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\chapter{Magic System} \label{chap:magic} |
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\section{Description} |
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\index{magic}\index{magic, system}\index{\wizardry\}\index{\divinemagic\} |
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\index{spells} |
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Two broad categories of magic exist in \cf : ``\wizardry '' and |
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``\divinemagic ''. The fundamental difference between the two comes |
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down to the source that powers the magic of each. |
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In \divinemagic\ the practitioners, ``priests'', do not use their own power |
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but rather channel power from divine entities (``gods''). They utilize |
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various ``prayers\index{prayers}'' to cast their magic and grace is the measure |
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of how much magic the priest may channel. The higher the |
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level of the priest and the better his wisdom and power, the more |
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grace the priest will have in the eyes of his god. |
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In the practice of \wizardry\ a ``wizard'' calls upon his own lifeforce |
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(or ``mana'') to power his arcane \incantation s.\index{\incantation s} Mana |
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is based on of the wizard's innate power but may be increased through |
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his skill in \wizardry . |
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The scope and sphere of these two magics are different. Through the use of |
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\divinemagic\ the priest has access to powerful spells\footnote{ A ``spell'' |
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is a common name referring to both prayers and \incantation s.\index{spells}} |
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of protection, |
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healing, and of slaying {\em unholy} creatures. If the multiple gods |
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option is used\footnote{this is the default}, the god a priest worships |
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will have other impacts on the priest's magic and abilities (see section |
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\ref{sec:multigod}). |
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In contrast, \wizardry\ is more oriented towards the harnessing of elemental |
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forces of creation, alteration and |
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destruction. There are two minor variants of \wizardry : alchemy (section |
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\ref{sec:alchemy}) and rune magic (section \ref{sec:rune}). |
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Each form of magic is orthogonal to the other. In some {\em no magic} |
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areas, the wizard is blocked from accessing his store of mana, but the |
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priest may operate his magic normally. Similarly, there are {\em unholy} |
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areas in which the priest loses his contact with his god and cannot |
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cast magic; in unholy areas the wizard is unhindered. Of course, no |
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magic and unholy areas can sometimes coincide. |
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In addition, wizards |
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have the handicap that if they are encumbered with 'stuff', they are |
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less effective at \incantation s. Heavy weapons and |
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heavy armour are the main cause spell-failures. See the section |
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on encumbrance\index{encumbrance} (section \ref{sec:encumberance}) for details. |
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Weapons and armour have no effect on the practice of \divinemagic\ |
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but grace regenerates slower than mana, and the amount of grace |
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that a priest possesses helps to determine the success of their |
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prayers. |
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\section{Learning spells}\label{sec:spell_learn} |
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\index{spells, how to learn} |
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Both types of spells may be learned by reading books (see section |
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\ref{sec:items}). |
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The overall chance of learning a spell uses the following formula \\ |
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\begin{center} |
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\% chance to learn $=$ (base chance $+$ (2$\times${\tt level}))/1.5 \\ |
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\end{center} |
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The base chance that a prayer/\incantation\ will be learnt is based on WIS/INT |
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respectively. Look at table \ref{tab:pri_eff} to find your {\em base} |
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chance in the learn\% column. If you are attempting to learn a {\em prayer}, |
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you would use your WIS stat to find the base chance. Likewise, the {\tt level} |
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used in the formula is related to the type of spell. If you are attempting |
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to learn an \incantation , the value of level to use is your \mage\ experience |
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level (and you use the \priest\ experience level for learning prayers). |
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Once your chance to learn a spell exceeds 100%, you always suceed in |
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all attempts to learn spells. |
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\section{Magic paths} \label{sec:magicpath} |
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\index{magic, paths} |
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Long ago a number of archmages discovered patterns in the web that spells |
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weave in the aether. They found that some spells had structural similarities |
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to others and some of the mages took to studying particular groups of spells. |
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These mages found that by molding their thought patterns to match the patterns |
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of the spells they could better utilize all the spells of the group. Because |
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of their disciplined approach, the mages were described as following spell |
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Paths. As they attuned themselves to particular spell Paths they found that |
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they would become repelled from others, and in some cases found they were |
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denied any access to some paths. The legacy of these mages remains in some |
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of the magical items to be found around the world. Use of these ``attuned'' |
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items will strongly effect the quality of the \incantation s and prayers cast by |
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the magician. See section \ref{sec:multigod} to see how the worship of |
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a god might effect the spell casting of the magician. |
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\subsubsection{Technical details} |
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The Paths themselves are given in table \ref{tab:spath}. |
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A character (or NPC) that is attuned to a Path can cast \incantation s/prayers from that |
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Path at 80\% of the mana/grace cost and in addition receives duration/damage |
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bonuses as if the caster were five levels higher. A person that is repelled |
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from a Path casts \incantation s/prayers from that Path |
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at 125\% of the mana/grace cost and receives duration/damage bonuses as if |
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the caster were five levels lower (minimum of first level). |
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The casting time is also modified by 80\% and 125\% respectively. |
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If a wizard or priest is denied access to a Path they cannot cast any spells from it. |
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\begin{table} |
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\begin{center} |
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\caption{Known Spell Paths \label{tab:spath}} |
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\index{magic, paths} |
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\small |
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\vskip 12pt |
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\begin{tabular}{|clllllc|} \hline |
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& & & & & & \\ |
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\input{spellpath} |
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& & & & & & \\ |
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\hline |
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\end{tabular} |
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\end{center} |
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\end{table} |
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Paths are quite powerful; they don't come cheaply. Most magical items |
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with path\_attuned attributes will have path\_repelled and path\_denied |
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attributes as well, to balance them out. |
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% The same goes for worshiping |
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% gods; most gods will prevent you from casting one or more paths of magic. |
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\section{Multiple gods} \label{sec:multigod} |
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\index{cults}\index{altars}\index{gods}\index{\divinemagic\} |
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\index{magic, gods} |
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Gods in \cf\ are not omnipotent beings. Each is thought of possessing |
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a certain sphere of influence, indeed, some philosophers have thought |
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that the gods might spring from the same mystical patterns that form |
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the spell Paths. Certainly it appears that each of the gods embodies |
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one or more of these Paths (but not all of them!!). Because the gods |
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are not omnipotent, we often speak of their religions as being 'cults'. |
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Under the multigod option, priests are allowed |
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to select from an array of different gods. Worship of each god is unique, |
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and brings differing capabilities to the priest. |
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See appendix \ref{app:gods} for a listing of the gods and some of the |
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attributes/effects of worshiping of these cults. |
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\subsection{Joining a cult} |
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\index{gods, worship}\index{cults} |
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Praying at {\em aligned} altars\inputimage{altar}\ is the usual way |
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in which a priest interacts |
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with their god/cult. Aligned altars are identified by their name (e.g. |
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altar of $<$god's name$>$) and may be found in various maps all over the |
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world of \cf . |
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When a player prays over an aligned altar, one of three things may happen based |
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on the players currently worshiped god: |
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\begin{quote} |
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(1) {\bf "Unaligned" player prays over an altar} $-$ |
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results in that player |
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becoming a worshiper of the god the altar is dedicated to. |
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(2) {\bf Player prays over their god's altar} $-$ |
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results in faster grace |
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regeneration. In addition, player may pray to gain up to twice their |
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normal amount of grace. Also, from time to time your god might |
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give you information, blessings, or something really good; it depends |
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on your WIS, POW and \priest\ experience. |
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(3) {\bf Player prays over alien god's altar} $-$ |
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results in punishment |
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of the player (generally they lose some of their \priest\ experience). |
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This action {\em can} result in the defection of the player to the alien |
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god's cult. |
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\end{quote} |
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Note that once a player has joined a cult, it is impossible to go back |
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to being ``unaligned'' to any god. |
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\subsubsection{Summary of benefits/penalties for joining} |
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The following things happen when a worshiper joins a god's cult: |
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\begin{quote} |
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- the worshiper gains access to the special flavor of magic belonging |
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to the cult (see table \ref{tab:priest_prayer}). |
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- the ability to cast magic is altered to reflect the powers |
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of the worshiper's god. Some spells will be easier to cast; others |
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will be more difficult, and some spell Paths will be forbidden. |
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It is impossible to regain forbidden spells by any means except |
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leaving the cult. |
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- the worshiper becomes protected and/or vulnerable to certain attacks. |
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\end{quote} |
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Note that a player can belong to only {\em one} cult at any one time. |
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\begin{table} |
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\begin{center} |
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\footnotesize |
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\caption{Special priest prayers. \label{tab:priest_prayer}} \index{prayers} |
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\vskip 12pt |
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\begin{tabular}{|p{0.5cm}llp{0.5cm}|} \hline |
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& Prayer & Description & \\ \hline\hline |
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& & & \\ |
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& Bless & Enhances the recipients combat ability & \\ |
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& & and confers some of the gods special & \\ |
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& & sphere of protection. & \\ |
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& & & \\ |
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& Banishment & An {\tt AT\_DEATH}\tablenotemark{1} attack is made versus & \\ |
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& & enemies of the caster's god. & \\ |
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& & & \\ |
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& Call holy servant & Weaker version of an avatar is summoned.& \\ |
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& & & \\ |
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& Cause wounds & These prayers use the attacktype of & \\ |
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& & ``godpower''. This means they will effect & \\ |
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& & magic immune creatures AND each prayer has & \\ |
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& & the special attacktype(s) of the priest's god. & \\ |
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& & & \\ |
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& Consecrate & Dedicates an altar to the caster's god.& \\ |
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& & & \\ |
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& Curse & Decreases the recipients combat ability & \\ |
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& & and confers some vulnerabilities particular & \\ |
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& & to the caster's god. & \\ |
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& & & \\ |
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& Holy orb & Its like a fireball, but has the same effect & \\ |
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& & as holy word\tablenotemark{2}. This prayer is most effective & \\ |
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& & against single creatures. & \\ |
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& & & \\ |
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& Holy word\tablenotemark{2} & This prayer shoots forth a cone of power & \\ |
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& & that will damage only enemies of the caster's & \\ |
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& & god. & \\ |
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& & & \\ |
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& Holy wrath & Currently the most powerful ``holy word''\tablenotemark{2} & \\ |
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& & prayer available. & \\ |
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& & & \\ |
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& Summon avatar & Summons a "golem" that is tailored to & \\ |
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& & the powers of the worshiped god. This & \\ |
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& & prayer is more powerful (in general) & \\ |
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& & than a summoned elemental and is one & \\ |
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& & of the priest's most potent attack spells. & \\ |
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& & & \\ |
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& Summon cult monsters & Summons creatures friendly to the priest's & \\ |
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& & god. Depending on the god this can be a & \\ |
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& & powerful or wimpy prayer. & \\ |
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& & & \\ |
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\hline |
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\end{tabular} |
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\end{center} |
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\tablenotetext{1}{The target and caster's {\tt levels} are compared. If the caster's |
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{\tt level} is higher, then the creature will probably be destroyed.} |
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\tablenotetext{2}{``holy word'' also defines a class of prayers. These spells are |
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all designed to slay only the enemies of the priest's god.} |
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\end{table} |
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\subsection{Example god} |
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Lets create an example god$-$the ``god of the undead''. If you worship |
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the god of the undead, don't expect to be able to gain priest |
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experience\footnote{i.e. experience for the {\tt wisdom} experience category} |
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for killing the undead! But you might gain, as a priest of the |
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undead, greater powers of commanding undead, and experience for |
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killing certain (living) creatures that serve an enemy god. Each priest |
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takes on a portion of the ``aura'' of their god; this means that our |
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priest will probably become protected to life-damaging magic like draining |
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and death, while conversely becoming more vulnerable to fire. Such a |
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priest, because their god's domain does not include the living, probably wont be |
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capable of healing either. |
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\section{Alchemy} \label{sec:alchemy} |
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\index{alchemy}\index{magic, alchemy}\index{\wizardry\} |
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Alchemy is a sub-type of \wizardry . Being an alchemist is easy; |
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you only need satisfy the following: |
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\begin{quote} |
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1) be able to cast the \alchemy\ spell. \\ |
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2) have access to a cauldron\inputimage{cauldron}. \\ |
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3) have some ingredients. |
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\end{quote} |
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To create something put ingredients in the cauldron, then |
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cast the '\alchemy ' \incantation . You might make something :). |
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Be warned though! backfire effects are possible, especially if you |
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throw a lot of stuff in the pot. In fact, the more junk which is |
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in the cauldron, the |
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{\em worse} any potential backfire is likely to be. Backfire generally |
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occurs when you get the ingredients wrong but low-level alchemists |
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attempting very difficult (4$+$ ingredient) formulae may have |
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problems too! |
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In order to get better at making stuff, you will need to learn the |
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{\tt alchemy} {\em skill}. Books found in shops (and elsewhere) will give you |
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formulae for making stuff. There is no hard limit on the number of |
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formulae which might make something (the code is pretty flexible), |
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so you can always {\em experiment} on your own, but this will be dangerous! |
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\section{Rune magic} \label{sec:rune} |
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\index{magic, rune}\index{\wizardry\}\index{runes} |
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Runes are another special form of \wizardry ; essentially runes are |
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magical inscriptions on the dungeon floor which cast a spell (or |
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``detonate'') when something steps on them. Flying |
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objects don't detonate runes. Beware! Runes are invisible |
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most of the time! |
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There are several runes which are specialized; these can be set as |
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your range spell. Some of these are: |
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\vskip 12pt |
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\begin{quote} |
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\begin{tabular}{lcl} \index{runes, types} |
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Rune of Fire\inputimage{runefire} & - & does fire damage \\ |
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& & when it detonates \\ |
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Rune of Frost\inputimage{runefrost} & - & does cold damage\\ |
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Rune of Blasting\inputimage{runeblast} & - & does physical damage \\ |
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Rune of Shocking\inputimage{runeshock} & - & does electric damage \\ |
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Rune of Death\inputimage{runedeath} & - & attacks with attacktype \\ |
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& & "death" at caster level \\ |
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& & \\ |
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\multicolumn{3}{l}{ + some others you may discover in \wizbook s.} \\ |
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\end{tabular} |
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\end{quote} |
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The spell 'disarm'\index{runes, disarming} may be used to try and destroy a rune you've |
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discovered. In addition, there are some special runes which may only |
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be called with the 'invoke' command: |
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\vskip 12pt |
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\begin{quote} |
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\begin{tabular}{lcl} |
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Magic Rune\inputimage{runegen} & - & You may store any \incantation\ \\ |
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& & in this rune that you know and \\ |
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& & have the mana to cast. \\ |
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& & \\ |
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Marking Rune\inputimage{runemark} & - & this is basically a sign. You \\ |
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& & may store any words you like in \\ |
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& & this rune, and people may apply \\ |
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& & it to read it. Maybe useful for \\ |
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& & mazes! This rune will not detonate, \\ |
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& & nor is it ordinarily invisible. \\ |
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\end{tabular} |
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\end{quote} |
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\subsubsection{Partial Visibility of Runes} |
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Your runes will be partially invisible. That is, they'll be visible |
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only part of the time. They have a 1/(your {\tt level}/2) chance of being |
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visible in any given round, so the higher your level, the better hidden |
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the runes you make are. |
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\subsubsection{Examples of usage}\index{runes, usage} |
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Here are several examples of how you can use the runes.\\ |
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{\tt 'invoke magic rune heal} |
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\begin{quote} |
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will place a magic rune of healing one square ahead of you, whichever |
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way you're facing. |
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\end{quote} |
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{\tt 'invoke magic rune transfer} |
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\begin{quote} |
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as above, except the rune will contain the spell of transference |
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\end{quote} |
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{\tt 'invoke magic rune large fireball} |
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\begin{quote} |
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as above, except the spell large fireball will be cast when someone |
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steps on the rune. the fireball will fly in the direction the caster |
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was facing when he created the rune. |
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\end{quote} |
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{\tt 'cast rune of fire} |
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\begin{quote} |
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prepares the rune of fire as the range spell. Use the direction |
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keys to use up your mana and place a rune. |
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\end{quote} |
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{\tt 'invoke marking rune fubar} |
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\begin{quote} |
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places a rune of marking, which says "fubar" when someone applies it. |
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\end{quote} |
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{\tt 'invoke marking rune touch my stuff and I will hunt you down!} |
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\begin{quote} |
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places the marking rune warning would-be thieves of their danger. |
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\end{quote} |
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\subsubsection{Restrictions on runes:} |
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You may not place runes underneath monsters or other players. You |
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may not place a new rune on a square which already has a rune. Any |
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attempt to do the latter strengthens the pre-existing rune. |
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