Lord Silvean's Guide to Sorcery
It is necessary that the reader understands that sorcery is an art before
attempting to comprehend what follows. This work is designed to praise the
glory of our magic, pay tribute to those who have made sorcery fearsome in
the Wehnimers area, and enlighten those who are blind to the beauty
of our arts.
With the help of FashLoNae I continue this work...
-- Lord Silvean Rashere
I. History
A. The Brilliance of the Faendryl
It is widely believed that the Faendryl are responsible for the introduction
of true sorcery into the lands. Depending on your own definition of sorcery
you may consider this to be the truth or you may feel that sorcery is older
than time itself and none can claim to have given birth to the power. Regardless
of your personal feelings about the noble Faendryl it is necessary to respect
their work in developing our powers into what they are today.
During the age of the Elven empire the Faendryl were those Elves who were
under the banner of House Faendryl which was the greatest of the seven houses
that made up the empire. House Faendryl was founded by a man known as Korthyr
Faendryl and its power held the empire together for years. The Faendryl Elves
had a tradition of focusing their studies upon powerful magics that mixed
both elemental and spiritual powers. In other words - sorcery.
The Faendryl were recognized as the masters of both elemental and spiritual
magics in the time of the Elven empire. Elemental magics draw from the elemental
forces that exist naturally on Elanthia and spiritual forces draw from the
power of the Arkati themselves. It is understandable that many of our spells
are offensive in nature when you look at the warlike era in which they were
designed. Some would argue that sorcery is naturally evil or violent. However,
it is truth that magic is always neutral and it is the forces or people shaping
its endless power that craft it into anything that can be described as good
or evil. When you consider the warlike era in which the Faendryl existed
and the minds of those molding sorcery then you have a better understanding
of the offensive nature of our great spells.
In what historians refer to as the Age of Chaos a woman
by the name of Despana raised the first of the undead using a work of origins
that date back to the Ur-Daemons known as the book of Tormtor. Despana soon
used the powers of this book to raise an army of undead creatures of such
power that it created an open path for her plans to take control of the entire
world. Despana soon set out to start her plans by destroying the main force
of government upon Elanthia, the Elven empire. Undead forces swept across
the empire leaving a path of destruction behind them in their mindless fury.
There has been no greater loss of knowledge both arcane and otherwise than
that caused by the sacking of the undead during Despanas war. The forces
of Despana were finally brought to a stop by the combined might of the Elven
empire led by house Faendryl. The Elves needed a plan to end the war and
finally after several years the Faendryl had one that involved the powers
of sorcery.
After much debate the Faendryl decided to perform a lightning strike on the
main fortress of Despana. They knew that without her leadership the undead
were not a threat. With great effort the combined might of the armies joined
to battle the undead led a group of Faendryl sorcerers through Despanas
hordes and to the walls of her great fortress. The sorcerers then inscribed
intricate circles of arcane power upon the ground before them and summoned
a flight of lesser demonic beings to do battle with the pressing forces of
Despana around them. The lesser demons forced the undead armies back through
the massive doors of the keep and closed them within and then the Faendryl
moved. With their immense powers they created a massive black void that imploded
the keep upon itself and ended the terror known as Despana.
After the Faendryl exile from the Elven empire for using evil powers at the
hands of jealous Vaalor political leaders, the Faendryl used the natural
power that flowed through Rhoska-Tor (their new home) to strengthen their
own powers and trim the edges of countless spells that were drawn from that
immense power. Soon, these secrets were revealed to all as the Faendryl spread
out across Elanthia after their destruction of House Ashrim and the fall
of the Elven empire without strong leadership.
B. Muylari
Muylari is perhaps a simple man in many aspects. He was a sorcerer and quite
skilled in the arts. Muylari was a master, but he is not deserving recognition
as one who used his powers to their fullest potential. Muylari was a well
educated gentleman, but his origins are not vital to his tale. Muylaris
tale is widely known throughout these lands and I shall only relate a short
summary here.
Muylari was a sorcerer who had powers that were heightened by his own personal
research into various magics of the world. Soon after his wedding he was
traveling to a town to enjoy a vacation with his wife when a group of barbaric
giants descended upon them with an intent to cook them for some ritual or
another. Muylari was saved at the last minute by a mysterious Faendryl. After
Muylari and his wife were safe the Faendryl indicated that Muylari now owed
him his life. A number of years after this event Muylaris wife had
died and now it was time that Muylari went to repay the favor that the Faendryl
had done for him. Muylari served this Faendryl with the extent of his abilities
as a sorcerer and this led him to work as the head of a mining operation
in the Silver valley. Soon after the start of this mining the true nature
of the valley was revealed. A force came from beneath the earth there and
it lashed out at Muylaris miners. All were soon dead at the
hands of this unseen beast and Muylari was left completely alone
to face the horror. Muylari was dumbfounded since there was no flesh and
blood target for him to focus his powers upon and so he decided to destroy
everything around him. With the powers of sorcery and other magics he had
picked up in his lifetime, Muylari ripped at the very fabric of the valley
and shattered it forever. From that moment on the valley was known as Shadow
Valley. This massive display of sorcery at its finest makes Muylari a man
worthy of respect.
The events in the Shadow Valley somehow served to give Muylari the gift or
curse perhaps of everlasting life. He finally set out to find his death in
the end and the possibility of his emerging ever again is slight.
C. Bandur Etrevion
Bandur Etrevion is quite possibly the most brilliant sorcerer of our time.
The story of the brothers Etrevion is also widely known and I will do my
best to capture its significance in a summary of the tale. Bandur Etrevion
was a writer, priest, scholar, and above all a man who was dedicated to the
cause of furthering sorcery. Bandur found himself in a situation that many
great sorcerers can relate to. Bandur hit a dead end in his quest for power
and understanding, but soon the goddess Gosaena revealed another path for
him. In the service of Gosaena and under the influence of powerful undead
forces Bandur discovered new worlds of power in the fields of sorcery and
necromancy. Bandur used these powers to their fullest potential and he developed
a most powerful cult in his honor. Bandur Etrevion also used his powers to
aid his beloved brother, a fearsome warrior known as Kestrel.
However, with power comes a price. Bandurs price was his soul, but
he ended up paying with his sanity as well. Under the subtle influences of
undead power Bandur began to lose control of his emotions and one evening
that loss of control crushed his life. In a fit of temper Bandur broke into
an argument with his brother and by the end of a few moments Kestrel had
fallen to Bandurs superior powers. This deed ended in the last shred
of sanity left in Bandur being lost.
Bandur decided that his brother and his nephews must be buried in a rich
manner. The sorcerer designed a massive graveyard and crypt to be placed
in the forest near Wehnimers present location. Bandur Etrevion used
his powers of sorcery to bring stones for the building of his massive crypt
and then he used necromancy to create golems and undead followers to aid
in completing his designs. Soon the monuments and buildings of the graveyard
were finished and Bandur felt it was time that he rested with his brother.
Bandur filled the crypt with his most famed manuscripts of sorcery and other
powers then went to sleep eternally with his brother and give his soul to
Gosaena as he promised.
The works of Bandur Etrevion are irreplaceable.
II. Applying the Spells
It is assumed that the reader knows the basics of sorcery and the writing
about our spells is more detailed than merely stating their function
A. Blood Burst - Break Limb
Blood Burst is a most attractive spell to invoke fear in even the
most determined flesh and blood foes. The explosion of the most vital vein
brings any man to his knees in terror at the horrid wound. To use Blood Burst
effectively in your quest for power I suggest using the spell on flesh and
blood creatures then letting others finish them off. This could be used as
an effective way to learn and keep the others pleased if you are hunting
with a group of persons or its a fine way to learn in passing if you
wound creatures then leave them to roam into the blade of some crude warrior.
I made the best use of this spell on the marmots in the hanging inn (Keeping
a great deal of power on hand was of the essence in this period of my youth
and the warriors loved bashing the large rats).
Mana Disruption is one of our most useful spells in day to day combat
with intent to kill. The spell causes damage that is similar to a great fall
to the enemy at hand. It has been proven that the spell is more effective
when the sorcerer has an empty right hand. I personally rely on strong defenses
and great care in my hunting. I do not suggest keeping your hand empty in
an attempt to make the spell more powerful (the results are generally rather
small). This spell is especially useful in the first thirty or so years of
your training as your main form of attack with intent to kill. The spell
becomes less useful at this point with the exception of those creatures who
do not respond well to Dark Catalyst (lava golems) and those creatures who
are extremely weak and fragile to the spells deadly effects (humans or
wizards).
Forget is definitely the one main circle spell that gets the least
everyday use from the sorcerer. However, it is a highly valuable spell if
one knows how to take advantage of it. The forget spell causes a short memory
lapse in the victim which can cause your foe to lose concentration of a spell
and lose the ability to prepare another for a few seconds. Other uses include
a safe way to test your ability at casting and defending against spells.
Also, the forget spell will eliminate a nightmare. If another sorcerer casts
the nightmare spell upon you then quickly use the forget spell and you will
feel no ill effects from his nightmare spell.
Phase is a lovely bit of sorcery and one of our most unique spells.
Some doors are not immune to the spell (trust me) and its a magnificent
way to make an imposing entrance. The spell is also useful for removing expensive
gems from boxes (worlds more useful before the traps became so bloody difficult).
Another fine way to make the spell worthwhile is a flashy way to take objects
from your cloak or pouch.
Break Limb is a spell that lets the young sorcerer know that he is
truly on the road to developing his arts. It is the first useful torture
spell and it is also one of my favorite spells even after so many years.
The snap of the limb and look on the face of your foe is priceless after
a successful casting of this spell. If you are one who enjoys hunting among
a group then the spell is very useful for removing weapons and bringing foes
to the ground so that the others can crush them. It provides a way to learn,
impress others, frighten others, and show the true power of sorcery all in
one spell.
B. Elemental Defense I - Elemental Detection
Elemental Defense I is the first spell available to the sorcerer
that provides both physical and magical protection. The spell creates a silvery
luminescence around the caster and is a fine way to add a little helping
hand to the needy defenses of the younger sorcerer if he should be caught
unawares. As with all defensive spells it is useful throughout the entire
lifetime of the sorcerer.
Presence is another very useful spell. By detecting those that are
hiding and invisible its a fine way to secure a room for private
discussion.
Picking enhancement is a spell that is useful for aiding rogues if
they should request such aid from you. The spell also aids the chances of
the sorcerer for one cast of the unlock spell. The spell creates a glow around
the sorcerers hands which can also be useful to the creative caster
who may want to see in a dark room or what have you. Be warned that if you
use the picking enhancement spell then you learn less from the lock you
open.
Disarm Enhancement makes the sorcerer more focused which aids in
disarming traps upon doors or boxes. It also aids the creative sorcerer and
the disarm spell just as the picking enhancement spell aids the unlock
spell.
Elemental Detection is a fine spell that has just recently become
quite vital to the sorcerers spellbook. It reveals all magics in effect
upon the sorcerer and gives an idea to the duration of those spells. You
will be looking for a great amount of time remaining if you want
a spell to be lasting in excess of three hours. This spell can also detect
magical spells that are contained in artifacts such as twisted wands or glass
amulets.
C. Spirit Protection I - Poison Resist
Spirit Protection I is a fine way to provide minor protection from
spells early on in your career. It is useful throughout all of your years
when you are planning to face magical foes in combat. It causes a light blue
aura to surround the caster.
Spirit Barrier is one of our finest spells. This spell creates a churning
barrier of air around the sorcerer and it makes attacks by lesser creatures
harmless to the sorcerer. This spell is priceless and should be learned as
soon as possible. This spell does not maneuver itself and any physical attacks
that the sorcerer makes are harmed greatly by the effects of the
airwall around him. It is useful only when the sorcerer is powerful
enough to rely on his spells and not his sword arm. Also, this spell can
be cast on a foe to provide the same helpful and harmful effects to him.
Your opponent does have a chance to ward off the effects and they last for
only a short while depending on how powerful the cast is. The wizards
call wind spell will eliminate a cast of Spirit Barrier.
Spirit Defense makes the sorcerer appear more powerful and provides
small physical protection to him for two minutes for every training he possesses.
I suggest learning this spell fairly quickly since it is a rather useful
defensive spell in your early years.
Disease Resist is not a spell I have really taken advantage
of. It gives you a second chance to ward off a disease and must be cast before
you are exposed to the disease. I suppose this is most useful when facing
rabid animals or Dwarves.
Poison Resist is equally boring. I suppose you could use it if your
wife slips poison into your wine glass.
D. Mind Jolt - Energy Maelstrom
Mind Jolt is one of our most incredibly powerful spells. Mind Jolt
used to be effective against most all creatures, but now it is basically
limited to those that have a developed mind to jolt. That even includes orcs
(most flesh and blood creatures). The spell makes the target unable to do
anything except watch and listen. The creative sorcerer can make this a valuable
spell both within and without the walls of town. When a target is stunned
for any reason (including Mind Jolt) an implosion will instantly vaporize
him.
Eye Spy is a very visual spell (so to speak). This spell is indeed
an illusion - just as illusionary as my pull a silver from the ear trick.
The spell lets you rip out an eyeball and cause it to grow bat wings
then you may direct the eyeball by telling it to move or look. The eyeball
will show you what is in another room just as if you were there. If the spell
ends before you have told the eyeball to return while it is near you then
you will lose your eye even if it is an illusion. The reasoning behind this
is that our nightmare spell is an illusion, but it will still harm you. Thus
the Eye Spy spell can harm you even if it is an illusion as well. The wizard
spell of call wind causes your floating eyeball to splatter on
the ground without any ill effects to you.
Pain Infliction causes the target to cringe in pain and is another
useful spell of torture. It cannot be cast multiple times until the first
effect has worn off. It is only useful if you plan to quickly kill the target
while it is still under the effects of the spell. It is basically worthless
after you learn the Throes of Pain spell. Some sorcerers who
have a love of pain enjoy casting this spell on themselves (its not
a real threat to your safety if nothing is out to kill you at the time).
Quake is another spell that is merely an illusion in the mind of your
foes. It is more effective than tremors (wizard spell), but not nearly as
effective as Elemental Wave. This spell causes those not with you in a room
to fall down and it also causes everyone in the rooms beside of you to fall
down. It also causes those who fall to lay on the ground for a number of
seconds depending on how hard the spell hits them. There is no warding and
if they are anywhere close to your level of training then they will fall.
Its not too useful in your everyday hunt I am afraid. Beware the effects
on those around you, this spell angers.
Energy Maelstrom is a very dangerous spell. It summons a raging
tempest that after a few moments begins to shower a room with hail,
lighting, and other ill effects. The spell harms all of those who are not
with the sorcerer and can instantly kill anyone unlucky enough to walk in.
It is extremely bad for the sorcerer to kill an innocent with this spell
in this day in time and I suggest that you never make use of the spell unless
you are absolutely sure that theres NO chance of anyone coming by.
Use of this sort of spell without care for those walking by is sadly
misunderstood by most sorcerers and all of other professions. You have to
take care not to both embarrass yourself and all sorcerers with this powerful
magic. Do not take this magic lightly. The Elemental Dispel spell will destroy
a cast maelstrom if you target it at the tempest. Be certain to remember
this at all times and think quickly when such deadly magic is involved.
E. Elemental Defense II - Elemental Wave
Elemental Defense II is another highly useful defensive spell that
I still cast every day. It creatures a bright aura around the caster.
Unlock is a fine spell for opening closed doors or objects even if
they are not locked. It also unlocks some latched doors from the outside
and more from the inside. It is a fine way to get inside of a box, but beware
the traps - its a fine way to meet an unnecessary death! From opening
your cloak or the graveyard gate to opening a locked door in a deep dungeon.
This spell is more effective when the sorcerer has more trainings and it
also gains from a strong aura. You cannot unlock enruned, mithril, or glyph
trapped boxes. Glyph traps are easily identified when you are disarming a
box in search of traps upon it. Theres a chance that you can disarm
them if you are skilled in scroll reading and the only results of a failure
are a trip to a place known as the rift. In this mysterious area you just
keep walking to you appear where you started with the box. Even after the
trap is disarmed and made harmless the box canNOT be opened by the unlock
spell. Picking enhancement now aids this spells effectiveness.
Disarm is a spell that can either disarm or set off a dangerous trap
on a box or door. Beware using this spell on deadly traps - I do not cast
the spell on an orc box if I see an explosive on it. It does not work on
mithril, enruned, or glyph trapped boxes. Beware this spell, it is not safe
to use if the trap is deadly. Disarm Enhancement now aids this spells
effectiveness.
Elemental Blast is similar to Mana Disruption and due to the weaker
casting strength that the properly trained sorcerer will have in the elemental
circle it is rather useless unless you want a chance of pace for some reason.
This spell has been compared to an invisible broadsword that has various
elemental powers.
Elemental Wave causes the mana that flows throughout all Elanthia
to pulse in the room with the caster and knock everyone/thing down. It works
on people, familiars, flower girls, and most creatures. This spell will bring
the law down upon you in most towns under the charges of disturbing the peace.
The spell will pin people down for up to twenty seconds if they are beneath
you in training and it will just bounce of those that are far your superior
or well trained in combat maneuvers. This spell can be dangerous - be careful
if you use it in your hunt. Also, it will anger persons if you use it without
responsibility. This spell will knock people from hiding and invisibility
if they are not stalking or joined to the caster.
F. Spirit Fog - Unbalance
Spirit Fog is useful in certain situations and in certain locations.
The spell is somewhat similar to Spirit Barrier with the exception that it
puts an entire room under this effect. This spell is certainly annoying to
those who do not enjoy the benefits of sorcery. It also aids in hiding. The
spell is quite perfect for when one sorcerer or a group has a chance at privacy
when hunting.
Spirit Protection II is another useful spell for protecting against
magic.
Stun Relief is a fine spell. One key thing to remember when in the
fray is that if anyone dies around you that you do not want to die then you
have failed as a sorcerer. Make use of this spell and keep your fellow sorcerers
alive.
Dispel Invisibility really angers mages. Dont forget that you
have this spell.
Unbalance is another spell that is similar to Mana Disruption and
Elemental Barrier. This spell tends to knock creatures to the ground and
please warriors. Problem is that it relies on the minor spiritual spells
and is harder to connect with. The only use I can think of for the spell
is to weigh the value of torment on a creature (If unbalance works then torment
probably will). They operate in a similar manner as far as the type of damage
goes. For instance, a lava golem will not respond to the torment spell and
one way to learn this without putting yourself in danger is to notice that
unbalance does not work on lava golems either. This is your best bet for
attacking if a foe is especially weak against spiritual magic and not
sorcery.
G. Limb Disruption - Curse
Limb Disruption is quite possibly my favorite spell in the sorcery
circle. This spell causes a limb (or hand) to explode in a shower of flesh
and blood. If creatures hand explodes then whatever object it is carrying
in that hand falls to the ground. If its arm explodes then the same reaction
occurs. If its leg explodes then it falls to the ground with no chance of
getting back up unless it flies or floats (or some other oddity). Also, if
a full limb (arm or leg) explodes then it falls to the ground and twitches
for a while. This spell is truly a beauty.
Throes of Pain causes the target creature to gasp in pain. It can
be used over and over again. It is mildly useful if the creature is extremely
sturdy and you normally have trouble finishing it off with a broken neck
or whatever. Its also very useful if you are in a group and want to
provide simple support. This is a fine spell for torture.
Nightmare is another fine spell. Everyone has their own special nightmare
and this being based on their true fears never changes. I suggest that you
discover your own nightmare at least once. This spell causes significant
damage to any person you cast it on and has been known to kill quite often
if the person is not very healthy. Also, it knocks a person or creature to
the ground, causes them to sob, and/or stuns them for quite a while. In the
past this spell has been known to cause a stun effect that does not wear
off unless dispelled with the unstun spell. Two things to keep in mind about
this spell are that if its cast on a creature then the creature WILL
die eventually and that the forget spell cancels out its effects.
Life Burst does not work. Plenty of debate over what it will do and
if it will be replaced by some other spell.
Curse is a magnificent spell. This spell is sometimes referred to
as five spells in one. This spell has a varied effect in every
stance except offensive for every sorcerer. In offensive stance this spell
causes a drop in the magical defenses of a creature or person that cannot
be blocked. The drop is based on the trainings of the sorcerer. The other
curses have various effects including three that I find quite amusing. One
effect is the ever-famous spell of fleas. This causes the target to scratch,
take damage, and drop whatever he is carrying. Another lovely effect from
this spell is a set of damage caused to the target that is similar to the
nightmare spell - very painful. The third of the effects that matter and
my favorite is the curse of clumsiness. This curse causes the target to take
damage and trip over his own feet, then stand, then trip, then stand, then
trip.... The other effects in various stances can cause drops in defensive
or offensive abilities. These curses can be useful when in a group with others.
The curse spell can also be used on most any item to cause it to stick to
whoever is unlucky enough to pick it up. Some sorcerers keep a cursed gem
in their cloaks just for the hands of any prying rogue. If you happen to
cast the curse spell at a person then some or all of his worn items will
be cursed just as if the spell was cast directly upon them. Beware casting
any type of curse on a creature and then trying to take anything it was wearing
or holding in its hands - the objects may be cursed as well! Also, if any
type of blessing spell is cast upon a weapon that is cursed, the weapon will
explode. This spell is extremely powerful - use it with wisdom.
H. Elemental Weapon - Elemental Strike
Elemental Weapon is a very useful spell. The spell allows the sorcerer
to turn a normal weapon into the equivalent of vultite with a magical ability
of fire, ice, or lightning that varies from sorcerer to sorcerer. The magical
ability that you give to a weapon never changes. The spell lasts for three
swings for each of the sorcerers trainings and this can be a very long
time in later years. Since the sorcerer usually relies on his magic, it is
a wise idea to avoid vultite and make use of this spell for your battle needs.
The wise sorcerer can also make use of this spell upon ruby (or any material
that gives a weapon a diminishing effect) to make it the equivalent of ora
for a less experienced ally. I have used my own Elemental Weapon for over
seventy years now.
Weapon Deflection causes a target to lose a bit of his attacking strength.
The spell blurs the vision and can be used for other means than just combat
by a creative sorcerer.
Elemental Saturation creates a dark shadow on the target that causes
it to suffer a reduction in its ability to ward off all magics. Usually only
useful in combat when you are far more powerful than a creature and want
to aid a younger sorcerer. Remember that your spell casting will be weaker
in the elemental and spiritual circles.
Elemental Defense III is a very powerful spell that deflects both
magical and physical attacks. Dont go hunting without it.
Elemental Strike is one of our most amusing and useless spells. It
blasts the target for an amount of damage and then sometimes has a little
extra elemental effect. The amusing part is that if you are very powerful,
it can blast a rolton with enough power to kill it a hundred times over.
I. Fire Spirit - Spirit Burst
Fire Spirit is a clever little spell that launches a flare into the
air. It is useful for making a show of power, killing birds, or showing your
location. The spell will also warm objects for a brief moment when cast at
them, burn some objects to ashes (cigars), and act as a fireball bolt spell
if cast at a proper target. The spell will hit the roof and come back at
you as a fireball based on your own abilities if you cast it while inside.
Be creative with it.
Water Walking creates a misty halo over the target that allows them
to walk on water instead of swimming in certain areas. This spell does NOT
replace the swimming skill and is only applied in very few areas for an amusing
pastime if anything. The misty halo is very annoying to some people...
Undisease removes a disease from someone. Helps with certain traps,
people who are dying from disease, and if you ever happen to be in a pinch.
The spell does NOT clean Dwarves or make it safe to go near them.
Unpoison removes a poison from someone. Helps with certain traps,
people who are poisoned, wasp stings (Certain wasps cause your muscles to
slow and this helps to prevent falling over), and if you ever happen to be
in a pinch.
Spirit Burst is a weak and pathetic excuse for Mind Jolt. Only spell
that Ill say is useless.
J. Disease - Counter Warding
Disease is definitely a favorite spell. It causes a target to lose
great amounts of blood. The spell is very nasty and puts on a show of flaking
skin, oozing sores, and worse when cast upon a target. Cruel and beautiful.
Evil Eye is a very useful hunting spell in later years. When a creature
can be taken in by the Evil Eye spell it may be unable to move for a moment,
dropped to the ground, put to sleep, sent running off in insanity, or instantly
killed depending on how bad it fails its warding. (An insane creature that
runs off is as good as dead except for you having no body to search) This
spell can also send a person running all the way to the town gates if cast
exactly right. This spell can also be used on a group of creatures if you
combine it with a floating eye. Send the floating eye into a room full of
creatures and then cast Evil Eye as if you were just casting it upon yourself
and all the creatures (or people!) will feel its effects. The spell may be
weaker when cast this way, and its a fine way to kill people on accident.
Be careful with this ability and use it very sparingly.
Torment is one of our most beautiful spells. The spell of torment
calls a dark presence into our reality that will lash out at the target until
it is destroyed. Should the dark presence miss the target then it will turn
on the caster in its hunger. The presence will leave when either the target
or caster is dead, the caster takes a serious wound to the head area, or
if the concentration of the caster is broken in some other way. This spell
is very dangerous to use. The less defensive the casters stance the
better chance the presence will have of hitting the target and missing the
caster just in case. It is a good idea to have an excellent defense and ability
at slaying a creature with magic before invoking the torment. You can walk
a number of rooms away with torment in action and it will continue to work
normally. The farther you are from the target increases its ability to defend
and weakens your own. Having a spell prepared while the dark force attacks
is a fine way to weaken your defenses and get killed. The dark presence or
it attacks magically with the casters strength in sorcery.
Be very careful with this!
Dark Catalyst is one of our best raw attacking spells. A spell made
for killing and not torture. This spell attacks a target with raw damage
and then with elemental powers. Some creatures respond better than others
to this spell. This can become your main hunting spell in some areas. The
Dark Catalyst spell will return power to the caster when cast upon certain
creatures. If you can hold no more mana and the spell returns some anyway
then you will be shocked. This can be weak or devastating to the caster depending
on the circumstances (Generally something that is not important). This spell
relies heavily on the magical abilities of the target. Once, I cast Dark
Catalyst upon a very strong wizard and he was ripped to shreds. I then cast
the spell upon a warrior who could barely hold ora and it took me two casts
to slay him. This is an example of the importance of power within the target
to draw from for the damage done by the spell.
Implosion is without a doubt our most beautiful spell. Implosion rips
open a void that sucks every object laying on the ground from a room and
causes them to strike all not joined to the sorcerer, causes creatures or
people that are stunned to instantly explode into bits, and sometimes just
causes a target to explode right from the start. The spells black void
will then suck air from the room and surrounding rooms that will cause harm
to those within that can be quite deadly. If you are vaporized by an implosion
you will be dropped in your towns square in horrible condition. If
you touch, walk into, or otherwise try to harass the black void created then
you will be vaporized. Elemental Dispel will seal a black void - never forget
this! Once, I was trapped in a dungeon before I could cast any spells that
would release me from its hold and I had no options except to lay there and
starve to death where no one would be able to raise my body. However, I decided
to open a void and walk in which took me to town square where I was promptly
healed. It was painful but necessary - always be creative!. Sometimes a walk
through the void will not slay you (very, very rarely). Implosion is our
most dangerous spell and is never to be used unless absolutely necessary
for the greater good. its power is never to be taken lightly or imbedded
for another to use. Implosion is an idea and not a common utility. Beware
the results of your actions with this power.
Demonic Summoning is one of the sorcerers most famous spells.
The Faendryl used a version of it to win the day at Maelshyve, and sorcerers
over the years have used it as their most fearsome power. We cannot yet invoke
this spell and theres many rumors about what exactly will occur if
we ever can. The general idea is that we will have a demonic being at our
command. It has been said that a charismatic and well disciplined sorcerer
will have better luck when the spell can be cast, but there is nothing except
rumors to draw from. It is even possible that this spell will be replaced
by something else one day. An important part of sorcery is at least keeping
a working knowledge of the current changes. It would be a great shame to
see this spell cast aside (so to speak) and I strongly urge you all to fight
for its creation.
Demonic Banishing is the thirtieth spell in the sorcerers circle
and it will work with Demonic Summoning to get rid of a demon if necessary.
It also cannot be cast, of course.
Counter Warding is another spell that has nothing except rumors behind
it. When the spell can be cast it is said that it will work as either a way
to eliminate a creatures defensive abilities against sorcery for a time or
a way to attack a creature with its own magic. Only time will tell and the
spell is quite likely to be replaced by something completely different if
it is ever created. It is the fiftieth spell in the sorcerers circle.
K. Piercing Gaze - Minor Elemental
Piercing Gaze allows you to see into closed containers. This spell
will set off glyph traps and certain deadly traps. It is best used to look
into a box and see the diamond before using phase to fetch it. If you know
that a box has a glyph trap on it and you need a quick escape then use Piercing
Gaze for a trip to the rift. Very amusing plot. The spells allows you a very
clear look at the items within a container and is useful if you have a very
full cloak or such, as well.
Elemental Dispel is one of our most widely used spells. Elemental
Dispel can ruin enchantments, make the elemental blade spell less effective
for younger ones, ruin magic items, dissolve wizard clouds, close black voids,
dissolve raging tempests, and so on. The spell can also remove a prepared
spell, dispel a barrier, or remove some mana from a person in that order
with no chance of warding. The spell is very powerful and very useful. Keep
it ready when casting voids or tempests. Also: If a dark cloud is cast by
a Call Lightning spell then a cast of Elemental Dispel will cause it to form
and throw a bolt immediately. Do not try and dispel a dark cloud of call
lighting when it is over your head!
Mana Focus is a dangerous spell. The spell is based on your aura and
number of trainings for success. If you fail to cast it properly or cast
it when another Mana Focus is already in place then you will be struck by
a bolt which allows no chance for warding that can be very deadly. The spell
causes a Mana Focus to stay in place for an amount of time as long as you
stand upon it. The Mana Focus will help you regain power more quickly and
has no other benefits. If you move from the Mana Focus then it will vanish
after a little while.
Mass Elemental Defense casts Elemental Defense on everyone joined
to you. Just cast as if you were casting on yourself and everyone will feel
the effects. Fine for hunting, but I wouldnt go selling it off in town
square or just offering to every stranger. Use taste. Magic is a gift that
takes years of study to master - do not give it to every fool.
Magic Item Creation is a spell that sounds far more interesting and
useful than it really is. The sorcerer needs a properly prepared item to
be used with this spell to create a magical artifact. The most common items
are wands or rods created by rangers with the imbue spell from sticks, items
purchased from an alchemists shop, or wands/rods/amulets found on dead
creatures that do not already have a spell within. To make the explanation
of finding the right item very simple - cast Elemental Detection at an item
you suspect will work with this spell and if you feel that the flows of essence
are attracted to the item then it will work with the magic item spell.
Using Magic Item Creation:
Step 1. Find an item that will work with the spell. Cast Elemental
Detection at it and see if the flows are attracted to it to be certain.
Step 2. Cast Magic Item Creation upon your item. You will see that
you are linked with the item. This will last for a short while.
Step 3. Imbed the item with a spell for an indicated number of charges.
Then indicate how the item is invoked. (Wands and rods are waved, amulets
and most other objects are rubbed).
The Magic Item Creation spell will allow the sorcerer to learn from it one
time each day. The more spells you fit into an item and the more you learn.
The best amulets and such to buy for the spell are tanik (When you take both
the waiting period and power of the artifact) and the best for holding mana
overall seem to be rods found on creatures (brass, tin, or steel). Theres
a guide or two about imbedding around that will explain it all in further
detail. You cannot imbed any spell more powerful than the magic item spell
itself (cannot imbed Wall of Force for instance), and it is a very bad idea
to imbed an item with either maelstrom or implosion for anyone except yourself.
Frankly, I find the spell boring. Sorcery is to be applied in combat and
powerful rituals - not while sitting around with a tanik amulet.
Elemental Targeting aids your skills with the weapon. This spell also
aids your abilities with elemental magics and less so with sorcery depending
how well you are trained in the elemental circle. Knowing fifty spells in
the elemental circle gives you the maximum bonus this spell allows.
Elemental Barrier gives you both a physical defense and a defense
against all magics that depends on how many spells you know in the elemental
circle. Knowing fifty elemental spells gives you the maximum bonus this spell
allows.
Minor Elemental is the fiftieth spell in the Minor Elemental spell
circle. This spell can not yet be cast and it was originally predicted to
teleport the caster and his group to the nearest mana focus. However, it
is unlikely that this spell will in fact become a teleportation spell given
recent changes in various spell lists. One can only guess what the purpose
of this spell shall be when it is ever completed.
L. Locate - Wall of Force
Locate is a spell simply used to locate other people in your area.
The spell can be very far reaching, but it will not allow you to see another
person if they are in Shadow Valley, on Teras isle, in the Broken Lands,
in Icemule, in Rivers Rest, in Hearthstone manor, in Pinefar, or in
certain other locations unless you are in that same area. The spell will
not target those who are hiding or invisible. The spell will not be effective
on those who have the Unpresence spell cast upon them.
Guidance is a spell that allows you to attack with far greater strength.
Useful if you want to toy with your weapon or aid one who relies on
it.
Webbing causes sticky webs to fly from the casters hand and
wrap up the target considering that their warding against your spiritual
magic fails. A webbed targets defenses to physical attack are lowered
a great deal. The spell is very amusing and useful if you want to aid a warrior
in combat. If you are a sorcerer who likes to show their superiority to another
in a non-threatening and perhaps almost amusing way then this is your best
bet. Just be careful that you do not throw webbing onto someone in an area
where they could be attacked.
Herb Production grows a random herb. You obviously cannot grow potions
and such from the earth. Have to be outside to use the spell and sometimes
your luck with it can be very poor. The spell can be amusing if you carry
herbs around with you for some reason or have a great deal of power to waste.
Use the spell with the wizards rapid fire spell and a whole lot of
power for a clever effect of growing fifty herbs in a row.
Lesser Shroud is a stylish defensive spell that is extremely valuable
to the sorcerer.
Call lighting creates a cloud that appears over the target. After
the cloud sits for a while it will cause a number of lightning bolts to strike
it. If your target is a creature or person then the bolts will strike it
a few times. If your target is an object then there will be only one lightning
bolt. Some objects will be vaporized by this spell. Casting the spell on
a closed chest will vaporize the box and leave the contents behind at the
risk of destroying some of the contents or setting off a trap. The silver
in the box will also be melted into a slab that can be sold for half the
value of the silvers at the gem shop. The target may dodge the lightning,
but it is unlikely. Casting Elemental Dispel once at the cloud will cause
it to form immediately and begin throwing lightning bolts onto a target.
Never try to dispel a cloud over your head - just move!
Spirit Guide is a very useful spell. It will take you to the meeting
area of whatever town you are in, to a usually safe place in a dungeon or
whatever, or to the exit of said dungeon. If you cannot hear the thoughts
of the town with a crystal amulet then you can bet that you are cut off from
it and the Spirit Guide spell will not take you back to town immediately.
Use this spell wisely to escape from battle. Save yourself and your party
from death. You do not need to be leading a party for this spell to work
on everyone.
Wall of Force is a very powerful defensive spell. It is especially
useful in later years. It is not necessary that you have this spell the day
you get fifty trainings, but always keep it in the back of your mind.
Notes concerning spell casting:
Keep in mind that your casting ability will be different in the three different
areas of spells available to you (Minor Elemental, Minor Spiritual, and Sorcery)
when using combat spells due to your training being focused on sorcery.
Some creatures will respond differently to elemental or spiritual magics
than to sorcery. Try all of your options.
I cannot stress enough that you must use care with the spells of Implosion,
Maelstrom, and Evil Eye (when coupled with your floating eye). Misuse of
these spells can result in accidental deaths which then result in people
looking down upon all sorcerers. I have seen one episode of a misused implosion
turn around and become a large issue of sorcerers possibly losing their greatest
spell. Never use these spells unless absolutely necessary. Never use these
spells in town! Never imbed these spells!
Recent plans have been made that would change both the spells of implosion
and maelstrom so that they have a less dangerous effect on the sorcerers
surroundings. As this document it is written no real and visible steps have
been taken in this direction, but it is likely that some of the information
concerning safety will no longer apply before the year is out.
Know when to use that Elemental Wave, Unstun, Spirit Guide, or Spirit Fog
spell. Keeping your party alive as well as yourself in combat is your number
one goal.
III. Accepted Laws of Sorcery
All sorcerers are members of the same family dedicated to intelligence,
knowledge, and the strengthening of our great art. As this is a truth for
all respectable sorcerers then it is also truth that we all must understand
an unspoken code of rules.
A. Never raise sword or spell in anger against a fellow sorcerer unless he
first raises attack against you or yours. It does nothing for the arts if
we should die at each others hands. Using your spells for educational
purposes is another story all together...
B. Always show proper respect and reverence to those who are your elders
and masters in the arts. There is nothing to learn in refusing to listen
to those who shall always know more than you when it comes to matters of
magic.
C. Do not use the powers of sorcery to interfere directly with political
matters for your own purposes. The sorcerer holding the rank and titles thereof
is not meant to use his magics to mold the history of Elanthia in any shape
that does not provide for him further arcane knowledge or power. If you should
participate in government matters then you do so by your own name and not
as a sorcerer representing us all.
D. Use the powers of sorcery sparingly as people fear that which they have
rarely seen or felt. The words of the true sorcerer are more powerful than
his greatest of magics.
E. Uphold the elegance and superiority that comes with the powers of sorcery.
All sorcerers should dress in attire that befits their arts and station.
It is also important that all respectable sorcerers behave in a manner that
represents their knowledge and power.
F. Never step on a Dwarf. The wear and tear on your boots from such an incident
is hard to repair.
G. Slay Many.
Should you witness any sorcerer behaving in a manner that brings shame upon
the arts then it is your duty to attempt to explain to him the error in his
ways.
IV. True Power
The true power of the sorcerer and of any man for that matter is within his
mind. The way you present yourself is more important than trainings, silver,
and the casting of a spell. If you cannot appreciate the beauty, history,
and allure of Elanthia without trying to reach one more training at every
moment then you are a failure. Power is not about training, fame, or silver
and it never was - never will be.
Being a powerful sorcerer is about respect for your arts and the work it
takes to wield them. You should never forget that you as a sorcerer should
be dignified, respectable, and commanding. Even if the people around you
are idiotic - it is your goal to rise above and embrace what your position
demands from you.
The men that make our arts great are not those who choose to train as many
times as possible within a month, or those who wish to see how high their
name can be upon some list. It is your choice as to how you shall present
yourself, but remember that respect is earned through intelligence - never
through hunting. Be aware of your appearance. Be aware that you are a
sorcerer.
High Lord Silvean Faendryl Rashere H.S. M.S.A.
To the masters of the academies of sorcery upon Elanith soil and to all the
sages at Biblia I dedicate this as my final writing required for the degree:
D.S.A.
My regards to Thalior, Bleeds, Lylia, Sylvendale, Otterex, and Starsnuffer
for being some of the greatest sorcerers (or sorcerer at heart) that I have
met.
The true power is within your minds, sorcerers...