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HelpSection 16
Sorcery

The Dark Skills of the Sorcerer Class

These skills are gained by those who choose the profession of the Sorcerer. They are learned by the Guild of Sorcerers and the Guild of Necromancers. They tend towards intellectual excellence and mental discipline. They include the dark arts of Evocation, the great skill of Demonology, the magical art of Charming to the level of Grand-Master, and the subterfuge skill of Stealth to the level of Master.


Evocation is the magic of dark spirit summoning from places beyond the mortal planes. You can call spirits to you from the dark realms, order them to do your bidding, and battle the spiritualists and the other mortals for control of the world. Spirits can aid you, hinder your enemies, and help in the defeat of the forces of the light. Evocation can exact horrific results and should be treated carefully even by those who Master it. Only the Sorcerers develop the skill of Evocation. Below is an example of a sorcerer summoning up a cloak of protection.


- invoke all

You invoke the seven spirits to your call.

- evoke cloak

Calling the spirits of air and darkness to your command, they form into a veil of ethereal essence about you. You protection is much greater than before.


Demonology is the skill which determines your power to control and tempt the demonic forces which are to be found in the lower planes of existence. Summoning a demon requires the Sorcerer to bring about a magical gate through which the demon will travel. This is done by filling a cauldron with gold or blood and uttering special words of power. Once in the mortal planes, the demons must be tamed by the summoner, and then they can be used for a length of time to wreak havoc and spread the might of their creator. Below is an example of a demonologist summoning up a parasite demon.


- demonhelp parasite

The parasite demon attaches itself to an enemy of yours and saps away mana and health until its victim is dead. Once summoned you should order it to bear a specific target in mind (e.g. ORDER PARASITE ESHKADETH). Then simply lead it to its prey and type ORDER PARASITE ACT when you see your enemy. It will attach itself and will not let go until its victim is dead, or it has been banished.

- intone naurlamalantara

You intone the words, "Naurlamalantara!". A reddish flame springs up over the cauldron.

- summon parasite

Your cauldron shines as 110 gold coins are sucked away into the void. You summon the parasite and a demonic ball of green liquid flops out onto the floor.


Necromancy is a skill developed only by those who have attained the rank of Ultimate in both their Evocation and Demonology skills. You should read the help section on the abilities of Count Bezejeth of Bedillam for details on how to gain the Necromancy skill. Necromancy is the skill of the undead, it enables the Sorcerer to enslave his enemies by imbedding his image on their soul - the Necromancer is usually undead, nearly impossible to truly kill, and wielding potent power unrivalled by any other magical skill over those unfortunate enough to bear his tainted mark.

HelpSection 16
Sorcery

16 - Skills: by Profession and by Important Commands.

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  • 16.1 - Ultimate
  • 16.2 - Procure
  • 16.3 - Alchemistry
  • 16.4 - Druidry
  • 16.5 - Bardism
  • 16.6 - Knight
  • 16.7 - Magery
  • 16.8 - Ranging
  • 16.9 - Astrology
  • 16.10 - Sorcery
  • 16.11 - Thiefism
  • 16.12 - Specialisation
  • 16.13 - Opalescence
  • 16.14 - Skymastery
  • 16.15 - Ornithology
  • 16.16 - Falconry
  • 16.17 - Animism
  • 16.18 - Crusades
  • 16.19 - Oracle
  • 16.20 - Sylvan
  • 16.21 - Elementalism
  • 16.22 - Animistry
Help - Section 16
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Sorcery
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    • Self Defence and PVP Basics
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      • Public BB
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  • Manual
    • Getting Started
      • Introduction to Avalon
      • Novicehood - The First Steps
      • The Avalon Game World
      • The Basic Command Set
      • Communication
    • Building Your Character
      • Overview
      • Combat
      • State of Health
    • Rich Environs
      • Specifics of the Avalon Worldsystem
      • Items, Creatures and CCCs
      • Geography - Overview, Cities and Curiosities
      • Avalon game world: Towns and Villages
    • Guilds and Professional Classes
      • The Guild and The Guildmaster
      • Character Classes - the Avalon Professions
      • The Avalon Guilds
    • Skills and Subtle Abilities
      • Skills: by Professional Class and by Important Commands
      • The Avalon Skills System
    • City Socio-Politics
      • The City-State
      • Government and Governmental Commands
    • Strategic Warfare
      • War, Conquest, Tribute and Geopolitics
      • The Battlefield Guide: Legion Command and War
    • Gods and Goddesses
      • Patronage and the Gods of Avalon
      • The Pantheon: about individual Gods and Goddesses
    • Histories since 1989
      • History and Legend
      • Avalon Player Memoirs
      • Cellar Door
      • Avalon Archive
    • Combat and Competition
      • Events, Quests, Contest and Organised Competition
      • Articles on Avalon Game Theory and Combat Fundamentals
    • Reference
      • Miscellaneous Avalon Game Documentation
      • Information: Tables and Lists
      • The Avalon Game Environment (Non-Role)
      • Appendices and Extras: in Avalon
      • Miscellaneous Help and Info: Out-of-Avalon
  • History
    • 15th Century ADW
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    • 13th Century ADW
    • 12th Century ADW
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    • Great Past Events
    • Player Memoirs
    • Tales From Old Avalon
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    • Cities
      • Mercinae
      • Thakria
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      • The Knight Class
      • Knights Guild
      • Warriors Guild
      • Cavaliers Guild
      • The Mage Class
      • Mages Guild
      • Enchanters Guild
      • Warlocks Guild
      • The Sorcerer Class
      • Sorcerers Guild
      • The Thief Class
      • Thieves Guild
      • Assassins Guild
      • The Ranger Class
      • Rangers Guild
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      • Seers Guild
      • Mystics Guild
      • Astrologers Guild
      • The Loremaster Class
      • Loremasters Guild
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      • Bards Guild
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      • Roleplaying, but how far? by Cornelius
      • Why aren't you an MMORPG? by Cornelius
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