Magic: Difference between revisions

From Icesus Wiki
Jump to navigation Jump to search
imported>Cyto
Created page with "<pre> How to Cast Spells ================== There are two different types of spells on Icesus: spells made from combining to..."
 
Refresh from new in-game help docs (Idles)
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
<pre>
Magic in Icesus comes in two flavours. Most spells are whole units you cast as-is — <code>cast mirror image</code>, <code>cast erosion at troll</code>. Mages also have '''combination spells''', where you stitch a base shape together with a damage type at the moment of casting. Both kinds pick targets the same way.
                        How to Cast Spells
                        ==================


There are two different types of spells on Icesus: spells made from
= Picking a target =
combining together parts, and spells that are complete on their own.
The second kind is simpler (but both kinds choose targets in the same
manner):


    cast mirror image at player
The target word can follow the spell directly, with or without ''at'':
    cast erosion at monster


"at" is not necessary to specify a target, though:
cast erosion at troll
cast erosion troll


    cast erosion monster
If you cast a damaging spell with no target, it lands on whatever you are currently fighting. If you cast a non-damaging spell with no target (a self-buff, for instance), it lands on you.


If a spell can take a target, but isn't given one, then one of two
= Combination spells (mages only) =
things will happen:


* If it is an offensive/attack spell, it will target whatever you are
A combination spell is built as:
  currently fighting with.


* If it isn't an offensive spell, it will target the caster.
cast <base> of <damage>


The second kind of spells, those made by combining parts, are only
The '''base''' is the shape: arrow, ball, storm, rain, and others. Different bases trade damage against difficulty.
used by mages for attack spells (though this might change in the
future). For instance:


    cast arrow of steam at monster
The '''damage''' is the kind of energy: fire, cold, acid, lightning, steam, ice. Monsters resist some types and are weak to others, so picking the right damage type matters. Most mages specialize in one or two damage types rather than spreading thin.


"arrow" is the base type, *how* damage is given: an arrow, a ball, a
Examples:
storm, and so on.  The different base types differ in how much damage
they do, and how difficult they are to cast.


"steam" is the damage type, the *kind* of damage the spell does.
cast arrow of steam at monster
Damage types can vary by how much damage they do (steam vs. fire) or
cast ball of ice at monster
the kind of damage done (fire vs. acid). Different monsters have
  cast rain of acid
different resistances and weaknesses to fire, acid, cold and
lightning, so no single type of damage is best, but it's better to
specialize in one damage type rather than to learn several different
types.


Some more examples:
You can put a modifier in front of the base for a smaller, easier-to-cast version:


    cast ball of ice at monster
cast small arrow of steam at monster
    cast rain of acid


The parts *must* be combined as:
Combination order is fixed: ''base'', then ''of'', then ''damage''. These do '''not''' work:


    cast <base> of <damage>
cast steam arrow        (wrong order)
cast arrow steam        ('of' missing)


These won't work:
How well a combination casts depends on your skill in each part — and the weakest of the parts pulls the average down more sharply than the others, so a poorly-trained damage type drags an otherwise solid caster.


    cast steam arrow
'''Note:''' a few non-combination spells just happen to contain the word ''of''. <code>cast orb of light</code> is one whole spell, not a combination. Knowing ''arrow'', ''steam'' and ''orb of light'' does '''not''' let you cast ''orb of steam'' or ''arrow of light''.
    cast arrow steam


Finally, a spell made from parts can have a modifier, put before the
= Casting in combat =
base type and after the "cast":


    cast small arrow of steam at monster
Combat is run on [[Combat points|combat points]]. Spellcasters need points in casting:


"small" modifies the spell to make it less damaging, but easier to
battle -a casting
cast.


Your chance of completing a combination spell depends on the average of
No casting points means no spells go off, no matter how well you've trained. The skill ''concentrated casting'' expands the casting budget.
your skills for each of the spell parts, unless the spell part with
the lowest skill is a lot lower than the skill levels of the other
spell parts; in that case, the part with the lowest skill level will
drag down the overall success chance more than just a normal averaging
would.


NOTE: A spell can contain "of" without being made of parts:
Pure casters fight better unarmed and unarmoured: most weapons can't be used while casting, and heavy armour hinders the work. A few special weapons let a caster swing and cast both — uncommon, but they exist. If you plan to mix melee and magic, talk to a hybrid guild.


    cast orb of light
= Spell points and weakness =


If you learn the spells "arrow", "steam", and "orb of light", you can
Casting drains '''spell points''' (SP, the middle number on your prompt). Run SP very low and your body weakens — this is '''magical weakness''', which lowers your stat maximums and is genuinely dangerous. Two things help:
*NOT* do any of the following:


    cast orb of steam at monster
* The '''magical endurance''' [[Blessings|blessing]] reduces the effects.
    cast arrow of light at monster
* The [[Spell weaver|spell weaver]] race is immune to magical weakness entirely (its '''major magical endurance''' racial ability).
    cast arrow of orb of light at monster
    cast orb of light of steam at monster


= Skills that matter =


                        Magic and Combat
== Mages ==
                        ================


The basics of magical combat are pretty simple: you should do
* '''magic lore''' — helps with every spell
* '''cast fire''', '''cast cold''', '''cast acid''', '''cast lightning''' — per damage type
* '''fire focusing''', '''cold focusing''', etc. — per damage type
* '''concentrated casting''' — bigger casting budget
* '''extract magic''' — pulls magic jelly from hearts (used for rites)


    battle -a casting
== Priests ==


to assign as many combat points as possible to casting (see 'help
* '''<element> lore''' — air lore, earth lore, fire lore, water lore
combat' and 'help combat points'); this will ensure that you cast
* Doctrine and ritual skills — vary by guild
spells as fast as possible during combat.  Don't assign any points to
* '''rite of success''' — see below
offense, or learn any physical combat skills: you can't wield a weapon
while casting magic, except for a few special weapons, and even if you
have such a special weapon, you can do much more damage with your
spells than you can with any weapon you might get.


The skill 'concentrated casting' will give you more combat points to
Train what your guild teaches first; specialise after.
assign to the casting category, letting you cast spells faster during
combat.


                          More Info
= Rites =
                          =========


Casting spells requires spell points, or SP.  If your level of SP goes
Both priests and mages can perform the '''rite of success''', which raises the chance the next spell completes cleanly:
very low, it will weaken your body; this is known as magical weakness.


You can get a special blessing known as "magical endurance" which will
perform rite of success
reduce the effects of magical weakness, and the spell weaver race has
the special ability "major magical endurance", which makes them
totally immune to magical weakness.


If the current elemental phase is the phase of Magic, then casting
Priests pay for it in [[Divine favor|Divine Favours]]. Mages need '''magic jelly''', extracted from hearts with the spell <code>extract magic</code>.
spells is easier. (see "help elements")


For mages, the primary skill influencing spell casting is "magic
Mages also have the '''rite of power''', which boosts the damage of their next offensive spell:
lore", which helps in the casting of all spells.  Each of Fire, Cold,
Lightning and Acid have their own skills which help with their
casting, like "cast fire" and "fire focusing" for Fire.


For priests, the primary skill is "<element> lore", like "air lore" or
  perform rite of power
"earth lore". There are also various "doctrine" and "ritual" skills
each priest guild has that help in casting spells.


The priests and the mages share one skill: "rite of success", which
Same magic-jelly cost. Many mages keep a few jelly on hand specifically for opening big fights with a powered shot.
can be used with the command "perform rite of success".  This rite
increases the chances of your next spell working right.  For priests,
doing the rite uses up divine favor (see "help divine favor"). For
mages, it requires "magic jelly", which can be extracted from hearts
with the spell "extract magic".


Mages have an additional rite, "rite of power". This increases the
= Elemental phase =
damage done by your next offensive spell.  It also needs magic jelly
 
to be performed.
The world cycles through five elemental phases. Casting is easier when the current phase is the [[Elements|Magic]] phase. Type <code>time</code> to see what phase it is.
</pre>
 
The cycle order is always: '''magic → fire → earth → water → air → magic'''. Each phase lasts 23 game days (the orbit of the moon Aythzilla). Read [[Elements]] for the full picture.
 
= See Also =
 
* [[Combat]] — combat overview
* [[Combat points]] — attack/defence/casting split
* [[Spells]] — list of spell categories
* [[Cantrips]] — minor spells learned outside guilds
* [[Elements]] — elemental phases
* [[Blessings]] — divine blessings, including magical endurance
* [[Divine favor]] — earning DF


[[category:Player's_Handbook]]
[[category:Player's_Handbook]]

Latest revision as of 03:50, 23 April 2026

Magic in Icesus comes in two flavours. Most spells are whole units you cast as-is — cast mirror image, cast erosion at troll. Mages also have combination spells, where you stitch a base shape together with a damage type at the moment of casting. Both kinds pick targets the same way.

Picking a target

The target word can follow the spell directly, with or without at:

cast erosion at troll
cast erosion troll

If you cast a damaging spell with no target, it lands on whatever you are currently fighting. If you cast a non-damaging spell with no target (a self-buff, for instance), it lands on you.

Combination spells (mages only)

A combination spell is built as:

cast <base> of <damage>

The base is the shape: arrow, ball, storm, rain, and others. Different bases trade damage against difficulty.

The damage is the kind of energy: fire, cold, acid, lightning, steam, ice. Monsters resist some types and are weak to others, so picking the right damage type matters. Most mages specialize in one or two damage types rather than spreading thin.

Examples:

cast arrow of steam at monster
cast ball of ice at monster
cast rain of acid

You can put a modifier in front of the base for a smaller, easier-to-cast version:

cast small arrow of steam at monster

Combination order is fixed: base, then of, then damage. These do not work:

cast steam arrow         (wrong order)
cast arrow steam         ('of' missing)

How well a combination casts depends on your skill in each part — and the weakest of the parts pulls the average down more sharply than the others, so a poorly-trained damage type drags an otherwise solid caster.

Note: a few non-combination spells just happen to contain the word of. cast orb of light is one whole spell, not a combination. Knowing arrow, steam and orb of light does not let you cast orb of steam or arrow of light.

Casting in combat

Combat is run on combat points. Spellcasters need points in casting:

battle -a casting

No casting points means no spells go off, no matter how well you've trained. The skill concentrated casting expands the casting budget.

Pure casters fight better unarmed and unarmoured: most weapons can't be used while casting, and heavy armour hinders the work. A few special weapons let a caster swing and cast both — uncommon, but they exist. If you plan to mix melee and magic, talk to a hybrid guild.

Spell points and weakness

Casting drains spell points (SP, the middle number on your prompt). Run SP very low and your body weakens — this is magical weakness, which lowers your stat maximums and is genuinely dangerous. Two things help:

  • The magical endurance blessing reduces the effects.
  • The spell weaver race is immune to magical weakness entirely (its major magical endurance racial ability).

Skills that matter

Mages

  • magic lore — helps with every spell
  • cast fire, cast cold, cast acid, cast lightning — per damage type
  • fire focusing, cold focusing, etc. — per damage type
  • concentrated casting — bigger casting budget
  • extract magic — pulls magic jelly from hearts (used for rites)

Priests

  • <element> lore — air lore, earth lore, fire lore, water lore
  • Doctrine and ritual skills — vary by guild
  • rite of success — see below

Train what your guild teaches first; specialise after.

Rites

Both priests and mages can perform the rite of success, which raises the chance the next spell completes cleanly:

perform rite of success

Priests pay for it in Divine Favours. Mages need magic jelly, extracted from hearts with the spell extract magic.

Mages also have the rite of power, which boosts the damage of their next offensive spell:

perform rite of power

Same magic-jelly cost. Many mages keep a few jelly on hand specifically for opening big fights with a powered shot.

Elemental phase

The world cycles through five elemental phases. Casting is easier when the current phase is the Magic phase. Type time to see what phase it is.

The cycle order is always: magic → fire → earth → water → air → magic. Each phase lasts 23 game days (the orbit of the moon Aythzilla). Read Elements for the full picture.

See Also