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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 Cleric, 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 Cleric 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 'Combat,' if ap-
- plicable. 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.
- ^
-
- Clerical Spells:
-
- Level 1 Level 2
- ------- -------
- 1 Protection from Evil 1 Detect Traps
- 2 Light 2 Silence
- 3 Cure Light Wounds 3 Pray
- 4* Turn Undead 4* Hold Monster
- 5 Shield 5 Invisibility
- 6* Baptize Monster 6* Lightning Bolt
-
- Level 3 Level 4
- ------- -------
- 1 Cure Serious Wounds 1* Holy Word
- 2* Dispell Undead 2* Finger of Death
- 3 Continual (Bright) Light 3* Blade Barrier
- 4* Plague 4 Heal
- 5 Pass Wall 5 Time Stop
- 6* Fire and Brimstone 6* Pillar of Fire
-
- * - Combat Spells
- ^
- First Level Spells:
-
- Protection from Evil: Causes monsters to be at a disadvantage on attacks.
- (Duration)
-
- Light: Creates a point-source of light, equivalent to one
- (Duration) torch, to appear over the caster's head. Multiple
- applications of this spell increase visability.
-
- Cure Light Wounds: Heals 2-7 points of damage incurred by the caster.
- (Immediate) In no event will this increase hit points past their
- base value.
-
- *Turn Undead: Causes Vampires and Ghouls to run away in sheer terror.
- (Immediate)
-
- Shield: Creates an invisible wall around the caster, causing
- (Duration) any monster attacking to do so at a disadvantage.
-
- *Baptize Monster: Basically, this mollifies the caster's opponent,
- (Immediate) which therefore neither attacks nor dodges. This
- spell is easily broken, however.
- ^
- Second Level Spells:
-
- Detect Traps: Increases, for the duration of the spell, the caster's
- (Duration) ability to find traps in loot, such as an exploding
- Chest.
-
- Silence: Puts attacking monsters at a disadvantage, and lowers
- (Duration) the probability of encountering Wandering Monsters.
-
- Prayer: Gives the caster an advantage when attacking; i.e.,
- (Duration) makes it easier for him/her to hit his/her opponent.
-
- *Hold Monster: Causes the caster's opponent to be HELD (temporarily
- (Immediate) placed in stasis). A HELD monster cannot fight back,
- nor can it dodge.
-
- Invisibility: Strangely enough, causes the caster to fade from sight.
- (Duration) This puts monsters at a decided disadvantage.
-
- *Lightning Bolt: Delivers (level) + 2-16 points of electrical damage to
- (Immediate) the caster's opponent.
- ^
- Third Level Spells:
-
- Cure Serious Wounds: Heals 4-14 points of damage to the caster.
- (Immediate)
-
- *Dispell Undead: Causes Vampires or Ghouls to be utterly annihilated.
- (Immediate)
-
- Continual Light: Causes a bright point-source of light to appear above
- (Duration) the caster's head. This light will remain for the
- duration of the adventure. See also LIGHT (1st Level).
-
- *Plague: Causes the caster's opponent to contract a combination
- (Immediate) of several deadly diseases, which will kill it in one
- round. CAUTION: THE CASTER MAY CONTRACT THE PLAGUE AS
- WELL!!!
-
- Pass Wall: Shifts the molecular structure of the desired wall such
- (Immediate) that it becomes as air, allowing passage through it.
-
- *Fire and Brimstone: Causes a fiery explosion in the vicinity of the
- (Immediate) caster's opponent. Does (level) + 4-24 points of fire
- damage.
- ^
- Fourth Level Spells:
-
- *Holy Word: Banishes the caster's opponent to eternal damnation.
- (Immediate)
-
- *Finger of Death: Imbues the caster's finger (which is immediately
- (Immediate) applied to the opponent) with such unspeakable
- God-granted power that living things cannot contain
- it. Therefore, they die instantly.
-
- *Blade Barrier: Causes a circular wall of flashing, moving swords to
- (Immediate) appear around the caster. This wall increases in
- diameter with great rapidity, catching and destroying
- any attacking monster.
-
- Heal: Totally cures ALL damage the caster has incurred.
- (Immediate)
-
- 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.
- ^
-