Magic
Magic is at the very heart of Alyria, an arcane realm with many mysterious schools of spell. From Neuromancy to Dreadmancy, skillful spell-casting is often the key to defeating powerful enemies and reaching far-flung corners of the map.
Here, you can learn to utilize the SKILLS command and get acquainted with the ancient practice of scribing spells into spellbooks.
SKILLS
skills - show a list of skills your character knows or will know
The SKILLS command is used to display your character's list of available
proficiencies or spells. They are listed in order of level, with spell point
cost (for spells)listed where applicable.
Spells are of a magical nature and require the use of spell points and possibly
reagents to cast them. Proficiencies are the more 'physical' skills such as
weapons skills, tracking, stealing and the like.
There are several different schools among which the proficiencies and spells
are divided. Schools are a way of classifying the tangible aspects of a spell
or proficiency, and while some spells may seem to overlap schools, there is
generally one main school in which they fit the best.
If a character receives a spell or proficiency from more than one class, that
character receives a bonus of skillpower for that skill, at the rate of +5
skillpower for each class giving the redundant skill.
SKILL ANALYZE
This command will display all of the proficiencies and spells
received by a Adventurer who went the specified class path. In addition, a list
of all stat modifiers received from the chosen class' primary attributes is
provided. Any skills that redundant within that classpath will have the amount
of passive skillpower noted, as well as the benefit gained.
PROFICIENCY
SCHOOL DESCRIPTION
Weaponry (WEA) Proficiencies that involve a physical weapon.
Defense (DEF) Proficiencies that are primarily defensive in nature
Combat (COM) Proficiencies that are primarily combative in nature
Technical (TEK) Proficiencies that involve technical knowledge
Mystical (MYS) Proficiencies that use supernatural forces or mental powers
SPELL SCHOOL DESCRIPTION
Pyromancy (PYR) Fire
Lavamancy (LAV) Lava
Magmamancy (MAG) Magma
Aeromancy (AIR) Wind
Terramancy (TER) The world
Lutomancy (DRT) Dirt
Hydromancy (HYD) Water
Aquamancy (AQA) Freshwater
Glaciomancy (GLC) Ice
Vivomancy (VIV) Life & Growth
Hematomancy (BLD) Blood
Cruciomancy (CRC) Pain
Noxomancy (NOX) Toxins
Dreadmancy (DRD) Dread
Umbramancy (SHD) Shadows
Electromancy (LCT) Lightning
Ferromancy (FER) Iron
Geomancy (GEO) Geography & Leylines
Astromancy (AST) Other planes
Negamancy (NEG) Nothingness
Chaosmancy (CHS) Chaos
Morphomancy (MRP) Changing forms
Retromancy (RTR) The past
Chronomancy (CRN) Time
Diamancy (GOD) Deities
Sanctomancy (SNC) Religiosity
Artemancy (ART) The soul
Coromancy (HRT) The body
Neuromancy (BRN) The mind
Veritamancy (TRT) Truth
Stupomancy (STP) Ignorance
Destructomancy (DIE) Entropy
Metamancy (MTA) Spellcasting
Velocimancy (SPD) Movement
Chromatomancy (CLR) Sight & Colors
Arthropomancy (MAN) Beetles
Bestiamancy (BST) Animals
Papyrimancy (MGC) Magical creatures
Anthropomancy (BTL) Sentient creatures
Unimancy (OBJ) Inanimate objects
Classes that use magic and need spellbooks must scribe their spells into
spellbooks in order to cast them. Each spell has a different complexity
rating; the spell caster will be able to learn and use spells of a certain
complexity and below depending upon their level.
SKILL DISPLAY COLORS
The colors in the skill display indicate the following:
Bright Yellow You can use the skill, and it has no special
modifications
Dim Yellow You do not currently have the PCC or SCC required
to be able to use the skill
Bright Green The skill has been magically altered in a positive
manner, most likely by an item you are wearing
Bright Red The skill has been magically altered in a negative
manner, most likely by an item you are wearing
Dark Gray The skill is not currently available to you, but
will be once you attain the required percentage
of PCC or SCC.
CASTING SPELLS
cast - cast a spell on a target, such as a creature or object
In order to successfully cast a spell without using a spell scroll,
you must have five things:
1. Knowledge of the spell. You will know if you have a spell by
using the SKILLS command - if a spell shows up in bright yellow,
you can learn that spell. Whether or not you have the ability
to cast that spell in the first place depends on your class(es).
2. The spell must be scribed into a spellbook that you have on your
possession. You must be holding the spellbook in order
to cast from it.
3. You must have practiced the spell beforehand to a level of
study that allows you to cast it successfully.
4. You must have the reagents required to cast the spell. Some
powerful spellcasters have been known to cast spells without the
proper reagents, but this is a much more draining way to use
magic.
5. You must have enough spell power to cast the spell. Spell power
is shown at all times on your status bar, and can be seen when
you type 'SCORE'. The amount of spell points a spell takes to
cast will vary with level, as the higher a level you reach, the
more powerful a spell becomes.
If you do not specify a target when casting an offensive spell
that requires one, it will be assumed that you wish to cast the
spell at whoever you are currently fighting.
You may practice spells at one of the many trainers in Alyria - not
all trainers will be able to teach you every spell; in some cases
you will have to seek out trainers that will allow you to gain
knowledge of a particular spell. Trainers can be commonly found in
most cities and townes, and in some secluded places around the world.
Some spells have somatic and verbal components and spellcasters can
be thwarted from casting them by use of binding spells (such as 'web')
or spells that remove the target's power of speech (such as 'silence').
If the spell name is more than one word, then you must quote the spell
name. For example: cast 'cure critical' self, would cast the spell
'cure critical' on yourself. Quoting is optional for single word
but leaving the quotes off of some spells may produce completely
different results than are intended.
When spells become 'mastered' (i.e., your knowledge of them is 100%)
additional benefits are gained:
* Mastered spells are unaffected by somatic-reducing affects
such as 'web' or 'mesmerize'
See the help sections for more information on individual spells.SPELLBOOKS
spellbooks - using your spellbook to cast magical spells
Spells are scribed in spellbooks, directly out of your skill list. Scrolls are not necessary to scribe- just knowledge of the skill, and presence in a library, are sufficient. Certains rooms are flagged as Libraries, in which Adventurers may change which spellbook they're wearing, as well as scribe spells into spellbooks. Erasing spells from a spellbook may be done anywhere, but all spells must fit into the spellbook's pages and complexity. Spellbooks are worn in their own dedicated slot, and are worn one at a time. Spells must fit at least one of the following criteria to be cast: - druid magic (nature spells doesn't require spellbooks) - psionic magic (mental spells don't require spellbooks) - a spell possessed or granted at >1%, and scribed into an equipped spellbook - a spell granted at 100% by an affect or item - a spell granted by research notes Spellbooks have a low base capacity, but the amount of spells available at any one time is significantly increasible by making use of the spellbook-capacity stat: Spellbooks up to category 8 have a base size of 10. Category 9 spellbooks have a base size of 11. Category 10 spellbooks have a base size of 12. An amulet of spell simplicity provides +8. Saresyn's amulet of remembrance provides +4. Lion Shield's 100qp pendant symbolizing penmanship provides +16. Bards' Epiphany provides +2. Wizards' Memory Palace provides +2. The relic "a guru's notes for study" provides +2. The relic "a master neuromancer's marginalia" provides +4.
MUSIC
music - proficiency of one's ability to use music to create magical affects.
This performative skill is the basis of the bard class. creating music is an instinct as old as sentience, and bards specialize in its performance. The magic of the Moons influences music as much as it does movement and speech, allowing the experienced bard to perform powerful songs with a multitude of effects. Songs of peace (will only work if cast when not in combat): Battle March Detect Invisibility Footloose Enhanced Strength Epiphany Inspirational Hymn Levitation Light Mass Levitation Shield Traveling Song Martial songs (must be in combat to use): Blindness Cacophony Fireball Earworm Hands Of Wind Harmonize Hinder Pensive Dirge Plodding Fugue Soothing Nocturne Tremolo Ode to the Moon Tempus Rigor Versatile songs (can be used at will) Calm Cure Light Invigorating Performance Nights Fortune Refresh Rime Of The Glacierbreaker Thunderclap Tremor
HERBALISM
herbalism - combining components to create herbal mixtures
Herbalism is a powerful skill that enables the herbalist to create magical powders. Herbalists mix unspecified component using the MIX command and a mortar and pestle, along with enough gold in the bank to satisfy the sprig Imps' requirements. Combining components will create herbal-mixtures that are either throwable or edible, depending on the effect the herbalist wishes to achieve. The herbs by themselves have some power, but the herbalist's concentration and positive visualization also provides some of the magical effects which herbalism mixtures can confer. To create mixtures, one must have the required mortar-and-pestle equipped, which can be purchased at most specialty herbalism shops throughout the world of Alyria. Mixtures You can make increasingly powerful mixtures as your herbalism skill, level, and the power of your mortar-and-pestles increase. Some mixtures may be too powerful for you to mix at any given time, and attempting to create mixtures that you are unequipped to handle may be dangerous. Once the herbs are mixed together, they may be EATen or THROWN at a target in order to activate the properties of the mixture.