Magic Items and Tomes

Magic Items
There are two types of magic items in Lodoss. Ancient Relics and standard Magic Items. Ancient Relics are legendary and powerful magic items from the kingdom of Kastuul (and possibly even the War of the Gods) -- items such as the Scepter of Domination. Standard Magic Items are more typical enchanted items, such as magic swords, magic armor, and the like. Standard magic items can be can be made by wizards and sorcerers, but take a great deal of time and effort to create.

All standard magic items were built using the system presented in Atomik Magick. All effects are defined by certain spells (i.e., a fire wand may use the Fireball spell), so you should use Atomik Magick as a reference. Ancient Relics were not built on any system, and are simply "one big special effect". If a GM wants to create an Ancient Relic for his campaign, he just needs to make it up. Standard magic items should be built as described in Atomik Magick.

Ancient Relics
These are the most powerful magic items in Lodoss, created by the master sorcerers of the Kingdom of Kastuul, or forged by the gods themselves in the course of their great and terrible war. These are magic items of earth-shattering power. They are guarded by the Ancient Dragons, or lost forever in the sands of time. Wars have been waged for the control of such items, and thousands have died trying to possess them. Should any mortal man gain access to such a relic, he would become like unto the gods themselves... Or so he might think.

Scepter of Domination
Without a doubt, the Scepter of Domination was the most powerful magic item created. It was forged by the gods at the beginning of time. Whatever god held the scepter was the ruler of the world and was king of the gods. When war broke out among the gods, the Scepter changed hands time and again. When the last of the gods died, the Scepter was all but lost. It was discovered again during the reign of the Kingdom of Kastuul, and was held by the Emperor himself. After Kastuul fell, the last of the sorcerers charged the Ancient Dragon Shooting Star as the guardian of the Scepter, for who would challenge Shooting Star, the mightiest of the dragons? For over five hundred years the scepter remained safely guarded in the volcanic Fire Dragon Mountain.

But in the battle to aquire the Scepter, the Secpter was lost to the destructive lava of Fire Dragon Mountain. And perhaps that is for the best.

Mirror of Truth
The Mirror of Truth is a tall magical mirror that contains all wisdom and knowledge, and can reveal the answer to any one question when asked. The Mirror is, apparently, intelligent, and some say it contains the essence of one of the gods (possibly Rada). The Ancient Dragon Mycen guards the Mirror in his cavern home in Moss. He allows restricted access to the Mirror. If anyone else comes into the shine to access the mirror, the priests and holy knights who serve Mycen will politely turn them away. If anyone is overly persistent (or is violent), magic will be used to put them to sleep and they will be teleported by down the mountain.

You may, however, send a question to be answered. For this you must give your message to a priest or knight who serves Mycen, and it never hurts to pay a large tribute to their holy order. Your request will then filter up the ranks of the priesthood, and if deemed worthy and worthwhile, the High Priest will get the answer for you on the next visit to the Mirror. Most requests are turned down from the start, but questions of urgent, dire, or noble nature may indeed be answered.

Souls Crystal Ball
Second in power only to the Scepter of Domination is the Soul Crystal Ball. This magnificent Crystal Ball has the power to return a soul to a dead body, instantly resurrecting the subject. Little is know about this magic item, aside from the myths and legends surrounding it. The crystal was guarded by Abram, the Water Dragon, who kept the Crystal somewhere in the underground caverns of Blue Dragon Island.

Because little is known about the afterlife, many speculations have arisen as to the nature of the Soul Crystal Ball, and all orders of priesthood have their own theories. Priests of Falis and Marfa together believe in transmigration to the Elysium Plane, ruled by the spirits of the gods of light (and naturally believe that all evil souls are destroyed or sent to a hell ruled by the gods of darkness).

Whatever the case may be, the Soul Crystal Ball can fully regenerate a dead body and restore its soul, thus resurrecting the victim, no matter how long dead he has been, or how badly damaged. The Soul Crystal Ball was destroyed during the resurrection ceremony of Kardis.

Staff of Life
The Staff of Life can be used to heal all injuries and disease. Even if mortally wounded or terminally ill, the Staff of Life can be used on the subject. It will heal all damage and cure every illness or disease that person may have, restoring him to full heath. It cannot, however, bring life back to the dead (only the Soul Crystal Ball can do that).

The Dragon Bramd had guarded the Staff of Life, but it was later given to Valis and was placed in the temple of Falis. Access to the Staff of Life is highly guarded, and only those in extremely dire situations is granted permission to use the Staff. The Staff of Life was destroyed during the resurrection ceremony of Kardis.

Ferroniere of Knowledge
The Ferroniere of Knowledge is said to contain all the wisdom of past ages. Like many ancient relics, all information on the Ferroniere is based on legend, as no one has (or will like ever) gain access to this artifact. If the legends are true, then anyone wearing the Ferroniere can gain wisdom of the past. It is not known what sort of wisdom or how it will be known to the wearer. In a worst case, the Ferroniere might be a circlet not unlike the Circlet of Karla, in which case the wearer may well end up a slave of whatever mentality resides in the Ferroniere.

Narse, the Black Dragon of Darkness, was the sole protector of the Ferroniere. Mycen killed Narse in the great for Marmo. However, it is believed that the Ferroniere (along whatever other treasures Narse might have had hoarded away) are still burried in the vast caverns under Marmo. Perhapse one day some brave soul might one day venture to Marmo to search through the ruins for these artifacts, but it is terribly unlikely that any such attempt to find this relic will be fruitful.

Demon Sword Soul Crusher
The Demon Sword Soul Crusher was once a powerful greatsword wielded by Emperor Beld. From the time it was forged, Soul Crusher was an enchanted weapon of great power, stronger, deadlier, and more accurate then any other sword on Lodoss. Beld, one of the first Six Heroes, used his greatsword to kill the Demon King of Marmo. But the Demon's blood bathed the mighty sword, and the demonic creature's spirit was forever bound to the now darkened blade.

With the Demon's soul bound to it, Soul Crusher became extremely powerful. However, anyone who wields the sword must overpower the Demon, or the Demon will control him. Beld failed at this, and in essence, turned to darkness and became the new Emperor of Marmo. When Beld died and Ashram inherited the blade, he mastered the Demon, and thus, found himself in complete control the weapon, along with the entire army of Marmo.

It is not known how much damage Soul Crusher actually does, it appears to do at least 8DC physical damage on a direct impact, but the secondary effects are far worse. None who have been directly hit have survived. It is believed that Soul Crusher instantly kills and eradicates the target's soul. Indirect strikes have a far less effect, but are still very deadly indeed.

Soul Crusher is also the opposing sword of the Sword of Falis. When the two weapons get within 3D6 kilometer of each other (rolled random for each encounter), both swords glow and shimmer brightly (Soul Crusher glowing bright red). When in battle, the Opposing Swords will clash with great discharges of energy. Only one warrior, Parn, has every held both weapons at the same time. When this occurs, the Demon is suppressed and the wielder has the power of both weapons at his disposal. Together, these counter-active blades create an impenetrable field of magical energy, capable of blasting through any barrier and may well be able to slay a god...

Holy Sword of Falis
The Holy Sword of Falis is a weapon of immense power. This greatsword was once held by King Fahn of Valis, and is heavily enchanted. The sword is said to have been "touched by the breath of Falis", though when this occurred is not know. What is know is that this sword is the opposing sword of the Demon Sword Soul Crusher. When the two weapons get within 3D6 kilometer of each other (rolled random for each encounter), both swords glow and shimmer brightly (the Sword of Falis glowing brilliant white).

King Fahn was the wielder of the Sword of Falis for over thirty years. When Beld killed him, the sword was give to Princess Fianna, heiress to the Kingdom of Valis. Fianna later gave the weapon to Parn to help him in his quest to rescue Deedlit and save Lodoss. After the battle against Ashram and Wagnard, Parn returned with the Sword of Falis. The weapon is now under heavy guard in the Castle Roid, by an elite group of knights called the Knights of the Holy Sword.

It is not know how much damage the Holy Sword of Valis can inflict, as it was never actually seen killing anyone. Likely, it can do upwards of 8 to 10DC damage. It may also have other properties such as Turn Undead, and may generate a protective field (Greater Spell Shield, Magic Force Field, etc.).

Dragonslayer Lances of Myrii
So goes the legend of the Dragonslayer: "Three lances were forged and blessed by Myrii, the God of War, to seal the evilness of the dragon." The Laces of Myrii are beautiful silver-steel pole arms enchanted with potent magic that can bring down the greatest of dragons, even an Ancient Dragon. The original Lance of Myrii was created by Myrii himself, and used to slay the terrible dragons of darkness during the War of the Gods. This Lance has been lost, but the Priests of Myrii have the skills and spells to forge a lance endowed with at least some of the original's powers. It takes three priests a day and a night to forge a Dragonslayer Lance. Such priests of Myrii must have the skill Weaponsmith and must give praise and make offerings to Myrii during the course of the weapon's creation.

When used against any dragon, a Lance of Myrii can have devastating effects. Against dragons, the Lance inflicts 4 Kills (or 17DC) of damage and is Armor Piercing. If the Lance should strike the dragon's weak spots (the eye or upper neck), the dragon will be killed instantly. Ancient dragons seem to take many hits from such a Lance, and Shooting Star was only annoyed by it, and only perished when his volcano clasped. Used against a normal target, the Lances of Myrii act as a normal Poleax.

Magic Items
These are more typical magic items. Though still exceedingly rare, these magic items can be created by sorcerers and wizards. Some can be purchased from a Mages' Guild, others require that you hire a wizard to create it for you.

Feel free to devise new magic items. If what you want is not listed below, the rules in Atomik Magick can be used to create practically any sort of magical items. All prices are in Raiden Pieces (rp) or Gold (gp). The Cost of magic items, given in Atomik Magick, is x5 in rp, as is the cost of Manastones.

Cloak of Invisibility
Cost: 100 rp
The Cloak of Invisibility looks like an ordinary dull gray cloak, and when worn it will continue to act just as an ordinary dull gray cloak. That is, until the special word of invocation is spoken. At that instant, the Cloak, the wearer, and anything he is carrying instantly turns invisible (as per Invisibility spell), however, the duration is 5 minute. The user must supply 20 MP required to activate the power.

Crystal of Power
Cost: 225 rp
The Crystal of Power is an elemental or spiritual talisman (see the following chapter) cast upon a stone, gem, or crystal (possibly even a manastone). This Crystal has bound to it a lesser spirit familiar which has an effective Mana Pool of 15 MP and an MR of 3. This spirit will maintain its own Mana Pool (recharging itself as it depletes), as with a familiars and talisman, and spell (of 15 MP or less) can be stored within this Pool, or the mage may draw upon the energy directly to use in his invocations. The Crystal is often used in place of Manastones, as it is more economical and will recharge itself without the wizard's intervention.

Fire Wand
Cost: 430 rp
Similar in appearance to a typical magician's wand (though usually red in color) the Fire Wand is a weapon of potent capabilities. When the invocation word is issued, a 2DC fireball will be cast from the tip of the wand and be hurried toward whomever it is pointed at (see Fireball spell in Atomik Grimoire). However, the wand has attached to it 4 6-Mait manastones, supplying 24 MP of energy. This enables the Fire Wand to be used 4 times before running out of energy. After this, the manastones must be recharged before the wand can be used again (both have an MR of 5). It can of course be powered by an external source, as always.

Gauntlet of the Longhand
Cost: 60 rp
The Gauntlet of the Longhand is a gilded gold and silver gauntlet of fine craftsmanship, but has also enchanted upon it a spell of Telekinesis (level 3, as per Telekinesis spell in Atomik Grimoire). When the words of invocation are issued, and 12MP of energy is provided, the gauntlet will allow its wearer to manipulate objects up to a range of 8 meters, including striking attacks, with an effective STR of 3. But the effect will only last for 1 Round.

Magic Wand
Cost: 150 rp
The Wand is one of the staple items of all mages. This particular magic wand is bound with an elemental or spiritual familiar (see the following chapter) and may also have other enchantments as well (such as Fire Wand). This Magic Wand has an effective Mana Pool of 15 MP and an MR of 2. This spirit will maintain its own Mana Pool (recharging itself as it depletes), as with a familiars and talisman, and spell (of 15 MP or less) can be stored within this Pool, or the mage may draw upon the energy directly to use in his invocations.

Ring of Healing
Cost: 190 rp
The Ring of Healing allows whoever is wearing it to invoke its power at any time to heal himself or another. He need only hold his hand over the wound and speak the words of invocation. It has a single 8-Mait manastone that supplies the ring with power, but it must be recharged to use again (MR of 7).

Ring of Invisibility
Cost: 400 rp
One of the more legendary, though less common, of the magical rings, a Ring of Invisibility can make its wearer invisible to sight. The Ring of Invisibility looks like any ordinary golden ring, but when the activation word is spoken (it is usually inscribed on the inside of the ring), the ring will activate and the wearer and anything he his carrying, will instantly turn invisible (as per Invisibility spell) which lasts for 1 minute. There are four small gems on the ring, which are actually 5-Mait manastones. These manastones supply enough MP energy to activate the spell. However, the manastones must be recharged to use again (each has an MR of 4).

Ring of Protection
Cost: 40 rp
Another common ring is the famous Ring of Protection. The Ring of Protection can, for a time, protect the wearer from harm. The user must wear the ring, and say the activation word to activate its power. When he does, he will be protected by an additional 6 KD of invisible armor. It will only last for 1 minute. However, the user must supply 8 MP to activate the spell.

Ring of Quickness
Cost: 180 rp
This ring, when worn, accelerates the wearer's reaction speed and ability to perform tasks. When the activation word is spoken, the ring may have a chance of boosting the wearer's Speed. As per Quickness spell (in Atomik Grimoire), this gives 3D6 of Effect; each dice which rolls 5 or better grants +1 to Speed. The effect will last for 5 minutes. There are also four small gems on the ring, which are actually 3-Mait manastones. These manastones supply enough MP energy to activate the spell. However, the manastones must be recharged to use again (each has an MR of 2).

Sword of Fire
Cost: 40 rp (+cost of sword)
The Sword of Fire is a special magic sword, enchanted with the spell Magical Fire (in Atomik Grimoire). The sword can be any "ordinary" sword, or possibly a magical sword such as those listed earlier in the text. But when the words of invocation are spoken, and 8 MP of energy is supplied, the sword will erupt into a blazing weapon of fire. It will burn for 1 Round, and can set anything it touches aflame, doing an extra 3DC damage.

Sword of Strife
Cost: 70 rp (+cost of sword)
The Sword of Strife is another enchanted magic sword, which can be an ordinary sword or one such as those listed earlier in the text. The Sword of Strife is enchanted with the spell Greater Magic Bolt (in Atomik Grimoire), which when the invocation words are spoken, and the weapon is supplied with 14 MP of energy, a terrific blast of energy will erupt from the blade, which can do up to 5DCs of Lethal Damage to the target. Any failure, however, will do 2DC Stun to the user, as per the spell.

Torc of Strength
Cost: 50 rp
The Torc of Strength (a torc is an armband) can grant to its were the strength of ten men! Well, at least one and a half more men. When the invocation word is spoken, the Torc will this gives 4D6 of Effect; each dice which rolls 5 or better grants +1 to STR. The effect will last for 5 minutes. The Torc has no manastones (unless ones are added), so the user must supply 10 MP to activate the spell.

Wizard's Staff
Cost: 300 rp
Very similar to the Magic Wand, but more powerful, the Wizard's Staff is a long cane of usually gnarled oak, but it could be anything. This staff is bound with an elemental or spiritual familiar (see the following chapter) and may also have other enchantments as well (such as Fire Wand). Some even have a large manastone mounted upon the top. This Wizard's Staff has an effective Mana Pool of 20 MP and an MR of 3. This spirit will maintain its own Mana Pool (recharging itself as it depletes), as with a familiars and talisman, and spell (of 20 MP or less) can be stored within this Pool, or the mage may draw upon the energy directly to use in his invocations.

Magical Sword
Cost: 100 rp (plus cost of sword)
In hand of every hero and king is a magical sword. Such swords are ancient, having gained their powers in the course of countless battles and bloodbaths (like the Sword of Charlemagne). Some were forged by master-smiths, so great that by their skill and steel the sword was imbued with magical forces (such as with the legendary swords of Master Masamune). Swords such as these gain a +1DC damage and +1 WA modifiers (Damage Increase level 1 and Accuracy level 1).

Greater Magical Sword
Cost: 170 rp (plus cost of sword)
Similar in most respects to a classical magic sword, these are more powerful and far less common. Whereas a magical sword can sometimes be bought from a master smith (for a high cost) Greater Magical Swords are usually passed down through family lines, found in dragon's lairs, or in the possession of a king or emperor. Greater magical swords gain a +2DC and +1 WA modifier, and are 20% lighter in weight (Damage Increase level 2, Accuracy level 1, and Lighten level 2).

Enchanted Armor
Enchanted armor is a bit more complex than the other magic items listed above. Enchanted armor is both lighter weight (as per Lighten Spell) and has increased protection (as per Armor spell). This is because the armor system used in Lodoss War is more complex than in standard Fuzion. Armor is done in piecemeal form. See Weapons and Equipment for detailed information on piecemeal armor.

The chart below is the same as the one in Weapons and Equipment, used for building your armor pieces. Use the normal Cost/Weight multiplier table for computing the final cost, weight, and penalty for the armor pieces you choice to make Enchanted. For instance, if you want to have an Enchanted Breastplate made of heavy plate armor, it would cost 60 rp, but weighs only 10.5 kgs, and incurs a -1.5 Penalty.

Armor

KD

Pen.

Sell Price

Purch. Price

Weight (kg)

Cloth

3

0

20gp

30gp

0.5 kg

Hvy. Cloth

4

0

40gp

60gp

0.6 kg

Leather

5

-1/5

70gp

100gp

0.8 kg

Hvy. Leather

6

-1/5

100gp

140gp

1.2 kg

Stud.Leather

7

-1/4

180gp

3 rp

1.5kgs

Ringmail

9

-1/3

3 rp

5 rp

2 kgs

Scalemail

10

-1/3

5 rp

8 rp

3 kgs

Chainmail

11

-1/2

7 rp

10 rp

4 kgs

Elven Chain

12

-1/3

15 rp

20 rp

3 kgs

Plate Armor

14

-2/3

14 rp

20 rp

5 kgs

Elven Plate

15

-1/2

25 rp

35 rp

4 kgs

Hvy. Plate

16

-1

18 rp

25 rp

7 kgs

DwarvnPlate

16

-1/2

22 rp

35 rp

5 kgs

Tomes and Books of Magic
Magical tomes contain spells and rituals to invoke magical powers. Ages ago, in the Kingdom of Sorcery, there were vast libraries of thousands of tomes -- the extent of magical knowledge was practically unlimited. But in the wars that followed, these libraries were destroyed, and the knowledge they contained, all but lost.

A few books survived, and from them, the techniques of modern sorcery have been devised. Original Kastuulian tomes are the prized possessions of mages. The Mages' Guild tries to maintain strict control over these books, and the Guilds' library in Alan has the largest collection in Lodoss.

All magic tomes listed below are for Common, Sorcery, Demonic, or Priest spells. There are no tomes for Shamanic magic.

Randal's Book of Natural Magic
Guild's Price: 50 gp per copy
This is the basic book of magic. It is quite common and can even be found in non-Guild libraries. The Book of Natural Magic was written by the great mage Randal, and covers the foundations of thaumaturgy, a beginner's intro to the workings of magic, and all the Common magic spells. All beginning mages are advised to start with this book and work their way up to more advanced tomes and grimoires.

Principles of Magic
Guild's Price: 5 rp per copy
An intermediate level book of magic, the Principles of Magic can further any sorcerer's skill in Thaumaturgy. This book, also authored by Randal, contains most 1st and 2nd Level Sorcery Spells, with a few of the more common 3rd Level spells (the GM should select those he feels are appropriate). It does not contain any Enchantment or Wizardry spells. These are discussed in his third book, the Principles of Enchantment.

Principles of Enchantment
Guild's Price: 15 rp per copy
The last book in Randal's canonical set of basic magic, the Principles of Enchantment outline many methods and procedures for magical enchantments. Contained within are advanced thaumaturlogical theory and most Enchantment and Wizardry spells. Randal does not discuss Curse spells and the rituals for creating Pentagrams is certainly not to be found within this text!

Tome of Forgotten Knowledge
Guild's Price: 30 rp per copy
This is popular Guild book is a compendium of the few scattered spells recovered from the burned and decaying books of the kingdom of Kastuul. The pages are direct copies from the recovered books. The book is about a hundred pages long, hand copied from the remains of twenty to thirty Kastuulian tomes. Some of the spells are incomplete, and therefore useless, but were including to preserve the knowledge in the hopes of future recovery. Contained within are ten to fifteen complete spells, a few from each Sorcery category. The GM should decide which can be found in the text.

Slayn's Pocket Grimoire
Guild's Price: 10 rp per copy
The famous sorcerer Slayn has compiled his own little book of useful spells and incantations. The original was written by Slayn's own hand (and was somewhat hard to read), and is still in Slayn's possession. However, he has allowed the Guild to sell and distribute copies to Guild members. The Pocket Grimoire contains about twelve Sorcery spells, all under 4th Level. The GM should decide which can be found in the text.

Grand Tome of Wort
Guild's Price: 20 rp per copy
Wort, like Slayn, has now made his personal grimoire available for sale through the Guild. Wort's Grand Tome contains a great deal of thaumaturlogical theory, and he rambles on at times and the text can be difficult (even painful) to read. The Grand Tome has about fifteen sample spells, few greater than 5th Level. The GM should decide which can be found in the text.

Bound Scrolls of Arthyn
Guild's Price: 30 rp per copy
The sorcerer Arthyn has compiled his own grimoire of spells. Unlike others, however, Arthyn put his book together from lost Kastuulian scrolls and parchments he found on his many quests in search of forgotten knowledge. The Guild has made copies of Arthyn's loosely bound tome of scrolls. Copies of the Bound Scrolls are sold in book form (and only to Guild members), and contain about ten to fifteen spells of varying level and power. The GM should decide which can be found in the text.

Lost Book of Kastuul
Guild's Price: 80 rp per copy
The Lost Book of Kastuul is one of the few complete Kastuulian magic texts ever found. It seems to be a casual magical reference book, yet the spells it contains are quite powerful by modern standards. The Lost Book of Kastuulian has over twenty spells, a mix from Creation and Destruction, Knowledge, and Movement. Most of the spells are between 3rd and 7th Level, but a few are even more powerful. The GM should deside what spells are in this book.

Ten Cantos of Daylin
Guild's Price: 50 rp per copy
The Ten Cantos of Daylin is a tome of ten powerful magical spells (all over Level 7). Most of the book is dedicated to advanced theories thaumaturgy, and interesting ways to use the spells contained within. The Ten spells should be selected by the GM to suit his campaign.

Holy Book of Falis
This is the holy book of holy books for all priest and followers of Falis and the ways of Light and Truth (this book is even used by priests of other gods of light). The book was dictated by the Great Holy Prophet Mazlis who was filled by the Spirit of Falis four hundred years ago. The book contains all the teachings of Mazlis and many holy spells that invoke and call upon the enlightened hand of Falis. The Holy Book of Falis is also an unprecedented medical reference with an entire chapter dedicated to healing and herbology. Most of the clerical spells are Physiology or Light Spells, but there are many spells from other categories available to Priests of Falis.

Holy Book of Marfa
The Holy Book of Marfa is very similar in respect to the Holy Book of Falis. However, the Book of Marfa was written over the course of several hundred years by many Priests and Prophets of Marfa. It contains great wisdom and parables, and lays down in explicit detail how to best avoid the Seven Sins of Darkness and follow the Seven Virtues of Light. Most of the clerical spells are Physiology and Creation spells, but there are spells from other categories available to Priests of Marfa.

Holy Book of Rada
This has been called the ultimate book of holy wisdom. The Holy Book of Rada is a religious text of philosophy, poetry, and natural science. It contains the teachings of the great thinkers and philosophers of the ages, as well as those of the greater priests and prophets of Rada. Most of the clerical spells are Knowledge and Mental spells, but there are spells from the other categories available to Priests of Rada.

Book of Damnations
The Book of Damnations is renowned to be the chief text of demonic magic. The book is outlawed in Lodoss, but most dark cults have at least one copy. The book discusses ways to summon demons, how to deal with them, and especially how to banish them if things turn ugly. The Book of Damnations also has an in-depth chapter of Curses and how to use them, and many powerful spells of the Black Arts.

Tome of Unholy Works
The Tome of Unholy Works is another book of demonic magic. However, unlike other such books, this was written by demons and given to dark mages. Only a few original copies are thought to be left, and all are immensely powerful. The tomes are large, and bound in human skin. Contained within are spells for summoning demons (but there is no information on how to banish them), in-depth necromancy, darkness, and destruction spells.

Grand Grimoire of Falaris
This is a large black book used by priests of Falaris in their rituals and worship of this darkest of the gods. It is unknown precisely what is contained within these books, but no doubt there are the rituals and rites used to praise Falaris and invoke his evil power. Many of the spells used by priests of Falaris may also be found within this grimoire of darkness.

Ten Forbidden Book of Kardis
Over the centuries, the devoted priests of Kardis have compiled a great collection of magical knowledge for invoking the powers of Kardis. The Ten Books of Kardis contain all the spells used by priest of Kardis, as well as the rites and rituals used to praise her. All ten books are required to formulate the ultimate incantation of magical, the mighty spells which are so powerful they can resurrect a god...

Spell Scrolls
Members of the Mages' Guild can buy individual spells from the Guild. Nearly any Sorcery spell can be put to parchment and sold to a sorcerer who needs to learn or use a new spell. This is an excellent way for Guild members to obtain new spells. However, they can be expensive.

The cost of a spell scroll is equal to the spell's (MP + DV) x 5, in gold pieces. That is, if the spell had a DV of 18 and an MP of 10, it would cost 140 gold pieces. If the spell had a DV 20 and an MP of 100, it would cost 600 gold (6 Raidens).

The Guild will also sell spell scrolls to non-Guild members, unless they have a reason not to (that is, if the mage has a bad rep, or is a known demonalator, and so forth). The price for all non-Guild members, is doubled.