Mage Skills

7. Mage Skills


MAGE SKILLS


This chapter covers the various mage skills available, including class skills and casting
skills, as well as the use of magic items and the details of casting. The general
capabilities are described first with an alphabetical listing of the casting skills
included at the end of the chapter.


CLASS SKILLS


Each mage class has a 'class skill' associated with it pertaining to the overall
understanding of the abilities available with that class. These skills include Wizardry
(Wizards), Sorcery (Sorcerers), Mysticism (Mystics), Sagery (Sages),
and Necromancy (Necromancers).

Any character, regardless of class, can train in these class skills. However, there are
adjustments in the cost in training points necessary to learn a given level in a given
class skill based on the character's class and cognition as follows:

- If the character is of the same class as the class skill, then no adjustment due to
class.
- If the character is of a different mage class and their level in their own class skill
is equal to or greater than the level of the class skill that they wish to learn, then
no adjustment due to class.
- If the situation is other than the two above, the cost in training points to learn the
class skill is doubled.
- If the character's cognition is less than 18, then the cost is doubled for each point
less than 18. In other words, cognition of 17 would mean the cost is doubled,
cognition of 16 would mean the cost is quadrupled, etc.
- If the character's cognition is greater than 18, the cost is halved for each point
greater than 18. In other words, a cognition of 19 would mean the costs are
halved, a cognition of 20 would mean the costs are cut by three fourths, etc.

To summarize, any character, including those that are not mages, can learn any class
skill. However, what class you are and what your cognition is makes a big difference as to
how much it will cost you to learn that class skill and thus how effective that class
skill will be to you.


CASTING SKILLS


While class skills give one an overall understanding of the spells available to a given
mage class, one must train in the casting skills for that class if they wish to be able to
cast the spells of that class unaided by items.

The most significant aspect of class skills is that you must be at a given level in your
class skill before you can learn any casting skills in that class at that level. In other
words, if your 'Fireball' skill is at level 6 and you wish to learn it at level 7, you
cannot do so unless your 'Sorcery' skill is already at level 7 or higher.

The cost for learning a given casting skill is affected by your character's cognition in
exactly the same way the costs for learning class skills are affected. In other words, if
your cognition is less than 18 the cost will be increased. If it is greater than 18 the
cost will be decreased.

Most casting skills have a requirement in another stat (agility, willpower, etc) as well.
Simply put, if you do not meet this stat requirement for the casting skill, you cannot
learn it.

The cost adjustment (in training points) for learning a given casting skill depends on
whether or not you are of the same class as that casting skill. If you are, then there is
no cost adjustment. If you are of a different mage class, then the cost is doubled. If you
are not a mage then the cost is quadrupled. Note that most mages can dedicate to a
particular discipline within their class and this halves the training point cost for
learning the casting skills in that discipline as explained for each mage class in Chapter
3, 'Characters and Classes'.

When you learn a given casting skill, you get the ability to cast the spells requiring
that casting skill. In some cases this may be just one spell but in most cases multiple
spells are gained (for example, learning the 'Fireball' casting skill gains you the
ability to cast Fireball and also the ability to cast Firestorm).

The complete list of casting skills is included alphabetically at the end of this chapter,
including what stats are required, the spells that are gained, etc. Chapter 3, 'Characters
and Classes', lists the set of casting skills that are available for each mage class.


SCROLLS, WANDS, POTIONS, ETC


Besides being able to learn the casting skills of a given mage class, the other major
ability that class skills bring is being able to use most items containing the spells of
that class. Some items require the casting skill instead of the class skill but in both
cases bonuses are applied as follows:

Class Skill Bonus: If use of the item depends on the class skill for the spell in the
item, your level in that class skill is used, but the bonus is based on your casting skill
level for the spell as follows:

Level 1: +1
Level 2-3: +2
Level 4-7: +3
Level 8-15: +4
Level 16-31: +5

Casting Skill Bonus: If use of the item depends on your casting skill for the spell in the
item, then your level in that casting skill is used, but the bonus is based on your class
skill, using the same schedule as listed above.

For example, if you have the Sorcery skill at level 8 and the Fireball skill also at level
8, you can use Fireball scrolls up to level 12. However, if you have the Sorcery skill at
level 8 but no skill in Fireball, you can use Fireball scrolls up to level 8.

SCROLLS

Scroll usage depends on your class skill level for the spell on the scroll plus the bonus.
This represents the highest level for that spell that you can cast using a scroll. If the
spell on the scroll is higher then this, you cannot use it.

Spells can also be inscribed on scrolls. The level at which this can be done at is based
solely on your casting skill level for that spell (i.e. no bonus for class skill level is
applied). To inscribe a spell on a scroll, obtain a blank scroll at the level that you
wish to inscribe, and hold that in your right hand and then enter inscribe followed by the
spell. The costs in mana fatigue, etc, are the same as if you had cast the spell. However,
in this case the spell in inscribed on the scroll instead of being cast. The level of the
spell that is actually inscribed on the scroll is the lesser of the level of the blank
scroll and your level in the casting skill for that spell.

Scrolls can contain only one spell each. When the spell is cast, the scroll disintegrates
and falls from the hand.

WANDS

Wand usage is determined exactly as scroll usage is determined. In other words, it is
based solely on your level in the class skill for the spell in the wand plus bonus.

The advantage of wands over scrolls in that they can contain multiple charges of a given
spell and are thus much easier to use. However, unlike scrolls they usually cannot be
purchased and thus must be found in the land.

Similar to inscribing blank scrolls with spells, wands can be imbued with spell charges.
The way this is handled is exactly as in inscribing scrolls, except the imbue command is
used instead of the inscribe command, and the result is to increase the number of charges
contained in the wand by one. Blank wands can usually be purchased in the land. Only
attack spells can be imbued into wands.
They may be imbued by casting the spell from a scroll or casting it normally, but may only
be so imbued by the character owning that wand.

Once a wand is imbued with a given spell at a given level, it cannot be imbued with a
different spell or at a different level. If the last charge in a wand is used, it
disintegrates and falls from the hand.

RINGS

Rings containing magic spells work exactly like wands, except there is no class skill or
casting skill requirement on using the ring, and they may only contain information spells.

Rings may be imbued with spells exactly like wands. As information spells are all sage
spells, this means needing the Sagery class skill to imbue as such.

RODS

Rods are similar in some ways to wands but are more powerful magic devices. However, they
use one's level in the casting skill (plus bonus) to determine if you can cast spells from
the rod.

Rods come in different levels of 'enchantment', and what level of enchantment a given rod
is at can only be determined by using a high level sense spell. Rods at level one of
enchantment will inflict damage based on the level of the spell, while those at higher
levels of enchantment inflict double damage for each level of enchantment higher than
level one. It is also rumored that rods at levels of enchantment higher than level one can
have special abilities but what these are is not something that is generally known.

Unlike wands, rods do not have charges. In other words, the spell in the rod can be cast
an unlimited number of times and will not run out. Also, rods can be imbued with a
different spell or one at a different level, and this can be at any level of magic, and if
this is done the spell imbued simply replaces the one already in the rod. Rods may not be
imbued with spells cast from scrolls, and may only be imbued by the character owning that
rod.

STAVES

Staves can be purchased and found in the land, at various levels of craftsmanship,
including up to perfectly crafted, and above. Above perfectly crafted, staves are
considered to be enchanted with the same abilities and propertied as rods, including the
possibility of finding a stave having a special ability.

Enchanted staves are thus exactly the same as rods for spell usage. The one big
difference, is that staves can be used defensively to block attacks by enemies, and
enchanted staves get a significant bonus in this regard. Staves are thus the most powerful
magic devices all around, having the best magic capabilities and the best melee defensive
capability. Of course, one must find such a powerful stave in the land before being able
to use it.

POTIONS

Potions can be used by any character class regardless of level. However, only mages with
casting skill can imbue blank potions with spells.

The way this is done is exactly as imbuing wands with spells (e.g. one's casting skill is
used without bonus, etc) except potions can contain only one 'charge' and, of course, they
can be used by any character class. Only defensive spells can be imbued into potions.

In general, potions can be purchased in the land as well as found. Blank potions, ready to
be imbued, can be found or purchased at the magic store.

OTHER MAGIC ITEMS

The items described above include the complete list of items from which spells can be cast
from. However, besides the additional capabilities of rods and staves due to enchantment,
other enchanted items can be found in the land having continuous magical affects. Whether
or not these items can be used by a given character, and what affects they have, varies
from item to item and can only be determined by trial and error or having a high level
sage sense the item.

The ability to enchant items is not something that comes automatically with class skills,
but instead requires the 'enchant' skill (this is a Sage skill) as described later in this
chapter.

It should be noted here that rings and other devices can be found in the land that
increase your class and casting skill levels. If you do not have at least level one in the
subject skill the ring has no affect. Otherwise, these rings increase your effective level
in that skill with the one exception being the requirement on having a given level in a
class skill before being able to train in casting skills at that level, where the absolute
level of the class skill is needed.


CASTING SPELLS AND USING ITEMS


1. The spells that are available to you (e.g. the one's you are at least level 1 in), as
well as any other special capabilities you might have, are listed in the 'C' (Character
commands) pulldown menu. To cast a spell enter the name of the spell followed by a) the
name of the target, b) the path to the square that you want the spell to go off in (use
the mouse or keypad to draw this path through the 3D display), or c) no parameters. Which
of these three that are chosen depends on the particular spell as described for each
spell. Note that it is usually a good idea to set up macros with the spells you use in
combat to be able to get these off as fast as possible when the time comes.

2. To cast a spell, you must be wearing no armor, must have one hand empty, and
the other hand can at most be carrying a scroll, wand, staff or similar magic item.
If these conditions are not met the casting of the spell will fail. These restrictions do
not apply to spells that are cast on oneself, in the square that you are standing in, by
touching the target character, all informational spells, and those cast via use of a
scroll or other magical item.

3. If you cast a spell with no parameters, how this is interpreted depends on the
particular spell. For some spells this means attacking all critters attacking you or all
hostile critters in sight. Otherwise, if the spell is an attack spell then it means
attacking the last critter that you attacked or the last critter that attacked you. If the
spell is a defensive spell, then entering it with no parameters means casting the spell on
yourself.

4. If you have a scroll or item in your primary hand and cast a spell that is contained
on that scroll or in the item, then you are considered to be casting the spell from that
scroll or item. Otherwise, you are considered to be casting the spell from what you know.
Rings or other items worn but not contained in the primary hand (e.g. 'sense' rings, etc)
are only checked if you attempt to cast a spell (or recite a prayer) that you otherwise do
not know.

5. If you cast a spell that has a duration, and the target is already under the affect of
that spell, then the net affect is to increase the duration of that affect by the duration
of the spell. However, this assumes that the level of the spell cast is at the same level
as the spell that the target is already affected by. If the level of the spell cast is
LESS than the level of the target affect, then nothing happens. If the level of the spell
is GREATER than the level of the target affect, then the target affect is eliminated and
replaced by the higher level affect.

6. When a spell is cast there is a loss in Mana Fatigue Points. How much this is depends
on the spell and the level at which it is cast, and this is shown on the Mana bar as dark
blue. If you do not have enough Mana to cast a spell at the maximum level, you simply will
not be able to cast it. Mana fatigue is recovered at the rate of one eighth of your total
Mana per turn. As this occurs just after the start of a turn, you will typically have a
bit more Mana to work with to cast a spell than is shown on your Mana bar graph.

7. In most cases, when a 'hostile' spell is cast, a 'saving throw' is granted to the
target. In these cases, the way this is resolved is by comparing the level of the
attacking spell plus a random number from 0 through 9 to the target's character level plus
it's cognition minus 10. If the latter number is greater than or equal to the former then
the target is said to have made it's saving throw, with the resultant less impact as
indicated in the discussion for the particular spell. Note that in some cases, a stat
other than cognition is used, like in saving against area affect spells such as Fireball,
where the target's agility is used.

8. There are also cases that arise where there are 'spell versus spell' situations (or,
to include the affects of cleric prayers, 'affect versus affect' situations). The way
these situations are resolved is to compare the level of the 'attacking' affect to the
level of the 'defending' affect, each with a random number from 0 through 9 added to it,
and if the attacking affect's level is greater than the defending affect's level, then it
is considered to have succeeded. Otherwise the defending affect is considered to have made
it's saving throw and the attack does not succeed.

9. It is important to note that, there are rings and other items that can be found in the
game that will raise a character's level in a given spell (assuming that they know the
spell to start with). This is particularly important for spell's that have a constant
affect (as you go up levels) where you need to keep them at your character's (or target's)
level or higher for them to work at all.


CASTING SKILLS LIST


The alphabetical listing of the casting skills follows and encompasses the remainder of
this chapter. For each casting skill, the class skill required, the dedication that brings
a reduction in the cost, the stat requirements to learn the skill, the spells gained, and
a discussion are included.


ACID


Class Skill: Sorcery
Dedication: Earth
Stat Requirements: Cognition: 18, Willpower: 17
Spells: ACID, ACIDSTORM
Discussion: These two spells represent the primary attack spells for the Earth Sorcerer.
ACID causes acidic chemicals to be drawn from the surrounding area and concentrate on one
square, causing significant damage to whatever character is in that square. ACIDSTORM is
like ACID, except the area of affect is over a larger (3x3) area and thus the
concentration of acid is not as great in any individual square, with the advantage being
that all characters in the area are affected.


BLAST


Class Skill: Sorcery
Dedication: Air
Stat Requirements: Cognition: 18, Willpower: 17
Spells: BLAST, AIRSTORM
Discussion: These two spells represent the primary attack capabilities of the Air
Sorcerer. BLAST causes a concentration and then deconcentration of air to occur in the
affected square, with the resultant concussion causing significant damage to whomever is
in that square. The mechanism of the spell is such that squares outside the target square
are not affected by the concussion. AIRSTORM is like BLAST, except it is over a larger
(3x3) area, with smaller blasts, and the resultant concussions affecting any character in
that area.


BLIND


Class Skill: Wizardry
Dedication: Light
Stat Requirements: Cognition: 18, Agility: 17
Spells: BLIND, LBEAM, PROTLIGHT
Discussion: These spells represent the primary attack means for the Light Wizard, as well
as providing significant defensive capability. BLIND can be used with no parameters or
targeted against an individual character. If the former all characters attacking or
targeting the caster are affected, and each attacker not making their saving throw is
blinded, for a duration dependant on how much they fail their saving throw by. LBEAM
(Light Beam) is used like BLIND, except in this case the targets suffer stress damage to
their mana. In both cases, if an individual character is targeted then the chances of the
spell succeeding are increased. The main drawback with both of these spells is that a
target that is already blinded or otherwise does not see in the first place, is not
affected. PROTLIGHT provides protection against the above two spells.


ICE


Class Skill: Sorcery
Dedication: Cold
Stat Requirements: Cognition: 18, Willpower: 17
Spells: COLD, PROTICE, WBREATHE
Discussion: These spells represent the basic capabilities of the Ice Sorcerer. COLD causes
extreme cold, snow, and freezing rain to appear in the target square and remain there for
a period of time, causing damage to any character in that square as well as negatively
affecting any character trying to attack into that square. PROTICE offers some protection
against all types of Ice attack, and is sufficient at the same level as COLD to completely
protect against the affects of that spell. These two spells used together thus provide a
significant defensive capability of the Ice Sorcerer. WBREATHE (Water Breathe) also offers
protection, against drowning, and allows any character with a character level at or less
than the level of the spell to breathe under water and thus not suffer any drowning
affects.


DARKNESS


Class Skill: Wizardry
Dedication: Light
Stat Requirements: Cognition: 18, Agility: 17
Spells: DARKNESS, BLACKNESS, VISION
Discussion: These spells represent the basic defensive capabilities of the Light Wizard.
DARKNESS causes all light sources in the target square to stop giving off light, and
causes no light to be reflected from anything in that square. Thus, characters in this
square can see out but cannot be seen. However, the square can still be seen through and
thus the outline of the character, and other objects in that square, can still be seen. In
any case, this spell offers a significant defensive capability for the Light Wizard.
BLACKNESS is similar to DARKNESS, except in this case all light entering the square is
absorbed also, and thus characters in that square cannot see out, the square cannot be
seen into or through, and no outlines can be seen. Characters in this square thus cannot
see or be seen and cannot attack or be attacked. VISION counters the affects of DARKNESS
and BLACKNESS, allowing the character to see into these squares with no negative affects.
It does not, however, allow characters in a square affected by BLACKNESS to see out.


DISPELL


Class Skill: Wizardry or Sorcery
Dedication: None
Stat Requirements: Cognition: 18
Spells: DISPELL, SILENCE, PROTMAGIC
Discussion: These three spells, in total, encompass the main area of mage versus mage (and
mage versus cleric) combat. If SILENCEd the mage cannot cast any spells except DISPELL (on
himself). If successful, the DISPELL will remove the silence. PROTMAGIC protects against
SILENCE and DISPELL. DISPELL, if successful, will remove any protection spells if cast on
an enemy, will remove any harmful spells if cast on oneself or a friendly character, and
will remove any affect in a square if cast into a square. It should be noted here, that
the above spells, as well as the cleric prayers under the REMOVE skill, are entirely
analogous and in both cases affect mages and clerics equally (i.e. PROTMAGE will protect
against REMOVE and MUTE, etc).


ENBOLT


Class Skill: Wizardry
Dedication: Energy
Stat Requirements: Cognition: 18, Agility: 17
Spells: ENBOLT, ENHAM, PROTEN
Discussion: These spells represent the primary attack spells of the Energy Wizard. ENBOLT
(Energy Bolt) causes electrical energy to be drawn from the surrounding area and strike
the target, inflicting mana damage. Since most targets do not have much mana, this is
usually a very effective spell. If cast with no target indicated, then all hostile
critters in the area are affected, but the damage inflicted is less. Like ENBOLT, ENHAM
(Energy Hammer) is an energy based spell, but in this case the energy is formed outside
the target and then strikes the target, much like a hammer. The damage inflicted here is
thus stamina damage, and this is thus a more effective spell against targets having a lot
of mana, or in multi-player situations where the damage inflicted by others is also
stamina damage. PROTEN (Protection from Energy) provides protection against the above two
spells.


ESHIELD


Class Skill: Wizardry
Dedication: Energy
Stat Requirements: Cognition: 18, Agility: 17
Spells: ESHIELD, MSHIELD
Discussion: These spells represent the primary defensive spells of the Energy Wizard.
ESHIELD (Energy Shield) causes a shield of energy to surround the character, protecting
against all types of melee attacks that might otherwise hit. MSHIELD (Missile Shield) also
causes a shield of energy to surround the character, but is a different type of energy
shield protecting against missile attacks, which otherwise cannot be blocked by weapons
like the Wizard's staff. In both cases the effectiveness of the spell is determined by
comparing the level of the spell to the level of the character that it is cast upon. Also,
the nature of ESHIELD is such that it will at most give a +1 of protection to characters
wearing any armor.


FIRE


Class Skill: Sorcery
Dedication: Fire
Stat Requirements: Cognition: 18, Willpower: 17
Spells: FIRE, PROTFIRE, FIREWALK
Discussion: These spells represent the basic capabilities of the Fire Sorcerer. The FIRE
spell causes a magical fire to come into being in the target square, and stay there for a
period of time, causing damage to whomever enters that square, as well as negatively
affecting any character trying to attack into that square. PROTFIRE offers some protection
against any and all types of Fire attacks, and is sufficient if at the same level as FIRE
to completely protect against the affects of that spell. These two together thus offer a
significant defensive capability to the Fire Sorcerer. FIREWALK also offers protection
against fire, but in this case it is against normal fire, including hot coals, lava, and
other hot ground that otherwise would cause significant damage if walked upon.


FIREBALL


Class Skill: Sorcerey
Dedication: Fire
Stat Requirements: Cognition: 18, Willpower: 17
Spells: FIREBALL, FIRESTORM
Discussion: These two spells represent the primary attack spells of the Fire Sorcerer.
FIREBALL cause a ball of extremely hot fire to appear in the target square, causing
significant damage to whatever character is in that square. FIRESTORM is like FIREBALL,
except the area of affect is over a larger (3x3) area, with the resultant damage less
except all characters in that area are affected.


EARTH


Class Skill: Sorcery
Dedication: Earth
Stat Requirements: Cognition: 18, Willpower: 17
Spells: FUMES, PROTEARTH, EARTHPASS
Discussion: These spells represent the basic abilities of the Earth Sorcerer. FUMES causes
the earth to open up in small cracks allowing poisonous fumes to flow upward, with the
resultant damage to whatever character is in the target square. The affect here lasts for
a period of time, and any character attacking into that square suffers a penalty due to
avoiding the poisonous fumes. PROTEARTH offers some protection against all Earth types of
attacks, and at the same level as FUMES is sufficient to completely protect against the
affects of that spell. The two in combination thus provide a significant defensive
capability for the Earth
Sorcerer. EARTHPASS allows direct passing through walls and other earth objects, but only
where such walls or objects have been specially constructed to allow this.


ICEBALL


Class Skill: Sorcery
Dedication: Ice
Stat Requirements: Cognition: 18, Willpower: 17
Spells: ICEBALL, ICESTORM
Discussion: These two spells represent the basic attack capabilities of the Ice Sorcerer.
ICEBALL causes a large ball of solid ice to form and/or strike the character in the square
where this spell is cast, causing significant damage. ICESTORM is like ICEBALL, except
covering a larger (3x3) area with resultant less damage but affecting every character in
the target area.


AIR


Class Skill: Sorcery
Dedication: Air
Stat Requirements: Cognition: 18, Willpower: 17
Spells: PCLOUD, PROTAIR, FFALL
Discussion: These spells represent the most basic spells for the Air Sorcerer. PCLOUD
(Poison Cloud) causes a poisonous cloud to appear in the target square and remain there
for a period of time, causing damage to any character that is in or moves into that
square, and also inhibiting any melee attackers attacking into that square. PROTAIR offers
protection against all types of Air attacks, and if at the same level as PCLOUD completely
protects against the affects of that spell. Thus, these two spells used in conjunction
represent a significant defensive capability of the Air Sorcerer. FFALL (Feather Fall)
also offers protection, against falling damage. If protected by this spell at a level
equal to or greater than one's character level, the character will fall one level per turn
rather that all at once and will suffer no damage once reaching solid ground.

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