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Unwritten Legends ![]() The Unwritten Legends Guide to Magic V 1.0 08-30-04 by Ashekalion Moontracker Contents: Magic in Thrael
Selecting Spells
Wielding the Magic
Those who use magic are a different breed from others. Their craft is simultaneously easier and harder than the mundane arts of warcraft and thievery. Some use magic to help them with their craft, and for some it is their craft. With luck, this guide will break down some of the mystery of using spells and magic items so life in Thrael is a little less dangerous for the budding spell-caster. Keep in mind that this guide is an overview only and assumes you have read the Player’s Guide. Many mysteries of the magical arts are exactly that--mysteries for the player to discover as they venture forth into the world. This guide will not divulge any secrets unto you, nor tell you answers to quests. What it will do, is give you understanding of how to get started.
The world of Thrael is one spawned by the will of the gods, who used the mysterious energies of the Weave to do their bidding. It is unclear if the titanic gods found the Weave or were themselves created by it. On a more mundane level, magic is part of the everyday life of the world, appearing in both subtle and flagrant ways. As a player, this will be of your character’s life, too. Even if you do not cast spells, yourself, you will come into contact with workers of magic capable of extreme wonders and minor cantrips.
The Weave
The Magic of Thrael is known as the Weave, and it is ever changing. The basic laws of the Weave encompass the laws of physics not so much because they are scientifically true, but because the inhabitants of the world believe in them and force them to be so. This consensual reality extends into metaphysics and the workings of magic. Spells are the formulaic or ritualistic use of the Weave to force an effect. These spells manifest into an effect, powered by use of raw force simple referred to as essence. The ever-changing nature of the Weave dictates that such creations are only temporary, although some can be powered with so much essence that the effects last for years or even centuries. Mortal use of the Weave has over the centuries evolved into three distinct philosophies: Astral magic, Arcane magic, and Vedic magic.
Arcane, Astral, and Vedic Magic
The magic-users of Thrael must draw upon one of three breeds of magic that springs from the Weave. As the understanding of magic grew through the centuries, newer professions hybridized into more than one type of magic. So it is that there are Arcanists who tap into the Astral, and Astrals that can tap into Vedic energies. But what exactly are these? Arcane magic taps into the Weave proper, obeying a rigid and measurable structure where their spells have a predictable effect time after time. It is supposedly the first discovered form of magic, and it is the foundations of Wizard profession. Foundations in Arcane magic led to ancient concepts of magical science that led into other discoveries. Astral magic is the channeling of magical effect through an entity. Typically, it’s best known as the supplication rituals of priests being rewarded with a spell-like effect from their god. While considered perhaps the most powerful in terms of raw effect, it is also considered unpredictable, especially in the case of the channeler, who derives his magic from beyond the veil. Vedic magic is a reliance on the belief system in the Weave to exert the caster’s will onto the environment about himself. These changes are often small. Sometimes described as mind over matter. Vedics are relatively new compared to the centuries-old studies into the other two classes.
Role Playing and Magic
Essentially, there are enough differences and overlap that one magic-user can be RP’d in such a way that they get along with everyone, or suspiciously regard all other professions with antipathy. Magic is largely a means to an end; it’s the individual that decides what is done with their mystical knowledge. Certainly it is true that there are some absolutes. Summoning of supernatural creatures cannot be innocent, no matter how good the intentions. Resurrection of the dead is certainly one of the noblest and greatest of achievements. In between are varying shades of gray… therein lies the role playing potential.
A magic-using character has the capacity, initially, to learn 2-4 classes (circles) of spells, depending on their profession. If you are new to your profession or the game of Unwritten Legends, heed this advice well: Choose very carefully. Make no move to learn spells until you have full awareness of your character’s choices. Once you find and choose your spells from your tutor, there is no going back.
Spell Circles
Spells in Unwritten Legends are categorized in a logical, like with like method. These are the circles. As mentioned, a particular profession that can cast spells has access to two, three, or four of these Circles. The exact number can be found by using the HELP verb in-game: >help Welcome to the Unwritten Legends Player Help system.
From here, simply choose the number matching your profession, and you will see a full list of your profession’s available circles of spells. Note them or print them out for your reference. Take the time to look up any circles at the website for descriptions of any spells you are curious about. Three circles, in particular, stand out from the rest: Arcane Prime, Astral Prime, and Vedic Prime. These circles have the broadest range of uses for the spells within them and, while not the most powerful available, certainly offer a good range of defense and utility spells to the magic-user. Hybrid classes with access to more than one type of magic (Arcane and Astral, for example, is a common hybrid profession) will usually have access to both of Prime circles of their magic types--while it will offer a very broad range of spells, they may prove redundant or unnecessary to have both circles. Plan carefully!
Finding Your Spells
The Theosophic Academy in Kaezar, near the East Gate, offers lectures on the majority of spells offered to you. Maps of the city of Kaezar are available on other adventurers’ websites, or else many fellow magic-users are usually willing to help you find your way once in the city. Once there, it’s a matter of finding the classrooms to the classes you want or need. Note two things, though, as you head out. The Academy only teaches the basics of each circle--only the first two to four spells of that circle, more often that not. It is up to you to delve deeper into your newfound knowledge once the tutors complete your basic training. Also, not all spell circles can be conveniently found in this place of learning. In particular, the spells devoted to the various gods of Thrael are to be had in places of worship away from the bustle and smell of the city, and monks will discover much of their knowledge into their mysticism will be found in their main monastery on the Vashan Isles. So while the knowledge to be had in the Theosophic Academy is vast, it is not the be-all, end-all to magical learning. Once you find the classrooms, be prepared to wait--walking in on a lecture will teach you nothing, and teachers often desire to rest between classes (these rest periods can be up to 20 minutes between classes; ASK Once the lecture is done, the knowledge is permanently etched into the mind of your character. It is up to you to deepen your number of spells in that circle.
To know what spells you have in your repertoire, type in SPELLS. You will see a menu something like this:
>spells
This shortcut of your known spells provides you with not just a listing of what you know, but the shortcuts of each spell so that you can cast them properly (see below in Section III, Casting Your Spells).
Acquiring New Spells
A character can acquire new spells, and even spell circles, after their initial generation. New spell circles are gained at 15, 30, and 50 Trainings (character levels). No further spell circles can be acquired past this point--this will make many magic-rich professions such as wizards and illusionists make painful decisions and compromises as you get older and plan your careers. Hence the repeated warnings to choose carefully…
However, within the spell circles, you can deepen your knowledge. Some of these are easily found with books and tomes penned in the Theosophic Academy. Much like the lectures, it is necessary to read the books carefully. Proper usage is OPEN Yet more elusive are those masters of magic that keep to themselves and neither ply their knowledge in a school nor write down what they know. However, for the right pupils, they may share their hard-earned information in the form of new spells, should you know the same spell circle. These are part of Thrael’s hidden treasures and cannot be discussed further here save to tell you to search hard--you will be rewarded.
Magical Talents
There is more to the magical arts than just casting spells! Most magic-using professions have something very particular to its kind. Summoning, enchanting, scribing scrolls, recharging spent wands--while there is some overlap among the magicians, there is something that they excel in. For the priesthood of myriad forms, it is exclusive access to one set of spells no one else has available to them; their bonus comes in the form of exclusive knowledge.
This knowledge has a price: It is to be sought out by the ambitious, rather than be found in a classroom. Some of it--such as summoning of spirits--is to be learned by trial and error… sometimes to the woe of the unprepared. Others are to be found in musty tomes in unlikely shops, or in whispered tidbits from hermits, seers, and sages should you ask them about the mystical. Pay close heed to these lessons. If it is of your craft, then it will prove valuable to forging your legend in the world of Thrael.
It doesn’t all have to be long hours of fruitless searching. Finding a tutor among other magicians or clergy is perfectly acceptable, so long as it is done discreetly and completely in character. Others of their profession may frown on them dispensing secrets of their trade, so broadcasting who is helping you or advertising that you know the answers is not the best way to go. Many users of the Weave spend much of their time delving into a greater understanding of their craft, so those seeking knowledge may be pesky distractions. Be tactful and respect their wishes if they tell you no.
Now that you have an understanding of acquiring your magic and broadening your knowledge of your spells, it’s time to use them. Four skills come to the fore: Sorcery, Channeling, Kinetics, and Essence Store. Sorcery deals primarily with your mastery of Arcane magic, Channeling more so for the Astral spells. Any spell that manifests as an actual missile, ray, spray, et cetera uses the Kinetics skill to govern your ability to hit your foe. Finally, and possibly most importantly, Essence Store gives you more access to vital sources of magic to fuel your weavings.
Casting Your Spells
>prep ap03
What was that??? Some bizarre code? No, it’s how the spells are cast in Unwritten Legends. Let’s walk through it.
Using the SPELLS verb, you can get a list of your known spells. Note the letter-number combinations in front of each name. These are the shortcuts to each spell, something like a shorthand call-sign. Keep the most frequently used ones handy, since you’ll be typing it in a lot.
PREP is short for prepare. Watch your typing, otherwise you’ll find yourself doing very unexpected things (You preach: Ap03.) If the client you use to play UL uses macros or aliases, consider making such for your most commonly-used spells. In the example above, PREP AP03 was the preparation for the Arcane Motes cantrip.
Each spell requires a certain amount of time to prepare at a rate that depends upon the spell in question. You may do other actions, even ones involving round time, while your spell prepares; you will receive the ready message (Your spell is ready.) regardless of whether or not you’re in a position to cast the spell. As you increase your skills, you will notice that many spells take less time to prepare, to a minimum of one second.
Once a spell is ready, it’s time to cast it. Typing CAST, or casting on a target that is not there (misspelling, or if the target moved, for instance) defaults the spell to be cast on yourself. Some spells, mostly offensive in nature, cannot be self-cast, and many spells such as defense or enhancement can only be cast on yourself. Messaging in-game will give you details if something is awry.
Once a spell is prepared fully, it will fade from the mind of the caster within a short period of time. If this happens, the spell harmlessly dissipates at no loss of essence to the caster--only the preparation time is lost. As magical abilities advance (in the form of increased skill levels), the retention time for readied spells increases. However, no other spells can be cast until something is done with the spell already prepared!
If for whatever reason you don’t need your spell anymore, but there’s nothing to cast it on (an offensive spell but your foe is dead, for example), use the RELEASE command. Your spell is banished from your mind at no cost to essence.
Skills and Levels
Spell-casters have an almost dizzying maze of details. Not just in the variety of their spells, but also in what can and cannot let them cast.
First and foremost, each spell in a circle has a level associated to it. It is the two numbers in the shortcut. AP03, for example, is a 3rd level spell. What this means is that the caster must also be third levels (three Trainings or more) to cast the spell. Otherwise, you possess the knowledge, but lack the means to utilize it.
Secondly, armor is inimical to the Weave. No one really knows why; the best theory is that armor slows and throws off the small, intricate gestures needed in spell casting. The reason spell-users are virtually never seen in armor is not so much out of towering confidence in their talents, but because armor disrupts their spells from working! If you wear armor--even lowliest of leathers--and you see the message, Your armor makes your spell go awry! then it’s time to reassess how much you want protection versus how much you really want that spell to work. Heavier armors--scale, mail, and plate--exaggerate this effect greatly. Wearing head-to-toe plate armor is the best way to assure that your spells are wasted. More skill in Sorcery, Kinetics, or Channeling (depending on the spell) only slightly reduces this chance of miscasting. Miscast spells still expend essence points.
Finally, you may have the spell, and you may have the ability to cast it, but your skill is the final word on how well it goes off. If your foe has more mastery or willpower than your own mastery, expect the spell to fail. If your mastery in both Trainings and skill are barely sufficient to cast the spell, the duration of effects or how powerful the effects are will be noticeably lesser than someone who has more skill.
Combat Spell Casting
More than likely, if you’re reading this guide, it’s because you picked a profession that has the ability to smash their foes through spells more effectively than any sword. This is laudable--magic-users have proven as effective in battle as any knight or archer.
Keep in mind the above mention of the detriments of armor. If you go to battle, erect whatever magical defenses you have first. If you are attacked by surprise and see no immediate option to flee, prepare your easiest and most quickly cast defenses first. It’s not a cure-all, but it will give you enough of an edge to help you turn the tide.
Combat spells are absurdly easy: Simply CAST Spells, as you will discover, have a certain lag time of around three seconds from the moment you cast, to the moment they take affect. This means that a second PREP will fail because your last spell hasn’t been completed yet. Overall, this typically places the mage on a slower rate of fire than the foes they face. So if the foe poses more than a modest hazard to you, it is advisable to make your spells count right away, rather than choose lighter-weight attacks that pick away at them.
Missile spells using Kinetics can usually be aimed at body parts like any other physical attack. CAST ORC’S HEAD will use your Tactics skill to aim the spell specifically at the orc’s head. Aimed shots give slightly higher defenses to the target as you are aiming at a smaller area on your foe rather than just a general center-of-mass. Aiming, though, can prove useful to avoid protective armor or take advantage of bodily damage caused by earlier casts. (Hint: Aiming for the eyes successfully is usually the fastest way to slay your opponent.)
Spells in battle can rapidly eat up your precious supplies of essence. If your main mode of battle is through use of the Weave, always keep one eye on your essence points while the other is on your foe. Run out of essence, and you will find yourself in a position of fleeing, dying, or use of arms like a common warrior.
Essence Points
Essence is measured as a point tally. Your character’s Intelligence and Wisdom adjusts your maximum base score, and your Essence Store skill improves your maximum threshold as it increases. Essence can be best thought of as either your stored energy, or your access to the raw forces of magic. Either way, this score dictates how many and how large of spells you can cast.
Please Note: Spell costs are noted as Marginal, Slight, Lesser, Balanced, Greater, Impressive, Exorbitant, and Ultimate, respectively.
In layman’s terms, spells cast use up anywhere from about three to upwards of twenty or more essence points. Only casting and checking will give you an accurate idea of what your spells use up from your pool of essence points.
Essence points regenerate over time, and usually at a rate that is excruciatingly slow if you’re in a crisis. There are some spells out there that alleviate the recovery of essence, but it basically still comes back to hoarding your points for that best moment, or using them all and going somewhere to rest up.
Should you reach a point where casting drops you to zero or even negative essence, no further casting is possible. Attempts to cast lead to failure. Further, the cost of your spell is deducted from your already depleted essence. A score of –3, for instance, can plummet to –11… and if you didn’t see it and try casting again, it would plunge again down to –19! In short, you must rest--further spell-casting only deepens the problem.
Magic Resistance
Barbarians in particular, and many monsters in the wild, have magical resistance. The telltale crimson aura is an oft-lamented and frequently regaled event in spell-casting lore. Magic resistance knows no difference--a casting of Lesser Shield on your barbarian ally will be resisted just as readily as casting Firestar on a charging troll or oni.
Magic resistance blocks the incoming spell at a cost to the target’s essence. That’s right--the same essence that fuels your spells fuels their ability to withstand its effects. The higher your Trainings are, the more essence it costs them to resist your spell. If you cast on someone with magical resistance who only has essence to cover part of the cost, then you have breached their defenses.
In combat situations, this delay is critical. Unless you are familiar with the foe you’re facing, it could take as few as one or two castings to breach their resistance, or as many as a dozen! Exercise caution--magic resistance can be overcome, but it may not be prudent to take the time to do so.
Magic Items
We come at last to the mainstay of any fantasy role playing game, the magical widgets and geegaws. You will find that most towns and cities throughout Thrael have some form of magic shop. In these, you will find the common items of the trade. But how to use them?
Wands and rods need to be waved at a target, be it yourself or someone else. Scrolls need the INVOKE command to draw out their spell. Amulets and their ilk must be rubbed. Each item has a limited number of uses before it simply disintegrates or sits in the user’s hand dormant and useless.
Wands and rods can be recharged, while other items usually cannot. Also, while shops carry items, and while scrolls can simply be read to see what spells they contain, shopkeepers don’t necessary worry about letting buyers know what they are buying! Experiment somewhere safe (or with easily outclassed opponents) when you experiment with unknown wands and their like.
While several professions have the means of creating magical items, it is considered a deeper topic than what this guide can provide for. Only experimentation, inquiry, and careful culling of information can assist the player further in those topics.
You will undoubtedly have questions. If not now, then as you delve into the magical arts or see them in use around you. The forums at the UL website are the first and best place to seek answers for any questions you may have. With a complex magic system comes the understanding that there are not going to be simple answers for everything. Not just the staff, but many players will have insights on how to help you with any concerns you may have.
The magic system in the world of Thrael is also the one aspect of game mechanics that will undergo changes the most. Staff will realize certain spells or powers are too powerful, or not powerful enough. Very rarely, they will modify these changes more or go back. The forums provide vital announcements of when these changes occur. Please remember that these changes are to benefit the players as a whole and not to punish or reward any single group.
If no answers are forthcoming from the forum, don’t hesitate to use ASSIST to ask online staff in-game about your question. Be specific, and be detailed. If still no satisfactory answers are to be had, you can always contact customer service, who will then route your email to the staff most qualified to answer you. If you have reached this point though, regretfully there may be no truly satisfactory answer--it just is. Don’t be disheartened.
The magic-users in Thrael are undoubtedly the most complex to play. Not just in terms of game mechanics and understanding your character, but also in how they role-play to convey these difficult concepts to their peers. However, once you find that comfort zone where your character can excel, the rewards are many-fold. Good luck to you on your journeys.
GUIDES BY ASHEKALION MOONTRACKER:
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