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Pickles
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« on: May 11, 2009, 08:01:45 am »

Basic Guide to Reagents:

Black Pearl
Black pearl is a common reagent in spells that involve travel, distance, propulsion or projection.

Alchemical Uses:
A hobbyist alchemist may be able to manufacture a potion of refreshment using three black pearls.  With additional skill, he or she may also be able to make a potion of total refreshment using five black pearls.

Magery Uses:
Black pearl is used frequently in spells involving magical travel, and also in combat spells.

Third Circle: Fireball
Fourth Circle: Mana Drain, and Recall
Fifth Circle: Blade Spirits, Mind Blast
Sixth Circle: Energy Bolt, Mark
Seventh Circle: Energy Field, Gate Travel, Mana Vampire


Blood Moss
This reddish fungus is found mainly in marshlands and swamps.  It is known to focus the qualities of speed, animation and locomotion.

Alchemical Uses:
Blood Moss is used to increase dexterity and stamina.  A hobbyist may produce an agility potion using a single blood moss, and a novice alchemist can make a stronger version using three blood moss.

Magery Uses:

First Circle: Clumsiness
Second Circle: Agility and Magic Untrap
Third Circle: Magic Lock, Telekinesis, Teleport, Unlock
Fourth Circle: Recall
Fifth Circle: Incognito and Summon Creature
Sixth Circle: Explosion, Invisibility, Mark, and Reveal Hidden
Seventh Circle: Mana Vampire


Garlic  
Few kitchens in Britannia are without this humble allium.  Legends of its protective powers extend back through the mists of time, and in modern magical  practice it is used in spells which protect the caster or a target and ward off or dispel a danger or evil.  For purposes of magic, the bulb of the plant is washed, peeled and ground into a paste.

Alchemical Uses:
Potions made of garlic are used to cure poison.  Anyone can create a lesser cure potion with a single bulb of garlic, which is capable of curing lesser poison.  A serious hobbyist can create a stronger version using three bulbs of garlic, which is capable of curing regular poison.  It takes an expert alchemist, and five bulbs of garlic, to produce a greater cure potion capable of curing any poison.

Magery Uses:
Garlic is used in most spells involving someone's health.

First Circle: Create Food, Heal, Reactive Armor, and Weaken
Second Circle: Cure, Magic Trap, and Protection
Third Circle: Bless, Magic Lock
Fourth Circle: Arch Cure, Arch Protection, Curse, and Greater Heal
Fifth Circle: Incognito, Magic Reflection, and Paralyze
Sixth Circle: Dispel
Eighth Circle: Resurrection


Ginseng
As a magical reagent, ginseng focuses the powers of healing and enhancement.  However, its bitterness belies its restorative nature.  Before it can be used in magic ritual, the root of the plant should be boiled in the freshest water, cooled and brought back to a boil in fresh water no less than forty times.  With the last boiling, it is transformed into a heavy, strong-smelling syrup.

Alchemical Uses:
Ginseng potions are used to magically heal a person's wounds.  A lesser-healing potion using a single ginseng root is easy enough to be produced by anyone.  An alchemy hobbyist can make a stronger version using three ginseng, and a journeyman alchemist can make the strongest known healing potion using seven ginseng roots.

Magery Uses:

First Circle: Create Food, Feeblemind, and Heal
Second Circle: Cure and Protection
Fourth Circle: Arch Cure, Arch Protection, and Greater Heal
Eighth Circle: Resurrection


Mandrake Root
The powerful mandrake inhabits the dimmest groves of dankest swamps.  Once found, great care must be taken in uprooting it in order to keep the taproot intact, for the taproot is its locus of power.  The exposed root is then carefully boiled and dried. Mandrake is used in spells involving strength, power and energy.

Alchemical Uses:
Mandrake root is used to create potions that give one great strength.  A serious hobbist can use two mandrake roots to create a potion of strength.  An apprentice alchemist can create a greater strength potion using five mandrake roots.

Magery Uses:
Many of the known magical spells use mandrake root to power their effects.

First Circle: Create Food
Second Circle: Agility, Cunning, and Strength
Third Circle: Bless, Telekinesis, and Teleport
Fourth Circle: Arch Cure, Arch Protection, Greater Heal, Lightening, Mana Drain, and Recall
Fifth Circle: Magic Reflection, Mind Blast, Paralyze, and Summon Creature
Sixth Circle: Dispel, Explosion, Mark
Seventh Circle: Energy Field, Gate Travel, Mana Vampire


Nightshade
The deadly nightshade, another denizen of the swamps, was christened for its strange, waxen flowers, which only bloom at night.  It should be carefully handled and prepared, for it is poisonous to the touch.  For magical preparations, it is either crushed or brewed into a tea.  As a reagent, nightshade focuses the powers of death, damage, poison and illusion.

Alchemical Uses:
All forms of poison use nightshade in one way or another, and poisons are the most varied potions in Britannia.  A weak poison potion is easy enough for anyone to make with a single nightshade.  A hobbyist can produce a normal-strength poison potion with two nightshade, and a journeyman alchemist can use four nightshade to make a strong poison.  Finally, a master alchemist is capable of producing the deadliest of poisons (save the touch of the poison elemental) using eight nightshade.

Magery Uses:
Nightshade is used primarily in spells that are intended to cause death.

First Circle: Clumsy, Feeblemind and Weaken
Second Circle: Cunning, Harm, and Strength
Third Circle: Poison
Fourth Circle: Curse
Fifth Circle: Incognito, Mind Blast
Sixth Circle: Energy Bolt, Invisibility,



Spider's Silk
Spider's silk is as common as spiders are, but as fine and light as air.  Because of this, at least one ounce of it is required for a simple spell.  The spider's silk concentrates the power to summon, conjure and bind.

Alchemical Uses:
Anyone can make a potion of nightsight from a single ounce of spider's silk.

Magery Uses:

First Circle: Heal, Nightsight, and Reactive Armor
Second Circle: Harm and Magic Trap
Fourth Circle: Greater Heal, and Mana Drain
Fifth Circle: Magic Reflection, Paralyze, and Summon Creature
Seventh Circle: Energy Field, Flamestrike, Mana Vampire



Sulphurous Ash
This pungent ash, created by violent volcanic disturbances, recalls the fiery and explosive energies of its origin.  It is uses in spells which create explosions, fire or light.

Alchemical Uses:
Sulphurous ash as a alchemical agent produces an explosive compound.  A weak explosion potion requiring three sulphurous ash can be produced by by just about anyone.  A novice alchemist can use five sulphurous ash to produce a slightly stronger explosion.  An expert alchemist can make the strongest explosion potion using ten sulphurous ash.

Magery Uses:

First Circle: Magic Arrow, Nightsight and Reactive Armor
Second Circle: Magic Trap and Untrap, and Protection
Third Circle: Magic Lock, and Magic Unlock
Fourth Circle: Arch Protection, Curse, and Lightening
Fifth Circle:  Mind Blast
Sixth Circle: Dispel and Reveal
Seventh Circle: Energy Field, Flamestrike, Gate Travel

*Signed*
Elizabeth "Pickles" Martin
Officer Cadet
« Last Edit: April 09, 2011, 01:37:43 pm by Ilyana Drachen » Logged

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« Reply #1 on: May 11, 2009, 08:23:04 am »

Listed below are syllables a mage utters to accomplish spells. These are syllables of an ancient language, which bind and release etheric energy. A basic understanding of these should give you insight into the nature of the spells you control. Usng these words of power help bring forth the action you are trying to create. A total a full understanding of these words are essential for any Arcanist to succeed.
 
An ~ Negate or Dispel
Bet ~ Small
Corp ~ Death
Des ~ Lower or Down
Ex ~ Freedom
Flam ~ Flame
Grav ~ Field
Hur ~ Wind
In ~ Make, Create or Cause
Jux ~ Danger, Trap or Harm
Kal ~ Summon or Invoke
Lor ~ Light
Mani ~ Life or Healing
        Nox ~ Poison
Ort ~ Magic
Por ~ Move or Movement
Quas ~ Illusion
Rel ~ Change
Sanct ~ Protect or Protection
Tym ~ Time
Uus ~ Raise or Up
Vas ~ Great
Wis ~ Know or Knowledge
Xen ~ Creature
Ylem ~ Matter
Zu ~ Sleep

Though these words are extremely important, any true Arcanist knows that it takes more than just muttering a few words to produce the effect or spell you were trying to create. These words are only a stepping stone to create your magic, magic can be done without uttering these words. But an in depth knowledge of the use and power of these words will increase your abilities ten fold. I highly recomend that any aspiring Arcanist should take the time to study these words.

*Signed*
Elizabeth "Pickles" Martin
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« Last Edit: April 09, 2011, 01:38:17 pm by Ilyana Drachen » Logged

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« Reply #2 on: May 14, 2009, 01:45:39 am »

Inscription adds 10% bonus damage to the following (RoE)spells at Grandmaster level:


Magery:
Magic Arrow
Harm
Fireball
Lightning
Energy Bolt
Explosion
Flamestrike

Mysticism:
Bombard
Eagle Strike
Nether Bolt
Spell Plague

The potency of the following spells mainly depends on the caster's inscription skill:

Reactive Armor: Increases caster's Physical Resistance by ((Inscription / 20) + 15) points, decreases caster's Fire, Cold, Energy and Poison Resistance by 5 points each.

Protection: Characters under the Protection spell effect can no longer have their spells "disrupted" when hit. As a result, those affected by the spell will experience: decreased physical resistance (-15%), a reduction of their Resisting Spells skill value by -35%, and a slower casting speed modifier of 2 points. However, this penalty can lower neither Resisting Spells nor the casting speed below 0. At GM Inscription your physical resist is only lowered by 10% and your Resisting Spells skill is only lowered by 30%.

Magic Reflect: Decreases caster's Physical Resistance by (20 - (Inscription / 20)) points, increases caster's Fire, Cold, Energy and Poison Resistance by 10 points each. Maximum physical resistance cap of 65.
Also When a player casts magic reflect they will receive a Pool of Reflection power which is based off of their Magery, Inscription and scaled by their Magic Resistance.
Note that the Pool of Reflection is rounded down to the nearest integer and is capped at 100% while the formula's maximum value is 110%. Because of this, not all skill values need to be maximum: 120 Magery, 100 Inscription and 108 Magic Resistance will yield 100% reflection pool.
The level of the spell cast on a target will remove power for the targets reflection pool. The more powerful the spell you cast, the better chance you have of defeating the magic reflection(a level 3 spell will remove 30% of the pool and a 5th level spell will remove 50% of the pool). If the spell is not successful in bringing down the magic reflect, the spell will be reflected back to the caster. Once a spell is cast that succeeds in depleting the pool of reflection's power, it will damage the target.
This is true even if the first spell cast successfully breaks the reflect. Once a reflect is broken, there is a 30 second delay before the target can cast reflect again to replenish their pool.

The Magic Reflection spell has an indefinite duration, becoming active when cast, and deactivated only when re-cast. Along with Reactive Armor and Protection, this spell will stay on -- even after logging out -- until you “turn it off” by casting it again, or until you die.

Hope this enlightens at least someone on the greatness of having GM inscription skill on your Mageling.



                                                                                                                                                                                                                     

Poisoning skill is capable of enhancing the level of poison you cast within two tiles of the target, or with poison fields. How high a level of poison you cast is based on how much combined poisoning skill and magery you have on your template (magery + poisoning)/2; if that's equal or greater than 65, you will cast normal poison instead of the standard lesser poison. If it's greater or equal to 85, you'll cast greater poison, and lastly, if it's greater or equal to 100, you will cast deadly poison without fail. (Example: 120 magery + 80 poisoning skill = Deadly poison inflicted with In Nox spell)

                                                                                                                                                                                                                     

Alchemy:
If the user of explosion potions has any alchemy skill the damage will be increased by 1 for every 5 points of alchemy skill the user has.
If the user of conflagration potions has any alchemy skill the damage will be increased by 1 for every 13 points of alchemy skill the user has.
If the user of invisibility potions has any alchemy skill the duration will be increased by 1 for every 10 points of alchemy skill the user has.
As your skill improves you gain a Enhance Potions bonus of 10% for every 33 skill points achieved (30% at GM).

- Signed brilliantly, Celuvian Haap
« Last Edit: April 12, 2011, 11:50:38 pm by Celuvian » Logged
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« Reply #3 on: August 18, 2009, 01:12:52 am »

First Circle
Clumsy (Uus Jux) - When cast upon a person or creature, this spell affects the being's dexterity, causing them to temporarily lose their ability to finely coordinate their movements. The victim of the spell may be unable to properly swing their weapon, or find it difficult to find their footing on uneven ground.

Create Food (In Mani Ylem) - The magical energy drawn from the ether is channelled into the creation of an item of food. With concentration, I imagine the variety of food one can create becomes more varied, but the foodstuff which appears is seemingly random.

Feeblemind (Rel Wis) - This spell will temporarily cloud the mind of the target, making it difficult for them to think clearly.

Weaken (Des Mani) - Reduces a target's physical strength. This may cause them to be unable to move or hold their equipment as they are suddenly no longer to support its weight. While not particularly useful in battle, it can be very humorous.
          Magic Arrow (In Por Ylem) - Creates a fiery arrow of magic which can be aimed and fired by the Arcanist who cast the spell. While painful, they tend to be far less effective than actual arrows.

Night Sight (In Lor) - Allows the caster to see as if it were day time with only a very small amount of light. This spell can also be cast on others, though many object to their senses being tampered with in such a way.

Reactive Armor (Flam Sanct) - This spell charms the armour currently worn by the caster. Until the caster's concentration is broken, their armour will better resist physical damage, but will be more easily penetrated by magical means.

Heal (In Mani) - Heals minor injuries, but cannot cure a person from a poison in their body.


Second Circle
Agility (Ex Uus) - Temporarily increases the dexterity of the recipient of the spell.

Cunning (Uus Wis) - Temporarily increases the intelligence of the recipient of the spell.

Cure (An Nox) - Removes a poison from the body of the being on which this spell is cast, but cannot repair the damage that the poison has done.

Harm (An Mani) - Causes negligible to considerable pain to a target, based on how close to the caster the target is. If the target is more than a few metres away, the spell is all but useless.
          Magic Trap (In Jux) - Creates a magical ward around a container, that causes a small explosion if the container is opened without the trap first being disabled.

Magic Untrap (An Jux) - Removes a magical trap from a container.

Protection (Uus Sanct) - This spell increases the casters concentration, making it more difficult for their spells to be interrupted by pain. Unfortunately, it also makes their bodies more susceptible to pain.

Strength (Uus Mani) - Temporarily increases the physical strength of the target of the spell.


Third Circle
Bless (Rel Sanct) - A very useful spell which combines the effects of Strength, Agility, and Cunning.

Fireball (Vas Flam) - A large ball of fire, about the size of a human head, is launched at the target.

Magic Lock (An Por) - Magically locks a container. This lock can only be undone by magical means.

Poison (In Nox) - Inflicts the target with a low-strength, magical poison. Arcanists with higher knowledge of poisoning can inflict greater levels of poison with this spell, leading me to believe that there is a link between conventional and magical poisons.
          Telekinesis (Ort Por Ylem) - Allows the caster to move objects and operate switches from a distance.

Teleport (Rel Por) - Allows the caster to teleport themselves to another spot. This spell only allows the caster to teleport themselves to a place that they can see.

Unlock (Ex Por) - Can unlock both convention and magic locks, of a certain difficulty.

Wall of Stone (In Sanct Ylem) - Creates a magical wall of stone, about 3 metres high, three metres wide, and one metre deep. This wall lasts for approximately ten seconds before disappearing.


Fourth Circle
Arch Cure (Vas An Nox) - A more powerful alternative to the Cure spell. This spell removes the poison from everyone within a few metres of the caster, and is able to negate even the most powerful poisons.

Arch Protection (Vas Uus Sanct) - Casts the Protection spell on everyone within a few meters of the caster.

Curse (Des Sanct) - A powerful and very useful spell, which holds the same power as casting Weaken, Clumsy and Feeblemind on an opponent.
          Greater Heal (In Vas Mani) - Able to heal more grievous wounds than the standard Heal spell.

Lightning (Por Ort Grav) - Causes a bolt of magical lightning to come down from the sky, and strike a target.

Mana Drain (Ort Rel) - Temporarily drains someone of mental energy. The effects do not last long, but are useful for preventing people from using magics.

Recall (Kal Ort Por) - Allows the caster to instantly teleport to a location imbued into a rune stone.


Fifth Circle
Dispel Field (An Grav) - Dispels a magical field such as damaging field spells, and temporary moongates.

Incognito (Kal In Ex) - Disguises the appearance of the caster by changing the way their skin colour, hair, and facial hair appear to onlookers. This effect only lasts a limited time, and has a habit of fading at the most inconvenient time.

Magic Reflection (In Jux Sanct) - Increases the casters resistance to the effects of magic, while making them more vulnerable to physical attack.
          Mind Blast (Por Corp Wis) - Gives the target of the spell an intense brain freeze, causing brief, but intense pain.

Paralyse (An Ex Por) - Almost completely prevents the target from moving for a short time.

Summon Creature (Kal Xen) - Summons an animal from elsewhere in Britannia. You cannot be sure what creature will appear, so it is a dangerous spell to cast!


Sixth Circle
Dispel (An Ort) - Attempts to dispel a summoned creature. Some creatures, such as those summoned by powerful arcanists can resist these attempts to dispel them.

Energy Bolt (Corp Por) - Launches a bolt of pure energy at the target.

Explosion (Vas Ort Flam) - Creates an exposive fireball centred on the target of the spell.
          Invisibility (An Lor Xen) - Renders the target invisible for a short period of time, but only as long as the target remains still.

Mark (Kal Por Ylem) - Imbues a rune stone with the location on which it was marked, allowing the arcanist to magically recall to that spot.

Reveal (Wis Quas) - Reveals hidden people, whether they're hidden in magic or shadow.


Seventh Circle
Flame Strike (Kal Vas Flam) - Creates a devastating pillar of fire around the target.

Gate Travel (Vas Rel Por) - Creates a temporary moongate to the location marked on a rune stone.
          Mana Vampire (Ort Sanct) - Leeches mental energy from a target, and gives it to the caster.

Polymorph (Vas Ylem Rel) - Allows the caster to change their appearance to that of another creature.


Eighth Circle
Resurrection (An Corp) - A spell with the power to bring someone back from the brink of death, and prevent their passing.
« Last Edit: August 18, 2009, 06:03:31 pm by Hoagie » Logged

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« Reply #4 on: August 23, 2009, 06:03:00 pm »

S'been a good long while since we had a battle to the magnitude of what we had in Minoc the other night and I was really inspired by the whole affair. While I chewed on some toast earlier this morning I began to break the battle down into components such as what went well, why things went wrong and so forth. Having said that I was only considering these elements from a purely personal perspective but I like to think I've formulated my musings into something that will be helpful to everyone. This is by no means what you should do, this is simply a constructive look at my own approach to battles in general.



The B.A.S.I.C.S
(Brains, Avoid, Skirmish, Improvise, Collaborate, Survive)

BRAINS;

Use them.

It is crucial that you know your opponents on the battlefield. Knowing them can be the difference between administering a coup d'grâce and being thoroughly trounced. It is imperative that you learn to recognise the veteran fighters in each force we find ourselves fighting. I always find it very useful to know about enemy characteristics. Knowing why they have whatever reputation, knowing whether it applies or is just rumour, knowing what they're likely to do and so on.  From the accumulation of this knowledge you can judge your fights better. For example you can determine whether a salvo of certain spells is going to send them running or keep them coming undeterred. Or learn which targets they're likely to persue, whether they focus on goals or become prey to distractions.

And so on and so forth.

You can ascertain many useful things from a simple study of your opponent. But a wealth of knowledge is not always possible. Sometimes new threats will come into the field of war and you have no research to cover them. In situations such as these you have to resort to simple evaluation. What are they wearing? How do they carry themselves? Are they following the orders issued to them? Are they adhering to the tactics of their side? Are they straying off on their own? Do they seem to handle their weapon of choice confidently? Do they hesitate before engaging? Is their talent at what they do greater than yours? How can you combat this deficiency? Et cetera.

You're basically looking for any flaw you can capitalise on and use to your advantage. If you know the potential outcome before you've even begun the fight you will perform better and be on a firmer footing to respond to problems.

When I keep this in mind I find the the old axiom of "knowledge is power" to be a massive understatement.

AVOID;

Avoid. Trouble. Completely.

As Arcanists we define the term "glass cannon", we can blow people to kingdom come but it only requires a small effort to eliminate us from the fight. Try to avoid front line encounters at all times, if you're noticed running amongst the main block of guardsman you will be removed in a very short space of time (we're assuming our enemy knows what they're doing). With either spellbooks or empty hands we scream "TARGET" and that's long before we've even begun to chant our power words. Accept that you're sought after and act like it, stay out of the firing line. Does the fox cavort among the hounds...? No, he is wily and runs for safety, returning to murder chickens when the coast is clear.

It is very tempting to trust the healing ability of your fellow Covian's when standing in formation with arms at the ready, to imagine yourself invincible. Unfortunately this is not the case in practice, nothing short of divine intervention can stop a focused takedown. It doesn't matter if you're Buttons Q. Mouse, if the enemy want you on your back and devote themselves to achieving it, they will.

Staying in a group may be effective and viable for our melee fighters but I disagree with anyone that claims the Arcanists also benefit. The nature of our destructive power is that we have to keep moving, a spellcaster's greatest ally is his range from the target. You don't want your spells interrupted, and your certainly don't want to be caught by people you've been roasting from far away. They WILL be angry and they WILL want to show you through the medium of ultraviolence.

I always endeavour to stay away from groups and fight from the fringes.

Avoid the clamour, bring the noise.

SKIRMISH;

In close partnership with the letter A for Avoid is my good friend S for Skirmish.

When I say I steer clear of any concentration of troops I'm not advocating hiding, oh no no no, I potshot like a professional. One of the best things about keeping to the fringe is finding opportunities to jump in and demolish a target. Chances are you'll find some poor unfortunate being chased down by a single foe or a group of them. With such bloodlust in clear attendance it's easy to step in and latch onto someone. Most of them are so dead set on their current goal that they'll simply refuse to change gear. Nine times out of ten your new found friend will desperately begin to address what you're doing to them just as you administer the finishing spells. If your victim immediately switches their attentions, use your Brains to assess the situation and your chance of success. If it's too low go back to Avoiding, simple.

By far the best thing about skirmishing is the fact that the battle as a whole is always in the background. You're simply jumping in and out, assisting your side with a timely flamestrike here and there or sly victories one on one. I also find that restricting spells are a great compliment to skirmishing. Due to your absence from the theatre of war you're distinctly unexpected. Why not be distinctly unexpected with an outgoing curse or paralyse spell? The opposition is sure to appreciate it, albeit from the comfort of a hospital bed.

On top of all this, skirmishing is even good for you mana conservation. If you're only firing from time to time and not casting into exhaustion then you're more useful, more often. An efficient Arcanist is an esteemed Arcanist.

IMPROVISE;

Do NOT stick to a formula.

Even Momo [the gorilla] can outwit an Arcanist that rarely steps outside their comfort spells, be they energy bolt or the entire Sixth Circle. Although certain enchantments are more effective than others I always try to remember that I have sixty four at my disposal. Naturally my offensive palette consists of energy bolt, explosion, flamestrike, fireball, lightning and so forth. The favourites will always have a place in someone else's face. But this doesn't mean that the other applications of magic are pointless. The scholars that originally researched the spells that now form the cornerstones of modern Magery did so to cover all the angles.

Of course Baronship law rules out a lot of the spells we see used by various adversaries. We'll never receive elemental assistance or fielded blockades, whether poisonous or preventative. Despite this there is still a large repertoire of magical magnificence to call upon. Is your dance partner showing a strong resistance to fire and energy? Don't stubbornly continue, switch to cold and poison themed trickery. Are you running into a dead end? Don't push through heavily armed thugs you dummy, teleport past them. Feeling a little worn out...? Forget finding a quiet corner, leech the mental strength of another with mana vampire. S'a selection of spells for every situation, dust them off as much as possible.

Improvising applies to your general behaviour as well as your offensive actions. Don't run to the same spots all the time, keep it fresh and know your territory. Use line of sight to frustrate the effort of archers and enemy Arcanists. If you're proficient in wrestling throw the odd punch, knock people for six or attempt to disarm their weapons. If you've been authorized by Command to utilise skill as a chemist then chuck explosive concoctions like theres no tomorrow. To make a long story short, keep it surprising.

Think unpredictable stallion, not one trick pony.

COLLABORATE;

You're not alone out there.

During your journeys into the danger zone you will bump into troubled compatriots. Throw them some refreshment in the form of a greater or lesser healing spell. Inhibit their attackers, hell, attack some of them if the area is safe enough. If you can't stop long enough to perform an attack then throw a few quick fireballs and hope to scare off the bullies. If the Covian is winning the fight I always jump in and assist with the victory, streamline our performance as a whole. The faster one of our opponents is out, the faster we can go after his friends.

You'll also come across people resting in the same places you are. This communal relaxation will give you ample time to come up with a partnered plan of action, skirmishing as a twosome is absolutely lethal. But this is not the only method of covering the Baronship's back. Keep an ear out for orders, listen to your communication crystal and keep track of what's happening. Try and work some collaboration into your moonlighting. Picking targets at random is effective, but don't give it exclusivity, if your fellows are in trouble do whatever you can. Arcanist's are exceptional solo fighters but at the end of the day we fight for Cove and if they're dropping like flies our skill counts for very little.

You're priority one, but two comes directly after one, find the time for both.

SURVIVE;

DO - NOT - FALL - OVER.

As an Arcanist you can reinforce yourself with a single spell, heal and cure yourself and others. You should not be on your back regardless of whatever threat we're facing. As covered in other essays there are certain supplies that you should not be without. Personally I carry a fat sack stuffed with greater heal potions, greater cure potions, total refreshment potions, orange petals, purple petals and specially treated apples. Each of these can prove to be absolutely essential when you're suffering at the hands of several aggressive nutcases.

If you cannot carry these due to the weight or you simply run out, seek refuge or friendly company, ideally both. We are a cut above every other fighter in Cove, we are Arcanist, we are power condensed into fingertips. As a result of this we should be setting an example for the rest of the Baronship to admire, we cannot do this with our faces in the dirt. You should be as fast as lightning, tougher than iron and as stylish as a velveteen cloak. The longer we remain on our feet the longer the enemy remain harried. Our rivals are much easier to take down if they're furiously trying to stave off Arcanist attention.

Look after yourself, you're valuable.



S'what I take into battle.

S'what I refer to mentally when I'm in trouble.

I know the B.A.S.I.C.S.

Signed with a pronounced flamboyancy to his signature,
Senior Arcanist Kas Valentine.
« Last Edit: October 26, 2010, 12:24:57 pm by Kas Valentine » Logged

Leanne Martin
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« Reply #5 on: June 17, 2011, 03:28:18 am »

Anatomy combined with Evaluating Intelligence, these two skills can be used to replace Wrestling or other melee skills for defense. At 100 in both you will have the equivalent of 110 in defensive wrestling skill. Defensive Wrestling means the ability to dodge attacks, but not using the special skills known as disarm and paralyze strike. The Formula is ( Evaluating Intelligence + Anatomy + 20 ) / 2.

Ilyana Drachen,
Arcanist Corporal
« Last Edit: June 17, 2011, 11:05:46 am by Ilyana Drachen » Logged

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Leanne Martin
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« Reply #6 on: September 28, 2018, 12:08:57 pm »

It is important to know the weakness and strength of our very own spells, but also of the enemy we face. Too many times have I've seen young mages trying to poison a venomous snake or igniting a fire elemental. This will not work and rethinking your strategy will do wonders, and most importantly, save some of your mana pool in cases. Below are all the elements listed, each with their strength and their associated spells.


Fire



"Bringing both, warmth, comfort and light, fire also brings destruction, pain and death if not controlled. A small spark can cause a forest to burn and with it, end many lives and form complete new landscapes. There is a reason why Arcanists are called Flamethrowers, as most of our spells are from this particular element."


Spells:
Magic Arrow, Fireball, Explosion, Flamestrike

Fiends resisting this element:
Ancient Wyrms, Bake Kitsunes, Balrons, Dragons, Hell cats and hounds, Fire Elementals, Efreets, Daemons

Fiends weak to this element:
Liches, White Wyrms, Undeads, Ice and Snow Elementals



Cold



"Accompanied by an aura of calmness, it is the opposite of wild fires. However, as peaceful as it may look, a death by cold can be slow and painful. Slowing enemies and freezing them where they stand, the sheer presence of something so cold will damage you."


Spells:
Harm, Mind Blast

Fiends resisting this element:
Liches, White Wyrms, Undeads, Ice and Snow Elementals

Fiends weak to this element:
Ancient Wyrms, Bake Kitsunes, Balrons, Dragons, Hell cats and hounds, Fire Elementals, Efreets, Daemons



Poison



"While poisonous spells are more up the alley of necromancers, the one spell used by Arcanists is a very important one to weaken an enemy over time., especially for Nox mages. While there are many fiends that can be poisoned, there are also equally as many that can not."


Spells:
Poison

Fiends resisting this element:
Liches, Undeads, Poison Elementals, Spiders, Snakes, Golems, Arctic Ogre Lords, Balrons

Fiends weak to this element:
There is no known fiend particular weak to poison



Energy



"One of the most powerful and used element will leave more than just bruises on an enemy's skin. Increasing the heartbeat and causing severe internal damage to organs, energy is by far the most dangerous element."


Spells:
Lightning, Energy Bolt

Fiends resisting this element:
There is no known fiend particular resistant to energy

Fiends weak to this element:
Balrons, Golems, Daemons, Dragons, Gargoyles

Ilyana Drachen, Senior Arcanist
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