Difference between revisions of "Magic Lore"

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[[Category: Assassin Hero Skills And Spells]]
 
[[Category: Assassin Hero Skills And Spells]]
 
[[Category: Black Circle Initiate Hero Skills And Spells]]
 
[[Category: Black Circle Initiate Hero Skills And Spells]]
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[[Category: Bladedancer Hero Skills And Spells]]
 
[[Category: Bodyguard Hero Skills And Spells]]
 
[[Category: Bodyguard Hero Skills And Spells]]
 
[[Category: Cleric Lowmort Skills And Spells]]
 
[[Category: Cleric Lowmort Skills And Spells]]

Revision as of 15:13, 5 February 2007

Over the years, practitioners of the magical arts have gathered together numerous little tidbits of knowledge about the strange ways that things behave. The more useful parts of this information are collectively known as "magic lore". Those who have assimilated this lore know instinctively the way that an enchanted weapon quivers when it is waved, the degree of power within a potion, the particular manner in which an evil doublet will refuse to lace up, and a veritable gaggle of other bits of information that collectively make magic lore a useful addition to one's knowledge. Additionally, those versed in magic lore who have reached level 25 are always exactly aware of what spells and skills affect them and for how long.

Prerequisite(s): Lore.

Syntax: examine <object>.

This skill is handy for characters of spellcasting classes, and is useful for any character wanting to check his/her/its buffing-spells' duration.