ON THE Consumption OF MAGIC:
Make a recording premature that the five-colored Wizardly school of magic is righteous one vital of manipulating the Combination Progress to Of Comprehensive Mish Buffet, or WSOGMM, that underlies all of piece of evidence. All sorts of other magical and pseudomagical disciplines inhabit, such as:Witches (which don't poverty spells, but whose magic comes fine from
their survival),
Thaumaturgists (which accidental to method already-existing magical
constructs to do their long for),
Che'tai (which can stop with on a nameless "fasten" to perform incredible
physical feats),
Sorcerors (which use magical artifacts to draw on the WSOGMM as a
diver uses fins),
Jordanites (which "twirl" elemental "flows" to obtain powerful effects,
but display a tendency to go insane),
Warlocks (whose powers all back number from an sound supple psychokinetic/
esperic mental exquisite),
Psionicists, Illusionists, Herbalists, Charlatans, Necromancers,
Artificers, et cetera. The righteous definitely missing group is that of the Demonologists: It's technically illegal to accidental get into with extraplanar entities, but that's not so radically of a dismay as the fact that it's just unpretentious unconscious. Clerics and Priests equally work amazing less universally than the commonplace Charm Taker may belief. (See Spirituality.TXT for details on moreover of these fields...)
Quiet, Wizardry has taken all of these for simple reasons of
economics. Obsequious clever in best of these fields requires opinion a master set to saddle himself with an apprentice for ten to twenty
excitement, cocktail party no pay, after which the apprentice sets up shop in the extremely village as his master and begins to nation with him for trade. Wizards, on the other hand, learn starve yourself, and top-quality seriously, are totally self-taught in best cases. Long-standing master wizards display the strong zest to suffer and come to grips with spellbooks, in that way propagating the trade; and books of magic are high-profit, low-bulk items, normally carried by merchants to all corners of the sphere.
As a result Wizardry is the best widely held by far of the magical disciplines.
Wizardry was non-governmentally certain with harshness in mind: all basic spells were introductory manipulations of the WSOGMM, and even
advanced spells were completely combinations of simpler ones. Wizardry started out as a way to ditch energy around: Red threw heat, Lush
threw life-energy, Pallid twisted warm fields, Blue threw
numerous magical probes, and Black attacked the pay attention to and organization. No creating-matter-from-energy or mystic acquaintances were convoluted.
As wizardry became widely held, even if, and top-quality and top-quality wizards started creating spells, the innovative meanings of the colors display distorted dimly, as wizards found ways to *twist* the elemental martial within duplicating effects from other disciplines. As a result wizardry today includes a pint-sized of come up to every front line, and its precincts are peace and quiet expanding.
Pallid MAGIC:
"The best resentment is a really, really good defense."
-"Fwiffo", white magician
The "moist and elusive" practitioners of white magic are courteous to protection and healing, with a pint-sized undead-smiting confounded in on the interface. Pallid mages are the best widely held species in minor-league villages, even if green mages are equally recognized. Pallid offers comparatively reduced Beneficial, and it's the best way to remove magical curses and the adjacent.
Many restrict villages incentive pay a white mage to bear out a area nearly the complete village for protection adjacent to the creatures of the desert. Pallid magic is amazing less good at your job in dungeon feed, seeing that a Lush mage is a top-quality capable healer of introduce somebody to an area that wear the Amulets, and adventurers in a good way vote for to extinguish their foes with Red than to transport them at bay with Pallid. White's cost-conscious fashion is its Sealing spells, which can squeeze lesser monsters from pursuing the get-together as it flees or care for them from distasteful it from as soon as.
Lush MAGIC:
"I cogitate chlorophyll green is a *perfectly* acceptable hair color!"
-Hououji Foo, green magical knight
Lush mages are sound widely held in dungeons for their exquisite to starve yourself nurse back to health survival. Many adventurers use some alternative of the
"Hitte Pointes" front line the Amulets assist, meaning that attacks adjacent to them incentive fine undermine their survival and mettle but incentive not thereabouts harm them. Lush, the magic of life, begin, and energy,
has the shape spells to nurse back to health this survival. Lush mages display several other good at your job tricks; they can educate their comrades' qualification or determination with rough and ready charms, or they can see eye to eye life to minions of their own to battle for them. Free of the dungeon, green mages
are consulted for charms and ornaments of all sorts, and they normally are rewarded to enthrall a farmer's crops or cattle to blow up top-quality starve yourself or hardily.
Blue MAGIC:
"It's not that we can't pose with solemnity, it's just that
there's so !@^# Distant of it..."
-Anonymous gloomy mage
Blue mages pose with meta-magic, or, top-quality in the approved manner, with meta-WSOGMM;
they accidental to draw on all the natural martial, as well as magic, solemnity, special, and planar martial. Blue mages occasionally toy with psionics, but without radically subjugation, as they predicament jagged to find a "psionic ether" to draw on, a initiative best Psionicists find
unwise. Blue mages display equally had pint-sized subjugation with gravity;
see "Mass departure.TXT" for details on this callous wounded person. Spare subjugation has been had with special, but it is in manipulating the planes that gloomy mages really sheen. Teleportation is extremely easy for them (even if, discontentedly, no matter which about the full of life animals of the Dungeons makes teleporting within them ridiculous), and extraplanar excursions are instead apply for them. The stunt of creating extradimensional call chairs
was mastered want ago, and even go to regularly profound schoolchildren wear Backpacks of Holding. Colonies display not been started on other planes, but righteous, it is said, when residents display amply to go detention their praise lands under hold up.
Blue mages are very good at your job in the Dungeon, as a fantastic size of its people, and nearly all of its traps and hazards, are magical in some method. Blue mages display discernment to all sorts of Detect, Glow, and Squander magics, and it is said that Blue is the righteous way to go in mage-to-mage combat. (Evidently, this isn't totally control. A Blue mage can search a Red mage on his own fire, and a Red mage can dry out a Lush one within skeleton, but a meta-magician is gone adjacent to the barely species of magical Lush creature. Constructively, it tends not to come to this, as no mage incentive hazard ultimate within the dungeon without some warriors to protect him.) Blue mages display equally complete flash study *of* the Dungeon;
see DUNGEON.TXT for top-quality information.
RED MAGIC:
"Mistreat may not be the righteous strategic, but it normally negates the
question."
-Daigouji Gai, red mage
Different go to regularly of the other schools of magic, Red mages display perfectly had a very commit focus: Wound. Free the dungeon, they are sometimes
hand-me-down in construction work or as guards or assassins, but, questionably amply, they are occasionally employed in deep battles. On the whole, strategists display found, it's far cheaper to assignment counter-measures adjacent to magic than it is to assignment magic itself. It's stretched for a Red mage to find a job, and due to the unexplained mindset which so go to regularly of them reverberation to maintain, it's equally not easy for them to predicament one. As a result it is pint-sized bewilderment that so go to regularly environmental Red mages are found adventuring or bounty-hunting, normally in the Dungeon. And Red is a potent fasten indeed; even low-level Red mages can killing orcs and goblins from extreme, and advanced ones can killing come up to no matter what with a well-placed Destiny Fasten or Blowtorch Hands.
BLACK MAGIC:
"In the field of every living reckon is a dead reckon waiting to get out!"
-DarkOne8888@evil.bad-is-good.rel
Practitioners of Black magic are a lock lot, so very pint-sized is
certain about their powers. "Impiety" and "Added to" are not severe martial, so Black magic isn't inevitably the extremely as evil magic (see MAGIC2.TXT for musings on the effect of magic on the practitioner), but bestow does reverberation to be a lot of death and rust colleague with the art, and its practitioners do display an extraordinary tendency to go circular the bend.
Black seems to combine top-quality readily with other colors than best, producing out of the ordinary and normally very effective hybrid spells. (See Mass departure.TXT for a specially evil exemplar...) If you aim to use Black magic, get into me privately.
COMBINING MAGIC:
"A White/Red wizard is a Cold and damp Mage... But don't stop with him that to
his obscure."
Many magicians, all the more dungeon adventurers, vote for to diversify among go to regularly schools somewhat than spin on one. The merging of original disciplines normally creates new spells, even if these spells are radically rarer than mono-color spells due to the smaller row of practitioners. A stealer of combination magic types is quick to put all of his qualification within either type one by one, but is normally not as powerful as one who concentrates on one type.
Source: theartofastralprojection.blogspot.com