The names of spells and alchemy were duplicated in several places, all slightly different; this unifies them all in one place

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2014-12-16 00:39:24 -05:00
parent dddc508f2f
commit 0f140d3d86
7 changed files with 51 additions and 218 deletions

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Light
Creates a weak light.
Spark
Fires a weak bolt of electricity at an enemy.
Minor Haste
Makes the selected PC move faster for a while. All haste spells take effect at the beginning of the next round.
Strength
Makes the selected PC more skilled for a short time. Works like the priest spell 'Bless.'
Scare
Decreases the morale of the victim. Casting this on a weak foe will make the foe flee. Even if the monster doesn't flee, later castings have a higher chance of success.
Flame Cloud
This spell fills the selected space with a short-lasting wall of fire.
Identify
This draining spell identifies all the unidentified items being held by your characters.
Scry Monster
This spell is cast during combat. When cast, you receive information about the monster you target: current health, spell points, morale, etc.
Goo
This spell covers the target with sticky goo, slowing it down and interfering with its attacks.
True Sight
This spell lets you see everything in a short radius around you, even spaces blocked off by walls. It's useful for finding secret passages, for example.
Minor Poison
Poisons the target creature. This does a fair amount of damage, but it takes time to happen.
Flame
Fires a decent-sized bolt of flame at the target. The damage done increases with the level of the caster.
Slow
Makes the victim get half its usual number of actions for a while.
Dumbfound
Makes the victim incompetent: easier to hit, easier to damage, and less able to attack you.
Envenom
This spell puts poison on the weapon of the selected PC, with no chance of failure or accidental poisoning.
Stinking Cloud
When cast, a 3x3 area you select becomes filled with choking gasses. Anyone entering will have far less effective attacks for a short time. The gas will slowly fade on its own.
Summon Beast
This spell summons one low-level, non-magical monster to fight on your side. It disappears after a short time.
Conflagration
This spell makes the air in a radius 2 circle burst into flames, charring anyone inside the cloud. After creation, the cloud will rapidly fade.
Dispel Fields
This spell dispels magical fields in the selected area. It removes blade walls, ice walls, and similar fields. Note, however, that the spell doesn't work on Fire and Force Barriers.
Sleep Cloud
This spell creates a small cloud of sleep gas. There is a chance that anyone passing through the cloud will fall asleep (note that some creatures, like slimes, never sleep).
Unlock Doors
Some doors are magically locked, and others are just hard to open. This spell can unlock them. However, it isn't guaranteed to succeed, and won't work on all doors.
Haste
Makes the selected PC get twice the usual number of actions for a long time. All haste spells take effect at the beginning of the next round.
Fireball
Fires a powerful ball of flame, which affects the target space and every adjacent space. The damage done increases with the level of the caster.
Long Light
Like the first level light spell, but much more effective.
Fear
Like scare, but much more powerful.
Wall of Force
Like scare, but much more powerful.
This powerful spell creates a line of force walls, which are like fire walls but more damaging and lasting. Hitting the space bar while targeting makes the wall rotate.
Weak Summoning
When cast, a group of monsters appears and attacks all enemies of the caster. The number of monsters depends on the level of the caster. After a time, they disappear.
Flame Arrows
This spell is like flame, but the caster gets to select several targets. The number of missiles increases with the level of the caster. If you don't want to use all the missiles, hit the space bar to cast the spell.
Web
This spell covers a large circle with icky webs, slowing down everyone inside. The webs last until torn down.
Resist Magic
You can cast this spell on another PC to make him/her resistant to magical damage and effects. Note this does not help against damage from fire or cold.
Poison
This makes poison run thick in the veins of the target. Repeated castings will have a devastating effect.
Ice Bolt
Slams the target with a heavy, pointed bolt of ice. Effective against monsters who are resistant to fire. Damage increases as the level of the caster increases.
Slow Group
Makes all monsters within a 12 space radius move at half speed for a time.
Magic Map
When cast in town, this powerful spell gives you a vision - your map will show you the entire area. However, to cast this spell you need a sapphire.
Capture Soul
This spell stores a target monster in your mind, so that it may later be created with the Simulacrum spell.
Simulacrum
This spell summons a monster you have memorized using Capture Soul. The cost depends on the level of the monster being summoned.
Venom Arrows
This spell is similar to Flame Arrows, except that your targets are poisoned.
Wall of Ice
This spell is similar to Wall of Force, except that it creates an ice wall. Ice walls do as much damage as force walls, but last a lot longer.
Stealth
This powerful spell makes monsters less likely to see you for a time (duration depends on your level). Try casting it before walking through a room crowded with monsters.
Major Haste
Gives the entire party double its actions (duration depends on the level of the caster). All haste spells take effect at the beginning of the next round.
Fire Storm
This spell is like fireball, but does more damage, and affects all creatures within two spaces of the space you target. Be careful not to fry your party!
Dispel Barrier
This spell has a chance (increasing with level) of destroying magical barriers. Some barriers are harder to dispel than others; some cannot be dispelled. Some barriers can be walked through.
Fire Barrier
This spell creates a single fire barrier at the target space. Fire barriers are damaging and permanent.
Summoning
This spell is like Minor Summoning, but summons more powerful monsters.
Shockstorm
This spell creates a large sphere of force walls.
Spray Fields
This spell creates a large number of small fields of a random sort, each of which may be individually targeted. The number of fields increases with the level of the caster.
Major Poison
This spell makes the targeted monster very poisoned. This spell does a huge amount of damage, but it takes time to take effect.
Group Fear
When cast, the caster begins to radiate a horrible aura of fear. All monsters within 12 spaces lose a lot of morale. This spell gains effectiveness rapidly with the level of the caster.
Kill
The deadly Kill spell deals a devastating blow to one target you select.
Paralyze
This spell affects several monsters - the number affected increases with your level and intelligence. Whoever you cast this on will be immobilized for a very long time. Powerful monsters might resist this spell.
Daemon
This dangerous spell summons a beast from the netherworld to fight at your side.
Antimagic Cloud
This spell creates a spherical field, from which no spells may be cast and in which no spells may be targeted. After creation, it slowly fades.
Mindduel
When cast on a magic-using enemy, the two creatures get in a mental battle, absorbing spell points from each other. The loser may end up dumbfounded or killed. Requires a Smoky Crystal to cast.
Flight
When cast outdoors, the party can fly for a short time.
Shockwave
This spell sends a wave of force out from the caster, damaging everyone nearby. The farther someone is from the caster, the more damage is taken, out to a radius of 10. Don't cast in towns.
Major Blessing
When cast, the entire party is blessed and hasted, and has their weapons mildly poisoned.
Mass Paralysis
When cast, every monsters within a small radius of the caster will become paralyzed for quite some time. There is a chance they might resist the spell.
Protection
One of the most powerful spells in the mage's repertoire. It makes the whole party temporarily magic resistant, and makes one PC you select immune to ALL damage for a short time.
Major Summoning
This spell works like Summoning, but brings forth much more powerful creatures.
Force Barrier
This spell creates an impenetrable, permanent barrier. Be careful not to trap yourself.
Quickfire
Devastating beyond words, this spell creates a space of quickfire, which will sweep over the area killing everyone and everything.
Death Arrows
This spell is like the previous Arrow spells, but strikes each target with a kill spell. The number of arrows increases with the level of the caster.

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@@ -16,9 +16,9 @@ Envenom
Stinking Cloud
Summon Beast
Conflagration
Dispel Field
Dispel Fields
Sleep Cloud
Unlock
Unlock Door
Haste
Fireball
Long Light
@@ -197,23 +197,23 @@ Major Cleansing
Weak Curing
Weak Healing
Weak Curing Potion
Weak Healing Potion
Weak Poison
Weak Speed
Weak Speed Potion
Medium Poison
Medium Healing
Strong Curing
Medium Speed
Medium Healing Potion
Strong Curing Potion
Medium Speed Potion
Graymold Salve
Weak Power
Weak Power Potion
Potion of Clarity
Strong Poison
Strong Healing
Strong Healing Potion
Killer Poison
Resurrection Balm
Medium Power
Medium Power Potion
Knowledge Brew
Strong Strength
Bliss
Strong Power
Strong Strength Potion
Potion of Bliss
Strong Power Potion

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@@ -1,124 +1,62 @@
Minor Bless
Makes the character harder to hit and take less damage from blows. It also makes the PC hit more often, and his or her blows do more damage. Its effects decay with time.
Minor Heal
Increases the health of the selected PC a small amount, up to the PC's maximum health.
Weaken Poison
Reduces the amount of poison running around in the veins of the selected PC.
Turn Undead
When cast on an undead creature, it usually does a reasonable amount of damage to it. It has no effect on non-undead.
Location
Displays the party's x-y location in the town.
Sanctuary
The target of this spell becomes magically shielded. For a time, monsters probably won't be able to attack him/her. The effects disappear when the PC attacks someone.
Symbiosis
This spell has the caster absorb the damage taken by another character. The higher the level, the less damage the caster takes per health point healed.
Minor Manna
Casting this spell gives the party a little more food.
Ritual - Sanctify
When cast on a location filled with evil magic, the location receives a blessing. This might drive out the evil magic. Then again, it might not.
Stumble
The victim of this spell moves more slowly and has less effective attacks for a short time.
Bless
Like Minor Bless, but better. Its effect increases with the level of the caster.
Cure Poison
Like Weaken Poison, but better. Its effect increases with the level of the caster.
Curse
The opposite of bless. It makes everything much worse for the victim, for a time. Hitting someone with this spell several times vastly increases the effect.
Light
Creates a short duration magical light source.
Wound
Deals a painful blow to the targeted victim. The damage increases with your level.
Summon Spirit
This spell summons a shade from the netherworld to aid you. It will disappear after a short time.
Move Mountains
When cast on a fragile wall or outcropping of rock, the wall or outcropping crumbles into rubble. It doesn't work on all walls.
Charm Foe
This spell has a chance of making the target monster start to fight for the party. The chance of it working drops sharply with the level of the monster.
Disease
The victim of this spell is afflicted by a disease, which slowly weakens it. The disease lasts a long time.
Awaken
Casting this on a sleeping character instantly wakes that character up.
Heal
A much better version of Minor Heal.
Light Heal All
Casts one minor heal on each PC.
Holy Scourge
This spell gives the victim a powerful curse, the effect of which increases with the level of the caster.
Detect Life
This spell causes all other living things to appear on your map for a short time. Note, however, that this spell only detects creatures in areas you have explored.
Cure Paralysis
This spell instantly removes the effects of paralysis.
Manna
This spell magically creates a lot of food for the party.
Forcefield
This spell fills an area with walls of force, which are fairly damaging and reasonably long lasting.
Cure Disease
Casting this spell on a PC cures all his/her disease.
Restore Mind
This spell completely unfeebleminds the recipient.
Smite
This spell fires a number of bolts of divinely inspired cold, the number of which increases with the level of the caster. To cast without using all of the targets, hit the space bar.
Cure All Poison
Causes everyone to become less poisoned. Useful for dealing with those nasty swamps.
Curse All
Causes all monsters within ten spaces to receive a powerful curse.
Dispel Undead
Deals a deadly blow to the targeted undead nasty. The chance of the spell having an effect increases with the caster's level.
Remove Curse
Occasionally, you will put on an item which then refuses to be taken off. Casting this spell has a chance of removing the curse.
Sticks to Snakes
This spell summons a bunch of snakes to aid the party. Skillful casters have a chance of getting asps instead of the weaker giant snakes.
Martyr's Shield
When something strikes the recipient of this spell in hand-to-hand combat, it takes as much damage as the victim. The duration of this spell increases with the level of the caster.
Cleanse
This spell purifies the recipient. The beneficiary is completely unwebbed, and all disease is cured.
Firewalk
When cast, for a short time everyone in the party can walk across lava with no damage. The duration increases slowly with the level of the caster.
Bless Party
Much like Bless, but affects everyone.
Major Heal
Works like the Heal spell, but gives much more bang for the spell points.
Raise Dead
This spell returns a body to life. You need Resurrection Balm to cast this. There is a small chance (decreasing with level) that it turns the body to dust. A dusted character can only be raised with a Resurrect spell. Raising a PC reduces his/her stats.
Flamestrike
The first 'area of affect' offensive priest spell. It chars all beings adjacent to the space you target. The damage done increases with level.
Mass Sanctuary
This spell hides all PCs (like a sanctuary spell). As before, the effect for a PC is voided when that PC attacks.
Summon Host
This powerful spell summons four spirits, and a magical being to lead them. They then fight on the side of the caster for a little while.
Shatter
This powerful spell summons four spirits, and a magical being to lead them. They then fight on the side of the caster for a little while.
This spell strikes every space adjacent to the party with a Move Mountains spell.
Dispel Fields
All magical walls, etc. in the large area affected by this spell will be dispelled. It has a small chance of affecting quickfire.
Heal All
Like the Heal spell, but affects the whole party. Very efficient.
Revive
This spell heals all damage and cures all poison for one PC.
Hyperactivity
This powerful spell instantly wakes up any sleeping characters in the party. What's more, it provides total resistance to magical sleep for a short time. Finally, it speeds back up any slowed character.
Destone
Certain rare monsters can turn one of your characters to stone. This valuable spell undoes the damage.
Summon Guardian
This spell summons a powerful, invisible being to fight on the side of the party. Be careful not to damage it by mistake!
Mass Charm
When cast, all creatures within eight spaces of the caster have a chance of coming under his/her control.
Protective Circle
A very unusual and effective spell for a party on the defensive. The caster is surrounded by several layers of magical fields, which fend off anyone attacking.
Pestilence
This spell afflicts everyone within eight spaces with an effective but slow-acting disease.
Revive All
When cast, the party receives a powerful healing (increasing with level of the caster) and has poison cured as well.
Ravage Spirit
Demons are resistant to most magic. This spell gives them a blow which usually does a lot of damage. The chance of success increases with the level of the caster.
Resurrect
Like raise dead, but much more effective, and works on even a dusted character. It also has a smaller chance of lowering the character's stats. It still requires Resurrection Balm to cast.
Divine Thud
The most powerful offensive priest spell. It delivers a stunning blow of force to all beings within two spaces of the targeted space.
Avatar
This spell temporarily makes the caster an invulnerable, incredibly powerful avatar of the gods.
Wall of Blades
This spell temporarily makes the caster an invulnerable, incredibly powerful avatar of the gods.
This spell creates a wall of the most damaging (and long lasting) of the magic walls. Rotate the wall by hitting space.
Word of Recall
This spell returns the party to the town where they began the scenario. Because of the danger of teleporting from narrow, windy tunnels, it can only be cast outdoors.
Major Cleansing
This spell removes all webs and disease from the party.