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NECROMAN.LZH
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CLERIC.HLP
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1988-10-08
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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.
^