Rules Sections 6-8
What is Magic?
Magic is a potent force that involves using rituals to gather mana (magical energy), and using that mana to power various effects. The effects caused by magic are ‘spells’. Spells can be one-time effects, such as bolts of lightning or fearsome images, or they can be an effect that requires a constant supply of power, such as an enchantment or a thunderstorm that lasts for weeks.
Mages are the practitioners of the magical arts. Without mages, you cannot gather mana or cast spells. With the appropriate upgrade (specialization), mages learn to focus in a particular direction, and gain additional abilities. When you build a mage guild, twenty five people within your population become mages. Each ‘Magi’ research gains you an additional five magi.
If you recruit more magi than you have population, then magi approach from neighboring lands, or come from the wilderness to study in your kingdom. They effectively increase your population in this instance.
Ie. Shazam has 20 population, and builds a mage guild. In this instance, the number of people that would become mages exceeds the available number of people. Five people join his population, and all 25 people in his nation become mages.
Mages may be made into soldiers, just like the regular population. In this instance, they stop producing mana, and lose all abilities. If mages die, they are not automatically replaced, and you must complete more ‘magi’ researches to return to the number you had.
In the event that your mage guild is destroyed and rebuilt, you do not get the initial number of 25 mages again.
Mana is magical energy that is gathered, stored, and used to cast spells. You start off gaining one mana for each magi you have. Each mana research grants you 10 to start, +20 for level 2, etc.).
Your maximum mana is equal to 10x the number of magi you control.
ie. 50 magi means a maximum of 500 mana at any one time. You cannot spend more mana in a turn than you have a maximum for.
Over time, researches in magic will increase the number of spells available to you. Each spell has a name, a cost, and an effect.
By paying the mana cost, as well as any additional costs, you generate the effect. The type of spells you earn depend on the direction of magic you have decided to focus in. Mages can only cast spells in the tile they are in, or in any tiles beside them.
Spells are earned by researching magic:spells, and by upgrading a mage guild.
There are three types of spell:
Incantations → these are the spells that work once and go away.
Enchantments → these are the spells that work continuously, so long as you provide the mana.
Rituals → these are more powerful effects that take several days to complete. A ritual requires a certain number mages, and a number of days to finish. In the spell listings, the number of days required is listed in brackets.
“What if I don’t want to use that type of magic?” You ask. There are a few options available to you.
You can decide to just not spend any money in Magic. In this case, you are at a disadvantage, but the money spent elsewhere can help compensate.
Sorcery → Before you invest any money in magic, you can pay 100r for Sorcery. In this instance, you forever lose access to the magic tech tree. You will gain 3 new magi with each population increase, and you will have access only to the set of General Magic spells. This enables you access to counterspells and general magic with a small investment, but has a slower progression of access to magic power, and no diversity. Some races have variant forms of this sorcery, and some may only select sorcery. If you are initially denied access to magic, you cannot make use of sorcery. Sorcery is explained as a variant path in section IX.
Shamanism is a combination tech tree. At the start of the game, an investment of 100r will combine your divine & magic tech trees into ‘Shamanism’. These are explained in section IX.
Glyphs → Glyphs are symbols that influence the power of magic in an area, or on a person. They are a science:invention research, and after being invented, can be bought to reduce the magic cast on and cast by your people, and your cities.
Specializations are paths that your nation is taking in their study of magic, varying from the general to the specific.
Details on these will be compiled later, and listed in the Spellbook topic.
The major categories are General Magic, Necromancy, War Magic, Enchantment, Summoning & Divination.
Minor categories include Mathemagics, Chaos, Poison, Dark, Light, Elementalist and Astrology.
Mage Guild – The mage guild is a place where your magi organize and collect resources. – The mage guild gets you 25 magi when you complete it. It’s also a storage area for spell notes.
Level 1 – For every spell level reached, or reach while you have this, you get +1 spell of that level.
Level 2 – For every spell level reached, or reach while you have this, you get +2 spells of that level.
Level 3 – For every spell level reached, or reach while you have this, you get +3 spells of that level.
Level 4 – For every spell level reached, or reach while you have this, you get +4 spells of that level.
Level 5 – For every spell level reached, or reach while you have this, you get +5 spells of that level.
Note: You can only get a bonus from this once. Destruction and reconstruction of a mage guild does not earn you further spells. You may only select spells from schools you have access to.
Portal – By opening a gate to the source of magic power, Magi can easily collect a store of mana – magical energies.
Level 1 – +10 mana a day.
Level 2 – +20 mana a day.
Level 3 – +30 mana a day.
Level 4 – +40 mana a day.
Level 5 – +50 mana a day.
Note: The portal does not raise your maximum mana capacity.
Magic Tech Tree
Magi // Mana // Power // Spell // Specialization
Magi increases the number of magi available to you. Each magi upgrade brings you +5 magi. Each magi upgrade also contributes to the defense of your mages, from assassination and interference.
Mana increases the quantity of mana you earn. Each mana upgrade earns +.2 mana per magi (or +1 for every 5 magi).
Power increases the potency of your spells. Each upgrade in this increases the damage inflicted, the number of people influenced, and the strength of what is summoned.
Spell researches garner you a spell from the appropriate level (a level 1 spell research earns you a level 1 spell).
Specialization lets you unlock new schools of magic.
Science is the area of focus for inventors, creators, builders and thinkers. Some science researches create new things, others make it easier to progress through other areas.
Standards of Science
Different races stand at different points, in terms of capability within science.
Primitive races, noted as such in Section II – Advancements, are extremely limited in their advancement within science – they can only research level 1 and 2 science researches, and cannot build science buildings.
Invention is the area of science that involves coming up with new things. Quite possibly the broadest tech tree, each successive upgrade in invention opens up a new set of ideas and options. There is no set result for each level of invention… instead, there is a number of paths one can take, each advancing a separate area. Upgrades in invention may do nothing at times, but they can pave the way for powerful new ideas.
See the appendix for details on various invention paths.
Paths include Energy, Mining, Craft, Locomotion, Aviation, Naval travel, Language, Magicology, Chemistry, Biology, History, Theology, Planar Travels, Martial Combats and Theory of War.
There are five steps in each path. You can, so long as you have a higher level of science, purchase multiple instances of a level in Invention, getting a different path each time. ie. After getting to level 2 in science, Rhakasha can purchase level 1 invention any number of times, for a price of 50r each time, and collect a different path each time.
As with other repeatable researches, a sabotage or plunder will ruin/take your entire set of invention researches.
While similar to Invention, Mastercraft is distinctly different in that each research involves the production of a single item. Just as, in fantasy novels, there are productions of artifacts or devices of great power, there are options to create these here. These items range from tomes of knowledge to magical devices to technologically or chemically altered people. Whoever possesses the mastercraft item gains the small benefit.
Ie. A level one mastercraft item might be a magically charged weapon that grants combat bonus to the character that wielded it, a focus stone that lets your people resist being charmed by magic or a brain in a jar that grants +5% chance to finish researches early.
A level five mastercraft item might be an experimental cannon capable of firing six times at once, an elixer that transforms the drinker into a powerful monster, or a ring that grants one character immortality so long as he is asleep.
A level ten mastercraft item might be a massive monolith that make all wood and stone within your keeps as resilient as steel, the skull of a demon that grants you access to Black Magic, level 3 and below, or a helm that makes all of your people utterly fearless.
Afflictions & Medicine
Plague is a dangerous thing to many races. When struck by plague due to a godly act, a curse, magic or a long period of low morale, a race has it’s troop strength halved, and the entire race suffers attrition as the disease crushes them underfoot.
Medicine, as a research tree, has multiple benefits. Each level of medicine reduces the rate of attrition from disease, and reduces the duration of the disease. A single medicine research can mean the difference between 10 days of sickness, causing 10 deaths a day, and 9 days of illness, causing 7 or 8 deaths a day.
Poison, taking varied strengths, causes extra damage to your troops, increases the chances of assassination, and builds up over time when repeatedly used on a target army or individual, causing weakness and eventually death. Medicine researches effectively negate any poisons of an equal or weaker variety than the cures. (ie. If you have medicine level 2, your troops are resistant/immune to all level 1&2 poisons).
Lastly, medicine has the added benefit of adding +5% to population increases.
With advancements in Mastercraft and Invention, a player can gain access to produced items, ranging from vials of chemicals to bombs to large engines of destruction. Each item has a given cost, and this cost must be paid each time you wish to purchase the item. Items cost two days to make. A factory will reduce the time to build to 1 day, and upgrading the factory makes item production a free action (ie. It doesn’t count against your limit of actions each day.). Further upgrades of the factory make produced items stronger.
University – By improving the organization and quality of your work, you can multitask better.
Level 1 – Maximum of 7 researches at a time.
Level 2 – Maximum of 8 researches at a time.
Level 3 – Maximum of 9 researches at a time.
Level 4 – Maximum of 10 researches at a time.
Level 5 – Maximum of 11 researches at a time.
Factory – Having a place to keep all your tools and materials on hand means your people can dedicate themselves to the quality of their work.
Level 1 – Reduce production times by 1 day.
Level 2 – Reduce production times by 2 days (things complete the day after)
Level 3 – Productions do not count against your limit of advancements.
Level 4 – Productions are better. Mastercrafts are better.
Level 5 – Productions are far better. Mastercrafts are top quality.
You may give or sell a research to any player, with the following requirements.
They must have access to the named tech-tree, and meet all requirements.
ie. A Necromancer player could not make use of any divine researches. A player would need military level 3 to get access to a level 3 troop strength.
You may only teach a character a research you possess as long as your ‘study’ research equals or exceeds the level of the technology you would be teaching.
ie. To teach a player a level 1 technology, you would need level 1 or higher Science:Study. To teach a player a level 4 technology, you would need level 4 or higher Science:study.
Science Tech Tree
Metallurgy // Invention // Mastercraft // Medicine // Study
Metallurgy → Metallurgy lets you advance the quality of your metals.
Level 1 → Add +.5 to troop strength, +1.5 to produced units, +.5 to siege strength, improve mastercrafts. 100r to apply.
Level 2 → Add a total of 1 to troop strength, +3 to produced units, +1 to Siege, improve mastercrafts. 150r to apply.
Level 3 → Add a total of 1.5 to troop strength, +4.5 to produced units, +1 to Siege, improve mastercrafts. 200r to apply.
Level 4 → Add a total of 2 to troop strength, +6 to produced units, +1.5 to siege, improve mastercrafts. 250r to apply.
Level 5 → Add a total of 2.5 to troop strength, +7.5 to produced units, +2 to siege, improve mastercrafts. 300r to apply.
…Continue to level 10. Each level adds .5 to troop strength, +1.5 to produced units, +.5 to siege, improves mastercrafts and costs 50r more than the last to apply.
The bonus for Metallurgy advancements do not come into play until an application cost is paid – they then complete as a ‘production’.
Invention → As stated above, invention involves taking a number of paths through various areas of study. In each path, there are about six total researches that grant you a benefit, and four open up options within these paths. See the appendix for details.
Mastercraft → Mastercraft involves the creation or finding of items of great power. To get an idea of what functions mastercraft items can perform, it is a good idea to look at the various abilities of buildings in the advancement section. Further purchases of Mastercraft will grant you access to either more items, or improvements of existing items.
Medicine → Medicine grants you a resistance to disease and poison, and adds +2 to each population increase, per city, per level.
Study → Each research of study grants you a 5% chance per day of completing a random research in progress instantly, and a 5% chance per day of completing a random building earlyie. If you have level 3 study, that’s a 15% chance for researches, and a 15% chance for buildings.
Almost every race in this diverse world has their own set of gods that they worship. The others either choose to worship people of great status (such as the Empire, who worships the bloodline of Emperors) incarnations of elements or morals (such as the Knights, who worship personifications of honor and justice), some commune with the spirits, combining religion & magic into Shamanism, while others deny and resist the existence of the gods, being atheist.
Definitions of Religions
Monotheistic → This race worships a single god. (ie. Christianity) Religion advancements will increase the power of this god.
Polytheistic → This race worships a number of gods. (ie. The variety of greek gods). The first religion advancement will choose a single god to worship, further researches give you the choice of choosing additional gods, or furthering the strength of your existing god.
Heroes → This race worships people of great power or historical strength, living or dead. (ie. modern society & celebrity worship). Rather than increase the power of your god, each religion advancement adds a 1% chance per week that this hero or person of note will visit your kingdom and personally aid you.
Shamanism → By investing 100r before starting any divine or magic upgrades, you can eliminate the entire divine & magic tech trees, replacing them with Shamanism alone. See the appendix for details.
Atheism → A cost of 50r in Divine:atheism grants your troops a resistance to enemy gods, and forever bars you access to the divine tech tree. You cannot research atheism after completing any divine advancements. Atheists cannot build shrines or temples.
In race descriptions, there will be a note of the type of religion, and names of any/all gods of that race.
Gods have a distinct variety of powers and capabilities, depending on their nature and philosophy. By researching Divine:act, you gain an act point. This point is like a coupon used to activate your god’s will.
An act point, in the hands of almost every god can:
Reduce casualties in a battle, on your side.
Move your people as though you cast a teleport spell.
Resurrect a dead lord or character.
Give you a research of a level 1 lower than your divine tech. [I](if you have level 3 divine, you could use the act point to get any level 1 or 2 research for next turn).
Protect your kingdom from ill intentions. (remove spies, sabotoers, assassins, for a few days).
Smite a foe (damage an army).
Further godly acts depend on the god itself. A god of healing might heal a number of fallen in battle, while a god of death might raise some undead servants for you. Godly acts grow more powerful as you upgrade your divine. See ‘prayer’ below for information on earning additional divine acts.
Prayer is a field in which you learn to curry your god’s favor and earn more act points. Depending on the god, there are many different forms of prayer. The following are the three most common.
Worship – the most common form, worship is a prayer advancement, that earns you act points each week. If your god doesn’t have another method specified, this is likely to be the form of prayer you will gain.
Sacrifice – the favored form of worship by a number of evil or primitive gods. Sacrifice involves the sacrifice of a portion of your population or captives, for a chance at earning your god’s favor. Enemies are worth more to a god, and lords or characters are worth the most. Attempts to sacrifice undead or summoned creatures will bring the wrath of your god onto you.
Donations – The favored form of worship by gods of wealth and craft. Donations involve paying for godly acts.
In addition to the one-time divine acts, you can expend act points to initiate a blessing. To do this you must research the blessing in question, and then expend the act point.
What are blessings? They are continuous effects that last so long as you have your god’s favor. You get a total of ten choices for blessings throughout your advancements in divine.
Clerics are your devout worshippers – the true worshippers of your god. When you build a temple, twenty-five of your people join the church to worship your god. They carry passive benefits. Among them are:
Clerics slow attrition to your troops.
Clerics, at some point, gain the ability to heal your troops after a battle, replacing some of the wounded and dead with healthy troops.
Clerics gain passive abilities that depend on the god. These vary from boosting the strength of armies they accompany, raising morale, hurting enemy morale, resisting magic, defending cities better and earning more money.
When you build a temple, twenty five people within your population become clerics. Each ‘Cleric’ research gains you an additional five clerics and boosts their ability.
If you recruit more clerics than you have population, then worshippers approach from neighboring lands, or come from the wilderness to study in your kingdom. They effectively increase your population in this instance. See section VI, Magic-Mages for more details on how this works.
Clerics may be made into soldiers, just like the regular population. In this instance, they lose all abilities. If clerics die, they are not automatically replaced, and you must complete more ‘clerics’ researches to return to the number you had.
In the event that your temple is destroyed and rebuilt, you do not get the initial number of 25 clerics again.
Temple – The house of worship, the temple lets you hold regular services.
The construction of the temple earns you 25 clerics.
Level 1 – +1 act point a week.
Level 2 – 1 act point a week, 50% chance of a second.
Level 3 – 2 act points a week.
Level 4 – 2 act points a week, 50% chance of a third.
Level 5 – 3 act points a week.
Shrine – A gateway of divine power that lets your god work his will in your world more easily.
Level 1 – Improve blessings as though your religion were 1 higher.
Level 2 – Improve blessings as though your religion were 2 higher.
Level 3 – Improve blessings as though your religion were 3 higher.
Level 4 – Improve blessings as though your religion were 4 higher.
Level 5 – Improve blessings as though your religion were 5 higher.
Divine Tech Tree
Religion // Act // Blessing // Prayer // Cleric
Religion gives more power to your god. This makes his/her/its acts more effective, makes it stronger, and improves your connection to it. In the case of a polytheistic society, this enables you to choose a second, third or fourth god.
Act gains you one more divine act, and increases the power of any prayers that would grant them to you.
Blessing gives you another blessing to choose from, these vary depending on your god.
Prayer gives you one of a multitude of ways to gain more godly acts, and then improves that method.
Clerics are your followers. Each upgrade gets you 5 clerics and improves their abilities.
Extended technologies are advancements that exist almost entirely outside of the six major categories that were just covered. Each one consists of a single research ‘ladder’, with only the one research. In various steps of that ‘ladder’, players have a set of choices.
Gunpowder is an extended technology. You require science at at least level 3 to access gunpowder, as well as Science:Invention:Gunpowder Theory. Gunpowder is not available to primitive races, and cannot be used by them, even if stolen.
Level 1 → Gunpowder → No benefit – just production of the compound.
Level 2 → Cannon → Stronger siege.
Level 3 → Refined Gunpowder → No benefit – just production of enough gunpowder to use at a later date.
Level 4 → Bomb → Produced item. Bombs cost 50r to make, and have an attack strength of 3, also boost sabotage chances against buildings.
Level 5 → Fine Gunpowder → No benefit – production of enough gunpowder to use later.
Level 6 → Rifles → Set troop strength to 5, or their own value, whichever is higher. Rifle-users do not gain charge bonuses. Rifles get +.5 strength for each level of metallurgy.
Level 7-10 → Stronger rifles (+1 troop strength each).
Combination technologies are when two major areas are blended into one. While not quite as strong or flexible, combination technologies are considerably cheaper than investing into two complete areas.
Shamanism is the combination technology involving Magic & Divine. Shamanism is a cooperative relationship with the spirit world and the elements of the world around you. A truly unrefined art, Shamanism is called, at times, vague & perplexing. To gain access to Shamanism, you must not have any magic or divine advancements. Pay 50r to gain access to
Level 1 – Spirit of War – Boost the power of your armies.
Level 2 – Spirit of Want – Boost income by a percentage.
Level 3 – Spirit of Life – Heal a number of troops by a percentage.
Level 4 – Spirit of Tranquility – Spells & divine effects have a chance of not working.
Level 5 – Spirit of Supremacy – Everything enemies do is less effective. Everything you do is more effective.
The building for Shamanism is the Idol. When the Idol is constructed, you get 25 shamans. Upgrading the monolith empowers your spirits.
How does it work? As long as you have any one spirit research, and shamans, you may/must state each turn, “I have my shamans call on the spirit of _______.” Depending on the # of shamans and the strength of your effigy, you get a bonus to the effect above. You may call upon only one spirit at a time. Morale plays a heavy influence in garnering benefits from spirits.
Sorcery is the harnessing of innate magical talent, using raw force rather than study to gain access to magic. Sorcery is a replacement tech, costing 50r, and replacing the Magic Tech Tree.
With each population increase, a player with Sorcery gets +3 sorcerers, and a new spell. Progression is slower, but it requires no attention or effort beyond the initial 50r investment. Sorcerers may only get access to general magic spells, and they must get each level 1 spell before getting the level 2 ones, and so on.
Atheism is the denial of all gods and their power.
Atheism grants you a static 15% resistance chance to divine effects, or reduces damage by 15%, depending on the effect.
Atheism replaces divine – you cannot have pursued or pursue any divine advancements at all, if you aim for Atheism.
The following is a list of ways in which a player can win or lose.
• A player claims a True Victory if every other player has lost.
• A player may claim an Overlord win by controlling 80% of the tiles on the map, holding this percentage for a week..
• A player may claim a World Leader win by agreeing with at least half of the remaining players to hold a World Leader Election. If this agreement is made, players must all cast a vote the following day (not for themselves – send to the GM via. private message), and any player that holds at least 75% of the votes claims lordship over the land. World Leader votes can’t be held any more than every 7 days.
• A player loses if he or she loses all population and leaders.
• A player loses if he or she goes a week without controlling/owning a city.
• A player loses when a demon lord claims his end of an infernal contract
• A player loses if he is undead, if a nonundead player reaches level 10 religion and expends an act to kill the undead player.
• A player loses if the Last Plague runs it’s course within their population, without a cure.
• A player loses if he or she breaks a magically bound contract with concession as the punishment for breakers of the contract.
• If a player is knights, and falls into the grasp of the Black Knight, that player has a chance of losing every day, and cannot win.
• Winners/losers are declared at random if the Ritual of Final Fortunes is completed. This ritual is level 5 Chaos magic, and takes five days to finish.
• Every player loses if the Ritual of Doomsday is completed. This ritual is level 5 Diabolic magic, and takes a week to finish.
There are money and morale bonuses for those who accomplish certain goals. Each time a goal is accomplished, that player gets a morale boost and money.
• Each week, a reward of 250r is distributed to he who holds the most territory. This reward increases in value by 100r each week.
• A reward of 500r goes to anyone who gets at least 50% of the votes in a World Leader vote.
These spells are available to all practitioners of magic.
Level 1: Magic Arrow, Force Wall, Valor, Dispel Magic, Fool’s Gold.
Level 2: Arcane Barrage, Force Bubble, Heroism, Abolish Magic.
Level 3: Skewer, Teleport, Annihilate Magic, Deflector.
Level 4: Mass Teleport, Anti-Magic Globe, Void Walk.
Level 5: Mana Crush, Worldscreamer (4). Note: To learn these spells, you must specifically request them when researching/earning spells.
These spells are available to practitioners of death magic, ‘Necromancers’. Level 1: Summon Skeleton, Mists of Death, Death Wave, Foul, Ritual of Bone (3).
Level 2: Summon Zombie, Mists of Doom, Doom Wave, Blaspheme, Ritual of Blood (3).
Level 3: Summon Wretched, Unholy Miasma, Unholy Wave, Ritual of Rot (4).
Level 4: Summon Greater Wretched, Necros Miasma, Necros Wave, Ritual of the Grave (4)
Level 5: Unhallow, Summon Dracolich, Ritual of the Lich (5).
Note: When you gain access to one of the summon spells up to level 4, all undead of a weaker type upgrade to whichever spell you gained access to, earning the appropriate bonus to attack power and ability. ie. When you get summon wretched, all skeletons & zombies become wretched.
These spells are subtle weapons for bringing enemies to ruin, and allies to victory. Practiced by ‘Enchanters’.
Level 1: Charm, Excess, Vigor, Fatigue, Dissent.
Level 2: Beguile, Strength, Weakness, Apathy, Animosity.
Level 3: Ritual of Friendship (2), Concentration, Focus, Hatred.
Level 4: Ritual of War(4), Faith, Doubt.
Level 5: Ritual of Anarchy (4), Ritual of Reweaving (4), Ritual of Eternity (5).
These spells are used to uncover knowledge and reveal the world around you. Practiced by ‘oracles’ or ‘seers’.
Level 1: Lesser Wisdom, Beacon, Eye of Bat, Truth, Scry.
Level 2: Wisdom, Enlightenment, Eye of Sparrow, Revelations.
Level 3: Greater Wisdom, Revealing Light, Eye of Owl, Epiphany.
Level 4: Superior Wisdom, True Light, Wizard’s Eye, Precogntion
Level 5: Godly Wisdom, Light & Retribution, Prophet’s Eye.
Spells that create or summon materials and living creatures from pure mana. Practiced by Conjurers. Also called Summoning (practiced by Summoners.)
Level 1: Gate, Banish, Summon Cross, Summon Sword, Summon Weakling. Level 2: Circle of Power, Unsummon, Summon Beast, Summon Keep.
Level 3: Monolith, Conjure Sword, Conjure Weakling, Enduring Weave.
Level 4: Monolith of Power, Conjure from Stone, Unweave.
Level 5: Ritual of the Titan (3).
Note: ‘Conjure’ spells don’t have a duration or upkeep, despite their hefty price. Summon spells wear off.
These spells are combat spells made for war, practiced by ‘Battlemages’.
Level 1: Smash, Crush, Cheer, Bloodshed, Victory.
Level 2: Bang, Slash, Warcry, Slaughter, Epic
Level 3: Ruin, Bloodlust, Champions.
Level 4: Heroic Aura, Hand oF Heroes, Eternal Battle.
Level 5: Arena, Ritual of Might (3).
Level 1: Persuade,Find, Illusion
Level 2: Trick, Search, Illusion lv2
Level 3: Coerce, Take, Hallucination
Level 4: Corrupt, Steel, Invisibility, Capture
Level 5: Dominate mind, Ritual of Conversion (4)
A truly difficult art to master, Mathemagics let one use ultimate precision and logic with the rule-bending capabilities of Magic. Practicioners are ‘Formulae’. Spells are generally weaker, but have no maximum range.
Level 1: Odd Number, Erase, Unknown, Division, Multiplication.
Level 2: Subtract, Add, Ritual of Halving (4), Round Up.
Level 3: Ritual of Undoing (4), Accounting, Round Down.
Level 4: Logic, Imaginary Numbers, Zero.
Level 5: Ritual of the Prime Number (4).
Chaos magic holds the promise of ultimate power achieved easily in one hand, and the threat of corruption and taint in the other. Chaos magic deals in randomness and chance: a spell cast on an enemy could be as beneficial just as easily as it could crush them. For the gamblers, Chaos magic is practiced by ‘Anamancers.’
Level 1: C.Strength, C.Defenses, C.Bolt, C.Coin, Chaos Ritual of Claim (3).
Level 2: C.Heart, C.Spell, C.Summoning.
Level 3: C.Build, C.Research, C.Production.
Level 4: C.Storm, C.Gamble.
Level 5: Ritual of Final Fortunes (5).
Note: the ‘C.’ above should be written out as ‘Chaos ____’
Where Phagomancy requires either insanity or a lack of ethics to practice, and Chaos Magic brings the chance of destruction, Diabolic magic promises destruction at a later time, but grants immense power in the present. Those who practice Diabolic Magic are ‘Warlocks’.
Level 1: Lien, Foul, Demonflame, Unholy Wards.
Level 2: Dark Lien, Blaspheme, Summon Imp.
Level 3: Black Lien, Perversion, Infernal Wards.
Level 4: Infernal Lien, Summon Demon, Hellfire.
Level 5: Ritual of Doomsday (7).
These spells are weapons of madmen and lunatics, corrupting the world around them, and spreading disease and poison. Practiced by Phagi. (Fay-guy)
Level 1: Warp, Soften, Irradiate, Twist, Foul.
Level 2: Corrupt, Weakness, Blaspheme, Illness.
Level 3: Fallout, Perversion, Ruin, Disease.
Level 4: Plague, Great Perversion, Devastate.
Level 5: Ritual of the Warp (4).
Dracomancers use a variant of magic initially designed by the dragons of ancient times. A vast percentage of this form of magic was lost to the wear and erosion of the materials used to record it… mages have since found ways to bridge these gaps in knowledge and method, making this magic weaker than the pure form practiced by dragons. Those who practice dragon magic are ‘Dracomancers’.
Level 1: Dragonscale, Dragonwing, Dragontooth.
Level 2: Blank Spell.
Level 3: Dragonbreath, Dragonaura, Dragonstar.
Level 4: Blank Spell.
Level 5: Ritual of Dragon Summoning (4).
Note: Blank spells must be researched to progress to the next level of dracomancy. They do nothing, representing the long lost lore of the dragons. Non-dragon mages who cast Dragon Magic have a 50% chance of dying. It should also be noted that Dragons practice a form of pure dracomancy. These dragons get access to the level 2 Dragonheart spell, and the level 4 Dragonwill spell.