MAGIC-SYSTEM
The Magic System of Arcane Ages is different from what you find in most muds. Instead of simply learning a spell all at once, the players are expected to learn 'runes.'
What are runes? you might ask. Runes are, in simplest terms, the components for spells. To put it another way, picture each rune as a "word," and the spell itself is a "sentence."
The best way to show this is by example. Take the runes "mo," "mel," and "fiz," and "be."
mo = Elemental, earth
mel = Acid evocation
fiz = spray
be = beam.
Thus, in order to cast the spell acid spray, you would need the runes 'mo' 'mel' and 'fiz'. For acid beam, you would use the runes 'mo' 'mel' and 'be'. The difference is subtle, but it is a difference nonetheless.
How do I cast spells? That's probably your next question. Well, there are two ways you can cast spells. You can either type out the name of the runes manually, in any order, without quotation marks (e.g. "cast momelfiz"). Or you may use the regular name for the spell (e.g. "cast 'acid spray'" -- this time in single quotations). In either case, you still need to have practiced each of the runes required for the spell.
Why change something that ain't broke? That is a question many will ask. There was nothing wrong with the old spell system, but with a rune system, we are making playing a spell caster more involved and hopefully more enjoyable. Sure, it adds a little more complexity, but if you're smart enough to log into a mud in the first place, you shouldn't have a problem getting used to runes. Further, the spells and runes command are there to help you lookup stuff you forget. With runes, spells are more interesting. When you find new runes and experiment combining them with your existing set, you'll feel rewarded with the outcome. Don't think of runes as a complicated addition. Instead, think of it as a gateway to new dimensions in role playing on muds.