Players Guide/Magic

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Magic

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The magical energy in Yliakum can be divided into six Ways of Arcane Lore: Crystal Way, Azure Way, Red Way, Dark Way, Brown Way, and Blue Way.

Each Way has a color and a mental stat associated. The color gives an indication of which of the realms that way is closer Ito. The mental stat will give bonuses to the casting of spells that pertain to that way.

Every way has one opposing and two that are more close to it:

Ways.png

Each way is allied with two other ways, and opposes one other. There are three mental stats (Charisma, Intelligence and Willpower) and three groups of Ways. Each group of Ways is associated with a particular stat.

Each Way has a certain spell domain, so all spells of a particular Way are somewhat related to the same energy and same concepts. That doesn't exclude non-related spells, but they are special cases and are rare.

The Ways

Each way is composed of a set of spells and each spell can be cast by the wizard only with the composition of a set of runes that are called "glyphs".

Crystal Way

Glyph Color

White

Relationships

Opposed to Dark Way and friendly with Blue Way and Azure Way.

Focus

Energy, life and light

Mental Stat

Charisma

Description

Gets the pure energy of the Crystal, more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds. Someone says that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. Warriors and farmers with injured animals are more then happy to see these practitioners around, around most towns people feel the appearance of these practitioners is a bad omen of bad times to come.

Dark Way

Glyph Color

Black

Relationships

Opposed to Crystal Way and friendly with Brown Way and Red Way.

Focus

Entropy, darkness and death

Mental Stat

Charisma

Description

This Way is one that congers more myth then any of the others, its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It's known that many disasters and epidemics were caused by the adepts of this ancient Way, that holds some spells with terrifying effects. Things can become even worst if you lose the control of its power. Some spells enables the control of horrific creatures, such as undead, demons, spirits. Some enable the caster to control objects and people in a subtle manner, at distance.

Azure Way

Glyph Color

Light Blue

Relationships

Opposed to Brown Way and friendly with Red Way and Crystal Way.

Focus

Mind, illusion and the element of Air

Mental Stat

Will

Description

It's basically a sneaky and insidious energy, that can control the will, the perceptions and the intentions of any intelligent being. It's power comes from the deep knowledge of the mind and the way to influence it, but it relies also on mind potentials to influence the surrounding areas and objects, mainly all that is related to the air element.

Red Wa

Glyph Color

Red

Relationships

Opposed to Blue Way and friendly with Dark Way and Azure Way.

Focus

Strength, chaos and the element of Fire

Mental Stat

Will

Description

The spell caster is able to invoke the power of Chaos, and to bend to his will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instill courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it.

Blue Way

Glyph Color

Blue

Relationships

Opposed to Red Way and friendly with Crystal Way and Brown Way.

Focus

Divination, purification and the element of Water

Mental Stat

Intelligence

Description

Many diseases and poisons will be incurable without the help of the spells of this Way. The offensive and defensive potential of this art, resides mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.

Brown Way

Glyph Color

Brown

Relationships

Opposed to Azure Way and friendly with Blue Way and Dark Way

Focus

Nature, protective magic and the element of Earth

Mental Stat

Intelligence

Description

The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control well all that's related to it. Call nature spirits for assistance, mark themselves and allies as friends of nature.

Glyphs

Glyphs are the base of every spell. They are found in quests, left by ancestors, stolen or purchased. They are found in nature with no real explanation, no one knows exactly why they form, but when some type of energy is strongly present in one place a glyph can appear. Glyphs appear as marks on very different materials from a leaf to the fur of an animal, and usually of any type of rock.

During the centuries many glyphs have been found and studied and so the wizards learned to recognize them. Wizards discovered that each glyph can create a spell effect and that many glyphs can be combined to obtain greater effects. To simplify casting of spells the glyphs are associated with a concept and wizards combine those concepts to form new spells.

It is possible to combine glyphs of different Ways to obtain special and rare spells. In some rare cases glyphs of opposing Ways can be combined.

The glyphs are kept normally in a safe and hidden place by the wizard, losing one can be a great loss as the caster will not be able to cast any spells that require that glyph.

When the spell is cast the wizard must have the glyphs at hand, in his backpack or in the pockets of his robe. Glyphs are not consumed during casting.

Any glyphs you have purchased will appear in your Inventory and the Glyphs window in your Spell Book.

Before they can be combined, glyphs must be purified.

Purification

Before your character can use a glyph, he or she must purify it.

There is a strong magic link between the wizard and his glyphs. That requires a process of purification when the wizard gains a new glyph that may take some time (hours or one day). After that purification process the link is established and if the wizard dies the glyphs will be destroyed with him (or taken to the Death Realm with him).

A wizard can trade a glyph, but in this case the glyph can be used by the other wizard only after purifying it and after creating a new magic link with it.

To purify a glyph, open the Glyph window from your Spell Book. Pick up the glyph to be purified and drop it on the Purify Glyph icon. You will see a message in your Chat Window indicating that purification has begun.

Once the purification process has finished, you may use the glyph in combinations to create spells.

Combining Glyphs

Glyphs.jpg

Once you have one or more glyphs, you can start to create spells. To combine glyphs into spells, open your Spell Book and click Combine Glyphs.

Shown above is a glyph screen with three glyphs. The six main boxes represent the glyphs for each path of magic. The small box at the bottom is where you put glyphs in order to combine them.

In this example, the Freeze glyph has been placed in the combination box and has formed a valid combination.

When you have a valid combination of glyphs in the bottom box, a description of the spell you have created will appear. You can then click Save Spell to add it to your Spell Book.

Casting Spells

To cast a spell, you must first target a player or NPC if the spell requires it.

Next, determine the Spell Power to use for the spell.

Next, open your Spell Book, select a spell and click Cast Spell.

A window will appear that counts down the time to cast for the spell. When the count down is finished, the spell will be cast.

Spell Power

The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.

The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.

The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.

The use of additional spell power has the tside effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.

To set your additional spell power, use the slider in your Status Window.


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