MAGIC INVOKE TECHNIQUE FORM SPELLS

Magic in this world is powerful, diverse and useful. Anyone with the necessary knowledge can, with modest success, produce a simple cantrip. However, to truly excel as a magus with a calling in the arcane arts requires dedication and a vast reservoir of time, something not everyone can afford.

There are fifteen magical arts divided into five Techniques and ten Forms that, along with Magical Theory, form the arcane body of knowledge we refer to as magic.

Spells are composed of formulas combining a Technique and a Form. These combinations are merely classificatory, and not used to invoke the spell itself, e.g., the 'bind wounds' spell is 'creo corpus' magic. Virtually any spell, both known and unknown to the magus, can be invoked as follows:

     INVOKE [-nogesture] [-novoice] 'spell name' (target)
Note: stuff in brackets [] are optional.

Spells will incur no penalty to the magus if successfully cast. If spell casting is blotched, loss of movement points, and other harmful side effects can occur. A blotched spell will sometimes offer the magus new insight and improved magical ability toward future spell casting. Extremely fatigued magicians, often requiring sleep and prolonged rest, will not be able to invoke spells until suitably recovered.

There are two conditions to successful spell casting: studying and casting.


The techniques and the forms of magic:
- The Five Techniques:
Creo      = Create
Intellego = Know/Perceive
Muto      = Change
Perdo     = Destroy
Rego      = Control

- The Ten Forms:
Animal    = Animals          Ignem       = Fire
Aquam     = Water            Imagonem    = Images
Auram     = Air              Mentem      = Human Mind
Corpus    = Human Body       Terram      = Earth
Herbam    = Plants           Vim         = Raw Essence of Magic
See also: LEARN and Return to Archipelago Help System Index