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The Magick of the Ancients (or just Magick) is the form of magic that is found in the game Eternal Darkness: Sanity's Requiem. Magick involves the use of Runes and Circles of Power. The Tome of Eternal Darkness uses Magick.

The Magick

Circles of Power

There are four different Circles of Power, each with a different number of points. The Three-Point Circles are the weakest; the strongest are the Nine-Point Circles. Every spell-crafting Circle besides the Three-Point Circle also involve the use of Pargon Runes.

The Runes

Other Runes

Apart from the four Alignment Runes (Chattur'gha, Xel'lotath, Ulyaoth and Mantorok) there are other runes that are required (refer to the pic above for the runes).

Spells normally need only three runes (for example, a Recover Spell aligned with Chattur'gha also requires the Santak and Narokath Runes); however, when crafting spells with more points, Pargon runes are added to fill in the blank spaces and also to increase the spell's power.

Target/Power Runes

  • Magormor (Item)
  • Redgormor (Area)
  • Aretak (Creature)
  • Santak (Self)
  • Pargon (Power)

Action Runes

  • Bankorok (Protect)
  • Tier (Summon)
  • Narokath (Absorb)
  • Nethlek (Dispel)
  • Antorbok (Project)

Alignment Runes

  • Chattur'gha (Red)
  • Xel'lotath (Green)
  • Ulyaoth (Blue)
  • Mantorok (Purple)

Elemental Runes

Not seen in the actual game, these Runes add elemental might to your spells. They are considered the Sub-Alignment Runes.

  • Magroth (Fire)
  • Kertak (Ice)
  • Ethorbok (Water)
  • Zolkath (Electricity)
  • Idsor (Earth)
  • Felomor (Wind)
  • Lunath (Light)
  • Voldok (Dark)

The Spells

The more points in the spell, the more Pargon Runes will be added to increase the spell's power (note that the Alignment runes and Circles of Power are not added in the "Required Runes" section, as they are ALWAYS required).

Keep in mind that you cannot use some spells with the Mantorok Alignment.

Recover Spell

Target(s): Self, ally
Required Runes: Narokath (Absorb), Santak (Self), Pargon (higher point spells)
Description: Depending on the Alignment Rune used, this spell will either heal health (Chattur'gha), sanity (Xel'lotath), or magick (Ulyaoth). If the Mantorok Alignment Rune is used, it will heal all three.

Enchant Item Spell

Target(s): Weapon, armor
Required Runes: Magormor (Item), Antorbok (Project), Pargon (higher point spells)
Description: This nifty Spell can not only be used to repair broken objects (they must be inanimate) but you can enchant weapons and armor for a period of time with either Chattur'gha, Xel'lotath, Ulyaoth or Mantorok. This is good if you need help fighting stronger creatures. Say you're fighting a Xel'lotath Lesser Guardian. Enchanting your weapon with Chattur'gha will let you do more damage against the Xel'lotath Lesser Guardian (since Chattur'gha is dominant to Xel'lotath).

Damage Field Spell

Target(s): Area
Required Runes: Redgormor (Area), Bankorok (Protect), Pargon (higher point spells)
Description: Creates a stationary, damaging shield that zaps anything that tries to get through. It will eventually break, however, if it is constantly attacked. Shield Spells with higher points are harder to break; 9-Point Shield Spells are practically invincible. To dispel a Damage Field, a Dispel Magick spell of the dominant alignment Rune must be cast.

Magick Pool Spell

Target(s): Self, ally
Required Runes: Redgormor (Area), Tier (Summon), Pargon (higher point spells)
Description: A Rune of the alignment you chose for this spell will hang over your head, slowly restoring either health (Chattur'gha), sanity (Xel'lotath), magick (Ulyaoth) or all three (Mantorok). The more points in the spell, the longer-lasting the healing effects will be.

Shield Spell

Target(s): Self, ally
Required Runes: Santak (Self), Bankorok (Protect), Pargon (higher point spells)
Description: Not to be confused with the Damage Field Spell, the Shield Spell will protect you from attacks for a short time, particularly if the alignment of the Shield Spell is dominant over the alignment of the monster. The more points in the spell, the longer lasting and more powerful the effects of the Shield Spell.

Dispel Magick Spell

Target(s): Damage Field
Required Runes: Redgormor (Area), Nethlek (Dispel), Pargon (higher point spells)
Description: This spell is used to destroy Damage Fields. The Dispel Magick Spell must be of a dominant alignment to the Damage Field (or it must be aligned with Mantorok), and it must have equal or higher points than the Damage Field, or else it won't work.

Drain Creature Spell

Target(s): Enemy
Required Runes: Narokath (Absorb), Aretak (Creature), Pargon (higher point spells)
Description: Drains the health (Chattur'gha), sanity (Xel'lotath), or magick (Ulyaoth) of enemy creatures (if aligned with Mantorok, it drains all three, but to a somewhat lesser extent). The more points in the spell, the more energy is absorbed from the enemy.

Magick Clone Spell

Target(s): Self
Required Runes: Santak (Self), Tier (Summon), Pargon (higher point spells)
Description: Creates a Magick clone of yourself (resembles a silhouette colored with the used alignment) to help you in battle. The more points in the spell, the longer the clones last, and the more you can summon.

Reveal Invisible Spell

Target(s): Area
Required Runes: Redgormor (Area), Narokath (Absorb), Pargon (higher point spells)
Description: Reveal things hidden by Magick (will only work if the spell's alignment is dominant over the alignment of the invisible, also the spell you cast must have an equal or greater number of points than the Invisible Spell). But beware! Some things were never meant to be seen by mortal eyes...if this spell is cast under the alignment of Mantorok, it will turn the user invisible instead!

Magick Attack Spell

Target(s): Enemy
Required Runes: Redgormor (Area), Antorbok (Project), Pargon (higher point spells)
Description: Channels Magick into a powerful offensive attack. The more points in the spell, the more powerful the Magick Attack will be. A 9-point Magick Attack Spell can do incredible amounts of damage to groups of enemies.

Bind Spell

Target(s): Enemy
Required Runes: Aretak (Creature), Bankorok (Protect), Pargon (higher point spells)
Description: This powerful spell will bind an enemy creature of the submissive alignment (I.E, a Chattur'gha bind spell will bind a Xel'lotath creature) and make it fight for you. If the spell is broken, the creature will immediately turn against you.

Summon Trapper Spell

Target(s): Area
Required Runes: Tier (Summon), Aretak, (Creature), 3-Point Circle of Power only
Description:Summon a Trapper to fight for you (will not work with Mantorok). If you release control of the Trapper, it will immediately turn against you. You can use the Summoned Trapper to send some enemies to the Trapper Dimension (this will only work against Zombies and other Trappers).

Summon Zombie Spell

Target(s): Area
Required Runes: Tier (Summon), Aretak (Creature), Pargon (Power), 5-Point Circle of Power only
Description: Summon a Zombie to fight for you (will not work with Mantorok). If you release control of the Zombie, it will immediately turn against you.

Summon Horror Spell

Target(s): Area
Required Runes: Tier (Summon), Aretak, (Creature), Pargon (Power), 7-Point Circle of Power only
Description: Summon a Horror to fight for you (will not work with Mantorok). If you release control of the Horror, it will immediately turn against you.

Summon Lesser Guardian Spell

Target(s): Area
Required Runes: Tier (Summon), Aretak, (Creature), Pargon (Power), 9-Point Circle of Power only
Description: Summon a Lesser Guardian to fight for you (will not work with Mantorok). If you release control of the Lesser Guardian, it will immediately turn against you.

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