8/11/01 - Update. A few scattered corrections are up, as is a brief guide meant to give new moon mages an introduction to the basics of our guild. [T.A.S.]
8/04/01 - Update. Gazan's excellent guide to enchanting is now up. [T.A.S.]
7/31/01 - Update. The first draft of the magic section is now up. Please direct any comments or corrections to feedback.
INDEX |
| Introduction To Being A Moon Mage |
| Learning Techniques |
| Predictions |
| Divination Bones |
| Moon Gates |
| Spells |
(Special thanks to Zephirys for much of the information on this page)
Moon Mages are scholars and masters of foresight.
Magic is their primary skill, with Lore and Survival as secondary skills.
Moon Mages are not required to learn weapon or armor skills, but many Moon Mages do hunt.
Those who hunt often use Medium Edged weapons (because the magic Moonblade they can create is also Medium Edged) and Leather armor.
Moon Mages must learn Mechanical Lore.
Moon Mages make predictions for the future, and use tools like divination bones or tokka cards (not available yet) to aid them in predicting.
The Moon Mage guild is located out of the east gate of the Crossing.
Starting at the East Gate of Crossing, go gate, e, ne, n, n, e, se, se, s, e, e, e, ne, ne, e, s, s, sw.
Open the ivory door and go inside.
Keep a watchful eye as to not get lost.
TDPS... Spending your TDPS really depends on what type of a Moon Mage you want to be. If you intend to hunt, you should invest in enough strength and stamina to reduce your burden to light or none. After that mental stats are the most important (Intelligence, Wisdom, and Discipline). If you have no intention of being at melee, then just raise your mentals stats and use a ranged weapon.
For your first spell... Clear Vision and Shadows are good first spells. You can cast them over and over, and you don't need to be in a hunting area to learn Primary Magic. Some of the more advanced spells will frequently fail or backfire until you have enough experience to control them. Assuming you are a Novice and are hunting, Hypnotize (Calm) might be a good third spell when fatigued on the battlefield.
Titles have recently undergone quite a big change.
To find out more, see the DragonRealms titles page.
Thanks again, to Zephirys.
To gain experience in harness, cast your spell(s). Harness mana and release, or harness for spells cast by you or others. Be careful harnessing and holding mana, as you can damage your nerves or even paralyze your entire body if you are not careful.
Unlike other professions, where mana varies from location to location, Moon Mages find Lunar mana to be the same in all locations. The strength of Lunar mana depends on the positions and phases of the moons and planets. CONCENTRATE and PERCEIVE both indicate how strong the Lunar mana is at the time. You should also PERCEIVE PLANETS, PERCEIVE MOONBEAMS, PERCEIVE XIBAR, PERCEIVE KATAMBA, PERCEIVE YAVASH, and PERCEIVE each of the four types of Moon Mage mana (PERCEPTION, PSYCHIC PROJECTION, MOONLIGHT MANIPULATION, and TRANSDUCTION). Finally, you can PERCEIVE <person>, but you should always ask first. Not asking first could get you killed.
At first, runestones are probably the most affordable magical devices. Cambrinth items are also easy to use. Most advanced players will donate a runestone to you to start. You may also find them in the charity chest in the Cleric Guild, or on the donation rack in the Paladin Guild.
Runestones are magical devices which allow the user to cast a specific spell.
Different runestones hold different spells.
To gain skill in magical devices, hold the runestone in one hand with the other hand empty and FOCUS MY RUNESTONE.
To cast the spell, RUB MY RUNESTONE and cast when "You feel fully prepared to cast your spell."
When your skill with magical devices is high enough, you will be able to change the charge of the runestone with FOCUS MY RUNESTONE <amount in percentages>.
A cambrinth item is a magical device that allows the magic user to store their specific type of mana for future use.
Before you charge a cambrinth item, always check to see if it holds YOUR type of mana by focusing on it first.
Hold it in one hand with the other hand empty and FOCUS <item>.
If it has different mana, do not charge it or it will blow up in your hands and injure you!
If it does hold your kind of mana you may CHARGE <item> <amount>.
How much mana you can put in it depends on the specific item (some hold more than others) and your skill (sometimes a lot of the mana you try to put into the item dissipates).
After charging, you must FOCUS <item> to forge a link with it.
Then you may wear it (if it is wearable) or hold it when you cast a spell to use the magic stored within it.
It may be a while before you get Targeted spells such as Telekinetic Throw (TKT), so at first you might seek out older Moon Mages or War Mages to teach you.
Once you have your own targetable spells like TKT or DO (Dinazen Olkar), go out and use them in an area that swarms like goblins or eels for novices or vipers for the more experienced.
I have found, however, that eels do teach 50+ mages well.
If you are a novice, do NOT go to eels alone.
You will not be able to retreat.
Take a friend who is around circle 10 to drag you out of combat.
For TKT it would be best to use it in an area that critter don't drop lots of junk.
Use a sturdy item that will not be destroyed by tkt... arrowheads, broken glass, bundling ropes, gems, coins.
Targeting a specific body part will teach you more than just targeting the creature (tar goblin chest).
It will require a certain degree of target skill to actually hit when using a specific body part for a target.
Using a softer item (bundling rope or cloth) for TKT will let the creature live longer, thus you will gain more experience.
Primary Magic can best be worked by alternating your spells while working other abilities like mech lore or teaching. Try setting a moon beam a few rooms away and using distant gaze and shadow scribe repeatedly. Shadows and Moonblade work well in combination with the previously mentioned spells. Older Moon Mages may find that they learn the most from casting Moon Gate.
The prediction system is in the middle of some changes.
Once I figure out how it is changed I will update this page.
| CIRCLE | HEAVENLY BODY | SKILL AFFECTED |
| 1 | Xibar | Body |
| 1 | Yavash | Offense & Defense |
| 1 | Katamba | Lore |
| 1 | White Star | Lore & Magic |
| 2 | Wolf | Lore & Magic |
| 3 | Lion | Offense |
| 4 | Raven | Lore |
| 5 | Unicorn | Body |
| 6 | Boar | Body |
| 7 | Panther | Offense |
| 8 | Cobra | Body |
| 9 | Ox | Body |
| 10 | Scorpion | Magic |
| 11 | Wren | Lore |
| 12 | Ram | Handskill |
| 13 | Cat | Lore |
| 14 | Dolphin | Lore & Magic |
| 15 | Nightingale | Lore |
| 16 | Wolverine | Denfense & Body |
| 17 | Centaur | Offense |
| 18 | Magpie | Lore |
| 19 | Weasel | Magic |
| 20 | King Snake | Lore |
| 21 | Viper | Body |
| 22 | Albatross | Lore |
| 23 | Shark | Offense |
| 24 | Donkey | Body |
| 25 | Coyote | Offense |
| 26 | Dove | Defense |
| 27 | Phoenix | Lore |
| 28 | Heron | Lore |
| 29 | Mongoose | Defense |
| 30 | Goshawk | Body |
| 31 | Owl | Magic |
| 32 | Welkin | Offense |
| 33 | Raccoon | Offense |
| 34 | Cow | Defense |
| 35 | Adder | Offense |
| 36 | Vulture | Offense |
| 37 | Shrew | Magic |
| 38 | Shrike | Offense |
| 39 | Jackal | Magic |
| 40 | Spider | All |
The prediction system is in the middle of some changes. When I figure out how it has changed, I will update this page. For now, I will share with you a publication by Nevus Ylfpart. Nevus is a pretty well known moon mage in the realms. He sent me this publication some time ago, as well as posting a few others on the Moon Mage boards. I don't know how long this will be accurate, but for now this is an excellent guide.
The divination bones, along with the "visions" method, provide the Moon Mage with a way to convert information from the heavens into predictions. Which method to use is a matter of personal taste. I prefer the bones for most uses, for a variety of reasons. The predictions from bones appear to be a bit longer/stronger (mine have lasted from 15 minutes to 4 hours), I find them more enjoyable for role-playing purposes, I have a better chance of getting good predictions with my bones (which are slightly attuned to the positive side), I am given the actual skill involved every time with my good set of bones, and Tezirah has not come to visit me through the bones. The user also earns a small bit of mech lore experience from using the bones, but not enough to make it a practical alternative for learning that skill. On the negative side, the bones require more skill to use, cost money, and can get damaged or even shatter completely. (You might want to wait until you have the skills of a level 20 or so mage before using them, but this is just an estimate. Possibly involved are your mech lore skill and your agility statistic).
The basic steps to making a prediction with the divination bones are as follows:
This topic, as well as the use of the "visions" method of prediction, is covered in detail in Toku's fine treatise, so the reader is referred to that volume. As a very brief summary, the MoonMage observes a heavenly body s/he has been trained in by the guild leader, until finding out that "you have learned something useful from this observation." For example, OBSERVE XIBAR. Each of the heavenly bodies (sun, moons, constellations) will give information that can give a prediction in one or several specific skill sets. For example, Xibar always gives me information that will lead to 1 lore skill prediction. Some constellations will give predictions in multiple skill sets from one observation; one particular constellation, that is among the last constellations learned, always gives me 5 valid predictions from one observation. It may be the case that obtaining multiple predictions from an observation is dependent upon the Mage's skill. I have two addtional comments to make. First, it should be noted that several constellations can be observed, even though you cannot see them when you observe the sky, and even though some of them should not be present at that time. Second, it is occasionally possible to learn something useful about the future when observing a moon that is hidden from view, but whose energies are still quite strong.
Unless you are fortunate to have a set of Festival bones, at present the only option for obtaining bones is by purchasing them from the hermit Krrish. His shack is located in the SE corner of Theren (you may have to make your way past baby rats to see him), and he wants 6 gold lirums (but you may be able to buy for less, depending on your skill). Examining the bones (EXAMINE MY BONES), you will see a rune (which designates the skill set to be predicted upon), the Krr-tich bone, the Sek-rith bone, the MoonSphere, the Sun Disk bone, how old the bones are, and to whom the bones belong (bones are a very personal thing!). The bones can be of different states of balance, quality, attunement, and age, which will change with use.
When ready to predict, it is my superstition to remove my gloves and helmet, to kneel or sit, and to first cast Clear Vision (10 mana). Be healthy, for injuries may contribute to damaging the bones. Continuing the Xibar example, you would change the bones until they showed the rune for lore. To do this, you RUB MY BONES. For the runes, sword is offense, shield is defense, codex is lore, staff is magic, hand is handskill, stick figure is bodyskill, and even line is generic. As you rub the bones, you sometimes sense them tingling. Having the bones tingle right before you roll them is not essential for getting a valid prediction, for strengthening your bond with the bones, or for throwing them correctly. However, I currently believe that tingling is a positive thing, and I generally continue rubbing them until I sense tingling at least once, then rub them to depict the correct rune (other times, I intentionally get them tingling a lot).
Finally, you are ready to obtain a prediction. As a superstition, I SHAKE MY BONES, then ROLL (or THROW) MY BONES AT <person>. The individual bones will roll, bounce, skitter, thud, teeter, fall flat, and do other things.
A number of results can occur, as seen in the last line or lines.
To interpret a valid prediction, first look at the Sun Disk. A white disk is a positive prediction, a black disk a negative prediction. Predictions increase (or decrease) your ability in the specific skill set predicted upon, as if your skill rank was increased (or decreased). To my knowledge, the prediction will not change your ability to learn that skill per se. However, a positive prediction might allow you to do something that was previously too difficult, therefore giving you good experience you otherwise could not get. Alternatively, a bad prediction could totally disable a skill, making it impossible to learn that skill until the prediction has worn off.
Next, look at the MoonSphere. It may depict nothing, or it could depict a specific image. If present, the MoonSphere image tells you the specific skill involved in the prediction. If the MoonSphere depicts nothing, then the predictee would have to use trial-and-error to identify the skill affected. To continue the Xibar example, you might see an open book, which indicates scholarship skill. Almost all skills have a corresponding, specific MoonSphere image, with the possible exceptions of one of the magic skills, and any skills newly implemented (such as the Empath skill transference). I leave matching these images to the related skills, as well as correlating the heavenly body observed to skill set(s) involved, up to the reader.
There are several theories about how to accurately gauge the precise strength and length of the prediction, and it is most likely to be very obvious once one knows the secret. However, I have been unable to conclusively determine the method, in spite of quantitating the results of over 100 individual rolls. My best guess is that the Krr-tich and Sek-rith bones indicate a basic level of strength and length, with the important information possibly including either/both of the direction the bones point, (They can point toward you, to one side, or away from you.) and the way the bones land (thudding, bouncing, etc.). I believe this basal level could additionally be altered by one or more variables, possibly including the amount of tingling, the quality/balance of the bone, whether the bones were thrown incorrectly, random variables, and who knows what else. It is also possible that there is a range of strengths or lengths for any given combination of relevant factors, thereby muddling matters even worse. In any event, a good prediction ends when the predictee learns the world is more ominous, and a bad prediction ends when the world seems a bit brighter. In contrast, predictions made by the "visions" method end when the world seems a bit more or less foreboding. To anyone wishing to pursue this matter, I particularly recommend using appraisal predictions. Your skill can be altered such that upon appraising a favorite item, you can (in increasing order) learn nothing of its value, can think of its value in one currency, in two currencies, in three currencies, or can be certain of its value in three currencies. Hence, you can reliably determine the strength and duration of a prediction made on yourself. Also, get a second set of "practice" bones, and compare the results from them with your older set.
As your bond with your bones strengthens, the individual bones will become more attuned. They each start out attuned normally. The Krr-tich, Sek-rith, and MoonSphere can become fairly well attuned, well attuned, very well attuned, and almost perfectly attuned (that is as far as I have gotten with my ancient set of bones), and the Sun Disk can become barely attuned to the white side, then slightly attuned to the white side (that is the current state of my bones). Attunement of the Sun Disk to the white side results in an increased frequency of positive predictions. Attunement of the MoonSphere appears to increase the likelihood of seeing the image of a skill depicted (My MoonSphere always reveals the specific skill to me).
Predicting and trying to figure out the mysteries of the bones has been one of the things I have enjoyed most in the Realms, along with interacting/roleplaying with other adventurers, and hunting/trying to optimize my hunting strategies and abilities. There are still features of the bones that remain a mystery to me. It is my hope that this overview gives the interested reader the basics s/he needs to begin using the divination bones, and that the reader will be stimulated to make more predictions and to carry out his/her own lines of research. Happy predicting!
To cast a Moongate, there must be at least one moon in the sky.
The Moon Mage focuses a moonbeam (Focus Moonbeam spell - PREPARE FM 10) in a location, travels (walks, teleports, goes through another moon gate) to a new location, then opens a gate from the new location to the moonbeam.
It is always wise to PERCEIVE, PERCEIVE <moon>, and OBSERVE <moon> before teleporting or creating a Moongate.
Make certain you have a moonbeam focused before you cast.
If you teleport to a non-existent moonbeam (you choose an incorrect moon or the moon has set), you will disintegrate.
Being pulped all over is most unpleasant, not to mention inconvenient.
If you cast a moongate on a non-existent moonbeam, a Rogue Moongate will form.
The first creature through a Rogue Moongate is the Voidspawn.
Voidspawn are horrific creatures, but they are vanquished as soon as the moongate closes.
Since they usually first attack the Moon Mage who created the Rogue Moongate, and usually kill in one blow, they are not always a problem to others in the vicinity.
(The Moongate collapses when the Moon Mage who created it dies.)
Don't expect a lot of help from the people you endangered by your reckless action.
The tenebraelings who also come forth from Rogue Moongates are not too difficult to kill.
How exactly to cast a Moongate is a matter of personal preference.
You must harness mana to create the Moongate, you do not prep the spell at any specific level of power.
PREPARE MG, HARNESS 12 (or more), CAST <moon>.
You may harness all the mana at one time, or harness a little several times.
Sometimes for distant Moongates or when lunar magic is weak, harness a little more.
Don't give up if at first your spell always backfires or fails.
It takes discipline and practice to make reliable Moongates.
Opening a gate to a dead body, when the Moon Mage is not in the same location as the body, requires the assistance of a Cleric with the Beacon spell.
The Cleric Beacons the body in preparation.
The Moon Mage (after checking to see which moons are in the sky and when they are likely to set) prepares the Focus Moonbeam spell, then CAST <moon> <dead person's name>.
The Moon Mage is now ready to open a gate to the location of the dead body.