World of Equinox

Understanding Magic Scrolls

Understanding Magic

 


On Equinox, every circle of magic has its origin. There is no one master spellbook that holds all the magic of the world. These circles of magic are very powerful and take great effort to master. Becomming an adept mage is better accomplished when the efforts are focused to one plain of energy as opposed to several. This is foundation of Equinox's powerful magi.

Magical Beginnings in Sorcery

Sorcery is the foundation of all magic. It is the blood of Aeonleece that made for life on Equinox and
it is from her blood that the beginning of all magic comes. Whether this magic is realized and developed or ignored and left to waste away is a choice each must make.

The Sorcery spellbook is a grey colored spellbook that is available at every library throughout the realm. It is however without power or information. Each novice must seek to fill the book with the powers of Sorcery for the book to have any meaning. There are sixteen spells to master to become a learned Sorcerer. Eight of the spells are known as lesser spells and eight of the spells are known as greater spells.

For some, Sorcery is enough. Others seeking to claim the powers of a higher circle of magic must first complete their studies in Sorcery. No mage can rise to the powers of the higher circles without first mastering Sorcery. Every mage will always be a member of this foundamental magic, they will always be a part of the sorcery that is of Equinox.

The Five Circles of Higher Magic

The call to join one of the five circles of higher magic is not one that can be ignored, or changed. Great thought must be given to which circle is worthy of your devotion and dedication. Your choice is not one that can ever be changed. Most decide upon creation of their character what school of magic is right for them, but even then the choice is not to be taken lightly.

Depending on the circle that is chosen, a corresponding spellbook will become your new tome. Every mage can always use their sorcery spellbook, but the spellbook of their chosen circle is sacred. By promising your powers to a one of the great circles of magic, you are forsaking all other schools of magic. This is why your spellbook is sacred. You have chosen it above all others. It is also why you can never change your mind.

If this was not enough to create the special bond seen between mage and their chosen circle of magic, there is more. With sorcery, any can inscribe the spells into the book and then it can be given to another. More sorcery books can always be purchased. With the spellbook of a higher circle you will always only have that one spellbook. You can never replace it or purchase another. Furthermore, only the person who has caused that spellbook to come into being can scribe upon the parchment within. No other can fill this spellbook for you, it must be a labor of your own hand.

Druidry:
Druidry comes from the power of nature. Their spellbook is green like the lushest of Equinox. They are the only mages able to make use of more than one elemental force in a single spell. Just as the forces of nature are varied so are the spells of the Druid.

Shamanism:
Shamans draw upon the power of their ancestors. Their spellbook is red as the blood that runs in their veins. Shamans are able to strengthen or weaken body and soul. This school has no direct attacks to speak of however they are prized companions for any adventures seeking fame and fortune. The more dangerous the situation the greater help a Shaman can be for their abilities to strengthen companions and weaken foes.

Cleric:
Clerics are of the divine. Their power stems from the purity within. The spellbook is white. They are healers but they are not without ways to combat evil actively. Just as their magic is derived from the steadfastness within, their magic is similarly focused. They are for the most part, only able to do great damage against undead. They are the greatest evil in the mind of a cleric for they are a corruption of life itself.

Necromancy:
Necromancers are of the darkest power within Equinox. Their spellbook is black. Necromancers deal with reanimation of corpses and death. Manipulation of life energies is also a predominant trait of this school; a skilled Necromancer is able to drain his opponents of both strength and health, stealing it for himself.

Summoning:
Summoners are a strange sort among the mages. They do not draw directly from nature to deal the damage of nature nor do they use the power of death to bring about death. They use the powers of the etherel, a very chaotic force, and bend it to their bidding. Their spellbook is blue. These mages summon raw power from the etherel plane to Equinox. Severing etherial connections and the dislocation of matter to the Etherial plane also are part of this school.

Joining a School

To join the school of Sorcery, all that is needed is enough gold to purchase a spellbook from a scribe. Any class can make use of a sorcery book. For the five high circles of magic, there are different restrictions based upon the class of the character in question.

For a mage to join one of the greater circles of magic, they must be in possession of a full Sorcery spellbook. The spellbook must have each of the sixteen spells inscribed within it. It must also be in the top pack to be recognized. They must also be well on their way to mastering Magery and Invocation. (A player would know this to be 55 skill points in Magery and Invocation.)

Paladins and Clerics may only join the Cleric school, Tamers may only join the Druidry school, and Dark Paladins can only join the Necromancy school. Any of the three mentioned here must have a decent mastery of Magery. (55 skill in Magery)

No other classes may join an Advanced school of Magery.

As a mage (or a person with some magical potential such as a paladin) you have met all the qualifications above to join a school, now what? Now, you must seek the stone that speaks to you. One touch and you will be forever a part of it's magic. Choose carefully and be certain of which stone you touch, or your entire destiny may change. There are no guides that will show you where you must go. There are no mages willing to share this sacred information. It is a quest that you take upon yourself when magic first inspires you to dream. Good luck and may you find your stone of lore.

Inscription

Inscription is very important to the Equinox mage. It is very closely tied to magic as the written word carries as much power as the spoken word. Inscription has its place in other walks of life but it is synonymous with mage in Equinox.

Inscription is a necessary skill for entering a rune into a runebook for use. If your understanding of inscription is not high enough, you risk breaking the rune. This skill is also what allows you or inhibits you from filling your spellbook. Inscription is also an understanding that permits for a staff to be linked to your circle of magic. Runebooks are covered under "Magical Travel" in this guide, so we will discuss the other two uses of Inscription in magic.

Identifying Magic Scrolls

To fill your spellbook, you will require magic scrolls of your chosen circle. On your travels you will undoubtedly find a few from time to time, You may want to know just what sort of priceless information you have found. To identify a scroll is much like identifying a magical item you've found, use Magery on it. Your understanding of magery will help greatly in this.

You can learn which school of magic the scroll is from, the level of the spell, the words of power, reagents necessary to cast, and read a description of the spell's effects. This is only If you successfully identify the scroll. Each piece of information is identified separately, so it is possible to learn what the words of power are but not see a description as an example. Take heart, if the scroll is of your own school it will be easier for you to identify than one that is not. Another bit of information to make note of is the stronger the spell, the more difficulty you will have in identifying it.

Scribing Magic Scrolls

You are a mage and you have successfully found a spell of your circle. You can either use the scroll once by double clicking it, breaking the seal, and activating the magic or an attempt can be made to enter it into your spellbook for unlimited uses (reagents are always necessary though!) To scribe a scroll into your spellbook, use the inscription spell on your magic scroll and then select your book. Remember that only the owner can scribe spells into a spellbook belonging to one of the five greater circles of magic! If you are skilled in inscription and luck is with you, you will have entered the spell into your tome. If not, the scroll will be destroyed in the attempt.

Once the spell has been entered into your spellbook, (Congratulations by the way!) copies can be made of the spell in the form of magic scrolls. These scrolls can then be used in battle or sold in trade. To inscribe a scroll of magic from your tome you will need blank scrolls, a pen and ink, and the reagents necessary if you were to cast the spell. To write the spell, you will also use some mana.

To scribe a magic scroll, go into your spellbook and click the little drawing on the bottom right corner of the book. Flip through the pages until the spell to be copied is found. Click on the jewel beside "Scribe Copy" and then target your blank scroll. Your success again relies upon your inscription skill. If you fail the reagents and scroll will be destroyed in the attempt, so good luck!

Linking a Stave to a Circle of Magic

Most staves can be linked to a school of magic. Not only does this serve in role-play in it's own way, but it is a tool for casting which will be discussed in the next section. When a staff is linked to a school it will take on the color of that school. As an example, if you are a Druid who links their staff to their circle of magic (Druidry) then your staff will be green because that is the color of that circle. Once your staff has been linked to Druidry, any Druid can use the staff unless you have marked it with the dot command ".own" These staffs can be replaced, sold, and traded on a whim.

To enchant your staff, use inscription upon the staff and then target the spellbook with which to link it. If you suceed you will have a staff in your school's color. If you have failed, then the staff will be destroyed in the process. This is based upon your skill in inscription.

To enchant a wand, use inscription upon the wand. A grey window will ask if it is intended to link the wand to a school of magic or to charge the wand with magic. Select to link the wand to a school of magic and then click your spellbook. If you succeed the wand will take on the color of your circle of magic and if you fail, then the wand is destroyed. This is also based upon your skill in inscription.

Casting Magic

This guide has walked you through how to become a mage of the greater circle and how to have the appropriate tools for the trade. Now we will discuss how to cast magic, the power that belongs to each mage. There are four ways to cast magic. This does not include wands which allow anyone, anywhere, to cast whatever spell the wand has been charged with.

Firstly, as mentioned above, you can use a scroll that is of your school. Because everyone has the potential to use sorcery, anyone can cast sorcery spells using scrolls. As for the scrolls of the advanced circles of magic, you can only make use of the ones that are from your own school. If you have no allegiance to any school, you will only be able to use the gray sorcery scrolls.

The second and most common way to cast a spell is through the spellbook. Double clicking the spellbook will open it up to you. Contained within the two pages will be the 8 lesser spells and the 8 greater spells. It is not necessary to flip through the pages and search for a spell. By clicking the gem beside a spell, your spellbook will temporarily close while you cast the spell. When you have finished casting the spell, the book will reopen and a cursor will allow for selecting the target of your spell if applicable. The spellbook will reopen after each casting to aid in your cause.

The third way to cast magic is using the words of power. While having a staff equipped, that has been linked to your school of magic, say the words of power for the spell you wish to cast. The spellbook must be in your top pack for this to work. As always, you will need sufficient reagents to cast. Your staff of Druidry will also allow you to cast sorcery spells. Saying the words of power for sorcery will work if you are holding a staff of one of the five greater circles of magic. While this works for sorcery (sorcery being the foundation of all magic) this will not work for other greater circles of magic. A person holding a Druidry staff can cast sorcery as well but never another school such as Cleric.

The final way to cast a magic spell is to hold your spellbook in your hand and speak the words of magic, much like a staff. You will also be able to cast sorcery spells while holding your spellbook of
an advanced school. While holding the spellbook, a mage also has the option to double click it and begin casting from the book itself.

In Closing

Each must decide how it is their character would cast magic. It is in this choice, all the other choices a mage must make, that each magic user can be unique. This is not allowed for with the old-fashioned style of osi mage. There are also more role-play opportunities with this system of magic that is not available in any other way. If magic is your calling, I hope this system will be everything you have ever sought for your character. Enjoy!


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