Wytchmourne has disbanded.

M A G I C

There are eight schools of magic that a character can learn. Each school of magic is unique and has its own unique characteristics. The four elemental magics (Fire, Air, Water, and Earth) are together referred to as “High Magic”. Similarly, Life magic and Death magic are called “Mortal Magic” as a set.

·Fire- This magic delivers a large amount of damage at one period in time.
·Air- This magic delivers small amounts of damage very quickly.
·Water- This magic weakens the caster’s target.
·Earth- This magic strengthens the caster’s target.
·Life- This magic heals the Living and harms the Undead. It also always goes past any armor and deals damage straight to a character’s body.
·Death- This magic heals the Undead and harms the Living. It also always goes past any armor and deals damage straight to a character’s body.
·Effigy- This magic manipulates objects and heals Effigies.
·Ether- This magic manipulates the mind.

Spell Pool is how much magical energy the caster has access to. A character that casts magic does so utilizing spell pool. Each school of magic uses its own variety of spell pool, and one school’s spell pool can only be used to cast spells from that school of magic. Each spell costs a certain amount of spell pool based upon the potency of its effect. A spell cannot be cast if the caster does not have enough spell pool unless a scroll is consumed (see 'Casting a Spell' below). Spell pool, once used, only comes back automatically at the pulse. Spell Pool can be restored actively in a couple of different ways. It can be restored through meditation (see the Secondary Skills section of this website) or with certain potions.

Casting a Spell:
·A caster needs either Innate knowledge or a scroll of the spell in order to cast it.
·Each starting character comes into game with a 20 pages of spell paper, each can become a scroll capable of storing a single spell. A spell book is a bound collection of spell paper.
·Spells can be cast using scrolls instead of magic pool, however this usage destroys the scroll.
·Casting with a scroll still requires the full Incant. Scrolls can be Blown, this not only fails to produce the spell effect but also still destroys the scroll.

Spell Composition:

A spell has two separate parts, the Incantation (or Incant) and the Effect call (placed within a pair of asterisks). Incantations must be completed before the spell is delivered. From completing the incantation, the caster has 5 seconds to deliver the spell and then do the Effect call. (once the effect call has been made, the spell effect targets whatever it touches either currently or next)
The incantation is made of two separate parts, the prefix (noted in bold letters next to the name of the school of magic) and the suffix (unique to each spell, some spells only have a suffix).
The Effect call states what the effect of the spell is. Sometimes this is an amount of damage (i.e. *25 fire*) or sometimes it is a state of being (i.e. *Fear 1 minute* or *Trip* or *2 strength*).

Spell Targeting:

Once the incantation has been successfully completed, the player throws a spell packet (which represents the magical energies the character is releasing in-game) at his/her target.
The energy this packet represents can be seen in-game by characters. If the packet hits someone, whether they are the target or not, they character take the effect of the spell.
A packet counts as hitting a character if it hits any part of their body, clothing, or any object he/she is holding (this does include weapons).
If the packet hits nothing, the character still spends the spell pool, but the effect is taken by whatever inanimate object it hit (in most cases, this nullifies the effect).

Blowing Magic:

A spell can be blown, that is, be unsuccessfully cast, in a few different ways.
·A spell is blown when any part of the incantation is not successfully completed.
a) If the spell is blown during the prefix, the character expends 1 point of spell pool.
b) If spell is blown during the suffix, the character expends however much spell pool that specific spell costs.
·A spell can be blown by taking damage of any variety during the incantation.
·Spells are not blown when interrupted by passive ability calls.
·When a spell is blown, the player announces “Blown.”