Difference between revisions of "Magic and Spellcasting"
(Added 1.2 spell names to table, edited descriptions, removed blank rows in tome table) |
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− | Spells are cast simply by chanting words ( | + | 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. Spells range anywhere from circle 1 to circle 8. The higher the circle, the harder the spell is to cast, the more mana it uses and the longer the cooloff. |
To cast: | To cast: | ||
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* hit Enter | * hit Enter | ||
+ | '''OR''' | ||
+ | * hit shift+C | ||
+ | * and scroll down to the spell you wish to cast | ||
+ | * hit Enter | ||
==Overview== | ==Overview== | ||
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The player can only cast spells that s/he already knows, and to learn a new spell one must acquire and study the appropriate tome for that spell. Each spell need only be learned once. | The player can only cast spells that s/he already knows, and to learn a new spell one must acquire and study the appropriate tome for that spell. Each spell need only be learned once. | ||
− | Tomes can be bought from your nearest [[Shoppes#scribe|Scribe merchant]]. To read a tome in order to learn the spell, simply press ''' | + | Tomes can be bought from your nearest [[Shoppes#scribe|Scribe merchant]]. 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. For example, to cast the spell Vas Ort Grav (chain lighting), you'd type "cvog" '''C'''ast: '''V'''as '''O'''rt '''G'''rav). |
− | '''(It would seem there were more gremlins than I could have imagined. They are everywhere devouring things they shouldn't. I hate these voracious little green rats.)''' | + | '''(It would seem there were more gremlins than I could have imagined. They are everywhere devouring things they shouldn't. They've eaten the list of tome availability and have only left a few scraps behind. I hate these voracious little green rats.)''' |
{| border="1" cellspacing="0" cellpadding="5" style="background:#f0f0f0" | {| border="1" cellspacing="0" cellpadding="5" style="background:#f0f0f0" | ||
| '''Town''' || '''Spell Tome''' || '''Description''' || '''School''' || '''Circle''' || '''Price''' | | '''Town''' || '''Spell Tome''' || '''Description''' || '''School''' || '''Circle''' || '''Price''' | ||
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| rowspan="3" valign="top" | '''Nordhaven''' || '''AN(An Nox)''' || Cure Poison || Piety || 2 || 187 gp | | rowspan="3" valign="top" | '''Nordhaven''' || '''AN(An Nox)''' || Cure Poison || Piety || 2 || 187 gp | ||
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| '''IW(In Wis)''' || Display Position || Magery || 2 || 187 gp | | '''IW(In Wis)''' || Display Position || Magery || 2 || 187 gp | ||
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|} | |} | ||
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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. | 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 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. | + | 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. | Once you reach 100% in a school of magic you'll have 100% casting rate of all spells in that school. | ||
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Utility spells. | Utility spells. | ||
{| border="1" cellspacing="0" cellpadding="5" style="background:#f0f0f0" | {| border="1" cellspacing="0" cellpadding="5" style="background:#f0f0f0" | ||
− | | '''circle''' || '''spell name''' || '''incantation''' || width="500" | '''description''' | + | | '''circle''' || '''spell name''' || ''' runic incantation''' || width="500" | '''description''' |
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| 1 || small light || IL || Create a small lightsource | | 1 || small light || IL || Create a small lightsource | ||
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| minor summon || KBX || Summon a spider | | minor summon || KBX || Summon a spider | ||
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− | | valign="top" rowspan="3" | 3 || | + | | valign="top" rowspan="3" | 3 || unlock || EP || Unlocks a door or chest |
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| reveal || WQ || Reveals invisible and hidden creatures | | reveal || WQ || Reveals invisible and hidden creatures | ||
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| 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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− | | | + | | invisibility || SL || Short term invisibility |
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| valign="top" rowspan="4" | 5 || mark || KPY || Mark (to be teleported to at a later time with the Recall spell) | | valign="top" rowspan="4" | 5 || mark || KPY || Mark (to be teleported to at a later time with the Recall spell) | ||
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Destructive spells. | Destructive spells. | ||
{| border="1" cellspacing="0" cellpadding="5" style="background:#f0f0f0" | {| border="1" cellspacing="0" cellpadding="5" style="background:#f0f0f0" | ||
− | | '''circle''' || '''spell name''' || '''incantation''' || width="500" | '''description''' | + | | '''circle''' || '''spell name''' || '''runic incantation''' || width="500" | '''description''' |
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| 1 || minor harm || AM || Basic adjacent attack | | 1 || minor harm || AM || Basic adjacent attack | ||
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Healing, divine and anti-undead spells. | Healing, divine and anti-undead spells. | ||
{| border="1" cellspacing="0" cellpadding="5" style="background:#f0f0f0" | {| border="1" cellspacing="0" cellpadding="5" style="background:#f0f0f0" | ||
− | | '''circle''' || '''incantation''' || width="500" | '''description''' | + | | '''circle''' || '''spell name''' || '''runic incantation''' || width="500" | '''description''' |
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− | | 1 || M || Light heal on self | + | | 1 || minor heal self || M || Light heal on self |
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− | | valign="top" rowspan="2" | 2 || | + | | valign="top" rowspan="2" | 2 || cure poison || AN || Cure poison on self or other |
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− | | | + | | heal other || XM || Heal other player or creature |
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− | | valign="top" rowspan="2" | 3 || | + | | valign="top" rowspan="2" | 3 || armour || S || Temporarily increase defense |
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− | | | + | | cure disease || ABC || Cure disease on self or other |
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− | | 4 || VS || | + | | 4 || greater armour || VS || Improved armour spell |
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− | | 5 || AXC || | + | | 5 || turn undead || AXC || Damages undead |
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− | | 6 || VM || | + | | 6 || greater heal self || VM || Fully restores HP |
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− | | 7 || XVM || Fully heal other player or creature | + | | 7 || greater heal other || XVM || Fully heal other player or creature |
|- | |- | ||
− | | 8 || AC || Resurrect player | + | | 8 || resurrect || AC || Resurrect player |
|} | |} | ||
Revision as of 18:40, 2 August 2007
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. Spells range anywhere from circle 1 to circle 8. The higher the circle, the harder the spell is to cast, the more mana it uses and the longer the cooloff.
To cast:
- hit 'c'
- type the first letter of each word, eg 'a' then 'n' to cast An Nox (cure poison)
- hit Enter
OR
- hit shift+C
- and scroll down to the spell you wish to cast
- 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.
Tomes and Scribes
The player can only cast spells that s/he already knows, and to learn a new spell one must acquire and study the appropriate tome for that spell. Each spell need only be learned once.
Tomes can be bought from your nearest Scribe merchant. 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. For example, to cast the spell Vas Ort Grav (chain lighting), you'd type "cvog" Cast: Vas Ort Grav).
(It would seem there were more gremlins than I could have imagined. They are everywhere devouring things they shouldn't. They've eaten the list of tome availability and have only left a few scraps behind. I hate these voracious little green rats.)
Town | Spell Tome | Description | School | Circle | Price |
Nordhaven | AN(An Nox) | Cure Poison | Piety | 2 | 187 gp |
IL(In Lor) | Small Magic Light | Magery | 1 | 125 gp | |
M(Mani)) | Lesser Heal | Piety | 1 | 125 gp | |
Port Izumi | AM(An Mani) | Lesser Harm | Sorcery | 1 | 187 gp |
AN(An Nox) | Cure Poison | Piety | 2 | 187 gp | |
EU(Ex Uus) | Agility | Magery | 4 | 403 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.
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 | WQ | 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 | ||
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 | greater invisibility | 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 |
6 | earthquake | IVPY | Earthquake (targets all hostiles on screen) |
sleep wind | IZH | Cone of sleep | |
vampyric bite | XMP | Vampyric attack, regains HP | |
7 | chain lightning | VOG | Lightning attack on multiple targets |
mana burn | IJO | Damages spell using enemies | |
fireball | VF | Powerful ranged attack | |
8 | kill | XC | Very powerful ranged attack |
Piety
Healing, divine 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 |
cure disease | ABC | Cure disease on self or other | |
4 | greater armour | VS | Improved armour spell |
5 | turn undead | AXC | Damages undead |
6 | greater heal self | VM | Fully restores HP |
7 | greater heal other | XVM | Fully heal other player or creature |
8 | resurrect | AC | Resurrect player |
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.