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Dragon Wars
by Interplay
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MAGIC
Namtar, the Beast From the Pit, is the mightiest sorcerer of Dilmun. Smart
boy that he is, Namtar has manipulated King Drake of Kingshome into declaring
a general ban on magic, thus giving Namtar a monopoly on this world's true
power. The City States of Dilmun, none too closely allied to begin with, did
not take kindly to this decree, and open warfare resulted. Spellcasting
legions were chewed up in the opening weeks of the war, while conventional
forces continued the struggle to this day. Namtar's Stosstrupen, a sort of
magical secret police, eliminated most of Dilmun's top individual sorcerers
before an effective resistance could be organized.
Namtar has all but won the war, and the formal practice of magic has been
outlawed in Dilmun. Rumors persist that magic is still taught in secret out-
of-the-way places, and it is one of your tasks to ecover the world's lost
magical knowledge.
Learning a spell always entails using magic scrolls. After a scroll is used,
it vanishes forever, although the character reading the scroll will remember
the spell for the rest of his life. Using scrolls is easy--find them is the
difficult part, but no one said the life of a hero was simple.
There are four branches of magic in DRAGON WARS. All wizards must begin with
Low Magic. There is no established school of Low Magic; teaching chores are
handled by assorted bush wizards and holy men. Because teaching of Low Magic
is so widespread--and because Low Magic is relatively mundane--Namtar has done
little to shut it down. There's actually a functioning Low Magic shop in
Purgatory.
The acknowledged master of High Magic as Lanac'toor, a dangerously unstable
being formerly in residence in the City of the Yellow Mud Toad. Lanac'toor
was the Stosstrupen's first target--he was ambushed while torpid following an
excessive feast of lampreys. Lanac'toor's body was first turned to stone and
then smashed to pieces. With Lanac'toor's demise, the practice of High Magic
all but vanished from Dilmun, but rumors persist Lanac'toor himself had a
teacher, and that the teacher resides somewhere in the Eastern Isles.
Oddly, Sun magic remains public and legal. The Master of Sun Magic is
Mystalvision, a great public hero in residence at the Temple of the Sun in
Phoebus. Sun Magic has gained popularity in recent years as the great star
Sirius gradually drowns the planet by melting the polar icecaps. Sun Magic
combat spells are the most potent in the game.
Druid Magic is the way of the elements and the beasts, and is the purest of
all magic, although not nearly so powerful as High Magic. The most skillful
druid is Zaton the Displaced, of which the current whereabouts are unknown.
The Druid Magic cult has been driven underground by Namtar's persecution, but
worship of the cult's patron deity, the beast-man Enkidu, continues at the
various Druid shrines.
There is one further "class" of magic in Dragon Wars: that which is called
Miscellaneous Magic." These three spells are usuable by anyone who has skill
in any of the four standard classes of magic.
When you cast a spell, the computer always deducts a certain number of Power
points from the caster. In some cases, the extra points will increase the
duration of the spell of its damage or effectiveness. The number of points
you can invest in these spells is limited to twice your current skill level in
that area of magic.
The following few pages contain descriptions of all the world's known spells.
Although many spells are well-documented through centuries of use, some
descriptions are incomplete because of the spells' experimental or foreign
nature. And, perhaps, because some spellcasters have placed themselves in
great peril by playing with forces they do not know... Because of this, you
will have to experiment with spell use to learn the best application of magic
in each situation. In fact, creative use of spells may be a vital element
necessary to solve the game.
LIST OF MAGIC SPELLS
Key to spells
SPELL NAME
Description of the spell, Effect: Damage or other effects
miscellaneous notes, and tips on Range: Distance the spell can be cast
casting Target: Who is affected by spell
Time: Duration of spell
Power: Power points taken
Char 1 Character 1-6 x P Damage shown multiplied by power
Group 1 group of monsters points expended
Party Every characterin your party hr Hour in the game (not real time)
Var Variable. The more points Combat Duration of entire encounter.
you expend, the more damage Once one side or the other is
or extended time. Maximum defeated or flees, the spell
equals 2 times your skill in ends.
that magical class.
LOW MAGIC
MAGE FIRE
The beginning zap spell, and always Effect: 1-8 pts
worth falling back on if nothing Range: 30'
more powerful is at hand. Target: 1 foe
Time: --
Power: 2
CHARM
This simple enchantment offers a Effect: +1 AV
small bonus to a character's ability Range: Heal
in combat, and will heal 1-2 points Target: Char
of damage. Time: Combat
Power: 3
LESSER HEAL
A simple heal spell, restoring up to four 1-4 pts
points of health. Heal spells are very Heal
important, because you can't use the Bandage Char
skill in combat. Learn a heal spell if you --
want to survive! 2
DISARM
This incantation disarms one foe--that is, Disarm
if it carries a weapon. Dragons' claws not 30'
affected. 1 foe
--
4
LUCK
If you'd rather be lucky than good, cast +2 DV
this spell on yourself or a friend. It --
improves your DV for the duration of the Char
combat. Combat
3
MAGE LIGHT
Useful for exploring dark places when a Light
mundane source of light is not available. --
A "torch" icon will appear for the duration Party
of the spell. Variable
1 = 3 hr
HIGH MAGIC
Combat Spells
FIRE LIGHT
An improved zap spell. The greater the 1-6 x P
power of the caster, the more damage this 30'
spell will do. 1 foe
--
Var
POOG'S VORTEX
An improved version of Elvar's Fire, created 4-24 pts
by the arch-wizard Poog to suck away the 20'
life force of his foes. Group
--
11
BIG CHILL
An area-effect version of Ice Chill that will 4-24 pts
inflict up to 24 points of damage to all 30'
opponents within range. All
--
15
MYSTIC MIGHT
Instant muscles for the friend of your choice, +15 Str
lasting for the entire combat. --
Char
Combat
4
COWARDICE
Fearsome foes suddenly fear you. They will Foes run
either run away, or continue to stand and 60'
fight if they resist the spell. Works best Group
against weaker opponents. --
8
ELVAR'S FIRE
This was Lanac'toor's favorite method of 2-12 pts
dispersing autograph seekers. While this 30'
spell doesn't pack much punch, it is an Group
area-effect weapon, and can sometimes takes --
out whole groups of lesser foes. 6
ICE CHILL
A precise spell that usually results in a 1-4 x P
frigid death for the victim. Like the Fire 50'
Light spell, Ice Chill is power-based, and 1 foe
while not so potent as Fire Light for --
beginners, it works at greater range. Var
DAZZLE
Use this spell to befuddle simple foes, but Miss turn
make sure someone is on hand to exploit your 30'
enemy's hesitation. 1 foe
--
3
REVEAL GLAMOUR
A very important spell that will (usually) Dispel
dispel illusions. All is not as it seems, 40'
especially in the Eastern Isles. Group
--
2
VORN'S GUARD
Originally developed to protect a king and +2 AC
his entourage, this spell is excellent for --
parties desiring a blanket of magical Party
protection. Improves armor class (i.e. Combat
damage absorbed), but has no effect on DV. 6
SALA'S SWIFT
Improves the dexterity of a single character, +8 Dex
for the duration of an entire combat. This --
will improve the target's AV and DV. Char
Combat
5
Other Spells
AIR SUMMON
Conjures an air elemental for whatever lofty Summon
goal you pursue. See the "Summoning" notes --
after the spell listing for further --
information. Var
1 = 4 hr
EARTH SUMMON
Creates a potent creature from stone and soil, Summon
under your command. The earth elemental is --
somewhat stronger and more durable than the --
air elemental. Var
1 = 4 hr
WATER SUMMON
Allies a spirit of the water for a time. Summon
Water elementals are a bit more powerful and --
strong than earth elementals. --
Var
1 = 4 hr
FIRE SUMMON
Summons a fire elemental. Guaranteed to Summon
brighten up a party. The fire elemental is --
the most powerful known. --
Var
1 = 4 hr
Healing Spells
HEALING
More potent than the Low Magic 'Lesser Heal' 1-6 pts
spell, this enchangement can set broken bones --
and stop internal bleeding. Char
--
3
GROUP HEAL
A group medical plan the entire party will 1-6 pts
appreciate. Restores up to six points of --
health to each character. Party
--
6
Other Spells
SENSE TRAPS
Safely guides you past dangerous deadfalls Sense
without tripping the traps. --
Party
Var
1 = 2 hr
CLOAK ARCANE
Renders the party partially invisible, +2 AC
diverting both the light around you and the --
force of your opponents' blows. Party
Var
1 = 1 hr
SUN MAGIC
Combat Spells
SUN STROKE
The Sun Magic version of Fire Light. Subtle 1-8 x P
distinctions are claimed by those familiar 20'
with both spells. 1 foe
--
Var
RAGE OF MITHRAS
A hideously powerful spell thankfully 1-6 x P
restricted in that it can only harm one victim 70'
at a time. Can hit an enemy up to 70 feet 1 foe
away. --
Var
FIRE STORM
Simply the most hideous spell known to man. 6-36 pts
60'
All
--
20
HOLY AIM
Sheds divine light on a melee, and guides a +2 AV
righteous group in smiting their foes. --
Party
Combat
5
COLUMN OF FIRE
Sheets of flame fall from the heavens, Stops
preventing a group of opponents from advancing 40'
during their turn in combat. Group
--
5
EXORCISM
The undead cannot abide the light of the sun. 6-36 pts
Usually. Not effective against the living. 50'
Group
--
5
WRATH OF MITHRAS
An even more hideously powerful spell, 1-4 x P
featuring a small blast radius. Damage is 90'
lower than the Rage of Mithras, but affects a Group
group. --
Var
INFERNO
An underpowered version of Fire Storm. In the 1-4 x P
hands of an experienced character, it can 40'
actually cause more damage while using less All
power. --
Var
BATTLE POWER
Significantly improves the muscle ability of +10 Str
any band of heroes. --
Party
Combat
8
MITHRA'S BLESS
Shields a group from harm with a blanket +3 DV
blessing, courtesy of an alien god. --
Party
Combat
5
LIGHT FLASH
Produces a blinding flash that might disorient lose turn
foes. Especially useful against underground 50'
enemies and creatures unaccustomed to the Group
light. --
6
ARMOR OF LIGHT
Cloaks a character in gleaming magic armor +2 AC
proof against most attacks. --
Char
Combat
6
Healing Spells
SUN LIGHT
Improves the health of any one character. A 1-6 pts
little sun light never hurt anyone. --
Char
--
3
HEAL
A potent heal spell which affects one 2-8 pts
character. --
Char
--
4
MAJOR HEAL
The best value in Sun Magic heal spells when 1-6 pts
more than one character is injured. Dispenses --
one 'Sun Light' spell on each party member. Party
--
6
CHARGER
The perfect pick-me-up for depleted magic Charge
items. Non-addictive. --
1 item
--
8
DISARM TRAP
Will safely trigger a trap. All you have to disarm
do is walk into a trap, and it'll safely be --
sprung. --
Var
1 = 2 hr
GUIDANCE
Accurately tells you the direction you face. Compass
Very useful underground, where your friendly --
direction gauge is useless. --
Var
1 = 3 hr
RADIANCE
The best light spell known to wizardkind. Light
40'
Party
Var
1 = 2 hr
SUMMON SALAMANDER
Either this spell conjures a potent magical Summon
creature, or it blows the caster's skull off. --
Give us a card and let us know. --
Var
1 = 4 hr
DRUID MAGIC
Combat Spells
DEATH CURSE
A savage spell left over from the bad old 3-18 pts
days, designed to punch the ticket of someone 40'
you hate. Causes up to 18 points of damage to 1 foe
the target. --
6
INSECT PLAGUE
A formidable way to weaken some monsters' -2 AV, DV
defenses, and a real drag at picnics. Reduces 60'
a group's AV and DV, making them vulnerable. Group
Combat
4
SCARE
If cast at the right time, can improve your +2 AV
party's ability in the eyes of your foes. --
Party
Combat
4
FIRE BLAST
This potent spell unleashes a minor fire storm 4-24 pts
on one group of foes. Use with discretion. 30'
group
--
12
WHIRL WIND
Possibly transports one or more foes away Push 30'
from you on a twisting cone of howling winds. 40'
Group
--
4
BRAMBLES
Erects a temporary barrier of thornw between Miss turn
your party and a group of opponents. Use the 60'
time thus gained to plan an effective attack. group
1 round
5
Other Spells
CREATE WALL
Erects a barrier of stone before the party. Create
Also of use in reparing old buildings. --
--
--
5
BEAST CALL
This holy spell of Enkidu is used in secret Summon
Druid rituals. --
--
Var
1 = 4 hr
SOFTEN STONE
A very powerful spell popular with civil Remove
engineers. Useful for underground --
construction and removing certain walls. --
--
6
WOOD SPIRIT
Creates a helpful ally from wood and bramble. Summon
--
--
Var
1 = 4 hr
Healing Spells
GREATER HEALING
Uses natural energies to rejuvenate and heal 1-6 pts
the wounds of any one character. --
Char
--
4
CURE ALL
The most powerful and efficient healing spell 1-8 pts
that ancient Druid learning has devised. --
Party
--
6
Other Spells
INVOKE SPIRIT
Summons a friendly spirit to aid you in Summon
battle. See the restrictions and features --
described in the "Summoning Spells" section. --
Var
1 = 4 hr
MISCELLANEOUS MAGIC
ZAK'S SPEED
Named for a sorceror of long ago, a nifty +15 Dex
spell that improves the Dexterity of all --
characters in the party. Party
Combat
10
PRISON
Pins a group of foes beneath the weight of a Halt
magical barrier preventing them from advancing 60'
or running away. Group
Combat
8
KILL RAY
Courtesy of the demented Czar Strahkenhorc out 10-80 pts
of centuries past, this deadly beam will waste 50'
anything it strikes. Beware the terrible cost 1 foe
of the spell, as it can quickly drain a weak --
or weary wizard. 15
A note on spell icons: The computer shows you that certain spells (most
notably the light spells) are active by displaying an appropriate icon on the
screen. When the icon vanishes, the spell has run out of juice and is no
longer active. In the cast of light spells, this usually results in the sudden
onset of darkness. For the detect spells, it means you're no longer likely to
detect danger at a distance.
Monster Summoning: A word is warranted on the subject of conjuring up
creatures from other locales or dimensions for use in combat. Several High
Magic and Druid Magic incantations bring forth creatures of this sort to do
your bidding. All of these spells have some things in common: you must have
an open character slot in your party to accommodate the summoned creature.
You should also be aware that summoned creatures do not last forever, and will
eventually return to the magic worlds from which they appeared, leaving a
lifeless husk behind. The more Power points you invest in summoning a
creature, the longer you can expect it to stick around. Finally, points you
invest in summoning a creature, the longer you can expect it to stick around.
Finally, the lengthy and precise summoning spells cannot be cast in combat.
Although summoned creatures come complete with their own armor and weaponry,
you may be able to equip them with any items you choose.
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