Wizard and Necromantic Magic
Study
Wizards (and necromancers) can gain spells via magic items (which is very rare) and by studying text and tomes. It typically takes a wizard 3-4 months of uninterrupted study to attempt a new spell (and the wizard is still not guaranteed success). Possessing a library will increase the chances of success. Spellbooks and tomes may be purchased (at high prices), found, or gained as spoils, which will increase the success rate further, or even open up whole new areas of study.
Study Period |
Chance for Success |
1-2 months |
10% |
2-3 months |
20% |
3-4 months |
50% |
4-6 months |
75% |
6+ months |
90% |
Creation of Magic Weapons/Armor
Beyond the spell (MP) and resource (RP) costs, there is a time element for the creation of magic weapons and armor. A Smithy is required to produce magic weapons/armor and a standard house smithy can produce 100 units per turn. A smithy requires 25 individuals to maintain (typically slave, but drow can be used) and if Duergar, deep gnomes, or mountain dwarves are utilized - only 10 are required. The following is a build chart for a standard Smithy:
1 +1 weapon or armor unit = 1 production unit
1 +2 weapon or armor unit = 2 production units
1 +3 weapon or armor unit = 5 production units
1 +4 weapon or armor unit = 10 production units
1 +5 weapon or armor unit = 25 production units
In addition, a house will produce enough non-magical weapons/armor for any newly trained troops gained during the game at no cost. But note, these are NON-MAGICAL units.
SPELLS
Creation
Enchant Weapon/ArmorA weapon produced with adamantine may be enchanted by a wizard. Each enchantment level (+1) costs 10 MPs to a max of +4 (40MPs). Only a Matron Mother can order the creation of a +5 weapon/armor unit and this is done rarely (as these items will often be the target of thieves).
Create Magic Item
Powerful wizards and necromancers can often create powerful magic items (not artifacts). The cost and time varies depending on the task (and there are not sacrifices required!).
Identification
Identify Magic/ItemThis spell can be used to identify the type and strength of magic (necromantic, demonkind, elemental, simple enhancement, etc..) that was used to create an item or effect. Artifacts will often mislead the caster of this spell (and usually have to be used to determine their origin). There are no levels to this spell. Base cost: 40
Necromantic (Necromancer only)
Detect Undead
This spell can be used on a specific creature (or creatures) to determine if they are undead. More powerful undead creatures can mask themselves from this spell and higher level casting is then required. Level Cost: 20 (which will automatically detect lesser undead)
Raise Dead
Any fallen creature can be raised by a Necromancer to loyally serve the caster. The raised creature becomes a type I (skeleton/zombie) or type II (wraith/white) depending on its strength prior to being killed. Undead will remain until dispelled, destroyed, or they simply decay. Level cost: 2 per creature
Summon Undead
A Necromancer may choose to summon the greatest powers of his sphere to summon a greater undead (vampire, spectre, lich, ghost, etc..). If the call is answered (and it often is not) the summoned creature will arrive the following turn (this is the only spell with such a delay). The creature will follow the instructions of its master for 1 month per level of the necromancer, at which point the creature will return to its home or choose to join the necromancer (if the price is right!). Some greater undead have spell like powers and all are immune to lesser magic and poisons. Level cost: 40 (5 permanent)
Wards
Only wizards (not necromancers) can set ward spells. Wards are magical traps and detection spells that can identify, injure, stun, and even kill the intruder who set it off. Wards can also set off alarms. Wards can are permanent and can only be removed by the spells caster (some powerful magic items can dispel wards). Wards can be avoided by more experienced informants and spies. Below is the spell cost (some wards to cost permanent MPs) and capabilities of the various ward spells. Mages can combine efforts on ward spells.
Type |
Cost (MPs) |
Description |
Alarm |
20 |
can be cast on room, door, or gate |
Identify |
30 (2 perm) |
can be cast on room, door, or gate; meant to identify intruder's house |
Stun |
40 (3 perm) |
can be cast on room, door, or gate |
Kill |
50 (5 perm) |
can be cast on room, door, or gate; these spells will at least injure the intruder (but are meant to kill) |