Adventuring 101

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.