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1.8 Magic

Argo includes an optional magic system, in which spells are treated essentially as a subclass of skills. Most spells have coded effects.

To use a spell in a way that triggers its coded effects, use the +cast command. The basic syntax is:

      +cast <spell> at|on|vs <target>

If the <target> argument is omitted, the target is assumed to be you (except for the few spells which do not require a target).

A few spells allow you to target objects being carried by other players. For these, the syntax is:

      +cast <spell> at|on|vs <target>'s <object>

In order to be able to cast a spell, you must know it. That is, there are no `default' rolls for spells. Also, you must have any components and materials required by the spell. Components are reusable objects; materials are used up each time the spell is cast. If the system parameter require_own is set to `no' (which is the default), then you can use any available materials, whether you own them or not. If require_own is set to `yes', then you can only use materials that you own. When searching for materials to use for spell casting, the system searches first your inventory, then the room you are in, using the first instance or instances it finds.

Casting a spell normally takes one turn. When you enter the +cast command to cast a spell, the system checks to make sure you know the spell, have a valid target, have the materials, etc. If so, then on your next action, the checks will be redone, to make sure the situation hasn't changed, and if you are still able to cast the spell, rolls will be made to determine success or failure.

The success or failure of the spell is determined by a roll of 3d6 versus the base skill for the spell (usually your Craft skill) plus your skill for the spell itself. If the roll is less than or equal to this total, you successfully cast the spell; if it is greater, the spell `fizzled out'. Most spells that target players allow a defense roll (whether they want it or not). When a spell is successfully cast against a player, a defense roll is made for the target player. If the caster made her roll by more than the target player, the spell succeeds, and any coded effects are applied. If the target player made his roll by more than the caster, then the spell fails.

Immediately after casting the spell, its fatigue cost is subtracted from your fatigue level. This fatigue is regained normally, at a rate of 1 point per turn. If the fatigue cost of the spell would take your fatigue level to zero minus your rested fatigue, or lower, you cannot cast the spell. For example, if your fatigue is 20 when fully rested, and your current fatigue level is 2 (you've spent 18 points of fatigue), then you could not cast a spell that had a fatigue cost of 32, because this would take your fatigue to -30, which is below your `exhaustion threshold' of -20. You could though cast a spell with a 16 point fatigue cost, taking your fatigue level to -14. You would be tired, and your future actions would be at minuses until you rested enough to get your fatigue level back above zero, but you could cast the spell.

The fatigue cost is applied and any needed materials are used up regardless of whether the spell succeeds or fails.

Like skills, spells have critical successes and critical failures. The nature of the critical effect is usually closely related to the spell's normal effect: for spells that do damage, a critical success causes more damage to the target, while a critical failure causes you to take the damage; for spells that summon a creature, a critical success causes the creature to stay around and do your bidding longer; a critical failure causes the creature to attack you. Other possible `backlash' effects of critical failures include being stunned, breaking components, losing stat levels (either temporarily or permanently), and death.

The following page describes some of the spells supplied with a base distribution of Argo. Additional spells may bave been defined and coded by your RP staff. Type +list spells for a complete list of spells available on your MUCK. Type +info spells/<spell> for detailed information about the prerequisites, components, materials, and fatigue required by a specific spell.

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