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100 Sentences With "spellcasting"

How to use spellcasting in a sentence? Find typical usage patterns (collocations)/phrases/context for "spellcasting" and check conjugation/comparative form for "spellcasting". Mastering all the usages of "spellcasting" from sentence examples published by news publications.

The show is also visually impressive, particularly around the spellcasting.
The magic and spellcasting mean we get beautiful visuals unlike anything seen in a previous Marvel movie, but… the movie is called Doctor Strange.
Elsewhere, the game does in fact acknowledge IRL phenomena through its naming of various inns and greenhouses which help you earn spellcasting power and ingredients.
The 36-year-old Michigan resident says he's the only person offering real-time spellcasting on Facebook Live, and based on my own research, that's true.
Mage's Tale is an attempt to create a full-fledged Oculus Rift dungeon-crawler around this kind of spellcasting, from Wasteland 2 and Torment: Tides of Numenera developer InExile Entertainment.
There also seems to be a gesture-based spellcasting system that looks like a really interesting way to translate the wand-based spells of the books and films into a game.
While you wait for the second season of the series to release next April, you can expect séances, evil Santas, spellcasting, and the one-and-only Sabrina to tide you over these holidays.
There, amidst an unorthodox education of spellcasting, a group of twenty-something friends soon discover that a magical fantasy world they read about as children is all too real — and poses grave danger to humanity.
There, amidst an unorthodox education of spellcasting, a group of twenty-something friends soon discover that a magical fantasy world they read about as children is all too real— and poses grave danger to humanity.
While Harry Potter's brand of spellcasting has typically been seen in games in a more action-oriented style gameplay, Fire Emblem's turn-based, back-and-forth combat could be perfect for the Wizarding World, which typically sees duels with a more call-and-response style.
Even if you don't own the Player's Handbook, you can still look at the sections that teach you about character creation, basic classes, gear, ability scores, combat, spellcasting, and all the other sort of ground-level features that everyone needs to understand in order to play.
It's most explicit in adult-oriented games from the early part of the decade: take the pouting women in Bubble Bath Babes (1991), the "gas pump girls" of Leather Goddesses of Phobos 1003 (1991), and Spellcasting 301: Spring Break (1992), in which the protagonist, Ernie Eaglebeak, has his way with an array of beautiful, submissive women.
Her magic has also tended to be somewhat erratic over the series, perhaps due to her advanced age: while she was able to bring back Jon Snow and murder Renly Baratheon with a shadow-baby, her other attempts at spellcasting and communing with her god have been less successful — like when she had Stannis kill his only daughter, Shireen, to ensure a military victory against the Boltons, which he then failed to secure.
Equally simple rules cover spellcasting, feats of strength, and flying.
Written by sly seduction, it references spellcasting and wizardry in order to lure her love interest.
The game also includes a variety of quite complex, but technically optional, sub-systems for dealing with combat, chases, negotiation and spellcasting.
Magic Knight's spellcasting abilities are also important for solving the game's puzzles including the "merge" spell to be used when he finds Off-White Knight.
New Avengers #53. Marvel Comics. Spiral's spellcasting powers can be triggered through small gestures of her many hands. With the gestures, she can teleport herself and numerous people across great distances.
Spellcasting is a series of three interactive fiction games designed by Steve Meretzky during his time with Legend Entertainment. The games feature the character Ernie Eaglebeak, a student at the prestigious Sorcerer University.
3) #30 (Oct. 2009) Kent remains with the team after it splits into two groups. He is briefly possessed by Mordru before leaving Earth to hone his spellcasting abilities.Justice Society of America (vol.
Warmages take the concept of "magical artillery" to its extreme. They specialize in direct-damage spells and can wear light armor (and later medium armor) without penalty to their spellcasting. Though they cast spells like a sorcerer, they have a very limited list of spells they can cast.
Dunwich, Candlelight Spells: The Modern Witch's Book of Spellcasting, Feasting, and Healing, 1988, p. 153. Other sources claim, however, that tephramancy utilized only the ashes of human sacrificial victims.Spence, An Encyclopædia of Occultism, 1920, p. 408; Ellison, The Solitary Druid: Walking the Path of Wisdom and Spirit, 2005, p.
Legend Entertainment was founded by Bob Bates and Mike Verdu in 1989. It started out from the ashes of Infocom. The text adventures produced by Legend Entertainment used (high-resolution) graphics as well as sound. Some of their titles include Eric the Unready, the Spellcasting series and Gateway (based on Frederik Pohl's novels).
In the Forgotten Realms campaign setting of the Dungeons & Dragons fantasy role-playing game, the Weave is the source of both arcane and divine spellcasting. In addition to the Weave, there is also a Shadow Weave created by the goddess Shar; because Shar is a goddess of secrets, its secrets are kept mostly to herself.
The Sea People is a "Creature Crucible" supplement and campaign setting that describes the lands on the bottom of the Sea of Dread and the beings that dwell there. The supplement includes rules for player character sea elves, tritons, mermen, and other races. The supplement also covers underwater spellcasting and magic items, plus miniscenarios.
The libanomic manuals come from the Old Babylonian period roughly dated 2,000-1,600 B.C.Dunwich, Gerina. Candlelight Spells: The Modern Witch's Book of Spellcasting, Feasting, and Healing. Secaucus, N.J.: Citadel Press, 1988, p. 51. Obviously popular at that time, this method of divination began to decline later, but the knowledge was preserved by trained diviners.
After the climax of the book, Letitia and Roland were married by Tiffany in an ancient marriage ceremony by fire, before they were 'officially' wed the next day by an Omnian priest. Since she is the Chalk's new baroness, she is unlikely to pursue witchcraft as a profession but may instead take-up spellcasting as a hobby.
Another method of solving problems is to use Magic Knight's spellcasting abilities. Most of his spells require him to have collected certain objects first. The castle itself consists of several floors (including a roof garden and a basement) that can be accessed via a lift. Some of these areas are only fully accessible once some puzzles are solved.
Spell Compendium is a compilation of spells for third edition Dungeons & Dragons. It compiles spells from a variety of other Dungeons & Dragons books and updates them to use the v3.5 version of the rules. Spell lists are included for all spellcasting classes in the Player's Handbook and Dungeon Master's Guide, along with a selection of cleric domains.
Some players attempt to distract or fascinate their opponent by waving their arms and hands in a spellcasting like way. This jogo or game represents a swinging and waving of hands to diminish any perception of an attack and lower the other player's guard.Nestor Capoeira (2002) Roots of the Dance-Fight-Game, Revised Ed. North Atlantic Books. pg 30 .
The first issue printed the rules, and subsequent issues featured articles about character generation, magic and spellcasting, and descriptions of the game world. The first full adventures for Kryształy Czasu appeared in issues #4–#6: „Nieproszony gość” ("Uninvited Guest"), „Demoniczna horda” ("Demonic Horde"), and „Pułapki w pułapkach” ("Traps Inside Traps"). MAG published a hardcover version of Kryształy Czasu in 1999.
Priests and priestesses of the new goddess of magic were told the story of Karsus in dreams and visions when they prayed for spells. It was Mystra's attempt to make sure that nothing like this ever happened again. Yet Karsus was accredited as being the only human to have ever achieved godhood through spellcasting, even if it was only for a fleeting moment.
The book explains rules for astral travel, zero-gravity combat and spellcasting in the astral plane. The mid-section of the book provides information on the Githyanki, the indigenous species on the Astral, which is suggested as an optional player race. The final section of the guide deals with other creatures that live on the plane, and describes a few locations.
Of note is that players often say that pure wizards are extremely difficult to play due to the relative rarity of spellbooks and the way that the casting system in Elona works. However, Elona+, an improved version of Elona, makes several substantial changes to spellcasting. These changes are regarded as extremely beneficial for players who wish to play as wizards.
Spellcasting in Maguss allows players to engage monsters (and each other) in arcane combat. Casting spells involves unlocking them, assigning them to glyphs, practicing their use, and applying them in duels. Spells fall under four categories: Sorcery (direct damage), Charms (healing and buffs), Invocations (defense), and Dark Arts (damage while also debuffing enemies). Players unlock additional spells as they gain experience in a particular spell category.
Rather, the player makes choices through actions which lead to different consequences. There are also multiple ways to finish quests and the player can progress through the game in several different ways. For example, the player can use force to kill enemies and break down doors, or they can use stealth and avoid enemies. One of the intuitive interfaces in Arx Fatalis is the spellcasting system.
The first edition of Age of Sigmar in 2015 replaced Warhammer Fantasy Battle. The initial release of AoS did not include point values for individual units; these were added later. Summoning new units used the same mechanics as spellcasting and required the dedication of reinforcement points for each summonable unit. The second edition of AoS was released in 2018 following the Malign Portents event.
GURPS Middle Ages I covers English history from the Dark Ages to the Renaissance, and addresses such topics as the development of Saxon law, the influence of the Celtic church, and the ramifications of the Hundred Years' War. A chapter on spellcasting provides simple rules for rune magic and Hellenistic charms. The "Medieval Bestiary" compiles background notes and GURPS statistics for mythological creatures relevant to the era.
Illes worked as a "telephone psychic" for Psychic Friends Network from 1991 to 1993. She went on to become a prolific author of reference books and contributed magazine articles in the ancient non-traditional arts. Her writing interests include folklore, folkways, mythology, astrology, spellcasting, spirit-working, herbalism and traditional healing. She also covers the subjects of the occult, magic, divination, spiritualism, fairies, witchcraft and the paranormal.
Within the context of the Forgotten Realms, raw magic is characterized as difficult for mortals to access safely. The Weave works to protect the world from the dangers of unrefined magic while giving the ability to cast spells to magic users. Destroying the Weave results in widespread destruction. Reckless use of magic can also damage the Weave, creating areas of dead or wild magic where normal spellcasting doesn't work.
Other classes, such as bards and sorcerers, "have a limited list of spells they know that are always fixed in the mind". The idea of at-will magic from fourth edition "mainly survives now as the mechanic behind cantrips, which allow spellcasting classes to keep using magic even when" they've used up all of their daily spell slots. Magic is once again only divided into two types: arcane and divine.
Doctor Fate possesses various powers due to Nabu's training, such as spellcasting,More Fun Comics #57 (July 1940)More Fun Comics #63 (Jan. 1941) flight, superhuman strength, invulnerability,More Fun Comics #68 (June, 1941) telekinesis,More Fun Comics #61 (Nov. 1940) telepathy,More Fun Comics #62 (Dec. 1940) pyrokinesis,More Fun Comics #56 (June 1940) and lightning manipulation, teleportation,All-Star Comics #60 (May-Jun 1976)Justice League of America (vol.
Lay members of the cult consist of the Teeth, Fingers, Blood, and Spawn of Vecna. The Teeth of Vecna are made up of wizards, and specialize in arcane spellcasting and crafting magical items for the cult. The Fingers of Vecna consist mainly of thieves, who engage in various forms of subterfuge. The Blood of Vecna are mainly warriors charged with protection and enforcement of the cult and its goals.
Both the adventure and combat maps were converted to a fixed-view isometric 3D display. The traditional hexagon-based battle grid was converted into a much higher-resolution square-based grid, making it easier to feature units of different sizes. Non-hero spellcasting units were given proper spell selections. Retaliation was allowed simultaneously with the attack, and ranged units were given the capability to retaliate against ranged attacks.
In Maguss, players may challenge monsters or other players in a combat. Duels are semi-turned based: each combat cycle, both participants cast spells during the allotted time, after which the spell effects are resolved one at a time, in a sequence alternating between the player and the enemy. The winner is awarded gold and experience points. Another game mechanic to duels is Heat, indicated by a meter and representing a wizard's stamina for spellcasting.
The Wizard is a type of magical character class in certain role-playing games, including role-playing video games. Wizards are considered to be spellcasters who wield powerful spells, but are often physically weak as a trade-off. Wizards are commonly confused with similar offensive spellcasting classes such as the Warlock and the Necromancer. However, a Wizard's power is based on the arcane and a Warlock or Necromancer's power is based on darkness or death.
Gameplay is a mix of action, puzzle solving, and platforming for the most part, with the usual role-playing staples like towns, shops, equipment, and spellcasting. The player controls Sir David as he travels through an assortment of dungeons, battling creatures such as "slime", solving puzzles to advance and saving those who were kidnapped. An auto-map feature keeps the focus on action and single-room puzzles, rather than mazes or labyrinths.
Sunrunner is a fictional title created by author Melanie Rawn for her novels in the Dragon Prince and Dragon Star trilogies. Sunrunners, or faradhim (singular: faradhi), are people who are able to use the sun and moon, for communication and spellcasting. They weave the light with their thoughts, which are represented by coloured gemstones. Each faradhi has a unique colour pattern, and the gemstones representing a faradhis colours often symbolize facets of the person's character.
In 1994 the game was revamped and re-released as Rolemaster Standard System (RMSS). The biggest changes were to character generation, particularly in the number of skills available and the method for calculating bonuses for skills. Skills were now grouped into Categories of similar skills and one could buy ranks separately in the category and the actual skill. The combat sequence was revised, and some of the details of spellcasting were changed.
Accounts on Ashen Empires are able to contain up to four characters per server. When creating a character, the player can choose one of three races: human, night elf (also known as Astari), or Orc.Races , Ashen Empires, accessed October 4, 2007 There is a total of seventy-one skills in the game; these skills include armed and unarmed combat, magery (spellcasting), and trade skills. Specific examples include Mining, Iron Forging, Baking, Planting, Harvesting, and Large Blades.
It quickly becomes clear that Lina has lost all her memories: she does not know who she is, or how to cast any but the most basic spells. Most of the game follows her adventures across different locations in the Slayers world. Gradually, Lina regains her spellcasting abilities and reunites with old friends and acquaintances from the novels. Eventually, Lina and her companions learn that the Greater Beast Zelas Metallium has been creating copies of her.
She gives similar workshops and presentations intermittently throughout the year. The first complete book Illes wrote was about traditional methods of enhancing fertility. It contained a chapter about magic spells, which a publisher asked her to expand into a book of its own, eventually published as Pure Magic: A Complete Course in Spellcasting. The manuscript about fertility was set aside, but in a 2011 interview by The Witches' Almanac, Illes mentioned that she may eventually publish it under the title, Frogs and Pomegranates.
Wizardry in the Fortress series is a deliberate act—a technical manipulation of paranormal power to achieve a desired outcome. Sorcery is similar in its deliberate application, but Cherryh reserves the word here exclusively for nefarious spellcasting in the service of evil ends (what might traditionally be called "black magic"). But "magic" itself is something altogether different in the Fortress series. Here, magic is an innate characteristic of a person or object, more like a force of nature than a technical discipline.
Rare is the fighter who hasn't envied the wizard's bag of magical tricks. Although even the most basic arcane spell remains beyond a fighter's abilities, those who aspire to such talents can, with practice, learn to cast simple arcane spells while wearing light armor. On its own, this alternative feature grants little benefit to a single-classed fighter; only in conjunction with one or more levels of sorcerer, wizard, or a similar arcane spellcasting class does this ability come into play.
Xykon was born human, 107 years before the events of the comic. He had a natural talent for necromancy, which he developed in childhood by zombifying his dog and, later, his grandmother. In his seventies, he fell in with the goblin Redcloak, who told him of a plan to unlock one of the gates imprisoning the Snarl and use the monster to blackmail the gods themselves. When they tried, however, Lirian, the gate's defender, defeated Xykon with a virus that neutralized his spellcasting powers.
After the release of The Encyclopedia of 5000 Spells, her publisher suggested an encyclopedia about witchcraft. A note of encouragement from the Non-Wiccan Witches Yahoo group persuaded her to accept the challenge, which led to The Element Encyclopedia of Witchcraft. According to Illes, most encyclopedias about witchcraft were written by outsiders and "not really about witches or their craft." Illes has been an occasional guest on George Noory's nightly radio broadcast, Coast to Coast AM, where she has discussed spellcasting, witchcraft and other occult subjects.
The weapon arsenal in Final Fantasy Mystic Quest is considerably smaller than most role-playing games. Magic in Final Fantasy Mystic Quest is not learned by designated spellcasters through experience. Instead, the main character acquires magic spells through treasure chests or as a reward for clearing out battlefields. The system of spellcasting is similar to that of the original Final Fantasy; rather than using magic points to draw upon for supplying magic, spells are used according to a set number for their type, i.e.
The game builds on the visual changes brought to the series by Final Fantasy VII, including the use of 3D graphics and pre-rendered backgrounds, while also departing from many Final Fantasy traditions. It is the first Final Fantasy to use realistically proportioned characters consistently, feature a vocal piece as its theme music, and forgo the use of magic points for spellcasting. Final Fantasy VIII was mostly well received by critics, who praised its originality and visuals while criticizing some of its gameplay elements.
Elminage was notable for using the expanded "kemonojin" races from Wizardry Asterisk, also by Starfish, as well as the summoner class from Wizardry: Summoner—these included "Were-Beast," "Dragonnewt," "Fairy," and "Devilkin" as well as expanded classes such as "Brawler" (a hand to hand melee specialist), "Alchemist" (a combination crafting class and spellcaster), and "Summoner" (a spellcasting class that can tame and summon monsters from the dungeon). These "expanded" Japanese Wizardry mechanics would be reused in future Elminage games as well as notably Class of Heroes.
In compensation for their diminished spellcasting ability, paladins and rangers have a more martial focus than clerics and druids. In 2nd edition, divine spells were divided into 16 thematic spheres, with clerics, druids and specialty priests gaining access to spells from different spheres. The core spheres are All (generic divine spells), Animal, Astral, Charm, Combat, Creation, Divination, Elemental (optionally divided into Air, Earth, Fire and Water sub-spheres), Healing, Necromancy, Plant, Protection, Summon, Sun and Weather. Tome of Magic (1991) introduced the Chaos, Numbers, Law, Thought, Time, War and Wards spheres.
Arx Fatalis features somewhat open-ended gameplay, allowing the player to allocate skill points for their character type in skills such as spellcasting, weapons and armour, stealth, and so on. There are several side quests that can be undertaken. A simple crafting system involves enchanting ammunition and weapons, or creating items, such as a fishing rod (fishing pole and rope), keyrings (key and ring), or pies (dough and rolling pin, optional apple and optional bottle of wine). Raw food can be cooked, like rounds of bread, chicken drumsticks, or pies.
Iron Heroes. (previously also known as Monte Cook Presents: Iron Heroes; originally announced as Iron Lore) is a variant Player's Handbook for the d20 System of role-playing games, in the tradition of Arcana Unearthed. It incorporates the core d20 mechanic, while introducing new rules options, differently-balanced classes, an entirely new feat system, and changes to the way skills and feats operate. It is intended to allow players to take on traditional challenges at the same levels that their D&D; counterparts would be able to, without recourse to magic items or high spellcasting.
The adventure is set in the World of Cypher. Thematically similar to the contemporaneous movie The Cannonball Run (1981), the player characters are participating in a five-team race held only once every seven years. To win, the characters must traverse 600 miles of wilderness, overcoming geographical obstacles, combat with the other teams, and ravenous monsters, in order to be the first to reach the City of Cypher and place a crystal orb in the crown of King Kornilian. Although spellcasting is allowed during the race, no teleportation magic can be used.
Elena Lafé also discovers that her husband and his brothers belong to a mythical race that hides many secrets and conspiracies. Elena Lafé will have to confront a vengeful ghost, a spellcasting witch, Eduardo’s strange half brother, a deranged twin sister bent on killing her, and hundreds of secrets that will change her life forever. The twists and turns of the oceanfront locale mirror a storyline intertwined with secret loves, unusual characters, and a mysterious aura. A web of mystery and chance is spun until we discover the secret behind Elena’s Ghost.
Pompey is an evil half-elf (as shown by having only one pointed ear on the left) student wizard whom the Linear Guild recruited from Warthog's School of Wizardry and Sorcery to be the new opposite number to Vaarsuvius. Pompey is a wizard who specializes in the spellcasting school of Conjuration, having chosen Enchantment and Evocation as his barred schools. This makes him a more direct opposite of Vaarsuvius, who uses Enchantment and Evocation, but is barred from using Conjuration spells. His clothing and hair color are also the reverse of Vaarsuvius's hair and robe colors.
Instead of learning spells individually, characters unlock spells by learning to wield the powers of eight "spirits": Fire, Earth, Water, Air, Sphere, Sky, Heart and Light. Each individual spirit provides a single spell, each unique pair of spirits provides an additional spell, and learning all eight unlocks an additional spell, for a total of 37. So, for example, a character who knows the "Fire", "Sphere", and "Light" spirits would know six spells: one each of the three spirits and one for each of the three spirit combinations ("Fire+Light", "Fire+Sphere" and "Sphere+Light"). There is no statistic which universally enhances spellcasting ability.
Archaeron is a fantasy system similar to Chivalry & Sorcery, for which only two rulebooks were ever published. Mage, the first book, is a fantasy magic system with complex rules for spellcasting, creation of magician characters, and various types of magic and spells. There are three types of spellcasters: Psychics (divided into Mediums, Seers, and Natural Psychics); Magic Users (Conjurers, Thaumaturges, and Enchanters); and Theurgists ("cleric" types: Symbolists, Mystics, and Necromancers). Warrior, the second book, is a fantasy combat system for medieval European-style combat, with rules for creation of warrior characters; detailed weapon skills; melee, missile, and mounted combat; wounds and healing; etc.
The attitude towards the practice of storing spells this way differs from race to race. The Ice Elves combat the practice of capturing their spells in Crystals for use by anyone of not Ice Elven descent. The Dwarves on the other hand, with their utilitarian approach to magic, have no trouble selling Crystals with their spells within. Attitudes towards gifted ones are as differed as the worlds themselves, and on some spellcasters are in-born elites, on some they are revered, other worlds hold spellcasting as just another respectable professions, while on certain worlds the gifted are outright hunted.
Each of these classes are aligned with one to three of the core attributes of the House of the Dead: Physical, Magickal, and Essential. Dyack has titled this 'the Trinary Archetype System', mentioning that many themes in Deadhaus Sonata will be influenced by the balance of these attributes in the world. Classes more aligned with Physical damage will be more effective at melee and non-magickal ranged damage. Magickal-aligned classes are more specialized in spellcasting, and essential-aligned classes are focused on the use of Artifacts, objects that have gained sentience from supernatural beings possessing them.
Although her native language is Old Norse, Anyanka/Anya speaks fluent English as well as some French, Latin and can read and speak Ancient Sumerian. It is implied that she can speak any human language, as she has granted wishes in many countries all over the world throughout many centuries. Despite being human, Anya still has contacts with some of her former associates. Anya also exhibits some basic knowledge of magic, often commenting on Willow's spellcasting and interest in magic with a reasonable degree of insight, and she occasionally participates in the casting of spells herself ("Doppelgangland").
The player's party may also be accosted at night when viewing constellations in the sky, or any time after bumping into a half-buried urn. The player may attempt to flee from attackers or retaliate against foes who, when defeated, grants all party members experience points that go towards leveling up and improving character stats. Each of the characters in the player's party have health points, magic points for spellcasting, power, defense, physique, fortune, intelligence, knowledge, and agility; each stat has a direct effect on how a character plays. Character stats are assigned by the player at the start of the game using a cap-and-trade system.
Tara is introduced in the fourth season episode "Hush" as a college student who attends a Wicca meeting where Willow Rosenberg (Alyson Hannigan) goes to find some like-minded people. Tara is hesitant to speak out during the meeting and has a pronounced stammer that returns throughout the series when she is upset. She reacts positively during the meeting to Willow's suggestion that the Wiccan group discuss spellcasting, but the rest of the group scoff at the suggestion and silence Tara and Willow. Tara was created to appear in only a few episodes as a friend with whom Willow could learn magic and develop her skills.
The depiction of witchcraft in Charmed has had a significant impact on popular culture. The book Investigating Charmed: The Magic Power of TV (2007) revealed that viewers of the Wiccan religion appreciated the fact that Charmed brought their religion into the public eye in a positive way, through the use of sacred objects, spellcasting, a Book of Shadows, solstice celebrations and handfastings. In 2008, the religious organisation Beliefnet ranked The Charmed Ones at number eight on their list of the "Top 10 Witches in Pop Culture." Beliefnet praised the cultural image of Charmed for its female empowerment, mythology and how the sisters "managed to solve their cases" week-on-week.
The user interface consists of a character status bar which includes the character portrait, combat status, the character name, current stamina/maximum stamina, attacks/round or spell points/max spell points and the characters armor rating. Players can select from a range of different actions including camping, inventory management, spellcasting, displaying current spells affecting the party, using spells from a scrollcase, trading items between characters, exchanging money between characters, resting, and inscribing spells to scrolls. The action panel also displays the current time and day in-game and the current source of light. Special actions include area search, entering a temple, shopping and attempting to perform a special action.
Keeping the ties of Mystic Force with its source series Mahou Sentai Magiranger, Clare could be considered a less serious version of Heavenly Saint Lunagel, in which both are empowered by the Moon and have the duty of guarding the gates to Underworld/Infershia. Clare was originally just a comic relief character, with her poor spellcasting abilities serving as her gag. It was later revealed she was the heir to the role of the Gatekeeper, and that her mother had died using her powers to seal the Morlocks within the Underworld. As the Gatekeeper's daughter, Clare was the only one who could undo the seal.
Attacking or spellcasting with fewer than ten action points immediately ends the character's turn, otherwise a character can continue to act until they run out of points. Most enemies will attack the player on sight, retreating in terror if they reach a certain threshold of damage without being killed. Other specialized behaviors are also present, including creatures which call for help, or creatures which act as sentries and retreat to an ambush location when threatened. Creations made by the player character can also be controlled by a similar artificial intelligence, or the player can invest more essence in the creation's intelligence and control them manually.
This AD&D; game hardcover includes 86 new wizard spells (plus rules for "wild mages"), 170 priest spells (plus eight new spheres), and 92 new magical items, all meant to fill minor gaps in the extant spell lists. The first section presented new subclasses for the mage class, and new forms of spells and spellcasting for the cleric class, as well as several new spheres of divine magic. The mage subclasses were the wild mage and elementalist classes. The wild mage had the most in the way of new rules, including wild magic and wild surges, which result from his attempts to use magic in raw, barely controllable forms.
To prevent making exploring point locations known the level points lacking to the next advance are displayed only as approximate value. There are 80 magic potions to be found, which permanently increase your stats, composed of intelligence, stamina, strength and dexterity. The locations of these potions vary for different players, there are some hundred hides for them, but you can get hints from the oracle to find them. Death has no important role in MorgenGrauen, you get a stat reduction and reduced attacks for some time, and lose some fighting experience points, but lose no important attributes like fighting and spellcasting skills, stats or other level points.
Later, he created the Spellcasting trilogy, the flagship adventure series of Legend Entertainment. He has been involved in almost every aspect of game development, from design to production to quality assurance and box design. His keen wit, prose, and coding skill made him one of the first interactive fiction writers (along with Dave Lebling) admitted to the Science Fiction Writers of America,"Floyd Here Now!" A Study of Planetfall's Most Enduring Character Kirk Shimano, STS 145 Case History, March 16, 2004 and in September 1999, PC Gamer magazine named Meretzky as one of their twenty-five "Game Gods"; those who have made an indelible mark on the history of computer gaming.
GameSpot described the score by Jeremy Soule as "enjoyable", but its repetitiveness and shortness made for less variety throughout the game. GameSpot praised Game Boy Advance version for its well- animated graphics and environment, paying close attention to small details such as Harry's cape flapping while he moves and his spellcasting gestures. Game Vortex criticised the GBA version for its lagging graphics that occurs when casting the "Flipendo" spell, the repetitive environments for each spell challenge level. It also criticised not being able to jump over bottomless pits in the spell challenge levels, where falling down results in the level being played from the beginning.
Part of Maguss's development was the creation of a device that mimicked a magic wand. The Maguss Wand provides an immersive approach to spellcasting—instead of drawing glyphs on their mobile device, players may trace them in the air instead. Composed of a 350mm long plastic body with a single button and micro USB port for charging, the Maguss Wand is compatible with Android (version 4.1 Jellybean and newer) and iOS (version 7) and tethers to mobile devices using BLE (Bluetooth Low Energy). The wand may be customized by replacing the grip, tip, and metal rings. Due to the high cost of mass production, distribution of the Maguss wand is currently on hold, pending investors’ help.
Like most T/RPGs, XF gives the player precision control over the composition and fighting style of their army. The player is given control of several plot-critical characters, and can additionally hire generic "Drifters" to strengthen their ranks. All characters (except one, Tony) have access to the game's "Class system," which allows them to change into different character classes outside of combat; each class comes with various "Skills", which allow them to perform different combat roles (offensive spellcasting, healing, item use, damage-dealing, etc.). Skills consist of a set of "Original Commands," active abilities which require MP to use, followed by a series of passive bonuses which help add character to the class.
The company's debut title was Spellcasting 101: Sorcerers Get All The Girls, which evolved beyond simple text-based adventures with graphics for each of the game's "rooms". Meretsky describes this as a "fusion of the depth and detail of Infocom games with a graphical presentation that would be more in keeping with what audiences circa 1990 demanded", which led to greater sales than their former company. Starting in 1993, Legend switched to a new development system for graphic-only adventures. Several of their adventure games were based on book licenses, including Frederik Pohl's Gateway, Terry Brooks' Shannara, Spider Robinson's Callahan's Crosstime Saloon, Piers Anthony's Xanth, and Margaret Weis and Tracy Hickman's The Death Gate Cycle.
Each player plays typically one character (warrior, ranger, wizard etc.), except for one player - the gamemaster (called Pán jeskyně in Czech, which can be translated literally as Lord of the cavern or more freely as dungeon master). He/she prepares a map and then describes to the players what their characters see and hear. The players say what the characters do and the gamemaster says what was the result of their actions. There are rules for most actions (fighting with monsters, spellcasting, buying equipment, opening a chest with an arrow trap, speed of a movement, point of tiredness, trying to frighten an enemy to run away etc.), but the characters can try to do anything, even if it is not described in the rules.
Eventually, despite encounters with vampires, the unknown warlock, and the ever-suspicious Warden Morgan, Dresden learns that the affair centers around the drug "ThreeEye", which allows normal humans to temporarily acquire Wizards Sight, which eventually drives them insane. Victor Sells has been manufacturing ThreeEye to edge out mob boss Johnny Marcone. Using the energy of thunder storms and the orgies held at his home, he powered the spells to remove his enemies, namely Marcone's men and anyone else threatening his operation, in order to gradually bring down Marcone and corner the drug trade. Dresden interrupts Victor's spellcasting and attacks him, "brains versus muscle", eventually burning down Victor's house while Victor is still inside grappling with monster scorpions and a demon he had summoned to kill Dresden.
Saga Pack is a set of gamemaster's aids for the second edition of Ars Magica, including a gamemaster's screen, and 24 loose- leaf pages that outline 16 pregenerated characters, guidelines for role- playing, and background information on the Code of Hermes. The three-panel gamemaster's screen has tables of information on the gamemaster's side that include a summary of melee and ranged weapons and their effects, armor, spellcasting penalties and distractions, combat maneuvers and phases, movement factors, interactions with various Powers, difficulty factors, and healing. A continuous piece of artwork by Michael Weaver covers all three panels on the player's side. Eight pages of loose-leaf sheets are designed to be cut on half, with pregenerated "grogs" (fighters) detailed on the front and back of each page.
Baylis concluded his review by saying: "Overall the Birthright expansion is of very little interest to anyone other than card collectors, with only one of the 100 cards immediately springing to mind for possible consideration as an addition to my personal gaming deck." Baylis reviewed the Draconomicon booster pack, rating it a 7 out of 10 overall. He noted that this expansion was mostly researched from the Draconomicon handbook from TSR: "As you would expect with spellcasting Wyrms, it is accented towards magic, though the set is also bolstered by events and allies that are associated with Dragons and dragonkind." Chris Baylis reviewed the fourth edition of Spellfire for the British magazine Arcane, rating it a 6 out of 10 overall.
The Epic Level Handbook was designed by Andy Collins and Bruce R. Cordell, and published in 2001. The cover art is by Arnie Swekel, with interior art by Daren Bader, Brom, David Day, Brian Despain, Larry Dixon, Michael Dutton, Jeff Easley, Lars Grant-West, Rebecca Guay, Jeremy Jarvis, Alton Lawson, Todd Lockwood, David Martin, Raven Mimura, Matthew Mitchell, Vinod Rams, Wayne Reynolds, Darrell Riche, Richard Sardinha, Marc Sasso, Mark Smylie, Arnie Swekel, and Anthony Waters. Collins was the first designer scheduled for the book, and handled the core of the rules, while Cordell handled the epic spellcasting and epic monsters. The book was updated for the 3.5 edition via an update document available from the Wizards of the Coast website.
The belief that apparently unconnected things share a mystical connection is common to most cultures; it is one of the principles of sympathetic magic identified by anthropologist James George Frazer in The Golden Bough. Examples of the theory of interconnectedness in Western culture include the Platonic concept of macrocosm and microcosm, expressed in Hermeticism by the aphorism, "as above, so below"; the doctrine of signatures advocated in the Renaissance by Paracelsus; the Jewish mystical practice of Kabbalah, which Renaissance humanists attempted to Christianize; and the doctrine of correspondence in the theology of Emanuel Swedenborg. Tables of correspondences are not limited to magical spellcasting. Gnostic books in the Nag Hammadi Library contain lists of aeons and archons (good and evil beings), correlating them to virtues and vices.
The novels describe Naga as a remarkably beautiful young woman of about 18 or 19 years with a distinguished appearance, long hair (either dark-blue, violet or raven black), and intelligent blue eyes. Tall, well-endowed, and flaunting her sexuality, Naga is in a striking contrast to the diminutive and insecure Lina. She takes pride in being physically intimidating, preferring a menacing and revealing black leather outfit, which is as a keepsake from her mother but Naga also personally enjoys to wear it (though the exaggerated size of her spiked spaulders is so unpractical that Naga has at times jabbed them in her own face when spellcasting). Naga's introduction in the novels describe it as an old-time 'evil sorceress' fashion style that, according to Lina, used to be popular centuries earlier.
According to the second edition Player's Handbook, the druid class is only loosely patterned after the historical druids of Europe during the days of the Roman Empire and acted as advisors to chieftains with great influence over the tribesmen. The second edition Player's Handbook changed druids somewhat, making them more similar to the cleric in terms of spellcasting (druids now learned spells at the same rate and level as clerics, as long as the spells were available to them; casting times were also the same). Certain higher level abilities as introduced in Unearthed Arcana were also removed (or ignored), such as the ability to enter the Plane of Shadow. The Complete Druid's Handbook, published in 1994, provided more details on the druid class, including druidic society, magic groves, class kits and herbal lore.
This extreme flexibility of design is both a feature that is particularly of interest to GM's and players that want to model very specific forms of magic in their setting(s), but can also be overwhelming to GM's and players that just want to play a game with some established boundaries and not have to worry about such things themselves. The earlier edition of the Fantasy Hero book included a series of theme oriented "colleges", and a specific mechanical basis for spellcasting. This was a specific implementation of the abstract concept of "magic", but as it was the published example available, it in effect became the de facto standard. This runs counter to the "universal" precepts of the HERO System, and the 5th edition supplement excises it entirely.
Magician gameplay The game is officially labeled as a role-playing game, but it lacks almost every one of the characteristics of the genre: no freedom of backtracking, no optional side-quests, no weapons nor armor, not even attributes that rule probability of success in combat or spellcasting, no explicit experience levels, and the actual levels ("rating" in the game) have no effect on any attribute except the spell points maximum. The player must navigate him through puzzles and mazes in order to acquire more items, which allow Paul to learn more spells, and weapons, which allow him to cast certain spells or shield himself. More important, Paul is supposed to interact with people, which can help him along his quest. Apart from Paul's health, the player also keep in mind his food and water levels, which decrease over time and are refilled by using food and water.
The Book of Magecraft covers the magic using classes of the Birthright setting for AD&D;: the magician class, who are specialists in divination and illusion magic who can only cast low-level spells of other types, and the wizard, who must be blooded but is otherwise like a normal AD&D; magic user. The book also deals with War Magic, an area of spellcasting unique to Birthright which uses War Cards in large-scale battles; the book details the creation of War Magic versions of existing spells. The book also presents Realm Magic, which results from the magical energy which permeates the land of Cerilia and collects in pockets known as sources, which a regent wizard can cultivate. The Book of Magecraft also covers rules for finding, using, and borrowing source and ley lines, which a wizard can create and maintain to tap energy from non-adjacent sources.
Runes in earlier games were mostly found in hard copy materials, such as maps and the decorative covers of booklets. Runes appear less in Ultima VII and in later games. Gargish is the language of the gargoyles of Britannia and the language used in spellcasting within the game. Unlike the runic script, which is usually used simply as a visual cipher for English, the Gargish script encodes a genuine constructed language, based on (but expanding greatly upon) the magical words of power that first saw use in Ultima V, as well as the mantras for each of the Shrines of Virtue, which had remained consistent since Ultima IV. The lexicon mostly comprises deformed or truncated Latinate stems (flam "fire" ← Latin flamma; lap "stone" ← Latin lapis; leg "to read" ← Latin legō), but other origins are also apparent (uis "wisdom" ← English wise; kas "helmet" ← French casque).
"Nama" in Evolution-R Naga makes an extended cameo appearance in the 2009 Slayers TV series Slayers Evolution-R as an animated suit of armor calling herself Nama, who bears a striking resemblance to Naga in both mannerisms (including her laugh) and spellcasting preferences. Nama was a treasure hunter (of whom only a Naga-like shadow was shown) who has lost a majority of her memories when her soul got enchanted into the living armor. While it is never directly shown or confirmed to the audience or the characters that she is Naga, Nama is perfectly able to perform the Pacifist Crush move along with Amelia, something only a daughter of Prince Phil would know how to do, and Xellos makes a comment that the name Nama is very close to her actual name, implying that he knows her true identity. During the course of the series, Xellos makes Nama's spirit return to her original body by destroying the urn that has caused the curse.
One Wiccan viewer noted that some of the evil demons in Charmed carry the names of benevolent gods and goddesses in the Wiccan religion. However, many Wiccan viewers appreciated the fact that Charmed brought their religion into the public eye in a positive way, through the use of other elements such as sacred objects, spellcasting, a Book of Shadows, solstice celebrations and handfastings. Cast member Holly Marie Combs revealed in The Women of Charmed documentary (2000) that the series aimed at following a mythology created by fantasy, and not adhering to Wiccan rules too closely, for fear of coming under criticism for either not being "technically correct enough" or missing the truth completely. Ahead of the third season, Burge left her former position as executive producer to Kern, after she reportedly became frustrated that storylines for the third season were going to become more focused on the sisters' relationships with their love interests than each other.
Chapter 3: Practitioners of Magic, on pages 20–41, gives information in increasing a player character's abilities, including new skills and feats, and ten new prestige classes. Chapter 4: Places of Power, on pages 42–67, describes exotic places to explore, including natural sites (mystic maelstroms, sparks, fey mounds, boomshroom patches, doom pits), magically enhanced sites (crossroads and backroads, mythals), nature venerated (ranger guilds, druidic circles), places of prayer (destinations of pilgrimage, monasteries, shrines, small chapels, rural churches, mid-sized churches, city churches, large or fortified cathedrals), bastions of the arcane (bardic colleges, wizard's guilds, mage fairs), and the magic item trade (the open market, specialty shops, the black market, trade wizards, antimagic organizations). Chapter 5: Spells, on pages 68–135, contains a spell list for several spellcasting classes, and presents over 130 magic spells. Chapter 6: Magic Items, on pages 136-181, presents hundreds of magic items, as well as sections on spellbooks, creating magic items, and extraordinary natural items.
The games utilize a variation upon the traditional (or Classic) Unisystem presented in WitchCraft and All Flesh Must Be Eaten. Commonly known as the Cinematic Unisystem, this variant still relies upon the core mechanic common to all of the system's games, in which the outcome of most actions taken by a player character is determined by the following formula Attribute + Skill + X, where X represents a random result on a ten-sided die. Attributes represent the character's main six abilities, which in this case are three physical attributes (Strength, Dexterity, and Constitution) and three mental attributes (Intelligence, Perception, and Willpower). Willpower represents a change from some Classic Unisystem games, and is used for spellcasting rolls as well as other mental or psychic tasks There are seventeen basic skills, many of which have irreverent or humorous names, reflecting the style of Whedon's Buffyverse; for example, Getting Medieval (for armed melee combat), Gun Fu (for firearms), and Mr. Fix-It (for repair and mechanical work).
Once the circle is cast, a seasonal ritual may be performed, prayers to the God and Goddess are said, and spells are sometimes worked; these may include various forms of 'raising energy', including raising a cone of power to send healing or other magic to persons outside of the sacred space. In constructing his ritual system, Gardner drew upon older forms of ceremonial magic, in particular, those found in the writings of Aleister Crowley. The classical ritual scheme in British Traditional Wicca traditions is: # Purification of the sacred space and the participants # Casting the circle # Calling of the elemental quarters # Cone of power # Drawing down the Gods # Spellcasting # Great Rite # Wine, cakes, chanting, dancing, games # Farewell to the quarters and participants These rites often include a special set of magical tools. These usually include a knife called an athame, a wand, a pentacle and a chalice, but other tools include a broomstick known as a besom, a cauldron, candles, incense and a curved blade known as a boline.

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