Magic System¶
Magic System¶
Factions, spells, schools, and casting
Magic System
Magic in Ghelmyon flows through five ancient traditions,
each teaching unique schools of power. Join a faction,
earn their trust, and unlock increasingly powerful spells.
MAGE FACTIONS:
Arcane Collegium .. Evocation & Abjuration (Ghelmyon)
River Seers ....... Divination & Restoration (Millhaven)
Deep Circle ....... Transmutation & Earth (Darkhollow)
Wild Coven ........ Nature & Storms (Thornwood)
Pale Order ........ Necromancy (????)
GETTING STARTED:
1. Visit a faction's headquarters
2. Train with faction NPCs to learn spells
3. Or buy a spell scroll at The Arcane Nook and 'use' it
4. Rise through ranks:
Initiate -> Apprentice -> Adept -> Master
SPELL SCHOOLS:
Evocation ...... Direct damage (arcane lance, lightning arc)
Abjuration ..... Shields and protection (arcane shield)
Divination ..... Knowledge and foresight (insight, scry)
Restoration .... Healing (healing stream, purify)
Transmutation .. Transformation (stoneskin, iron fist)
Nature ......... Plants, beasts, weather (entangle)
Necromancy ..... Death magic (drain life, raise corpse)
CASTING: cast <spell> [at <target>]
KNOWN SPELLS: /spells
MANA: Shown in /status. Restored by resting and when a fight ends.
COOLDOWNS: most spells need a few combat turns to gather
again. The wait is counted in COMBAT TURNS, it only runs
during a fight, and every fight starts with your kit ready.
Naming a spell that is still gathering costs nothing - no
mana, and the enemy does not get a turn for it.
See a spell's cooldown with /skill <spell>.
PARTY SPELLS: a spell whose card says 'target: your party'
lands on you and on every ally standing with you. Check
what is on them with /party.
SPECIALIZATION:
At honored reputation, choose a path within your
faction for tiered perks and exclusive abilities.
Paths cost 5 silver to respec.
See also: ?spells, ?factions-magic, ?combat magic
Faction pages: ?collegium, ?river-seers, ?deep-circle,
?wild-coven