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File Contents

# Content
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 &ltgod's name&gt) 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>&sup1 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 word&sup2. This prayer is most effective
210 against single creatures. </td></tr>
211 <tr><td> Holy word&sup2 </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''&sup2
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 &sup1 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 &sup2 ``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>