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Chapter 10 - Mysticism 

10.1 Magic vs. Psionics | 10.2 Sorcery | 10.3 Psionics | 10.4 Sorcerer Spells | 10.5 Psionic Powers | 10.6 Mystical Items | 10.7 One-Use Items


10.1 Magic vs. Psionics

There are two primary forms of mysticism on Scandiaca. Magic (also referred to as sorcery or magecraft) is the practice of converting latent magical energy from the environment into a controlled form with which to perform work. Sorcerers need materials or objects which possess magical energy in order to invoke spells. Psionics is the process of utilizing one's own mental capacity to manifest psionic energy. Psionics do not require materials in order to invoke powers, but their abilities are much more draining.

Sorcery spells include damaging powers such as Mage Blast (a single-target missile attack), Death Magic (a mass missile attack), Healing (restores lost health), Curing (destroys disease or poison), Summoning (and creation of golems), and scroll making.

Psionic powers include Augmentation abilities (such as increasing damage or attack prowess), Telepathy (a psionic attack used while within melee), and Defense (such as increasing defensive skills or reducing physical damage taken).

10.2 Sorcery

In order for a Realm Character to become a sorcerer, one must meet the minimum requirements. He/She must have a minimum Mystical Strength score of 2, and must have at least one level of knowledge in Sorcery (from here on, an RC is referred to as a "sorcerer" if these requirements are already satisfied). Once these requirements are met, the RC begins to accumulate spell points (SPs). There are three requirements for (almost) all sorcerer spells: (1) Spell Points; (2) Magical Components; (3) A free hand to cast the spell.

Spell Points are a measure of the stored magical energy the sorcerer has accumulated. This is dictated by the sorcerer's Mystical Strength score. The Mystical Strength score is the maximum amount of spell points the RC can "store". Every spell invoked (by use of the SPELL action) consumes at least one spell point. All RCs regain used spell points at a rate of 1 SP per week (8 days by the Scandiacan Calendar). This means that under normal conditions, your sorcerer will be able to recover 5 SPs every month.

Magical components are simply items or materials which possess latent magical energy. A sorcerer must pull this energy from an object during the casting of the spell. Nekros Crystals are used for pulling mystical energy since they are the purest form of magical energy in the realm. Plus, they are the only material which releases its magical energy as needed. Other components can be used when discovered, but until those are found, you are required to use 1 Nekros Crystal (perhaps more depending upon the spell)

The third requirement is more of a physical requirement. All sorcerer spells require hand gestures to invoke, so one of the sorcerer's hands must be free both during the initial invocation of the spell (when the SPELL action is triggered) and when the spell is released (such as Mage Blast during combat). So, a sorcerer can only carry a one-handed weapon and no shield (any missile weapons may still be used without restriction). If a hand is not free during casting, then the spell is not invoked. If a hand is not free during the spell's release, then the spell's effects are ignored or suppressed. (For example, if you invoke Mage Blast and then ready a weapon in one hand and a shield in the other, the spell will be active, but will not be used when in combat so long as no hands are free to release the spell.) Note that the Quarterstaff is an exception to this rule. Although this is a two-handed weapon, it is a stereotypical mage weapon, and can be used with the hand gestures.

All sorcerer spells have a duration of the current month. Once invoked, the effects are utilized for the remainder of the month regardless of whether it was invoked on day 1 or day 39. So, it is preferable that all spells be invoked as soon as possible in the month.

All sorcerer spells are automatically invoked at maximum strength (since unlike Psionics - see below - it does not cost more for a more powerful effect). So each spell requires 1 SP, 1 Nekros Crystal and a free hand. Note any additional spell point or Nekros Crystal requirements in the Sorcerer spell list below.

10.3 Psionics

To become a Psionicist, a Realm Character must have a minimum Mystical Strength score of 2, and have placed at least one point of knowledge toward Psionics (from here on, an RC is referred to as a "psionicist" if these requirements are already satisfied). Once these requirements are met, the RC begins to accumulate meditation points (MPs). There are two requirements for all psionic powers: (1) Meditation Points; (2) No helm can be worn.

Meditation Points are a measure of the stored psionic energy the realm character has accumulated. This is dictated by the psionicist's Mystical Strength score. The Mystical Strength score is the maximum amount of meditation points the RC can "store". Every power invoked (by use of the INVOKE action) consumes at least one meditation point. All RCs regain used meditation points at a rate of 1 MP per week (8 days by the Scandiacan Calendar). However, psionicists may recover MPs faster if they use the MEDITATE action. Meditation doubles the recovery rate (and can increase recovery even faster based on som circumstances). During meditation, the psionicist cannot perform any other actions (other then defend himself/herself when attacked).

Unlike sorcerer spells which have a fixed cost in SPs for each spell, almost all psionic powers can cost a different amount of MPs when invoked. When invoked, the psionicist must determine how much psionic energy he/she wishes to utilize for this effect. A minimum of 1 MP is used, but a maximum of 9 can be used if the psionicist has the ability (the maximum amount which can be utilized is dependant upon the knowledge level in Psionics). If the power is invoked at level 3, then 3 MPs are consumed during the invocation.

Since the recovery rate and maximum amount of MPs is just like that for spell points, the psionicist must choose which powers he/she wants carefully since he/she may not be able to invoke all desired effects at the maximum level. (Note that Brun automatically invoke powers one level higher then the indicated amount. For example, if your RC is Brun, and you invoke Psionic Armor at level 1, then you only spend 1 MP, but the effect is automatically increased to level 2.)

The second requirement is similar to the sorcerer's "free hand" requirement. All psionic powers are obstructed by helms. Therefore, the psionicist must not wear any kind of helm both during the initial invocation of the power (when the INVOKE action is triggered) and when the power is released (such as Telepathy during combat). If a helm is worn during invocation, then the power fails to initiate. If a helm is worn during the power's release, then the power's effects are ignored or suppressed. (For example, if you invoke Telepathy and then ready a helm, the power will be active, but will not be used when in combat so long as the helm is interfering with the power.)

All psionic powers have a duration of the current month. Once invoked, the effects are utilized for the remainder of the month regardless of whether it was invoked on day 1 or day 39. So, it is preferable that all powers be invoked as soon as possible in the month.

10.4 Sorcerer Spells

What follows is a listing of the sorcerer spells commonly available in the game. There may be spells missing from this list intentionally, as they are found randomly or through specific actions during the game. The following list is in order of minimum Mystical Strength required to invoke it. All spells are invoked by issuing the SPELL action unless otherwise noted. The code is the number used when attempting to create a Scroll of the given spell, the minimum required Mystical Strength score is listed next, and then the spell point and Nekros Crystal cost.

Note that the chances of success for almost all spells are based on skill level and mystical strength.

MAGE BLAST: Code(050); Minimum MStr(2); Spell Point Cost(1); Nekros Crystal Cost(1) - When invoked, Mage Blast allows the sorcerer to throw a damaging attack at a distance during the missile rounds of combat. This magical energy attack is in addition to any normal missile attacks the sorcerer can make (such as attacks with a missile weapon such as a dagger or bow). By default, the sorcerer invokes "Negative Life Energy" when making this attack. The attack is not automatic, as the subject of the attack can avoid the blast. The accuracy of the attack increases as the level of the spellcaster increases. Damage is modified by both spell level and the mystical strength of the attack.

SPHERE OF PROTECTION: Code(100); MStr(2); Spell Point Cost(1); Nekros Crystal Cost(1) - Sphere of protection allows the sorcerer to absorb magical energy attacks to reduce damage. This defense does not block all damage. It usually blocks only 1 point of damage for every 2 points of damage taken (minimum of 1 point of damage always gets through). Sphere of Protection blocks damage from Mage Blast, Death Magic and other magical attack spells which cause direct damage. This defense has no effect on Psionic attacks such as KINETIC FORCE.

CREATE RATIONS: Code(150); MStr(3); Spell Point Cost(1); Nekros Crystal Cost(1) - When faced with starvation, the spell Create Rations comes in handy. It produces a quantity of food which can immediately be consumed by the sorcerer. Since it draws from the surrounding area, the spell is affected by the sorcerer's surroundings (yielding a better return in Forest terrain then Glacier - for example).

HEALING: Code(200); MStr(3); Spell Point Cost(1); Nekros Crystal Cost(1) - The Healing spell restores lost health to the target. This spell is used whenever you wish to speed up the recovery rate of lost health. This spell will not allow the target to exceed normal maximum health scores, nor will it work if the target is subjected to some healing restrictions (for example, it always fails when invoking it on a dead realm character). Healing has no affect on created creatures such as elementals or golems, nor does it work on planar creatures or undead.

DIVINATION: Code(250); MStr(4); Spell Point Cost(1); Nekros Crystal Cost(1) - This spell allows the sorcerer to divine information from an object. Possible information gathered could be secret abilities, magical qualities, or history. This spell cannot target another living creature (in general), nor can it target a location (such as a city or ruins). This spell may also fail if an object has protective magic upon it (though there is always a chance that this spell may affect it anyway).

DISPEL MYSTICISM: Code(300); MStr(5); Spell Point Cost(1); Nekros Crystal Cost(1) - This power is used to temporarily (and in some cases, permanently) remove the magical or psionic effects of a target area or object. It may be used on an object to suppress the object's powers, on a location to remove some area effect, or even on another creature to ward off unwanted mystical effects. In general, when cast upon another creature, this power's effect is permanent if the effect being dispelled was detrimental to the target, but only temporary if the power was beneficial. For example, if affected by a magical curse, then the curse is permanently removed when this spell takes effect. If the target creature had a Sphere of Protection effect, then it's effects would only be suppressed. Note that although psionic effects may be affected, the chances are halved.

FLY: Code(350); MStr(6); Spell Point Cost(1); Nekros Crystal Cost(1) - By using this spell, the sorcerer can fly over various forms of terrain and thus remove any movement penalties and avoid any detrimental effects of the terrain (unless the terrain's effects extended up into the atmosphere). All movement over terrain is reduced by 1 day per terrain square per spell level. When cast at level 2, for example, movement across all terrain is reduced by 2 (minimum of 1 day). It takes higher levels of ability to maintain the effect over bodies of water. Over shallow water, it requires a skill level of 3 or more. For deep water, skill level 5 is needed. Finally, to cross open ocean, the sorcerer requires a casting level of at least 7. The benefits of flight are negated when underground (though the effect is still active).

CURING: Code(400); MStr(7); Spell Point Cost(1); Nekros Crystal Cost(1) - Curing is another ability to repair injury. However, curing usually does not directly restore health. Instead, it removes detrimental effects brought on by disease or poison. This spell can only affect one malady per casting, so if the target is affected by disease and poison, only one is removed (randomly) when the spell is invoked. Curing has no effect on created creatures, undead, or those who are deceased. It also has no effect on mind-affecting ailments such as euphoria or insanity.

SCRIBING*: Code(450); MStr(8); Spell Point Cost(Varies); Nekros Crystal Cost(Varies) - This allows the sorcerer to invoke a given power into a magical scroll for later use. The spell cost is dependant upon the spell being scribed and the materials being used. For a full description of the process, see One-Use Item Creation (10.7) below.

DEATH MAGIC: Code(500); MStr(8); Spell Point Cost(1); Nekros Crystal Cost(1) - This spell is similar to Mage Blast, but instead of affecting a single target during the missile round, it affects several creatures at the beginning of the missile round. The exact number of creatures affected is random, as is the damage. The distribution of damage is also random. For example, a sorcerer may yield 50 points of damage using Death Magic, affecting 7 of 8 creatures. Maximum damage may be 20 points to a single creature while some other creature takes only 2. Of course, the fewer the enemies, the more concentrated the attack.

BANISHMENT: Code(550); MStr(9); Spell Point Cost(1); Nekros Crystal Cost(1) - Banishment is used to eliminate foes that are summoned or conjured. Elementals, Golems and other creatures which are under the control of an enemy (not including normal mounts or henchmen) can be "banished". That is, they are temporarily released from their master's control and wander away. No harm comes to them, and they can return to their master after the encounter ends; however, they can be avoided during a particular encounter.

DEATH TRAP: Code(600); MStr(9); Spell Point Cost(1); Nekros Crystal Cost(1) - With the use of Death Trap, a container or portal can be trapped. The sorcerer can allow others to pass through the trap (anyone from your dominion), but anyone else who opens the container or passes through a portal is subjected to a damaging trap. Those who are skillful may be able to diffuce the trap (Disarm Traps skill) and the trap may be neutralized with a successful Dispel Magic spell. Otherwise, the trap remains until released or disarmed. This can be used in addition to mechanical and psionic traps.

SUMMONING: Code(650); MStr(10); Spell Point Cost(1); Nekros Crystal Cost(1) - This powerful spell allows a sorcerer to summon an elemental to do his/her bidding. The elemental (chosen during invocation) will follow and fight for the sorcerer without question. Note that the sorcerer must be able to control the elemental (you begin the game with the ability to control only 1, so any attempt to get more will fail). Also, elementals cannot be healed, so any damage taken is permanently lost. Each elemental type (Air, Earth, Fire and Water) have unique qualities and may be useful in different situations.

INVISIBILITY: Code(700); MStr(11); Spell Point Cost(1); Nekros Crystal Cost(1) - With Invisibility, the sorcerer (or a target selected by the sorcerer) can become practically invisible for the duration of the spell. This does not convey total invisibility, because any creature who makes a successful Intellectual Strength Check vs. the sorcerer's Mystical Strength may spot the invisible creature that round. Invisibility allows the sorcerer to surprise opponents, avoid being reported in location reports (Mystical Strength check required) and grants bonusses to burglary and other stealthy abilities.

REMOVE CURSE: Code(725); MStr(12); Spell Point Cost(1); Nekros Crystal Cost(1) - This spell is very similar to Curing, but it only affects magical and psionic curses, not diseases or poisons. This is not a persistent effect spell, and must be invoked whenever needed.

ENCHANT ITEM*: Code(750); MStr(12); Spell Point Cost(Varies); Nekros Crystal Cost(Varies) - This spell is used to magically enchant an armament to increase its power (equating to raising the number of pluses on the item). The spell point cost and material components vary depending upon the power being achieved (see section 10.6 below).

NECROMANTIC TOUCH: Code(800); MStr(13); Spell Point Cost(1); Nekros Crystal Cost(1) - Necromantic Touch allows the spellcaster to drain life energy for his/her target. The attack can only happen during melee, and the subject does have some protection against the attack. In addition, the spellcaster can absorb some of the health which he/she has taken from the target. The higher the level of the spellcaster, the higher the percentage of health is returned.

REGENERATION: Code(850); MStr(15); Spell Point Cost(1); Nekros Crystal Cost(1) - Regeneration is a persistant effect which allows the spellcaster to increase the body's ability to heal itself. Health is restored at a faster rate everyday, though this increases when in combat. The higher the level of the spellcaster, the faster the regeneration rate.

RETRIBUTIVE STRIKE: Code(900); MStr(18); Spell Point Cost(1); Nekros Crystal Cost(1) - When subjected to a physical attack, the spellcaster with Retributive Stike active may be able to send back a portion of the damage sustained to the attacker. The spellcaster's level determines how much damage is returned, while the Mystical Strength determines whether the returned damage was successful.

RESURRECTION: Code(950); MStr(21); Spell Point Cost(Varies); Nekros Crystal Cost(Varies) - When a character dies, all is not lost. Any character (including henchmen and mounts) can be resurrected within 10 turns (one game calender year). When the spell is cast, a number of Nekros Crystals equal to twice the "status level" of the creature being resurrected. For example, raising a "Hero/Heroine" (status level 3) requires 6 Nekros Crystals. Mount levels are treated as status levels when raised. Note that Nekros Crystals are required regardless of whether the spell is cast by a Sorcerer or invoked from a scroll. When raised, the character is brought to 1 health.

10.5 Psionic Powers

What follows is a listing of the psionic powers commonly available in the game. There may be powers missing from this list intentionally, as they are found randomly or through specific actions during the game. The following list is in order of minimum Mystical Strength required to invoke it. All powers are invoked by issuing the INVOKE action unless otherwise noted. Note that like Sorcerer spells, the chances for success are based on skill level and mystical strength.

After each power, you will see a list of other important items. The code is used by the game engine to decipher the One-Time Use item when created as well as the amalgams needed (see section 10.7 below) and the minimum Mystical Strength required to be able to invoke the power. Note that unlike sorcerer spells, the Meditation Points used are based on power level chosen by the psionicist, and unless noted, no powers require any material components (such as Nekros Crystals).

KINETIC FORCE: Code(050); Minimum MStr(2) - When invoked, Mind Blast allows the psionicist to perform a physically damaging attack during the melee rounds of combat. This telekinetic attack is in addition to any normal melee attacks the psionicist can make (such as attacks with a melee weapon). The attack is not automatic, as the subject of the attack can avoid the blast.

PSYCHIC SHIELD: Code(100); Minimum MStr(2) - Psychic Shield allows the psionicist to absorb psionic energy attacks to reduce damage (such as from KINETIC FORCE). This defense does not block all damage. It usually blocks only 1 point of damage for every 2 points of damage taken (minimum of 1 point of damage always gets through). This defense has no effect on Magical attacks such as MAGE BLAST.

EMOTION CONTROL: Code(150); Minimum MStr(3) - This power influences your interactions with citizens and independent realm characters (including guilds and nobles). A more favorable response is generally given when this power is active. It also affects your combat encounters, lowering the chances of being attacked when Passive (with a soothing effect on possible encounters), while increasing your chances of attack when set to Crusade or Predatory (by agitating nearby creatures to force a battle).

MENTAL FOCUS: Code(200); Minimum MStr(4) - By invoking this power, the psionicist is able to more clearly and accurately concentrate on combat. As a result, attacks are made with greater precision. This increase both melee and missile attack skill (but it does not increase damage, only the chances of dealing damage).

PSIONIC STRENGTH: Code(250); Minimum MStr(5) - This power increases the damage done through melee combat (though it does not affect Mind Blast). By using telekinesis, the psionicist's strength increases and the weapon has added momentum. It does not affect non-physical damage (such as fire or electricity attacks).

PSYCHIC WALL: Code(300); Minimum MStr(6) - This power, when invoked, raises the psionicists defense score against all melee and missile attacks (except for mystical attacks such as Mage Blast or Mind Blast).

TELEPATHY: Code(350); Minimum MStr(7) - Telepathy is an attack used during the missile round of combat. Targeted creatures are subjected to one of several effects: Weakening; Disorientation; or Paralyzation. Weakening reduces damage inflicted by physical attacks by 50%. Disorientation reduces the chances of hitting a target by 50%. Paralyzation immobilizes the target, preventing them from performing any action. Psionic skills level 1 or more will allow weakening attacks, while you need a level of 4 to invoke disorientation and 7 to invoke paralyzation. You are prompted for the desired effect (weakening being the default). The level invoked increases the duration while a higher Mystical Strength increases the chances of a successful attack.

CLAIRVOYANCE: Code(400); Minimum MStr(8) - This is used to divine information about a particular location. When invoked, the psionicist is able to take a psionic reading of the recent events of the location. The higher the level invoked, the further back one can read. A higher Mystical Strength grants more information.

MIND FIRE: Code(450); Minimum MStr(9) - With the use of Mind Fire, a container or portal can be trapped. The psionicist can allow others to pass through the trap (anyone from your dominion), but anyone else who opens the container or passes through a portal is subjected to a damaging trap. Those who are skillful may be able to diffuce the trap (Disarm Traps skill) and the trap may be neutralized with a successful Psionic Surgeryt power. Otherwise, the trap remains until released or disarmed. This can be used in addition to mechanical and magical traps.

HASTE: Code(500); Minimum MStr(10) - Under the influence of this power, the psionicist is able to make melee and missile attacks at much greater speed - increasing the rate of attack. This power does not effect the speed of mystical effects such as Telepathy or Mage Blast.

PSIONIC SURGERY: Code(550); Minimum MStr(11) - This power works like the sorcerer spell Curing, but it only targets mind-affecting maladies such as Euphoria, Insanity, Amnesia, Dementia and Ignorance. This is not a persistent effect, instead it is a one-use invocation which removes one (random if multiple exist) malady.

IMBUE ITEM: Code(600); Minimum MStr(12) - This allows the psionicist to invoke a given power into a magical gem for later use. The meditation cost is dependant upon the power being imbued. For a full description of the process, see One-Use Item Creation (10.7) below.

PSIONIC AWARENESS: Code(650); Minimum MStr(12) - This power allows the psionicist heightened senses. For example, the psionicist can detect an ambush before it happens, or a secret passge that they would normally miss. The power remains active the entire month.

TELEKINESIS: Code(700); Minimum MStr(13) - This allows the psionicist to divine information about a specific being. Information returned can include: Intellectual, Physical and/or Mystical Strength; Skill Levels; Persisten Effects (such as spells or powers); and Personality (mostly for IRCs - Independent Realm Characters).

PSIONIC ARMOR: Code(750); Minimum MStr(15) - Psionic Armor is used to absorb physical damage during combat. When active, Psionic Armor blocks 1 point of health damage for every 2 points of health loss through physical attacks. For example, If hit with a Long Sword for 9 points of damage, having Psionic Armor active blocks 4 points of damage, only allowing 5 points through. Damage through Death Magic or Mind Blast are unaffected.

IMBUE LIFE: Code(800); Minimum MStr(17) - This psionicist power allows a psionicist to endow intelligence into an animated humanoid creature called a golem. The golem will follow and fight for the psionicist without question. Note that the psionicist must be able to control the golem (you begin the game with the ability to control only 1, so any attempt to get more will fail). Also, golems cannot be healed, so any damage taken is permanently lost.

PSIONIC PULSE: Code(850); Amalgams(Common [x1], Complex [x2], Exotic [x2]); Minimum MStr(19) - This power is used during the mystical round of combat. It is similar to Death Magic (sorcery spell, see above) in that it causes damage to a number of targets, but Death Magic causes more damage per level than this power does. However, another effect of this power is that all targets who have received at least one point of damage are subjected to a paralyzation attack as well. If the resistance fails, then the target is paralyzed a number of rounds based upon the level of the power.

FALSE IMAGES: Code(900); Amalgams(Common [x1], Complex [x2], Exotic [x3]); Minimum MStr(21) - False Images literally creates a number of false images in the minds of your enemies. They see more than one of you, so it is possible that they will inadvertantly attack one of your false images instead of attacking you. This does not cancel the effects of mass effect spells/powers (such as Death Magic - see above). Every time an attack strikes one of the false images, the image disappears.

FEAR: Code(950); Amalgams(Common [x1], Complex [x2], Exotic [x3]); Minimum MStr(25) - This power affects all who can sense the psionicist. The psionicist creates an illusion of horror or power which may make opponents run away from a battle in fear. This eliminates the opponents from the encounter for a number of rounds based on the level of the power.

10.6 Mystical Items

Sorcerers have the ability to create permanent mystical armaments. The sorcerer must have an item with which to make the attempt (at either enchanting it with magic, or increasing the item's enchantment), have a Mystical Strength score of 12, and needs access to a workshop. The process is arduous, and not guaranteed to be successful. The sorcerer must have uninterrupted time to perform this process, and proper skill.

To create an item, the power of the item (referring to the plus of the item - note that mundane armaments are technically +0 items) determines the cost in spell points and material components (or "Amalgam"). The Spell Point (SP) cost of the spell equals the power desired, squared. It also takes one week per power level desired, So, to make a mundane Sword (+0) into a Sword +1, you need 1 spell point and one week of uninterrupted work while enchanting a +4 to a +5 item requires 25 spell points and 5 weeks of work. Consult the chart below...

Level SP Cost Amalgams Time Req'd Success*
1 1 1 common 1 week 70% + Mystical Strength
2 4 2 common 2 weeks 50% + Mystical Strength
3 9 2 common, 1 complex 3 weeks 30% + Mystical Strength
4 16 2 common, 2 complex 4 weeks 20% + Mystical Strength
5 25 2 common, 2 complex, 1 exotic 5 weeks 10% + Mystical Strength

*Note: The success will never be higher then 99%. There is always a chance of failure.

The knowledge level of the sorcerer determines whether the given level can be reached. The maximum level needed is equal to: (Knowledge + 1) / 2. So, knowledge levels 1 and 2 allows for only +1 enchantment; 3 and 4 allow for +2; 5 and 6 allow for +3; 7 and 8 allow for +4; and 9+ allows for +5.

10.7 One-Use Items

Sorcerers and Psionicists have the ability to create temporary mystical items which are enchanted with powers they already know. Sorcerers create scrolls (Scribe) while Psionicists empower gems (Imbue). Both are capable of storing the effects of a given power (chosen when created) and a invocation level so that others who might not have the power may use them later. Of course, the mystic may also use them in order to conserve spell/meditation points later on. The sorcerer must have a minimum mystical strength score of 8 and the psionicist must have a minimum mystical strength score of 12 to perform these invocations.

To perform the process, a sorcerer invoke the Scribing spell with the SPELL action. A psionicist invokes Imbue with the INVOKE action. During the invocation, the spell or power is given as well as the intended level. Note that although Sorcerers normally cast spells at maximum level, they may implant a lower level if they wish to save on creation time and items required (see charts below). Both Scribing and Imbue require a single spell point/meditation point, in addition to any spell costs. For example, a psionicist implanting Psionic Armor at level 5, must pay the 5 MPs for Psionic Armor, plus 1 MP for Imbue (total cost of 6 MPs). A sorcerer who wishes to implant Death Magic uses 1 SP for Scribing, and 1 SP and nekros crystal for Death Magic.

In addition to these costs, both sorcerers and psionicists must prepare an "Amalgam" to manifest the power onto a temporary item (scroll or gem in this case). There are three types of amalgam: Common; Complex; Exotic. Each spell/power has requirements for the type of amalgam needed depending upon its level and the minimum mystical strength required to invoke/cast it. See the requirements below.

Spell/Power Level Range
1 - 4 1 Common Amalgam
5 - 7 1 Complex Amalgam
8 - 9 1 Exotic Amalgam
 
Minimum Mystical Strength
1 - 6 1 Common Amalgam
7 - 13 1 Complex Amalgam
14+ 1 Exotic Amalgam

Using the charts above, we see that by making a Level 1 Scroll of Mage Blast, we need two Common Amalgams. One for the level (1) and one for the minimum Mystical Strength requirement (2).

So what is the benefit of creating temporary mystical items such as this? Well, the benefit is that you can expend the spell/meditation points when you are in town or in some other safe area. You can then use the implanted power without expending anymore materials or SPs/MPs. Also, non-mystical characters can use these items as well, so your mystics can "arm" your non-mystical characters.

Scrolls are identified with a code beginning with "S" and Gems are denoted with a "J". The code given in sections 10.4 and 10.5 are then used to flag the different powers. Finally, the level of the power/spell is coded in the last position. For example, if a psionicist used Imbue to create a gem of Kinetic Forceat level 3, then the final item would be "Gem of Kinetic Force[J0503]". Likewise, if a sorcerer created a Mage Blast scroll at level 7, then the item would be "Scroll Mage Blast[S0507]". Therefore, item S0507 has greater effect then item Y0502 (the last digit denotes the spell level).

Make note though, the power is used with a mix of variables. The power/spell being implanted is stored with the creator's skill level, but it is used with the user's mystical ability. This means that the power is a combination of the creator and the user. For example, a sorcerer with a Mystical Strength of 15 and a Sorcery skill level of 5 prepares a Death Magic Scroll at level 5. The scroll is created with the creator's skill level of 5, which is carried within the scroll. If that sorcerer sells or trades the scroll to another person (with a Mystical strength of 4 for example), then when the new owner uses the scroll in combat, the power is unleashed with a skill level of 5 (from the creator) and a Mystical strength of 4 (from the user). This may minimize the effect, but at least some power from the creator is carried with it.

Some powers/spells are not affected by this, since they do not invoke on the basis of the Mystical Strength of the user. In addition, once created, the item can not increase or decrease in level. For example, if a psionicist created a Mental Focus gem when he/she had only skill level 1 in Psionics, then even if he/she gains levels with Psionics later on, the gem will always function as if it only had skill level 1.

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