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There are many ways to use magic in the AG world, but the two most popular are commonly referred to as "Combat Magic" and "Advanced Magic". When using combat magic, you will be expending your own energy to cast a spell. The source of power for advanced magic is some external force... be it a supernatural deity, the magical energy inherent in the universe, or even something else.
Anyone with a cunning of 12 or more can learn combat magic and/or advanced magic spells. Advanced magic requires magic points though, so you'll have to get the power from an external source. There are two such sources commonly available: a deity or the universe. You can only choose one - it's one or the other. And only by training in Deity or Universe Magic (both detailed later in this section) can you learn any of the advanced magic spells. For those interested in gaining magical power from a deity, please read over the Deities section of the Player's Guide also.
A warning for those hoping to cast combat magic spells... don't count on your spells always being available. If you are dazed, or in short range with an opponent, or on the ground (along with other bad situations) spell casting may not be possible.
CM - Blast -- init. cost: 30 EPs, elves: 10 EPs
The Blast spell can only be cast at extended, long or medium range, allowing the caster enough room to form and hurl a brilliant sphere of energy at his or her opponent. The chance of the sphere hitting depends upon many things (range, caster's skill level, opponent's defense, cunning and dexterity, etc.) as does the amount of damage upon impact.
CM - Blink -- init. cost: 30 EPs, elves: 10 EPs
The Blink spell is tried when the caster is about to be hit by an attack of some kind, and if successful the caster instantly disappears to avoid the blow, and immediately appears nearby. This spell is not fool-proof, but can be a lifesaver.
CM - Daze -- initial cost: 30 EPs
When cast successfully your opponent is temporarily dazed as if he or she had been struck in the head. If your current target is dazed at the moment, you will consider some other action rather than casting daze again. Your skill level greatly affects the severity of the dazing.
CM - Heal -- initial cost: 30 EPs
When cast the caster is immediately healed to some degree, affected by his or her skill. The healing is temporary, lasting only as long as the fight.
CM - Power (x) -- init. cost: 30 EPs, elves: 10
When used, this spell is automatically attempted at the beginning of combat, with an energy cost nearly twice the other combat spells. The benefits can be great though, as the caster will fight with added power and toughness for the duration of the combat. Specifically, you'll receive a bonus to the damage you inflict, and the damage you can absorb. As with the other spells, your skill level determines how much effect the spell has.
The CM - Power spell has a side effect though, which can be particularly noticeable (and annoying) at higher skill levels. The benefits from the power spell are accompanied by a slowing effect on the caster. The more the spell helps with power, the more it also slows you down. This can be controlled somewhat by only using as much power as you think is needed. The optional (x) setting allows you to set the skill level the CM - Power spell will be cast at, should you not want to cast it at full strength. The default setting is (9), which will cast it at your current skill level, regardless of what your skill level is. To cast CM - Power at the trained level, you should write CM - Power (1). To cast at level one would mean writing CM - Power (2), and so on. It is impossible to use the control setting to cast the spell at a level higher than what you know.
CM - Shock -- initial cost: 50 EPs
Cast at short range only, this spell will shock the target, and do an amount of damage based on the casters spell level, universe magic level, and the armor worn by both people involved (no armor shocking plate mail is going to have greatest effect). Any appropriate resistances of target will also modify its effectiveness. Shock is not as easy as most other combat magics for all races to raise; the only way to increase skill level seems to be through using EPs. A free hand is needed, and the shock will hit the target automatically, though the shock causing damage is not guaranteed. Protection gems and Vrok's opals do not protect against this spell. Worshippers of Dyrellan are granted a bonus with CM-Shock.
CM - Speed -- init. cost: 30 EPs elves: 10 EPs
The speed spell can greatly increase the number of actions the caster makes each round. This hastened activity comes at a heavy energy cost though, as each action expends twice the normal energy. How long the spell lasts and the speed it gives is determined by the caster's skill level. Limiting your use of this spell through the first skill use control setting and/or a strategy switch is strongly suggested. At higher skill levels casters of the speed spell can become a blur of movements and attacks.
CM - Vertigo -- initial cost: 30 EPs
When cast successfully the target loses his or her balance and falls to the ground, and suffers from loss of balance for the rest of the fight.
Block Missiles (x / y) -- initial cost: 20 KPs
This spell is not a combat magic spell, though it is cast in combat. It takes one magic point to cast, and once cast the spell caster will try to protect all party members from incoming missiles until either the combat is over or the caster is wounded or dazed. The first control setting (x) is the magic points conservation control, scale (1-9). At 1 you'll cast the spell only if you are at your maximum of magic points, at 9 you'll cast if you have any magic points left. Two other factors control whether you'll cast the spell. One requirement is an enemy preparing to fire a missile. The other control setting (y) is your spell duplication control, scale (0-9). At 0 you'll cast even if nine others in your party are already trying to protect the party from missiles, at 9 you'll cast only if no one's cast it already. At 8 you'll cast only if one or less has cast it already, and so on. The spell caster might still be able to move and fight as normal, but he or she will always be trying to defend the party from missile attacks as well. The default settings are (9 / 0).
Cure Party (x / y) -- initial cost: 20 KPs
After combat, parties will stop to heal up before going on. First all that can be done by bandaging wounds will take place, but after that only the Cure Party spell and/or magic items can heal the party. This spell is a joint effort by all those willing and able to cast it, and the effects are received by those who need it. By using the control setting you may indicate just how hurt the party has to be before you'll participate in a Cure Party spell, and how many times you are willing to cast it after each encounter. The first control setting works on a scale from 1 to 9, so if you write Cure Party (1) you will only cast the spell if the party is at or below 11% of its original health. Likewise, Cure Party (9) would mean you'd cast the spell if the party's health fell to or below 99% of its original. It is important to note that it is the sum of the entire party's current health compared to the sum of its original health. Each casting the Cure Party spell takes one magic point. The default setting is (9/0). If you are a Deity Magic user, you'll find you are slightly better at this spell.
The secondary control setting (1 - 9) will limit the number of times you'll cast the spell. You will be able to cast Cure Party as much or as little as you wish, limited only by how many magic points you have and how healed you want the party to be. At the default setting of 9/0 (which is the same as 9/1), you'll cast the spell only once if the party's health fell to or below 99% of its original, even if the party is not healed to above 99%. At a setting of 9/3, however, would cast the spell up to three times, if necessary, to heal the party to above 99% of its original health.
Deity Magic (A) -- initial cost: 20 KPs
By becoming the sworn servant to a deity, you become able to ask for (but not automatically receive) magical power. Your devoutness rating will have the most effect on how interested your deity is in seeing that you receive all the magical power you can handle. How much power you can handle (your maximum magic points) is determined largely by your level in this skill.
Lightning Bolt -- initial cost 50 KPs
This advanced magic spell is not a combat magic spell, though it is cast in combat. It can be cast at extended range only, and costs one magic point for each casting. The caster must have a free hand and clear line of sight to target, which will be hit automatically with an amount of damage based on casters spell level, universe magic level, armor worn by both people involved, and any appropriate resistances of target. Lightning Bolt is not as easy as most other magics for all races to raise; the only way to increase skill level seems to be through using KPs. It is possible that the spell will do no damage. Protection gems and Vrok's opals do not protect against this spell. Maximum # of times castable seems to be level plus two.
Magical Fury (x / y) -- initial cost: 20 KPs
This spell is not a combat magic spell, though it is cast in combat. It takes two magic points to cast, and can only be cast once per combat encounter, and then only if the caster has the opportunity in the first round of combat before the action gets too intense. The Magical Fury spell can be quite devastating, as it creates what feels like a whirlwind of punches to the enemies. The strength of this invisible attack is determined by the skill level of the caster, with that strength then being divided equally among the opponents opposing the caster. Thus a high level Magical Fury cast at a single foe can be ferocious, whereas that same spell against a large group of enemies might barely harm each of them. The first control setting (x) is the magic points conservation control, scale (1-9). At 1 you'll cast the spell only if you are at your maximum of magic points, at 9 you'll cast if you have two or magic points left. The other control setting (y) is your power level ratio control, scale (0-9). At 0 you'll cast regardless of the ratio between your party's power level compared to that of the opponents, at 9 you'll cast only if your party is outpowered by a factor of 3 or more. At 6 you'll cast only if the opponents power level is two or more times greater than that of the party, and at 3 you'll cast if opponents power level is equal or greater than your party's power level. With this second control setting it is possible to save valuable magic points until you face monsters tough enough to require the Magical Fury spell. The default settings are (9 / 0).
Protection (x) -- initial cost: 20 KPs
This spell is not a combat magic spell, and can only be cast just before going out adventuring. The effect of the Protection spell is enhanced damage-absorption for the entire party for the duration of the adventure (usually). If more than one person casts the Protection spell, only the most effective spell will be in effect. The (x) control setting determines how many magic points you will spend on the spell, with the amount of protection given corresponding directly to the magic points spent. Please note that you cannot spend more points than your skill level plus one with the spell, with "trained" equal to level zero. So, if you're level two with the Protection spell, the most magic points you can put into it is three.
Universe Magic (A) -- cost: 30 KPs, elves: 10
Within the universe around us is an immense amount of magical power, which may be tapped and channeled by those with the skill and courage to try. Elves seem to have a knack for this. For the most part, the amount of magical power you can handle is based on your level in this skill.
Some items are well known and available in all cities:
Medallion of Returning -- cost: 200 gold crowns
A Medallion of Returning can mean the difference between permanent death and a temporary inconvenience. See the Adventuring section to learn more of how this medallion teleports your dead body, allowing a possible resurrection.
Potion of Healing -- cost: 100 gold crowns
These curing potions can be purchased at any marketplace, and upon imbibing such a potion you will be healed completely. If you are carrying a potion of healing on an adventure you will automatically drink it if your health level is below 80%. You cannot drink potions during combat, and you will only consider drinking a potion of healing after wounds have been bandaged and the party has done any casting of the Cure Party spell.
Potion of Poison / Disease Resistance -- cost: 400 gold crowns
Also available at any marketplace, this potion will aid you in resisting the effects of poison encountered while adventuring. It is also said to help you not become diseased while adventuring. Potions of Poison / Disease Resistance are only helpful on adventures, and any you bring are consumed at the very beginning of the adventure.
Protection Gem -- cost: 200 gold crowns
There is a certain form of ruby that actually absorbs most types of harmful magical energy directed at it. This rare type of gem is highly valued as protection from magical spells. If you possess such a gem almost any harmful spell cast at you will instead be absorbed by the gem. Each time this happens though, the gem has a chance of disintegrating into nothing. That chance is slim, equal roughly to the skill level of the caster of the threatening spell. Should a protective gem be destroyed in a combat encounter, any other gems on your person are rendered ineffective until that combat is over.
Training Amulet -- cost: 1 gold crown
The guild has made arrangements with a few select wizards in order to make adventuring possible to all, and at no risk of permanent injury or death. At specific adventuring sites (e.g. -- the beach landing of Isurus and the river entrance of Marikhold -- see the Adventuring section of this guide for other sites) these amulets have the power to act as a medallion of returning and an automatic resurrection (if needed). The "catch" is that you will be teleported away from the adventuring site as soon as you go unconscious, and during that teleport, you can expect to lose about 75% of any treasure you have gained on the adventure. In normal adventuring, you might very well regain consciousness and continue on your adventure. Another aspect of using a Training Amulet is that operating under reduced risk means less experience.
Detect Magic Service -- cost 500 gold crowns
If you've got a storage chest full of treasure items and are itching to know if one or more possess any magical or unusual properties then there's a wizard in town ready to help. For a mere 500 gold crowns you can hire the wizard to check each and every item currently in your possession (both on person and in storage). After some very exhausting magical rituals you will be told of any items that have some special property. This service can be purchased regardless of whether you go adventuring that turn or not. To take advantage of this kind wizard's offer, write "Detect Magic" on the Buy Item line of the Adventurer Improvement form. It's just like buying an item, and will happen after all item transfers have been processed.
The only enchantments possible through this extra action are an offensive bonus, or a defensive bonus. The offensive bonus adds to damage and 'chance to hit' for the weapon. It also can help break through a foes weapon resistance. The defensive bonus adds to chance to parry, and amount of damage that can be parried.
For all weapon types except shields and bucklers the offensive enchantment will be assumed unless you specify otherwise. For shields and bucklers the defensive enchantment will be assumed unless you indicate differently.
Enchantments beyond an intial offensive or defensive enchantment must be arranged with other player characters that have learned how to do so, or you can research how to enchant weapons yourself (see below). This Extra Action cannot be used to further enchant a weapon that already has an enchantment, nor can it enchant a weapon with a skill boosting enchantment.
Remember, magic weapons can only be used while adventuring or in field-type challenges.
Resources used to research magical projects include Knowledge Points (KPs), Magic Points (MPs), and gold. A group of researchers can combine their KPs and MPs with a magical storage device.
Extra Action: Transfer Magic Points
If a character wishes to transfer one or more points of magical energy and/or KPs (knowledge points, representing study) into a magical storage device this extra action can be used if the character and the storage device are in the same hex. The format for this extra action is:
Transfer Magic Points [ID # of character possessing storage device] / [Item ID # of receiving storage device] / [# of magic points] / {and optionally [# of knowledge points]}
- or between items -
Transfer Magic Points [ID # of character possessing storage device] / [Item ID # of receiving storage device] / [# of magic points] / [# of knowledge points] / [Item ID # of storage device transferring from]
Let's say you wish your character to transfer four magic points into the Glowing Obsidian Sphere (Item ID # 345) that is possessed by Meredith (Adv. ID # 927). You would then write down this extra action: Transfer Magic Points 927 / 345 / 4. Now if your character was holding the Shimmering Jet Crystal (Item ID # 678) and wanted to transfer 50 magic points and 10 knowledge points from the crystal to Meredith's sphere the action would be: Transfer Magic Points 927 / 345 / 50 / 10 / 678.
Special Action: Create Magic Item
The Create Item Special Action can only be used by those characters with the Enchant Item skill. The format is a secret, revealed only to those who successfully research a magic project.
Note that other items may be needed.
Special Action: Enchant Weapon
This Special Action can only be used by those characters with the Enchant Item skill. The exact format needed and the passwords can be learned by researching the appropriate projects.
Special Action: List Known Research Projects
Will give you the current list of possible magic research projects (with the much-needed project ID#s).
Special Action: Research Project
If you wish to learn how to enchant magical items or perform any of the other possible magical effects you'll need to have the pre-requisite skills, items, and know-how. This special action allows you to research a specific project, designated by the project ID#. If you successfully research a project you will be told all you need to know, and become trained in the Enchant Item skill if you are not already. The chance of success at researching a project depends heavily on the resources you put into the research, along with your Universe Magic skill level.
The format for the Research Project action is:
Research Project: ID#, KPs spent, MPs spent, GCs spent, Storage Device ID#
ID# -- as given in the List Known Research Projects action
KPs spent -- the more the better
MPs spent -- ditto
GCs spent -- ditto again
Storage Device ID# -- if you don't specify a storage device, the KPs and MPs will have to come from you personally.