Magic in DragonRealms is not as simple as waving a hand and
making things blow up. The energy that powers a spell must
come from somewhere, you must be able to handle it and bend
it to your will, and direct it at its target effectively.
Energy (called mana) does not come from within your
character. For Moon Mages, mana comes from the heavenly bodies;
for all other spellcasters it comes from the local environment.
In order to use mana, you must harness it. Your skills
and stats determine how efficient
you are at harnessing, and how much you can harness without
wearing yourself out. Every spell requires some minimum amount
of mana; the more you put in above that minimum, the more
powerful the spell becomes.
The simplest way to cast a spell is to PREPARE it,
and then CAST it once you're ready. All the other
details are taken care of automatically.
Optionally, you can take more steps -- HARNESSing
mana, TARGETing your spell, and so on. Though a little
more involved, it's often worth the extra effort to make sure
your spells hit their targets and have the strongest effect
you can manage.
Elemental mana is derived from the
raw elemental energy in the area. Warrior
Mages and Bards manipulate this
raw energy into the specific elemental combination needed
to achieve the desired magical effect. (However, Bards, through
their Enchantes, manipulate mana differently
than other spellcasters and are not discussed here.)
Holy mana is produced from the presence
of the Immortals in the past, present, and perhaps the future.
The true origins of holy mana are steeped in mystery, but
it is known that the majority of spells fueled by the manipulation
of this mana requires something more of the caster than
normal. This usually presents itself in a measure of the caster's
devotion to a diety, or the purity of one's soul.
Life mana is the energy produced from
the continuing struggle between order and chaos. Everything
around you is in a state on the spectrum between total chaos,
and total order. As each of these opposing forces act on an
object, life mana is produced. In an area where these two
forces are equal, there is relatively little mana. Conversely,
in an area where one of these two forces prevails over the
other, there is an abundance of life mana.
Moon magic puts the considerable energy
fields of Elanthia's three moons (and other heavenly bodies)
to work. An accomplished Moon Mage
can use this energy to enhance her own mental powers, to forge
light and shadow into tangible matter, and tear holes in the
very fabric of reality.
You may sometimes see references to "Inner Magic"
used by Barbarians and Thieves.
Though its power is not to be denied, it is is not really
magic as most scholars know it.
Learning from your Guild
Every few levels that you gain in your Guild will give you
the opportunity to learn a new spell. The choices available
to you are dependent upon your prior knowledge and training.
You will want to study the Spell List
and consider carefully, for once you have chosen a spell you
cannot change your mind.
Learning from Scrolls
Some spells can also be temporarily learned by acquiring and
reading a spell scroll, tablet, etc. However, deciphering
a scroll requires sufficient training in Scholarship,
and if your Harness (see below) drops
below a certain minimum you will forget the spell.
Note that scroll spells do not count towards knowledge prerequisites.
For example, learning Ice Patch by reading a scroll will not
enable you to learn Veil of Ice (either from the guild or
from another scroll).
Some spells are available only on scrolls. However,
most scrolls are variations on guild-taught spells.
Mana is the power used when casting spells or charging certain
types of magical devices. In DragonRealms, mana is an external
source of energy which must be harnessed by the spellcaster.
Elemental, Life & Holy Mana Elemental, Life and Holy mana are distributed throughout
Elanthia in energy fields. Terrain and history may have some
effect on the amount of available mana in an area -- for instance,
a cursed but lush jungle might be strong in Life mana but
weak in Holy mana -- but in general these fields are distributed
in no particular pattern.
Moon Mana
Moon mana, on the other hand, is independent of location.
The phase, visibility, and relative positions of the three
moons Xibar, Katamba, and Yavash determine
not only the amount of available mana, but which types of
spells are favored.
Why use HARNESS?
Aside from holding mana for spells,
or sharing it with others in your group -- it's
often easier to harness a little bit of mana at a time,
rather than a whole lot at once.
Let's say you want to cast a 45 mana Fire Ball. You
could just PREP FB 45... but
you'll probably find it strains your Harness stat less
to HARNESS 15, PREP
FB 15, HARNESS 15.
You may also want to HARNESS
in a room with lots of mana, before CASTing
in a room with little mana.
Harness
In order to use mana, the spellcaster must Harness it. This
is done automatically during CASTing and CHARGEing,
and can be done manually using the HARNESS verb.
Typing HARNESS or MANA alone will show
you your Maximum and Current Harness stats. This represents
a kind of magical endurance. A low Current Harness means you
are burned out and cannot harness much mana until you've had
some time to recover.
Your character's Harness Ability
skill is different -- it represents your efficiency with
harnessing. It increases your Maximum Harness Stat a little
bit, but the main effect is to use up less of your Current
Harness for the same amount of mana.
The cost to your Current Harness depends on the amount of
available mana. It is much more of a strain to cast a 10-mana
spell where only 15 mana is available than it is to cast it
where 500 mana is available.
Holding Mana
Ordinarily, mana is an external source of power. However,
for short periods the caster can hold small amounts of mana
within his own nervous system.
To begin holding mana, HARNESS <amount>. At
any time while holding mana, you can always try to harness
more.
The more mana you hold, the more likely you are to lose some
percentage of it every few seconds -- and the more you lose
at a time, the more damage is done to your nervous system.
Harness Ability skill increases your capacity, although mana
will always drain away eventually.
If you like, you can RELEASE held mana harmlessly.
(See RELEASE HELP for other options.)
Some spells require you to hold a few mana points to maintain
them. For example, Refractive Field
keeps the caster nearly invisible as long as she holds enough
mana. This could be virtually forever, as long as she keeps
harnessing just enough to keep the spell going. The only real
limitation is practicality.
Casting any non-held-mana spell will consume all held mana,
using it to boost the spell's power (see
below). Any held-mana spells will therefore end.
Sharing Mana
Held mana can be shared with other spellcasters. Type HARNESS
SHARE ON or OFF to set your preference.
If the leader of a group of characters has Harness Share
turned on, when he casts a spell he will use the mana held
by any other people in his group who also have Harness Share
on. This can give the leader access to much more mana than
he would normally be able to harness, useful for intensive
activities such as Resurrection.
Held mana is shared most efficiently between members of the
same Guild, a little less efficiently between those of different
guilds but the same Realm (i.e. a Cleric and a Paladin), and
least efficiently between those of different realms (i.e.
a Cleric and a Moon Mage).
The SPELLS verb will display your current repertoire
of spells. Example:
You take a few moments to flip through
your spellbook.
In the chapter entitled "Moonlight Manipulation,"
you have notes on the Shadows and Focus Moonbeam [fm] spells.
In the chapter entitled "Transduction," you have
notes on the Telekinetic Throw [tkt], Burn, and Moonblade
spells.
You have learned Glythtide's Gift [gg] from a scroll and
must reserve 1 harness to keep it.
To prepare a spell for casting, PREPARE <spell>
<mana>. For example, PREP TKT 10.
Spell names can be abbreviated according to the acronyms
in [brackets], or by abbreviating each word in the name. The
following abbreviations are all equivalent:
PREP FOCUS MOONBEAM 5
PREP FM 5
PREP F M 5
PREP FO MO 5
Each spell has a minimum mana requirement, which is for you
to discover. Many spells become more powerful -- doing more
damage, lasting longer, or causing additional effects -- when
cast with more mana. However, they also become more difficult
to cast. In this way, you never need to outgrow those "first
circle" spells.
Primary Magic skill is important in overcoming the basic
difficulty of the spell and the extra difficulty caused by
the extra mana. Harness Ability skill determines how much
of that extra mana is successfully applied to the spell.
Therefore you need both skills to effectively boost
your casting power.
You may attempt to CAST the spell at any time after
you begin to PREPARE it. However, there is a difficulty
penalty for casting before you see "You feel fully
prepared to cast your spell."
Depending on the context of the spell, you may be casting
it at something or someone, or just casting it in general.
With few exceptions, the format is typically CAST
or CAST <target>.
"Targetted" spells attack a target using a physical
manifestation, such as a bolt of lightning or a hurtling rock.
Such attacks have a chance of being evaded or blocked by the
target as if it were a speeding arrow.
Just as AIMing a bow results in more accuracy than
a snap shot, TARGETting this type of spell between
preparation and casting will increase your accuracy.
The format TARGET <target> works with all
targetted spells.
Many spells will also allow you to target a specific body
part, for example TARGET GOBLIN LEFT LEG. This is
considerably more difficult, however.
The timing of TARGET works similarly to PREPARE,
and TARGET interrupts PREPARE just as CAST
does. For the best chance of success as well as maximum accuracy,
you should wait for PREPARE to finish before TARGETting,
then wait until you see "You think you are targetting
<target> as well as possible." before CASTing.
Once you have TARGETted your victim, you can simply
CAST without specifying the victim again and the
spell will know what to attack.
Resistance Contests
Non-targetted attack spells are essentially a contest between
your spell and stats versus the target's stats. There are
three types of contests:
Will vs. Will contests pit a combination
of the caster's spell power, Discipline, with Wisdom and Intelligence
against the target's Discipline, Wisdom and Intelligence.
Spell vs. Stamina contests put the caster's spell power
up against the target's Stamina, Strength and Discipline.
The rare Spell vs. Agility contests are between the
caster's spell power and the target's Evasion skill, Reflex
and Agility.
The amount by which the caster wins (or loses) affects how
severe the consequences are for the target (or how severe
the backlash is for the caster).
Barbarians' Resistance
Members of the Barbarian Guild
have a natural resistance to many kinds of spells cast at
them -- whether beneficial or harmful. Their Discipline, level
within the Guild, and the current state of their "Inner
Fire" are the main factors in their resistance.
This resistance chips away at the effective power of the
spell. The base power of any spell cast at minimum mana is
100%; if the Barbarian's resistance lowers the power below
100%, the spell will fail utterly. Otheriwse it is simply
reduced in effectiveness.
As a general rule, Barbarian Resistance does not apply to
spells with physical manifestations, nor anything related
to resurrection.
Power Perception is useful for all spellcasters, but its
functions are different for Moon Mages than for other spellcasters.
Power Perception for Non-Moon Mages
Active Power Perception The PERCEIVE verb will allow you to judge
how much mana is available in the area, and is the best
way to increase your skill. With practice, it will also
compare the mana in adjacent areas.
Passive Power Perception
As your skill in Power Perception increases, so does your
effective "reach." Non-Moon Mages become able
to sense and use mana in a wider area, and therefore have
more mana available to harness.
Power Perception for Moon Mages
Active Power Perception
The PERCEIVE verb is much more versatile for
Moon Mages, allowing them to:
· determine mana
availability for each Moon Magic spellbook · locate each moon and measure its mana
contribution · determine which planets are affecting
one's mana availability · detect spell effects and held mana on
other characters · perceive focused
moonbeams in effect
For details, type PERCEIVE HELP.
Passive Power Perception As Moon Mages increase in Power Perception skill,
they become able to sense and use mana from increasingly
distant planets in the solar system, boosting their
power.
Note that the distance between Elanthia and any other
planet varies as time passes and each planet travels
through its elliptical orbit. Therefore, planets may
pass in and out of your perceptible range over time
even if your Power Perception skill continues to increase.
The total amount you can receive from the planets is
limited by your Power Perception skill -- simply reaching
the giant planets Morleena, Amlothi and Dawgolesh will
not immediately invest you with godlike powers.
Magical devices include such items as wands, runestones,
cambrinth rings, and so on. The use of these devices is governed
by Magical Devices Skill.
To activate an item, try various actions with it: WAVE,
SHAKE, RUB... whatever comes to mind. Some
items are fairly obvious, while others require experimentation.
Some items (such as nemmiro stones) require no skill to activate,
but Magical Devices Skill may allow you to identify their
properties with the FOCUS verb.
(FOCUS is explained in detail in the book "Focus
on Magic" written by the renowned Lorethew Gealeranendae,
available at the Crossing Warrior Mage Guild.)
Some items require mana to operate. To power them, CHARGE
<item> <amount of mana>, for example CHARGE
ORB 15. Charging an item with mana uses Magical Devices
skill and Harness Ability skills.