ARMAGEDDON
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Magick Basics

(Magick)

Magick Basics

Note:

This help file is intended for players who are already familiar with the basics of the magick system of Armageddon. If you are not, please see "help faq" under the heading "How does the magick system work?"

The endless research into magick and spellcasting has revealed certain consistencies among the symbols. As is well known, true names of things give power over them, and it is this principle that has been recently theorised to be the case with Magick. Each symbol may in fact be the true name of an elemental or spiritual power.

Descriptions of each symbol may be seen under "help magick element", "help magick sphere", and "help magick mood". A discussion of the actual casting of spells may be seen under "help magick cast".

Currently, spells are gained through experience. The methods of discovering symbols are manifold, and each mage no doubt devises his/her own, but several common tactics are here explained.

Direct trial-and-error can yield significant results, though there are simply too many combinations of symbols. To shorten the work, the following information may assist you:

  1. Suk-krath appears often with hekro and morz.
  2. Vivadu appears often with viod and wril.
  3. Ruk appears often with pret.
  4. Whira appears often with iluth and locror.

Spellbooks, tomes, and grimoires are extremely useful, but also extremely rare. There has no doubt been considerable research done in the past, and these books are probably often correct or possess symbolic combinations which are lost in these latter days.

Most valuable of all, locating an older, experienced teacher can be the best way of finding symbols.

See also:

magick cast, magick components, magick element, magick mood, magick power, magick reach, magick sphere