Magick

Magick is built on summoning and controlling Runes of Power. Rune symbols let casters channel energy and shape it into spells. Rune‑mages live by their runes, but many other classes can use them as well.

Spells are created through “weaving”—drawing runes in a specific order (typed as the correct rune syntax). Runes are most often purchased in the Spur’s Rune Shop, with access limited by class and skill. No class can collect every rune. Most spells are temporary and can end by duration, by distance or exhaustion, or through dispelling. Rune‑spells are literal: if you cast a harmful spell on yourself, it will hit you.

Magick Manipulation

Magick follows a three‑step process. Before a rune‑spell can be used in combat, you must weave it and memorize it so the gestures become second nature.

1. WEAVE [] [] (Some spells use multiple elements.) When you weave a rune‑spell, it is assigned a corridor number. You can name that corridor and invoke it by name or number.

Once a spell is memorized, you can invoke it until you FORGET the corridor. Forgetting clears the slot and requires re‑weaving.

2. MEMORIZE (Optional, but recommended.)

3. INVOKE <(optional) adjective> AT Example: INVOKE FD AT ROGUE. (If no size adjective is specified, the default is average.) Targets can only be affected by one spell of the same effect type at a time. You can memorize only a limited number of spells, and only a limited number of element runes can be implanted. Rune shops can remove unwanted elemental runes for a fee. Shape runes are limited by class, race, alignment, and cost. Different shapes change spell behavior—dart for quick impact, whip for longer duration, storm for heavy power. Not every element pairs with every shape. Experimentation, scrolls, and advice from other casters are key to mastering advanced weaves.

Spell Guide

This guide summarizes how each class uses magick. A book in the Training Grounds lists the first five levels of class spell weaves—highly recommended for new casters.

  • Non-elemental Magi best represent the mages of old from before the release of the magick trapped with the grey Sword of Sa. They don't really specialize in anything, but make use of numerous long lasting pulsing spells the other classes do not have available to them. In specific they are the only mage class with real psionic and magick resistance spells. On higher levels they make use of pulsing attacking spells almost exclusively.
  • Air Magi are the mages of the element of air. Their speciality is making use of spells of flight on higher levels. They are in the middle in use of attack and defense spells, being average at using both. All around extremely balanced.
  • Earth Magi are the masters of the element of earth. They specialize in defensive spells, and are almost entirely defensively based. Of the runemages they have the best defensive spells and the worst offense.
  • Fire Magi are the masters of the element of fire. They specialize in damaging attack spells, and are almost entirely offense-based. Of the runemages they have the best offensive spells and the worst defensive.
  • Water Magi are the masters of the element of water. They specialize in spells that are somewhat "weird" and different. Spells such as reflectance and scrying are just a few of their many different spells. They like air mages tend to be relatively balanced.
  • Heart Clerics are the healers of the world. They have few offensive spells, and those they have do little damage for the most part. They are, however, extremely skilled at protection spells in addition to their healing talents.
  • Sword Clerics are the Paladins of the world. They make use of spells which raise their ability to battle in combat, protect them in combat, and raise their ability to do damage. For the most part their spells are mainly to help them in using their weapons.
  • Hand Clerics are the monks of the world. Making use of their chi, they are able to create spells from the spiritual world that aid them in the physical world. Their spells are almost all restricted to self-only, as they are unable to spread the power of the spiritual realm to others.
  • Dragons are the ancient masters of magick, though at young ages they hold little control over the runes required. As they progress in stage they learn more spells and become much more powerful in the use of them.
  • Foresters are the protectors of the forest, trackers, and rangers of the world. Their spells focus on nature, animals, and support for their bow craft.
  • Thieves are the sneaky, thieving, lockpicking, cunning lowlifes of the underworld. Making use of a little trickery, they have stolen a few spells now and then from others and make use of them, combined with a little ingenuity on their own to help further their goals in life.
  • Fighters are the warriors of the world, they have little use for magick, but now and then have been lucky enough to pick up a few random spells to help them in their ways.
  • Barbarians are the wild-swinging mad men of the lands. They too use little magic, but have occasionally picked up a spell or two.
  • Psions are the masters of the mental powers, and due to their focus upon the mental, have little skill in the use of magick. They have however managed to learn a few spells over time that help their minds achieve true enlightenment.
  • Bards are performers and storytellers. Their songs can entertain, harm, lull, or frighten, often affecting groups or entire rooms.