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Diablo I Manual

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Spells and Magic
==Spells and Magic==
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===The Nature of Magic===
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|<span div style="text-align: center;">''“Either slain thou shalt gain''<br/>''heaven, or conquering thou''<br/>''shalt enjoy the earth.<br>'' ''Therefore arise, son of Kunti,''<br/>''unto battle, making a firm''<br/>''resolve.<br>'' ''Holding pleasure and pain''<br/>''alike, gain and loss, victory''<br/>''and defeat, then gird thyself for''<br/>''battle: thus thou shalt not get''<br/>''evil.”''</spandiv><p div style="text-align: right;">- The [http://en.wikipedia.org/wiki/Bhagavad_Gita Bhagavad Gita]</pdiv>|} Magic is an extremely powerful force, the manipulation of which is carefully studied, frequently learned, but it is never fully mastered. Enchantments exude an aura that can be sensed by many, but years of training are required to properly exploit the Mana that pervades our world.
Some scholars use natural manifestations to explain the workings of the universe. In a common archetype, the physical
The Forces of Order sought to preserve our reality by limiting the power of mortal man. As a consequence, only the strongest wills can harness more than the most basic of magical effects. Even then, much energy is lost in the transition of power between the two Realms. As a practitioner of the arcane arts grows more knowledgeable he is able to create these effects with greater efficiency, resulting in spells that are more potent, have more endurance and drain less Mana in their casting.
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====Firebolt====<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 45)</div>
The true essence of Fire lies at the edge of Energy and Matter. It is, therefore, a fairly simple matter to shape Mana into a magical flame. Controlling a bolt of this fire as it flies towards its target is another matter entirely. As experience and knowledge with this spell grows, both the intensity of the flame and the speed of the bolt can be increased with the caster feeling less exertion.
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====Inferno====
Inferno sacrifices the mobility of a Firebolt for pure damaging power. Rather than attempting to control the path and
cohesiveness of a single bolt, the caster conjures forth an individual, focused stream of flame. Although it dissipates
beyond more than a few paces, with a greater understanding of the forces at work the stream of fire can not only be
extended a significant amount, but also can be maintained for a few moments more. The heat of an Inferno is more intense than that of a Firebolt as more Mana is being converted into essential energy.
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====Wall of Fire====
Magical fire feeds upon no earthly source, being fueled instead by the mystic energies known as Mana. While the heat of
conjured flames may cause normal matter to combust and burn on its own, the flames themselves will burn as long they
beyond that of a Firebolt or an Inferno. The Horadrim were skilled enough to create torches that burn with an eternal
flame, but those abilities have been long lost. With this spell, the caster creates a wall of eldritch flame that will burn until the Mana in that area has been exhausted. As knowledge of this spell increases, the rate at which Mana must be consumed can be better controlled and the Wall of Fire can be made to burn longer.
<div style="float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;">(Page 46)</div>  ===Charged Bolt==={|align="right" style="clear:right;"|<div style="text-align:center;">''"When all magic fails, rely on''<br/>''three feet of steel and a strong''<br/>''arm..."''</div>|}
====Charged Bolt====<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 46)</div>{|align="right" style="clear:right; margin: 10px 0px 10px 10px;"|<span style="text-align: center;">"When all magic fails,<br>rely on three feet of steel<br>and a strong arm..."</span>|}The true essence of Electromagnetism exists on the threshold of the Ethereal and the Physical Realms. While it is very efficient to transform Mana into electrical energy, it is extremely difficult to control. This spell calls into being multiple pockets of lightning which seem to have a will of their own. The caster is able to shield himself from the effects of these charges, but any creature - friend or foe - may be struck. Greater understanding of this spell allows more of these Charged Bolts to be formed, and their existence will be maintained for a longer period of time. The physical toll on the caster, however, increases as well, requiring more Mana to be spent.<br><br>
====Lightning====
The caster of this spell seeks to control the discharge of electrical energy by focusing it into a single stream of Lightning. The effects of channeling this powerful force of nature onto an unprotected creature are awesome indeed. With experience, these bolts of lightning may be maintained for a longer period of time while requiring less Mana to be used.
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====Flash====
The Flash spell was created to fight the servants of Baal, whose minions prefer to surround their enemies and attack from all sides simultaneously. To properly form most incantations, the caster must be able to concentrate long enough to complete the necessary invocations and gestures. With this spell, the caster draws in as much Mana as possible as quickly as possible from the surrounding area and concentrates it into a single point within his own body. This Mana is then released in a single burst of raw energy that dissipates very rapidly – and very violently. While this spell is usable only in close combat, it is extremely potent and will strike creatures on all sides of the caster.
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====Holy Bolt====<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 47)</div>
While the Horadrim were the greatest mortal spell casters ever known, not all of the followers of the Light were as proficient in magic as they were. During the quest to bind Mephisto, common soldiers were hard pressed to combat the seemingly endless tides of the undead that guarded the First Brother. During this time, Cathan, a devout priest who was also a fierce warrior, found that by invoking the powers of the High Heavens and then infusing them with the essence of Fire, a bolt of great speed and intensity could be created and used by those otherwise untrained in the use of magic. This Holy Bolt harms only the undead, making it far safer to use while on a chaotic battlefield.
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====Healing====
The art of self healing is an invaluable ability, and it is for this reason that this spell has been preserved throughout the ages. When cast, Mana courses through the body, instantly knitting broken bone, replacing torn tissue and reducing the effects of shock and fatigue. With time, this spell can be developed to the point that it can instantly restore even those on the brink of death. The ability to heal others is much rarer, and those that can do so are greatly respected.
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====Resurrect====
During the assault upon Mephisto's Fortress of Bone, the army led by the Horadrim was nearly overwhelmed by the legions
of the damned. As soon as one of the crusaders was slain in combat, his body would rise again as an undead warrior to
fight against his former companions. On the eve of what was to be the final attack upon the Fortress, a mysterious figure in white appeared before the Council of the Horadrim. This apparition revealed to them the secret of piercing the barrier between Life and Death. By Resurrecting the slain soldiers, they could be saved from eternal corruption. Those present at the Council swore an oath never to use this ability once the battle was over, but somehow the secret escaped. This spell has the power to bring a dead soul back to the physical world, but it must be performed at the site of the person’s death.
<brdiv style="float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;">(Page 48)<br/div>  ===Identify===Any object imbued with magic exhibits an aura that is easily noticed. To determine the exact nature of this enchantment, however, requires intense study and an extensive knowledge of arcane materials and symbols. While none have mastered the ability to memorize a spell of this magnitude, the Vizjerei have developed a means for the untrained to discover the secrets of an ensorcelled object by using a rare crystal that is extremely sensitive to magical auras. This sensitivity makes it very fragile, however and the crystal will shatter if it is brought too close to an enchanted item. The very act of Identifying such an object also destroys the crystal. Scrolls and staves have been crafted that can be used to Identify magical auras. By using special inks and dyes that contain tiny grains of these crystals, the stability of the crystal is maintained until it is used to examine the enchanted object. 
====Identify=Town Portal===<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 48)</div>Any object imbued with magic exhibits an aura The Horadrim constructed numerous magical gateways between the mighty fortresses so that is easily noticedthey could quickly concentrate their defenses against any incursion by the Demons. To determine With but a thought, the exact nature Crusaders of this enchantment, however, requires intense study and an extensive knowledge of arcane materials and symbolsthe Light could transport themselves to predetermined destinations many leagues apart. While none have mastered Although the ability to memorize a spell secret of this magnitudecreating these gateways has been long lost, it is still possible to use the Vizjerei have developed a pathways that are already in place. A Portal opened by means for of this spell will always take the untrained caster to discover the secrets location of an ensorcelled object by using a rare crystal that is extremely sensitive the nearest gate and remain open long enough to magicalauras. This sensitivity makes it very fragile, however and bring the crystal will shatter if it is brought too close caster back to an enchanted itemhis point of origin. The very act Church of Identifying such an object also destroys Tristram is built upon the crystal. Scrolls and staves have been crafted that can be used to Identify magical auras. By using special inks and dyes that contain tiny grains remains of these crystalsa Horadrim monastery, the stability of the crystal is maintained until and it is used to examine the enchanted objectquite probable that a gateway lies nearby.<br><br>
====Town Portal====
The Horadrim constructed numerous magical gateways between the mighty fortresses so that they could quickly concentrate their defenses against any incursion by the Demons. With but a thought, the Crusaders of the Light could transport themselves to predetermined destinations many leagues apart. Although the secret of creating these gateways has been long lost, it is still possible to use the pathways that are already in place. A Portal opened by means of this spell will always take the caster to the location of the nearest gate and remain open long enough to bring
the caster back to his point of origin. The Church of Tristram is built upon the remains of a Horadrim monastery, and it is quite probable that a gateway lies nearby.
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====Telekinesis====This versatile spell is derived from a training exercise that was used by the Horadrim. Once they reached a certain point in their training, acolytes were bound and locked in a cell, with the key to the door lying on the floor in front of them. The student had to unlock and open the door without being able to physically move. Through intense concentration and fine control, the acolyte could manipulate the key as if it was held by an invisible hand. Those that were able to open the cell door were allowed to proceed to the next level of training. There is some speculation as to the fate of those unfortunates that lacked the magical prowess to escape. Today, this spell serves as a reminder that what was once a simple mental exercise for the Horadrim is now a difficult spell known by few sorcerers. Telekinesis could prove very useful in the labyrinth, as there are many trapped doors and chests that could be safelyopened from a distance. By exerting greater force, at a cost in fine control, creatures can also be pushed away from the caster.
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