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# Content
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