Lore:Nature of Magic In Antaloor

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Nature of Magic In Antaloor
Two Worlds II - BOOK 1.png
Information
Author Ghortarius'
Quest Item No
Type Book
Page Count 11
Origin Two Worlds II


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Nature Of Magic In Antaloor
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Ghortarius' Thesis

Table of Contents[edit | edit source]

The Theory...page 3
The Practice...page 6
The Power...page 9
The Bonus...page 12

The Theory[edit | edit source]

The art of magic is based on a system of painted cards. These cards, used to predicate magic - or draw the focus of the magician - are placed inside an amulet, where the spell shaped. There are three types of magic cards:

  • Carrier cards determine the way a spell will be delivered. It could be in missile form, in an enchantment or even a magic trap.
  • Effect cards do exactly what they should: determine the effect of the spell, from adding fire damage to invisibility or even a shower of anvils.
  • Modifier cards change either the work of the effect card or the carrier card.

Each spell must contain at least one carrier and one effect card in order to be shaped. Once you’ve added some cards, you can add more of the same type, "stacking" or increasing the card’s strength.

The maximum stack amount is determined by your skill level in Wisdom, Knowledge and the five types of Magic. However, each card has an independent number of times it can be stacked as well.

The Practice[edit | edit source]

Each spell must contain at least one carrier and one effect card to work. Proceed according to this recipe:

  • Open magic amulet. Select desired slot and choose a card. Once you’ve added the first card subsequent selections of the same card will stack it.
  • Add some modifier cards, if you want.
  • Once your spell is done, you will see the amulet start to shimmer – this is a sign the spell you’ve just created is a valid one (invalid spells cannot be cast).
  • Close the amulet. You can now assign the spell to a button for real-time applications.

Remember, when casting a spell the most important thing is CONCENTRATION! A halo will appear in front of you to mark your focus level. If you halt the incantation before it's ready, the spell won't work. Casting time of each spell depends on whether or not you've used a Time card -- note that the more Time cards you use, the longer the casting time becomes.

The Power[edit | edit source]

The most important thing about the spell creation is that it's possible to combine multiple spells into a single spellchain. In the previous chapter, “The Practice”, you learned how to prepare so-called “one section" spells. But you can create spells having up to three sections. You must proceed thus:

  • Prepare first valid spell and move your focus to the second section.
  • Create another spell in the second spell section from the beginning, using the same rules.
  • Close the amulet once you’re finished.

An example: your first section contains Missile, Fire and Damage cards followed by Area, Fire and Damage cards in the second section. The spell will shoot a missile dealing fire damage that upon contact creates a ring of fire (an area attack as well as a projectile). See? You've just mastered the world-famous Fireball spell.

Which carrier cards are available in subsequent sections depends on the carriers used in previous sections. Also note that you have a limit to the number of carrier cards you can use for the entire spell, depending entirely on your Knowledge skill level.

Lastly, if you create a multi-section spell, the first sections don’t require an effect card.

The Bonus[edit | edit source]

Some of my personal favorites:

  • Trap + Life creates special types of traps. Set some before a battle and run away to hide, or heal, then sit back and enjoy the show.
  • Enchant + Life creates enormously useful healing spells -- will probably save your life on numerous occasions! Worth a look!
  • To summon your own minions, combine Summon + Stone cards to spawn a mighty and tough Stone Golem.
  • You can't call yourself a powerful Battle Mage without the Meteor Shower spell. Use Missile followed by Area, Fire, Time and Damage cards.
  • When fighting numerous opponents, combine Missile, Homing, Spray, Damage and Lightning cards to acquire a spell that will strike several targets at once with a shocking storm of static electricity!!

References[edit | edit source]