Difference between revisions of "Magic and Spellcasting"

From EUO Manual
Jump to: navigation, search
m (Polymorphism)
Line 61: Line 61:
  
 
==Spells, Schools and Circles==
 
==Spells, Schools and Circles==
===Magery===
+
===Magery & Sorcery===
Utility spells.
+
Utility & destruction spells.
{| border="1" cellspacing="0" cellpadding="5" style="background:#f0f0f0"
+
| '''circle''' || '''spell name''' || ''' runic incantation''' || width="500" | '''description'''
+
|-
+
| 1 || small light || IL  || Create a small lightsource
+
|-
+
| valign="top" rowspan="2" | 2 || locate || IW  || Display position within current map as co-ordinates
+
|-
+
| minor summon || KBX || Summon a spider
+
|-
+
| valign="top" rowspan="3" | 3 || unlock || EP  || Unlocks a door or chest
+
|-
+
| reveal || AQ  || Reveals invisible and hidden creatures
+
|-
+
| soul trap || IMJ || Soul trap (see [[Enchanting]])
+
|-
+
| valign="top" rowspan="4" | 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
+
|-
+
| valign="top" rowspan="5" | 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)
+
|-
+
| lighter load || VEU || Increases carrying capacity up to 300
+
|-
+
| valign="top" rowspan="2" | 6 || charm || AXE || Charm creature
+
|-
+
| confuse || QAW || Create mass confusion among enemies
+
|-
+
| valign="top" rowspan="3" | 7 || greater invisibility || VSL || Longer lasting invisibility
+
|-
+
| clone || KXQ || Clone creature
+
|-
+
| greater soul trap || VIMJ || Area effect soul trap
+
|-
+
| valign="top" rowspan="3" | 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===
+
Please see the [[Mage]] page for the full Magery & Sorcery spell lists.
Destructive spells.
+
{| border="1" cellspacing="0" cellpadding="5" style="background:#f0f0f0"
+
| '''circle''' || '''spell name''' || '''runic incantation''' || width="500" | '''description'''
+
|-
+
| 1 || minor harm || AM || Basic adjacent attack
+
|-
+
| 2 || magic missile || GP || Basic ranged magic attack
+
|-
+
| 3 || greater harm || VAM || Improved adjacent attack
+
|-
+
| valign="top" rowspan="2" | 4 || hex || XJ || Polymorph other into a rat
+
|-
+
| poison wind || INH || Cone of poison
+
|-
+
| rowspan=3 valign="top" | 5 || lightning || OG || Lightning attack on single target
+
|-
+
| earthquake || IVPY || Earthquake (AOE ground attack)
+
|-
+
| vampyric bite || XMP || Vampyric attack, regains HP
+
|-
+
| valign="top" rowspan="2" | 6 || fireball || VF || Powerful ranged attack
+
|-
+
| sleep wind || IZH || Cone of sleep
+
|-
+
| valign="top" rowspan="2" | 7 || chain lightning || VOG || Lightning attack on multiple targets
+
|-
+
| mana burn || IJO || Damages spell using enemies mana
+
|-
+
| valign="top" rowspan="2" | 8 || kill || XC || Very powerful ranged attack
+
|-
+
| flame wind || IFH || Cone of fire
+
|}
+
  
 
===Piety===
 
===Piety===
 
Healing and anti-undead spells.
 
Healing and anti-undead spells.
{| border="1" cellspacing="0" cellpadding="5" style="background:#f0f0f0"
 
| '''circle''' || '''spell name''' || '''runic incantation''' || width="500" | '''description'''
 
|-
 
| 1 || minor heal self || M || Light heal on self
 
|-
 
| valign="top" rowspan="2" | 2 || cure poison || AN || Cure poison on self or other
 
|-
 
| heal other || XM || Heal other player or creature
 
|-
 
| valign="top" rowspan="2" | 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
 
|-
 
| valign="top" rowspan="2" | 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===
+
Please see the [[Priest]] page for the full Piety & Divinity spell lists.
Divine spells to be used by priests.
+
{| border="1" cellspacing="0" cellpadding="5" style="background:#f0f0f0"
+
| '''circle''' || '''spell name''' || '''runic incantation''' || width="500" | '''description'''
+
|-
+
| 1 || bless weapon || UY || Bless equipped mace
+
|-
+
| valign="top" rowspan="2" | 2 || uncurse || AYQ || Uncurse item
+
|-
+
| power word pain || AMT || Damage over time on target
+
|-
+
| valign="top" rowspan="2" | 3 || summon insect plague || KHX || Summons 1 to 3 insect swarms on target
+
|-
+
| identify || WY || Identify item
+
|-
+
| valign="top" rowspan="2" | 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
+
|-
+
| valign="top" rowspan="2" | 5 || truesight || WQ || Casts truesight on self or other
+
|-
+
| turn || AXC || Damages undead
+
|-
+
| valign="top" rowspan="2" | 6 || banish || AKX || Area effect that destroys all evil summons
+
|-
+
| summon sword golem || KXD || Summons a sword golem
+
|-
+
| valign="top" rowspan="2" | 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===
 
===Sanctity===
 
This is the school of magic used by monks.
 
This is the school of magic used by monks.
{| border="1" cellspacing="0" cellpadding="5" style="background:#f0f0f0"
+
 
| '''circle''' || '''spell name''' || '''runic incantation''' || width="500" | '''description'''
+
Please see the [[Monk]] page for the full Sanctity spell list.
|-
+
| 0 || reset aspect || SR 0 || Removes current aspect
+
|-
+
| 1 || sense || SW || Endows x-ray vision
+
|-
+
| valign="top" rowspan="2" | 2 || aspect of the hydra || SR I || Imbues monk to channel lightning
+
|-
+
| heal || SM || Heals wounds
+
|-
+
| rowspan=1 valign="top" | 3 || cleanse || SN || Curses poison, disease, & blindness
+
|-
+
| valign="top" rowspan="2" | 4 || aspect of the drake || SR II || Imbues monk to channel fire
+
|-
+
| teleport || SP || Transports monk a short distance away
+
|-
+
| rowspan=1 valign="top" | 5 || stoneform || SY || Transforms monk into an invulnerable statue
+
|-
+
| valign="top" rowspan="2" | 6 || aspect of the yeti || SR III || Imbues monk to channel cold
+
|-
+
| levitate || SYU || Allows monk to float off the ground
+
|-
+
| rowspan=1 valign="top" | 7 || sieze || SRX || Snares target from a distance bringing it into melee range
+
|-
+
| valign="top" rowspan="2" | 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
+
|-
+
| rowspan=1 valign="top" | 9 || mirror images || SXQ || Creates 2 identical images that distract enemies
+
|-
+
| valign="top" rowspan="2" | 10 || aspect of the turtle || SR V || Increases mental and physical resistance
+
|-
+
| phase shift || SRY || Endows magical immunity and increased dodge ability
+
|}
+
  
 
===Necromancy===
 
===Necromancy===
This is the school of magic used by necromancers.
+
Doing things with corpses, etc
Also, the Necromancer thread http://forums.swut.net/viewtopic.php?f=3&t=5179
+
 
+
{| border="1" cellspacing="0" cellpadding="5" style="background:#f0f0f0"
+
| '''circle''' || '''spell name''' || '''runic incantation''' || width="500" | '''description'''
+
|-
+
| 1 || Summon Undead || KCX || The higher your skill and the more you cast this spell sequentially, the more powerful your summoned undead allies become
+
|-
+
| 2 || Dark Ritual || CW || This is the hexblades version of 'bless weapon'' : it will take a longsword, scythe, rondel or kryss and convert it into a hexblade
+
|-
+
| 3 || Soul Transfer || MPT || Drains life over time - exact specs: target loses 5% of health per sec over 5 sec, caster gains 5% per sec (% of own health, not target) - both caster and target are frozen during transfer
+
|-
+
| valign="top" rowspan="2" | 4 || Corpse Explosion|| FGC || AoE mass curse that curses targets such that when each target dies it explodes - inflicting damage on everything within 3x3 square
+
|-
+
| Ritual Sacrifice || CM || Cast this on a corpse to give yourself a +50hp buff for 30 mins
+
|-
+
| valign="top" rowspan="2" | 5 || Command Death|| SC || Any player that has this buff cast on them will automatically resurrect after dying! Lasts for 10 mins. (it is not a PD preventative, and cannot be cast on self)
+
|-
+
| Giblet Golems || ICK || AoE mass curse that curses targets: such that when each target dies, it turns into a bunch of body parts which become aligned to caster
+
|-
+
| 6 || Death Missile || CP || Clone of Grav Por, but with the strength of Vas Flam
+
|-
+
| 7 || Cone of Acid || ICH || Clone of IFH, but inflicts disease on all targets, reduces victims MR and Def by 25% ...
+
|-
+
| 8 || Hail of Bones || CY || AoE DoT high damage spell
+
|}
+
  
 +
Please see the [[Necromancer]] page for the full Necromancy spell list.
  
 
===Druidry===
 
===Druidry===
 
This is the school of magic used by Druids.  
 
This is the school of magic used by Druids.  
Also, the Druid thread: http://forums.swut.net/viewtopic.php?f=3&t=5347
 
 
{| border="1" cellspacing="0" cellpadding="5" style="background:#f0f0f0"
 
| '''circle''' || '''spell name''' || '''runic incantation''' || width="500" | '''description'''
 
|-
 
| 1 || Druid Action || Des Ort || Has different effects depending on druid polymorph form. Eg. Teleport in Wisp form, Lightning in Hydra form, etc.
 
|-
 
| 2 || Thorn Whip || Des Grav Por || Ranged attack that drags target mob closer to druid while doing small damage.
 
|-
 
| 3 || Speak with Plants || Des Wis || Action targeting plants/trees in the environment that gives different effects depending on type of plant.
 
|-
 
| 4 || Entangle || Des An Por || Ranged paralyse that binds monsters to spot, also synergizes with Druid Action for different combo effects depending on druid polymorph form.
 
|-
 
| 5 || Restoration || Des Mani Tym || High health regeneration for 10 seconds
 
|-
 
| 6 || Summon Treants || Des Kal Xen || Summons two treants to do your bidding.
 
|-
 
| 7 || Transfer Enchantment || Des Rel Ort || Transfers non-staff spell enchantment to staff, soulbinds staff.
 
|-
 
| 8 || Abduction || Des Corp || Single Target high damage spell
 
|}
 
 
===Polymorphism===
 
This is the second school of magic used by Druids.
 
Also, the Druid thread: http://forums.swut.net/viewtopic.php?f=3&t=5347
 
 
{| border="1" cellspacing="0" cellpadding="5" style="background:#f0f0f0"
 
| '''circle''' || '''spell name''' || '''runic incantation''' || width="500" | '''description'''
 
|-
 
| 1 || Polymorph Crocodile || Rel Yelm I || Crocodile polymorph shifts druid stats to strength. Druid Action knocks back nearby mobs, and causes bleed on mobs that are also entangled.
 
|-
 
| 2 || Polymorph Hydra || Rel Yelm II || Hydra polymorph shifts druid stats to intelligence. Druid Action casts lightning bolt (Ort Grav), and causes chain lightning (Vas Ort Grav) on entangled mobs (if they aren't killed in a single attack).
 
|-
 
| 3 || Polymorph Rabbit || Rel Yelm III || Rabbit polymorph doesnt shift stats, but increases walking speed to max? No Druid Action (yet?)
 
|-
 
| 4 || Polymorph Wisp || Rel Yelm IV || Wisp polymorph doesn't shift stats, but casts invisiblity (Sanct Lor) upon morphing. Druid Action casts teleport. Doesn't shift stats.
 
|-
 
| 5 || Polymorph Shark || Rel Yelm V || Can only shark polymorph onto water tiles. Travel in water, including high seas with no health damage. Doesn't shift stats.
 
|-
 
| 6 || Polymorph Zorn || Rel Yelm VI || Zorn polymorph allows mountain walk. Druid Action causes earthquake (In Vas Por Yelm). Doesn't shift stats.
 
|-
 
| 7 || Polymorph Snake || Rel Yelm VII || Snake form Druid Action casts poison wind (In Nox Hur). Doesn't shift stats.
 
|-
 
| 8 || Polymorph Mothra || Rel Yelm VIII || Mothra form Druid Action casts sleep wind (In Zur Hur).  Doesn't shift stats.
 
|}
 
  
Press x to shift out of polymorph.
+
Please see the [[Druid]] page for the full Druidry & Polymorphism spell lists.
  
 
==The Mage's Staff==
 
==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:
+
The serious mage (or druid!) 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
 
* faster cooloff

Revision as of 12:28, 9 May 2020

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 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 R , 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 & Sorcery

Utility & destruction spells.

Please see the Mage page for the full Magery & Sorcery spell lists.

Piety

Healing and anti-undead spells.

Please see the Priest page for the full Piety & Divinity spell lists.

Sanctity

This is the school of magic used by monks.

Please see the Monk page for the full Sanctity spell list.

Necromancy

Doing things with corpses, etc

Please see the Necromancer page for the full Necromancy spell list.

Druidry

This is the school of magic used by Druids.

Please see the Druid page for the full Druidry & Polymorphism spell lists.

The Mage's Staff

The serious mage (or druid!) 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.