Zanovere Wizard Guide

Spell Narrative

Wizards are the masters of elemental magics. All of matter is composed of elemental particles. These particles are those of wind, fire, cold, water, acid, and electricity. Our command of these elements of life are so fundamental, that we can literally create a streaming mass of water or fire from a complete void, and direct that mass toward a creature which might wish us harm. Our effectiveness in aiming elemental spells requires practice and training. This discussion requires that we first have a general knowledge of how to cast magics.

Legend has it that at one time in the lands there was written a Tome of All Magics. Transcribed upon each leaf of the tome was a description of one spell, the collection of all leaves was the collection of all spells known to elvenkind. The minor spirit spells were transcribed beginning at the one hundred first page, major spirits on the two hundred first page. Elemental magics were found on pages numbered in four and five hundreds, and thus began those spells of the wizardly circ upon page one and nine hundred.

A lengthy and burdensome tome it was. Indeed, if legend holds, the leaves were scattered to be later collected by lorekeepers. Yet to this day, each spell is known in part by its true name, by the effects which the observer sees, and also by the number of the leaf upon which it was once transcribed in the Tome of All Magics. It is for this reason that I have included the tome-leaf sequence of the spell.

Offense Spells

Wizards attack mostly with "bolt" or "ball" spells. These are all spells in the wizard circle. Minor shock 901, Minor water 903, Minor acid 904, Minor fire 906, Major cold 907, Major fire 908, and Major shock 910 all fall into this category. Cone of Lightening 518 is a variation of Major shock which attacks a room full of nasties at one time. The effectiveness depends upon our dexterity, and upon our skill at spell aiming.

We also have cloud spells, Death cloud 913, Fire storm 914, and Meteor storm 525. Cloud spells are frowned upon by adventurers and the gods alike. The Fire storm spell is deadly toward our fellow adventurers and should never be cast. Death cloud is not a bad spell, it does not harm adventurers but it does tend to scare them because it is difficult to distinguish a friendly cloud from a cloud cast by a beastie. It takes a while for the Death cloud to form, but it works nicely. The time allows the wizard to attack while accumulating mana and without regard to defensive stance. Meteor storm 525 is not to be used indoors, or it will make things fall on your head.

We have incapacitating spells which don't harm the nasties directly, but which make them vulnerable to other attacks. Sleep 501 and Major Sleep 520 both fit into this category. The Hand of Tonis 904 removes the air which is the very breath of the critter, and this stuns the nasty.

The Hand of Tonis spell has the added benefit of blowing evil death clouds apart. Call wind 912 and Elemental wave 410 both have the effect of knocking a room full of critters and adventurers alike on their backsides while stunning them. Adventurers joined with the wizard will be unaffected. Weapon deflection 413 is a warding spell which makes the nasty vulnerable to future warding spells.

There are a few warding attack spells in our arsenal. Elemental blast 409, and Elemental strike 415 are direct attacks on the nasties. It pits our Casting strength (CS) against the Warding defense (TD) of the nasty. Our casting strength is a function of our level, our knowledge of minor elemental spells, and our knowledge of other spells. These spells become more and more effective as we grow older and they work from a guarded stance.

The Boil Earth 917 spell is a spell which is cast upon a target, whose effectiveness is a function of the relative levels of the caster to the beastie, and of the nasty's mobility. Successfully dodging the spell causes no effect to the beast, but failure to dodge can be quite deadly. Things can turn ugly when the beast is the one who casts this spell.

There are two spells which add to our attack strength with regard to bolt spells. Elemental focus 513 adds 20 to our casting attack strength while subtracting 40 from our ability to swing a physical weapon. Elemental Targeting 425 adds 25 to our casting ability for both targeted and warding spells, and adds more as we continue to train in the minor elemental circle.

Defensive Spells

Most defensive spells have proper names which our trainers teach us, but they also have nicknames which they commonly go by. The nicknames generally deal with what we witness when we cast a spell upon ourselves or others. Elemental Defense I 401 is a very nice spell which you will use your entire life. It grants +5 defense to both natural defense and warding. Blur 503, often called 'personal blurs' adds +10 to the natural defense. Elemental Defense II 406 adds +10 to natural defense and warding defense. Elemental Defense III 414 and Mass Elemental Defense 419 add +25 to those categories. Elemental Barrier 430 adds 30-50 measure in the natural and warding defense, depending upon your knowledge of the minor elemental circle. It also helps with mobility issues.

Mass blur 911 adds +10 to the natural defense. Elemental deflection 507 and Elemental refraction 905 each add +20 to the natural defense. Wizard shield 919 adds 50 to our natural defense.

Elemental Bias 508 adds 20 to our warding abilities.

For mobility defense against boiling earth and clouds, Elemental Deflection (507), which is also called "agility", makes us lighter on our feet. Strength (509) makes us less encumbered by what we are carrying. Elemental Barrier (430) appears to be effective against mobility attacks as well.

Social and Utility Spells

Most of the other spells are either spells which are mostly for others: Strength, Haste, Elemental Edge, Elemental Blade, Floating disk, Magic item creation... These make us popular. Others are utility spells such as Unlock, Duplicate, Charge item, Call familiar... which let us do fun things we like to do. Elemental Detection is a very useful spell which improves as we get older. It tells us what spells we or others are wearing, and it gives us a good idea as to how long they will last.

Strength gives us and others an enhanced ability to swing physical weapons. It also provides an enhanced capacity to carry, and a reduced encumbrance level. The reduced encumbrance aids us against mobility attacks from nasties such as death clouds and boiling earth.

Haste I 506 and Haste II 514 are spells which last two minutes, regardless of the level of the caster. They reduce the amount of time that activities such as attacking take. They are good spells to cast upon blade wielders to allow them to get multiple swings in on a beast quickly. They are good spells to embed in magical items for sword wielders so that they can self-cast the spells while hunting.

Minor Elemental Edge 902 can be cast upon a person who is holding a blade in his or her right hand. The spell gives the blade a +15 chance of hitting something. The fighter can get as many swings from the blade as the caster has trainings. Elemental Blade 411 is a temporary 4x enchantment on a blade with critical hits. The spell lasts for as many swings as three times the level of the caster of the spell.

The caster must be holding the blade in order to cast E-Blade. Edge and E-Blade do not work on magical metals, nor on weapons which are blessed. They do work on non-magical sanctified weapons such as white blades, which are permanently blessed in the hands of a cleric. E-Blade temporarily turns a normal weapon into the equivalent of a vultite weapon, but with the added benefit of critical hits. Adventurers of 10 trainings or younger can not pick up an E-Bladed weapon, but they can hold a sack which the weapon is inside of.

Disarming traps and popping locks is dangerous business. The unlock spell does not work on mithral or enruned boxes, no matter how many times you try it. The effectiveness of these spells on other types of boxes relates to our skills training in disarming traps and picking locks. The only safe boxes to pop open are the lockless boxes, or the boxes which we know to have been disarmed. Unlock can be used to open certain locked doors and gates as well, such as the graveyard gate.

The Duplicate 918 spell is one you will use to make two magic items out of one. You can only use it one time on any item. If an attempt "fizzles" then the item is not duplicatable. If an item has been duplicated once, a second duplication will destroy it.

Dangerous Spells

There are a couple of spells which can backfire on the caster. Mana Focus 418 makes any place a mana node. It is a very nice spell when it works, but it can give you critical wounds or even death when it does not. The enchantment 925 and the magic item creation 420 spell can also attack you, likewise the familiar gate spell 930. Even Duplicate 918 has a bit of a bite to it at first. Of these, the mana focus spell appears to have the most vicious backfire attack. The success rates of all of these spells appear to improve with the knowledge of the respective spell circle.

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