There are two classes of spells: Those that last for a while,
and those that don't. In each of these classes are two further
distinctions: Spells that are meant for use in combat, and those that
aren't.
Combat spells are flagged with a '*'. These may or may not work,
depending on the relative levels of the spell caster and his target. If
the opponent is a great deal more powerful than the Cleric, it is very
highly resistant to the latter's magicking. The formula for spell
efficacy varies from spell to spell, and contains a random factor.
Each spell is described briefly, and is labeled 'Combat,' if ap-
plicable. In addition, each is labeled either 'Immediate' or 'Duration.'
The former do whatever it is that they do RIGHT NOW, while the latter's
effects take a little while to disperse.
The next page contains the Spell Tables. The four pages following
describe the spells themselves, one level per page.
^
Clerical Spells:
Level 1 Level 2
------- -------
1 Protection from Evil 1 Detect Traps
2 Light 2 Silence
3 Cure Light Wounds 3 Pray
4* Turn Undead 4* Hold Monster
5 Invisibility 5 Pass Wall
6 Levitate 6 Fear
Level 3 Level 4
------- -------
1* Dispell Undead 1* Holy Word
2 Continual (Bright) Light 2* Finger of Death
3* Plague 3* Blade Barrier
4 Presence of Ghod 4 Heal
5 Descend into Dungeon 5* Summon Angel
6 Ascend from Dungeon 6* Preach
* - Combat Spells
^
First Level Spells:
Protection from Evil: Causes monsters to be at a disadvantage on attacks.
(Duration)
Light: Creates a point-source of light, equivalent to one
(Duration) torch, to appear over the caster's head. Multiple
applications of this spell increase visability.
Cure Light Wounds: Heals 2-7 points of damage incurred by the caster.
(Immediate) In no event will this increase hit points past their
base value.
*Turn Undead: Causes Vampires and Ghouls to run away in sheer terror.
(Immediate)
Invisibility: Strangely enough, causes the caster to fade from sight.
(Duration) Helps in combat and evading.
Levitate: Causes the caster to float (level) feet off the floor,
(Duration) prevents falling into pits.
^
Second Level Spells:
Detect Traps: Increases, for the duration of the spell, the caster's
(Duration) ability to find traps in loot, such as an exploding
Chest.
Silence: Puts attacking monsters at a disadvantage, and lowers
(Duration) the probability of encountering Wandering Monsters.
Prayer: Gives the caster an advantage when attacking; i.e.,
(Duration) makes it easier for him/her to hit his/her opponent.
*Hold Monster: Causes the caster's opponent to be HELD (temporarily
(Immediate) placed in stasis). A HELD monster cannot fight back,
nor can it dodge.
Pass Wall: Shifts the molecular structure of the desired wall such
(Immediate) that it becomes as air, allowing passage through it.
Fear: Causes the caster's opponent to become fearful of
(Duration) him/her, and attack at a disadvantage.
^
Third Level Spells:
*Dispell Undead: Causes Vampires or Ghouls to be utterly annihilated.
(Immediate)
Continual Light: Causes a bright point-source of light to appear above
(Duration) the caster's head. This light will remain for the
duration of the adventure. See also LIGHT (1st Level).
*Plague: Causes the caster's opponent to be afflicted by one of
(Immediate) the Seven Biblical Plagues.
Presence of Ghod: Causes each instant to seem an eternity.
(Duration)
Descend: Disrupt the Soul of the caster to allow immediate
(Immediate) passage to the lower levels (may cause damage).
Ascend: Disrupt the Soul of the caster to allow immediate
(Immediate) passage to the higher levels (may cause damage).
^
Fourth Level Spells:
*Holy Word: Banishes the caster's opponent to eternal damnation.
(Immediate)
*Finger of Death: Imbues the caster's finger (which is immediately
(Immediate) applied to the opponent) with such unspeakable
god-granted power that living things cannot contain
it. Therefore, they die instantly.
*Blade Barrier: Causes a circular wall of flashing, moving swords to
(Immediate) appear around the caster. This wall increases in
diameter with great rapidity, catching and destroying
any attacking monster.
Heal: Totally cures ALL damage the caster has incurred.
(Immediate)
*Summon Angel: Calls an Avenging Angel of Ghod to come to the caster's
(Immediate) aid. Be certain of your own moral standing before
trying.
*Preach: Use your charisma as a weapon against the opponent's
(Immediate) soul.
^
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