The Magic Sytem

A quick list of commands covered in detail in this page: practice, mem, spells, cast, mem auto, forget, mem stop

The magic in Imperium works off a memorization and spell level system. The spells that you can cast are powerful, though few in number if you don't start as a full caster. Classes such as rangers and templars will not begin with spells, but get them a short way into the game.

As a character gains levels, they gain new spells and spell slots. From these slots, a character will develop their own style of spell use by how they choose to fill the slots. Such choices and spell management can make a huge difference in how a caster functions in a group.

Like all skills, one must first practice a spell. Though exciting to have a new spell, it is wise to practice it to a useable level, then allow your character to learn the spell fully through use. To practice the spell, go to someone who can train you, and then type practice spell-name, separating the name with a - to distinguish between spells that start with the same word.

Once practiced, you must memorize the spell before use. This command can be shortened to simply mem spell-name. By typing mem by itself, you can see the spells you have memorized, how many slots you have to fill for each spell level, and how long it will take to finish memorizing the spells.

<hp:prime/++ mv:hyper> mem
Spells memorized:
 1: ( 1) armor              ( 2) cure light         

Spells being memorized:
 1: ( 2h) cure blind        ( 2h) create food       
 2: ( 2h) cure serious      ( 3h) dispel magic      

Spells left:
  1: 1/6  2: 2/4
In this example, the player has typed mem to see what spells are being memorized. Currently, there are 3 spells avaialble to cast: armor and two cure-light spells. The rest of the spells will take a little time (2 ticks, or "mud hours" for three of them, and 3 ticks for the dispel-magic). The "Spells left" says that the character can memorize one more first level spell and two more second level spells.

To fill those last three spell slots that are open, you may want to refresh yourself on which spells belong to what level group. Type spells to see all spells available to you, divided up in levels. Even spells you haven't practiced yet are listed here.

To cast spells that you have memorized, you simply use the command cast. If I were to cast armor on my friend Revlis, Revlis would have to be standing in the same room as me. I would then type: cast armor revlis. Some spells don't need a target. If they don't, you simply type cast spell-name.

You will likely move to a deeper level of managing spells as you gain in level. Though not absolutely necessary, this makes one a much better spellcaster, altering their set of memorized spells to fit the situation. Characters start with auto-mem in place. If you cast a spell, your character will begin memorizing it again. To toggle this on and off type mem auto.

You can also keep auto-mem on and change your spells with mem stop and forget. The armor spell, for example, lasts for a while and will protect Revlis through quite a few battles. To get the most out of healing, I may want to replace armor with another cure-light. To do this, I will want to either stop memorizing armor (if I just cast it), or forget it from memory if I have already re-memorized it. To stop meming armor, I would type mem stop armor; to forget armor, I would type forget armor. Now cure-light can be memorized in armor's place.

Like most commands in Imperium, spell names can be abbreviated to type them faster in a heated battle. For instance, cure-light can be shortened to cu-l, or magic-missile to just mag. Experiment to find shortened forms of spell names that will be easy for you to remember and type.