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 part2
< prev
next >
Wrap
Text File
|
1998-08-21
|
16KB
|
234 lines
DRAGON WARS 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} SUN MAGIC {CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}
3. RAGE OF MITHRAS ---------------
A HIDEOUSLY POWERFUL SPELL THANKFULLY RESRICTED IN THAT IT CAN ONLY HARM ONE
VICTIM AT A TIME. CAN HIT AN ENEMY UP TO 70 FEET AWAY.
EFFECT: 1-6 X P
RANGE : 70'
TARGET: 1 FOE
TIME : --
POWER : VAR
4. WRATH OF MITHRAS ----------------
AN EVEN MORE HIDEOUSLY POWERFUL SPELL, FEATURING A SMALL BLAST RADIUS. DAMAGE
IS LOWER THAN THE RAGE OF MITHRAS, BUT AFFECTS A GROUP.
EFFECT: 1-4 X P
RANGE : 90'
TARGET: GROUP
TIME : --
POWER : VAR
5. FIRE STORM ----------
SIMPLY THE MOST HIDEOUS SPELL KNOWN TO MAN.
EFFECT: 6-36 PTS
RANGE : 60'
TARGET: ALL
TIME : --
POWER : 20
6. INFERNO -------
AN UNDERPOWERED VERSION OF FIRE STORM. IN THE HANDS OF AN EXPERIENCES CHARACTER, IT CAN ACTUALLY CAUSE MORE DAMAGE WHILE USING LESS POWER.
EFFECT: 1-4 X P
RANGE : 40'
TARGET: ALL
TIME : --
POWER : VAR
7. HOLY AIM --------
SHEDS DIVINE LIGHT ON A MELEE, AND GUIDES A RIGHTEOUS GROUP IN SMITING THEIR
FOES.
EFFECT: +2 AV
RANGE : --
TARGET: PARTY
TIME : COMBAT
POWER : 5
8. BATTLE POWER ------------
SIGNIFICALLY IMPROVES THE MUSCLE ABILITY OF ANY BAND OF HEROES.
EFFECT: +10 STR
RANGE : --
TARGET: PARTY
TIME : COMBAT
POWER : 8
9. COLUMN OF FIRE --------------
SHEETS OF FLAME FALL FROM THE HEAVENS, PREVENTING A GROUP OF OPPONENTS FROM
ADVANCING DURING THEIR TURN IN COMBAT.
EFFECT: STOPS
RANGE : 40'
TARGET: GROUP
TIME : --
POWER : 5
10. MITHRA'S BLESS --------------
SHIELDS A GROUP FROM HARM WITH A BLANKET BLESSING, COURTESY OF AN ALIEN GOD.
EFFECT: +3 DV
RANGE : --
TARGET: PARTY
TIME : COMBAT
POWER : 5
11. LIGHT FLASH -----------
PRODUCES A BLINDING FLASH THAT MIGHT DISORIENT FOES. ESPECIALLY USEFULL AGAINST
UNDERGROUND ENEMIES AND CREATURES UNACCUSTOMED TO THE LIGHT.
EFFECT: LOSE TURN
RANGE : 50'
TARGET: GROUP
TIME : --
POWER : 6
12. ARMOR OF LIGHT --------------
CLOAKS A CHARACTER IN GLEAMING MAGIC ARMOR PROOF AGAINST MOST ATTACKS.
EFFECT: +2 AC
RANGE : --
TARGET: CHAR
TIME : COMBAT
POWER : 6
13. SUN LIGHT ---------
IMPROVES THE HEALTH OF ANY ONE CHARACTER. A LITTLE SUN LIGHT NEVER HURT ANYONE.
EFFECT: 1-6 PTS
RANGE : --
TARGET: CHAR
TIME : --
POWER : 3
14. HEAL ---- A POTENT HEAL SPELL WHICH AFFECTS ONE CHARACTER.
EFFECT: 2-8 PTS
RANGE : --
TARGET: CHAR
TIME : --
POWER : 4
15. MAJOR HEAL ----------
THE BEST VALUE IN SUN MAGIC HEAL SPELLS WHEN MORE THAN ONE CHARACTER IS INJURED. DISPENSES ONE 'SUN LIGHT' SPELL ON EACH PARTY MEMBER.
EFFECT: 1-6 PTS
RANGE : --
TARGET: PARTY
TIME : --
POWER : 6
16. CHARGER -------
THE PERFECT PICK-ME-UP FOR DEPLETED MAGIC ITEMS. NON-ADDICTIVE.
EFFECT: CHARGE
RANGE : --
TARGET: 1 ITEM
TIME : --
POWER : 8
17. DISARM TRAP -----------
WILL SAFELY TRIGGER A TRAP. ALL YOU HAVE TO DO IS WALK INTO A TRAP, AND IT'LL
SAFELY BE SPRUNG.
EFFECT: DISARM
RANGE : --
TARGET: --
TIME : VAR
POWER : 1=2 HR
18. GUIDANCE --------
ACCURATELY TELLS YOU THE DIRECTION YOU FACE. VERY USEFULL UNDERGROUND, WHERE
YOUR FRIENDLY DIRECTION GAUGE IS USELESS.
EFFECT: COMPASS
RANGE : --
TARGET: --
TIME : VAR
POWER : 1=3 HR
19. RADIANCE --------
THE BEST LIGHT SPELL KNOWN TO WIZARDKIND.
EFFECT: LIGHT
RANGE : 40'
TARGET: PARTY
TIME : VAR
POWER : 1=2 HR
20. SUMMON SALAMANDER -----------------
EITHER THIS SPELL CONJURES A POTENT MAGICAL CREATURE, OR IT BLOWS THE CASTER'S
SKULL OFF. GIVE US A CALL AND LET US KNOW.
EFFECT: SUMMON
RANGE : --
TARGET: --
TIME : VAR
POWER : 1=4 HR
DRUID MAGIC {CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}
1. DEATH CURSE -----------
A SAVAGE SPELL LEFT OVER FROM THE BAD OLD DAYS, DESIGNED TO PUNCH THE TICKET OF
SOMEONE YOU HATE. CAUSES UP TO 18 POINTS OF DAMAGE TO THE TARGET.
EFFECT: 3-18 PTS
RANGE : 40'
TARGET: 1 FOE
TIME : --
POWER : 6
2. FIRE BLAST ----------
THIS POTENT SPELL UNLEASHES A MINOR FIRE STORM ON ONE GROUP OF FOES. USE WITH
DISCRETION.
EFFECT: 4-24 PTS
RANGE : 30'
TARGET: GROUP
TIME : --
POWER : 12
3. INSECT PLAGUE -------------
A FORMIDABLE WAY TO WEAKEN SOME MONSERS' DEFENSES, AND A REAL DRAG AT PICNICS.
REDUCES A GROUP'S AV AND DV, MAKING THEM VULNERABLE.
EFFECT: -2 AV,DV
RANGE : 60'
TARGET: GROUP
TIME : COMBAT
POWER : 4
4. WHIRL WIND ----------
POSSIBLY TRANSPORTS ONE OR MORE FOES AWAY FROM YOU ON A TWISTING CONE OF HOWLING WINDS.
EFFECT: PUSH 30'
RANGE : 40'
TARGET: GROUP
TIME : --
POWER : 4
5. SCARE -----
IF CAST AT THE RIGHT TIME, CAN IMPROVE YOUR PARTY'S ABILITY IN THE EYES OF YOUR
FOES.
EFFECT: +2 AV
RANGE : --
TARGET: PARTY
TIME : COMBAT
POWER : 4
6. BRAMBLES --------
ERECTS A TEMPORARY BARRIER OF THORNS BETWEEN YOUR PARTY AND A GROUP OF OPPONENTS. USE THE TIME THUS GAINED TO PLAN AN EFFECTIVE ATTACK.
EFFECT: MISS TURN
RANGE : 60'
TARGET: GROUP
TIME : 1 ROUND
POWER : 5
7. CREATE WALL -----------
ERECTS A BARRIER OF STONE BEFORE THE PARTY. ALSO OF USE IN REPAIRING OLD
BUILDINGS.
EFFECT: CREATE
RANGE : --
TARGET: --
TIME : --
POWER : 5
8. SOFTEN STONE ------------
A VERY POWERFUL SPELL POPULAR WITH CIVIL ENGINEERS. USEFUL FOR UNDERGROUND
CONSTRUCTION AND REMOVING CERTAIN WALLS.
EFFECT: REMOVE
RANGE : --
TARGET: --
TIME : --
POWER : 6
9. BEAST CALL ----------
THIS HOLY SPELL OF ENKIDU IS USED IN SECRET DRUID RITUALS.
EFFECT: SUMMON
RANGE : --
TARGET: --
TIME : VAR
POWER : 1=4 HR
10. WOOD SPIRIT -----------
CREATES A HELPFUL ALLY FROM WOOD AND BRAMBLE.
EFFECT: SUMMON
RANGE : --
TARGET: --
TIME : VAR
POWER : 1=4 HR
11. GREATER HEALING ---------------
USES NATURAL ENERGIES TO REJUVENATE AND HEAL THE WOUNDS OF ANY ONE CHARACTER.
EFFECT: 1-6 PTS
RANGE : --
TARGET: CHAR
TIME : --
POWER : 4
12. INVOKE SPIRIT -------------
SUMMONS A FRIENDLY SPIRIT TO AID YOU IN BATTLE.
EFFECT: SUMMON
RANGE : --
TARGET: --
TIME : VAR
POWER : 1=4 HR
13. CURE ALL --------
THE MOST POWERFUL AND EFFICIENT HEALING SPELL THAT ANCIENT DRUID LEARNING HAS
DEVISED.
EFFECT: 1-8 PTS
RANGE : --
TARGET: PARTY
TIME : --
POWER : 6