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- Addendum to the manual for Moria.
-
- Proposed contribution written by Mike Marcelais
- North Carolina School of
- Science And Math
- mrm@odin.ncssm.edu
- games@odin.ncssm.edu
-
- 1. Magic Spells
-
- All player characters except Warriors are able to learn some form of
- magic spells. There are two kinds of magic, Magic spells, which Mages,
- Rogues, and Rangers get, and prayers, which Priests and Paladins have.
- Each spell has a minimum level required for learning it, a mana score,
- which is the mana points required to cast it, and a failure percentage.
-
- Mana points are determined by your experience level, and the level of
- your key stat. For Mages, Rogues, and Rangers, the key stat is intelligence,
- for Priests and Paladins the key stat is wisdom. The effect of your key
- stat is shown by the following table.
-
- Stat Level Factor
- 3-7 0
- 8-17 1
- 18-18/49 3/2
- 18/50-18/69 2
- 18/70-18/89 5/2
- 18/90-18/99 3
- 18/100 4
-
- Your Mana score is the Factor times your experience level plus 1.
- If your key stat is 7 or less, your Mana score will be zero (not one)
- and you will not be able to use any spells. If you attempt to cast a
- spell that calls for more Mana than you have, the rate of failure is much
- greater than normal, you will faint for a few turns afterward, and you stand
- the chance of damaging your health.
-
- 1.1 Priest Spells
-
- Priest spells are received from the character's deity. When the 'G'
- command is issued to learn new spells, spells are chosen randomly from
- the spells that you are able to cast. You need not
- have the book the spell is in to learn it, because your God gave it to you,
- but you do need the book to cast the spell. Failure percentages and spell
- effectiveness are based on Wisdom for priests and paladins.
-
- 1.1.1 Priest spell levels and Mana
-
- This is a table of all the spells, with the mana and level of achievement
- for Priests and Paladins.
- Priest Paladin
- (Beginner's Handbook) Lv Mana Lv Mana
- A Detect Evil 1 1 1 1
- B Cure Light Wounds 1 2 2 2
- C Bless 1 2 3 3
- D Remove Fear 1 2 5 3
- E Call Light 3 2 5 4
- F Find Traps 3 3 7 5
- G Detect Doors/Stairs 3 3 7 5
- H Slow Poison 3 3 9 7
-
- (Words of Wisdom)
- A Blind Creature 5 4 9 7
- B Portal 5 4 9 8
- C Cure Medium Wounds 5 4 11 9
- D Chant 5 5 11 10
- E Sanctuary 7 5 11 10
- F Create Food 7 5 13 10
- G Remove Curse 7 6 13 11
- H Resist Heat and Cold 7 7 15 13
-
- (Chants and Blessings)
- A Neutralize Poison 9 6 15 15
- B Orb of Draining 9 7 17 15
- C Cure Serious Wounds 9 7 17 15
- D Sense Invisible 11 8 19 15
- E Protection from Evil 11 8 19 15
- F Earthquake 11 9 21 17
- G Sense Surroundings 13 10 23 17
- H Cure Critical Wounds 13 11 25 20
- I Turn Undead 15 12 27 21
-
- (Exorcisms and Dispellings)
- A Prayer 15 14 29 22
- B Dispel Undead 17 14 31 24
- C Heal 21 16 33 28
- D Dispel Evil 25 20 35 32
- E Glyph of Warding 33 24 37 36
- F Holy Word 39 32 39 38
-
- 1.1.2 Priest Spell Descriptions
-
- This is a short description of each of the spells, listed alphabetically.
-
- Bless - Improves armor class and fighting ability for a short period of time.
- Blind Creature - Blinds a creature for a short period of time.
- Call Light - Lights up an area.
- Chant - Improves armor class and fighting ability for a medium period of time.
- Create Food - Causes a food item to be dropped at your feet.
- Cure Critical Wounds - Cures a very large number of hit points.
- Cure Light Wounds - Cures a small number of hit points.
- Cure Medium Wounds - Cures a medium number of hit points.
- Cure Serious Wounds - Cures a large number of hit points.
- Detect Doors/Stairs - Finds all the doors and stairs on the screen.
- Detect Evil - Finds all the evil creatures on the screen.
- Dispel Evil - Attempts to destroy the evil creature.
- Dispel Undead - Attempts to destroy the undead creature.
- Earthquake - Randomly toggles corridors into walls and vice versa.
- Find Traps - Locates all the traps on the screen.
- Glyph of Warding - Leaves a 'Glyph' that monsters won't pass over.
- Heal - Restores 200 Hit Points.
- Holy Word - Dispels evil, removes fear, cures poison, and restores 1000 HPs.
- Neutralize Poison - Cures you of poison.
- Orb of Draining - Offensive spell that drains levels from monsters.
- Portal - Teleports you a short distance away.
- Prayer - Improves armor class and fighting ability for a long period of time.
- Protection from Evil - Causes evil creatures to do less damage to you.
- Remove Curse - Removes {damned} objects that you are welding.
- Remove Fear - Negates the fear placed on you by an enemy.
- Resist Heat and Cold - Reduce damage you suffer from heat or cold attacks.
- Sanctuary - Causes neighboring monsters to fall asleep for a while.
- Sense Invisible - Finds all invisible creatures on the screen.
- Sense Surroundings - Maps the dungeon appearing on the screen.
- Slow Poison - Reduces the rate HP are lost due to poison.
- Turn Undead - Attempts to cause undead creatures to flee.
-
- 1.2 Mage Spells
-
- Mage Spells are more powerful and offensive in nature than Priest
- spells. This offsets the fact that magicians are generally weaker
- than any other class. Because mage spells are learned though
- study, you must have the correct Magic book to learn and cast a
- spell. Learning spells can be banked up. For example: You are a
- second level Mage who had learned Magic Missile and can learn one
- more spell. You do not wish to learn Detect Monsters, Phase Door
- or Light Area. You can wait until you are third level and learn
- both the Cure Light Wounds and Stinking Cloud, both third level
- spells. Spell failure and effectiveness is based on intelligence
- for Mages, Rangers, and Rogues. Rangers can learn all but the most
- powerful offensive spell. Rogues can not learn any offensive spell.
-
- 1.2.1 Mage Spell levels and Mana
-
- Mage Ranger Rogue
- (Beginners-Magik) Lv Mana Lv Mana Lv Mana
- A Magic Missile 1 1 3 1 -- --
- B Detect Monsters 1 1 3 2 5 1
- C Phase Door 1 2 3 2 7 2
- D Light Area 1 2 5 3 9 3
- E Cure Light Wounds 3 3 5 3 11 4
- F Find Hidden Traps/Doors 3 3 5 4 13 5
- G Stinking Cloud 3 3 7 5 -- --
-
- (Magik I)
- A Confusion 3 4 7 6 15 6
- B Lightning Bolt 5 4 9 7 -- --
- C Trap/Door Destruction 5 5 9 8 17 7
- D Sleep I 5 5 11 8 19 8
- E Cure Poison 5 5 11 9 21 9
- F Teleport Self 7 6 13 10 -- --
- G Remove Curse 7 6 13 11 23 10
- H Frost Bolt 7 6 15 12 -- --
- I Turn Stone to Mud 9 7 15 13 -- --
-
- (Magik II)
- A Create Food 9 7 17 17 25 12
- B Recharge Item I 9 7 17 17 27 15
- C Sleep II 9 7 21 17 -- --
- D Polymorph Other 11 7 21 19 -- --
- E Identify 11 7 23 25 29 18
- F Sleep III 13 7 23 20 -- --
- G Fire Bolt 15 9 25 20 -- --
- H Slow Monster 17 9 25 21 -- --
-
- (Mages Guide to Power)
- A Frost Ball 19 12 27 21 -- --
- B Recharge Item II 21 12 29 23 -- --
- C Teleport Other 23 12 31 25 -- --
- D Haste Self 25 12 33 25 -- --
- E Fire Ball 29 18 35 25 -- --
- F Word of Destruction 33 21 37 30 -- --
- G Genocide 37 25 -- -- -- --
-
- Note: Rangers don't get spells until 3'rd level, Rogues 5'th level.
-
- 1.2.2 Mage Spell Descriptions
-
- Confusion - Confuses a monster for a short time.
- Create Food - Causes a food item to be dropped at your feet.
- Cure Light Wounds - Restores a small number of hit points.
- Cure Poison - Neutralizes the poison running through your veins.
- Detect Monsters - Displays all the monsters on the screen.
- Find Hidden Traps/Doors - Locates all the secret traps and doors.
- Fire Ball - Shoots a ball of flame toward a monster.
- Fire Bolt - Shoots a bolt of flame toward a monster.
- Frost Ball - Shoots a ball of frost toward a monster.
- Frost Bolt - Shoots a bolt of frost toward a monster.
- Genocide - Destroys a particular monster on the level.
- Haste Self - Causes you to move faster temporarily.
- Identify - Identifies an unknown object in your pack.
- Light Area - Illuminates the area you are in with light.
- Lightning Bolt - Shoots a bolt of lightning at your enemy.
- Magic Missile - Traditional bolt of magic used to damage enemies.
- Phase Door - Teleports you a short distance.
- Polymorph Other - Polymorphs a monster into a different creature.
- Recharge Item I and II - Recharges a staff, rod, or wand.
- Remove Curse - Allows you to unwield {damned} items.
- Sleep I - Causes a monster of your choosing to fall asleep.
- Sleep II - Causes neighboring monsters to fall asleep.
- Sleep III - Causes all monsters in range to fall asleep.
- Slow Monster - Causes a monster to move slower.
- Stinking Cloud - Shoots a ball of noxious vapors to do damage.
- Teleport Self - Teleports you to a new place on the level.
- Teleport Other - Teleports an enemy to a new place on the level.
- Trap/Door Destruction - Destroys all neighboring doors and traps.
- Turn Stone to Mud - Causes a wall (or other stone object) to melt.
- Word of Destruction - Destroys the entire screen.
-
- For spells that come in numbered versions (Sleep I, II, III, etc), the
- higher numbers have a higher effectiveness, but greater change
- of spell failure and greater Mana cost.
-
- 1.3 Using Offensive Spells Against Monsters
-
- Monsters have a chance to save themselves from damage caused by
- offensive spells, just like the player has a chanced to be saved from
- damage by monster spells. This chance is greater for higher level
- monsters than for lower level monsters. Also, some spells will never
- work against monsters whose level is higher than the character's
- experience level.
-
- Many monsters are immune to certain kinds of attack, and will suffer little
- or no damage from such attacks. For example, a fire breathing dragon will
- suffer little damage from a fire ball, but will suffer greatly from a
- frost ball. Also, Undead creatures will not be affected by sleep spells,
- since they never sleep.
-
-