two classes of spells in magic

 


        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 Magic-User, 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.


        Some spells become more effective as the Magic-User increases in

power. Spells such as Lightning Bolt use the caster's level as a base

number of points delivered, and then add on a random factor. If this is

the case, the spell description mentions the exact formula.


        Each spell is described briefly, and is labeled with a '*', if

applicable. 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.  

^


                       Magic-User Spells:


                Level 1                         Level 2

                -------                         -------

            1*  Magic Missile               1*  Phantasmal Forces

            2*  Charm Monster               2*  Web

            3   Shield                      3*  Lightning Bolt

            4*  Sleep                       4   Strength

            5   Protection from Evil        5   Levitate

            6   Light                       6   Invisibility


                Level 3                         Level 4

                -------                         -------

            1*  Fireball                    1   Teleport

            2*  Confusion                   2*  Power Word KILL

            3   Pass Wall                   3*  Prismatic Wall

            4*  Hold Monster                4   Time Stop

            5   Fear                        5*  Pillar of Fire

            6   Continual Light             6*  Summon Demon


* - Combat Spell

^


                        Level 1 Spells:


*Magic Missile:         Fires a magical dart from the caster's finger. This

        (Immediate)     does not miss, and does (level)+ 1-10 points of damage.


*Charm Monster:         Basically, this hypnotises the caster's opponent,

        (Immediate)     which therefore neither attacks nor dodges. This

                        spell is easily broken, however.


Shield:                 Creates an invisible wall around the caster, causing

        (Duration)      any monster attacking to do so at a disadvantage.


*Sleep:                 Puts the caster's opponent into a deep sleep. While

        (Immediate)     sleeping, it neither attacks nor dodges (obviously).


Protection from Evil:   Causes the caster's opponent to attack at a disad-

        (Duration)      vantage.


Light:                  Creates a point-source light, equivalent to one torch,

        (Duration)      over the caster's head. Effects are cumulative.

^


                        Level 2 Spells:


*Phantasmal Force:      Causes the caster's opponent to believe it is confront-

        (Immediate)     ing a creature much mightier than itself. This often

                        causes flight.


*Web:                   Entangles the caster's opponent in a magical net,

        (Immediate)     making it helpless to attack or defend itself.


*Lightning Bolt:        Delivers (level) + 2-16 points of electrical damage to

        (Immediate)     the caster's opponent.


Strength:               Temporarily augments the caster's Strength attribute,

        (Duration)      improving his/her combat skill commensurately.


Levitate:               Causes the caster to float (level) feet off the floor,

        (Duration)      making him/her harder to hit.


Invisibility:           Strangely enough, causes the caster to fade from sight.

        (Duration)      This puts monsters at a decided disadvantage.

^


                        Level 3 Spells:


*Fireball:              Causes a fiery explosion in the vicinity of the

        (Immediate)     caster's opponent. Does (level) + 4-24 points of fire

                        damage.


*Confusion:             Causes the caster's opponent to lose clarity of mind,

        (Immediate)     with attendant co-ordination. It cannot attack. Spell

                        lasts for (level) + 1-6 rounds.


Pass Wall:              Shifts the molecular structure of the desired wall such

        (Immediate)     that it becomes as air, allowing passage through it.


*Hold Monster:          Mesmerises the caster's opponent so that it cannot

        (Immediate)     attack or dodge.


Fear:                   Causes the caster's opponent to become fearful of

        (Duration)      him/her, and attack at a disadvantage.


Continual Light:        Same as a Light spell (qv), save that this is twice as

        (Duration)      bright and lasts for the duration of the adventure.

^


                        Level 4 Spells:


Teleport:               Transports, instantly, the caster from where he is to

        (Immediate)     somewhere else. The caster has no control of the dest-

                        ination.


*Power Word KILL:       Your basic Death Spell. Causes the caster's opponent to

        (Immediate)     drop dead on the spot.


*Prismatic Wall:        Encases the caster in a multicoloured sphere with re-

        (Immediate)     markable powers of monster-damaging. Does 5-40 points

                        of damage to the caster's antagonist.


Time Stop:              Freezes Time in the caster's vicinity, while permitting

        (Duration)      him/her to move freely. Monsters cannot fight back.


*Pillar of Fire:        Causes the caster's target to be immolated in a pillar

        (Immediate)     of flames, causing (level)+ 3-18 points of fire damage.


*Summon Demon:          Calls one of Hell's denizens to the caster's aid. The

        (Immediate)     demon will attempt to drag the caster's antagonist back

                        to Hell with it.

^



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