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- PHANTASIE I
-
- ADVENTURER'S CHARACTERISTICS
-
-
-
- THOLIE'S TALE
-
- Newly arrived on the Isle of Gelnor, an adventurer entered the remote
- town of Pelnor. From the detriorating condition of the once-prosperous
- shops, it was clear that things were amiss - just the plae where a
- courageous person might seek a worthy quest.
-
- The adventurer hailed a passing citizen. "Where might I find
- information about your person town an land?"
-
- Looking furtively over his shoulder, the man tersely replied, "Ask for
- Tholie at the inn," before surrying away.
-
- Sure enough, the adventurer found the town's storyteller sitting at the
- back of the smoky, dimly li commonroom.
-
- "Hail," greeted the adventurer, as he took a seat on the rough-hewn
- bench. "I've come to Gelnor toseek my fortune. Can you tell me the
- tales of this land?"
-
- "Why certainly," said the old gnome. He waited for the adventurer to
- buy him a tankard of brew anda meatpie before commencing his tale in a
- soft sing-song voice.
-
- "In the beginning, there was a barren vastness filled only with stars
- and light, and it was called he Astral Plane.
-
- "Within this vastness, a place was created wherein dwelt Zeus and his
- followers. The magical RiverStyx flowed 'round it all, and it was
- called the Olympic Plane.
-
- "Next, the earth and all things on it, living and dead, were created,
- and it was called the Materia Pla-"
-
- "I already know the legends of how the world began!" interrupted the
- adventurer. A look of disgustand disbelief made its way across the
- youthful face. "I want to know about Gelnor and what's happenig now.
- Are there adventures, fortunes, for the likes of me?"
-
- "Ha!" Tholie briskly retorted. "Ever heard of the evil ones, called
- Black Knights? There are advetures a-plenty with them, forsooth!"
-
- The adventurer face lit up, and he leaned toward the storyteller.
- "Yes! Tell me about the Black Knghts!"
-
- Tholie continued, "The Isle of Gelnor is divided by a chain of
- mountains into two regions. The wes is the traditional domain of human
- and humanoid beings - with a few renegade orcs and lizard men -
- edicated to order and goodness; the east is inhabited by more exotic
- creatures - dragons, trolls, an giants. These regions have been waging
- war throughout the history of this great land. Pelnor, thetown we are
- in, lies in the northwest corner...."
-
- "Black Knights! What about the Black Knights?" demanded the
- adventurer, interrupting once again.
-
- "Patience!" roared Tholie. His fist banged the table. "I'm getting
- there!
-
- "Since the Great Invasion by the evil sorcerer Nikademus, the Isle of
- Gelnor has been terrorized byhis merciless Black Knight. (The citizens
- of this land hold such fear and enmity for these intruder that it has
- even overshadowed their hatred for each other.)
-
- "To maintain their reign of terror, the Black Knights travel from town
- to town, demanding sacrifice and homage. 'Though they travel in small
- bands, no Gelnorian can yet claim to have defeated one.
-
- "Any unfortunates who are espied by these evil ones must surrender all
- their money or die. Worse sill, the Black Knights may bring the wrath
- of the gods upon those who oppose them. Few are willing o take the
- risk."
-
- "Defeating the Black Knights and destroying Nikademus is just the quest
- I need to win my fame and frtune," exclaimed the adventurer. "Where
- can I find them?"
-
- "No one knows where Nikademus can be found, but you can start with the
- Black Knights. You're boundto run into them if you travel in Gelnor."
-
- Jumping up, the adventurer turned to leave. "I shall gather a band of
- fellow seekers at the adventrer's Guild forthwith."
-
- "A few words of advice," Tholie called out. "Whatever your success, it
- is rumored the new Black Knghts are spawned in a fortress somewhere in
- Gelnor. Godspeed, and may your sword be swift and the gds be with
- you."
-
-
- INTERACTION OF CHARACTERISTICS
-
- Attribute Modifiers by Class
-
- STR INT DEX CON CHA
- Fighter 12 8 11 10 9
- Monk 10 10 11 10 10
- Priest 10 12 10 10 10
- Ranger 10 11 10 10 11
- Thief 8 10 12 10 9
- Wizard 6 13 8 10 11
-
- Maximum Value of Attributes by Race
-
- STR INT DEX CON CHA
- Human 18 18 18 18 18
- Dwarf 20 17 17 19 17
- Elf 17 19 19 17 18
- Gnome 19 17 18 19 7
- Halfling 16 18 20 18 17
- Gnoll 20 13 17 21 11
- Goblin 17 14 18 17 11
- Kobold 17 15 19 19 13
- Lizard 19 14 17 18 13
- Minotaur 20 14 16 19 12
- Ogre 21 14 16 19 13
- Orc 19 16 17 18 14
- Pixie 16 18 21 16 17
- Sprie 16 18 22 16 17
- Troll 22 13 15 20 12
-
- Hit Points by Class and Level for Adventurers with 10 Constitution
-
- Level
- 1 3 5 7 9 11 13 15
- Fighter 10 31 56 82 106 130 150 170
- Ranger 8 28 50 72 96 110 140 160
- Priest 20 40 60 80 98 114 130
- Monk 8 18 32 54 70 88 104 120
- Thief 6 18 32 48 60 78 94 110
- Wizard 6 12 2 34 44 56 68 80
-
-
- MAGIC
-
- Spell Descriptions
-
- Spells fall into three general categories, each with several
- subcategories.
-
- Combat Spells - C - can only be used during encounters with monsters.
- They last only for the duratin of combat. There are two types of
- combat spells:
-
- (1) Passive - P - magic always works and, whenever possible,
- counteracts any previously cast spells. For example, if an evil wizard
- throws a WEAKNESS 4 spell at the party, a STRENGTH 3 spell will cancl
- it. If an additional STRENGTH spell of any kind is cast, it will
- cancel the STRENGTH 3 spell.
-
- (2) Active - A - magic's effectiveness depends upon the spellcaster's
- magic power and experience levl, as well as the strength of the target.
- Active spells may have a cumulative effect. A second FEA spell, for
- example, can cause the victim to be even more afraid (but a second
- SLEEP spell will not eepen a trance.)
-
- Non-Combat Spells - N - are used when no monsters are being
- encountered. There are three types:
-
- (1) Town - T - spells can only be cast in one of Gelnor's towns.
- (2) Wilderness - W - magic must be worked in the wilderness.
- (3) Dungeon - D - spells can be cast in dungeons.
-
- Everywhere Spells - E - can be cast at any time and in any place.
-
- Spells Available in Phantasie:
-
- Spell Magic Name Type
- # Pts.
- 1 1 Healing 1 E
- 2 2 Healing 2 E
- 3 3 Healing 3 E
- 4 4 Healing 4 E
- 5 1 Fireflash 1 C/A
- 6 2 Fireflash 2 C/A
- 7 3 Fireflash 3 C/A
- 8 4 Fireflash 4 /A
- 9 1 Quickness 1 C/P
- 10 2 Quickness 2 C/P
- 11 3 Quickness 3 C/P
- 12 4 Quickness 4 C/P
- 1 1 Strength 1 C/P
- 14 2 Strength 2 C/P
- 15 3 Strength 3 C/P
- 16 4 Strength 4 C/P
- 17 1 Protection 1 C/P
- 18 2 Protection 2 C/P
- 19 3 Protection 3 C/P
- 20 4 Protection 4 C/P
- 21 1 Confusion 1 C/A
- 22 2 Confusion 2 C/A
- 23 3 Confusion 3 C/A
- 24 4 Confusion 4 C/A
- 25 1 Weakness 1 C/A
- 26 2 Weakness 2 C/A
- 27 3 Weakness 3 C/A
- 28 4 Weakness 4 C/A
- 29 1 Binding 1 C/A
- 30 Binding 2 C/A
- 31 3 Binding 3 C/A
- 32 4 Binding 4 C/A
- 33 1 Mindblast 1 C/A
- 34 2 Mindblast 2 C/A
- 35 3 Mindblast 3 C/A
- 36 4 Mindblast 4 C/A
- 37 1 Flamebolt 1 C/A
- 38 2 Flamebolt 2 /A
- 39 3 Flamebolt 3 C/A
- 40 4 Flamebolt 4 C/A
- 41 1 Charm C/A
- 42 2 Sleep C/A
- 43 3 Teleporation C/A
- 44 4 Resurrection E
- 45 1 Ninja 2 C/P
- 46 2 Fear C/A
- 47 3 Dissolve C/A
- 48 4 Smmons Elemental C/P
- 49 1 Dispell Undead C/A
- 50 2 Ninja 1 C/P
- 51 3 Awaken C/A
- 52 4 Monste Evaluation N/WD
- 53 1 Vision N/W
- 54 2 Transportation N/T
-
- AWAKEN (#51) rouses all sleeping party members or neutralizes a Sleep
- Spell.
-
- BINDING (#29-#32) inhibits the movement of opponents, so those affected
- are easier to hit. These splls are progressive, so Binding 3 is more
- powerful than Binding 2 and Binding 1 combined. They are articularly
- effective against flying creatures and monsters that are difficult to
- see.
-
- CHARM (#41) makes monsters so friendly, they forget they are in combat.
-
- CONFUSION (#21-#24) makes it difficult for monsters to use their magic.
- These spells are progressiv. Confusion 4 is so effective that its
- victims will be completely unable to do any spellcasting.
-
- DISPELL UNDEAD (#49) affects skeletons, zombies, ghosts, and other
- creatures who have returned from he grave. They may flee or simply
- dissolve.
-
- DISSOLVE (#47) causes monsters to slowly dissolve away into nothing.
-
- FEAR (#46) frightens the monsters into running away into terror.
-
- FIREFLASH (#5-#8) shoots a powerful blast of flame at one monster close
- to the spellcaster, causing he following damage:
- Fireflash 1 : 1-10 points of damage
- Fireflash 2 : 1-30 points of damage
- Fireflash 3 : 1-60 points of damage
- Fireflash 4 : 1-100 points of damage
-
- FLAMEBOLT (#37-#40) delivers one bolt of magical flame at each monster
- and does damage to its hit ponts (although some of the effect is
- absorbed by its armor):
- Flamebolt 1 : 1-7 points of damage
- Flamebolt 2 : 1-15 points of damage
- Flamebolt 3 : 1-31 points of damage
- Flamebolt 4 : 1-66 points of damage
-
- HEALING (#1-#4) restores hit points to one party member:
- Healing 1 : 1-9 hit points
- Healing 2 : 1-27 hit points
- Healing 3 : 1-31 hit points
- Healing 4 : 1-99 hit points
-
- MINDBLAST (#33-#36) transmits a powerful blast of psychic energy to the
- monsters and causes damage t their hit points:
- Mindblast 1 : 1-5 points damage
- Mindblast 2 : 1-11 points damage
- Mindblast 3 : 1-41 points damage
- Mindblast 4 : 1-81 points damage
-
- MONSTER EVALUATION (#52) determines the approximate experience level of
- nearby monsters. Although i occasionally yields inaccurate results, it
- is a good spell to cast immediately upon entering a dungon and at
- regular intervals in the wilderness.
-
- NINJA (#45 & #50) transforms the spellcaster into a fighter of
- superhuman ability. Although Ninja 1costs more magic points, it is not
- as powerful as Ninja 2.
-
- PROTECTION (#17-#20) increases the effectiveness of each party member's
- armor by putting a magic aur around it:
- Protection 1 : +1 point
- Protection 2 : +3 points
- Protection 3 : +6 points
- Protection 4 : +10 points
-
- QUICKNESS (#9-#12) makes all party members move faster, so they can
- swing more times during an attac:
- Quickness 1 : 10% increase
- Quickness 2 : 25% increase
- Quickness 3 : 45% increase
- Quickness 4 : 70% increase
-
- RESURRECTION (#44) attempts to raise one party member from death. The
- shock of dying, however, willpermanently lower the constitution of the
- victim by one or two points.
-
- SLEEP (#42) causes the opponents to fall into a daze, and they cannot
- attack, parry, or cast spells.
-
- STRENGTH (#13-#16) makes the party members stronger, increasing the
- amount of damage opponents take hen they get hit.
- Strength 1 : 1-2 extra points of damage
- Strength 2 : 1-4 extra points of damage
- Strength 3 : 1-7 extra points of damage
- Strength 4 : 1-11 extra points of damage
-
- SUMMON ELEMENTAL (#48) calls up Earth, Fire, or Water (one spell
- summons one elemental) to fight fo the party. The elemental will only
- serve a party of six adventurers. What's more, elementals mustbe added
- to your party while you are at the adventurer's Guild in one of the
- towns.
-
- TELEPORTATION (#43) teleports the party safely away from the combat.
-
- TRANSPORTATION (#54) inter-dimensionally transports the party from one
- town to another.
-
- VISION (#53) gives the spellcaster the ability to see in all directions
- for hundreds of miles. It i particularly useful for mapping vast
- unknown areas.
-
- WEAKNESS (#25-#28) causes monsters to lose strength, so they do less
- damage when they hit party membrs. The strength of the spell depends
- on how powerful the monsters are and which spell was used (1,2, 3, or
- 4).
-
- DIVINE SPELLS (#58+) may only be acquired in the course of the game for
- special purposes.
-
- Spells by Class and Level
-
- Each class of adventurer can learn spells, though for some classes, a
- high level of experience is reuired. The following chart shows which
- spells (designated by their number) are available to be leared at which
- level, arranged by class. Although spells may be available for
- learning, how many spell a character can actually learn depends upon
- his or her intelligence, as well as class and level.
-
- Spells Available at Different Levels by Class
-
- LEVEL
- 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
- WIZARD 5 13 6 7 21 25 8 34 11 35 15 36 12 16 47
- 9 41 10 14 54 3 37 45 38 - 39 48 - 40 -
- - - - - - 50 46 51 - - - - - - -
- PRIEST 1 21 2 25 3 18 23 4 7 8 31 24 32 0 48
- 51 29 17 42 22 30 26 43 19 37 34 27 39 28 -
- 53 - 49 - - - - - 44 - - - - - -
- RANGER 1 17 25 229 3 18 4 6 30 26 22 33 37 23
- 5 - 49 - 52 - 51 - 21 - 42 - 44 - -
- MONK 5 50 6 45 53 7 13 8 33 9 34 4 35 10 36
- - - 54 - - - 48 - - - - - - - -
- FIGHTER - - 52 - - 9 - - 13 - - 11 - - 15
- THIEF - - - 41- - 42 - - 18 - - 8 - -
-
-
- Maximum Magic Points at different Levels by Class
-
- LEVEL
- 1 3 5 7 9 11 13 15
- WIZARD 10 11 13 14 16 17 18 20
- PRIEST 10 12 14 16 18 20 20 20
- RANGER 8 10 12 14 6 18 18 19
- MONK 10 10 11 12 12 13 16 20
- FIGHTER 7 8 9 10 12 13 15 18
- THIEF 6 7 8 9 11 13 14 15
-
-
- TREASURES
-
- Combat Equipment
-
- Combat equipment includes shields, armor, and weapons. Each of these
- items requires the owner to hae a minimum strength level for that item:
- Higher level equipment can only be used by higher strengt characters.
- The charts below list the items, their po int values, and the strength
- requirements of he adventurer using them.
-
- Shields Armor
-
- # Pts Str Type # Pts Str Type
- 1 1 1 Glove 21 1 2 Clothing
- 2 2 2 Wooden shield 22 2 4 Robes
- 3 3 3 Wooden shield +1 23 3 6 Leather
- 4 4 4 Small shield 24 4 8 Hard leather
- 5 5 5 Small shield +1 25 5 0 Ring mail
- 6 6 6 Small shield +2 26 6 12 Scale mail
- 7 7 7 Small shield +3 27 7 14 Chain mail
- 8 8 8 Medium shield 28 8 16 Splint mail
- 9 9 9 Medium shield +1 29 9 18 Branded mail
- 10 10 10 Medium sheld +2 30 10 20 Plate mail
- 11 11 11 Medium shield +3 31 2 0 Clothe +1
- 12 12 12 Large shield 32 3 0 Robes +1
- 13 13 13 Large shield +1 33 4 2 Leather +1
- 14 14 14 Large shield +2 34 5 4 Leather +2
- 15 15 15 Large shield +3 35 6 6 Ring mail +1
- 16 16 16 Giant shield 36 7 8 Ring mail +2
- 17 17 17 Giantshield +1 37 8 10 Chain mail +1
- 18 18 18 Giant shield +2 38 9 12 Chain mail +2
- 19 19 19 Giant shied +3 39 10 14 God robes (magic)
- 20 20 20 God shield (magic) 40 11 16 God armor (magic)
-
-
- WEAPONS
-
- # Pts Attr* Type # Pts Attr* Type
- 41 0 2 Stick 71 3 2 Small mace +1
- 42 1 4 Knife 72 4 4 Dagger +1
- 43 1 6 Small club 73 4 6 Small mace +2
- 44 2 8 Small staff 74 5 8 Dagger +2
- 45 2 10 Small mace 75 5 10 Dagger +3
- 46 3 12 Dagger 76 7 12 Staff +1
- 47 3 14 Small flail 77 7 14 Dagger +4
- 48 4 16 Club 78 8 16 Flail +1
- 49 4 18 Mace 79 9 18 Spear +1
- 50 5 20 Small hammer 80 10 20 Axe +1
- 51 5 22 Small xe 81 10 22 Sword +1
- 52 6 24 Staff 82 11 24 Sword +2
- 53 6 26 Short sword 83 12 26 Sword +3
- 54 7 28 Flail 84 13 28 Large Axe +1
- 55 7 30 Hammer 85 13 30 Sword +4
- 56 8 32 Pitch fork 86 14 32 Sword +5
- 57 8 34 Spear 87 15 34 Sword +6
- 58 9 36 Axe 88 16 36 Halbred +1
- 59 9 38 Sword 89 16 38 Sword +7
- 60 10 40 Heavy mace 90 17 40 Halbred +2
- 61 10 42 Maul 91 18 42 Halbred +3
- 62 11 44 Trident 92 19 44 Sword +10
- 63 11 46 Large spear 93 19 46 Halbred +4
- 64 12 48 Large axe 94 20 48 Halbred +5
- 65 12 50 Morning Star 95 21 50 Halbred +6
- 66 13 52 Pike 96 22 52 Halbred +7
- 67 13 54 Long sword 97 22 54 God knife (magic)
- 68 14 56 Spetum 98 23 56 God mace (magic)
- 69 14 58 Bardiche 99 24 58 God axe (magic)
- 70 15 60 Halbred 100 25 60 God sword (magic)
-
- * Attributes Req'd refers to the values for STR and DEX needed to use
- the weapon. The number is derived from: STR*2+DEX
-
-
- Potions
-
- Healing Potions (#101-#110) restore a character's hit points. They come
- in ten different strengths;the higher the number, the more points are
- restored:
- Healing 1 : 1 pt. Healing 6 : 35 pts.
- Healing 2 : 2 pts. Healing 7 : 49 pts.
- Healing 3 : 9 pts. Healing 8 : 64 pts.
- Healing 4 : 16 pts. Healing 9 : 81 pts.
- Healing 5 : 25 pts. Healing 10 : 100 pts
-
- Magic Potions (#111-#120) restore a character's magic points. They also
- come in ten different stregth, and work like Healing Potions:
- Magic 1 : 3 pts. Magic 6 : 18 pts.
- Magic 2 : 6 pts. Magic 7 : 21 pts.
- Magic 3 : 9 pts. Magic 8 : 4 pts.
- Magic 4 : 12 pts. Magic 9 : 27 pts.
- Magic 5 : 15 pts. Magic 10 : 30 pts.
-
-
- Scrolls
-
- A secret society has recorded important events concerning the Isle of
- Gelnor and its demise. The 20scrolls have been scattered throughout
- the land - some hidden, some left in the care of trusted citiens (many
- of whom, unfortunately, have met with foul play). To the wise and
- knowledgeable, their cotents hold the keys to restoring Gelnor to its
- former glory. Scrolls can only be read in towns.
-
- More Treasures
-
- Objects D'art and Other Valuables of vast wealth are said to be hoarded
- by the Black Knights and monsters alike - gems, precious minerals, and
- glorious works of art - in addition to gold. One hears of agnificent
- sapphires, a golden ring of incredible workmanship, a large gold statue
- fashioned after a ox and encrusted with jewels...
-
- Rings and Wands, according to rumors, are described in several scrolls,
- and they are significant to he plight of Gelnor.
-
-
-