Lands of Pydain

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Lands of Pydain

In a land of Dieing Gods, Kings, Wizards, Sorcerers, Barbarians and Madmen. A single individual will unite the land and bring calm to the world's figurative storm

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    Magic Gems

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    Magic Gems Empty Magic Gems

    Post by Admin Sat Jul 12, 2014 1:58 am

    Magic gems are condensed magic energy and seven out of the eight paths of magic has gems while Blood magic has Blood Slaves. Magic gems are used to fuel rituals, powerful battle spells and in forging magic items. Mages can also used a great number of gems of appropriate type to gain a permanent level in magic (called Empowering)and they can use them in combat to quench fatigue caused by spellcasting. A mage in combat that has a gem that is of same type as one of his magic picks gets a +1 bonus to that magic pick in combat. For example, a Nature 1 mage with one Nature gem would count as a Nature 2 mage while making spells. Only the first such gem per cast counts so a Nature 1 mage with 2 nature gems still counts as Nature 2 mage.

    In addition, with battle spells the use of gems reduces fatigue; if N extra gems are consumed during casting, fatigue from the casting is reduced to 1/(N+1) of normal. Battlefield spells which cause at least 100 fatigue all require the use of one gem per 100 fatigue.


    Empowerment
    First level 50
    Second level 30
    Third level 45
    Fourth level 60
    Fifth level 75
    Sixth level 90
    Seventh level 105
    Eight level 120
    Ninth level 135
    Tenth level 150

    Through empowerment, gems can also be used to bestow you with a new magic path or increase a existing one. You need gems corresponding to the specific path and the cost is the new level times 15 or 50 for the first level.


    Air

    The Path of Air deals with different manifestations of air such as wind, lightning or illusion. Air mages gain +1 Precision per level of Air magic.

    Air magic offers powerful and precise Evocations, useful protection spells, and good summons.

    Gems collected from Air Magic are called Air Gems.


    Astral

    Astral is the first source of magic and it is very versatile, useful and powerful. It can be used to alter the fate of the battle or used to empower or dispel other spells.

    Astral magic draws its power from the celestial spheres and it has a number of utility spells such as Teleport and Dispel, protection spells like Body Ethereal and Twist Fate and mind or world-altering combat spells such as Astral Tempest, Control, Horror Mark and Mind Burn.

    Astral magic gems are called Astral Pearls. All other magic gems must be first alchemized into Astral Pearls if one wants to alchemize gems from one type to other.


    Blood

    Human Blood is the second source of magic and it is banned by most rulers. Its sacrificial rites and techniques are unlike any other magic Path. Mages of the Blood Path can command five undead units per level in Blood magic.

    Blood magic is quite different from other Paths of Magic as you must use the Blood Hunt command with your Blood mages to get Blood Slaves - sacrificial virgins used to fuel the Blood spells.

    Blood spells are often powerful summons which call forth demons, fallen angels, crossbred abominations or Horrors. Blood magic also manifests as fatiguing combat spells that deal with burning, boiling, bleeding or draining blood from your enemies.


    Death

    The dark path of Death deals with necromancy, reanimation rituals and destruction of life. A strong knowledge in Path of Death is required to command great hordes of undead. A mage can lead 20 undead units per one level of Death magic.

    Death magic offers numerous summoning spells that call undead creatures ranging from lowly Soulless to terrifying Tartarian Titans. Death also provides good magic items for those who pursue Construction. Some powerful combat spells such as Disintegrate appear later on in the game.

    Death magic gems are called Death Gems.


    Fire

    Fire is the most violent and destructive of all Paths of Magic. Fire mages carry an aura of righteous authority that helps them lead great number of troops, and the mages tend to be violent and aggressive. They receive a bonus to Attack skill for every level in Fire magic.

    Fire magic spells mostly deal with shooting fire at enemies, encasing enemies in fire or setting enemies on fire and it has a great number of different spells in Evocation school.

    Fire magic gems are called Fire Gems and they can be alchemized for 15 gold each.


    Nature

    The Path of Nature deals over the control of different manifestations of nature. It includes control over plants and animals as well as higher states of mind and body. A mage of this path can feed 5 troops per skill in Nature and any regenerative powers of the mage are boosted.

    Nature magic has spells that summon various creatures of Nature from wolves to mighty Tarrasques, spells that drive people to sleep or berserk fury or give them regenerative powers and spells that tangle people inside mass of vines or conjure forth clouds of poison or overpowering streams of life energy. Nature magic also has many useful magic items such as the Endless Cauldron of Broth which allows commander to feed 50 troops per turn with it alone.

    Nature magic gems are called Nature Gems.


    Water

    The Path of Water deals with the control of different manifestations of water such as rain, seas and snow. Water mages have an increased Defence skills.

    Water magic has a number of combat spells such as Cold Bolt, Sailor's Death and Niefel Flames and it has a variety of summoning spells such as Summon Naiads and Sea King's Court. Water magic has some strong magic items such as Boots of Quickness, Demon Bane and Sword of Swiftness and items that allow commanders to go under seas with their troops.

    Water magic gems are called Water Gems.

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