Magical Arts

Magic... it is often a thing of wonder and fascination, for mortals and Gods alike. It is the creator of myth and legends that span the world, and the other worlds. For a few lucky mortals, however, it can be learned, understood and controlled. For an even smaller group, the very power of the Gods can be wielded. Below is the collected information on all that is known of magic.

For an overview of the magic system, please see magick

For more detailed information, please follow these links:

How does magic work?

In Terra magic works drastically different than many other fantasy settings; instead of simply being invoked by words and a flick of the wrist the arts instead in Terra require that the one doing them be able to alter the weave in order to weave patterns, or in the case of the divine arts they must have the favor of their god and do not require ‘witchblood’.

The arcane arts do tend to require the user have witchblood though, this is not because mundane people can not alter the weave but rather the combination of them being entirely unable to see the weave and the complexity of weaving spells that results in it being impossible that they would be able to properly do anything with it.

However, magi do not necessarily ‘need’ to weave spells with their hands either, as they can bend lesser incantations and patterns with their will itself if they are skilled enough.

Witchblood

To better clarify, the powers and ability to see the weave gained from someone having witchblood is not necessarily because of their ‘blood’ itself, although that is the only understanding the primitive setting of Dark Ages would permit characters at the time. In truth, it is something integrated in the mages’ genes and is not a power that can be gained by drinking the blood or eatting the mage, likewise; nor can it be lost by a mage not having any blood in them or being drank from. This can be seen in the fact there have been nocti and liche who can use the weave.

As witch blood is a genetically acquired feature it is technically ‘impossible’ for it to be inherited if both sides of a childs family have a history entirely absent of magi or witchblood. However, this is an unlikely phenomenon due to the mixing and cross breeding between Leanatlans and Zealans in distant years past.

[Believed by some that the arcane abilities come from Zealan blood while Leanatlans seem to be the portion that lacked it.]

Mana

Mana is the fuel for almost all prayers, songs, incantations, or spells. If a magic user runs out of mana they are effectively disarmed in their ability to fight back unless they have some form of combat skills.

Mana can be lost in a number of ways that will be listed below.

  • Wearing armors that are cumbersome.
  • Using spells, prayers, or songs.
  • Backlash that causes mana bleeding.
  • Mizahri Toxins that cause mind numbing.
  • Mentalist Magi; who can drain mana.
  • Death; when one revives there is no mana readily available.
  • Sustaining spells which require focus and hence drop intelligence.

However, despite this seemingly crippling flaw there are means magi have of getting around losing mana.

  • Not wearing armors that are cumbersome will keep spells cheap.
  • Having high meditation skill as to recover faster.
  • The Enlightened back ground will increase mana regain rates.
  • Mana Potions do exist and can purchased from some alchemists.
  • Avoiding unnecessary usage of spells when able.
  • Avoiding dying or needing to be raised from falling.
  • Being wise about which spells to sustain, and which not to sustain.

Backlash

Backlash is a feared thing for arcane magi as it is not only painful but it also possesses the risk of the releasing of lesser demons or even death.

Magery is required to effectively cast a arcane spell; the only kind which will cause backlash... However; conjuration is the only thing that prevents arcane spells from causing backlash.

If you fail a arcane spell because it was too difficult to cast due to magery, nothing will happen. If you fail a spell because of insufficient conjuration while it will cast there will be negative side effects.

Backlash can be avoided by...

  • Having very high conjuration. [Keep it above threads usedx10 to be safe]
  • Being cautious about spell usage.
  • Avoiding usage of too many spell options.

Memory Points

Memory points are arguably the most important thing for mages to keep track of when they are still intended to learn options or more spells.

Memory points are gained by your amount of intelligence and meditation skill.

Memory points will be used up by...

  • Knowing Spells.
  • Learning spell options.

Memory points can be regained by...

  • Forgetting options.
  • Forgetting spells.

At 100 INT and Meditation you will have 150 Memory points.

 

Armor and Magi

Unfortunately for the common magi, bard, or cleric alike... cumbersome armors tend to cause focusing on their arts to be more straining on their mind.

Judged by the total dexterity penalty as a result of wearing equipment; drinking a dexterity potion will not counter this. On the same page though your dexterity being magically dropped or dropped because of death penalties will not effect mana costs!

For example, the Light spell only requires 3 mana, however lets see the cost when used with increasingly high dexterity penalties.

Light Spell and Armor

Take note again, light spell is only three mana and two threads.

  • -2 Dexterity results in a mana cost of 4.
  • -4 Dexterity results in a mana cost of 5.
  • -8 Dexterity results in a mana cost of 7.
  • -10 Dexterity results in a mana cost of 8.
  • -12 Dexterity results in a mana cost of 9.

This shows an increase of Penalty/2 = Cost Increase.

Minor Heal and Armor

Take note, minor heal spell is only five mana and three threads.

  • -2 Dexterity results in a mana cost of 7.
  • -4 Dexterity results in a mana cost of 8.
  • -8 Dexterity results in a mana cost of 12.
  • -10 Dexterity results in a mana cost of 13.
  • -12 Dexterity results in a mana cost of 14.

Notice how Penalty/2 = Cost Increase does not apply here; otherwise 12/2 + 5 would equal 14, but it only equates to 11.

As you can see as the thread count increases; so does the mana cost increase as a result of dexterity loss from armor, this likewise means if you use effects with a spell while encumbered you would need to factor in the sliding increase in cost. [Effects increase thread count and costs.]

Spell Options

Spell options area various additions to magic that can be learned depending of the spell itself, you can find them under this guide in the respective school guide or use .spellinfo while in game to find out what spell may learn what option.

Spell Options can be learned through usage of the .learnoption spellname optionname. So if we wanted to learn the Area option for brittle we would type .learnoption brittle area.

Options are not learned automatically and may take about two minutes to memorize the new option.

Options can also be forgotten by .forgetoption spellname option. For Example: .forgetoption brittle area

REMEMBER: OPTIONS TAKE UP MORE MEMORY POINTS DEPENDING ON THE SPELL; BE CAREFUL WHEN TRYING TO LEARN THEM OR YOU WILL RUN OUT OF POINTS!!

Mundane

The word itself while not a ‘bad’ word is not a publically enjoyed word as it is negative and in Terra also implies basically the inability of people or a person to use the weave and as a result suggests they are lesser because of it. For these reasons, the usage of the word in reference to others is dissuaded, although there are those that see no problem with the label.

Often Mundanes will show that they as well are able to overcome adversity to their inability to use the weave; either by seeking to become a Cleric to seek unnatural powers to help others or by being very clever. While some will just accuse a magi of being ‘unfair’.

 
playerscontent/magic.txt · Last modified: 2010/01/15 17:13