home *** CD-ROM | disk | FTP | other *** search
/ c64.rulez.org / 2014.05.c64.rulez.org.tar / c64.rulez.org / pub / c64 / Scene / Old / d / DragonWars-NEC&Legend.ZIP / DWARSDOX.D64 / spells part1 < prev    next >
Text File  |  1998-08-21  |  17KB  |  221 lines

  1.                                  DRAGON WARS                                                                     -----------
  2.                                                                                                           LIST OF MAGIC SPELLS....                                                        {CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}
  3.                                                                                                                                                                          KEY TO SPELLS                                                                   -------------                                                                                                                                          EFFECT: DAMAGE OR OTHER EFFECTS                                                                                                                                 RANGE : DISTANCE THE SPELL CAN BE CAST                                                                                                                          TARGET: WHO IS AFFECTED BY SPELL                                                                                                                                TIME  : DURATION OF SPELL                                                                                                                                       POWER : POWER POINTS TAKEN                                                                                                                                                                                                                      CHAR: 1 CHARACTER                                                                                                                                               GROUP: 1 GROUP OF MONSTERS                                                                                                                                      PARTY: EVERY CHARACTER IN YOUR PARTY                                                                                                                            VAR: VARIABLE. THE MORE POINTS YOU EXPEND, THE MORE DAMAGE OR EXPENDED TIME.
  4.      MAXIMUM EQUALS 2 TIMES YOUR SKILL IN THAT MAGIC CLASS.
  5.                                                                                 1-6 X P: DAMAGE SHOWN MULTIPLIED BY POWER POINTS EXPENDED.
  6.                                                                                 HR.: HOUR IN THE GAME (NOT REAL TIME)
  7.                                                                                 COMBAT: DURATION OF ENTIRE ENCOUNTER. ONCE ONE SIDE OR THE OTHER IS DEFEATED OR
  8.         FLEES, THE SPELL ENDS.
  9.                                                                                                                                                                             LOW MAGIC                                                                       {CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}
  10. 1.  MAGE FIRE                                                                       ---------                                                                                                                                                   THE BEGINNING ZAP SPELL, AND ALWAYS WORTH FALLING BACK ON IF NOTHING MORE
  11. POWERFUL IS AT HAND.
  12.                                                                                 EFFECT: 1-8 PTS
  13. RANGE : 30'
  14. TARGET: 1 FOE
  15. TIME  : --
  16. POWER : 2
  17.                                                                                 2.  CHARM                                                                           -----
  18.                                                                                 THIS SIMPLE ENCHANTMENT OFFERS A SMALL BONUS TO A CHARACTER'S ABILITY IN COMBAT, AND WILL HEAL 1-2 POINTS OF DAMAGE.
  19.                                                                                 EFFECT: +1 AV
  20. RANGE : HEAL
  21. TARGET: CHAR
  22. TIME  : COMBAT
  23. POWER : 3
  24.                                                                                 3.  LESSER HEAL                                                                     -----------
  25.                                                                                 A SIMPLE HEAL SPELL, RESTORING UP TO FOUR POINTS OF HEALTH. HEAL SPELLS ARE VERY IMPORTANT, BECAUSE YOU CAN'T USE THE BANDAGE SKILL IN COMBAT. LEARN A HEAL
  26. SPELL IF YOU WANT TO SURVIVE!
  27.                                                                                 EFFECT: 1-4 POINTS
  28. RANGE : HEAL
  29. TARGET: CHAR
  30. TIME  : --
  31. POWER : 2
  32.                                                                                 4.  DISARM                                                                          ------
  33.                                                                                 THIS INCANTATION DISARMS ONE FOE--THAT IS, IF HE CARRIES A WEAPON. DRAGONS'
  34. CLAWS NOT AFFECTED.
  35.                                                                                 EFFECT: DISARM
  36. RANGE : 30'
  37. TARGET: 1 FOE
  38. TIME  : --
  39. POWER : 4
  40.                                                                                 5.  LUCK                                                                            ----
  41.                                                                                 IF YOU'D RATHER BE LUCKY THAN GOOD, CAST THIS SPELL ON YOURSELF OR A FRIEND. IT
  42. IMPROVES YOUR DV FOR THE DURATION OF THE COMBAT.
  43.                                                                                 EFFECT: +2 DV
  44. RANGE : --
  45. TARGET: CHAR
  46. TIME  : COMBAT
  47. POWER : 3
  48.                                                                                 6.  MAGE LIGHT                                                                      ----------
  49.                                                                                 USEFUL FOR EXPLORING DARK PLACES WHEN A MUNDANE SOURCE OF LIGHT IS NOT AVAILABLE. A "TORCH" ICON WILL APPEAR FOR THE DURATION OF THE SPELL.
  50.                                                                                 EFFECT: LIGHT
  51. RANGE : --
  52. TARGET: PARTY
  53. TIME  : VARIABLE
  54. POWER : 1=3 HR
  55.                                                                                             HIGH MAGIC                                                                      {CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}
  56.                                                                                 1.  FIRE LIGHT                                                                      ----------
  57.                                                                                 AN IMPROVED ZAP SPELL. THE GREATER THE POWER OF THE CASTER, THE MORE DAMAGE THIS SPELL WILL DO.
  58.                                                                                 EFFECT: 1-6 X P
  59. RANGE : 30'
  60. TARGET: 1 FOE
  61. TIME  : --
  62. POWER : VAR
  63.                                                                                 2.  ELVAR'S FIRE                                                                    ------------
  64.                                                                                 THIS WAS LANAC'TOOR'S FAVORITE METHOD OF DISPERSING AUTOGRAPH SEEKERS. WHILE
  65. THIS SPELL DOESN'T PACK MUCH PUNCH, IT IS AN AREA-EFFECT WEAPON, AND CAN
  66. SOMETIMES TAKE OUT WHOLE GROUPS OF LESSER FOES.
  67.                                                                                 EFFECT: 2-12 PTS
  68. RANGE : 30'
  69. TARGET: GROUP
  70. TIME  : --
  71. POWER : 6
  72.                                                                                 3.  POOG'S VORTEX                                                                   -------------
  73.                                                                                 AN IMPROVED VERSION OF ELVAR'S FIRE, CREATED BY THE ARCH-WIZARD POOG TO SUCK
  74. AWAY THE LIFE FORCE OF HIS FOES.
  75.                                                                                 EFFECT: 4-24 PTS
  76. RANGE : 20'
  77. TARGET: GROUP
  78. TIME  : --
  79. POWER : 11
  80.                                                                                 4.  ICE CHILL                                                                       ---------
  81.                                                                                 A PRECISE SPELL THAT USUALLY RESULTS IN A FRIGID DEATH FOR THE VICTIM. LIKE THE
  82. FIRE LIGHT SPELL, ICE CHILL IS POWER-BASED, AND WHILE NOT SO POTENT AS FIRE
  83. LIGHT FOR BEGINNERS, IT WORKS AT GREATER RANGE.
  84.                                                                                 EFFECT: 1-4 X P
  85. RANGE : 50'
  86. TARGET: 1 FOE
  87. TIME  : --
  88. POWER : VAR
  89.                                                                                 5.  BIG CHILL                                                                       ---------
  90.                                                                                 AN AREA-EFFECT VERSION OF ICE CHILL THAT WILL INFLICT UP TO 24 POINTS OF DAMAGE
  91. TO ALL OPPONENTS WITHIN RANGE.
  92.                                                                                 EFFECT: 4-24 PTS
  93. RANGE : 30'
  94. TARGET: ALL
  95. TIME  : --
  96. POWER : 15
  97.                                                                                 6.  DAZZLE                                                                          ------
  98.                                                                                 USE THIS SPELL TO BEFUDDLE SIMPLE FOES, BUT MAKE SURE SOMEONE IS ON HAND TO
  99. EXPLOIT YOUR ENEMY'S HESITATION.
  100.                                                                                 EFFECT: MISS TURN
  101. RANGE : 30'
  102. TARGET: 1 FOE
  103. TIME  : --
  104. POWER : 3
  105.                                                                                 7.  MYSTIC MIGHT                                                                    ------------
  106.                                                                                 INSTANT MUSCLES FOR THE FRIEND OF YOUR CHOICE, LASTING FOR THE ENTIRE COMBAT.
  107.                                                                                 EFFECT: +15 STR
  108. RANGE : --
  109. TARGET: CHAR
  110. TIME  : COMBAT
  111. POWER : 4
  112.                                                                                 8.  REVEAL GLAMOUR                                                                  --------------
  113.                                                                                 A VERY IMPORTANT SPELL THAT WILL (USUALLY) DISPEL ILLUSIONS. ALL IS NOT AS IT
  114. SEEMS, ESPECIALLY IN THE EASTERN ISLES.
  115.                                                                                 EFFECT: DISPEL
  116. RANGE : 40'
  117. TARGET: GROUP
  118. TIME  : --
  119. POWER : 2
  120.                                                                                 9.  COWARDICE                                                                       ---------
  121.                                                                                 FEARSOME FOES SUDDENLY FEAR YOU. THEY WILL EITHER RUN AWAY, OR CONTINUE TO STAND AND FIGHT IF THEY RESIST THE SPELL. WORKS BEST AGAINST WEAKER OPPENENTS.
  122.                                                                                 EFFECT: FOES RUN
  123. RANGE : 60'
  124. TARGET: GROUP
  125. TIME  : --
  126. POWER : 8
  127.                                                                                 10. VORN'S GUARD                                                                    ------------
  128.                                                                                 ORIGINALLY DEVELOPED TO PROTECT A KING AND HIS ENTOURANGE, THIS SPELL IS
  129. EXCELLENT FOR PARTIES DESIRING A BLANKET OF MAGICAL PROTECTION. IMPROVES ARMOR
  130. CLASS (I.E. DAMAGE ABSORBED), BUT HAS NO EFFECT ON DV.
  131.                                                                                 EFFECT: +2 AC
  132. RANGE : --
  133. TARGET: PARTY
  134. TIME  : COMBAT
  135. POWER : 6
  136.                                                                                 11. SALA'S SWIFT                                                                    ------------
  137.                                                                                 IMPROVES THE DEXTERITY OF A SINGLE CHARACTER, FOR THE DURATION OF AN ENTIRE
  138. COMBAT. THIS WILL IMPROVE THE TARGET'S AV AND DV.
  139.                                                                                 EFFECT: +8 DEX
  140. RANGE : --
  141. TARGET: CHAR
  142. TIME  : COMBAT
  143. POWER : 5
  144.                                                                                 12. HEALING                                                                         -------
  145.                                                                                 MORE POTENT THAN THE LOW MAGIC 'LESSER HEAL' SPELL, THIS ENCHANTMENT CAN SET
  146. BROKEN BONES AND STOP INTERNAL BLEEDING.
  147.                                                                                 EFFECT: 1-6 PTS
  148. RANGE : --
  149. TARGET: CHAR
  150. TIME  : --
  151. POWER : 3
  152.                                                                                 13. GROUP HEAL                                                                      ----------
  153.                                                                                 A GROUP MEDICAL PLAN THE ENTIRE PARTY WILL APPRECIATE. RESTORES UP TO SIX POINTS OF HEALTH TO EACH CHARACTER.
  154.                                                                                 EFFECT: 1-6 PTS
  155. RANGE : --
  156. TARGET: PARTY
  157. TIME  : --
  158. POWER : 6
  159.                                                                                 14. AIR SUMMON                                                                      ----------
  160.                                                                                 CONJURES AN AIR ELEMENTAL FOR WHATEVER LOFTY GOAL YOU PURSUE.
  161.                                                                                 EFFECT: SUMMON
  162. RANGE : --
  163. TARGET: --
  164. TIME  : VAR
  165. POWER : 1=4 HR
  166.                                                                                 15. EARTH SUMMON                                                                    ------------
  167.                                                                                 CREATES A POTENT CREATURE FROM STONE AND SOIL, UNDER YOUR COMMAND. THE EARTH
  168. ELEMENTAL IS SOMEWHAT STRONGER AND MORE DURABLE THAN THE AIR ELEMENTAL.
  169.                                                                                 EFFECT: SUMMON
  170. RANGE : --
  171. TARGET: --
  172. TIME  : VAR
  173. POWER : 1=4 HR
  174.                                                                                 16. WATER SUMMON                                                                    ------------
  175.                                                                                 ALLIES A SPIRIT OF THE WATER FOR A TIME. WATER ELEMENTALS ARE A BIT MORE
  176. POWERFUL AND STRONG THAN THE EARTH ELEMENTALS.
  177.                                                                                 EFFECT: SUMMON
  178. RANGE : --
  179. TARGET: --
  180. TIME  : VAR
  181. POWER : 1=4 HR
  182.                                                                                 17. FIRE SUMMON                                                                     -----------
  183.                                                                                 SUMMONS A FIR ELEMENTAL. GUARANTEED TO BRIGHTEN UP A PARTY. THE FIRE ELEMENTAL
  184. IS THE MOST POWERFUL KNOWN.
  185.                                                                                 EFFECT: SUMMON
  186. RANGE : --
  187. TARGET: --
  188. TIME  : VAR
  189. POWER : 1=4 HR
  190.                                                                                 18. SENSE TRAPS                                                                     -----------
  191.                                                                                 SAFELY GUIDES YOU PAST DANGEROUS DEADFALLS WITHOUT TRIPPING THE TRAPS.
  192.                                                                                 EFFECT: SENSE
  193. RANGE : --
  194. TARGET: PARTY
  195. TIME  : VAR
  196. POWER : 1=2 HR
  197.                                                                                 19. CLOAK ARCANE                                                                    ------------
  198.                                                                                 RENDERS THE PARTY PARTIALLY INVISIBLE, DIVERTING BOTH THE LIGHT AROUND YOU AND
  199. THE FORCE OR YOUR OPPENENTS' BLOWS.
  200.                                                                                 EFFECT: +2 AC
  201. RANGE : --
  202. TARGET: PARTY
  203. TIME  : VAR
  204. POWER : 1=1 HR
  205.                                                                                             SUN MAGIC                                                                       {CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}
  206.                                                                                 1.  SUN STROKE                                                                      ----------
  207.                                                                                 THE SUN MAGIC VERSION OF 'FIRE LIGHT.' SUBTLE DISTINCTIONS ARE CLAIMED BY THOSE
  208. FAMILIAR WITH BOTH SPELLS.
  209.                                                                                 EFFECT: 1-8 X P
  210. RANGE : 20'
  211. TARGET: 1 FOE
  212. TIME  : --
  213. POWER : VAR
  214.                                                                                 2.  EXORCISM                                                                        --------
  215.                                                                                 THE UNDEAD CANNOT ABIDE THE LIGHT OF THE SUN. USUALLY. NOT EFFECTIVE AGAINST THE LIVING.
  216.                                                                                 EFFECT: 6-36 PTS
  217. RANGE : 50'
  218. TARGET: GROUP
  219. TIME  : --
  220. POWER : 5
  221.