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The Book of Mystic Wisdom
The Book of Mystic Wisdom
as told by Philpop the Weary,
magician to the, court of his most
sovereign Lord British.
Know ye, O seeker of the mystic wisdoms, that the ways of
magic are diverse and strange. There exists the need for
utmost concentration and the harvesting of things magical in
order that ye may harness the powers of the universe. Many
are the aeons of wisdom contained in these pages which I write
for the benefit of my pupils, yet still there is much to
learn.
All magic is accomplished by the use of means both human and
of nature, for true magic, is but the melding of human will
and natural force. Without the human voice to utter the
chant, no spell may be cast. Yet without the proper natural
catalyst, no spell may be effective. Thus magic is twofold, a
balance struck between nature and humanity. Let us examine
both aspects here, beginning with those natural substances,
known as Reagents, that lend power to the words of the
spellcaster.
Sulphurous Ash:
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Sulphur is the substance found in nature that is
most useful in the generation of fire. It is the color of
saffron and, when burned, gives off an odour indicative of its
great mystic strength. Yet its true power is to be found in
the second burning - that is, in the use of the ashen residue
of Sulphur that has been burned in a crucible fashioned from
the skull of a Balron. Sulphurous Ash is not an uncommon
substance, having been a staple of the Wizards profession
through the ages. It may be purchased from any reputable
purveyor of magical goods and is useful in the casting of
Energy Fields and Magic Missiles, as well as in spells
requiring a quick burst of light or a sustained glow.
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Ginseng:
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Long praised for its strength giving and medicinal
properties,, the root of the Ginseng plant is immediately
recognizable for its forked shape, and to those initiated in
the mystic ways,, by its overpowering rose-colored aura. It
has been used for centuries by peasants who chew it or brew
tea from a powdered preparation of the root in order to gain
strength and stamina as they toil in the fields. While
commonly found throughout Britannia, the Ginseng used as a
component in the casting of spells is generally black in color
and found only on the slopes of the northern mountains. It
may be purchased in virtually any shop that sells magical
goods, and is most useful in spells of a healing or narcotic
nature, such as Cure or Sleep enchantments.
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Garlic:
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Even the most common of nature's gifts to our people have
magical properties as can be witnessed by the power of Garlic.
This pungent bulb is found in every garden in the lands of
Britannia, and no stew or roast would be complete without its
sharp flavour. Its aromatic nature makes Garlic a powerful
reagent in the casting of magical spells, and it is used in
all spells of the warding variety - be they the warding off of
common and magical sickness or the repelling of beings once
dead.
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Spider Silk:
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The miracle of Spider Silk lies in its tensile
strength. Imagine, if you will, a grown man relying on a
strand of catgut to hold his weight all the days of his life.
A spider relies on the finest of threads to do just that, and
its silk never fails it. We should praise the first wizardling
who realized the mystic secret of Spider Silk, for it is to
him or her that we owe the knowledge of binding and
restraining spells. The silk of the deadly Albino Ghoul spider
- both the miniature and giant varieties - has been used by
adepts through the years in rites of magic. The spider farms
of the south produce perhaps a hundred pounds of the substance
year and sell it to the merchants of magic, where it is made
available to all who ply our trade. It is said that each year
one worker dies the horrible death incurred by the bite of the
Albino Ghoul spider to ensure the potency of the silk,
although never has this deliberately been made to happen.
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Blood Moss:
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is the bane of farmers and the boon of magicians. It
is a deep red fungus that attacks the crops of those who raise
grain, yet it is a vital component in the casting of spells.
An oddity to those who spend their lives observing the growth
of that which is not animal in nature -for it behaves like no
other plant or mushroom - Blood Moss grows only in the driest
of times, when all around it is perishing from drought. It
cannot survive the absence of direct sunlight, and thus passes
from the earth each night, only to return when the sun blazes
mercilessly upon the land. Blood Moss seems feed only in
ripening grain - it can lay waste to an acre of corn in a
single day and vanish without a trace as night falls, leaving
naught but fruitless stalks swaying in the cool, night breeze.
The magic of Blood Moss is thought to reside in its fleeting
nature, for it is used in the spells of movement -from the
simplest levitation to making the very earth tremble. As
harvest time comes each year, the merchants send runners to
wait by the fields and gather the Blood Moss. Farmers
consider these runners unlucky and try to chase them from
their fields, but enough show persistence to ensure their
masters a plentiful supply of Blood Moss to sell.
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Black Pearl:
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The Black Pearl is the most highly prized of all the
pearls. Well-formed ones command a price from jewellers that
would bankrupt a score of wizards. Yet Black Pearls are vital
in the casting of spells that are hurled from the mage's
person and must travel to a final destination. Fortunately for
our profession, even rarer than a normal Black Pearl is one
that is perfectly shaped. Most are lopsided and lack symmetry
- the very quality that makes the jeweller desire them so
highly. This ensures a ready supply for the thaumaturge - the
weaver of magic. It is said that, unlike the ordinary pearl
which is formed inside an oyster when it seeks to protect
itself from a piece of sand or grit, the Black Pearl only
forms when the seed of the great pearl is yet another pearl of
much smaller size cast adrift by the death of another oyster.
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Nightshade:
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Not to be confused with the rank-smelling plant of
the same name, the Nightshade used in the mystic arts is an
extremely rare mushroom that is only found in the deepest,
most remote forests. It is said to be quite venomous to the
touch of all save those present at its harvest, thus it is
never sold in shops and is among the scarcest of magical
reagents. To obtain it, one must seek in the deepest forest
on the blackest of nights when not even a moonbeam illuminates
a single blade of grass. I know not of the precise locations
where this mystic fungus can be found, but there are rumoured
to be those in the lands of Britannia that know this secret.
Its chief magical properties are connected with the use of
poison and the creation of illusions so real that they can lay
the mightiest warrior to the ground. So rare is the Nightshade
that it is primarily used in the creation Of only the most
potent of magics.
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Mandrake Root:
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The root of the poisonous Mandrake plant is
instantly recognizable by its human shape and its crimson
color. It is said that the sap runs blood-red when the plant
is cut down in order to harvest the root. Long prized for its
narcotic and purging effects when consumed in minute portions,
the Mandrake Root is the most powerful known substance in the
weaving of magical spells that give new shape to very world
around us. The variety of Mandrake Root used in the mystic
arts is found only in marshy terrain, where the root can
thrust deeply into the earth. The more earth that must be
moved to retrieve the Mandrake Root, the more potent its
effect in the magic of the finder. Many years ago, when our
people were but scattered tribes of nomads, the Mandrake was
plentiful. As our people have tamed the land, however, and the
practice of the mystic arts has become refined, the Mandrake
has all but vanished from the face of the land we now call
Britannia. It is never seen in the shops of the towns and
castles, and hardly even sold privately if found. Many of our
profession have devoted lifetimes to the search for Mandrake
Root without ever coming into possession of a single piece of
it.
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These then are the eight mystic reagents used in the
weaving of enchantments. Some are readily available, while
others are costly or must be hunted and harvested by the mage
that intends to use them. Guard well your supply of these
magical components for without them there can be no magic.
Use them wisely, as ye must use the forces that they unleash.
Remember that Magic is to be used only for the cause of
righteousness and for the greater good. Should you use the
mystic arts for personal gain or vengeance, be prepared for
the desertion of your powers.
Awaken:
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Should you or any of your followers ever be so
unfortunate as to come under the influence of a magically
induced slumber, the use of a Spell of Awakening will often
alleviate the condition. It is a simple spell which may be
cast by the beginning student of the mystic arts with little
effort or cost. It requires the use of Ginseng for its healing
qualities and Garlic in order to ward off the coming of sleep
until the victims body has returned to its normal cycle of
wakefulness and rest. Blend the two reagents carefully and
apply the mixture to the brow of your sleeping companion and
chant "levate" loudly.
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Blink:
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Many are the occasions that the thaumaturge needs to be
elsewhere in very short order and finds that neither horse nor
ship nor any other conventional form of travel is of
sufficient promptness for the situation. Magical means of
travel must then be used, of which the Blink spell is the most
common. This spell disassembles the mage and companions and
reassembles them at a spot many leagues distant in any chosen
direction. There are means of travel that cover far greater
distances than the Blink, but they are far more costly and
have other limitations which we shall examine later in this
tome. The Blink can only move the party distances perceptible
to the mind of a common person.
The components needed for the casting of a Blink spell
are Spider Silk and Blood Moss. The binding powers of the
Spider Silk prevent the essence of the travellers from being
scattered during transit, while the Blood Moss aids in the
movement from one location to the next. Equal quantities of
each reagent ensure the proper working of the enchantment.
The concentration required for Blinking is such that the
spellcaster will most certainly fell the effects, but not be
left exhausted.
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Cure:
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Venomous creatures abound throughout the lands of
Britannia. Rarely are they evil, nature having provided them
with their sting as a means of defence against larger
predators, but without proper attention wounds can fester and
lead to the death of a victim. Furthermore, evil mages may
cast noxious, poisonous energy fields during battle or erect
such barriers to prevent the virtuous from reaching their
caches or sanctuaries. Fortunately, the great wizard Jaanth
Nor devised a countering magic for the effects of all venom
and recorded his findings for future generations to use. The
Cure spell is effected by the use of a mixture of Garlic and
Ginseng and the calling of the victim's name to soothe
envenomed soul. The curative powers of the Ginseng nullify
the effects of the poison in the victim's system, while the
use of Garlic wards off the return of any virulent residues
that may lie dormant in the blood.
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Dispel:
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One of the staples of the wizard's profession is the use
of energy fields. We shall discuss the casting of such fields
shortly, but first let us examine the means of dismantling
them when they are encountered. Although there are various
forms of such fields, they are all created with a similar
magic and thus may be Dispelled with a single spell. The
Dispel enchantment is one of moderate difficulty, far more
exhausting than the creation of energy fields. Often touching
the field may prove disastrous, so the enchantment must be
cast from afar and thus required the use of the precious Black
Pearl needed in all projectile spells. Furthermore,
Sulphurous Ash is needed to provide the flash of power that
beings the dissolution of the forces holding the field
together. Finally, the warding powers of Garlic are also
employed to prevent the forces from reassembling at the spot
where they were previously concentrated. To effect the spell,
speak backwards the color of the type of field encountered.
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Energy Field:
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There are four types of Energy Fields known to the
practitioner of the mystic arts: Sleep, Poison, Fire, and
lightning. Their effects are varied, but the magic used to
erect them is the same in each instance. Any person attempting
to pass through an Energy Field will run the risk of either
falling asleep or being poisoned in the case of the first two
types; if the field is of Fire then their flesh shall burn as
they pass through and they shall feel much pain and anguish;
while the field composed of Lightning is impenetrable. The
casting of Energy Fields is not difficult and requires only a
small exertion on the part of the spellcaster, but the fields
are only effective in enclosed areas such as subterranean
passages and inside of rooms. The reagents necessary in the
casting of these Energy Fields are Sulphurous Ash for the
burst of creation, Spider Silk for the binding of forces to a
single spot, and Black Pearl for the launching of the spell to
a spot away from he who works the magic. It would be a grave
error indeed to cast such a spell without the latter component
for you would find yourself in the midst of the field!
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Fireball:
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When beset upon by evil, the spellcaster has many
offensive tools at his or her disposal. We have discussed some
of the indirect magics such as Energy Fields, but there are
times when more direct action is required. There is a class of
missile spells for such occasions, of which the Fireball spell
is the intermediate one. All such spells call for the use of
the precious Black Pearl for its power in the launching of
projectiles. In the case of the Fireball, Sulphurous Ash is
also called for in equal proportion, for its powers of fire-
flash are integral to the creation of flaming missiles. Speak
the name of your enemy when the spell is cast and your aim
shall be unerring and your enemy will be devastated by the
flames o f the magical fires.
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Gate Travel:
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In the repertoire of teleportation enchantments,
Gate Travel is by far the most powerful. This is because it
not only utilizes the reagents and chants of most magics, but
also the power of the gates of the moons that control the very
oceans and tides. The moongates are located throughout
Britannia, and appear only at certain phases of the twin moons
Trammel and Felucca. To cast the spell of Gate Travel, one
must speak the name of the moons as the reagents are stirred.
As the enchantment takes effect, the spellcaster and any
companions will be instantly carried to the location of the
desired moongate.
It has been a long-standing tradition among the
practitioners of the mystic arts to zealously guard the secret
of the components of the Gate Travel spell. It is said that
revealing these reagents will seal the use of the gates to the
one who divulged the key. Of course, none have dared to speak
of them for fear of losing one of the most powerful and
exhausting spells in the lore of enchantment. This writer is
no exception to this belief.
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Heal:
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0ne of the cornerstones of the good and true path of the
wizard is the use of enchantment for beneficial ends. We have
discussed the Cure spell which renders venom as harmless as
the purest of well water, but the most common form of injury
is the physical wound rather than the internal disruption
brought on by poison. Swords and talons do not discriminate
and the tools of justice are oft used for unjust purposes.
When you or your companions have suffered physical injury that
hath rent or seared the flesh, the Heal spell is invaluable.
Mix similar quantities of the healing essence of Ginseng with
integrating strength of Spider Silk and apply it to the wound.
Speak the name of the victim and the flesh will be hastened
along the road to wholeness.
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Iceball:
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Once again, the invaluable Black Pearl is the key to the
casting of the missile spells, of which the Iceball is the
second most potent in the mage's arsenal. Unlike the
previously discussed Fireball spell, the Iceball requires only
the use of Mandrake Root in conjunction with the Black Pearl.
The necromantic Mandrake will bring the chill of the grave
upon your enemy and the very blood of the victim will freeze
as if it were midwinter. Ice is heavy and the toll of casting
this spell is equally weighty. All but the sturdiest of our
profession will needs take rest after casting but a pair of
these potent enchantments. Remember to speak the name of your
intended victim as you cast the reagents aloft, lest your
efforts be for naught.
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Jinx:
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There are but two enchantments more powerful and difficult
than the Jinx spell, and but one of similar potency. When
faced with a closely packed horde of enemies, mix together
equal quantities of Black Pearl, deadly Nightshade, and the
crimson Mandrake Root to cast at your opponents. Call to
their attention the vulnerability of their backs and weave the
magic. They shall turn and smite each other as if each was
alone in a crowd of mortal foes. The Black Pearl shall carry
your spell to their very midst, while the hallucinatory might
of the Nightshade will confound them beyond the boundaries of
common sense. Mandrake Root lends the power of conviction to
their misconceptions. The duration of the enchantment is
varied, but throughout its course the spellcaster will be
reminded of its potency by the presence of a glowing "J". Be
warned, however, that the casting of the Jinx spell requires
great exertion.
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Kill:
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The Kill spell is the most powerful of the missile
enchantments. It is the favourite of evil wizards and its use
is prohibited by most teachers of the mystic arts.
Nevertheless, when faced with a foe of singular strength and a
truly evil nature, the wise magician will prepare a mixture of
the highly toxic Nightshade and mercurial Black Pearl and
speak the True-name of the enemy while casting the reagents
toward the foe. As the last syllable of the chant fades, all
of the target's vital organs shall cease to function for the
space of seven heartbeats. This is usually fatal, although
some beings of exceptionally hardy constitution will survive
a single Kill spell. The enchantment may be woven several
times, but tales a fierce toll on the energy and concentration
of the caster. It is easier to Dispel a field of vibrant
energy than it is to stop the functioning of a living being.
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Light:
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The enchantment of Light is a trivial one, often the very
first spell acquired by the budding sorcerer. It requires but
a pinch of Sulphurous Ash, which is applied to the end of a
staff and gently blown upon until it begins to glow with a
soft yellow light. The spellcaster must concentrate briefly on
the image of a candle and expend a slight amount of energy to
start the magical glow. From then on it will burn softly until
the reagent is consumed, lighting the underground passages
where the thaumaturge treads. There are two principal
advantages to the use of Light spells in place of ordinary
torches. They are unaffected by all but magical winds or
breezes; and they do not smoke and cause one's eyes to smart.
Many a warrior has suffered grievously because his eyes were
shut by the sting of a wealth of tears.
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Magic Missile:
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There are generally very few if any spells that
are learned early in the practice of wizardry which are both
useful and eagerly sought after by those dabbling in the
mystic arts. The beginning thaumaturge almost always yearns
for spells that devastate or create startling effects. The
weaving of weather or the mastery of short vertical
teleportations do not impress onlookers. The one simple spell
that does truly inspire awe at little expense to the
spellcaster is the Magic Missile. It requires the use of two
parts of Sulphurous Ash to one part of Black Pearl in the
casting, and it will cause a tremendous bright flash of blue
light to strike an enemy. While not visibly marked, the enemy
will sustain a fair amount of internal damage, said by the
cynical to be brought about by fright more than by power. The
Magic Missile is a useful enchantment in battle, but it is
more spectacular than effective and will not deter most
enemies larger than the spellcaster who wields it.
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Negate:
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When faced with a greater or more telling magic than
one's own, the practitioner of the mystic arts may decide it
best for all involved to suspend everyone's use of thaumaturgy
for a short time. At this time one should invoke the powers of
the Negate spell by mixing Garlic with its warding
characteristics together with the exotic Mandrake ripe with
mystic potency. To this blend add but an equal amount of
Sulphurous Ash to provide the spark of fusion and speak your
own name backwards. All magic shall instantly cease save the
enchantment of Negation itself, which is manifested by the
vision of a glowing "N" hovering before your eyes. he Negate
spell will last only a brief time, which should be used for
either the annihilation of your enemies or for the judicious
removal of your presence from the troubled spot.
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Open:
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There was once a time when all beings were fair and just.
The principal vessel used for the transport of one's worldly
possessions in these times was the wooden chest, which is
still the popular means. But since the coming of the evil
ones and their lasting influence on the inhabitants of our
fair land, the practice of placing obnoxious and sometimes
lethal traps on the locks of chests has become quite
commonplace. Virtually all folk use such devices, even the
denizens of the underworld who guard naught but ill-gotten
wealth. To bypass these sinister mechanisms the thaumaturge
need but utter the chant "Appar Unem" and sprinkle a mix of
Sulphurous Ash and Blood Moss on the offending lock. The flash
of the Sulphurous Ash powers the movement potential of the
Blood Moss and the lock will open itself safely, leaving the
contents of the chest at the disposal of the spellcaster.
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Protection:
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There are times during the heat of battle when one
finds the best form of offense to be naught but a good
defence. When hard-pressed by fierce antagonists, the wise
magician will mix together the reagents Sulphurous Ash,
Ginseng, and Garlic and invoke the spell of Protection. The
wholesome qualities of the Ginseng, together with the
repellent strength of the Garlic, serve to shield the wizard
and all companions from the onslaught of their enemies. Such
Protection is not always effective, but may be of great use.
Sulphurous Ash provides the mystic fire that fuels the
incantation, and also serves to startle one's opponents with
an initial flash as the spell begins to function. Protection
is not a simple spell, but neither is it an exceptionally
strenuous spell to cast. Its duration is short, and during the
course of its shielding the mage will be reminded of its
effects by a glowing "P" hovering before his or her eyes.
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Quickness:
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The spell of Quickness is one of the most
unpredictable yet potent spells in the wizards collection of
enchantments, and one of the most telling on his or her
companions. When cast during battle, the Quickness spell will
heighten the natural dexterity of one's fellows to such a
degree that they will move with twice their normal agility -
at times they will be able to land two blows against their
foes instead of the customary single strike during a round
combat. The price is age, for the recipients of the extra
speed incurred by the use of Quickness will age briefly while
under the sway of the enchantment.yet most feel that an
occasional gray hair is but a small price to pay for the
advantage of dealing twice the number of blows that one might
receive. The reagents for the Quickness spell are fiery
Sulphurous Ash, Ginseng, and volatile Blood Moss. The Blood
Moss portion is double the others, for movement is the
critical aspect of the spell. The Sulphurous Ash lends the
flashes of energy needed by the beneficiaries of the
enchantment, while the healing powers of Ginseng prevent them
from aging so rapidly as to become gray-beards after a single
encounter. Throughout the course of the Quickness spell, the
spellcaster will be reminded of its effects by the vision of a
bright, glowing "Q".
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Resurrect:
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Many are the monsters and terrors that dwell beneath
the surface or in the forests and marshes of Britannia. Even
groups of most valiant and fierce warriors are subject to
losses too tragic to bear. If a companion is slain by an
enemy, all is not lost in the presence of the most
accomplished of mages. There exists the means to bring back a
companion from the land of the dead - not as an unholy once-
dead being - but as a living, breathing creature of flesh and
blood restored to life, albeit in an extremely weakened
condition. Each wizard must needs determine the components of
this enchantment that work best u4th their own magic, for the
combination is said to be unique to each spellcaster. What is
known about weaving this the most potent of all enchantments
is that it requires the spellcaster to scatter the reagents to
cover the victim's body, white calling out the name of the
slain companion in a voice of thunder. This magic is
extraordinarily taxing, and rare is the mage who can continue
to weave spells without rest once this enchantment has been
successful cast.
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Sleep:
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There are moments in the lives of every practitioner of
the mystic arts where discretion is truly the better part of
valor. Not all foes are truly evil and deserving of
annihilation - verily, some are but beasts of the field
seeking provender and are entitled to life as much as you or
I. Yet, unchecked these creatures pose as great a threat to
one as a score of rabid orcs. It is in such situations that
the wise thaumaturge weaves a Sleep spell and leaves his
opposition in deep slumber whilst vacating the current
location. The Sleep spell is truly a serious enchantment that
requires a fair amount of mental energy to cast, but it is not
of such import as to leave the Spellcaster breathless or
exhausted. To send your foes to land of slumber, mix a double
portion of Spider Silk with some Ginseng and chant "Duerme" as
you sprinkle the reagents into the air. Fear not the distance
between you and the intended victims, for the binding power of
the Spider Silk will enfold them from afar, while the healing
Ginseng will gently wrap them in deep sleep.
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Tremor:
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The Tremor spell is a very potent magic indeed. Few
spells are as exhausting and none save Resurrection have a
more striking or dramatic effect. Carefully blend portions of
Sulphurous Ash with Blood Moss and Mandrake Root and cast it
at the feet of your opponents whilst shouting as loudly as
possible. The volatile Sulphurous Ash shall furnish the flash
of power to the movement potential of the Blood Moss and the
Mandrake Root will lend raw necromantic force to the spell.
The very earth will tremble and quake beneath the feet of your
enemies and they will fly in terror, save those that are
swallowed up entirely by the very ground itself. No spell in
the lore of the mystic arts has as much power to strike fear
into the hearts and minds of those that suffer its mighty
impact. But use this enchantment wisely for it will leave you
as weak as a newborn babe.
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Undead:
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Ever since the coming of the evil wizard Mondain and his
hellish offspring,, the lands of Britannia have been plagued
by the return of creatures already slain. These once-dead
beings take many forms, the most common being the animated
skeletons of orcs and goblins, or the ghoulish forms of flesh-
eating corpses that have been summoned from the land of shades
to wreak havoc on the living. These apparitions are cowed by
the light of righteousness and fight as warriors in a trance.
Nonetheless, they are hard to kill and never tire in battle
and thus may jeopardize even a seasoned band of adventurers.
Each mage knows a form of turning them aside when encountered,
but the components of such magics are personal and depend on
the spellcaster. You must use your knowledge of the properties
of magical reagents to determine which two will lend force to
your enchantment of Undead turning. When you have found the
proper mixture, cast it at your foes while chanting the name
of what the creatures once were when they trod the earth in
life.
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View:
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The lands that we now call Britannia in honour of the wise
and just influence of Lord British are vast in scope and hold
many uncharted regions. Although cartographers have travelled
all the circumference of the main continent, many internal
tracts have yet to be accurately recorded, while there are
numerous islands rumoured to exist to the southeast with nary a
chart to show their location. Here the practitioner of the
mystic arts has a great advantage over the wanderer or
seafarer in that the View spell may be woven when the need
arises. The View incantation is of middling difficulty and
involves the use of hallucinatory Nightshade and powerful
Mandrake Root. Mandrake lends power to the enchantment while
Nightshade provides a mystic overview of all the land within
the range of a simple Blink spell. Simply blend the reagents
and speak out the name of the region through which you travel.
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Wind Change:
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Not all Britannia is accessible on foot, and oft
times the wizard will find the need to embark on a sea voyage
to reach some certain destinations in the pursuit of Truth.
Once aboard ship, most voyagers find themselves at the mercy
of capricious nature with her ever-changing winds. This is not
true for the practitioner of the mystic arts, however, for
through magical means one may control the very direction of
the wind, albeit for but a short span of time. Wind Change is
not a taxing enchantment; indeed a powerful wizard can cast it
almost continuously, although it is not so trivial as opening
trapped chests or effecting minor teleportations.Simply mix
Sulphurous ash for power and Blood Moss for movement to coax
the wind to a more favourable direction. Speak the name of the
patron of winds and call out the direction desired and the
winds shall change at your bidding.
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Xit:
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When trapped in the bowels of the earth, weary and battered
with a long road to the surface, the use of an Xit (exit)
spell can be beneficial. This enchantment is but one of the
middling forms of teleportation, quite similar in cost and
nature to the Blink spell. It too disassembles the party and
reassembles it on the surface of Britannia, and thus requires
very similar components to the aforementioned Blink
enchantment. Aside from the moving Blood Moss and the binding
Spider Silk which ensures the safe passage of the
disincorporated party, Xit requires the use of Sulphurous Ash
to provide the flare that guides the party from the depths of
darkness to the world of sunlight. When casting the Xit spell,
the thaumaturge should try to envision the actual entrance to
the underworld used to gain the subterranean passages at the
beginning of the expedition below ground. Successful casting
of the Xit spell will surely return them to that selfsame
spot.
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Y(UP):
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The two most elementary forms of teleportation both have
strange names and may be used only when underground. The more
difficult of the two is known by the letter "Y" in honour of
the mage Yenthak Gnor, who first crafted the enchantment.
Yenthak Gnor discovered that a blend of Blood Moss and Spider
Silk in conjunction with the spoken names of the moons would
cause one who utters it to be lifted upward through the very
soil to the next highest level of a dungeon. The Spider Silk
holds the party together during their transit, while the Blood
Moss moves them ever closer to the moons.
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Z (DOWN):
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The "Z" or Down spell is perhaps the simplest of all
the teleportation spells. It requires the same components as
the "Y" or Up spell - these being Blood Moss for movement and
Spider Silk for its binding qualities - but requires half the
mental energy and concentration on the part of the spellcaster
due to the natural tendency of all bodies to move downward.
The origin of the name is uncertain, but it is believed that
the letter "Z" is the first letter of the unpronounceable True-
name of the Lord of the Underworld, a demon of much power. To
effect the spell, the spellcaster must scatter the reagents
and chant "Baja" in stentorian tones. The lower the tonality
of the chant, the higher the probability of the party moving
down one level of a dungeon.
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