A B C D E F G (whole
notes), A# B# C# D# E# F# G# (sharp notes) and Ab Bb Cb Eb Fb Gb (flat
notes). While the musical notation is similar in transcription to more
traditional music, Bards are able to produce special sounds that go beyond
the effects of ordinary music. By using a musical instrument such as a lyre
or harp, bards can cause magical harmonies. Trained from birth, the music of
a true bard is an amazing thing to hear.
At least three, and up to seven notes can be strung together to create a
magical effect - too many notes and the combination becomes unstable, and
has been known to result in lethal backfires of the harmonies. The whole
notes - A B C D E F G - have heavier weight than sharps and flats. Depending
on the order in which they are played, the notes may have lighter or heavier
weights.
The ability to conjure more complex magic depends on the musician's skill
level and the complexity of the instrument with which he shares his music
with the world.
Magical Herbalism
Herbalism is a powerful proficiency of Rangers and Monks that enables them
to create magical powders. Different herbs of varying strengths are combined
to form mixtures using the MIX command and a mortar and pestle.
Mixing herbs together will create powders that are either throwable or
edible, depending on the effect the herbalist wishes to achieve. The herbs
by themselves have some power, but it is the concentration and visualization
of the herbalist during the mixing process that gives them the ability to
create magical effects.
Most herbs can be found and bought in any herbalist shop. There are shops
are in Xaventry, Rune, New Rigel, Sigil and Lowangen, and several other
locations. The rarest herb known is called sedum rosea. It is said that when
mixed in when creating an herbal mixture, the sedum rosea prevents the
mixture from decaying before being used.
To MIX herbs into a workable combination, you must have a mortar and pestle
in your hand and the herbs you wish to combine in your inventory. Herbs can
be found at many shoppes throughout the various townes of Alyria. Only one
herb of a type can be used. So, if one is using celidonia, only one can be
used, but up to six other herbs can be mixed with it. With mortar and pestle
in hand, one wishes to create a glimmering white herbal mixture ("cure
light"). Buy a provinca sprig and a celidonia sprig, then type MIX CELIDONIA
PROVINCA. If all goes well, a glimmering white herbal mixture will be in the
inventory waiting to be eaten. If the mixture is too powerful to contain in
the mortar and pestle, there can be dire - often explosive - consequences.
NEXT: Combat (help guide_10)
SEE ALSO
Guide_1, Guide_2, Guide_3, Guide_4, Guide_5, Guide_6, Guide_7, Guide_8, Guide_10, Guide_11, Guide_12, Guide_13
Comments
(0)
You must be logged in to post a comment. Please register if you do not have an account yet.


Help Entry




