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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

# Content
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.