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Revision: 1.2
Committed: Thu Sep 7 21:42:45 2006 UTC (17 years, 8 months ago) by pippijn
Branch: MAIN
CVS Tags: HEAD
Changes since 1.1: +0 -0 lines
State: FILE REMOVED
Log Message:
Moved documents to doc/historic

File Contents

# User Rev Content
1 root 1.1 Magical Runes
2    
3     Runes are magical inscriptions on the dungeon floor,
4     which cast a spell or detonate when something steps on them. Flying
5     objects don't detonate runes. Beware! Runes are invisible
6     most of the time. They are only visible occasionally!
7    
8     There are several runes which are specialized: these can be set as
9     your range spell. Some of these are:
10    
11     Rune of Fire -- does ??hp of fire damage
12     when it detonates
13     Rune of Frost -- ??hp cold
14     Rune of Blasting -- ??hp physical
15     Rune of Shocking -- ??hp electric
16     Rune of Death -- AT_DEATH at caster level
17    
18     + some others you may discover spellbooks of.
19    
20     The spell 'disarm' may be used to try and destroy a rune you've
21     discovered.
22    
23     In addition, there are some special runes which may only be called
24     with the 'invoke' command:
25    
26     Magic Rune -- You may store any magic spell
27     in this rune that you know and
28     have the spellpoints to cast.
29    
30     Marking Rune -- this is basically a sign. You
31     may store any words you like in
32     this rune, and people may apply
33     it to read it. Maybe useful for
34     mazes! This rune will not detonate,
35     nor is it ordinarily invisible.
36    
37     Partial Visibility of Runes:
38     Your runes will be partially invisible. That is, they'll be visible
39     only part of the time. They have a 1/(your level/2) chance of being
40     visible in any given round, so the higher your level, the better hidden
41     the runes you make are.
42    
43     Examples of usage:
44    
45     'invoke magic rune heal
46     -- will place a magic rune of healing one square ahead of you, whichever
47     way you're facing.
48    
49     'invoke magic rune transfer
50     -- as above, except the rune will contain the spell of transferrence
51    
52     'invoke magic rune large fireball
53     -- as above, except the spell large fireball will be cast when someone
54     steps on the rune. the fireball will fly in the direction the caster
55     was facing when he created the rune.
56    
57     'cast rune of fire
58     -- prepares the rune of fire as the range spell. Use the direction
59     keys to use up your spellpoints and place a rune.
60    
61     'invoke marking rune fubar
62     -- places a rune of marking, which says "fubar" when someone
63     applies it.
64    
65     'invoke marking rune touch my stuff and I will hunt you down and kill you
66     -- places the marking rune warning would-be thieves of their danger
67    
68    
69    
70     Restrictions on runes:
71    
72     You may not place runes underneath monsters or other players. You
73     may not place a new rune on a square which already has a rune. Any
74     attempt to do the latter strengthens the pre-existing rune.