Master of Magic Summary
This summary should give you the background necessary to understand "Arcanus". I'm not going to
go into much detail, but you should get the basic idea behind the game. If you have further
questions, feel free to e-mail me.
Up to 5 rival wizards use magic to try to conquer the world with either militarily or by casting the
Spell of Mastery.
In the game, there are 14 wizards to choose from, but in the story I will only use 5:
- Ariel: a priestess who has specialized in Life Magic.
- Freya: an elvish sylph who has specialized in Nature Magic
- Tauron: a demonic force that has specialized in Chaos Magic
- Jafar: a sorcerer who has specialized in Sorcery Magic
- Rjak: a Warlock who has specialized in Death Magic
Types of Magic:
- Life Magic: controls life and the "celestial powers"
- Nature Magic: controls the forests and water
- Chaos Magic: controls the fire and change
- Sorcery Magic: controls air and illusions
- Death Magic: controls death and disease
Master of Magic has lots of heroes. I recommend taking a look at the Hero Compendium at
Master of Magic Heroes Page. The heroes I will be using are: Torin, Roland, Elana, Zaldron,
Alorra, and Shuri. The heroes for other wizards aren't listed in the Hero Compendium under their
own names, but they have the same qualities (and pictures) as heroes that ARE listed in the
Compendium (i.e. all Beast masters are the same as Rakir, they just have different names).
Master of Magic has TONS of spells to find and use. All the wizards in my story have only one type of spell book. A wizard can only cast a spell if they have a spell book for that type of magic (Rjak can only cast Death Spells, Tauon only Chaos, and so on). I will only list the spells here that I mention in
my story. They will be listed by chapter, and (hopefully) in the order that I use them.
- Astral Gate--Allows all friendly units to travel from a friendly city with an Astral Gate to the
same place in another plane.(Life Spell)
- Life Steal--Ihe hero or unit has the power to take their opponent's energy, and use it against them. (Death Spell)
- Life Steal--It works in the same way as in chapter 2, but I put it on the bars of a cell instead of a hero. I don't know if this is possible in the game, but, hey, I'm being creative.:-)
- Teleport--I took some liberties with this one. It's the recall hero spell, only reversed. The recall hero spell allows the wizard to take his/her hero out of a battle and take them to the wizard's summoning circle (where all of the spells are cast). Instead of bringing the hero to the wizard, I let the wizard send the hero away. Another liberty-the wizard can only send one hero at a time. To save time (and explainations), I let Ariel send all of her heroes at once.
- Wall of Darkness--This is a thich fog that surrounds a city, rendering it, and all of the units stacked inside of it, impervious to ranged attacks(arrows, lightning bolts, etc.). (Death Spell)
To sum up:
I hope this helps you guys in understanding my story a little better. Don't hesitate to e-mail me
with any question. I don't bite, and I can usually reply to you by the next day at the latest.
Finally, you can't buy Master of Magic anymore, because it went out of print a few years back.
It's a great game, so I'm hoping they'll bring it back...eventually.
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