ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/doc/playbook/chap4.tex
Revision: 1.1
Committed: Fri Feb 3 07:12:38 2006 UTC (18 years, 4 months ago) by root
Content type: application/x-tex
Branch: MAIN
Branch point for: UPSTREAM
Log Message:
Initial revision

File Contents

# User Rev Content
1 root 1.1
2     \chapter{Magic System} \label{chap:magic}
3    
4     \section{Description}
5     \index{magic}\index{magic, system}\index{\wizardry\}\index{\divinemagic\}
6     \index{spells}
7    
8     Two broad categories of magic exist in \cf : ``\wizardry '' and
9     ``\divinemagic ''. The fundamental difference between the two comes
10     down to the source that powers the magic of each.
11     In \divinemagic\ the practitioners, ``priests'', do not use their own power
12     but rather channel power from divine entities (``gods''). They utilize
13     various ``prayers\index{prayers}'' to cast their magic and grace is the measure
14     of how much magic the priest may channel. The higher the
15     level of the priest and the better his wisdom and power, the more
16     grace the priest will have in the eyes of his god.
17     In the practice of \wizardry\ a ``wizard'' calls upon his own lifeforce
18     (or ``mana'') to power his arcane \incantation s.\index{\incantation s} Mana
19     is based on of the wizard's innate power but may be increased through
20     his skill in \wizardry .
21    
22     The scope and sphere of these two magics are different. Through the use of
23     \divinemagic\ the priest has access to powerful spells\footnote{ A ``spell''
24     is a common name referring to both prayers and \incantation s.\index{spells}}
25     of protection,
26     healing, and of slaying {\em unholy} creatures. If the multiple gods
27     option is used\footnote{this is the default}, the god a priest worships
28     will have other impacts on the priest's magic and abilities (see section
29     \ref{sec:multigod}).
30     In contrast, \wizardry\ is more oriented towards the harnessing of elemental
31     forces of creation, alteration and
32     destruction. There are two minor variants of \wizardry : alchemy (section
33     \ref{sec:alchemy}) and rune magic (section \ref{sec:rune}).
34    
35     Each form of magic is orthogonal to the other. In some {\em no magic}
36     areas, the wizard is blocked from accessing his store of mana, but the
37     priest may operate his magic normally. Similarly, there are {\em unholy}
38     areas in which the priest loses his contact with his god and cannot
39     cast magic; in unholy areas the wizard is unhindered. Of course, no
40     magic and unholy areas can sometimes coincide.
41    
42     In addition, wizards
43     have the handicap that if they are encumbered with 'stuff', they are
44     less effective at \incantation s. Heavy weapons and
45     heavy armour are the main cause spell-failures. See the section
46     on encumbrance\index{encumbrance} (section \ref{sec:encumberance}) for details.
47     Weapons and armour have no effect on the practice of \divinemagic\
48     but grace regenerates slower than mana, and the amount of grace
49     that a priest possesses helps to determine the success of their
50     prayers.
51    
52     \section{Learning spells}\label{sec:spell_learn}
53     \index{spells, how to learn}
54    
55     Both types of spells may be learned by reading books (see section
56     \ref{sec:items}).
57     The overall chance of learning a spell uses the following formula \\
58     \begin{center}
59     \% chance to learn $=$ (base chance $+$ (2$\times${\tt level}))/1.5 \\
60     \end{center}
61     The base chance that a prayer/\incantation\ will be learnt is based on WIS/INT
62     respectively. Look at table \ref{tab:pri_eff} to find your {\em base}
63     chance in the learn\% column. If you are attempting to learn a {\em prayer},
64     you would use your WIS stat to find the base chance. Likewise, the {\tt level}
65     used in the formula is related to the type of spell. If you are attempting
66     to learn an \incantation , the value of level to use is your \mage\ experience
67     level (and you use the \priest\ experience level for learning prayers).
68     Once your chance to learn a spell exceeds 100%, you always suceed in
69     all attempts to learn spells.
70    
71    
72     \section{Magic paths} \label{sec:magicpath}
73     \index{magic, paths}
74    
75     Long ago a number of archmages discovered patterns in the web that spells
76     weave in the aether. They found that some spells had structural similarities
77     to others and some of the mages took to studying particular groups of spells.
78     These mages found that by molding their thought patterns to match the patterns
79     of the spells they could better utilize all the spells of the group. Because
80     of their disciplined approach, the mages were described as following spell
81     Paths. As they attuned themselves to particular spell Paths they found that
82     they would become repelled from others, and in some cases found they were
83     denied any access to some paths. The legacy of these mages remains in some
84     of the magical items to be found around the world. Use of these ``attuned''
85     items will strongly effect the quality of the \incantation s and prayers cast by
86     the magician. See section \ref{sec:multigod} to see how the worship of
87     a god might effect the spell casting of the magician.
88    
89    
90     \subsubsection{Technical details}
91    
92     The Paths themselves are given in table \ref{tab:spath}.
93    
94     A character (or NPC) that is attuned to a Path can cast \incantation s/prayers from that
95     Path at 80\% of the mana/grace cost and in addition receives duration/damage
96     bonuses as if the caster were five levels higher. A person that is repelled
97     from a Path casts \incantation s/prayers from that Path
98     at 125\% of the mana/grace cost and receives duration/damage bonuses as if
99     the caster were five levels lower (minimum of first level).
100     The casting time is also modified by 80\% and 125\% respectively.
101     If a wizard or priest is denied access to a Path they cannot cast any spells from it.
102    
103     \begin{table}
104     \begin{center}
105     \caption{Known Spell Paths \label{tab:spath}}
106     \index{magic, paths}
107     \small
108     \vskip 12pt
109     \begin{tabular}{|clllllc|} \hline
110     & & & & & & \\
111     \input{spellpath}
112     & & & & & & \\
113     \hline
114     \end{tabular}
115     \end{center}
116     \end{table}
117    
118     Paths are quite powerful; they don't come cheaply. Most magical items
119     with path\_attuned attributes will have path\_repelled and path\_denied
120     attributes as well, to balance them out.
121     % The same goes for worshiping
122     % gods; most gods will prevent you from casting one or more paths of magic.
123    
124     \section{Multiple gods} \label{sec:multigod}
125     \index{cults}\index{altars}\index{gods}\index{\divinemagic\}
126     \index{magic, gods}
127    
128     Gods in \cf\ are not omnipotent beings. Each is thought of possessing
129     a certain sphere of influence, indeed, some philosophers have thought
130     that the gods might spring from the same mystical patterns that form
131     the spell Paths. Certainly it appears that each of the gods embodies
132     one or more of these Paths (but not all of them!!). Because the gods
133     are not omnipotent, we often speak of their religions as being 'cults'.
134    
135     Under the multigod option, priests are allowed
136     to select from an array of different gods. Worship of each god is unique,
137     and brings differing capabilities to the priest.
138     See appendix \ref{app:gods} for a listing of the gods and some of the
139     attributes/effects of worshiping of these cults.
140    
141    
142     \subsection{Joining a cult}
143     \index{gods, worship}\index{cults}
144    
145     Praying at {\em aligned} altars\inputimage{altar}\ is the usual way
146     in which a priest interacts
147     with their god/cult. Aligned altars are identified by their name (e.g.
148     altar of $<$god's name$>$) and may be found in various maps all over the
149     world of \cf .
150     When a player prays over an aligned altar, one of three things may happen based
151     on the players currently worshiped god:
152     \begin{quote}
153    
154     (1) {\bf "Unaligned" player prays over an altar} $-$
155     results in that player
156     becoming a worshiper of the god the altar is dedicated to.
157    
158     (2) {\bf Player prays over their god's altar} $-$
159     results in faster grace
160     regeneration. In addition, player may pray to gain up to twice their
161     normal amount of grace. Also, from time to time your god might
162     give you information, blessings, or something really good; it depends
163     on your WIS, POW and \priest\ experience.
164    
165     (3) {\bf Player prays over alien god's altar} $-$
166     results in punishment
167     of the player (generally they lose some of their \priest\ experience).
168     This action {\em can} result in the defection of the player to the alien
169     god's cult.
170     \end{quote}
171     Note that once a player has joined a cult, it is impossible to go back
172     to being ``unaligned'' to any god.
173    
174    
175     \subsubsection{Summary of benefits/penalties for joining}
176    
177     The following things happen when a worshiper joins a god's cult:
178     \begin{quote}
179    
180     - the worshiper gains access to the special flavor of magic belonging
181     to the cult (see table \ref{tab:priest_prayer}).
182    
183     - the ability to cast magic is altered to reflect the powers
184     of the worshiper's god. Some spells will be easier to cast; others
185     will be more difficult, and some spell Paths will be forbidden.
186     It is impossible to regain forbidden spells by any means except
187     leaving the cult.
188    
189     - the worshiper becomes protected and/or vulnerable to certain attacks.
190     \end{quote}
191     Note that a player can belong to only {\em one} cult at any one time.
192    
193     \begin{table}
194     \begin{center}
195     \footnotesize
196     \caption{Special priest prayers. \label{tab:priest_prayer}} \index{prayers}
197     \vskip 12pt
198     \begin{tabular}{|p{0.5cm}llp{0.5cm}|} \hline
199     & Prayer & Description & \\ \hline\hline
200     & & & \\
201     & Bless & Enhances the recipients combat ability & \\
202     & & and confers some of the gods special & \\
203     & & sphere of protection. & \\
204     & & & \\
205     & Banishment & An {\tt AT\_DEATH}\tablenotemark{1} attack is made versus & \\
206     & & enemies of the caster's god. & \\
207     & & & \\
208     & Call holy servant & Weaker version of an avatar is summoned.& \\
209     & & & \\
210     & Cause wounds & These prayers use the attacktype of & \\
211     & & ``godpower''. This means they will effect & \\
212     & & magic immune creatures AND each prayer has & \\
213     & & the special attacktype(s) of the priest's god. & \\
214     & & & \\
215     & Consecrate & Dedicates an altar to the caster's god.& \\
216     & & & \\
217     & Curse & Decreases the recipients combat ability & \\
218     & & and confers some vulnerabilities particular & \\
219     & & to the caster's god. & \\
220     & & & \\
221     & Holy orb & Its like a fireball, but has the same effect & \\
222     & & as holy word\tablenotemark{2}. This prayer is most effective & \\
223     & & against single creatures. & \\
224     & & & \\
225     & Holy word\tablenotemark{2} & This prayer shoots forth a cone of power & \\
226     & & that will damage only enemies of the caster's & \\
227     & & god. & \\
228     & & & \\
229     & Holy wrath & Currently the most powerful ``holy word''\tablenotemark{2} & \\
230     & & prayer available. & \\
231     & & & \\
232     & Summon avatar & Summons a "golem" that is tailored to & \\
233     & & the powers of the worshiped god. This & \\
234     & & prayer is more powerful (in general) & \\
235     & & than a summoned elemental and is one & \\
236     & & of the priest's most potent attack spells. & \\
237     & & & \\
238     & Summon cult monsters & Summons creatures friendly to the priest's & \\
239     & & god. Depending on the god this can be a & \\
240     & & powerful or wimpy prayer. & \\
241     & & & \\
242     \hline
243     \end{tabular}
244     \end{center}
245     \tablenotetext{1}{The target and caster's {\tt levels} are compared. If the caster's
246     {\tt level} is higher, then the creature will probably be destroyed.}
247     \tablenotetext{2}{``holy word'' also defines a class of prayers. These spells are
248     all designed to slay only the enemies of the priest's god.}
249     \end{table}
250    
251     \subsection{Example god}
252    
253     Lets create an example god$-$the ``god of the undead''. If you worship
254     the god of the undead, don't expect to be able to gain priest
255     experience\footnote{i.e. experience for the {\tt wisdom} experience category}
256     for killing the undead! But you might gain, as a priest of the
257     undead, greater powers of commanding undead, and experience for
258     killing certain (living) creatures that serve an enemy god. Each priest
259     takes on a portion of the ``aura'' of their god; this means that our
260     priest will probably become protected to life-damaging magic like draining
261     and death, while conversely becoming more vulnerable to fire. Such a
262     priest, because their god's domain does not include the living, probably wont be
263     capable of healing either.
264    
265    
266     \section{Alchemy} \label{sec:alchemy}
267     \index{alchemy}\index{magic, alchemy}\index{\wizardry\}
268    
269     Alchemy is a sub-type of \wizardry . Being an alchemist is easy;
270     you only need satisfy the following:
271     \begin{quote}
272     1) be able to cast the \alchemy\ spell. \\
273     2) have access to a cauldron\inputimage{cauldron}. \\
274     3) have some ingredients.
275     \end{quote}
276     To create something put ingredients in the cauldron, then
277     cast the '\alchemy ' \incantation . You might make something :).
278     Be warned though! backfire effects are possible, especially if you
279     throw a lot of stuff in the pot. In fact, the more junk which is
280     in the cauldron, the
281     {\em worse} any potential backfire is likely to be. Backfire generally
282     occurs when you get the ingredients wrong but low-level alchemists
283     attempting very difficult (4$+$ ingredient) formulae may have
284     problems too!
285    
286     In order to get better at making stuff, you will need to learn the
287     {\tt alchemy} {\em skill}. Books found in shops (and elsewhere) will give you
288     formulae for making stuff. There is no hard limit on the number of
289     formulae which might make something (the code is pretty flexible),
290     so you can always {\em experiment} on your own, but this will be dangerous!
291    
292    
293     \section{Rune magic} \label{sec:rune}
294     \index{magic, rune}\index{\wizardry\}\index{runes}
295    
296     Runes are another special form of \wizardry ; essentially runes are
297     magical inscriptions on the dungeon floor which cast a spell (or
298     ``detonate'') when something steps on them. Flying
299     objects don't detonate runes. Beware! Runes are invisible
300     most of the time!
301    
302     There are several runes which are specialized; these can be set as
303     your range spell. Some of these are:
304     \vskip 12pt
305     \begin{quote}
306     \begin{tabular}{lcl} \index{runes, types}
307     Rune of Fire\inputimage{runefire} & - & does fire damage \\
308     & & when it detonates \\
309     Rune of Frost\inputimage{runefrost} & - & does cold damage\\
310     Rune of Blasting\inputimage{runeblast} & - & does physical damage \\
311     Rune of Shocking\inputimage{runeshock} & - & does electric damage \\
312     Rune of Death\inputimage{runedeath} & - & attacks with attacktype \\
313     & & "death" at caster level \\
314     & & \\
315     \multicolumn{3}{l}{ + some others you may discover in \wizbook s.} \\
316     \end{tabular}
317     \end{quote}
318    
319     The spell 'disarm'\index{runes, disarming} may be used to try and destroy a rune you've
320     discovered. In addition, there are some special runes which may only
321     be called with the 'invoke' command:
322     \vskip 12pt
323     \begin{quote}
324     \begin{tabular}{lcl}
325     Magic Rune\inputimage{runegen} & - & You may store any \incantation\ \\
326     & & in this rune that you know and \\
327     & & have the mana to cast. \\
328     & & \\
329     Marking Rune\inputimage{runemark} & - & this is basically a sign. You \\
330     & & may store any words you like in \\
331     & & this rune, and people may apply \\
332     & & it to read it. Maybe useful for \\
333     & & mazes! This rune will not detonate, \\
334     & & nor is it ordinarily invisible. \\
335     \end{tabular}
336     \end{quote}
337    
338     \subsubsection{Partial Visibility of Runes}
339    
340     Your runes will be partially invisible. That is, they'll be visible
341     only part of the time. They have a 1/(your {\tt level}/2) chance of being
342     visible in any given round, so the higher your level, the better hidden
343     the runes you make are.
344    
345     \subsubsection{Examples of usage}\index{runes, usage}
346    
347     Here are several examples of how you can use the runes.\\
348    
349     {\tt 'invoke magic rune heal}
350     \begin{quote}
351     will place a magic rune of healing one square ahead of you, whichever
352     way you're facing.
353     \end{quote}
354    
355     {\tt 'invoke magic rune transfer}
356     \begin{quote}
357     as above, except the rune will contain the spell of transference
358     \end{quote}
359    
360     {\tt 'invoke magic rune large fireball}
361     \begin{quote}
362     as above, except the spell large fireball will be cast when someone
363     steps on the rune. the fireball will fly in the direction the caster
364     was facing when he created the rune.
365     \end{quote}
366    
367     {\tt 'cast rune of fire}
368     \begin{quote}
369     prepares the rune of fire as the range spell. Use the direction
370     keys to use up your mana and place a rune.
371     \end{quote}
372    
373     {\tt 'invoke marking rune fubar}
374     \begin{quote}
375     places a rune of marking, which says "fubar" when someone applies it.
376     \end{quote}
377    
378     {\tt 'invoke marking rune touch my stuff and I will hunt you down!}
379     \begin{quote}
380     places the marking rune warning would-be thieves of their danger.
381     \end{quote}
382    
383    
384     \subsubsection{Restrictions on runes:}
385    
386     You may not place runes underneath monsters or other players. You
387     may not place a new rune on a square which already has a rune. Any
388     attempt to do the latter strengthens the pre-existing rune.
389