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Magic

From Sanctuary Shard

Revision as of 20:40, 23 August 2019 by MamaWillow (talk | contribs) (Commonly asked questions on Magic)

This page will serve to explain how both game mech and role-play magic functions on Sanctuary. This is not a game manual page, but rather a lore page, intended to help players understand the basics behind Sanctuary magic.

Lesser Magic

Refers to all magic on Sanctuary that is actually performed via game mechanics.

Scope of Magic

We can make the following statements about magic as being generally true:

  • Relatively immediate.
  • Always local, line of sight.
  • Of limited duration, instant or minutes, not hours or days.
  • Usually solo, except spellweaving.
  • Primarily offensive or healing with some protective spells.
  • All schools of magic use spells books, mana and power words.
  • Usually consumes ingredients upon spellcasting, except Devotion (was Chivalry).
  • All schools require some form of additional magical discipline, such as spirit speak or evaluate intelligence.

Game Mechanics

The status of game mechanic magic on Sanctuary, this is an excellent overview of the systems: Magic in Ultima Online

Alchemy
Cooking makes food, inks, dyes, paints, and alchemy potions.Read More..
Devotion (was Chivalry)
Devotion is a melee support skill that provides improved tanking and parry abilities. Read More ..
Focus
The Focus skill could be defined as the "Warrior's Meditation Skill." Read me ..
Imbuing
Imbuing has been deactivated on Sanctuary for the time being.
Inscription 
This skill allows you to create incantation spell scrolls, paint pictures, make maps and weave baskets. Read More..
Magery
Magery is the primary skill of the spell caster. Magery is not recommended to first time players as it is both difficult and costly to level up. Read More ..
Meditation
Meditation both passively and actively regenerates mana. Read More ..
Mysticism
This skill is being rewritten, its currently non-functional. Read More ..
Necromancy
Necromancy is the primary skill of the Necromancer. Necromancy has been significantly crippled by the implementation of Pre-AOS. Read More ..
Resisting Spells
Resisting spells reduces the effect/damage of incoming spells. Read more ..
Spellweaving
Druidry, which replaces Spellweaving, has been released for player testing. Druidry is the primary healing and buff skill of the new magic skills. Read More ..
Spirit Speak
Spirit Speak allows players to understand dead players as well as channel healing from monster corpses. Read More ..

Types of Magic

Sanctuary appears to have:

Supporting Skills

Evaluating Intelligence
The ability to evaluate the intelligence of a target is a crucial skill to many of the magic systems on Sanctuary. This skill directly affects the offensive power of Magery, but is not used in Mysticism.
Focus
Focus, which is defined as a warrior's meditation skill and is responsible for Mana and Stamina regeneration. Focus effects a mystic's spell power.
Inscription
Inscription which is the skill used to inscribe magical scrolls effects the damage of some mystic spells.
Karma
Karma effects the power and duration of Devotion (was Chivalry) spells only.
Meditation
Meditation is the skill that is used to restore mana.
Resisting Spells
Resisting spells can be thought of as the ability to shield or ward one's self from some offensive magic cast by Magery, Necromancy, Spellweaving and Mysticism
Spirit Speak
Spirit speak is a magical talent that is necessary to improve the outgoing damage of Necromancy spells.

Sources of Powers

Corpses
Used only by Spirit Speak to channel the power of the recently dead to heal.
Items
Magically crafted items such as scrolls and wands can be used to cast magic, sometimes without needing to have any magical skills. Magical items, such as scrolls may be consumed upon use, while wands may have multiple uses.
Mana
Mana is a spell casters personal well of power that they can draw on to cast magic. It functions much like a type of magical stamina. The more powerful the spell the more mana it takes. All five schools of magic; Magery, Devotion, Mysticism, Necromancy and Spellweaving use mana to cast spells.
Reagents, including Focus Crystals
Reagents are spell ingredients that are consumed when the spell is cast. They are assumed to be small amounts and easy to carry enough to cast a few hours of magic while hunting, a pinch per spell at most. Magery, Mysticism and Necromancy uses reagents, Spellweaving uses focus crystals, Devotion does not.
Spell Books
Spellbooks are considered magical objects in their own right, and while most spell books require other sources of power to cast the spells, such as mana, reagents, etc, the book itself is a necessary magical item. All schools of magic, Magery, Devotion, Spellweaving, Mysticism and Necromancy use spell books.
Tithing
One might increase ones tithing value (points) by donating gold to an ankh. Only Devotion spells decremented tithing points.
Words of Power
Magical words are obviously a necessary component of spell casting for most of the different magical system on Sanctuary. All schools of magic, Magery, Devotion, Mysticism, Necromancy, and Spellweaving uses magical words to cast spells.

Great Magic

Great magic is defined by magic that is either role-played only, or is implemented in RPCSS.

Scope of Great Magic

  • Magic that takes more time to craft
  • Magic that can be cast on targets not local to the spellcaster
  • Magic that lasts days and weeks
  • Magic that can effect more targets on more than one game screen.
  • Requires written spells, reagents, words of power and mana.
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