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Jason Aller Floppy Collection
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1991-01-17
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Cleric Spells:
*Cure Light Wounds: Cure Light Wounds heals either the caster or his/her
target for 1-4 hps + caster level.
*Cause Light Wounds: Cause Light Wounds hits the casters target for between
1-4 hps + caster level.
*Spiritual Hammer: This spell hits the intended target for between 1-6 hps
+ caster level.
*Light: This spell only works against the Undead. The target receives from
1-10 hps + caster level of damage. This spell is available to Paladins.
*Protection from Evil: This spell lowers the casters AC and provides extra
protection from Chaotic Evil creatures.
*Stun: Stun works only against those of high intelligence. In other words,
monsters tend to shrug it off while players can be stunned for several
moments at a time.
*Cure Serious Wounds: This more potent version of Cure Light Wounds heals
from 3-17 hps + caster level. It can be cast on either the caster or their
target. This is also a Paladin usable spell.
*Cause Serious Wounds: This spell reverses the effects of Cure Serious Wounds,
meaning that it removes from 3-17 hps + caster level from its intended target.
*Curepoison: As the name implies, this spell cures either the caster or their
target if they have been infected with poison.
*Dispel Undead: For use against Undead monsters only; if successful, this
spell totally destroys the target. No corpse is left behind.
*Poison: The reverse of Curepoison, Poison infects the target with deadly venom.
*Heal: The ultimate cure wounds spell, Heal totally repairs all damage to the
target, although it does not cure poison.
*Recall: A great spell in emergencies, Recall instantly transports the caster
back to Falchon. However, there are special areas where this spell will not
work. Paladins may use this spell also.
*Restoration: This spell defeats time itself. An old adventurer can be turned
back to middle-age through this spell. But beware! Casting this spell on
someone who is young will bring them to middle-age as well! Exercise caution
when casting this one.
*Flame Strike: A bolt of divine fire is unleashed when casting this spell,
hitting the target for between 6-48 hps of damage.
*Wind of the Gods: This is the ultimate in Clerical offensive spells. A holy
wind beats down upon the target for between 10-60 hps of damage.
Magic-user Spells:
*Magic Missile: This is an MU's most useful spell. Although it only uses 1
spell point when cast, it does 1-3 hps of damage x the casters level.
*Mystic Cloud: Depending on the target, this cloud of noxious gases may either
poison its target, or cause a disease to infect the target.
*Shield: The Shield spell lowers the AC of the caster. Very useful to someone
who is restricted to cloth armor!
*Sleep: This spell works on the sleep center of the intended target. Since most
monsters are essentially brainless, it rarely affects them! Targets affected
will fall into a blissful slumber for several moments.
*Fireball: Another popular spell with MU's, Fireball does 1-6 hps damage x
caster level.
*Web: This spell is singularly unaffective against monsters, whose strength
and/or agility usually allow them to avoid its effects. Someone caught in
a web is stuck where they are for several moments.
*Invisibility: Like a thief in hiding, this spell will render the caster
invisible to the naked eye. Although others may realize that you are in the
room with them, they will be unable to see you clearly.
*Fear: This spell also works on the mind of the intended target. Although
humanoids are usually able to ignore its effects, monsters hit by it tend
to see their most horrible nightmares come to life and will scurry off in a
panic.
*Lightning: With this spell, a powerful blast of electricity will hit the
target for between 5-20 hps + caster level of damage.
*Create Door: A good spell to have handy in tight spots, this spell will suck
the caster through the nearest wall/ceiling/floor into an adjacent room.
*Summon Aid: A very powerful spell, this one calls up a djinn from the astral
planes which will instantly attack your target. Remember to specify the
target when casting the spell...ie. cast summon at ogre. Once it has struck
the target, the djinn will have done its job and will return to its own plane.
*Teleport: A handy if untrustworthy spell, Teleport instantly transports the
caster somewhere within the dungeon. Be careful! You could end up in the
Lair of a dragon!
*Icestorm: This spell cause a rain of fist-sized ice pellets to pound upon
the target for 5-30 hps + caster level of damage. Fire-based creatures may
be hit for double damage.
*Globe of Power: This is basically the same spell as Shield, but will last for
a significantly longer period of time.
*Death: As its name implies, the Death spell will cause the instant destruction
of the target. But such power has a price. To cast it, you must have ALL of
your spell points because it will use ALL spell points when cast. Don't bother
trying this one on fellow adventurers. Such powers will not affect them.
*Meteor Shower: This spell calls down boulders to flatten the target for 10-40
hps + caster level of damage.
Paladin Spells:
*Strength: This Paladin spell is unique to this class. When cast, it increases
the casters strength by 2 points for a several moments. Even if the caster
already has a strength of 18, this spell will raise it to 20.
*Summon Steed: When cast, this spell summons up a Spiritual Steed to attack
the target. Once it attacks, the Steed again returns to limbo.