In the beginning the world was shrouded in shadow, ruled by chaos
and destruction. The Gods saw the wretchedness of the earth and
took pity upon it, forming the World-Flames and banishing the
darkness with their light. But the memory of men faded with the
passing of the aeons; one ruler, King Ragnar of Innshelm, sought
to take with the magic of his World-Flame what he could not do
with the sword.
|Artwork © Gary Ward and Edward Crosby|
But he did not understand the forces he intended
to wield. His meddling destroyed the northern World-Flame, and
the north began to descend into anarchy. Innshelm's former enemies
cared not, struggling instead over the wreckage of its Empire.
Only one, the city-state of Talras, sent aid. YOU are the one
they sent, a warrior trained in the sword, the bow and (most importantly)
the art of magic. It is your mission to travel through the dangers
of Innshelm and relight the World-Flame.
You are a Sorcerer, one of the finest to have ever been trained
at the Mages' College in Talras. As a result you are able to
perform a wide range of spells; each spell has different effects
and different strengths and weaknesses that come with it. Although
these are often easily deduced from the spell's name, it may be
worth becoming acquainted with them below:
INFERNO - creates two fireballs, one in each hand.
Once the fire leaves your hands it may spread and damage you in the
process (requires 4 STAMINA).
FORCE - summons a powerful wind which you may direct
at your enemies. This is perhaps your most powerful spell, but its
usefulness against groups of enemies means that it may also be
dangerous to allies (requires 5 STAMINA).
ENERGY - enables you to shoot a bolt of lightning at
an opponent. This bolt will be conducted through water in a similar
way to electricity (requires 4 STAMINA).
SHIELD - creates a magical shield around your arm,
protecting you from your opponents' attacks (requires 2 STAMINA).
UNLOCK - will unlock any non-enchanted devices
(requires 1 STAMINA).
REVEAL - allows you to perceive the mental states of
those around you, it is analogous to telepathy (requires 2 STAMINA).
LEVITATE - will make small objects move or hover for
long periods of time and large objects for much shorter periods of
time (requires 2 STAMINA).
LEXICON - translates languages and writing which you
cannot understand (requires 1 STAMINA).
SECLUSION - forms an invisible barrier (which may be
small or large) through which sounds and smells cannot penetrate
(requires 2 STAMINA).
DISSONANCE - causes its subject(s) to become dismayed and
depressed, it works best on one target and diminishes in its effects
based on how many you do target (requires 3 STAMINA).
CAPTIVATE - creates an illusion based on what it is that
the subject wants to appear, for example casting it on a merchant may
produce the illusion of gold coins. Be aware that this illusion is
strictly mental, and will not be apparent to those who are not under
the influence of the spell (requires 3 STAMINA).
IMPASSION - inflames the subject's violent and energetic
tendencies, for example it may be used to start a fight. It is more
effective the smaller the number of creatures targeted, and the less
intelligent those creatures are (requires 3 STAMINA).
You start armed with a sword, but you may acquire other
weapons later. As usual, you can choose the one that you will use in
battle by selecting in the list of possessions and clicking on USE.