Spellcasting in Wizardry 8

 
Air
Spells are divided into six different realms, each of which represent one of the basic substances of the magical universe. Each of these realms draws its power from the "element" over which it presides.
Fire
Divine
Mental
Earth
Water
 
As the study of magic evolved, four different schools of magic were formed. Each of these schools devised their own techniques and assembled their own unique spellbook.
 
The School of Alchemy studies from the Alchemist Spellbook: Alchemists harnessed the powers of the natural world. Using powders, potions, and other items, Alchemists can create spells out of the four elements. Professions that also study from this spellbook are Bishops, Ninjas, and Rangers.
 
The School of Divinity studies from the Priest Spellbook: Priests gained the favor of the divine powers, who granted them the power to cast spells to heal and protect their fellow man. Professions who also practice the healing arts are the Bishop, Lord, and Valkyrie.
 
The School of Psionics studies from the Psionic Spellbook: Psionics looked inward, and invoked their mental powers to cast spells that both harm and heal. The devoted Monk and devout Bishop also practice this art.
 
The School of Wizardry studies from the Mage Spellbook: Mages learned to channel the very forces of the elements, creating destructive spells of unequalled power. The Bishop and Samurai learn Mage spells as well.
 
Each spellcaster has skills that govern their spell casting powers. Four Mastery Skills of Alchemy, Divinity, Psionics, and Wizardry, in addition to the six Realm Skills of Air Magic, Divine Magic, Earth Magic, Fire Magic, Mental Magic, and Water Magic. Spellcasters learn more spells as they gain experience and increase in levels and skills. There are seven levels of spells which may be learned over time.  Since these spell levels increase in potency it will take time for characters to develop the ability to handle that kind of  power. The requirements to learn a new level of spells will hinge on character level as well as skill level.
 
The following chart will help you to determine when a spellcaster will be eligible to learn new spells. The Effective Skill Level is determined by the Mastery Skill + 10% of the Realm Skill. Purist spellcasters are Alchemists, Bishops, Mages, Priests, and Psionics. Hybrids are the Lord, Monk, Ninja, Ranger, Samurai, and Valkyrie. 
 
Spell 
Character Level
Effective
Level
Purist
Hybrid
Skill Level
1 1 5 0
2 3 7 15
3 5 9 30
4 8 12 45
5 11 15 60
6 14 18 75
7 18 22 90
 
When casting a spell you will need to choose a power level. Similar to spell level, power levels that can be used reliably will increase with character and skill level. When viewing the power level selector you will be able to determine if the power level you are selecting is more likely to succeed or fail by the color of the ring as denoted in the table below. Each of the primary colors shown here has variations that fall somewhere in the regions between the simplistic definitions below.
 
Green Yellow Orange Red
Will succeed Might succeed Unlikely to succeed Very unlikely to succeed
 
Spells have different range capabilities. Some spells may reach targets far from the party while others may only be used when the target is close at hand. Spells cover different zones, from hitting a single target to affecting entire areas. The following cursors will denote what areas the spells will affect.
 
Cone Affect: Normally a spell with a cone effect will only have the range of a thrown weapon. It will begin at a narrow point where the caster is located and widen out as its range limitations are reached, thus having a triangular pattern. Strategically speaking a cone spell is best used when enemy targets are confined to a hallway or narrow opening in the outdoors where they cannot move out of the target area.
 
Enemies in Radius or Point: Enemies in radius will most generally mean the spell reaches as far as ranged weapons. It will mark a detonation point and affect all targets within the range of that point. A few spells use this cursor to indicate a point of placement. An example would be summoning an elemental. In this particular case the maximum range will be about the distance one would expect to reach when using an extended type weapon.
 
Enemy Group: An enemy group may be targetted by selecting an individual within sight or targetting the group listed at the top of the view screen. The range will vary according to spell limitation and is normally either within thrown or long range.
 
Single Ally or Party Member: Used mainly to denote beneficial spells. The target must be within short or extended range depending on the individual spell limitations.
 
Single Target: Allows selection of a single enemy target. The ranges vary from thrown to long in most cases.
 
Some spells have no cursor. These will vary from short to long range. Offensive spells that affect all enemies most likely cover from thrown to long range.  Beneficial spells intended to be used on the party and allies will reach a maximum of extended range. Spells used on objects will need to be used within short range.