Introduction
Note: this file is intended for uses who are already familiar
with the basics of the magick system of Armageddon.
If you are a new player looking for information on roleplaying
magick or reactions to magick, know that it is feared and
loathed throughout the Known World, and few would admit to
its terrible, shameful use.
The endless research into magick and spellcasting has revealed
certain consistencies among the symbols. As is well known, truenames
of things give power over them, and it is this principle which has been
recently theorized to be the case with Magick. Each symbol may in
fact be the Truename of an elemental or spiritual power.
Direct trial-and-error can yield significant results, though there
are simply too many combinations of symbols. To shorten the work, the
following may assist:
- Suk-krath appears often with hekro and morz.
- Vivadu appears with viod and wril.
- Ruk appears with pret.
- Whira appears with iluth and locror.
Spellbooks, tomes, and grimoires are extremely useful. There has
no doubt been considerable research done in the past, and these books
are often correct or possess symbolic combinations which are lost in these
later days.
Most valuable of all, locating an older, experienced teacher can
be the best way of finding symbols.
Casting
Casting magick spells requires linking a set of five words into
a meaningful arcane expression. The first two are mere syllables which
for some reason represent the magnitude of the spell and what can be
called the "reality of effect." The last three are symbolic truenames
of elemental and spiritual powers, which must always be in the form
element, sphere, mood.
The "power" of a spell is the amount of magickal energy one wishes
to invest in the spell's outcome, and can be viewed under Magick_power.
The "reality of effect" or reach is discussed under Magick_reach.
To construct a magickal phrase, all five words must be spoken in
the following order: power, reach, element, sphere, mood. If there
is such a spell as you have called for, it will occur.
Note that the 'cast' command incurs a delay for casting time. This
delay decreases in direct proportion to your skill in the spell.
Examples:
cast 'een un suk-krath divan hekro' soldier
cast 'mon un vivadu viqrol wril' me
Components
There are many powerful magicks which exist on Zalanthas which
are impossible to create using elementalism or lifeforce alone. To use
these powerful spells, one must employ what are called components.
These are typically odd items that have somehow come to hold magickal
properties--ordinary items of the same type will not suffice.
There are two kinds of possible component: psionic and physical.
Psionic components require that the caster of a spell maintain
a psionic link (see also: Psi_contact) with the victim, recipient, or
target of the spell.
Physical components come in many forms and vaguely correspond to
a spells Sphere of influence (see also: Magick_sphere). Known forms
of components are listed below.
Using components: In order to properly use a spell component,
one must have it in his inventory. The component must be of the proper
type for the spell and must contain at least as much power as the
spell to be cast. Using a component powered at "wek" for a spell cast
at "mon" will be exactly the same as not having the component at all.
Listing of possible component manifestations:
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Pret
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A feather, a globe, or a woman's scarf.
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Mutur
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Something burned, a skull, or a lock of hair.
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Psiak
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An unhilted, single-edged blade.
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Iluth
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Perfectly formed geometric objects.
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Divan
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Salts and vile-smelling liquids.
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Threl
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Complicated puzzles or knots.
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Morz
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Cocoons or rotted animal and vegetable matter.
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Viqrol
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Snakeskins, very sharp knives, or snake's venom.
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Nathro
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Impure water.
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Locror
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A pouch of dust or a partially finished creation.
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Wilith
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A prism or a double-edged blade.
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Dreth
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Similar to wilith.
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Mood
The mood symbol of a spell is a reference to the truename of
what has in ancient times been called an aspect. Aspects were, depending
on the culture, described as demispirits of a certain temperment or
as psychic constructs created at the beginning, from which all human
and demihuman emotions evolved.
All of the known moods are listed below.
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Hekro
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The aggressive warrior.
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Grol
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The giant guardsman, protector.
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Chran
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The master, the will of the dominant.
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Echri
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The destroyer.
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Wril
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The giver of good.
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Nikiz
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The passive watcher.
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Hurn
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The mad, brutal one.
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Inrof
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The seeker of the hidden, the revealer.
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Viod
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The neutral maker.
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