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MAGIC.DOC
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1985-07-02
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There are two classes of spells: Those that last for a while,
and those that don't. In each of these classes are two further
distinctions: Spells that are meant for use in combat, and those that
aren't.
Combat spells are flagged with a '*'. These may or may not work,
depending on the relative levels of the spell caster and his target. If
the opponent is a great deal more powerful than the Magic-User, it is
very highly resistant to the latter's magicking. The formula for spell
efficacy varies from spell to spell, and contains a random factor.
Some spells become more effective as the Magic-User increases in
power. Spells such as Lightning Bolt use the caster's level as a base
number of points delivered, and then add on a random factor. If this is
the case, the spell description mentions the exact formula.
Each spell is described briefly, and is labeled with a '*', if
applicable. In addition, each is labeled either 'Immediate' or
'Duration.' The former do whatever it is that they do RIGHT NOW, while
the latter's effects take a little while to disperse.
The next page contains the Spell Tables. The four pages
following describe the spells themselves, one level per page.
^
Magic-User Spells:
Level 1 Level 2
------- -------
1* Magic Missile 1* Phantasmal Forces
2* Charm Monster 2* Web
3 Shield 3* Lightning Bolt
4* Sleep 4 Strength
5 Protection from Evil 5 Levitate
6 Light 6 Invisibility
Level 3 Level 4
------- -------
1* Fireball 1 Teleport
2* Confusion 2* Power Word KILL
3 Pass Wall 3* Prismatic Wall
4* Hold Monster 4 Time Stop
5 Fear 5* Pillar of Fire
6 Continual Light 6* Summon Demon
* - Combat Spell
^
Level 1 Spells:
*Magic Missile: Fires a magical dart from the caster's finger. This
(Immediate) does not miss, and does (level)+ 1-10 points of damage.
*Charm Monster: Basically, this hypnotises the caster's opponent,
(Immediate) which therefore neither attacks nor dodges. This
spell is easily broken, however.
Shield: Creates an invisible wall around the caster, causing
(Duration) any monster attacking to do so at a disadvantage.
*Sleep: Puts the caster's opponent into a deep sleep. While
(Immediate) sleeping, it neither attacks nor dodges (obviously).
Protection from Evil: Causes the caster's opponent to attack at a disad-
(Duration) vantage.
Light: Creates a point-source light, equivalent to one torch,
(Duration) over the caster's head. Effects are cumulative.
^
Level 2 Spells:
*Phantasmal Force: Causes the caster's opponent to believe it is confront-
(Immediate) ing a creature much mightier than itself. This often
causes flight.
*Web: Entangles the caster's opponent in a magical net,
(Immediate) making it helpless to attack or defend itself.
*Lightning Bolt: Delivers (level) + 2-16 points of electrical damage to
(Immediate) the caster's opponent.
Strength: Temporarily augments the caster's Strength attribute,
(Duration) improving his/her combat skill commensurately.
Levitate: Causes the caster to float (level) feet off the floor,
(Duration) making him/her harder to hit.
Invisibility: Strangely enough, causes the caster to fade from sight.
(Duration) This puts monsters at a decided disadvantage.
^
Level 3 Spells:
*Fireball: Causes a fiery explosion in the vicinity of the
(Immediate) caster's opponent. Does (level) + 4-24 points of fire
damage.
*Confusion: Causes the caster's opponent to lose clarity of mind,
(Immediate) with attendant co-ordination. It cannot attack. Spell
lasts for (level) + 1-6 rounds.
Pass Wall: Shifts the molecular structure of the desired wall such
(Immediate) that it becomes as air, allowing passage through it.
*Hold Monster: Mesmerises the caster's opponent so that it cannot
(Immediate) attack or dodge.
Fear: Causes the caster's opponent to become fearful of
(Duration) him/her, and attack at a disadvantage.
Continual Light: Same as a Light spell (qv), save that this is twice as
(Duration) bright and lasts for the duration of the adventure.
^
Level 4 Spells:
Teleport: Transports, instantly, the caster from where he is to
(Immediate) somewhere else. The caster has no control of the dest-
ination.
*Power Word KILL: Your basic Death Spell. Causes the caster's opponent to
(Immediate) drop dead on the spot.
*Prismatic Wall: Encases the caster in a multicoloured sphere with re-
(Immediate) markable powers of monster-damaging. Does 5-40 points
of damage to the caster's antagonist.
Time Stop: Freezes Time in the caster's vicinity, while permitting
(Duration) him/her to move freely. Monsters cannot fight back.
*Pillar of Fire: Causes the caster's target to be immolated in a pillar
(Immediate) of flames, causing (level)+ 3-18 points of fire damage.
*Summon Demon: Calls one of Hell's denizens to the caster's aid. The
(Immediate) demon will attempt to drag the caster's antagonist back
to Hell with it.
^