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            The Bard's Tale ][:  The Destiny Knight - [Part Five]
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                          Typed up by: The Vandal...

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Legend:

{}'s = Boldface Type
[]'s = Italics


-(Page 17)-


{MAGIC SYSTEM}

Magic is power.  But although magic often means the difference between success
and failure in the Realm of the Bard, it isn't always necessary or wise to
rely on magic.  There are places in the Realm where magic doesn't work, and
certain monsters who are highly resistant to magic.  Sometimes your characters
will just have to work up a sweat using good old brute force.


{Residual Spells}

The best way to tell if your party is in an anti-magic zone is to watch your
[residual spells].  Residual spells are magic spells that work for long
periods of time, such as light spells, trap detection, secret door detection,
and magical armor.  Most residual spells display a symbol above the main
message box onscreen to tell you that the spell is still active.  If one
symbol disappears, the spell has expired.  If all but a magic light spell
disappears, you are probably in an anti-magic zone.  All spells except magic
light are cancelled in anti-magic zones.


-(Page 18)-


Spells have a point cost.  Each spell costs the casting mage a small amount of
sorceral energy.  A mage can recharge his sorceral energy in three ways:


1.  Enter direct sunlight.  Sorceral energy recharges automatically in direct
sunlight.

2.  Regenerate at Roscoe's Energy Emporium.  Roscoe has prices that would make
OPEC blush.

3.  Find one of the special regeneration zones scattered throughout the Realm.
Regeneration zones can be anywhere in dungeons.


{Magic Items}

Inanimate objects can possess magical powers also.  Magical weapons, for
instance, inflict extra damage, while magical armor provides extra protection.
Other magical items radiate special energy that is beneficial to your party.
You may even need to find magic keys or talismans that will give you access to
secret or protected areas in the Realm.  Magical items are often hidden in
dungeons or carried by monsters.

The general rule is:  the more powerful the item, the harder it is to obtain.
The most powerful magic items are usually found in the most challenging
dungeons, guarded by the fiercest monsters.  When you obtain one of these
important items, be sure to guard it well -- it may be the key to becoming
[The Destiny Knight].


{Casting Spells}

You cast spells by typing a four-letter abbreviation of the spell name when
the computer prompts you to do so.  The entire list of spells, codes, and
spell points required for each begins in the "Conjurer Spells" section later
in the manual.


{Magic Users}

Magic users begin the game with the knowledge of all the spells for their
magic user class and level.  Magic users learn new spells by level (in
groups), rather than one spell at a time.  Each level can contain from 2 to 4
spells.  For instance, a first level Conjurer will automatically know all the
Conjurer spells for the first level (a total of 3 spells).  A third level
Conjurer will know the first, second, and third level Conjurer spells (a total
of 9 spells.)


{Conjuring:}  Conjurers perform the instantaneous creation of objects and
effects by channeling their sorceral energy.  Conjurer spells are potent, but
not omnipotent because of the enormous amount of energy required to create
even a moderate effect.

Conjurers can also affect natural phenomena to produce new effects.  One
example would be distorting the space-time continuum in order to teleport
living creatures to new locations.


{Magic:}  Magicians can bestow magical effects on common objects.  This is not
to say that the item becomes magical, it doesn't.  But it does radiate magical
energy [for the duration of the spell].  Spells usually last as long as the
combat continues.

The main purposes of the magic practiced by Magicians are to increase an
item's capabilities, give the item new capabilities, or to transform the item
into something completely different.  For example, a magician might cast a
spell that makes a sword inflict more damage, makes dungeon walls glow, or
causes a wall to totally vanish for one move.


-(Page 19)-


{Sorcery:}  Sorcerers can cast illusions and possess a heightened sense of
awareness.  The Sorcerer's motto is, "Seeing is believing."  Sorcerers create
illusions by first envisioning an image, then magically projecting that vision
onto the retinas of all who watch.

When supplemented with the appropriate stimulus to the victim's other senses,
the illusion is so real it can hurt, even kill, the victim.  Naturally, the
illusions are only effective as long as the victim [believes] them to be real.
As soon as the victim stops believing in the illusion, the spell is broken.
Because of their heightened senses and precise control of the mind, Sorcerers
can often see things that aren't readily apparent.


{Wizardry:}  Wizards can summon and control supernatural creatures and
energies.  The Wizard has fewer spells to choose from than the other classes,
but Wizard spells are by far the most powerful.

The creatures a Wizard summons come from the [Negative Plane].  As a special
member controlled by your Wizard, these otherworldly creatures will stay in
your party and fight until defeated.

In addition to summoning Negative Plane creatures, the Wizard can often trap
and control normal monsters, and can harness incredible energy sources as
well.


{Archmagedom:}  Archmages are the [wise ones] who have progressed through at
least three spell levels for each of the four mage classes.  This gives the
Archmage the ability to pick and choose from up to 75 of the known spells.
The Archmage is one of the most powerful and well-respected characters in the
Realm of the Bard.


{Moving Up in Rank}

Mages who know at least three spell levels in an art (a magic user class), can
move up to a new mage class with the blessing of the Review Board.  This means
a level 5 Conjurer can become a level 1 Magician.

Moving to the new class resets the character's experience points to 0, but
leaves the other attributes such as hit points, spell points, and gold as they
were.  The character also retains knowledge, and can use all the Conjurer
spells -- [but only through spell level 3].

Once a character moves to a new magic user class, he or she cannot go back and
learn the skipped spell levels.


-<END OF PART V>-


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