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Magic System
Air Spells
Spell Icon
Spell Cost
Earth Spells
Fire Spells
Water Spells
All Spells
Close Book
Spell Points
Combat Spells
Adventure Spells
Heroes are able to use the forces of magic in the form of spells. Heroes can use spells to aid their
travels, reveal hidden knowledge about their surroundings, and in combat, help their troops or bring harm
to their adversaries. When all other things are equal, magic can provide the necessary edge to assure
victory in a campaign.
Before they can cast spells, heroes must possess a spell book. The spell book is where a hero records the
spells he or she has learned. Some heroes will already have a spell book when they are recruited. Others
may purchase theirs from the mage guilds located in towns. A hero's spell book is kept in their item
inventory but may not be traded like other items.
Each spell has a level which represents how difficult it is to cast. Higher level spells are only obtainable
by heroes with higher Wisdom skill ratings (see Secondary Skills, pg. 35). When heroes visit a town with
a mage guild, they automatically learn any new spells the guild has to offer and their Wisdom rating allows
them to cast. Heroes may also learn spells as they explore map locations.
Each spell belongs to one of the four schools of magic — air, earth, fire, or water. Heroes may learn the
Air Magic, Earth Magic, Fire Magic, and Water Magic secondary skills to increase the strength at which
they cast the spells of each school.
Spells cost spell points to cast. A hero's maximum spell points is equal to 10x their Knowledge skill. As
a hero casts spells, their spell points are diminished. A hero cannot cast a spell costing more spell points
than he or she has available. Each hero regains one spell point per day, or can be completely
replenished when he or she starts a new day in a town with a mage guild. Heroes with the Mysticism skill
regain spell points more rapidly (see Secondary Skills, pg. 35).