Difference between revisions of "Magic and Spellcasting"

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Spells are cast simply by chanting words (e.g. An Nox), by selecting the spell from a menu, or by using a hot key to cast a spell previously bound to that key. Spells do not need to be pre-mixed and ingredients are not required. The higher the circle, the harder the spell is to cast, the more mana it uses and the longer the cooloff.  
 
Spells are cast simply by chanting words (e.g. An Nox), by selecting the spell from a menu, or by using a hot key to cast a spell previously bound to that key. Spells do not need to be pre-mixed and ingredients are not required. The higher the circle, the harder the spell is to cast, the more mana it uses and the longer the cooloff.  
To fully master a circle 1 mage or priest spell your skill in the respective School must be 30%. For a circle 2 spell it is 40%, circle 3 spell 50% and so on. Monks need 10% for circle 1 spells, 20% for circle 2 spells and so on.
 
  
 
To cast:
 
To cast:
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Once you reach 100% in a school of magic you'll have 100% casting rate of all spells in that school.
 
Once you reach 100% in a school of magic you'll have 100% casting rate of all spells in that school.
 +
 +
To fully master a circle 1 mage or priest spell your skill in the respective School must be 30%. For a circle 2 spell it is 40%, circle 3 spell 50% and so on. Monks need 10% for circle 1 spells, 20% for circle 2 spells and so on.
  
 
==Spells, Schools and Circles==
 
==Spells, Schools and Circles==
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| valign="top" rowspan="4" | 4 || greater light || VL  || Create a large light source
 
| valign="top" rowspan="4" | 4 || greater light || VL  || Create a large light source
 
|-
 
|-
| speed || EU  || Temporarily increase your dexterity
+
| speed || EU  || Temporarily increase your dexterity (30% of your Int - max is 100 Dex)
 
|-
 
|-
 
| recall || KOP || Recall (teleport to the place where you last cast the Mark spell)
 
| recall || KOP || Recall (teleport to the place where you last cast the Mark spell)
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| improved fortitude || VUM || Buff target for 150 HP
 
| improved fortitude || VUM || Buff target for 150 HP
 
|}
 
|}
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*Vas Mani Cool off increases with class points over 125, to the tune of approx +1 sec per 10% over 125%, when a blessed mace is not equipped in the main hand. A 200% class suffers 15s Vas Mani cool off.
  
 
===Divinity===
 
===Divinity===

Revision as of 03:54, 2 January 2012

Spells are cast simply by chanting words (e.g. An Nox), by selecting the spell from a menu, or by using a hot key to cast a spell previously bound to that key. Spells do not need to be pre-mixed and ingredients are not required. The higher the circle, the harder the spell is to cast, the more mana it uses and the longer the cooloff.

To cast:

  • hit the C key
  • type the first letter of each word, eg 'a' then 'n' to cast An Nox (cure poison)
  • hit Enter

OR

  • hit shift+C
  • click on the spell your list OR
  • scroll down to the spell you wish to cast and hit Enter

Overview

The Schools of Magic

All magic in New Sosaria is broken up into three categories, or schools. Each school of magic represents a unique approach to manipulating the metaphysical world and must be learned separately. Therefore skill in one school has no bearing on or benefit to the spells of another school, apart from the common use of Mana as a power source.

The Language of Magic

Every spell consists of an incantation that is made up from one or more Rune words, or syllables which are written in the Old Sosarian Runic alphabet. Each Rune word has its own distinct meaning and their combination is usually representative of the desired spell effect. For example, the Harm spell An Mani consists of the syllables An which means Negate and Mani which means Life.

Learning New Spells and Abilities

The player can only cast spells that s/he already knows, and to learn a new spell one must usually be taught by a trainer that knows that spell. Each spell need only be learned once.

While most spells are taught directly by trainers spread across the various towns and other places of interest, some spells can be found among treasure piles as tomes, and a few are quest rewards. However, the school of sanctity spells are taught by wandering masters that will approach you when you are ready to learn.

To read a tome in order to learn the spell, simply press L (shift-L), select the appropriate tome and the spell will be learned. Once you've learned a spell, it may be cast by reciting the correct incantation for the spell.

Town Spell Tome Description School Circle Price
Nordhaven IL (In Lor) Small Magic Light Magery 1 125 gp
M (Mani) Lesser Heal Piety 1 125 gp
AM (Mani) Minor Harm Sorcery 1 125 gp
UY (Uus Yelm) Bless Weapon Divinity 1 125 gp
Port Izumi AN (An Nox) Cure Poison Piety 2 187 gp
AMT (An Mani Tym) Power Word Pain Divinity 2 187 gp
AYQ (An Yelm Quas) Uncurse Divinity 2 187 gp
GP (Grav Por) Magic Missile Sorcery 2 187 gp
IW (In Wis) Display Position Magery 2 187 gp

Mana and Magic

Mana is the energy source of all spells. The amount of mana you have available for spells is related to the amount of intelligence your character has. A spell will use mana in direct proportion to its circle.

Skill Progression

There are separate player status screens which display your chance to successfully cast a spell that you have learned from a tome. Notice that 0% in a magic skill still gives you a 25% chance of casting a circle 1 spell of that related school of magic, and 0% chance of casting any higher circle of spell of that school.

Casting a spell will raise its associated magic skill, e.g. casting small light (In Lor) will train Magery. Once the chance of casting a particular circle of spell reaches 100% then casting it will no longer raise the associated magic skill. You will need to cast higher circle spells in order to improve your magic skill further.

Once you reach 100% in a school of magic you'll have 100% casting rate of all spells in that school.

To fully master a circle 1 mage or priest spell your skill in the respective School must be 30%. For a circle 2 spell it is 40%, circle 3 spell 50% and so on. Monks need 10% for circle 1 spells, 20% for circle 2 spells and so on.

Spells, Schools and Circles

Magery

Utility spells.

circle spell name runic incantation description
1 small light IL Create a small lightsource
2 locate IW Display position within current map as co-ordinates
minor summon KBX Summon a spider
3 unlock EP Unlocks a door or chest
reveal AQ Reveals invisible and hidden creatures
soul trap IMJ Soul trap (see Enchanting)
4 greater light VL Create a large light source
speed EU Temporarily increase your dexterity (30% of your Int - max is 100 Dex)
recall KOP Recall (teleport to the place where you last cast the Mark spell)
invisibility SL Short term invisibility
5 mark KPY Mark (to be teleported to at a later time with the Recall spell)
paralyse AEP Paralyze opponent
blink IP Blink (teleport in a straight line in any direction)
summon KX Summon creature (the strength of which increases with your intelligence)
6 charm AXE Charm creature
confuse QAW Create mass confusion among enemies
7 greater invisibility VSL Longer lasting invisibility
clone KXQ Clone creature
8 polymorph VYR Polymorph self into a dragon
summon dragon KVX Summon a dragon (the color of which depends on your intelligence)
summon daemon KXC Summon a daemon

Sorcery

Destructive spells.

circle spell name runic incantation description
1 minor harm AM Basic adjacent attack
2 magic missile GP Basic ranged magic attack
3 greater harm VAM Improved adjacent attack
4 hex XJ Polymorph other into a rat
poison wind INH Cone of poison
5 lightning OG Lightning attack on single target
earthquake IVPY Earthquake (targets all hostiles on screen)
vampyric bite XMP Vampyric attack, regains HP
6 fireball VF Powerful ranged attack
sleep wind IZH Cone of sleep
7 chain lightning VOG Lightning attack on multiple targets
mana burn IJO Damages spell using enemies mana
8 kill XC Very powerful ranged attack
flame wind IFH Very powerful fire spray attack

Piety

Healing and anti-undead spells.

circle spell name runic incantation description
1 minor heal self M Light heal on self
2 cure poison AN Cure poison on self or other
heal other XM Heal other player or creature
3 armour S Temporarily increase defense +3
cure disease ABC Cure disease on self or other
4 fortitude UM Buff target +100 HP
5 greater armour VS Improved armour spell that gives +7 defense
6 greater heal self VM Fully restores HP
7 greater heal other XVM Fully heal other player or creature
8 Resurrect AC Resurrect player
improved fortitude VUM Buff target for 150 HP
  • Vas Mani Cool off increases with class points over 125, to the tune of approx +1 sec per 10% over 125%, when a blessed mace is not equipped in the main hand. A 200% class suffers 15s Vas Mani cool off.

Divinity

Divine spells to be used by priests.

circle spell name runic incantation description
1 bless weapon UY Bless equipped mace
2 uncurse AYQ Uncurse item
power word pain AMT Damage over time on target
3 summon insect plague KHX Summons 1 to 3 insect swarms on target
identify WY Identify item
4 protection SJ Gives target protection from most status effects
detect traps WJ Gives caster the ability to see traps for a short period of time
5 truesight WQ Casts truesight on self of other
turn AXC Damages undead
6 banish AKX Area effect that destroys all evil summons
summon sword golem KXD Summons a sword golem
7 divine hammer IOY Enchants and soulbinds any +0 mace to up to +6
flame strike FG Ranged attack with a 3x3 damage radius
8 greater power word pain VAMT Does a little more damage than AMT and has a 3x3 cast radius

Sanctity

This is the school of magic used by monks.

circle spell name runic incantation description
0 reset aspect SR 0 Removes current aspect
1 sense SW Endows x-ray vision
2 aspect of the hydra SR I Imbues monk to channel lightning
heal SM Heals wounds
3 cleanse SN Curses poison, disease, & blindness
4 aspect of the drake SR II Imbues monk to channel fire
teleport SP Transports monk a short distance away
5 stoneform SY Transforms monk into an invulnerable statue
6 aspect of the yeti SR III Imbues monk to channel cold
levitate SYU Allows monk to float off the ground
7 sieze SRX Snares target from a distance bringing it into melee range
8 aspect of the snake SR IV Imbues monk to channel poison ignoring protection
astral travel SOP Monk's spirit leaves his body so as to explore unseen
9 mirror images SXQ Creates 2 identical images that distract enemies
10 aspect of the turtle SR V Increases mental and physical resistance
phase shift SRY Endows magical immunity and increased dodge ability

The Mage's Staff

The serious mage will never leave home without his or her staff (ie: a crook, a shillelagh, or a staff). The advantages of having a staff equipped are:

  • faster cooloff
  • less mana used per spell
  • staff materials affect spell damages, and may have a venomous or vampyric effect
  • staves of slaying give increased damage to offensive spells
  • increased mana regeneration rate (including during meditation)

Spell Scrolls

The learned scribe may be able to create spell-scrolls. On reading one of these scrolls (eg Scroll: In Lor) the spell is cast with a 100% success rate. Only a subset of all the spells can be made with the Inscription skill.