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# User Rev Content
1 root 1.1 <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>