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. | ||
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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 | ||
|} | |} | ||
+ | *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
Contents
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.