The Magic-User. Magic-users draw upon arcane powers in order to exercise their profession. While they have mighty spells of offensive, defensive, and informational nature, magic-users are very weak in combat. They gain but 7 hit points per point of constitution, and furthermore, they can wear no armour, other than magical robes, cloaks, and bracers, and have few weapons they can use, for martial training is so foreign to magic- users as to make the two almost mutually exclusive. There are many powerful items of magic which only this class can employ. Most magic scrolls, wands, staves, and many of the miscellaneous items of magic are usable only by this class. Thus, while magic-users are not strong in combat with weapons, they are possibly the more fearsome of all classes when high levels of ability are finally attained. Survival to that point can b a problem, however, as low level magic-users are quite weak. When a magic-user reaches 20th level (Magius) or higher, he may scribe scrolls, and at 30th enchant items. This process requires the undivided attention of the magic-user for quite long periods of time, and it is also costly. To enchant an item you need any object of worth; armour, weapons, and things like that. The spell you want to enchant into the item requires your skills level to be 10 levels higher. The process takes about 5 minutes to complete. If you cast a protection spell, like protection from fire, lightning, etc, on a piece of armour, this will make your protected from that effect every time you wear that item. For other spells, the enchantment becomes like a single casting like from a wand. Each time you enchant the item, it adds charges to the item. You can also add more spells to items you, or others have charged/enchanted. The effectiveness of the spell is that of the min level required for the highest level spell in the item. When you enchant an item, only those people whose classes match yours, can use that item. If you're a fighter/mage/thief, then any fighter, or mage or thief classes can use that item. To scribe scrolls, you require to be 10 levels of school higher than the required level to cast the spell. A scroll is a one off casting, and anyone of the same class can use a scroll. Even if you are a 40th level mage, you can scribe a fireball scroll to a newbie mage, and he can cast the fireball spell from the scroll. Brewing potions also works in the same way. You need to be 5 levels higher than the required spell level. Spells that are only personal effecting can be brewed into potions. Such spells include invisibilty, wraith form, potions of healing, etc. Usage: scribe <spell name> It is possible for a magic-user of 30th level or higher (Archmage) to construct a strong-hold and reside in an area, ruling such much as a noble. At this level it is also possible to enchant magical items. Any item of reasonable value can have an enchantment of sorts placed upon it. Some items, however, may not keep certain magic that has been placed upon them previously. Sometimes, the 're-enchanting' of an object by a player magic user will remove the old enchantment in preference for the new one. Placing additional enchantments on objects is VERY dangerous. The result can cause an explosion, and possibly death for the mage. Usage: enchant <item> Using 'enchant an item' all manner of items can be enchanted - sticks and branches can become wands, swords can store magical spells inside them, as well as armours of certain value. Rings and armours can be permanently enchanted with protection magics and so when worn will protect the player who does so. Table 1: Magic-User Titles and Experience for Level ------------------------------------------------------------- Level Magic-User Title Exp for Level ------------------------------------------------------------- 1 the Utter Newbie 1014 2 the Apprentice 2502 3 the Initiate 3200 4 the Student of Magic 4224 5 the Apprentice of Magic 5727 6 the Apprentice Magician 7935 7 the Magician 11176 8 the Apprentice Sorcerer 15936 9 the Sorcerer 22925 10 the Wizard 33187 11 the Wizard of the 1st Circle 48256 12 the Wizard of the 2nd Circle 70382 13 the Wizard of the 3rd Circle 102871 14 the Wizard of the 4th Circle 150575 15 the Wizard of the 5th Circle 220623 16 the Wizard of the 6th Circle 323477 17 the Wizard of the 7th Circle 474502 18 the Wizard of the 8th Circle 696260 19 the Wizard of the 9th Circle 1021879 20 the Mage 1500000 21 the High Mage 2000000 22 the High Mage of the 1st Circle 2520000 23 the High Mage of the 2nd Circle 3060000 24 the High Mage of the 3rd Circle 3620000 25 the High Mage of the 4th Circle 4200000 26 the High Mage of the 5th Circle 4800000 27 the High Mage of the 6th Circle 5420000 28 the High Mage of the 7th Circle 6060000 29 the High Mage of the 8th Circle 6720000 30 the High Mage of the 9th Circle 7400000 ------------------------------------------------------------- The Council of High Magic The Council of High Magic is convened on set dates and times as declared by the Master of the Council. The Council consists of 9 wizards, who govern the use of magic, and its part in the worlds of the MUD. All are wizards of atleast 30th level, who have been voted in by a majority by existing council members when a seat becomes vaccant within the Council. Members are expected to attend all meetings. Failure of Council members to attend meetings will result in their removal from the Council and a new member to be voted upon to take that mages place. Becomming a member of the Council of High Magic is a great responsibility. Its members decide upon important features of their profession, and discuss new spells, magical items, ultimately to improve their class. Magic and Its Use. All magic is seperated into 8 schools, each distinct and seperate in its design. With the advancement of each skill within these schools a magis-users ability also increases. He gains the ability to cast new spells with each new level he attains, gains more power, duration, and the ability to cast more spells from that school. With each new level a magic-user gains 2 more 'spell points' which measure his total magical ability within that school. Hence, a magic-user with an evocation level of 10 would have 20 spell points. However, this is only a measure of the mages ability within that single school, and not others. Note also that a players level is different from his skill level in magic. They are, infact, independant of eachother. Each school of magic is described hereafter - School of Magic Explanation ABJURATION - These magics are primarily concerned with prevention and exclusion of particular magical and non-magical effects, situations, or individuals, and include most spells of protection, avoidance, and repellence. EG - 'protection from evil', 'dispel magic', 'anti-magic shell'. ALTERATION - Spells which modify existing conditions or individuals through the infusion of magical energy are alteration spells. Spells that give the recipient enhanced strength, or the ability to fly, those that transmute substances ('polymorph self', 'polymorph other') and spells that have general affects ('move earth' or 'lower water') are all alterations. CONJURATION - This school part brings additional matter from elsewhere or create a duct between the caster and some greater magical power. Spells that summon existing animals or monsters into the area, bring into being on this plane extra-dimensional creatures (such as elementals) are conjurtation magics. DIVINATION - These are those that uncover information that is otherwise hidden under normal circumstances and includes spells that detect magical effects, invisibility, and the like, those spells that predict hidden of future events, and those that place the caster in contact with powerful extradimensional creatures but do not involve direct action by those creatures. CHARM - Such spells place a dweomer on the target or item that radiates a magical aura. On physical items it is normally used to invest an item with nagicak powers (such as 'deep pockets' or 'bind'), but is more commonly used to induce particular emotional or mental states in living targets (such as 'friends', 'forget', or 'Otto's irresistable dance'). EVOCATION - This channels magical energy, using that energy to create effects and types of matter. These include permament features such as the 'wall of force', 'Bigby's Crushing Hand', et al, and temoprary effects such as fireball and lightning bolt. ILLUSION - This creates a false reality. Illusions alone create the apparent existence of items in the minds of the viewers, or creating a shadow reality that gives illusions the power and reality to affect the viewer as if they were REAL. Illusions are not simply two-dimensional holograms, but can touch the sound, smell, optical, and thermal senses. NECROMANCY - This involves the health, hp, or normal living (or once living) functions of objects. Spells that increase or decrease hp, cause or cure wounds, or restore lost souls to their bodies are all necromantic spells. Due to the nature of handling the dead most users of this school are evil. Perhaps this is the nature of the magic and its influence on the mortal soul, or the fact that only the evil and twisted dare utilize this magic. See also: help <school> (EG - help necromancy) See also: help <spell name> (EG - help magic missile) Angel, September 1993.