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. |
|
|