1 |
<html> |
2 |
<head> |
3 |
<title>Crossfire Playerbook - Chapter 4</title> |
4 |
</head> |
5 |
<body> |
6 |
|
7 |
<h1>Magic System</h1> |
8 |
|
9 |
<h2><a name="4.1.0">Description</h2> |
10 |
|
11 |
Two broad categories of magic exist in <em>Crossfire</em> : ``wizardry '' and |
12 |
``divine magic ''. The fundamental difference between the two comes |
13 |
down to the source that powers the magic of each. |
14 |
<p> |
15 |
In divine magic the practitioners, ``priests'', do not use their own power |
16 |
but rather channel power from divine entities (``gods''). They utilize |
17 |
various ``prayers'' to cast their magic and grace is the measure |
18 |
of how much magic the priest may channel. The higher the |
19 |
level of the priest and the better his wisdom and power, the more |
20 |
grace the priest will have in the eyes of his god. |
21 |
In the practice of wizardry a ``wizard'' calls upon his own lifeforce |
22 |
(or ``mana'') to power his arcane incantations. Mana |
23 |
is based on of the wizard's innate power but may be increased through |
24 |
his skill in wizardry . |
25 |
<p> |
26 |
|
27 |
The scope and sphere of these two magics are different. Through the use of |
28 |
divine magic the priest has access to powerful spells of protection, |
29 |
healing, and of slaying <em>unholy</em> creatures. (<em>Note</em> A ``spell'' |
30 |
is a common name referring to both prayers and incantations.) |
31 |
If the multiple gods |
32 |
option is used (<em>Note:</em> this is the default), the god a priest worships |
33 |
will have other impacts on the priest's magic and abilities (see section |
34 |
<a href="chap4.html#4.3.0">multiple gods</a>). In contrast, wizardry is more oriented towards the |
35 |
harnessing of elemental forces of creation, alteration and destruction. |
36 |
There are two minor variants of wizardry : |
37 |
<a href="chap4.html#4.4.0">alchemy</a> and <a href="chap4.html#4.5.0">rune magic</a>. |
38 |
|
39 |
<p> |
40 |
Each form of magic is orthogonal to the other. In some <em>no magic</em> |
41 |
areas, the wizard is blocked from accessing his store of mana, but the |
42 |
priest may operate his magic normally. Similarly, there are <em>unholy</em> |
43 |
areas in which the priest loses his contact with his god and cannot |
44 |
cast magic; in unholy areas the wizard is unhindered. Of course, no |
45 |
magic and unholy areas can sometimes coincide. |
46 |
<p> |
47 |
In addition, wizards |
48 |
have the handicap that if they are encumbered with 'stuff', they are |
49 |
less effective at incantations. Heavy weapons and |
50 |
heavy armour are the main cause spell-failures. See the section |
51 |
on <a href="chap6.html#6.3.0">encumberance</a> for details. |
52 |
Weapons and armour have no effect on the practice of divine magic |
53 |
but grace regenerates slower than mana, and the amount of grace |
54 |
that a priest possesses helps to determine the success of their |
55 |
prayers. <p> |
56 |
|
57 |
<h2><a name="4.10.0">Learning Spells</h2> |
58 |
|
59 |
Both types of spells may be learned by reading books (see section <a href="chap6.html#6.2.0">items</a>). The |
60 |
overall chance of learning a spell uses the following formula:<p> |
61 |
|
62 |
<samp>% chance to learn = (base chance + (2 * level))/1.5<p></samp><p> |
63 |
|
64 |
|
65 |
The base chance that a prayer/incantation will be learnt is based on WIS/INT |
66 |
respectively. Look at table <a href="chap2.html#table_pri_eff">primary stat effects</a> to find your |
67 |
<em>base</em> chance in the learn% column. If you are attempting to learn a |
68 |
<em>prayer</em>, you would use your WIS stat to find the base chance. Likewise, |
69 |
the <samp>level</samp> used in the formula is related to the type of spell. |
70 |
If you are attempting to learn an incantation, the value of level to use |
71 |
is your wizardry experience (and you use the praying experience level for |
72 |
learning prayers. Once your chance to learn a spell exceeds 100%, you |
73 |
always succeed in all attempts to learn spells.<p> |
74 |
|
75 |
<h2><a name="4.2.0">Magic paths</h2> |
76 |
|
77 |
Long ago a number of archmages discovered patterns in the web that spells |
78 |
weave in the aether. They found that some spells had structural similarities |
79 |
to others and some of the mages took to studying particular groups of spells. |
80 |
These mages found that by molding their thought patterns to match the patterns |
81 |
of the spells they could better utilize all the spells of the group. Because |
82 |
of their disciplined approach, the mages were described as following spell |
83 |
Paths. As they attuned themselves to particular spell Paths they found that |
84 |
they would become repelled from others, and in some cases found they were |
85 |
denied any access to some paths. The legacy of these mages remains in some |
86 |
of the magical items to be found around the world. Use of these ``attuned'' |
87 |
items will strongly effect the quality of the incantations and prayers cast by |
88 |
the magician. See section <a href="chap4.html#4.3.0">multiple gods</a> to see how the worship of |
89 |
a god might effect the spell casting of the magician. |
90 |
<p> |
91 |
<p> |
92 |
<h4>Technical details</h2> |
93 |
<p> |
94 |
The Paths themselves are given in table <a href="#table_spath">spellpaths</a>. |
95 |
<p> |
96 |
A character (or NPC) that is attuned to a Path can cast incantations/prayers from that |
97 |
Path at 80% of the mana/grace cost and in addition receives duration/damage |
98 |
bonuses as if the caster were five levels higher. A person that is repelled |
99 |
from a Path casts incantations/prayers from that Path |
100 |
at 125% of the mana/grace cost and receives duration/damage bonuses as if |
101 |
the caster were five levels lower (minimum of first level). |
102 |
The casting time is also modified by 80% and 125% respectively. |
103 |
If a wizard or priest is denied access to a Path they cannot cast any spells from it. |
104 |
<p> |
105 |
<center> |
106 |
<a name="table_spath"> |
107 |
<table border=1 cellpadding=5> |
108 |
<!--#include file="spellpath.html"--> |
109 |
</table> |
110 |
Known Spell Paths<p> |
111 |
</center> |
112 |
|
113 |
<p> |
114 |
Paths are quite powerful; they don't come cheaply. Most magical items |
115 |
with path_attuned attributes will have path_repelled and path_denied |
116 |
attributes as well, to balance them out. |
117 |
|
118 |
<h2><a name="4.3.0">Multiple gods</h2> |
119 |
|
120 |
Gods in <em>Crossfire</em> are not omnipotent beings. Each is thought of possessing |
121 |
a certain sphere of influence, indeed, some philosophers have thought |
122 |
that the gods might spring from the same mystical patterns that form |
123 |
the spell Paths. Certainly it appears that each of the gods embodies |
124 |
one or more of these Paths (but not all of them!!). Because the gods |
125 |
are not omnipotent, we often speak of their religions as being 'cults'. |
126 |
<p> |
127 |
|
128 |
Under the multigod option, priests are allowed to select from an array of |
129 |
different gods. Worship of each god is unique, and brings differing |
130 |
capabilities to the priest. See <a href="AppC.html">Appendix C</a> for a |
131 |
listing of the gods and some of the attributes/effects of worshiping of |
132 |
these cults. |
133 |
|
134 |
|
135 |
<h3><a name="4.3.1">Joining a cult</h3> |
136 |
|
137 |
Praying at <em>aligned</em> |
138 |
<!--#include file="altar.html"--> |
139 |
is the usual way |
140 |
in which a priest interacts |
141 |
with their god/cult. Aligned altars are identified by their name (e.g. |
142 |
altar of <god's name>) and may be found in various maps all over the |
143 |
world of <em>Crossfire</em> . |
144 |
When a player prays over an aligned altar, one of three things may happen based |
145 |
on the players currently worshiped god: |
146 |
|
147 |
<ol> |
148 |
<li> <strong>"Unaligned" player prays over an altar</strong> - |
149 |
results in that player |
150 |
becoming a worshiper of the god the altar is dedicated to.<p> |
151 |
|
152 |
<li> <strong>Player prays over their god's altar</strong> - |
153 |
results in faster grace |
154 |
regeneration. In addition, player may pray to gain up to twice their |
155 |
normal amount of grace. Also, from time to time your god might |
156 |
give you information, blessings, or something really good; it depends |
157 |
on your WIS, POW and priest experience.<p> |
158 |
|
159 |
<li> <strong>Player prays over alien god's altar</strong> - |
160 |
results in punishment |
161 |
of the player (generally they lose some of their priest experience). |
162 |
This action <em>can</em> result in the defection of the player to the alien |
163 |
god's cult.<p> |
164 |
|
165 |
</ol> |
166 |
|
167 |
Note that once a player has joined a cult, it is impossible to go back |
168 |
to being ``unaligned'' to any god. |
169 |
|
170 |
<h4>Summary of benefits/penalties for joining</h2> |
171 |
|
172 |
The following things happen when a worshiper joins a god's cult: |
173 |
|
174 |
<ul> |
175 |
<li>the worshiper gains access to the special flavor of magic belonging |
176 |
to the cult (see table <a href="#table_priest_prayer">priests' prayers</a>). |
177 |
<p> |
178 |
|
179 |
<li>the ability to cast magic is altered to reflect the powers |
180 |
of the worshiper's god. Some spells will be easier to cast; others |
181 |
will be more difficult, and some spell Paths will be forbidden. |
182 |
It is impossible to regain forbidden spells by any means except |
183 |
leaving the cult. |
184 |
<p> |
185 |
<li>the worshiper becomes protected and/or vulnerable to certain attacks. |
186 |
</ul> |
187 |
|
188 |
Note that a player can belong to only <em>one</em> cult at any one time. |
189 |
<p> |
190 |
<a name="table_priest_prayer"> |
191 |
<table border=1 cellpadding=5> |
192 |
<tr><th>Prayer</th><th>Description</th></tr> |
193 |
<tr><td>Bless</td><td> Enhances the recipients combat ability |
194 |
and confers some of the gods special |
195 |
sphere of protection.</td></tr> |
196 |
<tr><td>Banishment</td><td> An <samp>AT_DEATH</samp>¹ attack is made versus |
197 |
enemies of the caster's god.</td></tr> |
198 |
<tr><td>Call holy servant</td><td>Weaker version of an avatar is summoned.</td></tr> |
199 |
<tr><td>Cause wounds </td><td>These prayers use the attacktype of |
200 |
``godpower''. This means they will effect |
201 |
magic immune creatures AND each prayer has |
202 |
the special attacktype(s) of the priest's god.</td></tr> |
203 |
<tr><td> Consecrate </td><td> Dedicates an altar to the caster's god. |
204 |
<tr><td>Curse </td><td> Decreases the recipients combat ability |
205 |
and confers some vulnerabilities particular |
206 |
to the caster's god.</td></tr> |
207 |
|
208 |
<tr><td> Holy orb </td><td>Its like a fireball, but has the same effect |
209 |
as holy word². This prayer is most effective |
210 |
against single creatures. </td></tr> |
211 |
<tr><td> Holy word² </td><td> This prayer shoots forth a cone of power |
212 |
that will damage only enemies of the caster's god.</td></tr> |
213 |
<tr><td> Holy wrath </td><td> Currently the most powerful ``holy word''² |
214 |
prayer available. </td></tr> |
215 |
<tr><td> Summon avatar </td><td> Summons a "golem" that is tailored to |
216 |
the powers of the worshiped god. This |
217 |
prayer is more powerful (in general) |
218 |
than a summoned elemental and is one |
219 |
of the priest's most potent attack spells. </td></tr> |
220 |
<tr><td> Summon cult monsters </td><td> Summons creatures friendly to the priest's |
221 |
god. Depending on the god this can be a |
222 |
powerful or wimpy prayer. </td></tr> |
223 |
</table> |
224 |
|
225 |
<center>Special priest prayers.</center> |
226 |
¹ The target and caster's <samp>levels</samp> are compared. If the caster's |
227 |
<samp>level</samp> is higher, then the creature will probably be destroyed.<br> |
228 |
² ``holy word'' also defines a class of prayers. These spells are |
229 |
all designed to slay only the enemies of the priest's god. |
230 |
|
231 |
|
232 |
<h3><a name="4.3.2">Example god</h3> |
233 |
|
234 |
Lets create an example god-the ``god of the undead''. If you worship |
235 |
the god of the undead, don't expect to be able to gain priest |
236 |
experience (<em>Note:</em> i.e. experience for the <samp>wisdom) experience category</samp> |
237 |
for killing the undead! But you might gain, as a priest of the |
238 |
undead, greater powers of commanding undead, and experience for |
239 |
killing certain (living) creatures that serve an enemy god. Each priest |
240 |
takes on a portion of the ``aura'' of their god; this means that our |
241 |
priest will probably become protected to life-damaging magic like draining |
242 |
and death, while conversely becoming more vulnerable to fire. Such a |
243 |
priest, because their god's domain does not include the living, probably won't be |
244 |
capable of healing either. |
245 |
|
246 |
<p> |
247 |
<h2><a name="4.4.0">Alchemy</h2> |
248 |
|
249 |
|
250 |
Alchemy is a sub-type of wizardry . Being an alchemist is easy; |
251 |
you only need satisfy the following: |
252 |
<ol> |
253 |
<li>be able to cast the alchemy spell. |
254 |
<li>have access to a cauldron |
255 |
<!--#include file="cauldron.html"--> |
256 |
<li>have some ingredients. |
257 |
</ol> |
258 |
To create something put ingredients in the cauldron, then |
259 |
cast the 'alchemy' incantation . You might make something :). |
260 |
Be warned though! backfire effects are possible, especially if you |
261 |
throw a lot of stuff in the pot. In fact, the more junk which is |
262 |
in the cauldron, the |
263 |
<em>worse</em> any potential backfire is likely to be. Backfire generally |
264 |
occurs when you get the ingredients wrong but low-level alchemists |
265 |
attempting very difficult (4+ ingredient) formulae may have |
266 |
problems too!<p> |
267 |
|
268 |
In order to get better at making stuff, you will need to learn the |
269 |
<samp>alchemy</samp> <em>skill</em>. Books found in shops (and elsewhere) |
270 |
will give you formulae for making stuff. There is no hard limit on the |
271 |
number of formulae which might make something (the code is pretty flexible), |
272 |
so you can always <em>experiment</em> on your own, but this will be |
273 |
dangerous! <p> |
274 |
|
275 |
<h2><a name="4.5.0">Rune magic</h2> |
276 |
|
277 |
Runes are another special form of wizardry; essentially runes are |
278 |
magical inscriptions on the dungeon floor which cast a spell (or |
279 |
``detonate'') when something steps on them. Flying |
280 |
objects don't detonate runes. Beware! Runes are invisible |
281 |
most of the time! <p> |
282 |
|
283 |
There are several runes which are specialized; these can be set as |
284 |
your range spell. Some of these are:<p> |
285 |
<center> |
286 |
<table border=1 cellpadding=5> |
287 |
<tr><td> Rune of Fire</td><td> |
288 |
<!--#include file="runefire.html"--> |
289 |
</td><td> does fire damage when it detonates</td></tr> |
290 |
<tr><td> Rune of Frost</td><td> |
291 |
<!--#include file="runefrost.html"--> |
292 |
</td><td> does cold damage</td></tr> |
293 |
<tr><td> Rune of Blasting</td><td> |
294 |
<!--#include file="runeblast.html"--> |
295 |
</td><td> does physical damage</td></tr> |
296 |
<tr><td> Rune of Shocking</td><td> |
297 |
<!--#include file="runeshock.html"--> |
298 |
</td><td> does electric damage</td></tr> |
299 |
<tr><td> Rune of Death</td><td> |
300 |
<!--#include file="runedeath.html"--> |
301 |
</td><td> attacks with attacktype "death" at caster level</td></tr> |
302 |
</table> |
303 |
+ some others you may discover grimores.<p> |
304 |
</center> |
305 |
|
306 |
The spell 'disarm' may be used to try and destroy a rune you've |
307 |
discovered. In addition, there are some special runes which may only |
308 |
be called with the 'invoke' command:<p> |
309 |
<table border=1 cellpadding=5> |
310 |
<tr><td>Magic Rune</td><td> |
311 |
<!--#include file="runegen.html"--> |
312 |
</td><td> You may store any incantation |
313 |
in this rune that you know and |
314 |
have the mana to cast. </td></tr> |
315 |
|
316 |
<tr><td> Marking Rune</td><td> |
317 |
<!--#include file="runemark.html"--> |
318 |
</td><td> this is basically a sign. You |
319 |
may store any words you like in |
320 |
this rune, and people may apply |
321 |
it to read it. Maybe useful for |
322 |
mazes! This rune will not detonate, |
323 |
nor is it ordinarily invisible. </td></tr> |
324 |
</table> |
325 |
|
326 |
<p> |
327 |
<h4>Partial Visibility of Runes</h4> |
328 |
|
329 |
Your runes will be partially invisible. That is, they'll be visible |
330 |
only part of the time. They have a 1/(your <samp>level</samp>/2) chance of being |
331 |
visible in any given round, so the higher your level, the better hidden |
332 |
the runes you make are. |
333 |
<p> |
334 |
<h4>Examples of usage</h2> |
335 |
|
336 |
Here are several examples of how you can use the runes. |
337 |
<p> |
338 |
<samp>'invoke magic rune heal</samp> <br> |
339 |
<quote> |
340 |
will place a magic rune of healing one square ahead of you, whichever |
341 |
way you're facing. |
342 |
</quote> |
343 |
<p> |
344 |
<samp>'invoke magic rune transfer</samp> <br> |
345 |
<quote> |
346 |
as above, except the rune will contain the spell of transference |
347 |
</quote> |
348 |
<p> |
349 |
<samp>'invoke magic rune large fireball</samp><br> |
350 |
<quote> |
351 |
as above, except the spell large fireball will be cast when someone |
352 |
steps on the rune. the fireball will fly in the direction the caster |
353 |
was facing when he created the rune. |
354 |
</quote> |
355 |
<p> |
356 |
<samp>'cast rune of fire</samp> <br> |
357 |
<quote> |
358 |
prepares the rune of fire as the range spell. Use the direction |
359 |
keys to use up your mana and place a rune. |
360 |
</quote> |
361 |
<p> |
362 |
<samp>'invoke marking rune fubar</samp> <br> |
363 |
<quote> |
364 |
places a rune of marking, which says "fubar" when someone applies it. |
365 |
</quote> |
366 |
<p> |
367 |
<samp>'invoke marking rune touch my stuff and I will hunt you down!</samp> <br> |
368 |
<quote> |
369 |
places the marking rune warning would-be thieves of their danger. |
370 |
</quote> |
371 |
<p> |
372 |
|
373 |
<h4>Restrictions on runes:</h4> |
374 |
|
375 |
You may not place runes underneath monsters or other players. You |
376 |
may not place a new rune on a square which already has a rune. Any |
377 |
attempt to do the latter strengthens the pre-existing rune. |
378 |
<p> |
379 |
|
380 |
<a href="handbook.html"><img src="fig/book.gif">Back to table of contents</a><br> |
381 |
<a href="chap3.html"><img src="fig/stairup.gif">Go to chapter 3</a><br> |
382 |
<a href="chap5.html"><img src="fig/stairdown.gif">Go to chapter 5</a><br> |