Magic

NECROMANCY

Necromancers are the servants of Lithos, and are skilled at manipulating the residual energy left behind when life departs form its physical shell. This energy is emitted as etheric waves. In preparation for controlling this magic, the necromancer keeps reagents near to his hand. These are simply natural materials that are consumed entirely by the magic process. Each spell is only good for one casting per preparation.

To create a Necromantic spell

* Put the appropriate reagents in a pouch.
* Close the pouch.
* Use the Key of the Caretaker on the pouch.

The spell is then "readied," and may be used at any time.
Note. Casting, not creating, the spell is when mana is consumed.

REAGENTS

[Version 2.10] Each individual reagent weighs 1 apiece. When they are stacked, some weigh 1/10th apiece, rounding up to the nearest whole number (e.g. 1-10 weighs 1, 11-20 weighs 2.).

[Version 2.11] Each individual reagent weighs 1/10th apiece.

Blood

Main Location Cemetery, Ancient Necromancers, Stone Cove
Intrinsic Forces Movement/Animation -- the essence of life, reft from the body, serves as a reminder of mortality.

Bone

Main Location Cemetary, Ancient Necromancers, Stone Cove
Intrinsic Forces Summoning/Communication -- the source of blood is also, strangely enough, the source of the will, and remembers the life it once embraced.

Wood

Main Location Fisherman's Reef, Ancient Necromancers, Stone Cove
Intrinsic Forces Preservation/Binding -- almost ageless, a time-aided tree can be stronger than the hardest rock.

Dirt

Main Location Cemetery, Ancient Necromancers, Stone Cove
Intrinsic Forces Protection -- the plant grows from the womb of the land, in roots deeply embedded in the safety of the soil.

Executioner's Hood

Main Location East Road, Stone Cove
Intrinsic Forces Death -- this fungus is black in hue, dark in purpose and shaped like the head-covering of its namesake.

Blackmoor

Main Location Cemetery, Ancient Necromancers, Stone Cove
Intrinsic Forces Power -- this is an odd mixture of the element of Earth and the mysterious Blackrock.

SPELLS

Each spell item weighs 1.

Death Speak (Kal Wis Corp)
Effect You may speak to only those who have been buried with full necromantic rites. The process of Death Speak is too agonizing for those who were not interred correctly to be coherent.
Duration one conversation
Mana 1
Reagents Blood, Bone

Mask of Death (Quas Corp)
Effect You enter a trance which closely simulates death.
Mana 1
Duration Approximately 60 seconds
Reagents Wood, Executioner's Hood

Rock Flesh (Rel Sanct Ylem)
Effect Your body becomes nearly invulnerable to damage. Other than invulnerability, your abilities do not change.
Mana 2
Duration Approximately 100 seconds. The end is signaled by a sound effect.
Reagents Wood, Dirt

Summon Dead (Kal Corp Xen)
Effect Summons a skeleton warrior to assist you against a certain foe. It is wisest to leave the combat after you tell it who or what its target is, otherwise it may attack you next.
Mana 2
Reagents Blood, Bone, Wood

Open Ground (Des Por Ylem)
Effect Opens weakened areas of ground or walls.
Mana 3
Reagents Blood, Blackmoor

Create Golem (In Ort Ylem Xen)
Effect Summons a golem from any dirt terrain, and tell it how to assist you in one endeavor. It will try to destroy you if you attack it, otherwise it will wander off peacefully.
Mana 3
Reagents Blood, Bone, Wood, Dirt, Blackmoor

Withstand Death (Vas An Corp)
Effect After casting this spell on yourself, you will resurrect with full health the next time you should perish. This spell will only work on the caster.
Mana 4
Reagents Wood, Dirt, Blackmoor

Grant Peace (In Vas Corp)
Effect Banishes the magic that animates an undead creature you designate, sending it to its eternal rest.
Mana 5
Reagents Executioner's Hood, Blackmoor

Call Quake (Kal Vas Ylem Por)
Effect Causes the ground to roil and pitch, confusing and injuring your enemies.
Mana 5
Reagents Bone, Wood, Dirt, Blackmoor

THEURGY

Purity is the goal for Theurgists. Although they begin their studies using small tokens to serve as foci for their thoughts, as these monks gain skill they no longer need the artificial help of any physical items. This level of enlightenment, however, takes years to attain -- during which their silver foci are invaluable. Once the token is charged, the spell can be cast innumerable times, limited only by the amount of the caster's mana.

To create a Theurgistic spell

* Get the silver ore from the caves beneath Argentrock Isle.
* Take the ore to Korick the Smith and have him forge the tokens.
* Place the tokens, one at a time, on the Altar of Focus on Argentrock Isle.

The tokens are now charged foci and may be used at any time, as often as desired.
Note. Mana is used when you cast the spell.

SPELLS

Each focus weighs 1.

Divination (In Wis)
Effect This invocation reveals the Theurgist's location, time of day, day of the week, and current month.
Mana 3
Focus Sextant

Healing Touch (In Mani)
Effect This is a healing spell, curing minor wounds in yourself and others. 8-16 points are healed.
Mana 5
Focus Pointing Hand

Aerial Servant (Kal Ort Xen)
Effect This spell calls a whirling being of Air which accepts one command to bring you something that is not obstructed by a solid object, or to move an item that is on the other side of a wall or closed door.
Mana 5
Restrictions Cannot move fixed objects such as trees or walls. Can open doors, throw levers, open dangerous chests, etc.
Focus Arm Band

Reveal (Ort Lor)
Effect This spell releases a wave of energy that dispels invisibility from objects within the Theurgist's vicinity.
Mana 5
Focus Open Eye

Restoration (Vas In Mani)
Effect This is quite a powerful invocation. It restores a living recipient to full health, eliminating wounds, maiming or disease. Best used on self.
Mana 15
Focus Open Hand

Fade from Sight (Quas An Lor)
Effect As the name of this invocation states, the Theurgist becomes completely invisible to the sight of nearly all mortal beings.
Mana 5
Duration approximately 60 seconds
Focus Closed Eye

Air Walk (Vas Hur Por)
Effect By means of this invocation, the Theurgist doubles his jumping ability. This is cast the first time without a focus, when the Theurgist makes the leap to Windy Point to speak with Stratos.
Mana 15
Duration approximately 60 seconds
Focus Wings

Hear Truth (An Quas Lor)
Effect This invocation reveals the truth to any lie spoken intentionally to the Theurgist, as if the Air, itself, were unraveling the thread of the message.
Mana 3
Duration approximately 60 seconds
Focus Chain

Intervention (In Sanct An Jux)
Effect This calls into existence an enveloping wall of Air that blocks all damaging forces (including spells) except lava or water.
Mana 15
Duration 2-3 minutes; the more intelligence you have, the longer it lasts.
Focus Fist

SORCERY

Sorcery is the study of otherworldly powers and beings that may be called upon for destructive purposes. Sorcerers function in Cabals -- one Master with four Acolytes. They walk a razor's edge: the Acolytes' power adds to that of the Master, but when an Acolyte becomes powerful enough, the master faces challenge or assassination. Most Masters take care of those who become a threat before true danger actually manifests. Many is the Acolyte who has become an offering to the powers involved in Sorcery ..

Touch the token to determine the number of charges it holds. Although the number of charges it take is largely chance, the caster's intelligence also affects spellcasting.

To create a Sorcerous spell

* Place spell's focus at the center of the pentagram. The foci (wand, rod, etc.) have to be as near the center of the pentagram as possible.
* Place candles (black or red, as indicated) at each point around the circle. Candles must be placed on the holders (centered) and be lit. Each spell has different places for black and red candles.
* Place the indicated reagents inside the point of the star, near the candles. The reagents must be as close to their respective candles as possible; in some cases you can place them on top of the candles.
* Stand outside the pentagram and double-click on it. The reagents disappear after the focus is enchanted, but the candles remain and can be reused.

Note. If any of the above criteria are not met then you will not be able to create the spell.
If there is something wrong, there will be a brief message. If you kneel down but the spell doesn't work, then the candles are correct -- the problem is either in the reagent' placement or you are not using the appropriate focus.

The focus is now charged and can be used to cast the spell at any time.

REAGENTS

[Version 2.10] Each individual reagent weighs 1 apiece.

[Version 2.11] Each individual reagent weighs 1/10th apiece.

Volcanic Ash

Intrinsic Forces Flame -- the refuse of the volcano has the property of creating the initial spark of fire.

Pumice

Intrinsic Forces Distance -- this rock, cast highest and farthest from the volcano, retains the etheric impetus built up in the flight.

Obsidian

Intrinsic Forces Duration -- while seeming to be a fragile, easily broken substance, it endures the heat of the volcano.

Pig Iron

Intrinsic Forces Protection -- iron's hard yet versatile nature works in protective Sorcery as no other reagent can.

Brimstone

Intrinsic Forces Power -- this is the rock that burns or, more to the point in Sorcery, explodes. A virtually limitless source of power dwells within its etheric composition.

Daemon Bone

Intrinsic Forces Summoning/Binding -- having taken a hint from the Necromancers, the Cabal found that Bone does, indeed, retain its tie to life. It is even useful in the ritual of binding when enough power is at hand. Daemonic forces are summoned and controlled by use of this reagent.

FOCI

Each focus weighs 1, regardless of quantity.

Symbol

Wand

Rod

Staff (only one)
Location: Malchir

Daemon Talisman

SPELLS

Mana is used only to charge the foci, not to cast the spell.

A focus can only hold one kind of spell at a time, although it can hold multiple charges of that spell.

Unfortunately, I must now make a slight modification to the text in the book with regard to relaying the placement of candles and reagents with respect to the Sorcerer's Pentagram. Please refer to the numbered points of the pentacle on the diagram below.

Extinguish (An Flam)
Effect This spell douses candle-flame.
Mana 4-5
Reagents Pumice
Foci Symbol, Wand, Rod or Staff

1

2 3 4 5

Black

Black Black Black Black
Pumice   Pumice Pumice  

Ignite (In Flam)
Effect This spell lights candles for use in sorcery..
Mana 3-4
Reagents Ash, Pumice
Foci Symbol, Wand, Rod or Staff

1

2 3 4 5

Red

Black Black Black Black
Ash   Pumice Pumice  

Flash (Flam Por)
Effect This spell is used to move from one place to any other place within sight, without actually traversing the intervening space; only solid objects can obstruct the transportation.
Mana 6-8
Reagents Ash, Pumice
Foci Wand, Rod, Staff, or Symbol*

1

2 3 4 5

Red

Black Red Red Black
Pumice Ash     Ash

* As it is not the most stable focus, the Sorcerer's symbol of the pentagram can only retain one charge for [this spell].

Flame Bolt (In Ort Flam)
Effect This spell shoots a bolt of fire from the caster, severely burning the unlucky target of the Sorcerer's ire.
Mana 8-10
Damage 4-12
Reagents Ash, Iron, Pumice
Foci Wand, Rod, Staff, or Symbol*

1

2 3 4 5

Red

Red Black Red Black
  Ash   Pumice Iron

* As it is not the most stable focus, the Sorcerer's symbol of the pentagram can only retain one charge for [this spell].

Endure Heat (Sanct Flam)
Effect This spell creates a glowing field that allows the Sorcerer to touch any non-magical flame and remain unhurt. With this spell, a Sorcerer can even endure the heat of lava if it is solid enough to walk upon.
Mana 8-10
Duration 2-3 minutes; the more intelligence you have, the longer it lasts.
Reagents Iron, Obsidian
Foci Rod, Staff, or Symbol*

1

2 3 4 5

Black

Black Red Red Black
Iron   Obsidian Obsidian  

* As it is not the most stable focus, the Sorcerer's symbol of the pentagram can only retain one charge for [this spell].

Fire Shield (In Flam An Por)
Effect With this spell, flames burst into existence and encircle the Sorcerer. No tangible creature except a daemon can pass through this barrier of fire, not even the Sorcerer. Anyone foolish enough to try is thrown back and burned in the bargain.
Mana 10-12
Duration 2-3 minutes; the less intelligence you have, the shorter the duration.
Reagents Ash, Iron, Obsidian
Foci Rod, Staff, or Symbol*

1

2 3 4 5

Black

Red Red Red Black
Iron Ash Obsidian Obsidian  

* As it is not the most stable focus, the Sorcerer's symbol of the pentagram can only retain one charge for [this spell].

Armor of Flames (Vas Sanct Flam)
Effect This spell bathes the Sorcerer in a corona of magical flames that ward off all other fires of magical nature, such as Flame Bolt, Explosion and Conflagration.
Mana 12-15
Duration 1-3 minutes; the more intelligence you have, the longer it lasts.
Reagents Ash, Brimstone, Obsidian
Foci Rod, Staff, or Symbol*

1

2 3 4 5

Black

Black Red Red Red
Iron Ash Obsidian Obsidian Brimstone

* As it is not the most stable focus, the Sorcerer's symbol of the pentagram can only retain one charge for [this spell].

Create Fire (In Flam Ylem)
Effect At the casting of this spell, a fire erupts around the target. Those who are foolish enough to remain in the blaze continue to suffer damage until they step out of the flames.
Mana 14-17
Damage 1-3 pts. every few seconds until the target escapes the flames
Duration 2-3 minutes; the more intelligence you have, the longer it lasts.
Reagents Ash, Obsidian, Pumice
Foci Staff or Symbol*

1

2 3 4 5

Black

Red Black Black Red
  Ash Obsidian Pumice Ash

* As it is not the most stable focus, the Sorcerer's symbol of the pentagram can only retain one charge for [this spell].

Explosion (Vas Ort Flam)
Effect This is much like the Flame Bolt spell, but with considerably larger and more devastating effects.
Mana 16-19
Damage 12-24 in an approximately 16-ft. square area of destruction
Reagents Ash, Brimstone, Iron, Pumice
Foci Staff or Symbol*

1

2 3 4 5

Red

Black Red Black Red
Brimstone Iron Pumice   Ash

* As it is not the most stable focus, the Sorcerer's symbol of the pentagram can only retain one charge for [this spell].

Summon Daemon (Kal Flam Corp Xen)
Effect This ritual of binding summons a "common" daemon to attack one creature of the Sorcerer's choice. The dangerous nature of this spell lies in the fact that if no victim is specified as soon as the creature appears, the daemon will attack the Sorcerer. After accomplishing its task, the daemon will be "loose" unless banished.
Mana 18-23
Reagents Ash, Daemon Bone, Obsidian, Pumice
Foci Daemon Talisman or Symbol*

1

2 3 4 5

Red

Red Red Red Black
Daemon Bone Pumice Obsidian Obsidian Ash

* As it is not the most stable focus, the Sorcerer's symbol of the pentagram can only retain one charge for [this spell].

Banish Daemon (An Flam Corp Xen)
Effect As the name so plainly states, this spell will usually return a daemon to its home in the fire of the volcano. Unfortunately, even the most skilled Sorcerers have been known to attempt an unsuccessful banishment, which only draws the daemon's attention to the Sorcerer.
Mana 18-23
Reagents Ash, Daemon Bone, Iron
Foci Daemon Talisman or Symbol*

1

2 3 4 5

Red

Black Red Red Red
Daemon Bone Ash Iron Iron Pumice

* As it is not the most stable focus, the Sorcerer's symbol of the pentagram can only retain one charge for [this spell].

Conflagration (Kal Vas Flam Corp Xen)
Effect This is the most powerful ritual that the Sorcerer's Cabal has revealed. If any greater exists, only they know about it. By use of this spell, a malicious force of fire manifests near the caster, where it then commences to wreak savage destruction on all things nearby.
Mana 22-27
Duration Approximately 20 seconds
Reagents Ash, Brimstone, Daemon Bone, Iron, Pumice, Obsidian
Foci Daemon Talisman or Symbol*

1

2 3 4 5

Red

Red Red Red Red
Brimstone

Daemon Bone
Iron Daemon Bone

Obsidian

Daemon Bone

Pumice
Ash

* As it is not the most stable focus, the Sorcerer's symbol of the pentagram can only retain one charge for [this spell].

THAUMATURGY

Thaumaturgy is a relatively rare form of magic on Pagan. It results form the study of all magic and therefore touches on all of the powers the others possess, to greater or lesser degrees. Due to the extremely rare and costly nature of certain of the reagents, some of which to not seem to exist any longer on Pagan, if they ever did, it is a discipline that creates more curiosity than it provided answers. Only Mythran sells either the spellbooks or the reagents, and there is no other source for the books.

To create a Thaumaturgic spell

* Put the spellbook in a pouch.
* Put the reagents in the pouch.
* Use the book.

The spell is then ready and can be cast by using the book.

REAGENTS

Each reagent weighs 1, regardless of quantity.

A book can only be charged with one type of spell.

Eye of Newt
Intrinsic Forces Sight/Knowledge -- this aids a mage in focusing the inner eye within the mind.
Main Location Mythran
Cost 25 obsidian coins

Bat Wing
Intrinsic Forces Life/Creatures -- the flesh, bone and blood found in this structure serve as an excellent lodestone to the essence of life.
Main Location Mythran
Cost 25 obsidian coins

Serpent Scale
Intrinsic Forces Destruction/Separation -- the poison in the mouth of this beast seeps into the flesh and corrupts the scales, giving them the magical ability to act as a destructor of bonds.
Main Location Mythran
Cost 25 obsidian coins

Dragon Blood
Intrinsic Forces Great Power -- so powerful is this creature that the blood burns as if aflame. Precise measurements of this are wise, for too much and the magic goes dangerously awry.
Main Location Mythran
Cost 40 obsidian coins

SPELLS

Mana is expended when a book is charged with a spell, not when the spell is actively cast.

Confusion Blast (In Quas Wis)
Effect This causes a release of etheric energies, inflicting no real physical damage, but causing all combatants near the Thaumaturge to completely forget the present combat.
Spellbook 50 obsidian coins
Mana 3
Duration Until an outside force renews combat.
Reagents Eye of Newt, Bat Wing, Serpent Scale, Obsidian, Brimstone

Summon Creature (Kal Xen)
Effect This highly variable spell magically calls the nearest formidable creature (troll, kith, daemon, etc.) to the Thaumaturge's defense.
Spellbook 100 obsidian coins
Mana 3
Reagents Bat Wing, Pumice, Obsidian, Bone

Call Destruction (Kal Vas Grav Por)
Effect This spell causes bolts of lightning and lethal explosions to cascade abound the Thaumaturge, unerringly striking any foes.
Spellbook 100 obsidian coins
Mana 3
Reagents Serpent Scale, Dragon Blood, Ash, Pig Iron, Executioner's Hood

Devastation (In Vas Ort Corp)
Effect This spell, first formulated by what could only have been an insane mage, is designed to disrupt the very fabric of life throughout the world. All creatures and beings face instant eradication. As far as can be told, there has never been a successful casting of this spell.
Spellbook 1000 obsidian coins
Mana 3
Reagents Bat Wing, Serpent Scale, Dragon Blood, Pig Iron, Executioner's Hood, Blackmoor, Brimstone

Meteor Shower (Kal Des Flam Ylem)
Effect A fiery downpour of molten rocks cascade upon enemies and allies. The caster alone remains unotuched.
Spellbook 100 obsidian coins
Mana 3
Reagents Ash, Dirt, Serpent Scale, Brimstone, Blackmoor

Ethereal Travel
Effect Takes caster to the Ethereal Plane. Place the Blackrock fragments in a circle around the caster, then use the obelisk tip.
Spellbook 250 obsidian coins
Mana 3
Reagents All five pieces of Blackrock

TEMPESTRY

Tempestry is an inherited covenant with Hydros, Titan of Water. It is impossible to "acquire" these powers; one is born with them. It gives the Tempest the power to control the water and storms, clouds and lightning. Only true Tempests can wield this magic, and they need no material components.