A historical look at the mechanics and use of the arcane arts before the end of the Age of Magic, as written by Batlin of Britain
Before anything further is written, it must be noted that the following section is included only as a matter of historical documentation. The use of magic has long been proven to be unreliable and the suspected cause of mental deterioration. The author takes no responsibility for anyone who may attempt to practice magic based upon the information contained herein.
The Mage's Spellbook
The first component necessary
for the successful casting of spells by a mage
is his spellbook. It is
his principle tool and without it the mage cannot function.
This book contains the formulae
and incantations required to cast the specific
spells that a mage knows.
As mages become more experienced they can
acquire new spells. A wise
and long-practicing mage may have a great tome
filled with strange drawings,
diagrams and writings. These writings will be
explained in greater detail
in a forthcoming section. Every mage's spellbook
contains several basic magical
spells called linear spells. These too will be
explained in their own section.
The Mage's Reagents
The second component required
for spellcasting is the proper reagent.
These chemical materials
serve as a link between the physical world
that the mage wishes to
affect and the psychic energies of the ethereal
waves that the mage is drawing
upon to effect that change. Some
reagents are relatively
common herbs, others are rare and exotic items.
The following is a list
of reagents used by all mages.
Black Pearl: Black
pearl is an exceedingly rare commodity; fewer than
one in ten thousand pearls
is black. They have been found at the base
of tall cliffs on Buccaneer's
Den. While a less than perfect pearl may
be perfectly acceptable
for decorative purposes, the black pearl of a
mage must be perfectly formed
or it is virtually worthless. Black
pearl is ground up into
a fine powder.
Blood Moss: In recent
years the only places where this strange
substance can be located
are in the Bloody Marsh across the
mountains from Cove (where
many years ago thousands of
soldiers lost their lives)
or in the enchanted forest of
Spiritwood, beneath the
rotting bark of dead trees.
Garlic: Certainly
this is the most commonly available of all
magical reagents. There
are few kitchens in all of Britannia
that are not supplied with
at least a few cloves of this spice.
Garlic cloves are washed
and ground into a paste, providing
significant protection from
harmful magic.
Ginseng: The healers
of our fair land have known of the healthful
and restorative powers of
this bitter root for hundreds of years.
But to the mage it requires
special preparation. It must be boiled
and reboiled in the freshest
of water no less than forty times! This
reduces it to a strong-smelling
syrup that makes a very potent reagent.
Mandrake Root: This
rare plant extract, found only in the darkest,
dankest corners of the foulest
of swamps, is a most sought after
magical reagent. It is also
one of the most difficult of all reagents
to prepare, for in being
dug up the tap root of the mandrake plant
must not be broken. Also,
that root itself must be properly prepared,
boiled and dried. Mandrake
root can be found on the Bloody Marsh
and in a place known as
the Fens of the Dead, south of Paws.
Night Shade: This
plant, found only in swamps, only blooms at night.
The fungal cap from this
rare and unusual mushroom may be either
crushed or boiled into a
tea. The mage must always use great care
when handling nightshade,
for it is not only a very potent hallucinogenic,
it is also extremely poisonous.
Spider's Silk: While
this is a common reagent, it can be very difficult to
gather any significant quantity
of it from any single source. Mages have
been known to frequent caves
and crypts and even run their own personal
spider farms in order to
maintain an abundant supply of spider's silk.
It usually takes at least
an ounce of silk to cast a spell.
Sulfurous Ash: The
great quantities of ash generated by a volcanic eruption
makes this a common commodity
as far as magical reagents go, but one
does usually have to travel
in order to acquire a large quantity of it. In
recent years the most common
source of sulfurous ash has been the
Isle of the Avatar, location
of violent volcanic activity many years ago.
The Mage's Words of Power
The final component necessary
for the mage to cast a spell is the
spoken mantra that constitutes
the words of power. Far more than
simple memorization of the
words and their meanings is required.
The mage must have a consciousness-altering
com-prehension of
each individual syllable
of a word of power. The pronunciation of
each syllable resonates
through the ethereal waves as the spell
is being cast. Incor-rect
pronunciation invariably causes ethereal
turbulence. Long periods
of medita-tion upon each syllable and
many hours of controlled
breathing exercises are re-quired before
the proper use of the mage's
words of power can be learned.
The following is a list
of the known syllables that make up the
words of power.
Spellcasting
The mage is able to cast
spells when the three elements—spellbook,
reagents and words of power—are
combined in one unique and fluid
action. The mind of the
mage must be properly focused, as some
spells affect just one person,
others affect a group of people and still
others affect a specific
area. As a mage's experience in casting
spells increases, so too
will the potency of many of his spells. Outside
distractions and interference,
as well as the intended target's natural
resistance, might prevent
the successful casting of any spell.
One factor over which the
mage has no control is the state of the
ethereal waves when a spell
is being cast. While the ethereal
waves are often subject
to turbulence, such turbulence is a
temporary condition.
Magical Spells
Once again, the author takes
it upon himself to warn his readers
that the following is included
as nothing more than a matter of
historical record. It is
a statement of absolute fact that most of
these spells do not work
and many will turn back upon the user.
The use of magic is strongly
suspected to be the cause of a
strange mental deterioration
than can affect anyone who has
practiced magic. The reader
is strongly discouraged from
experimenting with the spells
listed here.
Linear Spells There are certain
spells that a mage will immediately
be able to learn upon complet-ing
his apprenticeship. They are called
Linear spells because they
do not directly correspond to any of the
eight circles of magic that
exist in the ethereal waves. Linear spells
are the only types of magical
spells that require no reagents to cast.
AN ZU (Awaken) This spell awakens one sleeping or unconscious creature.
AN FLAM (Douse) This spell extinguishes any small, non-magical fire.
BET ORT (Fireworks) This
spell creates an impressive display of multi-colored
moving lights. When the
mage becomes more experienced, he can use these
lights to frighten his enemies,
sometimes causing them to flee.
BET LOR (Glimmer) This spell
creates a small light source that lasts for a short
period of time.
KAL LOR (Help) This spell
resurrects the mage and his party and teleports
them to Lord British's castle,
where they will be fully healed. Remember
that this spell is usable
only once by any mage.
IN FLAM (Ignite) This spell
generates a tiny missile of sparks that can ignite
flammable material.
VAS KAL (Thunder) This spell
causes a single thunderclap to be heard,
as if a terrible storm is
imminent.
REL HUR (Weather) This spell can create a storm or cause an existing storm to stop.
The Circles of Magic There
are eight circles of magical spells, each successive
circle representing a more
powerful level of magical energy. The ethereal waves
are made up of eight rings
or circles which correspond to the levels of the spells.
Each circle is one of eight
swirling vortices, all spinning one within another and
expanding out through the
universe. The more powerful the spell a mage casts,
the deeper into the inner
circles of the ether must the concentrated psychic
energy of the mage penetrate.
Required for the mage are many, many hours
of meditation, the strength
of concentration, and the will to reach into one
of the higher circles with
his psychic energy. Every mage is fully aware that
a backlash would upset our
physical world, possibly harming the mage
and those around him.
The First Circle of Magic
VAS AN ZU (Awaken All) Reagents:
Ginseng, Garlic
This spell awakens all unconscious
members of the mage's party.
IN MANI YLEM (Create Food)
Reagents: Garlic, Ginseng, Mandrake Root
This spell creates enough
food for the mage and each member in his party to have one meal.
AN NOX (Cure) Reagents: Ginseng,
Garlic
This spell cures poison
and restores a person afflicted with paralysis. It has also been known
to
work against an assortment
of other malicious maladies.
WIS JUX (Detect Trap) Reagents:
Spider's Silk, Nightshade
This spell reveals the location
of all traps within sight of the mage and his party.
VAS AN FLAM (Great Douse)
Reagents: Garlic, Spider's Silk
This spell is a more potent
version of the Linear spell Douse. It extinguishes all dousable
items within a certain area.
VAS IN FLAM (Great Ignite)
Reagents: Sulfurous Ash, Spider's Silk
This spell is a more potent
version of the Linear spell Ignite. It will cause all flammable items
within a certain area to
burst into flame.
IN LOR (Light) Reagent: Sulfurous
Ash
This spell is a more potent
version of the Linear spell Glimmer. It creates a source
of light that will illuminate
a darkened area. This light source can travel with the party
and lasts for a significant
amount of time.
IN WIS (Locate) Reagent:
Nightshade
This spell reveals the sextant
position of the mage, even when underground.
The Second Circle of Magic
AN JUX (Destroy Trap) Reagents:
Sulfurous Ash, Blood Moss
This spell destroys any
one specific trap upon which it is cast.
ORT YLEM (Enchant) Reagents:
Black Pearl, Mandrake Root
This spell causes up to
an entire bundle of arrows or bolts to become enchanted
and glow blue. Enchanted
missiles will always hit their target and do significantly
more damage than normal.
VAS FLAM (Fire Blast) Reagents:
Sulfurous Ash, Black Pearl
This spell causes great
jets of flame to burst forth from the mage and strike his target.
VAS LOR (Great Light) Reagents:
Sulfurous Ash, Mandrake Root
This spell is a more potent
version of the First Circle spell Light, and has
a substantially longer duration.
VAS AN NOX (Mass Cure) Reagents:
Mandrake Root, Garlic, Ginseng
This spel l cures the mage
and all members of his party at once.
UUS SANCT (Protection) Reagents:
Sulfurous Ash, Ginseng, Garlic
This spell temporarily makes
its subject more difficult to strike in combat, as
well as rendering him invulnerable
to traps and other hazards.
ORT POR YLEM (Telekinesis)
Reagents: Blood Moss, Mandrake Root, Black Pearl
This spell allows the mage
to manipulate objects without touching them.
POR ORT WIS (Wizard Eye)
Reagents: Blood Moss, Nightshade, Mandrake Root,
Sulfurous Ash, Black Pearl,
Spider's Silk
This spell enables the mage
to extend his sight out over great distances, passing
through any barriers that
exist between himself and anything he wishes to look at.
The Third Circle of Magic
DES SANCT (Curse) Reagents:
Sulfurous Ash, Nightshade, Garlic
This spell is a minor curse
that temporarily makes an enemy easier to
hit in combat, while making
it harder for him to strike the mage or any
member of his party.
MANI (Heal) Reagents: Ginseng,
Garlic, Spider's Silk
This spell heals half the
injuries that its subject has sustained.
AN POR (Paralyze) Reagents:
Spider's Silk, Nightshade
This spell paralyzes an
enemy in his tracks for a short period of time.
VAS WIS (Peer) Reagents:
Nightshade, Mandrake Root
This spell gives the Mage
a look at the entire world as well as showing his location in it.
IN NOX (Poison) Reagents:
Nightshade, Blood Moss, Black Pearl
This spell enables a mage
to poison one enemy.
VAS UUS SANCT (Protect All)
Reagents: Sulfurous Ash, Ginseng, Garlic, Mandrake Root
This spell is the equivalent
of casting the Third Circle spell Protection on everyone
in the mage's party simultaneously.
IN ZU (Sleep) Reagents: Nightshade,
Spider's Silk, Black Pearl
This spell causes the enchanted
person to fall asleep.
KAL BET XEN (Swarm) Reagents:
Nightshade, Mandrake Root, Blood Moss
This spell summons swarms
of insects to attack the enemies of the mage from all directions.
The Fourth Circle of Magic
KAL XEN (Conjure) Reagents: Spider's Silk, Mandrake Root This spell summons a wild beast that will fight for the mage against any enemy.
ORT GRAV (Lightning) Reagents:
Black Pearl, Sulfurous Ash, Mandrake Root
This spell enables the mage
to cast a bolt of lightning that will strike his target.
This lightning is so destructive
that no armor can protect its wearer from it.
KAL POR YLEM (Mark) Reagents:
Mandrake Root, Black Pearl, Blood Moss
This spell creates a magical
(but invisible) "mark" on any of eight specific colored
stones. The Fourth Circle
spell Recall can then be cast on that stone.
VAS DES SANCT (Mass Curse)
Reagents: Sulfurous Ash, Nightshade, Garlic, Mandrake Root
This spell is similar to
the Third Circle spell Curse, but it affects an entire group of the mage's
enemies.
KAL ORT POR (Recall) Reagents:
Mandrake Root, Black Pearl, Blood Moss
This spell is a minor spell
of teleportation. Casting it on a Marked stone takes
the mage and his party back
to where the Mark spell was cast on that stone.
WIS QUAS (Reveal) Reagents:
Sulfurous Ash, Blood Moss
This spell makes visible
all things that were invisible within
a specific area.
KAL WIS CORP (Seance) Reagents:
Blood Moss, Mandrake Root, Nightshade,
Spider's Silk, Sulfurous
Ash
This spell allows the mage
to speak to all recently dead ghosts, until sunrise.
If one were travelling to
Skara Brae, the wise mage would have a healthy supply
of appropriate reagents
to cast this spell many times.
EX POR (Unlock Magic) Reagents:
Sulfurous Ash, Blood Moss
This spell unlocks magically
locked items, including doors and chests.
The Fifth Circle of Magic
AN XEN EX (Charm) Reagents:
Black Pearl, Nightshade, Spider's Silk
This spell can be used either
to ensorcell an enemy or creature into doing
the mage's bidding, or to
free one who is under the effects of a charm.
POR XEN (Dance) Reagents:
Mandrake Root, Garlic, Blood Moss
This spell makes everyone
in sight (except the mage and his party) start to dance.
AN GRAV (Dispel Field) Reagents:
Garlic, Black Pearl, Sulfurous Ash, Spider's Silk
This spell can dispel any
type of magical field, such as a Fire Field.
VAS FLAM HUR (Explosion)
Reagents: Mandrake Root, Sulfurous Ash, Black Pearl, Blood Moss
This spell creates a ball
of flame that rushes toward the mage's intended target and explodes.
IN FLAM GRAV (Fire Field)
Reagents: Black Pearl, Sulfurous Ash, Spider's Silk
This spell creates a wall
of fire between the mage and his enemies.
VAS MANI (Great Heal) Reagents:
Ginseng, Spider's Silk, Mandrake Root, Garlic
This spell completely heals
an injured person.
SANCT LOR (Invisibility)
Reagents: Nightshade, Blood Moss
This spell renders the mage
undetectable, not only from sight but to
all means of normal detection.
There are certain creatures that, for various
reasons, are capable of
seeing invisible objects or people.
VAS ZU (Mass Sleep) Reagents:
Ginseng, Nightshade, Spider's Silk
This spell is a more potent
version of the Second Circle spell Sleep.
It puts to sleep a group
of targets that are not in the mage's party.
The Sixth Circle of Magic
QUAS WIS (Cause Fear) Reagents:
Nightshade, Mandrake Root, Garlic
This spell causes such a
wave of fear that each man and creature who is
not in the mage's party
might flee as if in danger of death.
IN QUAS XEN (Clone) Reagents:
Sulfurous Ash, Spider's Silk, Blood Moss,
Ginseng, Nightshade, Mandrake
Root
This spell creates an exact
duplicate of any mortal creature,
who will then fight on the
same side as the original.
KAL FLAM GRAV (Fire Ring)
Reagents: Sulfurous Ash, Black Pearl, Mandrake Root, Spider's Silk
This spell create a ring
of fire that will encircle the mage's target.
VAS IN FLAM GRAV (Flame Strike)
Reagents: Sulfurous Ash, Black Pearl, Blood Moss
This spell creates a field
of fire at the feet of all the mage's enemies that are within sight.
VAS ORT HUR (Magic Storm)
Reagents: Mandrake Root, Nightshade, Sulfurous Ash, Blood Moss
This spell summons a swirling
storm that will randomly attack the enemies of the mage with
powerful bolts of lightning.
IN NOX GRAV (Poison Field)
Reagents: Nightshade, Spider's Silk, Black Pearl
This spell creates a field
of energy that will poison all who come into contact with it.
IN ZU GRAV (Sleep Field)
Reagents: Ginseng, Spider's Silk, Black Pearl
This spell creates a thick
wall of energy field where the mage desires. All who
enter this energy field
will fall asleep.
VAS POR YLEM (Tremor) Reagents:
Blood Moss, Sulfurous Ash, Mandrake Root
This spell creates violent
tremors in the earth that will cause the mage's enemies
to tremble frantically.
The effects of this spell will not inhibit the mage or his party.
The Seventh Circle of Magic
REL YLEM (Create Gold) Reagents:
Mandrake Root, Spider's Silk
This spell changes a chunk
of lead into ten gold nuggets.
CORP POR (Death Bolt) Reagents:
Black Pearl, Nightshade, Sulfurous
Ash This spell enables the
mage to project a bolt of lethal energy at a specified target.
TYM VAS FLAM (Delayed Blast)
Reagents: Mandrake Root, Sulfurous Ash,
Black Pearl, Blood Moss,
Spider's Silk
This spell causes whatever
it is cast upon to violently explode, destroying much
of the surrounding area.
The explosion is delayed long enough to give the mage
and his party time to get
out of range of the blast.
IN SANCT GRAV (Energy Field)
Reagents: Mandrake Root,
Spider's Silk, Black Pearl,
Sulfurous Ash
This spell creates an electrical
field that protects the mage by harming
all who attempt to pass
through it.
IN HUR GRAV YLEM (Energy
Mist) Reagents: Mandrake Root, Nightshade,
Sulfurous Ash, Blood Moss
This spell causes an electrified
mist that flows from the caster, enveloping
his enemies and harming
them as long as they remain within it.
VAS AN XEN EX (Mass Charm)
Reagents: Black Pearl, Nightshade, Spider's Silk,
Mandrake Root
This spell is similar to
the Fifth Circle spell Charm, but it affects an entire group of the mage's
enemies.
IN VAS POR (Mass Might) Reagents:
Black Pearl, Mandrake Root, Ginseng
This spell doubles the strength
and combat abilities of everyone in the mage's party.
VAS MANI (Restoration) Reagents:
Ginseng, Garlic, Sulfurous Ash, Mandrake Root
This spell instantly heals
all injury, dispels all harmful magic and cures all poison or
paralysis inflicting the
mage and his party.
The Eighth Circle of Magic
VAS KAL AN MANI IN CORP HUR
TYM (Armageddon) Reagents: Black Pearl, Blood Moss, Garlic,
Ginseng, Mandrake Root,
Nightshade, Spider's Silk, Sulfurous Ash
This spell is believed to
be so powerful that it may be capable of
destroying all known living
things in the entire world. Fortunately,
this spell has never been
cast!
VAS CORP HUR (Death Vortex)
Reagents: Mandrake Root, Nightshade, Sulfurous Ash,
Blood Moss
This spell creates a swirling
black vortex at the point the mage designates,
which will thereafter move
at random. Everyone within this vortex will be
continuously struck by lightning.
VAS SANCT LOR (Invisibility
All) Reagents: Mandrake Root, Nightshade, Blood Moss,
Black Pearl
This spell is the equivalent
of casting the Fifth Circle spell Invisibility upon the
mage and everyone in his
party.
VAS CORP (Mass Death) Reagents:
Garlic, Ginseng, Mandrake Root, Nightshade, Blood Moss
This spell causes everyone
in sight (except of the mage and his party) to instantly drop dead.
IN MANI CORP (Resurrect)
Reagents: Garlic, Ginseng, Spider's Silk, Sulfurous Ash
This spell, when successful,
empowers the mage to restore life in one who has died.
KAL VAS XEN (Summon) Reagents:
Mandrake Root, Garlic, Blood Moss
This spell summons a powerful
creature that will fight for the mage and his party.
IN JUX POR YLEM (Swordstrike)
Reagents: Black Pearl, Nightshade, Mandrake Root
This spell creates a deadly
pinwheel of eight spinning swords that sails toward the designated target.
AN TYM (Time Stop) Reagents:
Mandrake Root, Garlic, Blood Moss
This spell stops the passage
of time for the entire world, with the exception of the mage and his party.