Table of Contents

I     The Scenario......................................................1
II    A General Overview................................................2
III   Arena of Magika...................................................2
IV    Mage Statistics ..................................................3
V     Character Classes.................................................4
VI    Character Alignment...............................................5
VII   The Orders........................................................5
VIII  Movement..........................................................7
IX    Sequence  of Events...............................................7
X     Artifacts.........................................................9
XI    Cloaks ..........................................................10
XII   Diplomacy .......................................................10
XIII  Reconnaissance...................................................11
XIV   The Ebon Mage....................................................12
XV    Victory Conditions...............................................13
XVI   Magic Spells.....................................................14
XVII  Aptitude.........................................................14
XVIII The Spell list...................................................15
XIX   Turn Reports.....................................................20
XX    The Future.......................................................20
XXI   Game Hints.......................................................20
XXII  Winning..........................................................21

     Game Design and Concepts:     Chris Knapp
     Game Design and Programming:  Dennis Aucoin
     Rule Book Graphic Artifacts:  Elliott Rennie

The Play Testers:
Paul  Brown    Owen   Harder      Frank   Martel  Don   Sinclair
Paul  Gairdner Bernie Hasselman   Dave    Murray  Mike Sizaire
Chris Gaudry   Terry  Magee       Darrell Rozee   Tom  Snelgrove
     The Original Ebon Mage:  Dan Ford

     Chris Knapp                             ChoZen FroZen Games
     850 Shawn Dr.                           Tel #   (902) 765-4466
     Kingston, NS B0P 1R0                    Fax/BBS (902) 765-0513        
     CANADA                                  GEnie=  C.Knapp


MAGIKA is protected under various national and international copyright laws.
Reproduction of this booklet, in whole or in part, without the expressed
written permission of ChoZen FroZen Games, is strictly prohibited. Quotes and
paraphrasing of background material is allowed for game review purposes.
Copying of charts and figures, for use as a gaming aid, by registered
players, is permitted.                 1st Edition: Printed in Canada, 
August 1994

I         The Scenario

     The Grand Wizard Christof was getting old, very old! Running MAGIKA, the
most prestigious Wizard's school in the world, takes it toll. As the fame of
the school grew, so did the never-ending line of novices trying to secure an
apprenticeship. The increasing time required interviewing prospective mages,
left little time for the other essential duties of office, yet a task of this
importance could not be delegated! However, if it could be minimized.....

     So with a display of arcane arts, unparalleled since the days of the Orc
Wars, Christof molded the six threads of power to create a very special
place, the Arena of Magika! A huge cavern with a mile high ceiling that
radiated the light equivalent to a slightly cloudy day, yet located deep in
the bowels of the earth! A place where magic reigns supreme, yet no one could
truly be harmed.

     Once a season, during the moon feast, wanna-be mages of all the races
would come great distances for a chance to compete. For on that day, the
great hall would open and the Ebon Mages (senior adepts) would circulate
amongst the crowd to select the 12 who would get a chance at their life-long
dream, the chance to be a MAGICIAN!

     While this did drastically reduce the number of novices being interview
by Christof, it didn't really reduce the overall total of apprenticeships
awarded, in fact it increased it! The "Ebon Mages" began to resent the huge
amounts of time spent baby-sitting these "rookies" to the point they have
banded together to try and beat the system.

     An Ebon Mage accompanies the 12 novices to the arena in order to "aid
and assist" them in their quest and to report back the winner of the new
contest. They realized that this presented an interesting "loophole" in their
task! They could follow the Grand Wizards instructions "to the letter" and
actually participate as a "13th" contestant! By doing so, if they happened to
win, then they could truthfully report that no one was deemed "worthy"
stemming the flow of apprentices!

     This brings us to the present! You have scrapped together your whole
lives saving (all 28 silver pieces) and traveled a week to be here. You find
yourself assembled in the great hall. You don't really care if the Ebon Mage
is for or against you. You stand amongst the brave, the poor, the wise, the
powerful and the foolhardy waiting for that one chance to be a "MAGIKA MAGE"

II        General Overview:

     Magika contests take part in an huge cavern. It has been artificially
terra formed and lighted. It is triangular in shape with the players starting
evenly spaced to the south. They proceeded toward the Goal Square (GS) at the
pinnacle of the cavern and can pick-up artifacts, cloaks and spells to aid
them on their journey. The game ends once any mage reaches the GS.

     The winner is any mage that can create a special artifact (the Globe of
Life) or most often, by a Victory Point Total. This total will be determined
by evaluating each mage's relative standing versus the other mages in
different individual and team categories and adding quest bonuses. These
points reflect proficiency, ability to conserve your resources, relative
proximity to the goal square, the ability to follow through "in character"
and quest completion. (See VP's: Section XIV)

     Players start the game by naming their mage, choosing one of five
character races and selecting a suitable alignment. Each mage has four
variable statistics. They are; Endurance, Arcania, Spell Skill and Aptitude.
Through-out the course of a game, you may also become allied with other
mages, these "teams" are indicated by colors. Each turn is broken into 5
phases and each mage may issue one order each phase. The players submit their
orders to the Game Master for processing.

          There are 3 magical items in the game: Scrolls, Cloaks and
Artifacts. Scrolls carry spells. A mage may hold a maximum of 6 scrolls at
any given time. Scrolls may be found by searching, given by a teammate or
acquired by magic. Scrolls automatically disintegrate whenever the spell has
been cast, the scroll is dropped or exceeds a mage's limit of six held.
Cloaks are essential to joining the different alliances. They come in six
colors and a character may only possess two cloaks at any specific time
through-out the game. A mage dons a cloak to try and join an alliance.     

     There are three classes of artifacts; Alignment, Race and Ability
artifacts. The three alignment artifacts aid in casting those alignment
spells. More importantly, they are the components required to create the
Globe of Life. Each of the five character races has an artifact that will
allow a mage to temporarily obtain racial bonuses. The Ability artifacts give
players improved ability traits.

     After each turn is processed a report is sent back to all players. While
there are multiple ways to receive this report, no matter which method you
use, each contains the same information. The type of information you receive
will include data on your mage, the current game situation, map of the area
and results about your last turn.

III       The Arena of Magika

     The map of Magika is a 26x26 triangle, that is labeled a-z, top to
bottom and 1-26 left to right. Each space on the map has a dominant terrain.
The novice mages start on the even numbered spaces of row (y). Generally, the
terrain becomes more difficult as the map narrows and approaches the Goal
Square. The main exception being the ocean (z) row and rivers extending
northward.

     The more difficult the terrain, the higher the endurance required to
"move" out of it or to "search" in it and the less endurance recovered when
"resting" in it. The likelihood of finding a spell scroll also increases with
the terrain difficulty. The type of spell found is also affected by character
alignment. Some terrain is also more "attuned" to certain character races and
can generate a 20% meditation bonus. (see Figure 1 Terrain)

IV        Mage Statistics

     ENDURANCE displays a mages current physical capabilities. Physical
actions (move, search) require the expenditure of some of this strength. A
mage's endurance is recovered by resting or through magic. The number and
phase of moves can have a great impact on the endurance expended.

     ARCANIA displays a mage's current concentration level which directly
affects the ability to "cast" spells. All cast spells drain a certain amount
of this arcania. Arcania is restored through meditation.

     SPELL SKILL shows the current ability to properly cast a spell. A mage
has a chance to raise this level whenever they attempt casting a spell. Spell
skills greater than 100% bring the added possibility of a bonus effect on any
spell cast. (Ex: longer duration, wider area, greater damage)

     APTITUDE shows the current indication of a mages alignment, relative to
the spells they have cast. Each spell cast moves this indicator on a scale
from 100% Good to 100% Evil. Mage's are judged by how close

their aptitude matches their selected alignment (VP's) as well as having an
effect on their ability to "demand" alignment artifacts. If your aptitude
shifts too far, the ability to cast other alignment spells can be temporarily
curtailed. 

     STATUS show the current physical condition of your mage. You can be OK,
exhausted (EX) or Unconscious (UC). A mage low on Endurance is considered
exhausted and can only rest until endurance is regained. Unconscious Mages
have no endurance left and must rest the remainder of the turn.

     TEAM/ALLIANCES. All players start out as Black (non-aligned) Mages. Each
mage MAY join an alliance by donning that colored cloak.  A team can have up
to three players, if it contains one mage of each alignment or three of the
same alignment. At the end of the game, the team's standing is also rated
against the others in the VP totals. They are measured relative to their
"Expendable's" (average combined Endurance and Arcania) and "Learnable's"
(average combined Spell Skill and Aptitude).

V         The Character Classes

     Each of the five different character classes have inherent advantages.
Their abilities may differ in: alignment, endurance, arcania, spell skill,
movement, search and meditation. Each of the following descriptions describe
the "Normal" starting level or maximum ability. However, almost any ability
has the chance to be enhanced or altered "magically" through-out the game.
All of the characters start the game with 50 Arcania and maximum Endurance.

Human:    Humans may be any alignment. They have a maximum Endurance and
Arcania level of 100%. They commence with a spell skill of 70%. Humans may
move every phase and may make 1 extra move per turn without an endurance
penalty.

Elf:      Elves may only be Good or Evil. They have a maximum Endurance of
95% and a maximum Arcania of 105%. They commence with a spell skill of 75%
and may move every phase. Elves are attuned to Forest.

Dwarf:    Dwarves may only be Good or Neutral alignment. They have a maximum
Endurance of 110% and maximum Arcania of 95%. They commence with a spell
skill of 65% They can only move up to 4 times per turn. Dwarves are attuned
to Mountains. Dwarves are naturally resistant to magic and have an additional
15% chance that attacking magic spells will not affect them.

Goblin:   Goblins may only be Neutral or Evil alignment. They have a maximum
Endurance of 110% and a maximum Arcania of 95%. They commence with a spell
skill of 65% They may move up to 4 times per turn. Goblins are attuned to
Swamp and take half the endurance factor for swamps. (movement multipliers
still apply)

Halfling: Halflings may be any alignment. They have a maximum Endurance of
90% and have a maximum Arcania of 100%. They commence with a spell skill of
70%. They may move up to 4 times per turn. They have a +20% "search" bonus.
They are attuned to Hills.

Race   Characteristics   (Figure 1)

Race    Alignment   End  Arc  Skill     Movement   Attuned  Special
Human      All      100  100   70%      +1 Bonus  Nil       Nil
Elves    G or E      95  105   75%      Normal    Forest    Nil
Dwarf    G or N     110   95   65%      Max 4     Mountain  15% Resist
Goblin   E or N     110   95   65%      Max 4     Swamp     Swamp 1/2 End
Halfling  All        90  100   70%      Max 4     Hills     +20% Search

VI        Character Alignment

     One of the most difficult things to comprehend is the Grand Wizard's
perception of alignments. One underlying principal is that no mage can truly
be harmed (it is only a test!) in Magika. Secondly, how well a mage follows
a regime or stays with-in established guidelines is an important point in
evaluating apprenticeship potential. Therefore, the alignments were set-up.

     Good, neutral and evil are only the names given to the combat philosophy
to be used by a mage and do not reflect the godly/moral precepts normally
associated with those names! (Magika is for Mages, not Clerics) A mage will
be given the option to select an alignment regime (limited only by race) and
is evaluated by actual actions (Aptitude) with-in that regime.

     "Good" mages believe that they can maintain the advantage through
non-combative means. Protection costs much less than destructive attacks and
passive offense through illusion and chicanery is equally effective! Since
the evaluation is relative, prudent use and conservation of resources will
prevail over the foolish.

     "Neutral" mages believe that "Information" is the key to success! A
balanced attack coupled with good defense is highly effective. But, knowing
when to cast the right spell, at the most opportune time, as well as causing
others to waste or over exert through deception is paramount!

     "Evil" mages believe no amount of protection, knowledge or tricks is
more effective than superior firepower! If I can knock you out with the first
punch, who cares what you can do! Since things are relative, they can win
just as easily with low "statistics" if everyone else is lower!      

     One note, while Neutral mages have the flexibility to cast all spells
with greater balance, it is more difficult for neutral mages to achieve and
maintain a perfect aptitude. The limit tolerances which inhibit spell casting
of other alignment spells are also much tighter. (also note: You can not be
neutral if you wish to be an Elf)

VII  The Orders

     A game turn is broken into 5 phases. Each mage may issue any order (you
may issue the same order every phase if desired) that is considered valid.
(enough endurance, arcania, holding that spell etc..) EVERY mage's orders for
a phase are processed before ANY orders of the following phase. The orders
issued within a phase follow a set Sequence of Events. (See Figure 4)

     MOVE: The Mage leaves the current space and moves in one of six
directions. Moving expends endurance relative to the terrain of the space.
When and how often a mage moves can drastically affect the amount of
Endurance expended! (See Movement Endurance) It is generally "Illegal" to
move (SE,SW) downwards. However, mages may do so in some circumstances. (See
Special Movement) An illegal move order defaults to rest.

     REST: The mage devotes a phase to increase Endurance. The amount
recovered will depend upon the terrain of the occupied space. The more
difficult the terrain the less Endurance recovered. Mages with less than 10
(Exhausted) endurance will AUTOMATICALLY rest each phase until their
endurance is above 10. Any mage whose endurance falls to 0 (unconscious) will
AUTOMATICALLY rest the remainder of that TURN! A mage who devotes ALL 5
phases of a turn resting, receives a 25 Endurance bonus. An illegal or
blocked order will default to a rest command. (see Terrain: Figure 2)

     SEARCH: The mage spends the phase trying to acquire magical items.
Searching allows a Mage to either "pick-up" artifacts and cloaks or a random
chance of finding a spell scroll. The more difficult the terrain the more
likely one will find a spell scroll. Searching also expends endurance through
"mini" encounters. How great the endurance cost will depend upon terrain
difficulty and the value of items found. As a rule of thumb, your endurance
cost will average 1/2 of the terrain factor. (see Terrain: Figure 2)

     CAST: A mage takes the phase to read a scroll and cast it's spell. Spell
casting expends arcania depending on the spell and level. Casting a spell may
also (percentage chance equal to double the spell's arcania cost) increase
your Spell skill by 5%. All spells when cast will affect Aptitude. Special
Note: Spells cast, simply to reach a favorable Aptitude, that have NO
possible chance to attain the desired spell effect (as determined by the game
moderator) will not affect Aptitude or Spell Skill!   

     MEDITATE: The mage devotes a phase to increase Arcania. The mage
recovers 15% of their current spell skill (+20 "attuned terrain" bonus, if
applicable) level in arcania points for each phase spent meditating. Ex: A
Goblin with 85% Spell skill in a swamp (85+20)x15%=16.75 therefore the mage
would recover 17 arcania points.  

     DROP: A mage may drop any or all scrolls or items. Usually this command
is used to get rid of unwanted spells and create room for new spells without
affecting Arcania or Aptitude. Dropped scrolls disintegrate.
 
     GIVE: A mage may transfer any carried spell(s) or item to a co-located
mage or team member. (A mage can not carry more than 6 spells or two cloaks
at any given time)

     DEMAND: One interesting aspect of Magika is the ability to compel
another player to simply give you an artifact. To be successful, you must be
more "attuned" to that artifact than the current carrier, if not you will be
denied! If both the "demander" and the "holder" are equally attuned to an
artifact, then the holder will keep the artifact. (see Section IX Artifacts)

     DON: A mage puts on a cloak to try and join an alliance. If accepted the
mage receives data on all team members. A mage may also receive information
about other mages that are carrying a similar cloak. A mage may not hold more
than two cloaks. Once a mage has donned a cloak, the only way to quit the
alliance is to don another cloak. However, if the mage is not accepted (into
the other alliance) he/she will revert to NEUTRAL (black status) for the
remainder of the game.

     MISSED TURNS: If a mage's orders do not arrive (for whatever reason) for
a given turn then the Game Master will complete a "default" turn for the
player. The GM usually makes a "conservative" turn attempting to maintain
consistency with past actions. If a player misses two consecutive turns (no
notice) the position is considered "in jeopardy". The GM plays a default turn
and the player is warned that a third missed turn results in the player being
dropped from the game. At that point, we will attempt to arrange for a
standby player. Any allied mages will also be notified and given the chance
to arrange for a replacement player. If the third turn passes with-out orders
and a fill-in was not arranged the Mage is dropped from the game.

Terrain Statistics  (Figure 2)

T#    Terrain       End  Rest Srch % 
1    River, Ocean   40   10   100
2    Coastal        2    9    30
3    Plains         4    8    35
4    Forest         6    7    40
5    Hills          10   6    55
6    Swamp       24(12)  5    60
7    Desert         14   4    65
8    Mountain       16   3    80
9    Glacial        18   2    85
10   Volcanic       20   1    90
T#=Terrain number:       Terrain= Terrain Type:
End= Endurance Factor:   Rest= Endurance Recovery Rate
Search= Probability % to find a scroll

VIII Movement

     Move Endurance: A Mage's normal move entitlement is twice per turn on
phases 2 and 4. They expend the Terrain Endurance Factor (see Figure 1) when
they LEAVE a space with the move command. Making early, late and extra moves
is possible. However, by doing so the endurance factor is modified. Only
Humans and Elves may make 5 moves in a turn. The following chart shows the
Endurance factor expended for a move made in a specific phase during the
turn. Total movement endurance is the sum of all moves.

     Special Movement

     Their are three major governing factors upon movement in this game.
Direction, Occupation and Initiative. In general a player may not move
southwards (SW/SE) with a few exceptions. The maximum number of mages in a
space is three, but there are specific constraints on when this may occur. If
more than one mage moves to the same space at the same time, initiative will
decide who gets to move first.

     Southerly Moves: A major premise of the game is that the mages will
continue to move towards the GS. Therefore, the only times a mage may move
Southwards (SW/SE) is: a move into water (ocean/river or swamp); due to the
use of a magic spell (ex: teleport, confuse); if blocked from moving up
"NE/NW" (ex: ElBlo); or being The Ebon Mage.

     Occupation: Any two mages may occupy a space. However for three mages to
occupy a space one of the following conditions must apply: all the mages are
on the same team (cloaked); one is the Ebon Mage; it allows all three
artifacts to be co-located; or three neutral (black) mages of different races
or alignments.

     Initiative: Sometimes more than one mage may attempt to move into a
space in the same phase. Since there are only certain conditions that allow
three in a space, an order of movement (initiative) must be determined.  Once
initiative is decided, moves are checked for legality. Illegal moves default
to "rest" commands. It is therefore possible for a mage with lower initiative
to move into a space if the preceding mage's move was determined to be
illegal due to the occupation rules. The order is as follows:

Movement Initiative:  Figure 3

     Magical Movements

1    Major Spell movement
2    Minor Spell movement
3    Arcania level (before casting)
4    Spell Skill
5    Most difficult terrain departed
6    A Teammate is already in the space

     Physical movements:

7    Northward (NE/NW) moves
8    Lateral moves (E/W)
9    Endurance (before moving)
10   Most difficult terrain departing
11   A Teammate is already in the space
12   Random

All Mages with-in a group move before any following group. The Ebon mage wins
any tie and further ties are broken by continuing on with the list.

IX        Sequence of Events

     Not all orders and spells occur simultaneously. All orders issued for a
phase will be processed before orders for the following phase. The sequence
with-in a phase is as follows:

Event Sequence: Figure 4:

     1.   Demand    
     2.   Give
     3.   Don
     4.   Cast 
     5.   Move
     6.   Search
     7.   Drop
     8.   Meditate
     9.   Rest

     In order to use the demand or give command you must be co-located.  The
order spells take effect is listed under the Order of Activation. (See Spell
Reference)

Movement Endurance:   Figure 5

Move/
Phase     Race      1    2    3    4    5
1         All       150% 100% 50%  50%  50%
2         All       -    150% 150% 100% 50%
3      (Human)      -    -    150% 150% 100%
3      (Other)      -    -    200% 200% 200%
4      (Human)      -    -    -    200% 200%
4      (Other)      -    -    -    400% 400%
5      (Human)      -    -    -    -    400%
5      (Elves)      -    -    -    -    800%

Ex: An Elf moves three times through the forest. The 1st move is on phase 3
(late move) so is only 50% endurance (6x.5=3) the 2nd is on phase 4 (normal)
so is 100% endurance (6) The 3rd move is on phase 5 (extra) so is  200%
endurance (6x2=12) Therefore the Elf would have expended a total of 21
Endurance for movement that turn.

X         Artifacts.

     ALIGNMENT: The most important are the three Alignment artifacts: The
Crown of Good, The Orb of Neutrality and The Scepter of Evil. They can be
combined to form the "Globe of Life" completing the principal quest and
ending the game.

     Possession of the Alignment artifacts has an affect on a mage's ability
to cast spells. Mages who hold their aligned artifact receive a 20% bonus to
spell skill for casting spells of that alignment and cancels the effect of
non-aligned artifacts. Mages who hold other artifacts, cast spells of that
artifacts alignment no penalty, spells of their own alignment 10% penalty and
spells of the third alignment at 20% penalty.

     All three artifacts are magically attuned to each other and have the
following effect. They teleport themselves (and co-located mages) to the Goal
Square anytime they ALL end a TURN in the same space or they ALL end a PHASE
in the possession of one mage or team. Needless to say this terminates the
game. For the Globe to form, the latter situation must occur. (all components
possessed by one mage or team) Each artifact is also attuned to all mages of
that alignment and it's whereabouts is always known by them.    

     RACIAL: Each of the 5 races have a specific artifact that will give the
holder temporary attributes characteristic of the that race. The "Cross of
Humankind" allows a mage to make early moves and 1 extra move per turn
with-out the endurance penalty. The "Anhk of Elvenkind" allows a mage to make
5 moves per turn and a 20% attuned bonus in the Forest. The "Lamp of
Dwarvenkind" bestows a 10% magic resistance as well as a 20% attuned bonus in
the mountains. The "Pendant of Goblinkind" reduces swamp endurance by half
and gives a 20% attuned bonus in the swamp. The "Medallion of Halflingkind"
gives a mage a 20 search bonus as well as the 20% attuned bonus for Hills.

     A mage will always be able to sense in which direction their racial
artifact lies. However they will only know the direction, not the distance!
Each race has a natural charisma or hatred for the other races and this is
reflected in the ability to demand racial artifacts. (see DEMAND below) 

     ABILITY: The last four artifacts represent the 4 statistical abilities
of the mages. The "Helm of Strength" allows the holder to recover double
endurance when resting. The "Candle of Serenity" allows a mage to recover
twice the Arcania when meditating. The "Tome of Magic" bestows a 20% Skill
bonus when spell casting. The "Rod of Obedience" adjusts a mage's aptitude
towards perfect by 1 each phase held and removes any aptitude limitations
upon spell casting.
     
     DEMANDING ARTIFACTS: In order to invoke the inherent magic of an
artifact so that another mage willing gives it up, you must be more attuned
to it than the current holder. To demand an Alignment artifact, you must be
of that alignment and have a better aptitude than the holder. To demand an
Ability artifact you must simply be higher in that ability than the holder.
Racial artifacts can be demanded by a mage closer in race than the current
holder. (see below for order of races and special notes on the Ebon Mage)

Table of Racial Preference:  Figure 6

Humandkind     Elvenkind      Dwarvenkind    Goblinkind     Halflingkind
Human          Elf            Dwarf          Goblin         Halfling
Dwarf          Human          Human          Human          Human
Goblin         Goblin         Halfling       Elf            Dwarf
Halfling       Dwarf          Elf            Halfling       Goblin
Elf            Halfling       Goblin         Dwarf          Elf

XI        Cloaks

     Cloaks are very magical items. They come in six colors to represent the
six "threads of power" in this dimension. (Red, Blue, Yellow, Green, Orange
and Violet) Mages who don the same color cloak are "allied" to each other.
There can be a maximum of three mages on the same "TEAM" if the three mages
are either, all the same or of all different alignments. Therefore, any two
mages can always form a team and by doing so dictate the alignment of a
possible third mage. Many major spells can be cast that will affect all mages
wearing a specific cloak. Cloaks are found with the search action. They can
be dropped or given away.  

     If a third mage dons a cloak and does not meet the above requirements,
the cloak disintegrates. Mages may only possess two cloaks at a time and may
attempt to change teams by donning a different cloak. This action temporarily
disrupts the "threads of power" and should not be heedlessly attempted. A
mage who unsuccessfully tries to "re cloak" loses 50 Endurance, 50 Arcania,
cannot carry another cloak and reverts to Neutral (team) Status for the
remainder of the game. (unless the Cloak-aid Spell is used)

     Joining a team should be a conscious and co-ordinated decision! (don't
just don the first cloak you find)  Some major spells have a different effect
when cast by cloaked or uncloaked magicians. The worst possible scenario in
this game is to be a team of one! As a team of one, you end up with the worst
spell effect vs. cost ratio! Also, to quit a team by an unsuccessful re-cloak
is a VERY expensive proposition! A team does increase your chances of
finishing first or in the top three, but it isn't essential to win. [Special
Note: A mage will be given the opportunity to "de cloak" at no penalty, if
stranded as a team of one due to a "drop out"]

XII  Diplomacy.

     The Ringlets given to each mage are a type of psionic transmitter. They
allow a mage to mentally broadcast up to 3 messages per turn as well as
receive messages each turn. A mage can direct these messages to an individual
mage, a team colour or to "ALL" mages. They also have the ability to
broadcast the message anonymously. Each of these messages may be up to 4
lines long (200 total spaces) however, you may not send two messages with the
same To/From address combination per turn.

XIII Reconnaissance

     Each turn a mage receives a RECON report. It is comprised of known data,
a general history map, a detailed RECON map and other pertinent data. What
information given (as well as the area of effect for spells) is determined by
how close you are to a space or "RINGS" distance. The space occupied by the
mage is Ring 0 (R0). Spaces one distant (the 6 spaces immediately around RO)
is R1, spaces two distant (12 spaces around R1) is R2 and the spaces three
distant (the 18 around R2) is called R3. The closer the hex, the more data
you receive about it. The following information is given dependent upon the
RING distance as follows: 

Ring 3: Terrain; Alignment Artifacts and if the space is occupied. You will
see the Ebon Mage, but the exact number and identities of other mages is not
given.

Ring 2:   R3 data; Racial Artifacts; A Mage's Character name, identity letter
and the color of cloak worn; The Ebon Mage race, artifacts carried and total
number of items carried.

Ring 1:   R2 data, Ability artifacts; A Mage's race, alignment artifacts
carried. The Ebon Mage's alignment, spells carried, strength and serenity
levels. 

Ring 0:   R1 data; A Mage's alignment, all artifacts and number of items
carried, strength and serenity levels.

     Strength and Serenity Levels: If you are close enough, you will be able
to get a general idea of another mage's endurance and arcania. Strength
levels are an indication of a Mage's Endurance level. They are Unconscious
(0), Exhausted (1-9), Weak (10 to 1/3), Healthy (1/3 to 2/3) and Robust (2/3
to Max). Serenity is a relative indication of a Mage's Arcania. They are
Spent (0-9), Sapped (10 to 1/3), Fair (1/3 to 2/3) and Intense (2/3 to Max)

     Cloaks and Recon: Allied mages also receive their teammates RECON MAP.
You will also be given a list of what items and spells your teammate is
carrying. A Mage will know the alliance status (team color) of any mage
carrying the same color cloak as them. Cloaked Mages will also know the
physical location of any Mage carrying a Cloak of their team color.

XIV  The Ebon Mage

     The Ebon Mage is the title given to the adepts closest to Wizard status.
While tasked to evaluate you 12 novice mages for possible apprenticeship, all
the senior serving adepts believe the Grand Wizard is over-tasked. They have
made a secret pact amongst themselves to do everything in their power to
prevent new apprentices from being hired.

     While they will not directly contravene the Grand Wizards orders, nor
lie about the results, there are "loopholes" that have allowed them to take
part as a "13th" contestant. If they can finish first, then they will be able
to truthfully file a "none-suitable" report at the end of the evaluation.
While this would be a rare occurrence, it is possible!

     Since they are Adepts, they operate under a different set of rules than
the rest. They are also evaluated differently when it comes to Victory
Points. The main differences in statistics and abilities are as follows:

     1.   A permanent Spell Skill of 100% the whole game.
     2.   Knowledge of where ALL Alignment Artifacts are at all times.
     3.   The Ebon Mage can freely move ANY direction.
     4.   The Ebon Mage carries a Prolonged Teleport Spell
     5.   The Ebon Mage can NOT pick-up an artifact or Cloak. (search)
     6.   The Ebon Mage has a 10% chance to DROP each ITEM when TELEPORTING.
     7.   Demand's Alignment artifacts as that alignment, 90 Aptitude.
     8.   Demand's Racial artifacts as if he was that race
     9.   The Ebon Mage may only use the Demand order twice a turn.
     10.The Ebon Mage must move (or teleport) once each turn

     The most noteworthy of the above are 5, 7, 8. Whereas the Ebon mage
cannot pick an item up, once it is possessed by another mage, it can be
demanded by the Ebon Mage at a pretty good advantage! This will take some
pretty fancy timing, constant movement or other means to keep an artifact
away from a close by Ebon Mage. However, once the Ebon Mage has an artifact,
if it is demanded by others, then the Ebon Mage's current "real" statistics
are used! Also if the Ebon Mage DROP's or is forced to drop an artifact he
cannot pick-it back up again! This is sometimes the easiest way to retrieve
an artifact from him!

     The Ebon Mage has been tasked with helping and as the so called
"referee" of the contest has the ability to magically affect most other mages
through-out the game. Therefore he may often be enlisted to help in the
cause. However, unless your request is for an action directly covered by the
Grand Wizard's instructions you will probably be required to bargain for the
service! Trading artifacts, cloaks, spells, even some endurance or Arcania
are the common "payment" for services rendered. To make a deal, you must send
a message stating the service (ex: casting a certain spell, trading for item)
and the payment offered! (30 Arcania, A Red cloak, etc.)  

XV        Victory Conditions

     The game terminates whenever a mage (other than the Ebon Mage) reaches
the Goal Square (A1) or when the "Globe of Life" is formed. A single Mage
forming the "Globe of Life" automatically wins the game. All other conditions
use the following Victory Point (VP) status to determine the standing.
Special Note: If the game ends due to the Globe being formed, then the
players who formed the "Globe of Life" automatically finish ahead of all
others mages. The exact order of finish amongst them is still determined by
the following VP formula.

     Victory Points are divided into 4 categories; Relative Position,
Individual Standing, Team Standing and Quest Bonuses. There is a maximum
total of 100 VP's determined in the following way: (max value that area)

1.  (24)  POSITION: 2 Points for each mage that is equidistant or further
away from the Goal square at games end.

2. (36) INDIVIDUAL STANDING: All individual statistics are used at games end.

   <9>  ENDURANCE:  3/4 Point for each mage with equal or less Endurance
   <9>  ARCANIA:    3/4 Point for each mage with equal or less Arcania
   <9>  SPELL SKILL:3/4 Point for each mage with equal or less Spell Skill
   <9>  APTITUDE:   3/4 Point for each mage with equal or less Aptitude

3. (12)  TEAM STANDING: In each category the team average is computed and
compared against all others. Teams are compared against the "Black" team by
using the average of all non-cloaked players (plus the Ebon Mage) statistics.
However, neutral players compare their individual average against the other
teams for this statistic.

   <6>  EXPENDABLE'S: 1 Points for each team with an equal or lower level
                    of combined Endurance and Arcania.
   <6>  LEARNABLE'S:  1 Points for each team with an equal or lower level
                    of combined Spell Skill and Aptitude.

4. (28)  QUEST BONUSES: Artifact Bonuses for you or your team.

   <12> ALIGNMENT: 3 Points for each Alignment artifact held by you or a
                    teammate, 3 Point bonus if YOU hold your specific
artifact.
   <12> RACIAL: 2 Points for each Racial artifact held by you or a team
               mate, 2 Point bonus if YOU hold your specific artifact.     
   <4>  ABILITY: 1 point for each Ability artifact you hold.   

Special Note: The Ebon Mage has a different evaluation criteria! Position and
Individual standing carry the same weight (60 points) however the remaining
40 points are assigned differently. The Ebon Mage is assigned ten game tasks.
They are drawn randomly each game and represent situations that must be
accomplished, prevented or followed. They can range from directives dictated
by Grand Wizard, goals of the Circle of Ebon Mages or a specific event. These
are known to the Ebon Mage and are revealed at games end! 

XVI  Magic Spells

     Each mage starts with two randomly determined spell scrolls. All other
spells scrolls are found by searching. The chance of finding a spell scroll
depend upon the terrain search factor plus any bonuses. When a mage does find
a scroll, their is a 50% chance it will be a like alignment spell and 25%
chance for each of the other alignment spells. The likelihood of finding a
specific spell is also affected by its arcania costs. While the spell scroll
found is determined randomly, generally speaking, the lower arcania cost
spells have a greater likelihood of being found.

     All spells can be cast at two levels. Minor spells normally will effect
1 player, 1 space or have limited duration. Major spells will either have
longer duration, effect an alliance or multiple spaces. Many major level
spells have two differing effects. Which is used will depend upon whether the
caster is on a team or is a neutral (black) alliance mage.  

     When a spell is cast, first the aptitude level will be checked to see if
the spell can be cast, then the required arcania will be deducted from the
mages statistics. An Ability check is then done to see if the spell was
successful. The casters aptitude is then adjusted and a percentage check is
made (arcania cost X 2%) to determine if Spell Skill increases by 5% for that
mage. (even if the spell failed) However, spells cast that have no possible
chance of achieving the desired effect (Ex: simply to affect aptitude and
increase spell skill) will not work but still expend arcania. The Game Master
is the finally judge as to the "legitimacy" of a cast spell.
XVII Aptitude

     Aptitude reflects how well a mage has been following the selected
alignment. Good and Evil mages start will an aptitude of 90. Neutral mages
start with at a level of +5 or -5.  Each time a mage casts a spell the
aptitude pointer will move in relation to the alignment and arcania of the
spell cast. Casting effect: Good and Evil spells adjust aptitude +/- equal to
the spell's required arcania cost. Neutral spells move the indicator 1/2 of
the arcania expended towards zero. 

      Inhibiting factors: A mage has the ability to cast any spell carried,
however this ability can be inhibited by how a mage has acted previously.
Good and Evil mages can not cast opposite alignment spells if there aptitude
is worse than 35 for Good or -35 for Evil mages. They are temporarily banned
for all non-alignment spells if the aptitude is past 0. Neutral mages have
much tighter tolerances. They may not cast Good spells above +25, Evil Spells
below -25 and may cast Neutral spells only, if greater than +/-35.

     Aptitude Victory Points: For Good and Evil Mages the VP's are based upon
their current aptitude level. Since the neutral mages have a distinct
flexibility advantage in maintaining a favorable aptitude when using the
non-alignment spells, their VP's are based upon twice (2x) their deviations
from perfect alignment. (Ex: a Neutral mage with -7 aptitude has an
equivalent Aptitude of 84)

XVIII     The Spell List

     All spells are categorized by alignment. The description also contains
the spell code, arcania cost and duration. Spells with a "phase" (p) duration
are in effect the phase when cast and continue until that number of "phases"
have expired.  Spells with a "turn" (t) duration count on the turn when cast
and expire after phase 5 of a turn no matter if they were cast phase 1 or
phase 5! There is a big difference between a when a 10 phase and a 2 turn
spell ends

     Spell descriptions give their minor level effects and list the
difference or improvement when cast as a Major spell. To letter X is added to
the spell code to denote Major Spells.
     Some major spells have a different effect when cast by cloaked (allied)
mages or un-aligned neutral (black) mages. A mage CAN NOT dictate which major
effect to be used. Once a Mage is "Cloaked" then the "team" effect is used,
even if the mage is a team of ONE! Your cloaked status has no effect on
spells cast "against" a team/alliance.    

     There is a possibility that some spells would tend to cancel, negate or
affect other spells that are cast. Only spells that specify they affect
casting will disrupt a mage.. As a rule of thumb spells take affect in the
following order: Protection Spells; Attack Spells (Non-combative, Combative 
then Elemental) Info/Aid spells; Recovery Spells. Figure 7 lists the actual
order of occurrence.

Good    Spells

Elemental Protection     (ProEl)
     Cost:  4 / 10       Duration: 10p-4t
 This spell prevents the loss of endurance and movement restrictions caused
by the elemental based spells (ElArr, ElBlo, ElAtt, ElDrp) It lasts 10
phases. [X] This gives ProEl protection to a whole team (cloaked) for 10
phases or a Black Mage for 4 turns.

Knowledge Protection     (ProKn)
     Cost:  6 / 12       Duration: 10p-4t
 This spells protects a mage from involuntarily divulging knowledge through
the effects of mind probing type spells (IntRp, KnoSS, KnArt) for a duration
of 10 phases. [X] This gives ProKn protection to a whole team for 10 phases
or to a Black Mage for 4 turns.

Confusion           (Confs)
     Cost: 4 / 12   Duration: 1 phase   
 This spell affects a mage attempting to leave a space (moving or
teleporting) that turn to become confused and go the wrong direction.[X] This
causes all the mages on a team to become confused that phase.
Protective Shield        (ProSh)
     Cost:  8 / 20       Duration: 10p - 4t
 This spell prevents the effects of non-combative based magic attack spells
(Confs, Plyze, Stutt, CurSp) for 10 phases. [X] This gives ProSh protection
to a whole team for 10 phases or to a Black mage for 4 turns.

Protective Aura          (ProAu)
     Cost:  10 / 24 Duration: 10p - 4t
 This spell protects a mage from the effects of the combative magical spells
(AtEnd, AtArc, AntMa) directed at a mage for 10 phases. [X] This gives ProAu
protection to a whole team for 10 phases or to a Black Mage for 4 turns.

Item Protection          (ProIt)
     Cost:  8 / 16  Duration: 10p - 4t
 This spell protects a mage from the effects of spells directed at the items
carried (FumIt, DrArt, SteIt, BrnIt) by the mage for 10 phases. [X] This
gives ProIt protection to a whole team for 10 phases or to a Black mage for
4 turns.

Stutter             (Stutt)
     Cost:  6 / 16  Duration: 1 turn
 This spell causes a mage to stutter when reading a spell scroll that turn,
thereby failing any spell cast. [X] This causes all mages on a specific team
to stutter their spells that turn.

Fumble Item              (FumIt)
     Cost: 6 / 16   Duration: 1 phase
 This spell causes a mage to randomly drop one item carried. [X] This causes
all mages on a team to fumble and drop one random item.

Heals                    (Heals)
     Cost: 8 / 24        Duration: 1 phase
 This spell restores half of a mages maximum endurance. [X] This restores a
mage to the maximum endurance level

Boost Endurance          (BoEnd)
     Cost: 10 / 30  Duration: 3t - Game
 This spell causes a mage to recover double the endurance than normal when
resting for 3 turns.[X]  This causes a mage to recover double endurance for
3 turns and permanently raises the Mages maximum attainable Endurance by 10%

Boost Arcania       (BoArc)
     Cost: 10 / 30  `Duration: 3t - Game
 This spell causes a mage to recover double Arcania through the meditate
command for 3 turns. [X] This causes a mage to recover double arcania for 3
turns and permanently raises the Mage's maximum attainable arcania by 10%

Prolonged Spell          (ProSp)
     Cost: 10 / 35       Duration: 3t - Game
 This spell affects the decay process of a spell. Once cast, it prevents the
affected scroll from disintegrating for 3 additional turns after it's cast.
However, casting the spell twice in the same turn will destroy the scroll.
[X] This spell permanently prevents a scroll from disintegrating as long as
it isn't read more than once per turn.

Neutral    Spells

Knowledge of Artifacts   (KnArt)
     Cost: 4 / 12        Duration:  1 turn
 This spell when cast will allow a mage to know the location of all alignment
artifacts at the end of that turn. [X] Allows a mage to know where all
artifacts are.

Intelligence Report      (IntRp)
     Cost:  4 / 14 :     Duration:  1t - 3t
 This spell when cast will allow a mage to know specifically what items are
carried by any mage with-in Ring 3 that turn. [X] Gives the IntRp ability to
a team for 1 turn or a Black mage for 3 turns.

Drop Artifact       (DrArt)   Cost: 8 / 24        Duration: 1 phase
 This spell when cast will cause any mage in the same space to drop any
artifact carried. [X] This will cause any mage with-in Wizard status range
(R3) to drop any artifact carried.

Scatter Artifact    (ScArt)
     Cost: 6 / 14        Duration: 1 phase
 This spell can be cast upon an artifact provided the artifact is not
currently being held. It causes the artifact to be randomly teleported to an
unoccupied space on the map. [X] This spell causes ALL non-held artifacts of
to be randomly teleported.

Teleport       (TelPt)
     Cost: 6 / 16        Duration: 1 phase
 This spell when cast allows a mage to magically move into any adjoining
space without expending Endurance. It can be used to move ANY direction and
increases movement initiative. [X] Allows a mage to teleport up to 3 spaces
in a straight line any direction. (the directions "N" and "S" can also be
used, when moving 2 hexes)

Know Spell Status        (KnoSS)
     Cost: 6 / 20        Duration: 1t - 3t
 This spell when cast will allow a mage to know what spell scrolls a mage is
carrying as well as which long duration spells are in effect for any mage
with-in R3 at the end of that turn. [X] This gives KnoSS ability to a team
for 1 whole turn or to a Black Mage for 3 turns.

Elemental Arrangement    (ElArr)
     Cost: 8 / 20        Duration: 1 turn
 This spell allows a mage to temporarily change the type of terrain in the
space occupied by up to 3 difficulty levels for 1 turn. All terrain factors
of the new type will apply to movement, searching, rest and attuned bonuses.
[X] This allows a mage to temporarily change the terrain of the space
occupied and ALL LIKE TERRAIN spaces visible by up to three terrain
difficulty factors for 1 turn.

Cloak Aid           (CkAid)
     Cost: 8 / 30        Duration: 1p - 3t
 This spell once cast causes a mage to remove a donned cloak. It is used to
"quit" a team safely with-out having to attempt a re-cloak. [X] This spell
will allow a mage to safely attempt to re-cloak for 3 turns. A don command
that would result in an unsuccessful re-cloak will default to a rest command.
This spell will also allow a forced Black (due to an unsuccessful re-cloak)
mage to pick-up a new cloak and don it safely for 3 turns.

Invisibility Spell            (InvSp)
     Cost: 8 / 22        Duration 1t - 3t
 This spell causes a mage to remain invisible to all other mages on their
recon maps for 1 turn. [X] This gives InvSp to a mage's whole team for 1 turn
or a Black mage for 3 turns.

Recon Aid           (RcAid)
     Cost: 8 / 28        Duration 1t-3t
This spell gives a mage improved reconnaissance reports for 1 turn. The
terrain map will be R4 and all status levels are improved by 1 ring. [X] This
gives RcAid to a mage for 3 turns.

Fog Map             (FgMap)
     Cost: 10 / 35  Duration: 1 Turn
 This spell is used by a mage to cast a wall of fog over all spaces with-in
visible range for 1 turn. This causes affected spaces other than R0 on a
mage's map print-out to show blank on their print-outs for all spaces other
than R0. [X] This causes fog to appear over EVERY space in Magika, thereby
giving all mages blank terrain reports for all spaces other than R0.

Spell Aid           (SpAid)
     Cost: 10 / 40       Duration 10p - 4t
 This spell temporarily adds a 25% bonus to Spell Skill for 10 phases. [X]
This gives SpAid to a mage's whole team for 10 phases or a Black Mage for 4
turns.

Evil    Spells

Elemental Blockage       (ElBlo)
     Cost: 4 / 12        Duration 1p - 1t)
 This spell causes a temporary blockage of all visible spaces of one terrain
type, thus preventing mages from physically moving northwards (NE/NW) out of
the space for 1 phase. It can only be cast upon terrain's 4-9. [X] This casts
the ElBlo spell for a duration of 1 Turn.

Elemental Attack         (ElAtt)
     Cost: 8 / 24        Duration: 1p -1t
 This spells causes a natural disaster to occur in all visible spaces of one
terrain type. (Ex: Avalanche, Flood, Forest Fire) It can only be cast upon
terrain 4-9. It causes all characters ending the phase in the affected spaces
to additionally lose the terrain endurance factor. [X] This casts the ElAtt
spell for a duration of 1 turn

Elemental Disruption     (ElDrp)
     Cost: 10 / 30       Duration: 1p - 1t
 This spells has the effect of combining ElBlo and ElAtt at the same time. It
is cast against all visible spaces of a specific terrain type for 1 phase. It
prevents any character from physically moving northwards (NE/NW) out of the
space as well as causing the loss of the endurance terrain factor. It can
only be cast upon terrain factors 4-9. [X] This casts ElDrp for 1 turn.

Search EXpired      (SrchX)   Cost: 4 / 12        Duration: 1 turn
 This spell causes the affected mage to search unsuccessfully for 1 turn. [X]
This will cast SrchX against all mages on the same team for 1 turn. (This
will not prevent a mage from picking up an artifact)

Burn Item                (BrnIt)
     Cost: 6 / 14        Duration: 1 phase
 This spell causes a 1 random spell scroll of a visible mage to go up in
flames [X] This torches 1 random spell scroll of each mage on a team.

Curse Spell              (CurSp)
     Cost: 6 / 16        Duration 1 turn
 This spell causes the affected mage to have a 25% penalty to Spell Skill for
the duration of the turn. [X] This spell casts CurSp against all mages on the
same team for 1 turn.

Attack Endurance         (AtEnd)
     Cost: 8 / 22        Duration 1 phase
 This spell will cause a targeted mage to lose 25 Endurance points. [X] This
will cause a whole team to lose 25 Endurance.

Attack Arcania      (AtArc)
     Cost: 8 / 24        Duration: 1 Phase
 This spell will cause a targeted mage to lose 25 Arcania points. [X] This
will cause a whole team to lose 25 Arcania points.

Paralyze Mage       (Plyze)
     Cost: 8 / 26        Duration: 1 turn
 This spell prevents a mage from carrying out any physical actions (move,
search, don, drop and give) for the remainder of that turn. Actions prevented
by this command DO NOT default to rest commands. [X] This will cast the Plyze
spell against a whole team for 1 turn.


Steal Item               (StlIt)
     Cost: 8 / 28        Duration: 1 phase
 This allows a mage to steal one random item from a visible mage. except for
a "donned" cloak. [X] This allows a mage to steal ALL items carried from
another visible mage except for a donned cloak. (Special Note: A mage will
not steal more items than he can carried)

Anti-Magic Spell         (AntMa)
     Cost:  10 / 30 Duration: 1 turn
 This spell prevents a mage from performing magical actions (Cast, meditate,
demand) for the remainder of that turn. Spells prevented by this command will
always be unsuccessful. All other actions affected by the spell cast
(arcania, aptitude, Spell skill etc.) are still valid. [X] This will cast the
AntMa spell against a whole team of mages.
Chaos Spell              (CHAOS)
     Cost: 20 / 50  Duration: Game
 This spell when cast will cause all visible terrain to be randomly terra
formed and all mages to be teleported to a random space on or with-in three
lower rows with a 50% chance they will drop carried artifacts. [X] This will
cause ALL spaces in Magika to be randomly terra formed, All mages to be
teleported to a random space on or with-in three lower rows with a 50% chance
they will drop a carried artifact.


Complete Spell Reference (Order of Activation)
             Spell Data                           Minor Spell    Major Spells
#    Code      Para A    Spell Name               Arc  End  Arc  End
 1   SpAid          N    Spell Aid                10   10p  40   10p -4t
 2   ProAu          G    Protective Aura          10   10p  24   10p -4t
 3   ProSh          G    Protective Shield         8   10p  20   10p -4t
 4   ProIt          G    Protect Items             8   10p  16   10p -4t
 5   ProKn          G    Knowledge Protection      6   10p  12   10p - 4t
 6   ProEl          G    Elemental Protection      4   10p  10   10p - 4t
 7   CurSp          E    Curse Spell               6    1t  16    1t
 8   Stutt     #/C  G    Stutter                   6    1p  16    1p
 9   Plyze     #/C  E    Paralyze Mage             8    1t  24    1t
10   Confs     #/C  G    Confusion                 4    1p  12    1p
11   AntMa     #/C  E    Anti-Magic               10    1t  30    1t
12   AtArc     #/C  E    Attack Arcania            8    1p  24    1p
13   AtEnd     #/C  E    Attack Endurance          8    1p  22    1p
14   ElDrp     TF   E    Elemental Disruption     10    1p  30    1t
15   ElAtt     TF   E    Elemental Attack          8    1p  24    1t
16   ElArr     �?   N    Elemental Arrangement     8    1t  20    1t
17   ElBlo     TF   E    Elemental Blockade        4    1p  12    1t
18   DrArt          N    Drop Artifact             8    1p  24    1p
19   FumIt     #/C  G    Fumble Item               6    1p  16    1p
20   StlIt     #    E    Steal Item                8    1p  28    1p
21   BrnIt     #/C  E    Burn Item                 6    1p  16    1p
22   CkAid          N    Cloak Aid                 8    1p  30    3t
23   RcAid          N    Recon Aid                 8    1t  28    3t
24   InvSp          N    Invisibility Spell        8    1t  22    1t - 3t
25   TelPt     DD   N    Teleport                  6    1p  16    1p
26   ScArt     A    N    Scatter Artifact          6    1p  14    1p
27   KnoSS          N    Know Spell Status         6    1t  20    3t
28   IntRp          N    Improved Intel Report     4    1t  14    1t - 3t
29   KnArt          N    Knowledge of Artifact     4    1t  12    3t
30   SrchX     #/C  E    Search eXhausted          4    1t  12    1t
31   BoEnd          G    Boost Endurance          10    3t  30    xx
32   BoArc          G    Boost Arcania            10    3t  30    xx
33   Heals          G    Heal Endurance            8    1p  24    1p
34   FogMp          N    Fog Map                  10    1t  35    1t
35   ProSp     SS   G    Prolonged Spell          10    3t  35    xx
36   Chaos          E    Chaos Spell              20    xx  50    xx
Parameters: Some spells require additional data in order to cast them.
              (Ex: what Mage or terrain type the  spell is cast against)
     #/C  = Mage Number or Cloak Color       #   = Mage Identity Number
     DD  = Direction and Distance            TF  = Terrain Factor 
     �?   = Alter �? Terrain Factors              A  = Artifact Alignment
     SS   = Spell Scroll (number)            xx = Permanent Affect
     p    = phases active                         t = turns active

XIX  Turn Reports
     
     How your turn report is laid out and the graphics used will depend upon
which version you receive. All formats will have the same data passed to the
players. The turn report is broken down into 7 sections. They are: Player
data, Mage data, Maps, Intelligence, Turn Summary, Standings and Messages.

     Player Data: it contains your real Name, Mailing address, Acct. #, Acct.
Balance, Game #,Date printed and Security Password.

     Mage Data: This section lists Character Name, Indentity Letter, Race,
Alignment, Next Due Date, Team, Status, Current Statistics, Active spells and
items held.

     Maps: This will always include your Intel Map and the terrain/artifact
summary tree (TAST). It will also contain ally recon maps.

     Intel reports: This section is used to give you information gained about
other mages in the world. It will include actual details or last "known" data
about mages you no longer see.

     Turn Summary: This is a listing of your orders and what happens to you
as well as any event that occurred which effects you each phase.

     Standings: This sections shows your position relative to the min/max
levels of all other mages in the 4 individual statistics as well as VP level
if the game were to have ended this turn.

     Messages: A copy of all messages posted to you or everyone on this
turn.This section will also contain comments and updates from the game
master.

XX        The Future
     
Repeat Players: If you fail to win the game, you can always try again the
next moon feast! If you keep the same character, you receive 15% of your old
Arcania level as a bonus. You may also elect to start the new game with up to
2 of your old spells scrolls instead of the normal random choice.

     This is a first in a series of games, as you progress towards becoming
the Grand Wizard. At the next level, A seat comes available on the Wizards
council. Christof is fed up with all the back-biting politics involved in the
appointment and has decided the Wizards will compete for the seat!

     However, a Council Wizard is as much a teacher and leader of others as
a tactician of the arcane arts. Can you prevail in an all new scenario and
new game area as "teams" comprised of you, a third level "Wizard" accompanied
by a second level "Adept" and a first level "Mage" chosen by you, from your
own school?

XXI  Game Hints
- Ocean and river spaces are excellent for finding spells scrolls early.
However, consider very carefully the endurance required to enter, search and
exit water before you go for a swim!
- Endurance is probably your most precious commodity. As terrain becomes more
difficult, you expend more and more endurance with a lower recovery rate. A
full turn rest bonus can come in very handy late in the game.
-Be deliberate when "donning" a cloak! The penalties are severe to try and re
cloak unsuccessfully later in the game.
-How you deal with the Ebon Mage can often mean the difference in winning or
losing the game! Don't be afraid to bargain! Many of his assignments require
doing something for other mages, when asked!
-The only way to increase Spell Skill is by finding and casting spells!

XXII Winning!

     Aside from the wonderful feeling of knowing you have prevailed, as the
winner you will be entitled to play the next game for FREE as the EBON MAGE!
Also your name will be recorded, forever in time, at ChoZen FroZen Games.


                            Magika Sign-up Sheet
                            ChoZen FroZen Games 
                  850 Shawn Drive, Kingston, NS  Canada B0P 1R0
                  Tel: (902) 765-4466  Fax/BBS (902) 765-0513
                  GEnie=C.Knapp  Internet=c.knapp@genie.geis.com

Name:     ________________________________________________
Address:  ____________________     Box/Apt# ______________
City:     ____________________     State/Prov ____________
Country:  ____________________     Zip/P Code ____________
Telephone: ___________________     Insurance _____________

     In order to maintain balance, each magika game must have at least
one character of each race and three of each alignment, to start.
Therefore, we ask that you give us an alternate starting character of a
different race and/or alignment. Players who submit one character, might
not be included in the next open game and may have to wait until the
following game. We will do everything we can to allow you your first
choice, but we must follow the above game constraints.

Primary Selection:
Character Name:___________________________________________
Race: ______________________  Alignment: _________________

Secondary Selection:
Character Name:___________________________________________
Race: ______________________  Alignment: _________________

___ It doesn't matter, I'll take what's needed to fill the next game!

Game Turnaround Time:    Check Your Preference    
___ 3 Week Game     ___ 2 Week Game     ___ Either is fine!

Special Note: Due to the extra day's mail time to/from Canada, it is
strongly advised that players wishing to enter a 2 week game be willing
to submit turns by E-Mail, Fax or BBS. (All free services!) 
ChoZen FroZen Policy

Game Fees:                                        $US       $Cdn

Starter's Special  (Set-up, RuleBook, 4 Turns)    $ 15.00   $ 20.00

Turn Fees (Regular Mail or CAMP Disk Mailer)      $  3.50   $  5.00

Rule Book Only (Creditable to Starter Special)    $  3.00   $  4.00

CAMP (Computer Assistant to Magika Play)          $  1.50   $  2.00
     (IBM only, Specify Disk Size)                Available in 96

CAMP File Turn Reports                            $  2.25   $  3.00
     (E-Mail or BBS)                              Available in 96

Additional / Replacement Copies of Turns          $  2.25   $  3.00

Phone Insurance            First Call             $  1.00   $  1.00
                          Additional Calls        $  2.00   $  2.00   
Received Turns by Fax, E-Mail or BBS                 FREE      FREE

-     All players who already have purchased a rulebook will receive a
$3 US ($4 Cdn) discount on the "Starter's Special" price. 
-    Any player utilizing the CAMP and E-Mail/BBS turns will receive 5
Free turns on the "Starter's Special" (when available) 
-    Anyone can down-load a free text copy of our rules and the CAMP
from the ChoZen FroZen BBS. (902) 765-0513  
-    Games are processed after 6 PM the "Due Date".  Players with "Phone
Insurance" will be notified the night PRIOR if their turns have not been
received. Calls will be made between 10-11PM Eastern.
-    Players can have also have E-mail or FAX Alerts for turn insurance
same conditions as above but only 1/2 the phone price.   

We thank you for your time and Patronage! Christof: Grand Wizard