Magic Skills
Discworld
MUD help files:
http://discworld.atuin.net/lpc/playing/documentation.c?path=/concepts/magic
The
Magic skill tree has a lot in common with
Faith, in that it heavily utilises just one stat - this case,
Intelligence - to the exclusion of most of the others. And like
Faith, one must invest a great deal of commitment and time to acquiring the
XP required to attain suitable skill levels for success. If anything,
Magic is even more hard work than
Faith.
As such, the same warning applies to rearranges favouring
Magic as it does to
Faith: think carefully before taking the plunge in favour of this skill tree.
That said, a rearrange in favour of
Magic is less exclusive than one for
Faith, because
Intelligence is used more commonly than
Wisdom for many things - notably for special attacks in Combat. I myself have done rather well with an extreme rearrange favouring
Intelligence - because I balanced it with
Dexterity. My
fighting skills may yet be modest - but they're very effective.
The tree is shown here (along with the command that yields it) with the stat dependencies breakdown for each leaf skill. As mentioned in
The Rearrange, this information is extremely useful when considering
bonuses.
skills magic stats
SKILL Stats
magic IIIDW
magic.items IIDWW
magic.items.held IIDWW
magic.items.held.broom IIDWW
magic.items.held.rod IIDWW
magic.items.held.staff IIDWW
magic.items.held.wand IIDWW
magic.items.scroll IIDWW
magic.items.talisman IIDWW
magic.items.worn IIDWW
magic.items.worn.amulet IIDWW
magic.items.worn.ring IIDWW
magic.methods IIIDW
magic.methods.elemental IICCC
magic.methods.elemental.air IICCC
magic.methods.elemental.earth IICCC
magic.methods.elemental.fire IICCC
magic.methods.elemental.water IICCC
magic.methods.mental IIIII
magic.methods.mental.animating IIIII
magic.methods.mental.channeling IIIII
magic.methods.mental.charming IIIII
magic.methods.mental.convoking IIIII
magic.methods.mental.cursing IIIII
magic.methods.physical IIDDD
magic.methods.physical.binding IIDDD
magic.methods.physical.brewing IIDDD
magic.methods.physical.chanting IIDDD
magic.methods.physical.dancing IIDDD
magic.methods.physical.enchanting IIDDD
magic.methods.physical.evoking IIDDD
magic.methods.physical.healing IIDDD
magic.methods.physical.scrying IIDDD
magic.methods.spiritual IIWWW
magic.methods.spiritual.abjuring IIWWW
magic.methods.spiritual.banishing IIWWW
magic.methods.spiritual.conjuring IIWWW
magic.methods.spiritual.divining IIWWW
magic.methods.spiritual.summoning IIWWW
magic.points IISWW
magic.spells IIDWW
magic.spells.defensive WCCII
magic.spells.misc WDDII
magic.spells.offensive WSSII
magic.spells.special WWWII
NB: The layout of the skill trees as seen here is given by typing
options output skills = list. If you do this, but then decide you prefer the default table layout, you may return to it by typing
options output skills = branched.
Magic Commands Available to All Players
There are no magical commands available to non-members of the magical Guilds. However, you may develop the skills to perform any spell which has been scribed to a scroll. Magical artefacts, such as rings and wands, may also be used by those with the requisite skills regardless of Guild (or lack thereof).
Possibly the most desirable spell for any Adventurer (and many others) is Jogloran's Portal of Cheaper Travel (JPCT), which allows you - and any number of people you may have with you - to travel through a portal over any distance.
Note well, however, that spell casting is considerably more dangerous than performing rituals. Failing to handle a scroll due to insufficient skills can take 4 points off your Intelligence; exploding scrolls can kill. So can burning, rumbling and exploding portals!
Useful Websites
In former times, the indispensable resource was
The Spellcheck Project. Sadly, this beautiful website has gone the way of all else hosted by the ill-fated Darkmud server, and is - currently - no more.
However, in its place has arisen the magnificent
Home of Wizardry, which has salvaged most of the same material and presented it in a very digestible form indeed. Bookmark this site, all ye who would dabble in that which men was not meant to wot of!
For a more atmospheric, and equally comprehensive experience, I highly recommend
Sekiri's
A Study of Wizardry. Formerly hosted by Geocities until they closed their web hosting facility,
Sekiri's site has been lovingly preserved in two places:
While
Sined's site is a static archive,
Lasse the Red has undertaken to keep the material up to date in hers. I would therefore recommend bookmarking her version, at least until
Sekiri returns.
And finally, there is the
Wizard's Guild - Discworld MUD Wiki. Not a bad little site at all, but currently rather overshadowed by the two sites given above.