Meridian 59 User's Guide

Magic


Many Meridian residents, shunning the brute force and raw physicality of hand-to-hand combat, prefer to defend themselves using the more subtle, yet equally effective, tools of the sorcerer. Some focus their energies primarily in this area, aspiring to become wizards of tremendous power. Others seek to balance their combat skill with a journeyman's magical proficiency. And even those who greatly prefer blood to mana usually have a few interesting magical tricks up their gut-spattered sleeves.

Meridian's legendary schools of magic are located within each of The Temples of the Gods. The priestesses there are ancient and wise, but will share their secrets with those who seek them out, support the Temples with their donations, and willingly take on the tasks laid upon them. (Once in a while, you'll also find a village wise man who will offer you a trick or two in exchange for some small coin.) The Temples are well secluded and defended, but yield great power to those with the tenacity to seek them out. They are:

  • Shal'ille -- The Spells of Shal'ille were created to heal the evil caused by warped and violent souls. They include spells of healing, blessing, and protection.

  • Kraanan --A karma-neutral school oriented toward protection and defensive spells. Kraanan's spells are considered the most fitting for warriors.

  • Qor -- Highly potent spells that come at a high karmic cost. The Temple of Qor is much sought by assassins and murderers.

  • Faren -- Chaotic, hard-to-control attack spells with no karmic orientation at all.

  • Riija -- Riija has not been heard from in so long that he is presumed dead, and his temple has long since fallen to ruin. The few remaining priestesses offer but one spell -- Blink -- which is given for free to all new citizens. Blink takes you to the center of the room that you're in. It's useful if you need to get away from someone in a hurry.

Most Meridian citizens are devotees of one school alone. Some of the elders have gained mastery in two or more schools, though you should not approach a second school unless:

  • You have achieved full mastery of all the spells of one school. Most schools will only teach their higher-level spells to those who have proven their loyalty and dedication to that school alone. If you wander off to sample the training of other schools, your first school may be reluctant to invest as heavily in your further education.

  • You do not aspire to be a high-level magic user, but simply want a wider range of low-level spells to complement your combat prowess. However, even though you may learn a wide range of Level 1 and 2 spells, you may not achieve expert proficiency with any of them if you are not perceived as dedicated to a single school.

  • You fully understand the karmic dynamics of the various magic systems. If you are a disciple of Kraanan's karma-neutral magic, a logical second choice might be Faren (also karma-neutral). Or, you might take up the cause of Good, adding knowledge gained in the Temple of Shal'ille; or commit yourself to Qor's unbridled reign of evil. However, spells from the schools of Qor (negative karma) and Shal'ille (positive karma), do not mix well: the good and evil karma collide, with difficult consequences. Until you understand these subtle interactions, it is best to dedicate yourself to the study of a single school.

Acquiring Spells

When you first enter Meridian, you are given the opportunity to buy a few basic Level 1 and 2 spells to get you started. To add to this small collection, you will first need to decide which school to affiliate with. Then, you need to find the school's Temple -- which may well become a quest in itself. Once you have entered the Temple:

  1. Approach the priestess. Some small talk may be in order here. Truly committed disciples often ask for an Errand or Task they can perform to be of service the priestess. (Completing such a task is a good way to become teacher's pet very quickly.)

  2. When the small talk is over, type Buy to find out what she is willing to teach you. Priestesses are careful to give you only what you have the wisdom and strength to handle well.

  3. To acquire a spell, highlight it on the list. The amount of the required temple donation appears nearby. To accept the trade, click OK. Click Cancel to leave the dialogue box without acquiring a spell.

To find out more about your current spells, click the Spells button to the right of the Chat Screen. Your complete spell collection appears below. If the list is too long to view, drag down the scroll bar that appears to the right of the list to see the rest.

Right-click on any spell on this list to learn more about it. The information box that appears tells you which school taught you the spell; the spell's difficulty level; a description of its effects; a list of reagents required to cast it; and any negative repercussions that may result from its use. The percentage number next to each spell on the list shows you current proficiency level with it.

Casting Spells

Contrary to popular belief, magic doesn't just come out of thin air. For most spells, you need sufficient quantities of the basic ingredients: reagents and mana.

  • Reagents -- These are natural objects with magical properties -- berries, herbs, mushrooms, bones, teeth, scales, feathers, wings, and gemstones that are the raw material of the spell. You can't cast the Bless spell, for instance, until you've also gotten your hands on several elderberries. A good magician keeps a diverse collection of reagents close by, ready to be used at a moment's notice.

  • Mana -- This is your own personal magical power, a reflection of your strength of will and power to focus it toward a goal. The second of the three Status Bars at the top right of the World Screen shows you how much mana you currently have available. You recoup lost mana by resting, or by merging with one of the seven Mana Nodes that are hidden throughout Meridian 59.

Once you've acquired a spell -- and the means to cast is -- there are several ways to make it so:

  • From the Icon Bar -- Click the Wand icon on the Icon Bar (it's the fourth icon from the left). All your available spells are listed in the window that appears. Highlight the spell you want to use. When you release the mouse button, the spell is cast.

    Some spells must be fired at a specific target. In this case, when you release the mouse button a small cursor target appears in the Action Window. Use the mouse or the arrow keys to place the target on the object of your intentions, and click the left mouse button to fire.

  • From the Menu Bar -- Click Spells on the Menu Bar. Choose the spell that you want to use. Next, click Enter or click the mouse button to cast the spell.

  • Type cast and the spell name on the text line -- for example:

    cast blink.

Press Enter to fire. If it's a targeted spell, place the cursor in the Action Window, then press Enter again or click the left mouse button to fire.

If a spell has a two-word name, put quotes around it when you type it:

cast "super strength"

Improving Your Spellcasting

Wise magic-users are always looking for ways to boost their power and effectiveness.

  • Spells atrophy with disuse, and improve with use. The best way to get good at a spell is to use it - over and over and over. The percentage number next to each spell on the list shows you current proficiency level with it. A low percentage means that the spell may not work for you every time you try to cast it (a frustrating waste of good mana and reagents); or, if it does work, it will be fairly weak in its effects. A higher number means you can make it work more often, with more power and better accuracy.

  • Some spells only work for a specific length of time. For example, the Super Strength spell gives you extra power...but only for a few minutes after you cast it.

    While a timed spell is working, an icon appears on screen. If the spell is a personal enhancement, the icon appears above the health Status Bar at the top right of the World Screen. If it's a spell that changes the room environment, the icon appears just above the Action Window.

    This icon disappears when the spell has faded. As you become more adept with a timed spell, it will last longer.

  • There are certain areas throughout Meridian 59 in which spellcasting is prohibited. Know where they are, especially if you tend to rely on magic over brute force for your survival.

Enchanted Items

Once in a while, you may come across other objects that can confer magical power on their owners. However, let the buyer beware: though many of these lovely items can enhance your mana and protect your body, a few can be quite deadly. Some of the enchanted goods you may encounter in Meridian 59 include:

Potions

Occasionally, you'll be offered a flask for sale. Be sure to get a description on these potions before buying. A healing potion has obvious value, and a Forgetfulness potion is most useful if you, a disciple of Qor, decide to recant your evil ways and wish to clear your mind for the lessons of Shal'ille. While most potions are quite useful, a few carry curses that are activated simply by picking them up.

Circlets

A circlet is like a small crown that fits on your head. While you're wearing it, your health points can also be used as mana points -- a worthwhile magical advantage.

Weapons and Armor

Weapons and armor that have been blessed by one of the Gods command good value in most places. Magical garb like this can give you an important edge in combat.

You may also encounter enchanted wands, rings, amulets, and certain mystical foodstuffs.







The 3DO Company Meridian 59 User's Guide - 19 Aug 1996

home.JPG - 3.8 K
Back to Start Page