home *** CD-ROM | disk | FTP | other *** search
-
- 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 Magic-User, 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 Magic-User 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 with a '*', if
- applicable. 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.
- ^
-
- Magic-User Spells:
-
- Level 1 Level 2
- ------- -------
- 1* Magic Missile 1* Phantasmal Forces
- 2* Charm Monster 2* Web
- 3 Shield 3* Lightning Bolt
- 4* Sleep 4 Strength
- 5 Protection from Evil 5 Levitate
- 6 Light 6 Invisibility
-
- Level 3 Level 4
- ------- -------
- 1* Fireball 1 Teleport
- 2* Confusion 2* Power Word KILL
- 3 Pass Wall 3* Prismatic Wall
- 4* Hold Monster 4 Time Stop
- 5 Fear 5* Pillar of Fire
- 6 Continual Light 6* Summon Demon
-
- * - Combat Spell
- ^
-
- Level 1 Spells:
-
- *Magic Missile: Fires a magical dart from the caster's finger. This
- (Immediate) does not miss, and does (level)+ 1-10 points of damage.
-
- *Charm Monster: Basically, this hypnotises the caster's opponent,
- (Immediate) which therefore neither attacks nor dodges. This
- spell is easily broken, however.
-
- Shield: Creates an invisible wall around the caster, causing
- (Duration) any monster attacking to do so at a disadvantage.
-
- *Sleep: Puts the caster's opponent into a deep sleep. While
- (Immediate) sleeping, it neither attacks nor dodges (obviously).
-
- Protection from Evil: Causes the caster's opponent to attack at a disad-
- (Duration) vantage.
-
- Light: Creates a point-source light, equivalent to one torch,
- (Duration) over the caster's head. Effects are cumulative.
- ^
-
- Level 2 Spells:
-
- *Phantasmal Force: Causes the caster's opponent to believe it is confront-
- (Immediate) ing a creature much mightier than itself. This often
- causes flight.
-
- *Web: Entangles the caster's opponent in a magical net,
- (Immediate) making it helpless to attack or defend itself.
-
- *Lightning Bolt: Delivers (level) + 2-16 points of electrical damage to
- (Immediate) the caster's opponent.
-
- Strength: Temporarily augments the caster's Strength attribute,
- (Duration) improving his/her combat skill commensurately.
-
- Levitate: Causes the caster to float (level) feet off the floor,
- (Duration) making him/her harder to hit.
-
- Invisibility: Strangely enough, causes the caster to fade from sight.
- (Duration) This puts monsters at a decided disadvantage.
- ^
-
- Level 3 Spells:
-
- *Fireball: Causes a fiery explosion in the vicinity of the
- (Immediate) caster's opponent. Does (level) + 4-24 points of fire
- damage.
-
- *Confusion: Causes the caster's opponent to lose clarity of mind,
- (Immediate) with attendant co-ordination. It cannot attack. Spell
- lasts for (level) + 1-6 rounds.
-
- Pass Wall: Shifts the molecular structure of the desired wall such
- (Immediate) that it becomes as air, allowing passage through it.
-
- *Hold Monster: Mesmerises the caster's opponent so that it cannot
- (Immediate) attack or dodge.
-
- Fear: Causes the caster's opponent to become fearful of
- (Duration) him/her, and attack at a disadvantage.
-
- Continual Light: Same as a Light spell (qv), save that this is twice as
- (Duration) bright and lasts for the duration of the adventure.
- ^
-
- Level 4 Spells:
-
- Teleport: Transports, instantly, the caster from where he is to
- (Immediate) somewhere else. The caster has no control of the dest-
- ination.
-
- *Power Word KILL: Your basic Death Spell. Causes the caster's opponent to
- (Immediate) drop dead on the spot.
-
- *Prismatic Wall: Encases the caster in a multicoloured sphere with re-
- (Immediate) markable powers of monster-damaging. Does 5-40 points
- of damage to the caster's antagonist.
-
- 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.
-
- *Summon Demon: Calls one of Hell's denizens to the caster's aid. The
- (Immediate) demon will attempt to drag the caster's antagonist back
- to Hell with it.
- ^
-