A Discussion Of The Mystic Arts
From Atlantic Roleplay Wiki
Title: A Discussion of the Mystic Arts
Author: T'yre the Arcane
Britannia is a realm of magic - one which requires great study to understand and to make useful to mortal man.
Of course, all mages start off no better than any other man. We simply feel the tingle of magical energy around us, and once someone teaches us the trick to focusing such energy, lo! our first spells are cast.
I began my career as a mage with little more than my spellbook and the scant reagents scraped together from countless hours in the wild. But with these, I began to study how one harnesses the flow of magic to achieve the desired effects.
For instance, an early discovery for any mage is the simple creation of food. A most useful spell it is, especially when one gets hungry whilst out gathering reagents!
Of course, such a simple cantrip does little more than whet the true appetite of a wizard. Each First Circle spell is but a stepping stone to the next circle of power.
A mage must know at least four spells of a circle before attempting to cast from the next.
Of the First Circle, I will only note that any beginning mage should include Heal, Create Food, Magic Arrow, and Reactive Armor in their grimoires. These will ensure that your skills continue to increase while keeping you alive that long!
Then the day will come when the apprentic takes steps into the Second and then the Third Circles. This happens most rapidly as the spells available greatly enhance the understanding of magical energies.
Spells of note in these Circles are Cure, Teleport, and Fireball.
Each introduces the sorcerer to different types of magic.
Most important of these three are the Fireball and Teleport spells. Teleport is essential to escaping close encounters with enemies, and it allows a mage to reach those havens of magery atop some city banks where mages of all skill levels congregate above the traffic and danger of thieves.
The Fireball is a most interesting spell as it is a mage's first taste of pure damage spells.
These flavors of magery are increased tenfold with the Fourth Circle. For it is here that a wizard gains access to three essential and awesome incantations.
Lightning improves upon the Fireball and unleashes a sheer destructive force. Many monsters can be laid low by this fierce bolt from the heavens.
Greater Heal is the staple to any mage's repertoire. It can repair horrific wounds easily. Many mages are hired by adventuring parties simply for their healing abilities!
But the most desired spell of the Fourth Circle is the wondrous Recall. This incantation of transportation enables a mage to instantly travel across the world with the use of a properly Marked recall rune. Once this spell is learned, few mages ever again resort to mundane travel by foot or ship.
Ah! When a mage dares to enter into the Fifth Circle of magery, then and only then will they shrug off the mantle of a mere dabbler and truly earn the title "Wizard". For here and in the Circles above are the spells that only more dedicated souls can attain. The training required to master these sorceries is most rigorous and time consuming. Thus the wheat is separated from the chaff, so to speak.
The Fifth Circle contains spells that distinguish mages as truly powerful foes in combat - especially in the frequent magical duels this land seems to thrive upon.
The most important spells of the Fifth Circle by far are Magic Reflection, Paralyze, and Blade Spirits.
Magic Reflection is a must for any mage leaving his laboratory, tower, or other place of study. It shields one from the next offensive spell cast at the wearer. The spell is simply reflected back at the person who cast it!
Paralyze is a fearsome spell to any soul. It magically freezes a person, preventing movement and the casting of spells. In any magical battle, the words "An Ex Por" will appear frequently. Sadly, this is also the spell of choice for those mages who prey upon their fellow men in murderous bloodlust.
Now then, Blade Spirits is a truly devious magical construction, and I caution any mage to carefully consider the situation before casting this spell. The incantation summons a most powerful entity of whirling blades coated with vile poison. The spirit is alarmingly quick, and it is also quite fickle in choosing its target. Unless one clears the area as soon as the spirit emerges, the casting mage may find themselves at the mercy of their own creation!
Now the Sixth Circle of magic is a truly wondrous and powerful one. Almost every spell currently known to this circle is of use to a mage. In fact, I would only say that Mass Curse and Paralyze Field are not often used. But the circle offers some of the most powerful damage spells - Energy Bolt and Explosion. Both are staples in any battlemage's collection. And once again, they also are favorites of those who feel no qualms about murder.
However, spells such as Invisibility, Mark, Dispel, and Reveal are used almost daily by any mage of power.
The Seventh Circle is truly a collection of spells which often are a source of debate in utility. The most commonly used spell of this circle is Gate Travel. An improvement upon Recall, Gate allows a wizard to transport several people at one time with a Marked rune. And this circle also contains a truly powerful damage spell, Flamestrike. However, the other spells, including the area effects of Chain Lightning and Meteor Swarm, are only truly used in select situations.
And so we come to the awe-inspiring Eighth Circle. This circle contains the highest level of complexity that any mage could hope to experiment with.
Earthquake is another area effect, damage spell. And Resurrection is a mage's way to return life to the fallen.
But it is the summoning spells which capture any wizards fancy. With a fury of chanting and invocation, a mage can call forth powerful beings from the elemental planes to serve his or her bidding. A similar spell summons an awesome demon from the depths of the Abyss. And lastly, the Energy Vortex spell is a far more deadly variation of the Blade Spirit, calling forth an entity of pure magic.
In parting, reader, I would like to thank you for reading this tome. I hope my work imparts some new knowledge to you. Farewell, and my thy spells never fizzle!