| Field | Value |
|---|---|
| In-game help | help 3497 |
| Last updated | Mon Nov 25 07:28:40 2024 |
Name
adventurer's guide ixc - bardic, herbal, and druidic magics
Description
Bardic Song Magic
Making magic through the use of musical instruments and specially- formulated mantras is the domain of the Bard. Similar to casting a spell, bards are able to shape the forces of magic through the vibrations of their songs and cause an effect in listeners, using the PLAY command.
The power of the song can also be modified depending on the musical instrument on which it is played. Allowing the bard to go beyond the ranges of his voice, the musical instrument serves to enhance the strength of the vibrations that are used to create magical effects.
Instruments range from the very simple: such as a practice lyre, to the very complex: such as the legendary hand-carved viola, a very high-level and high-powered creation. Vendors selling instruments, as well as opponents one can combat for their instruments, can be found in most major townes and throughout Alyria.
Bards can play up to 21 different musical notes - A B C D E F G (whole notes), A# B# C# D# E# F# G# (sharp notes) and Ab Bb Cb Eb Fb Gb (flat notes). While the musical notation is similar in transcription to more traditional music, Bards are able to produce special sounds that go beyond the effects of ordinary music. By using a musical instrument such as a lyre or harp, bards can cause magical harmonies. Trained from birth, the music of a true bard is an amazing thing to hear.
At least three, and up to seven notes can be strung together to create a magical effect - too many notes and the combination becomes unstable, and has been known to result in lethal backfires of the harmonies. The whole notes - A B C D E F G - have heavier weight than sharps and flats. Depending on the order in which they are played, the notes may have lighter or heavier weights.
The ability to conjure more complex magic depends on the musician's skill level and the complexity of the instrument with which he shares his music with the world. Bards can also make use of the 'PLAY ' command instead of using musical notation. Some Bards gifted with amazing voices are able to forego using an instrument and instead can SING their songs.
See HELP MUSIC to learn more about the specifics to Bardic magics.
Magical Herbalism
Herbalism is a powerful proficiency of Rangers and Monks that enables them to create magical powders. Different herbs of varying strengths are combined to form mixtures using the MIX command and a mortar and pestle. Mixing herbs together will create powders that are either throwable or edible, depending on the effect the herbalist wishes to achieve. The herbs by themselves have some power, but it is the concentration and visualization of the herbalist during the mixing process that gives them the ability to create magical effects.
Herbs are no longer purchased from herbalist shops and are instead delivered by Imps for the cost of them when you MIX a concoction. To MIX herbs into a workable combination, you must have a mortar and pestle in your hand. With mortar and pestle in hand, one wishes to create a glimmering white herbal mixture ("cure light"). Simply type MIX 'CURE LIGHT' If all goes well, a glimmering white herbal mixture will be in your inventory waiting to be eaten. If the mixture is too powerful to contain in the mortar and pestle, there can be dire - often explosive - consequences.
See HELP HERBS AND MIXTURES for more detailed information about the compounds you can make.
Druidic Magic
Druids can INVOKE or EVOKE elemental powers to protect them during battle, harm opponents, and create other magical effects. Different elements do different things when invoked or evoked. Invocations and Evocations draw upon the spell power of the druid.
In order to successfully evoke the elements, druids must have the appropriate reagent on hand, or combination of reagents.