The Diligent and Studious Magician, Vol. 2 by Jawl Highwind

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[COLOR="DarkRed"][FONT="Lucida Console"][SIZE="5"]The Diligent and Studious Magician, Volume 2[/SIZE][/FONT][/COLOR]                [SIZE="1"][COLOR="DarkRed"][[/COLOR][COLOR="Black"]DSM-II[/COLOR][COLOR="DarkRed"]][/SIZE][/COLOR]

by [COLOR="Sienna"][SIZE="4"]Jawl Highwind, Lily of Calimport, Invoker[/SIZE][/COLOR]

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[SIZE="5"][COLOR="DarkRed"][FONT="Lucida Console"]Table of Contents[/FONT][/COLOR][/SIZE]

[COLOR="Sienna"]The Manipulation of Kinetic Energy For Its Anti-Hostility Properties[/COLOR] . . . . Page 1

[COLOR="Sienna"]Spellbook of the Air Wizard[/COLOR] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 2

[COLOR="Sienna"]A Familiar Vermin[/COLOR] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 3

[COLOR="Sienna"]Unweaving the Weave[/COLOR] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 4

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[COLOR="Sienna"][FONT="Arial Black"]Page 2[/FONT]

[FONT="Courier New"][SIZE="6"]The Manipulation of Kinetic Energy For Its Anti-Hostility Properties[/SIZE][/FONT]

by Jawl Highwind, Invoker[/COLOR]

[SIZE="3"]The magic missile is a spell of the purest magical essence. Each missile is composed of pure kinetic energy, charged or supercharged with the raw material of the Weave. Because of this arcane charge, it is possible to see the magic missile with the naked eye. The caster, provided they have successfully performed the necessary verbal and somatic components, will display their hands in an outward motion, emitting a simultaneous set of glowing blue spheres with tails that disappear like vapor. The most common result of physical contact with these spheres is a burning effect, as magic missiles are usually intended to cause direct harm. In cases where the caster wishes to subdue an enemy, however, it is possible to cast a non-lethal concussive form of this spell.

In order to understand how this spell works, a wizard must have the education and experience of a first circle wizard. If the underlying principles behind its composition are understood, then the spell itself is quite simple. The simplicity of the magic missile is appealing, because it is an accurate indicator of the wizardly talents the caster has. A first circle wizard will cast one missile, while a fifth circle wizard or higher will cast the spell at its highest level with five missiles. As a wizard becomes more powerful, the magic missile will become more effective in a direct and measurable way. In the school of Invocation, it is said that a wizard is only as powerful as their magic missile spell.

When casting the spell, the position of the hands is of the utmost importance. Inaccurate verbal intonation will simply result in a failed spell, but a faulty somatic component can harm the caster. The reason for this is in the initial formation of the magic missile itself. The motion of the hands evokes kinetic energy directly into the palms and then evenly distributes it through the fingers. At the same time, the verbal component draws from the Weave, crossing the kinetic energy with arcane energy. Depending on the wizard's preference, this is where the spell's purpose is decided. Simply charging the kinetic energy with the Weave will allow the kinetic energy to travel independently and unerringly to the intended target. However, supercharging the missiles will allow the pure magical energy to be carried on the kinetic force, using it as a delivery system to carry it to the target.

Kinetic energy cannot exist without motion. There is no such thing as dormant, or potential, kinetic energy. Since this energy does not naturally exist, it can only be created; for this, we use the school of Evocation. The magic missile also uses the Weave, which only exists and cannot be created. The school of Invocation allows us to manipulate pre-existing energy, in this case the pure essence of magic, in order to trigger spell effects. This is a common theme in many spells, and that is why the magic missile is an accurate indicator of a wizard's skill; their ability to combine Invocation of the Weave with the effects of a secondary school (Abjuration, Conjuration, etc.) is nowhere more directly seen than with the magic missile.

An experiment can be performed to break down the magic missile into its component halves. The caster will need to prepare several magic missile spells, in case their accuracy is faulty. An object should be placed on the body of a recently deceased being, preferably an enemy or deer. Proper positioning is important, and the caster's feet should be within six inches of the target. Adjustments may be necessary for shorter or taller individuals. The object should be targetted with the magic missile spell, with the intended goal of finding its Pure Travel Distance. A magic missile spell requires a minimum distance to reach its target as well as a maximum. If the caster is closer than the minimum distance, the path of the magic missile will curve and it is even possible to miss entirely, in which case the missile will fly off harmlessly at a slow pace into the sky. The Pure Travel Distance (PTD), therefore, is the minimum distance that any missile spell requires to reach its target without curving its flight path.

If the positioning is correct, the kinetic energy of the magic missile will strike the target as normal. However, because the spell has been cast at the PTD, the kinetic energy actually moves faster than the energy from the Weave. Normally the spell would balance out after the initial milliseconds of travel, but the PTD exists before this point. With the kinetic energy delivered instead of the Weave, the magical energy has nowhere to go and simply floats between the caster and the target. At this point the caster can move back, and the blue magical energy will remain in a fixed position relative to the object, but not the caster. It will resemble a star, blue and flickering in a random but controlled range. Without the direction of kinetic energy, the energy takes on the most natural form; a sphere. What has happened to the magical energy is that it is locked on a fixed position in the Prime Material Plane. It is incapable of affecting the object independently because magical energy has no locomotive properties in itself. It is incapable of dispersing because of this same reason.

The second part of the experiment is to reunite kinetic energy with the magical energy. For the best results, cast multiple magic missiles with the techniques employed previously to increase the brightness, size, and coherancy of the "star". Roughly ten successful missiles should be appropriate, although less or more are possible. Reach for the object and lift it from its place on the body. Wait for one second. The star will seem to burst into a number of magic missiles equal to the number that have been successfully cast. They will fly at varying speeds perpendicular, and occasionally parallel, to the ground. The object will be unharmed, and the missiles will also be completely harmless.

In this situation, kinetic energy has been returned to the magical energy. By removing the targetted object physically, motion has been imposed on the relative connection between it and the "star". Kinetic energy is created by motion, and so the magic missiles are returned to their previous states and sent flying. They are harmless because the amount of kinetic energy in simply moving a small object is miniscule compared to that of the initial magic missile spell. It is impossible for the magical charge to cause any harm because it is out of sync with the kinetic energy. This is the same effect seen when casting a magic missile too close to the target, where it will fly off harmlessly.

Being able to delay and reactivate the motion of a magic missile is an excellent way to learn about the way magic works. At its core, the magic missile spell is conducive to many forms of research because of its known factors and controlled nature. Even when you break the spell into its component parts, it remains in a fixed position. Understanding the simple magic missile is the key to understanding the higher circles of magic on a more complicated level.[/size]

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[COLOR="Sienna"][FONT="Arial Black"]Page 3[/FONT]

[FONT="Courier New"][SIZE="6"]Spellbook of the Air Wizard[/SIZE][/FONT]

by Jawl Highwind, Invoker[/COLOR]

[size="3"]Practitioners of air-based magic have a variety of spells available to them that reward the dedicated wizard that studies their effects. The majority of these spells are in the Evocation and Conjuration schools, so for a wizard hoping to specialize in air magic it is valuable to focus their studies one or both of those schools. Both in open and enclosed areas, air magic can turn the tide of a conflict by prohibiting travel through specific parts of a battlefield. An expert air wizard directs a variety of gaseous effects with deadly accuracy, exerting control over the most natural of elements. Even for a wizard focusing in different forms of magic, being familiar with this type of magic is important for that time when air itself turns volatile.

The first spell in an air wizard's arsenal comes at the second circle with the Cloud of Bewilderment evocation. Composed solely of noxious gas, it is designed to blind and disable all creatures within the area of effect. Therefore, for creatures who cannot be stunned, this spell may blind them. For creatures without eyes, they may become stunned and disoriented. By manipulating the state of the air between the caster's hands, it is possible to create a ball of gas that can be cast outward into the cloud shape that gives this spell its name. However, there are two natural qualities that certain beings possess which make this spell harmless. The first is a lack of breath, such as with an Air Genasi. The Cloud of Bewilderment must be inhaled to be effective, even with its eye irritation qualities. The second is an immunity to poison, which translates into an immunity to the pollution of this cloud. Against such enemies, it is preferable to use the next spell in the air wizard's spellbook.

Through the invocation of a kinetic funnel, it is possible to cast the third circle Gust of Wind spell. No alteration of the air is necessary, which makes it effective against all varieties of creature. Beginning at the caster, a funnel is created whose exit is the target point of the spell. Air is compressed through this spell effect until it erupts at the target, which can have several effects based on what is in the area of effect. All forms of cloud spell will be dispersed harmlessly, doors may be blown open, and standing creatures will be pressed to the ground. If an enemy is targetted with this spell while running, it may be capable of keeping its balance for several seconds. This may be long enough to reach its intended goal. For this reason, a caster should not use Gust of Wind defensively to counteract a charge. Gust of Wind is an excellent offensive spell against a group of enemies, and useful as a tool in a variety of situations.

Returning to cloud spells, the third circle Stinking Cloud is the next spell available to an air wizard. This spell is a conjuration, which sets it apart from the first two spells. However, the majority of cloud-based spells are, in fact, in the Conjuration school. A nauseating and disgusting gas cloud is summoned onto the target area, where it persists for a short time. The effect is somewhat less powerful than Cloud of Bewilderment however, as it will really only daze enemies that pass through the cloud. This spell is also a form of poison, which means it suffers from the same weaknesses against certain racial qualities as the Cloud of Bewilderment. However, its range is significantly longer, which makes it valuable as the first cloud spell cast in an encounter.

One of the deadliest and most feared spells available to an air wizard is Cloudkill, a fifth circle conjuration. As the name implies, this spell summons a cloud of vapors so powerful that they are capable of killing weaker creatures outright. This is another spell that is useless against creatures without breath, although it is not a poisonous effect necessarily. Rather, Cloudkill is corrosive and acidic in nature, which means that if it does not kill the target outright, it will at least cause severe burns. When faced with Cloudkill, it is important not to underestimate it. Only enchantments against death magic or a complete lack of breath will save the unfortunate soul targetted by this spell.

Unique even among cloud spells, Mind Fog is another fifth circle cloud spell in the air wizard's collection. However, unlike all other air-based spells, this is a mind-affecting enchantment. A blue fog is created over the target area, which can be directed much further away from the caster than any other cloud spell. Creatures entering this fog will have their concentration and will weakened severely, making them more susceptible to other mental spells. It can be dispersed easily with Gust of Wind, making that one of the only reliable means of countering this spell.

Upon achieving mastery of the sixth circle of arcane magic, the air wizard finds that Acid Fog becomes available. As expected of higher level magic, Acid Fog has some very powerful effects on any creature caught within its thick, green cloud. First, it is difficult to navigate the cloud efficiently, meaning that once a creature is inside the cloud, it will be slowed by the clinging corrosive gases. Second and most obvious, acid burns will cover the targetted creatures, causing lethal harm. This spell is a conjuration, but it is not necessary to breathe within the fog to suffer its harmful effects. Even an Air Genasi will have difficulty from its pervasive grasp and long range.

The most powerful arcane spell available to an air wizard is the eighth circle Incendiary Cloud, another evocation. Despite being a higher level spell than Acid Fog, it does not share the same motion-hampering effect that makes the previous spell so effective. Composed of blistering smoke and embers, Incendiary Cloud will melt the flesh of any creature foolish enough to remain within for too long. Because it is thinner than the fog spell, it is easier for a quickfooted target to escape its effect. However, as with the Acid Fog, the harm of this spell comes from merely being within its area of effect, and as such a lack of breath will not be of any benefit.

There are two further spells to mention, although they do not fit with the criteria of the air-based magic previously mentioned. The seventh circle evocation, Great Thunderclap, is a form of sonic energy. It is not, as the name implies, an actual thunderclap, which is caused by air. By recreating and amplifying the sonic effect of thunder, it is possible to debilitate several enemies at once. While effective for this purpose, it is useless for situations requiring air-based magic. Also, divine casters, both holy and natural, are said to be able to summon a powerful storm of lightning and acidic rain. It is possible that this is an air-based effect, but due to its nature as a Divine form of magic it is not available for a wizard.[/size]

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[COLOR="Sienna"][FONT="Arial Black"]Page 4[/FONT]

[FONT="Courier New"][SIZE="6"]A Familiar Vermin[/SIZE][/FONT]

by Jawl Highwind, Invoker[/COLOR]

[size="3"]For a wizard to have a familiar is common. Their purpose is determined by the needs of their master, and their particular species. A person with no ambition or intelligence may decide that a cheap, easily-replaced chicken is best. It is best to decide on a familiar that plays a specific role, and not to expect to much of it. A floating skull may be effective at delivering messages, but you will not want it escorting you in public. Finally, in terms of the long term care of a familiar, consider whether you wish for companionship or servitude. Developing too close of a connection with your familiar may make it difficult if faced with the necessity of sacrificing it for your own life. A clear majority of wizards, therefore, choose the common rat.

Of the most common familiars, the rat is perhaps the most easily adaptable to the clever mind of a wizard. As a pest creature, it can often pass beneath the notice of larger creatures or people. Its size and natural stealth is conducive to this as well. It is possible to keep a rat by your side without anyone knowing it is there. If you use it for scouting, you benefit from its ability to pass unseen and can peek around corners without fear of conflict.

Possessing a familiar is an interesting technique for a wizard to practice. Due to the close, personal connection that a wizard and their familiar share, it is possible to transmit your consciousness into your familiar, controlling its actions entirely. With a rat, the ability to investigate, observe, or explore is increased significantly; one does not need to be as careful with a rat as they would be with a flapping raven. The agility and size of a rat is also beneficial if combat arises during a possession. Escaping from most enemies becomes a simple task due to the rat's land speed.

Making use of a rat's natural agility, it is possible to train it to cast a simple spell of grace. Despite the immense dedication necessary to teach the rat, it is important to commit time and effort to improving a familiar. The pay-off, being able to have a defensively-beneficial spell of grace on demand, is too valuable to pass up. Make use of this spell when possessing the familiar to improve its already ample sneaking abilities, and become even quicker against attacks from hostile forces.

A wizard survives on their knowledge. Learning what can be learned and uncovering the unknown is the goal of any scholarly wizard. Adopting a rat as a familiar can give anyone the edge when it comes to discovering secrets, either in a city or while travelling the world. All wizards should consider taking a rat as a familiar, and exploring what can only be seen when you have your nose to the ground.[/size]

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[COLOR="Sienna"][FONT="Arial Black"]Page 5[/FONT]

[FONT="Courier New"][SIZE="6"]Unweaving the Weave[/SIZE][/FONT]

by Jawl Highwind, Invoker[/COLOR]

[size="3"]The Dispel is an abjurative spell with the ability to counteract other magic, unique even among the myriad of spells available through the arcane arts. Designed as a means of directly removing persistant spell effects, the use of Dispel magic is vital in many situations when confronted with magical impediments. Arcane and divine casters alike are capable of wielding this form of spell, which is indicative of its importance. Understanding the nature of Dispel magic is helpful when actively engaging in arcane practice, as it gives the caster a greater control of their own magic and that of the world around them.

Abjuration is a spell school most well known for its wards and barriers, including Protection from Alignments, Elements, and even other Spells. The average abjuration will be cast directly on a target or group of targets with the intent of protecting them from danger. Being created directly from the Weave, an abjuration spell is a pure form of magic. This same immunity from the influence of foreign substances or effects makes abjuration the most likely school to find spells related to magic itself. Therefore, it is no surprise that Dispel magic is abjurative by nature.

A unique effect is created from direct manipulation of the Weave that is disruptive to other spells currently operating in the target area. In most cases, this can be either a dispersing field of disruptive energy or a single target object or creature. The strength of Dispel magic is generally more efficient when focused on a single target than when cast over an area. Persistant spells of all schools are affected by a dispel. However, if the caster of the spell is of greater power than the dispeller, it is possible for the spell to remain active. Any spellcaster's power is determined by their ability to manipulate the Weave, and even a dispel can be less effective if it is weaker than the magic it is targetting.

Under certain conditions, however, the power of the dispel's caster is not necessary to the process of undoing a spell. Specialized Dispel magic known as Spell Breaches are capable of removing a certain number of specific defensive wards, such as globes of invulnerability and spell mantles. Spell Breaches share with higher level Dispel magic the ability to reduce the natural spell resisting qualities of certain races, such as Drow or Nightrisers. This makes them more susceptible to magic of all types while the effect lasts, usually for less than a minute at the moment.

Although Dispel magic is highly valuable against persistant spell effects, it is also capable of counterspelling magic as it is being cast. Such a technique requires two factors: first, the dispel caster must recognize the spell being cast; second, they must have memorized a dispel of a spell circle equal to or higher than that of the spell being cast. Spell Breaches will not operate in this manner, as their purpose is too specialized. If the counterspell is successful, the spell will have no effect save being lost until the caster memorizes it again. Besides using Dispel magic, it is also possible to counterspell with opposing spell effects such as Light and Darkness.

Being able to manipulate the Weave is only one aspect of the arcane arts. The act of unweaving is equally important to anyone seeking to practice magic in the long term, as there are times when the brute application of spell against spell is ineffectual. Any wizards who familiarize themselves with the various types of Dispel magic will begin to understand magic on a whole new level, and the wise application or conservation of magic will become easy.[/size]