%1MADEPT%0 %1<<%0a player class%1>>%0 Madepts are masters of magics, able to learn any spell that a cleric or mage can. There are a couple of things that a madept must know, however before gallavanting around the Realms. Upon creation, a madept is given a decision. The madept must choose spells s/he will learn. After this decision is made, the madept cannot go back and change his/her mind at a later date. To make this choice, the madept issues the command '%1madept%0' This brings the madept to a menu-driven subprogram. There are seven submenus, each containing a list of spells from a certain circle of spells, each circle being 10 levels wide. The madept may choose any number of spells from any circle, so long as spell points remain available. Spell points? What are those? A madept is given a number of spell points upon creation. The number is based directly upon the character's intelligence and wisdom. The madept may reroll to get a higher intelligence and wisdom, which will raise the number of spell points available. That's what spell points are. Anyhow, the menu subprogram where spells are chosen is only available at level one, so madepts must choose wisely. Once the spells are chosen, the madept then may go on to level two and above. How does a madept gain/practice the chosen spells? The same way in which mages and clerics do. Once the madept reaches the level at which a spell becomes available, the madept then seeks out a knowledgeable teacher and practices. Simple. What if new spells are added? They may be found as scrolls, tomes, or learned through a guildmaster able to teach it. Don't worry about missing those new spells as they are added. Remember: reroll for the highest number of spell points Use the "%1Madept%0" command to enter the spell-choosing menu. Then advance to level two and above. Since madepts are jacks of both trades, they master of neither, and will never be able to reach the level of proficiency at any spell that true clerics or mages can. Choose well.