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SpellCraft: Aspects of Valor was released in 1992 by the now defunct group, Asciiware. In it, you play as Robert, an American who receives a strange letter from an uncle he didn't know he had, inviting him to visit Stonehenge. When he arrives, a bolt of lightning strikes him from out of a clear sky, sending him to Valoria, a realm of magic. 

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For some reason, a rift is beginning to appear between Valoria and Earth, which the Valorians call Terra, and magic is beginning to seep into our world. 

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Garwayen, the wizard who summoned you, says that the rift is very dangerous. If the rift gets larger, it could destroy both worlds. Unfortunately, his power is beginning to wane. Even worse, the Lords of Magic, men and women who control the elemental powers of Valoria, want the rift to expand so that they can extend their power into Terra. Because Garwayen opposes their plan, he has been deemed public enemy number one, and is not powerful enough to stop all of them at once. You, however, were born under the same conjunction of stars as Garwayne, and he believes that you will inherit his powers, and therefore can defeat the Lord Wizards, yourself.

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The task will not be easy, but you won't be alone. All throughout Terra there are men and women who are your allies. They will provide information, magical components, and occasionally even weapons and armor to help you on your path.

 

Can you step up to the challenge, master magic, defeat the Lords of Magic and their Minions, and save both Valoria and Earth? Or will you waste away in the realm of the dead, your spirit forever destroyed while your body rots?

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Although it is unconfirmed, Aspects of Valor feels like it was going to have a sequel. But, sadly, a high difficulty and limited sales ended the series before it could truly take off. But just because the sequel never arrived doesn't mean the game isn't excellent in its own right. So, stick around, check out the speedrun on our home page, and find a copy to play on your own.

How Magic Works in SpellCraft

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Before you can become a master wizard, however, you have to start at the very beginning. The first step is selecting a college of magic.

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The choice you make will influence the spell components you use, and even the list of spells you can make, as each college has spells that can only be used by that college of magic.

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Ultimately, there is no "right" choice, though, as any necessary spell can be created by any college.

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Earth - More physical magic, specializing in crafting magical weapons, summoning orcs to fight for you, or, ultimately, creating and sealing great chasms in the earth.

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Air - The college of illusion, lightning, and flight. The college of Air does not have many physical or damaging spells, but it makes up for it in maneuverability and ultimately summoning might snowstorms to blanket the land.

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Fire - As should be obvious, the college of fire is all about burning your enemies, boiling their blood, summoning mighty dragons, and transforming your body into a living flame.

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Water - The college of water deals with protection, summoning the undead, shooting water out of your hands, breathing underwater, and summoning thunderstorms out of clear skies.

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Aspects

Mixing Table

Magic Words

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Creating magical spells is a semi-complex process (which will be expanded upon in the Spells Section). But at its root, you select one of the magical Aspects. There are 24 different ones, ranging from Fishhooks to White Marbles. After selecting an Aspect, you mix it with Components at the Alchemy Table. The Components are: Jewels, Powders, Candles, and Stones. Each spell requires a certain number of the five ingredients. More powerful spells require extra Aspects to make them work, as does creating spells outside of one's College of Magic. Once all the Components are ready, you have to select the proper magic word.

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Even though there are only four colleges of magic you can pick from at the beginning of the game, there are six total magic colleges to create spells in.

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If any of your Components are wrong, or if you use the wrong Magic Word, you'll die. Horribly. Then you'll be sent to the Death Domain, where you must find your way to Stonehenge, or you'll be dead forever, and will lose the game. It's harsh, but fair.

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