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MAGIC.DOC
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1980-01-01
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5KB
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131 lines
Written By: CLARENCE BODICKER, VERY, VERY PATIENTLY!!!
CASTING SPELLS:
***************
Spell's are cast by speaking words of power. each magical word consists
of five or six parts, with each part describing a portion of the spells
total effect. The part's of a spell are always presented in the
following order:
RACE + STAT + SEVERITY + RANGE (+ DURATION) + SUBCLASS
The first syllable of the spell describes the RACE the mage wants to
effect. In elven, as in most languages, each race is refered to
differently:
HUMAN = DAY ELEMENTAL = VON
ELF = AR (only two) GIANT = KUM
DWARF = TYA LEGENDARY = VAR
KELDER= KEL UNDEAD = VOR
After the race comes the STAT affected, there's no need to worry
about whether a spell affects a stat positively or negatively, it
will ask you what affect you want it to have when you cast it.
STRENGTH = DAN FATIGUE = TWE
QUICKNESS = VA OFFENSIVE SKILL = KUT
FORESIGHT = DA DEFENSIVE SKILL = AND
INTELLIGENCE = VOR BODY = NA
Next the mage specifies the SEVERITY of the spell, the amount of power
he/she is putting into it.
1INSAGNIFICANT = R 4GREAT = Y
2MODERATE = L 5TREMENDOUS = F
3SERIOUS = W
Next is the range of the spell, CLOSE or LONG, close means the target
is right next to the spellcaster, within arm's reach, LONG range is
anything beyond arm's reach.
CLOSE = ON LONG = YR
Next, The spell's DURATION, how long it will last. The shortest may just
last one round, a spell with the longest duration may last the entire
combat. Spell's that affect the body or fatigue the mage doesn't have to
specify for how long the spell is to last, such spells automatically
increase the stats for as long as the combat ( or until the target is
defeated!)
MINIMAL = A LONG = O
SHORT = E LONGEST = U
MEDIUM = I
Finally, the mage specifies which SUBCLASS he/she want's to affect.
In the case of Humans, Dwarves, Elves and Kelder, no subclasses need
be specified, for these, just end the spell with "TA"
ELEMENTALS
----------
GOLEM = MU DJINN = TI
SYLPH = FE SALAMANDER = MI
GIANTS
------
GOBLIN = MU HILL GIANT = A
ORC = FE ETTIN = UA
HOBGOBLIN = TI OGRE = KE
GREAT ORC = MI STONE OGRE = AT
TROLL = KO CYCLOPS = LO
CLIFF TROLL = RA MIST GIANT = RI
LEGENDARY CREATURES
-------------------
MINOTAUR = MU BINDERAK = KO
MUCK THING = FE SLEDGE = RA
LIZARION = TI MIST GRUB = A
BLOM = MI WALBAR = UA
UNDEAD
------
GREMLIN = MU ZOMBIE = TI
GHOUL = FE SKELETON = MI
(NO SUB-CLALL THINGY NEEDED)
HUMANS, ELVES, DWARVES, KELDER = TA
Below you will find a few sample spells. Using the lists above, try to
break these magical words down into their component parts.
Examples:
HURT ALL DWARVES SERIOUSLY AT CLOSE RANGE =
TYANAWONTA
HEAL AN ELF MODERATELY AT LONG RANGE =
ARNALYRTA
GREATLY INCREASE AORCS FATIGUE AT LONG RANGE =
KUMTWEYYRFE
GREATLY INCREASE THE FORESIGHT OF A KELDER AT LONG RANGE FOR
MEDIUM DURATION = KELDAYYRITA
GREATLY DECREASE THE INTELLIGENCE OF A SKELETON AT LONG RANGE
FOR MINIMAL DURATION = VORVORWYRAMI
TREMENDOUSLY HURT AN OGRE AT LONG RANGE =
KUMNAFYRKE
You can learn spells from going into different houses and some guys
are magicians and they will teach you, they say it usually costs about
500 gold... you can modify spells they make by chosing different options..
it doesn't explain this very well, but you can do it, it says once you
are finished modifying the spell go to the U-TURN icon and it will ask
you if you want to save the new spell, and if you want to say it say yes.
They suggest that when you find yourself on a special mission ( the main
goals in tis game, finish alot of quests so your ranking goes up) like
to find something lost in a graveyard or to retreive seombody kidnapped
by ghouls to change the spells into ones specifically designed against
undead creatures and ghouls... stuff like that.
Also, the more complicated the spell, the more energy it will cost you,
and your endurance will go down, or Fatigue will go up... whatever.
But not permanently.