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Spell Casting
Spell casting is a skill of mages, sorcerers and spellswords. It uses mana, and some also require particular ingredients to complete the ritual. The spells that are reserved to either the mage bonus skill or the sorcerer bonus skill can also be used to enchant an item. Then, if any user acquires this enchanted item, they can cast the spell (by still using their own mana) with the power that the mage or sorcerer who enchanted it would have had.

The more a sorcerer or mage practices in magic by casting spells, the stronger all of their spells will become. You will gradually see your chances increasing, and the effects of your spells becoming greater.

There are several spells that burn only mana (require no ingredients) and are available to both mages and sorcerers:
Shield: Throw up a mana shield that will absorb the damage from an attack. Your mana will drop with each damage point. When your mana reaches 0, your shield will break, and any remaining damage will hit you.
Disarm: Attempt to knock an opponent's weapon away, dropping it to the ground. You may not, however, pick up the item until after the user has reacted.
Unstrap Armour: Attempt to drop an opponent's armour to the ground. You may not, however, pick up the armour until after the user has reacted.
Armour Melt: Deals damage directly to the armour of your opponent.
Destroy Weapon: Deals damage directly to a weapon.
Power Well: Drains health and converts it to mana. 1 mana = 1.5 health


Mage-only spells: These spells can be used to enchant items and also require particular ingredients
Revitalize: Restores the fatigue on a user
Calm Animals: Is cast on an entire room - any animals in that room at the time will not attack anyone for a certain duration of time.
Divine Intervention: Forces a character into their untransformed state for a certain number of posts. This spell requires the user's hair as an ingredient.
Protection Against Curses: This spell can only be used to enchant an item. Once an item is enchanted with this spell, it will give the wearer a percentage chance to block any curse that may be placed on them.


Sorcerer-only spells: These spells can be used to enchant items and also require particular ingredients
Insomniac: This spell will make it so that the effected user cannot pass out from fatigue or voluntarily go to sleep until their fatigue drops well below zero. Afterwards, they will not be able to wake up until their fatigue is in the positive.
Enrage Beasts: Is cast on an entire room - any animals in that room at the time will attack anyone- including their owners and masters - for a certain duration of time.
Demonic Possession: Forces a character into one of their transformed states and keeps them there for a certain number of posts. This spell requires the user's hair as an ingredient.
Raise the Dead: This spell will raise a dead character (NPC or PC) and reconstruct their bodies if they have been dismembered. They will then become NPC creatures under the control of whoever cast the spell. There is no time limit on their existence. They will fill the role of regular NPCs, except they will be looking to bite people.


There is also another spell that requires ingredients but is available to both mages and sorcerers.
Trace: This spell will reveal the location (down to the building they are in) of a particular user. This spell requires the user's hair as an ingredient.


Enchanting
Even if you are not a mage or a sorcerer, there is a way that you too can cast these spells. This is through enchanted items. A mage or sorcerer can choose to enchant an item (a scroll, or an amulet for example) in the same way that they cast the spell (with a command when posting). Then, any user at all who holds this item can cast that spell with the same power that the sorcerer or mage would have casted it. However, each enchanted item can only be used once, before it loses its power.


Ingredients
If you have noticed, we did not list the specific ingredients needed for individual spells - that would make it far too easy. Instead, you will be given a list of possible ingredients and their significances in the world of magic. Spells generally have between three and five ingredients, but some may need fewer, and some may need more.
Hair: Used to tie a particularly complex spell to an individual
Jade: Calmness, serenity
Sapphire: Wisdom, good health
Emerald: Power, wealth
Amethyst: Sobriety
Topaz: Creativity, attraction
Garnet: Passion, energy
Quartz: Clarity, purity
Red Coral: Protection, arrogance, rage
Stagnant Water: Foulness, corruption
Spring Water: Revitalization
Feathers: Travel, long distances
Ginseng: Energy
Thyme: Courage
Wormwood: Arrogance, courage
Gentian: Energy
Rosemary: Calmness
Mandrake Root: Treachery, murder, foulness
Graveyard Dirt: Death, rebirth
Blood: Violence, death, life
Bones: Death, evil