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There are seven schools of magic available to mortals:
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There are seven schools of magic available to all mortals:
 
* [[Alteration Magic]] focuses on the manipulation of space, time and arcane energy.
 
* [[Alteration Magic]] focuses on the manipulation of space, time and arcane energy.
* Enchantment Magic involves conjuration, imbuing and mysterious charms.
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* [[Enchantment Magic]] involves conjuration, imbuing and mysterious charms.
 
* [[Divinity Magic]] attempts to entreat the immortal and spiritual forces of the realms.
 
* [[Divinity Magic]] attempts to entreat the immortal and spiritual forces of the realms.
 
* [[Naturalism Magic]] harnesses the diverse powers of life, nature and the earth.
 
* [[Naturalism Magic]] harnesses the diverse powers of life, nature and the earth.
* Illusion Magic attempts to create an advantage by bending light and conjuring visions.
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* [[Illusion Magic]] attempts to create an advantage by bending light and conjuring visions.
* [[Necromancy Magic]] involves communing with death, darkness, blood and shadows.
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* [[Necromancy Magic]] involves communing with death and darkness.
* Evocation Magic aims to wield and unleash the power of the elements.
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* [[Evocation Magic]] aims to wield and unleash the power of the elements.
The great majority of spells are taught at the [[University of Arcana]] in the [[Cities and Towns|city]] of [[Kalmyr]].
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These schools can be learned by anyone and are taught at the [[University of Arcana]] in the [[Cities and Towns|city]] of [[Kalmyr]].
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Some [[guilds]] offer unique spells of their own.
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Use CAST <Spell Name> to ready a spell, then TARGET <Target Name> to complete the spell or TARGET alone if there is no target to specify.
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The caster will usually be unbalanced for a moment before being able to TARGET and complete the spell, while some spells may take effect instantly upon using CAST.
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Some spells have additional requirements for casting such as:
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* Somatic - one empty hand must be available to perform a necessary magical gesture
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* Verbal - requires incantation, so the caster cannot be silenced or have their mouth restrained
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* Material - a reagent or other component is required to aid in the casting of the spell
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Some spells require a specified target, while Area-of-Effect (AOE) or "room spells" affect all monsters and/or players in the caster's current room. [[Earthquake]] is an example of this spell type.
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Point Blank Area-of-Effect (PBAOE) spells will affect all targets you are currently engaging. [[Acid Blast]] is an example of this spell type. [[Molten Strength]] is an example of a single target melee spell which affects one target you're engaging.

Latest revision as of 07:04, 8 September 2018

There are seven schools of magic available to all mortals:

These schools can be learned by anyone and are taught at the University of Arcana in the city of Kalmyr.

Some guilds offer unique spells of their own.

Use CAST <Spell Name> to ready a spell, then TARGET <Target Name> to complete the spell or TARGET alone if there is no target to specify.

The caster will usually be unbalanced for a moment before being able to TARGET and complete the spell, while some spells may take effect instantly upon using CAST.

Some spells have additional requirements for casting such as:

  • Somatic - one empty hand must be available to perform a necessary magical gesture
  • Verbal - requires incantation, so the caster cannot be silenced or have their mouth restrained
  • Material - a reagent or other component is required to aid in the casting of the spell

Some spells require a specified target, while Area-of-Effect (AOE) or "room spells" affect all monsters and/or players in the caster's current room. Earthquake is an example of this spell type.

Point Blank Area-of-Effect (PBAOE) spells will affect all targets you are currently engaging. Acid Blast is an example of this spell type. Molten Strength is an example of a single target melee spell which affects one target you're engaging.