Preservers of Magic
This newly formed order believes in Magic as a part of nature and the world as it has been since the Shattering. Its followers proclaim that only through the balance between order and chaos life can evolve and prosper. Chaos and change is considered inevitable, but must be kept at bay at all costs, lest the Shattering should happen anew. In recent times, so they claim, clear signs that a new apocalypse is close at hand have appeared, in forms of sudden changes of the landscape and magic objects, rifts in the astral space and mutations on the aarchon life forms. All those things the preservers of magic attribute to the extreme (mis)use of the magic powers that flow through all things by the mages that roam the lands. The similarities to the Shattering, where the archmage Rimbol almost completely destroyed the world, are plain and obvious so they claim. In their hopes to prevent this upcoming cataclysm, they have turned to the god Bobble, believing that only he might wield the power to stop the world from falling apart by restoring the flow of magic to what it once was. Within the preservers of magic there are two main fractions. The first, who often call themselves the 'True Preservers', focus on missionaring mages to 'repect the balance of nature', and on searching ways of using magic without disturbing its natural flow. So far however, their results are limited at best. The second and smaller fraction, sometimes nicknamed the 'Inquisitors', hold the view that all beings with the power to direct the flows of magic must restrain themselves from doing so, or be killed. While they proclaim great achievements for themselves, it must be doubted that all their vicims were accused rightly. Some of the 'True Preservers' fear that their actions will do more harm than good to their cause, as they spread hatred and prevent the unity needed for achievements on a larger scale.

cast spellcasting Magic
Syntax: cast <spell> <target> The <target> is optional on most spells. In many cases spells will use smart targetting (especially during combat), meaning that if you: cast 'cure light' and don't specify the target, it will target yourself rather than your enemy. Combat spells on the other hand will automatically target your opponent. If the spell name is more than one word, then you must quote the spell name. Example: cast 'cure critical'. Quoting is optional for single-word spells. You can abbreviate spell names as well (so c 'cure cri' will work) When you cast an offensive spell, the victim usually gets a saving throw. The effect of the spell is reduced or eliminated if the victim makes the saving throw successfully. Some skills and spells modify saves, such as the unicorn or inquisition stance. The skill in a spell determines the chance of spell failure (0-50%), mana cost (100-200%), casting time (100-200%) and spell level (50-100%). It is possible to cast non-combat spells (such as sanctuary) during combat. However, the caster can make no physical attacks while casting, and suffers a chance of spell failure for each opponent attacking him. It is also possible to cast a spell at reduced spell level. The syntax for this is cast <spell> @level <target>. There are some standard formulas for spell damage outlined below: 1) Spell damage is a function of casting cost, and spell lag, proportional to sqrt(lag * cost) * (33 + spell level) You can find the values for spells using the "showskill <spell name>" command. 2) Area spells are multiplied by a factor of 0.6, and some individual spells may apply different factors. 3) Touch spells which require an attack roll (burning hands, chill touch, shocking grasp) have a factor of 1.4 and add a burning/freezing/shock effect.