Magic, Wizards, and Clerics

Please Take Note: the rules for Magic and magic users has changed significantly due to the release of Atomik Magick 2nd Edition. You will need to get the new edition of Atomik Magick (sited below), as well as Atomik Grimoire to play Lodoss War Eternal Edition.

A Land of Magic
Lodoss is a land of great magic, mysteries, and power. Once, many thousands of years ago, the world of Forceria was forged by the brilliant powers of magic. The gods were great then, but in their greatness terrible wars were fought. The earth was shattered, the seas boiled, and the gods perished and died away.

It took centuries for civilization to rebuild, and centuries more for learned men to master the ways of magic. Kastuul, the Kingdom of Magic, arose seven hundred years ago. The great empire spanned all of Lodoss, some say beyond, and was ruled by mighty sorcerers and wizards. In time, these immortal rulers became bitter and jealous of one another, and took to warring amongst themselves to determine who would become the supreme emperor of the known world. Only destruction and chaos came of the war, the mighty Kingdom of Magic collapsed -- Cities burned in the pyre of dying armies, cataclysmic tidal waves rushed in from the storm-angered seas, earthquakes shattered the land from east to west. Thousands died, and the knowledge of the ages was all but lost.

It took another five hundred years for civilization to recover from the calamity. Though evil, chaos, and war still plague the land, the people are once again blessed with the luxury of art, poetry, and science. Slowly but surely, lost knowledge from the age of Kastuul is being recovered. More and more, the few remaining magical tomes and books of knowledge are being translated, copied, and passed between the circles of wisemen, adepts, and priests. Those with a desire to learn are welcomed into the schools and academies now prominent through Alania and Valis. Indeed, it seems nothing is beyond the grasp of our understanding and the new world of magic and mystery is finally opening its door.

Magic in the Game
Lodoss War RPG uses the magic game mechanics system presented in Atomik Magick 2nd Edition. Atomik Magick is available at the URL listed below in .PDF format. If you do not have Atomik Magick you must get it to play this game. You will also need Atomik Grimoire. These documents have all the magic system rules, game mechanics, and spells. I could repeat all the rules here, but getting the document separately simplifies matters greatly as you will be able to easily use the magic game mechanics rules to any other fantasy Fuzion campaign you might want to run. http://www.meta-earth.com/fuzion/atomik.html

It is possible you may wish to use an alternative magic system presented in another Fuzion plug-in (such as the magic system presented in Shards of the Stone). You may of course do so, but all rules below assume you are using Atomik Magick. There is no guarantee on how well other magic systems can represent the magic seen in Lodoss War.

Once you have Atomik Magick, please read and understand how the magic system works. All further descriptions, rules, and options listed below assume that you have Atomik Magick handy, and are familiar with the systems presented therein.

If you have questions, or do not understand how and where to get this document, please email me.

Basic Settings
In Atomik Magic 2nd Edition there are a number of settings which must be set by the GM for his gameworld. Though the GM can change these as he wishes, below I present the default settings for magic in the Lodoss War universe.

Magical Characteristics: There are four -- MAGE, ELMT, HOLY, and DARK (see Magical Characters)
Booster Stat: Listed on the Magic System discription (see Magic Systems)
Mana Pool: By default, the Multiplier is 5. So to calcuate MP, take Mage Stat + Booster Stat x 5.
Mana Recovery: Lodoss War uses the optoinal Mana Recovery rules, instead of Channeling (see the rules in Atomik Magick). MR is calculated by (Mage Stat + Booster Stat) x 3, and the time is Hours. Basically, a good night's rest will recover all MP.
Casting Times: All Magic Systems have casting times in Rounds, rather than Minutes. This makes magic much faster, as seen in the series.

Magic Characters
When making a magic user it must be kept in mind that only in the past century has magic begun to make a come back. Before this time, Lodoss was still shrouded in darkness, and the people were rather ignorant of the magical world around them (elves, and other magical beings, are the exception). Because of this, mages (also commonly referred to as wizards or sorcerers) are actually quite rare. Most kings have a few modestly powerful wizards in their court, and every city has at least a few amateur magic users. A few of the more powerful mages reside in solitary castles, or wander the country searching for magical treasures, spells, and potential apprentices. Magic users are awed and well respected in most communities, and many find jobs as advisors for local villages.

Before you create your magic user character, you must decide what magic system she uses: Sorcery, Shamanism, or Holy Magic. Demonic magic also exists, but is only for evil wizards, like Wagnard.

Magic Systems
There are five primary magic systems in Lodoss War -- Sorcery, Shamanic, Common, Clerical, and Demonic. Clerical Magic systems are different for each god or goddess they represent. But do not fear, all magic systems are very straightforward.

There are four primary magic systems in Lodoss War -- Sorcery, Shamanic, Holy, and Demonic. The rules for creating new magic systems is outlined in Atomik Magick 2nd Edition. Though the Magic Systems were built using the methods outline in Atomik Magick, the system below are described in a simplified form. Each system gives access to certain Spell Categories, and only those spells are available to that system. There are no Skill or Aspect modifiers (which simplifies magic greatly). For instance, a Sorcerer only has access to those Spell Categories listed for Sorcery. If a magic user knows multiple magic systems, he have the proper Characteristics. For instance, to have both Sorcery and Shamanic magic, the mage must have both MAGE as well as ELMT stats. To have Sorcery, Shamanic, and also a Clerical Magic system he must have MAGE, ELMT, and HOLY.

Sorcery
Mage Stat: MAGE
Booster Stat: INT
Base Skill: Thaumaturgy
Casting Method: Speak, Language (Kastuulian)
Time Scale: Rounds
Sorcery is the default magic system for human magic users. Knowledge of this spell casting method has been all but lost for four hundred years. Only in the last century has this lost magic system been recovered.

The powers of sorcery attempt to enact changes in nature and the physical world. Sorcerers devote a great deal of time researching the methods in which the forces of nature can be channeled. These methods include chanting incantations, using hand gestures, the use of a staff or spell book, and so forth. Many of the spells contemporary sorcerers use today have been passed down from the Mages' Guild in Alan.

At the peek of the Kingdom of Sorcery, there were vast libraries of Sorcery spells, thousands of volumes of thousands of pages. During the terrible war, these libraries were destroyed and nearly all the books were lost. Yet, a few remained.

Kastuulian magic books are prized artifacts (actually, anything from ancient Kastuul is a prized artifact). Kastuulian tomes are written in Kastuulian, and Sorcery spells can only be cast when spoken in Kastuulian. These spells were formulated to command the energies of magic (Mana) with certain Kastuulian incantations. All Sorcerers should know Kastuulian at level 2 or better to be fluent enough to chant the spells and invocations.

Of all the magic systems, Sorcery is the most common and most well documented. Slayn and Wort were both Sorcerers.

A few sample incantations are:
"Things alive and dead, shed your false clothing and appear in your true form. Time of all creation, the infinite power, becoming the barrier to protect us. Time of all creation, the infinite power!"
"Give unto my staff the power to banish darkness."
"To the souls who are controlled by the selfish spells, answer my righteous calls to awakening."

Available Spell Categories
Creation (and Entropy)
Knowledge (Wisdom)
Mental (Psychic)
Movement (Portation)
Sensory (Wyrdsight)
Wizardry (Enchantment)

Shamanic Magic
Mage Stat: ELMT
Booster Stat: CON
Base Skill: Elementalism
Casting Method: Speak, Gesture
Time Scale: Rounds
Shamanism is the use of natural forces to produce magical effects. Shamanic magic is the summoning and controlling of elemental powers and nature spirits. Unlike Sorcery, Shamans use the magical energies of nature, present in all living things. Spirits of nature exist within the trees, the river, the air, and the even the cracking blaze of fire.

It takes a special person with a talent for magic and an affinity for nature to become a Shaman due to the bond they have to develop with their environment. It is through this bond that the Shaman is able to communicate with nature and forge pacts with the spirits of Earth, Wind, Water, and Fire, and invoke their power. Shamans develop their talents and skills over time as they develop their bond with nature.

In a broad sense, all spells cast by Shamanic magic are technically elemental spell (even Combat Spells, Illusion Spells, Movement Spells, and so forth). This is because the method of casting calls upon and invokes magic by praying to the spirits of nature. For instance, to fly, one might call unto the spirit of the air (Sylph) to grant the power of flight. This is purely a special effect of the casting method, but the GM should encourage players to formulate their spirit-prayers for each spell. This is not required, but can make the game much more interesting, and more to the spirit of Lodoss.

As with all things, Shamans may be good or evil. The spirits of nature are neutral toward good and evil, after all, nature may be used by anyone who is in tune with nature. Thus, both a good high elf and an evil dark elf can use the same spells and invoke the same spirits, even while pitted in combat against one another. Intelligent elemental creatures, (such as a Gnomes or Undine) may have a particular alignment toward good or evil, but this will vary with each individual elemental creature.

Most elves use Shamanic Magic. A few elves are Wizards, and those who are priests use the clerical magic for their respective god or goddess. As a general rule, high elves, dark elves, and half-elves should all use Shamanic Magic. There are very few human shamans, as humans have, for the most part, abandoned nature and and become "urban" creating their own magical systems. There are still some human shamans, but these people are either barbarians or spirit-elementalists from Crystania.

The biggest disadvantage with Shamanic Magic is that there is little to nothing written about it. Shamans must learn spells on their own (as they progress and earn experience), or find a shamanic teacher. The only way to cast Shamanic spells is if you have a skill in that spell. There is no way to cast Shamanic spells "from the book" because there are no books to use! Most shamans should start out with five to ten spells. They can advance if another shaman is willing to teach them, or through self-teaching (which can take months of practice).

A few sample incantations are:
"Faerie of light, the mother power that nurtures plants, come to me."
"Undine, faerie of water, give us your power."

Available Spell Categories
Creation (and Entropy)
Elemental (Primal)
Knowledge (Wisdom)
Movement (Portation)
Natural (Shamanic)
Physiology (Healing)
Sensory (Wyrdsight)

Holy Magic (Clerical Magic)
Mage Stat: HOLY
Booster Stat: WILL
Base Skill: Theurgy
Casting Method: Speak (Prayer), Religion
Time Scale: Rounds
There are many gods and goddesses still worshipped in Lodoss. The four primary gods are Falis, Marfa, Falaris, and Kardis. Other gods have small pocket cults or minor temples and shines in various cities and towns, with only a few followers. For each god or goddess there is a different clerical magic system. However, all forms Holy Magic are functionally the same as far as game terms are concerned. As a preist, simply chose which deity you follow. There are particularities for each sect, which will be discussed later (see About Holy Magic).

Available Spell Categories
Knowledge (Wisdom)
Mental (Psychic)
Movement (Portation)
Necromancy (Spiritual) (Only available to Priests of Darkness)
Physiology (Healing) (Only available to Priests of Light)
Sensory (Wyrdsight)
Summoning (Conjuring)
Wizardry (Enchantment)

Demonic Magic (Necromancy)
Mage Stat: DARK
Booster Stat: WILL
Base Skill: Necromancy
Casting Method: Speak, Painful to Cast
Time Scale: Rounds
Demon magic is the darkest magic and its practice is shrouded in mystery. Demon magic is not tolerated in Lodoss, though there are many demonalators who practice on Marmo. Only dark elves, demons, and evil sorcerers can cast this sinister magic.

One who practices demonic magic is referred to as a "dark mage" or demonalator (one who invokes demons). They are evil, ruthless, and corrupt. Many are also priests of Falaris or Kardis, or other dark gods, and their powers are only enhanced by this. The dark gods can easily grant their most devote followers greater demonic powers.

Dark mages are notorious for summoning demons and evil spirits, as well as binding necromantic spells. They work in black temples and gothic stone fortresses, practicing their powers of darkness and destruction. The requirements for the casting of their spells often includes ghastly and horrific ingredients, unspeakable rites, and blasphemous incantations. Many of the more powerful spells can require blood sacrifices.

Demonic (or Necromanic) magic is also very painful to cast. Generally speaking, all such spells either have Backlash (doing some level of Stun) or have nasty Side Effects.

Available Spell Categories
Creation (and Entropy)
Movement (Portation)
Necromancy (Spiritual)
Physiology (Healing)
Sensory (Wyrdsight)
Summoning (Conjuring)
Wizardry (Enchantment)

Magical Characteristic
Any magic user must have the appropreate Magical Characteristic listed under the magic system (or systems) she knows. Thus, a Sorcerer must have MAGE and an elf with Shamanic powers must have ELMT. To facilitate character growth and staged-progression, all magic users should start out with such stats at level 1 or 2, and these points are taken from the normal pool of Characteristic points. He may also start out with a few minor spells memorized (see Memorizing spells in Atomik Magick). Calculate MP and MR as prescribed earlier. He may spend extra OP to increase both MP and MR, if desired.

The character can advance his Magical Characteristic as he gains OP from the adventure. It takes 10 Option Points to increase a Magical Characteristic one level (rather than the normal 5). The GM may wish to limit the character's advancement at first, to keep the player from jumping his character two or three levels in the first game season. It might be that he can only advance every other game season, or he can only improve his MP and MR. Furthermore, the GM should require that the character spend at least four hours a day devoted to studying and exercising his magical powers for several weeks, in order to make this progression.

Magic Users should not advanced beyond a Magical Characteristic of 7, as it would unbalance the game. The GM may, of course, allow further advancement as he sees fit, but he should be wary of this.

Spell Skills
As you should know from reading Atomik Magick 2nd Edition (which if you have not you are probably very confused by now) each Category of spells requires its own Skill to use. The Base Skill for every magic system is listed under that Magic System. Thus, under Sorcery, the Base Skill you must have is Thaumaturgy. However, this skill is sub-catagorized for each Spell Category. That is to say, to cast a Summoning spell, you must use a skill called Summoning. To cast a Mental spell you must use a skill called Mental. Each of these is different for each magic system, so if you know two magic systems (or more) you must specify with the Base Skill like so. If you Thaumaturgy(Creation) / 5 (for level 5), or Shamanic(Elemental) / 3, or Theurgy(Summoning) / 6.

Remember, you only need to get skills for each Category available to your magic system. If a category is unavailable to you (Shamans cannot use Necromancy), then you cannot get a skill in it under that magic system (though you could have multiply magic systems).

Spell Skill Characteristic
As mentioned in Atomik Magick, spells are skills, and so they must have a base characteristic for making Task Rolls. The base characteristic for casting spells is TECH for all magic users. So for Slayn to cast a Knowledge spell, he would have to roll TECH + Thaumaturgy(Knowledge) + 3D6 verses the spell's DV.

Remember GM's, if you set a ceiling on characteristics, most mage PCs will end up with their TECH set at this value. If you want to avoid this, you may use the optional rules in Atomik Magick 2nd Edition for specifying different Characteristis for each Category.

Aptitudes
Optionally, magic users may have aptitudes, if they desire, as described in Atomik Magick. This will modify his effective MAGE for the spell categories, and so should be considered when you develop your character concept. A GM is advised to look over all the spells and decide ahead of time if there are any categories he wants to restrict from Aptitudes. For instance, he may feel that it would be in appropriate to allow Combat Spells to be used as the Primary Aptitude, but it could be the Secondary Aptitude. Players may also want to be sure they have selected an appropriate aptitude. A Sorcerer cannot have an Aptitude in Elemental Spells, as Elemental Spells are unavailable to Sorcerers (see Magic Systems, below).

About Holy Magic
There are many gods and goddesses still worshipped in Lodoss. The four primary gods are Falis, Marfa, Falaris, and Kardis. Other gods have small pocket cults or minor temples and shines in various cities and towns, with only a few followers. For each god or goddess there is a different clerical magic system. Spells are granted by the spirit of the god, or maybe taught by priests higher in the Order. Some priest spells are outlined in religious books, and can be cast from these books. For instance, the Book of Falis has many healing spells, which, as Priest of Falis, you may use to cast from.

If a priest, for some reason, abandons his deity (or is excommunicated) he loses the casting system for that god, rendering any skills he has for that system unless. He does not lose those skills; simply, he can no longer cast in that system of magic. If he ever returns or is brought back into the priesthood, he will be able to use that system again.

If a priest, for some reason, changes his religion (a priest of Falis becoming a priest of Marfa, for instance), he will lose the former casting system, rendering all those spells useless. He must then begin learning all knew spells under his new clerical magic system. For this reason, few priests change their religion unless they have good reason.

There may be other gods, and cults of these gods, but these must be created by the GM.

Priest of Falis
Falis is the most loved and worshipped god in Lodoss. The great Temple of Falis stands as a brilliant white-marble palace in Roid, the capital city of Valis. Nearly every village and town has a shrine dedicated to the glorious God of Light, were men and women are free to sing their praises and worship the mightiest of the gods.

There are four orders of the Priesthood of Falis. The first level are Acolytes, and they serve as the ones who clean and maintain the temples and shrines, and help people in need on a day to day basis. The second level of the priesthood is Novitiate. Novitiates are priests in training. They attended Temple (in Roid) where they learn the teachings of Falis and begin training in the art of magic. After undergoing a long journey (the final step the their training), they become Priests of Falis. A Priest has great power and knows many holy spells, but can only use his magic to save or help others. Most priests work in the Temple or perform services in the many shrines thought the land, but some also go out into the world on a quest to help others in need. After many years of being in the priesthood, it may be possible to become a Bishop. A bishop typically runs a shrine, or leads classes in the Temple. Bishops also hold administrative positions. The High Priest is the figurehead of the Temple of Falis, acting as the religious leader for a term of five years. After these five years, the High Priest steps down and another bishop is elected to his position.

Priest of Falaris
Falaris, the terrible God of Darkness, is feared and loathed throughout Lodoss. His cult resides primarily on Marmo, along with other cults dedicated to dark gods such as Kardis and Baylos. There are many human priests of Falaris in the Black Castle Conquera on Marmo, but many dark elves also follow the dark god. Dark elves see themselves as the chosen "Children of Falaris". Because of this, a dark elf (or half-elf) character who is a priest of Falaris may use Falaris Holy Magic, instead of his Shamanic magic.

Priests of Falaris must perform horrid rites and bloody sacrifices to their god within the abysmal chambers of the desolate and terrible Castle Conquera. Most sacrifices require a human, dark elf, or half-elf be ritualistically killed, but the sacrifice of a high elf is extremely well rewarded, and can result in spectacular spell-casting effects. Goblins and other simi-intellegent creatures are usually not satisfactory sacrifices.

Middle and high level priests can begin to learn extremely potent and black spells, and have easy access to their dark mentors and unholy tomes from which to learn.

Priest of Marfa
Marfa, Goddess of Creation, was the last of the Gods of Light to fall. When she fell, her soul and essence settled across all of Lodoss, and now resides as a powerful protective force. Because her spirit is so great, her priests are quite common and temples and shrines dedicated to Marfa can been found throughout the land.

The Grand Temple of Marfa is located north of the town of Tarba, in the Northeast corner of Lodoss, near the domain of the Ancient Dragon Bramd. Bramd acts as the great protector and advisor of priests of Marfa, as he was the dragon who fought at Marfa's side during the War of the Gods. Bramd is extremely powerful and very ancient and spends most of his time sleeping within the ice-crystal caverns of his mountaintop lair. The High Priestess of Marfa lives in the Grand Temple. The founder and current High Priestess of the Temple is Neese. Her daughter, Leylia, will probably be her successor one day.

Early on, priests of Marfa are taught a few basic spells, including a few healing spells and creation spells. Later, than can learn more advanced spells in other categories. Priests of Marfa rarely learn "damaging" spells, or spells which can hurt and harm. However, they know that having the ability to fight and defend oneself is crucial, so a few combat and defensive spells are also taught.

Priest of Kardis
Kardis is the abominable Goddess of Destruction and Madness. Her cult resides along side the cults of Falaris, but is actually more popular and far more powerful than the cults dedicated to the God of Darkness himself. This is because Kardis is still extremely strong and influential. She was the last god of darkness to die, but was not utterly killed. Kardis's influence on Marmo is so strong that sensitive wizards and other magic users can often feel her presence.

The actual Temple of Kardis is beneath the Castle Conquera, and acts as a sarcophagus to the goddess who lies between death and life. The Temple of Kardis is very hard to access, except by those who know the way. Deep inside is a labyrinth of empty chambers, endless tunnels, and an enormous, yet desolate, necropolis city. Here, the worshipers of Kardis reside, practicing their black arts and performing unspeakable rites and sacrifices in her name.

Priest of Baylos
Baylos is the dark God of Fire and Fury. Once, Baylos was the noble god of Fire and Justice, but Baylos was drawn to the darkness, and his sense of Justice became twisted, corrupted with evil. Like their god, worshipers of Baylos have a twisted sense of justice as well. Most truly believe they are followers of Justice, the chosen of Baylos, and charged with the responsibility to seek deadly vengeance on all who trespass against the will of Baylos.

The Law of Fire, also called the Book of Baylos, is the chief text for followers of Baylos. It is, in essence, a book of law which lays out complex and excruciatingly detailed rules of right and wrong. Any who violate the slightest law are guilty of trespassing against Baylos, and thus, must be destroyed. The Law of Fire is so strict and precise, practically everyone violates at least one of the laws on a daily basis (be it an ill-spoken word, a joke, or a legitimate crime). Priests of Baylos are granted "Impunity" from many of the laws, but acolytes and followers must follow the letter of the law. The Law of Fire is considered by most citizens of Lodoss to be a fraud.

Nevertheless, priests and followers of Baylos seek out and destroy violators of the Law. They hunt down and destroy those they believe are guilty, and sacrifice them to Baylos as an offering for power. Such human sacrifices are terribly bloody. The worship of Baylos is outlawed on Lodoss, but there are cults dedicated to him in several towns.

Priest of Myrii
Myrii is the God of War and Virtue. He is a God of Light, and his priests follow the ways of virtue and enlightenment. Myrii is the patron god of all soldiers, so it is not uncommon for a priest of Myrii to bless an army before they go into battle. This does not always work, however, for the army must be fighting for good, and the leaders be of noble and virtuous nature.

Priests of Myrii are not warriors. They do not condone violence, killing, or bloodshed. "Battle with heart, not blade" is the common saying of Priests of Myrii, meaning that a bloody battle is only to be used when all else has failed, and when it is the only avenue to destroy evil. Even so, Priests of Myrii are extremely well tuned fighters, skilled in combat with nearly every weapon and masters of a fighting style akin to martial arts. They know many combat spells as well, but defense is the preferred tactic. "Use your enemy's own strength against him", is repeated time and again to all new acolytes. "Let your enemy wear himself down, then finish him with a single efficient strike".

Priest of Myrii must uphold all Seven Virtues of Light, or risk removal from the priesthood (and losing of all their powers). The Seven Virtues of Light are Honesty, Humility, Charity, Compassion, Justice, Valor, and Prudence. The priesthood is forgiving (as per Compassion) but severe violation or a clear movement into the darkness is punishable by excommunication (as per Justice).

Priest of Barbas
Barbas was one of the few gods to survive the War of the Gods. Barbas (and a few other gods as well) fled to Crystania where they surrendered their bodies and took form in animals to hide from their enemies. Barbas originally took the form of a great tiger. Though he resides on Cyrstania (and is the reigning lord of the entire country), he still has several dark death-cults in Lodoss and Marmo. These cults are few in number and work in dire secrecy. The worship of Barbas is illegal in most parts of Lodoss.

Priests of Barbas are extraordinary skilled it the black arts of necromancy and summoning. Fortunately, most priests of Barbas are not too powerful, but those who are can be extremely deadly enemies.

Priest of Rada
Rada is the God of Wisdom and Knowledge. He is the patron god of the arts, and loved by all who have the creative gifts. His priests and followers are outspoken advocates of peace, and believe in total non-violence. They must take the Complication Vow: Non-Violence [15]. Priests of Rada do know defensive spells, but only those spells that incapacitate or otherwise dissuade attackers (Sleep, Daze, and other such spell are quite common).

Priests of Rada are generally highly intelligent, well-learned individuals who prize knowledge and art above all. Priests of Rada are renowned teachers and their schools are open to all, offering an unprecedented educational opportunity for both children and adults.

Priest of Cha Za
Cha Za is the God of Trade and Commerce. His priests are strong advocates of the Three Virtues of Trade: Honesty, Charity, and Prudence. With these Virtues in mind, any trade becomes a fair and good trade for both parties. Most merchants claim to be followers of the teachings of Cha Za, but as many people know, this is certainly not the case. Many merchants seek to fill their own pockets, and priests of Cha Za do not condone such activities. The main Temple of Cha Za is located in Addan, with shrines in Roid, Alan, Raiden, and other major cities.

Priests of Cha Za are a bit more relaxed and fun loving than priests of other orders. This is not to say they live it up, but rather, the priests of Cha Za understand that to live life well you must live life to its fullest.

The most common spells employed Priests of Cha Za are called "Luck" and "Rack". Luck is basically the Blessing of Fortune (see Atomik Grimoire), which boost the target's Luck. Rack is one of the few Curse spells used by priests of Light, and it is the inverse of Luck (see Curse of Incapablity in Atomik Grimoire). Both are employed to help the fair or harm cheaters.

Priest of Atsuki
Priest of Atsuki do not gain magical skills from their god. Atsuki no longer exists, even in spirit, yet there are many cults dedicated to him who insists that all gods are part of Atsuki. He lives through the life in all things and all things live through him. Many priests of Atsuki do, however, practice magic as Sorcerers or Wizards.

Alchemy
Alchemy does not exist in the Lodoss War universe. It has not been witnessed in the series, and if Slayn, Wort, and Wagnard did not employ the power of alchemy, then surely it cannot be employed at all.

Manastones
Although manastones were not spoken of in the Lodoss War series, there is evidence they exist. Some magic items have jewels incrusted in them and even the "eyes" in Karla's Circlet may be manastones. If manastones do exit, they are very rare, and so should be exceedingly expensive.

A 1-miat manastone (as described in Atomik Magick) cost 5 Raiden pieces. Therefore, by the manastone chart, a 5-miat manastone would cost 75 Raidens and a 10-miat manastone would cost 250 Raidens!

Because manastones are so rare, the easiest way to power magic items is by enchanting them with spirit talisman. This makes magic items very easy to detect, but is the best way to power them.

Many magical relics from Kastuul, do have manastones, and this, in part, is what makes them so valuable. The Scepter of Domination has a very large one placed directly on top, and one can be seen on the Staff of Life as well.