With the creature destroyed, Farhan's fighting prowess also seems to have suffered. You now see sweat on his face as he attempts to fight through the wolves, who now take the upper hand, to reach you.

His blade still seems to be thirsty for wolfblood, and whenever he strikes one, it remains still. You grip your blade as he appears to make his way through the now encircling wolves which attack him with all their fury, now that most of the goblins are slain, but then his way is bared by the giant black wolf.

It growls, and Farhan takes a step back, for the first time emitting fear. The wolf's growl seems to stop the others attack, and they circle Farhan, forcing him against the wall of the steep hill, next to the cave.

The wolf, apparently content to have trapped the emissary, appears to wait for something. Unsure what is expected from you, you approach Farhan.

When he sees that the wolf seems to wait for you, fear is somewhat replaced with a mixture of grudging respect and hope.

"This is a nice pet you have there", he speaks in that pleasant voice of his, straining to keep it straight. "It won't do me any harm, will it? I can explain..."

But you interrupt him. "It is not my pet, and I have no command over it."

"But... but...", he begins...

You will accuse him of treachery and call him to justice.

You accuse him of treachery, and tell him you will personally bring him back to the Academy for the council to do justice.

He just stares at you in disbelief, and then with a crooked smile at the black wolf.

"I do not think you will bring me anywhere, my young friend. I see my death in its eyes." Then, his grimace turns into a snarl. "But for your insolence, I will first get you!"

Surprised by the sudden change, you raise your own blade to deflect his sudden lunge, but you are too slow, and the blade bites deep into your flesh.

You scream in agony as you feel your very soul drawn from your living body through the wound to feed the hungry sword. Your pain in the last seconds of your life is so great that you do not even hear the madman's dying screams as the wolves tear him apart.

You have died...

An eternity passes in the wake of a second.

You are floating in an emptiness even your bodiless mind fails to grasp. It appears as both a darkness so dark as to blind your mental eyes and a light so bright that it is already black at the same time.

You see, with eyes not your own, the strands of raw magic that weave the pattern of the universe. There is the searing strand of Fire wherever the pattern forms a living soul, filling it with passion and emotion to differ it from the animals. Air lights up, with light blue strand of magic, whenever joy is felt or beauty grasped. Earth, a rich brown and green, gives life to plants and animals and all things that breathe. Water, the purest of elements, a deep blue that fills life in the hulls Earth is creating. Ice, most mysterious element of all, shines with a bright white, and you grasp that it forms the underlying logic of the pattern, directing all other strands into their destined form.

And suddenly you understand.

The secrets of life, the wisdom of existence, the riddle of the creation. It is all so easy, so clear.

You see the forces of magic, and you also see the other forces, directing them, ordering them. And you see the forces that are directing those.

You see what has happened, what will happen, what must happen. The future is just another pattern in the great weave of what you unknowingly called existence, which is yet just the dream of an illusion and at the same time reality.

Now you know you can read the pattern, now you know the choices that led you to your doom, and why they did so. You know, you would not choose again wrongly, not this time, if you just had another chance...

another chance...


And the Fire that is Passion burns brightly within you and engulfs your soul, forming you into the essence that is.

You restart the Game.

Welcome to Magus: Betrayal!


You are known as Uriel, master elementalist and accomplished magician of the Acadamy of Alzur.
The Spark, the talent to manipulate the essence of the elements in everything, has enabled you to live a youth far away from the spears of the soldiers, or the toils of the peasants.
A findling you are, born to unknown parents and found on the steps of the Academy, but this is not a fate unusual, for the times are harsh for those without the privilige of noble heritage, and few can spare the resources to feed yet another crying mouth.
If the Magi of the Academy had not found the Spark in you, they would have turned you over to one of the servants to grow up as one of them, a practice that comes closest to local charity, and ensures that the servants are loyal to the Academy.
But this fate was spared to you.
From earliest childhood you learned the arts of the scribe, the arts of the rune and the arts of the Elements.
Your life has been one of scholarship, and learning, and even though your thoughts sometimes turned towards the parents you never had, you soon accepted that the Academy was your family, never knowing anything different.

However, a restlessness in your soul worried your teachers. You were sharper than most of your classmates, and thus began to find the lectures boring, often huddling alone in your study with an ancient tome borrowed from the library with the librarian's grudging permission, learning on your own faster than your teachers could hope to achieve.

Finally, the master magicians admitted defeat. They no longer could teach you anything, and thus it came as a relief to them, that you were chosen, with two other magicians, to fortify the guard of an Alzuran emissary on the dangerous, bandit-infested road to Khofte, a coastal city in the far south.

The council of magicians apparently thought that a bit of adventure would help to dull your restlessness and sharpen your practical skills.


To begin with, you must choose to specialize in one of the five elements: Fire, Air, Water, Ice and Earth.
You may still manipulate the other four, but you can only hope to access the powerful effects with the element of your specialization.
Furthermore, specializing in one element also slightly affects your character. Ice elementalists are known for the cool and logical mind, while Earth magicians tend to be protective of their charges.

Choose your Specialization.