From ureaper@mcl.ucsb.edu Sun Apr 30 21:13:56 1995 Received: from mcl.mcl.ucsb.edu (mcl.mcl.ucsb.edu [128.111.148.100]) by beauty.mcl.ucsb.edu (MCL.UCSB.EDU-HPUX-1.0-b) with ESMTP id SAA10548; Sun, 30 Apr 1995 18:12:08 -0700 Received: by mcl.mcl.ucsb.edu (8.6.12) id SAA03945; Sun, 30 Apr 1995 18:12:13 -0700 Date: Sun, 30 Apr 1995 18:12:13 -0700 (PDT) From: John Lin <ureaper@mcl.ucsb.edu> To: msmith Cc: John Lin <ureaper@mcl.ucsb.edu> Subject: Spells!!! Message-Id: <Pine.HPP.3.91.950430180711.2747A-100000@mcl.mcl.ucsb.edu> Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO Hiya Melvin.. The long awaited magic user spell list is finally here :) Look it over and tell me what u think. John, aka. Coil - John Lin University of California Santa Barbara ureaper@mcl.mcl.ucsb.edu coil@beauty.mcl.ucsb.edu -=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Name: Armor Duration: 5 + (Caster Level) ticks Effect: AC apply -10 Saving Throw: None Desc: By means of this spell, the wizard creates a magical field of force that servers as if it were an extra layer of armor. This spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. This spell can be cast on others as well. Name: Burning Hands Duration: Instantaneous Effect: 1d3 + (2 times Caster level) damage Saving Throw: Saves vs. spells for half damage Desc: When the wizard casts this spell, a jet of searing flame shoots from his fingertips causing his foes much discomfort. *This spell may heal fire oriented creatures. Name: Charm Person Duration: See table Effect: Charmed Saving Throw: Save vs. Spell Desc: This spell affects any single creature it's cast upon. *Must be somewhat intelligent. This charm person will not obey any actions that would be harmful to the charmed individual however will assist and attack enemies of the caster. The charmed creature may attack the caster after the charm wears off. Table: (Based on Intelligent and Wisdom of the target) Under 10 30 ticks Between 10-20 20 ticks Between 20-30 10 ticks Over 30 5 ticks Name: Chill Touch Duration: 3 ticks + 1 tick / level Effect: lose 1 pt of strength / 3 levels of caster and does 1d4 points of damage until end of duration. Saving Throw: Save vs. Spell Desc: Upon casting of this spell, a blue glow encompasses the wizard's hand. This energy attacks the life force of any living creature upon which the wizard chooses. *This spell has a special effect on undead creatures. Undead touched by caster suffer no damage or strength loss, but they *might* flee. Name: Color Spray Duration: Instantaneous Effect: 1d6 + Level of caster of damage Saving Throw: Save vs. Spell for half damage Desc: This wizard creates a vivid, fan-shaped spray of clashing colors to spring forth from his hand. Creature fails to make the save suffers not only the damage also is blinded for 1d4 ticks. Name: Detect Magic Duration: 2 ticks * level of caster Effect: inform caster the presence of magic Saving Throw: None Desc: When this spell is cast, the wizard detects magical radiations in the room that he's in. This spell does not reveal the presence of good or evil, or alignment. Name: Detect Undead Duration: Instantaneous Effect: inform caster the presence of undead in his area Saving Throw: None Desc: By conjuring this spell, the caster is informed by his magic whether undeads roan the area or not. This spell is especially useful when exploring or for preparing the caster for encounters with the creature from the darkside. Name: Find Familiar Duration: Special Effect: A chance that the wizard will find a familiar Saving Throw: See table Desc: This spell enables the wizard to attempt to summon a familiar, a pet to act as his aide and companion. These familiars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, or even mice. The familiar can benefit a wizard, conveying its sensory powers to its master. A wizard can have only 1 familiar at a time, however, he has no control of what creature he might call upon, of if they'll even show. The familiar aids the caster in many ways, first it helps the wizardUs armor class by 5. Then different familiar has special powers that can aid to the caster. The familiar also contributes it's hit points to the caster, therefore it can add to the caster's hit points. This familiar stays with the caster for as long as it stays alive. In the course of event if the familiar dies, the caster will lose his special powers and lose 1 point of CON permanently. Also the caster will not be able to cast this spell until he has advance 5 more levels. Deliberate mistreatment, failure to feed and care for the familiar, or continuous unreasonable demands have adverse effects on the familiar's relationship with it's master. Purposely arranging the death of one's own familiar incurs great disfavor from certain powerful entities. Table: (by percentages - The familiar can substitute other small animal in the area of the caster) Chance Familiar Power 10% Cat, black/white Infravision 10% Crow Detect Magic 10% Hawk Detect Hidden 10% Owl Infravision 10% Toad Regenerate faster 10% Weasel Create food 50% No Familiar Available for Caster. Name: Identify Duration: Instantaneous Effect: Identify an object Saving throw: None Desc: When an identify spell is cast, magical items chosen by the wizard can be identified. This spell will show the object type, it's level of usage, and special attributes. Name: Light Duration: Until caster leaves the room Effect: Create Light Saving Throw: None Desc: This spell creates luminous glow, equal to a torchlight. This light fades after the caster leaves the room Name: Magic Missile Duration: Instantaneous Effect: 1d4+1 * level of Caster points of damage Saving Throw: None Desc: Use of this spell creates magical energy that darts forth from the wizard's fingertip and unerringly strike their target. This spell will not work on inanimate objects (door, lock, chest, etc.) Name: Mount Duration: 5 + Caster level Ticks Effect: 1 mount Saving Throw: None Desc: By means of this spell, the caster conjures a normal animal to serve him as a mount. The animal serves willingly and well, but at the expiration of the spell duration it disappears. Here are some examples of mounts: Caster level Mount 1-5 Pony 5-10 Donkey 11-15 Mule or Light Horse 16-20 Draft Horse or War Horse 21-23 Camel 24-27 Elephant 28 + Griffin Name: Shield Duration: 5 ticks * level of Caster Effect: -10 AC Saving Throw: None Desc: This spell creates an invisible barrier that comes into being in front of the wizard. This shield can be use together with the armor spell. Name: Shocking Grasp Duration: Instantaneous Effect: 1d8 + level of caster points of damage Saving Throw: Save vs. spell for half damage Desc: When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched. Name: Sleep Duration: 1 tick per level of caster Effect: Victim falls asleep Saving Throw: Save vs. spell Desc: This spell has a similar effect to going to a college lecture... When a wizard casts a sleep spell, he causes a comatose slumber to come upon his victim. *If victim manage to make the saving throw, he will immediately attack the caster. Name: Ventriloquism Duration: Instantaneous Effect: Special Saving Throw: None Desc: syntax: c 'vent' <person> | <speech> c 'vent' fido | Joe the fighter is a wusssy = Someone makes a sound like a fido and says, 'Joe the fighter is a wussy' Name: Blindness Duration: 1d4 + level of caster ticks Effect: Blind, - 5 to hit Saving Throw: Save vs. Spell Desc: This spell causes the victim to become blind, able to see only a grayness before its eye. Only a cure blindness, dispel magic, or heal can negate this spell. Name: Continual Light Duration: Will not save with character Effect: Creates light Saving Throw: None Desc: By casting this spell, the wizards conjures up a glowing aura that is as bright as full daylight and lasts until it's saced (It does not save with the character). The character is able to hold this aura as light to guide their way. Name: Deafness Duration: 1d6 + level of caster Effect: Deafness Saving Throw: Save vs. Spell Desc: This spell causes the recipient to become totally deaf and unable to hear any sounds. This means that the player will not be able to see say, tell, whisper, chat. However the player is able to see emote! This spell can be removed by a dispel magic, cure deafness, or Heal. Name: Detect Evil Duration: 5 ticks * level caster Effect: informs wizard of evil presence Saving Throw: None Desc: This spell discovers emanations of evil from any creature, object, or area. Name: Detect Good Duration: 5 ticks * level caster Effect: informs wizard of good presence Saving Throw: None Desc: This spell discovers emanations of good from any creature, object, or area. Name: Glitterdust Duration: Instantaneous Effect: Reveals any invisible creature Saving Throw: Save vs. spell or be unnoticed Desc: This spell creates a cloud of glittering golden particles within the room. This reveals invisible creatures in the room. Name: Invisibility Duration: 5 ticks * level caster also see Desc! Effect: invisibility Saving Throw: None Desc: This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even Infravision. However the invisible creature is not magically silenced or sneaking and certain other conditions can make the creature detectable. This spell remains effect until it's magically broken or dispelled, until the recipient attacks any creature, or until the duration runs out. This spell adds the recipient's AC by -10 however it's apply ceases when the spell is broken. Name: Know Alignment Duration: Instantaneous Effect: Know alignment Saving Throw: None Desc: This spell enables the wizard to know the alignment of a creature or an object. Name: Locate Object Duration: Instantaneous Effect: locate object Saving Throw: None Desc: syntax : c 'locate object' <object> This spell enables the caster to locate a specific object in the world. *This spell may go haywire at times when the object you're looking for is too common or too abundant in the world Name: Locate Person Duration: Instantaneous Effect: locate person Saving Throw: None (Unless nosummoned ON) Desc: This spell will inform the caster the room title of the room where the person's at. This spell will not work properly if the person has no summon on. Name: Magic Mouth Duration: level of caster ticks Effect: see Desc. Saving Throw: None Desc: This spell creates a magical mouth that informs you of intruder when they're 4 squares away from you. This spell can be extremely useful if you're a Player Killer and is resting in a place that's not too safe! Name: Acid Arrow Duration: Instantaneous Effect: 2d4 + level of caster points of damage Saving Throw: Save vs. spell for half Desc: This spell creates a magical arrow filled with acid that speeds to its target as if fired from the bow of a fighter. *The acid might damage the equipment on the target! Name: Giant Strength Duration: 5 ticks per 5 levels of caster Effect: See table Saving Throw: None Desc: Upon the casting of this spell, the wizard can increase his strength. Table: Level Strength apply 1-5 1 6-10 2 11-15 3 16-20 4 20 + 5 (Strength points counts as 10% if player strength is 18/XX) Name: Dispel Magic Duration: Instantaneous Effect: Dispel magic Saving Throw: Save vs. Magic Desc: When a wizard cast this spell, it has a chance to neutralize or negate magic it comes in contact with. *This spell can remove magical curses and effect from a player, and magical forces of objects in the caster's inventory. Name: Explosive Runes Duration: Special Effect: 4d6 + 6 points of damage Saving Throw: None Desc: This spell creates a sign or scroll that can be left as a trap. When read, the explosive runes detonates, the reader gets no saving throw. A great party trick! Name: Fireball Duration: Instantaneous Effect: 1d6 per 2 levels of caster Saving Throw: Save vs. Magic for half Desc: A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it. Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball melts soft metals such as gold, cooper, silver, etc. *If the victim makes the saving throw, no items will burst. If not... Name: Flame Arrow Duration: Instantaneous Effect: 4d6 points of damage Saving Throw: Save vs. spell for half Desc: Much like acid arrow, flame arrow spell creates a flaming arrow that fires at unspeakable velocity towards the victim. Name: Fly Duration: 1d6 + level of caster ticks Effect: No movement deduction Saving Throw: None Desc: This spell enables the wizard to bestow the power of magical flight, thus uses no movement points. *Also lives almost no tracks Name: Haste Duration: 3 + (level of caster /5 ) ticks Effect: See Desc. Saving Throw: None Desc: This spell enables the hasted creature to attack twice. Once at the beginning of the combat, once in the end, thus making it a great offensive spell. *This spell will use the hasted creature's movement in combat and the spell will wear off when the movement reaches zero. **This spell can be negated by a Slow spell Name: Slow Duration: 3 + (level of caster /5) ticks Effect: See Desc. Saving throw: Save vs. spell Desc: This spells will slow the target down so actions that usually takes 1 tick to perform will now take 2. *This spell can be negated by a Haste spell Name: Infravision Duration: 2 + level of caster ticks Effect: Able to see in darkness Saving Throw: None Desc: This spells enables the recipient to see in normal darkness. Invisible creates are NOT detected by this spell. *Character with only Infravision will not be able to examine objects, creatures more closely since all that is seem is heat signals. Name: Mass Invisibility Duration: See Invisibility Effect: See Invisibility Saving Throw: None Desc: This is a spell that will cause all creature in the same room as caster to become invisible. Name: Lightning Bolt Duration: Instantaneous Effect: 1d6 per level of caster points of damage Saving throw: Save vs. Spell for half damage Desc: Upon the casting of this spell, the wizard conjures a bolt of lightning to strike the victim. Name: Protection from Evil Duration: 2 + level of caster ticks Effect: reduced damage taken from evil creature Saving Throw: None Desc: This spell creates a globe of protection that protects the caster from damage inflicted by evil creature. *The damage receive is 90% of total damage. This spell cannot be use at the same time as protection from good. Name: Protection From Good Duration: 2 + level of caster ticks Effect: reduced damage taken from god creature Saving Throw: None Desc: This spell creates a globe of protection that protects the caster from damage inflicted by good creature. *The damage receive is 90% of total damage. This spell cannot be use at the same time as protection from evil. Name: Sanctuary Duration: 3 ticks (mortal) 10 ticks (immortal) Effect: reduce damage taken by 25% Saving Throw: None Desc: By casting this spell, the caster creates a magical protective force that absorbs the impact of enemiesU blows, both magically and physically. *This spell can be dispel by a dispel magic spell. The chance of dispelling sanctuary is dependent on the level of caster of sanctuary, level of caster of dispel, and victimUs saving throw. Name: Vampiric Touch Duration: Instantaneous Effect: Drains 1d4 hit points per level of caster Saving Throw: Save vs. spell or no effect Desc: This spell uses the dark energy of the art, it literally sucks the life out of the victim and gives it to the caster. The hit points gained by the caster is temporary. Name: Enchante Weapon Duration: Instantaneous Effect: Enchantes a non-magical weapon Saving Throw: None Desc: This spell enables the wizard to concentrate his art onto a non-magical weapon. A magical object will not work with this spell! The apply are as followed: Level of caster Hit Dam 15-20 2 2 21-25 3 3 26-29 3 4 30 4 4 Name: Fear Duration: Instantaneous Effect: Causes victim to flee Saving Throw: Save vs. Spell of flee Desc: This spell conjures up victim's deepest and darkest fears. Victim fails to make the save versus the spell will flee. Name: Stoneskin Duration: 5 + level caster ticks Effect: -20 AC Saving Throw: None Desc: This spell turns the wizard's skin into granite like substance. *This spell cannot be cast on another creature. Name: Animate Dead Duration: Instantaneous Effect: See Desc. Saving Throw: None Desc: This spell animates the corpse targeted in the room. The corpse turns into a zombie that follows the caster. Name: Teleport Duration: Instantaneous Effect: See Desc. Saving Throw: Save vs. spell (None if cast on self) Desc: This spell will *randomly* teleports the caster to a new room. Name: Chain Lightning Duration: Instantaneous Effect: see lightning bolt Saving Throw: Save vs. spell for half damage Desc: This spell creates a chain of lightning bolts that strikes the target! Name: Legend Lore Duration: Instantaneous Effect: see identify Saving Throw: None Desc: This is an advanced form of identify spell. This spell will tell you EVERYTHING there is to know about this item in your inventory. **It is up to the builder to think of background for some specific items to make this spell useful and fun** Name: Word of Recall Duration: Instantaneous Effect: see Recall Saving Throw: None Desc: This spell enables to caster to recall without chances of failure from any situation. *A real lifesaver ! Name: Gate Duration: Instantaneous Effect: summons an undead creature Saving Throw: See Charm creature Desc: syntax: c 'gate' <undead name> This spell attempts to summon an undead of your choice to your square. *there's a chance that the undead you summon will not listen to your command. In this case it will attack you! Table: Caster Level Undead available 15-20 wraith 21-25 zombie 26-28 skeleton 29+ all of the above + vampire Name: Demon Fire Duration: Instantaneous Effect: ?? Saving Throw: Save vs. spell for half damage Desc: This is the most damaging offensive spells available for a mortal wizard. It brings the fire deep from the lower most levels of hell to engulf the victim. The amount of damage for this spell is unknown!! ***(I was thinking a random number between 300 - 500 ) *** Name: Wish Duration: ?? Effect: ?? Saving Throw: ?? Desc: This is by far the most powerful spell a mortal can possess. It calls for the powers of the immortals. *only a very small chance that this spell might work, also the effect of spell and the request of the wish is interpreted by the immortal as he/she deems right. ************************************************ Alright.. that's all I have so far for the magic user spells. I've taken some out from the spell list I sent you and I've add some in as well.. The following are some ideas for Immortal skill!! ************************************************ Name: Permanency Effect: This skill will save the player with all his/her spells intact. So whatever spells was casted on the player will become a permanent skill the player can possess.. Think that's all for now..