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''See [[Spell]] or [[Spellbook]] for an overview of all the spells'' | :''See [[Magic (statistic)]] for a description of the character statistic'' | ||
:''See [[Spell]] or [[Spellbook]] for an overview of all the spells'' | |||
'''Magic''' is one of the two main ingredients of the [[Might and Magic]] games. Almost all [[player character]]s will learn to do at least some magic during [[Might and Magic Tribute]]. The [[class]] system nonetheless shows a clear trade-off between magic and might when it comes to character development. | '''Magic''' is one of the two main ingredients of the [[Might and Magic]] games. Almost all [[player character]]s will learn to do at least some magic during [[Might and Magic Tribute]]. The [[class]] system nonetheless shows a clear trade-off between magic and might when it comes to character development. |
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- See Magic (statistic) for a description of the character statistic
- See Spell or Spellbook for an overview of all the spells
Magic is one of the two main ingredients of the Might and Magic games. Almost all player characters will learn to do at least some magic during Might and Magic Tribute. The class system nonetheless shows a clear trade-off between magic and might when it comes to character development.
Magic skills
See also Skill#Mastery
The magic school system in Might and Magic Tribute starts with the generic skill of Spellcasting. Only once a character has gained the status of Expert at this skill, can the many different schools of magic be studied. Students can do this after their first promotion:
- an Acolyte learns the self magics of Spirit, Mind and Body;
- an Apprentice learns the elemental magics of Fire, Air, Water and Earth;
- a Scholar learns both elemental and self magics, but to a lesser degree of mastery.
The three rival Paths of Life do not become available until after the second promotion:
- a Saint can learn Light Magic;
- a Necromancer can learn Dark Magic;
- a Runemaster can learn Grey Magic.
Explorers don't get to start on basic Spellcasting until after their first or even second promotion. Except for the Knight they will be able to aquire a variety of magic skills, but never above expert level.
Learning spells
Each school of magic, as well as the Spellcasting skill, teaches a number of spells that are typical for that school. To learn a spell, a character must acquire and then read the spellbook that teaches it. After being read by a single character with the potential to learn the spell, the spellbook dissolves; the spell is added to the character's spell tome. If two characters want to learn the same spell, they need two copies of the spellbook.
Casting spells
To cast a spell, a character selects it from his/her spell tome. Casting a spell costs spellpoints; the number of spellpoints used depends on the spell and sometimes on the expertise of the caster. If a character has insufficient spellpoints, the spell cannot be cast. Spellpoints are also spent by using certain racial abilities, by writing scrolls and by using certain items, and can be drained by some continuous effects. There are several ways to increase and replenish spellpoints.
The effectiveness of some spells depends on further expertise in Spellcasting, of others on the knowledge of Identify Monster. Some generic spells improve with knowledge of the different schools of magic.
Other magical effects
In addition to spells cast by party members, there are various other ways that magical effects get to happen. The most common of these are:
Scrolls
A character that hasn't learned a spell, can still participate in the magic side of life by using scrolls. A scroll contains a single spell for a one-time use. All the usual spells can be found on scrolls, too, but the more powerful spells can only be bought in higher-level magic shops. Of course, as with all items, they can also be found as treasure or loot.
Characters that aquire the Learning skill will be able to write spells on empty scrolls.
Potions
Many potions have magical effects, some equal to common spells, others with different effect. Potions can be bought or found, but also mixed by characters with the Alchemy skill.
Enchantments
An item may carry an enchantment, a magical imprint that gives it something extra. Player characters my also learn to enchant items themselves.
Flames, wells and fountains
All over Karigor, there are various flames, wells and fountains, some of which give a magical effect upon touching or drinking.
Monster magic
Not only the party can do magic, but many creatures in Karigor are also able to cast spells. Their effect on the party can be reduced by increasing the player characters' resistances.