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* AZALTA *
-----------------------------------
- BOOK OF SPELLS -
-----------------------------------
Abbreviations Used:
INT = Intelligence required to cast spell
POW = Power in MagicPoints required to cast spell -- a '+' after
this number means that a variable amount of additional MP
may be spent, depending on the strength required.
A spell's 'Target' may be one of:
Any = The mouse is used to select any target on the screen.
Missile = The target must be reachable by an unobstructed
and straight line-of-fire.
Touch = The target must be touched directly by the spell-
caster.
****************************************************************
1 Awaken
This most basic of spells is used simply to wake up a
sleeping person or creature. An "antidote" for the Sleep spell.
The power required depends on how deep the sleep is.
INT: 4 POW: 1+ Target: Any
2 Magic Missile
A handy attack spell for low-level magic-users, while still
deadly when cast by more powerful ones. This spell creates an
"arrow" of pure energy and lets the caster fire it at whom he/she
pleases.
INT: 8 POW: 3+ Target: Missile
3 Thaw
This spell is used to free a person or creature who has been
frozen, usually from a Freeze or Blizzard spell cast by another.
The power required depends on the extent of the freezing.
INT: 10 POW: 6+ Target: Any
4 Magic Footprints
When this spell is cast, the caster's feet will leave a
trail of glowing footprints behind wherever he/she walks. Can be
useful when lost in a dungeon. The lasting power of this effect
is determined by the level of the magic-user.
INT: 12 POW: 8
5 Sleep
This spell is useful in many a battle situation. It may be
used to help the caster escape by putting an attacker to sleep
and then running away, or the caster may be a bit more vicious
and decide to attack his defenseless sleeping enemy. The amount
of power put into the spell determines how long the victim will
sleep.
INT: 15 POW: 10+ Target: Any
6 Unlock
With this spell the magic-user can magically unlock a locked
door without the use of a key.
INT: 20 POW: 12 Target: Touch
7 Remove Poison
This useful spell has saved many an adventurer's life. It
negates any poisons that may be in a person's or creature's
bloodstream. The power required for success depends on the
strength of the poison involved -- a bee sting is much easier to
cure than a deadly snake bite.
INT: 22 POW: 16+ Target: Touch
8 Confuse
With this spell the caster can scramble the thoughts of an
enemy. The victim will hardly be able to walk in a straight line,
let alone attack with any accuracy -- he may even begin attacking
his own side. It can be very advantageous to disorientate one's
attackers.
INT: 25 POW: 20 Target: Missile
9 Illusion
This spell lets the caster create a realistic magical image
of anything he/she wishes; a snake, a wall, or even a dragon. The
image created is almost 100% imperceptible by those who do not
know it is only an illusion (although an extremely intelligent
individual can figure it out). This can be a useful spell for
warding off more gullible creatures. It is also a fun spell for
magic shows. The image is selected by the amount of power spent
on the spell.
INT: 26 POW: 26+ Target: Any
10 Poison
With a Poison spell a spell-caster can magically "inject" a
venom into an enemy which will slowly cause its death, or at
least do some continued harm over a period of time. The victim
will lose a certain amount of LifePoints every turn that the
poison remains in his body. The poison's lasting power is
determined by power spent; the strength of the poison depends on
the level of the caster.
INT: 28 POW: 23+ Target: Missile
11 Fear
This spell is used to terrify an attacker so that it will be
too scared to attack, if it doesn't just retreat completely. Some
creatures are more easily frightened than others, but this can be
an effective way to chase enemies off without hurting them.
INT: 32 POW: 30 Target: Any
12 Heal
Every adventuring party should have at least one character
in the group who knows this spell. When a character is wounded, a
Heal spell will restore some, or even all, of his lost life. The
amount of LifePoints healed is dependant on power spent.
INT: 34 POW: 5+ Target: Touch
13 Poison Cloud
This spell creates a cloud of poisonous gas which will choke
anyone who breathes it, doing damage to their lungs. Prolonged
exposure is fatal. The amount of power spent on this spell will
determine the size of the gas cloud; you may only want a small
cloud, or you may want to fill an entire room -- but be careful
not to smother your own companions or yourself in the process.
INT: 36 POW: 36+ Target: Any
14 Freeze
With this spell the caster can select any individual and
freeze him in place, rendering him harmless and immovable (for
the time being). Longer lasting than a Sleep spell. The amount of
time the victim will remain frozen depends on the amount of power
spent on the spell.
INT: 37 POW: 32+ Target: Any
15 Bird's Eye
When outdoors, this spell allows the magic-user to transfer
his mind temporarily to a passing bird, which allows him/her to
see a "bird's eye view" of the surrounding land for miles around.
Very helpful when travelling long distances. Can save your life
if you are lost. The more power spent on the spell, the larger
the area you will be able to see.
INT: 40 POW: 40
16 Protection
This spell effectively helps the caster avoid harm in battle
by surrounding him/her with a magical "shield" which absorbs part
of the damage done by attacker's blows. The time this spell lasts
for depends on the experience level of the caster, and the actual
effectiveness of the shield depends on the caster's intelligence.
INT: 43 POW: 10
17 Stupidity
With this spell a magic-user can turn an intelligent being
into the intellectual equivalent of a carrot. The victim will act
as if almost completely mindless, and will not notice he is
walking through flames, or into a deep hole, etc, and will also
lose the ability to cast spells properly.
INT: 45 POW: 42 Target: Any
18 Repel Undead
This spell/ritual is meant to drive off the evil denizens of
the undead world: skeletons, zombies, vampires, etc. When
successful, some or all of the undead creatures will be horrified
by your presence and flee the area. The number of undead actually
repelled depends on the caster's intelligence and experience
level -- the type of creature also makes a big difference in
difficulty; skeletons are far easier to repel than mummies or
vampires.
INT: 35 POW: 46
19 Slow
This spell is very valuable when battling fast-moving
creatures; when it is cast upon them, they will slow down to half
of their normal speed.
INT: 45 POW: 48 Target: Any
20 Corrode Armor
This spell will rapidly corrode a character's armor, making
it less effective for their protection. Multiple castings of this
spell (or a single powerful one) can render a piece of armor
completely useless. The amount of damage done is dependant upon
the amount of power spent on the spell.
INT: 47 POW: 30+ Target: Any
21 Web
This spell lets the caster fire a stream of sticky,
spiderweb-like netting from his hands to form a "web-wall" in
which enemies can become entrapped. Can be fired directly at a
creature, or be used to create a web-wall in preparation for its
advance. The length of the web depends on the power spent.
INT: 50 POW: 52+ Target: Missile
22 Fireball
This powerful attack spell creates a ball of fire and lets
the caster launch it at any target he/she chooses. Can do much
more damage to an enemy than a Magic Missile. The size and power
of the fireball depends on power spent.
INT: 54 POW: 20+ Target: Missile
23 Dispel Force Field
If a force field blocks your way, this spell will let you
dissipate its energy and cause it to disappear.
INT: 55 POW: 60 Target: Touch
24 X-Ray Vision
When inside a building or dungeon, using this spell will
allow the caster to peer through a solid wall and see a vision of
the room on the other side (if one exists). Can also be used to
see a room above or below. This spell will not, however, show the
presence of most types of creatures that may be lurking in the
room.
INT: 58 POW: 68
25 Create Force Field
Lets the magic-user form a permanent impassable wall of pure
energy in front of him/her. Useful for protection.
INT: 60 POW: 75
26 Drain Magic
With this spell the caster can directly rob another magic-
user of his/her MagicPoints. The amount of power drained is equal
to the amount of power spent on this spell.
INT: 30 POW: 30+ Target: Any
27 Speed
With this spell the caster doubles his/her speed of
movement, effectively giving him/her two turns for every one that
other characters get. Extremely useful in combat.
INT: 68 POW: 100
28 Create Gold
This spell lets the magic-user create pure gold coins from
nothing but raw magical power. The amount of gold depends on the
power spent.
INT: 70 POW: 110+
29 Curse Armor
With this spell the caster places a magical curse upon the
victim's armor.
INT: 71 POW: 114 Target: Any
30 Curse Weapon
With this spell the caster places a magic curse upon the
victim's weapon in use.
INT: 71 POW: 115 Target: Any
31 Create Food
This spell can save starving characters' lives. It lets the
caster create an edible, calorie-rich substance from nothing but
magical energy. Some say it tastes like chicken. The amount of
food created depends on power spent.
INT: 73 POW: 112+
32 Harm
A deadly spell. It lets the caster do bodily harm to anyone
he/she chooses by simply willing it. The amount of damage done
depends on the amount of power spent; it is not nearly as power-
efficient as such spells as Fireball though -- more power must be
spent with Harm to do any equal amount of damage.
INT: 75 POW: 50+ Target: Any
33 Cure Disease
With this powerful healing spell the magic-user can rid an
individual of a debilitating disease. The amount of magic power
needed is dependant on the type of disease to be cured.
INT: 80 POW: 120+ Target: Touch
34 Teleport Object
This spell allows the caster to change the location of a
chosen object (under a certain size) by using his/her mental
powers. Useful for bringing a treasure chest nearer when traps
are suspected, etc.
INT: 78 POW: 130 Target: Any
35 Control
With this spell, the magic-user can take control of the mind
of any individual. The victim will then begin to fight for the
controlling spell-caster, rather than against. In a battle
situation where you are outnumbered, it can be very advantageous
to take control of one or more of the opposition and increase
your chances.
INT: 82 POW: 150 Target: Any
36 Detect Invisible
This spell will find any invisible individuals in the
immediate area and make them clearly visible to everyone. Effects
everyone but the caster -- even any of his/her companions who may
be invisible.
INT: 88 POW: 160
37 Touch of Agony
This is one of the most harmful assault spells in existence.
The caster's bare hand, upon touching the victim, does severe
damage to the individual's body. The damage done is equal to
double the MagicPoints spent on the touch.
INT: 90 POW: 80+ Target: Touch
38 Teleport Self
This spell lets the spell-caster move freely and instantly
through space, even through walls. You may not teleport to any
space already occupied.
INT: 95 POW: 140 Target: Any
39 Remove Curse
If a character or creature has been cursed, this spell will
lift it from them. This spell works on curses placed on
individuals, not those placed on items (for curses such as those,
professional help must be sought).
INT: 100 POW: 145 Target: Touch
40 Blaze
This destructive spell creates a blazing cone of fire
emanating from the caster's hands which will damage and ignite
anyone or anything in its range. Useful because it can be used on
several enemies at once, if they are positioned right. The length
of the fire cone depends on the amount of power spent.
INT: 104 POW: 90+
41 Teleport Others
Just like Teleport Self, but can be used on other characters
or creatures. Can be used to send someone further away from you
if they are causing you trouble.
INT: 115 POW: 160 Target: Any
42 Create Weapon
With this spell it is possible for an unarmed magic-user to
arm him/herself in an emergency. A magical energy sword (usable
by anyone) will be created, which will slowly deteriorate with
each swing. The sword's initial strength depends on the amount of
power spent. The caster's hands must be empty to cast this spell.
INT: 119 POW: 180+
43 Create Armor
Just like Create Weapon above, but creates a magical suit of
energy armor instead, which deteriorates every time it is struck.
INT: 120 POW: 180+
44 Burn Spirit
This spell lets the magic-user fight those pesky ghosts,
banshees, phantoms, and other inhabitants of the spirit world
which are normally unharmed by other spells and weapons. Will
also do damage to physical beings (which are also part spirit),
but is less effective than when used on spirits. Damage done
depends on power spent.
INT: 134 POW: 100+ Target: Missile
45 Curse
This spell will place a foul curse on anyone the caster
chooses. If successful, the victim will from then on always be
hit by any attacks made on him. Very helpful for the magic-user's
fighting companions when battling a tough monster.
INT: 146 POW: 185 Target: Any
46 Teleport to Crystal
No matter where your party is, when this spell is cast, the
magic-user and all of his/her companions will be transported
instantly outdoors to the earth directly above the Great
Underground Crystal. Handy when lost at the bottom of a deep
dungeon.
INT: 150 POW: 200
47 Explosion
This dangerous attack spell lets the spell-caster cause a
large explosion wherever he/she would like one. It can be
directly on an enemy, or simply near him; the most damage will be
done in the center of the blast, but a considerable amount will
still be done to anyone else in its reach. This makes it useful
when cast into the center of a group of monsters, but care must
be used if you are not to blow up your own companions. Power
spent on the spell determines the overall damage done.
INT: 160 POW: 110+ Target: Any
48 Blizzard
This spell works somewhat the same way that Blaze does, but
instead of a cone of flames, a conical snowstorm blasts from the
caster's hands, freezing anyone unfortunate enough to be caught
in its path. Convenient for refrigerating large groups. The
length of the storm-cone depends on power spent.
INT: 170 POW: 120+
49 Create Door
With this spell the magic-user can create a door in just
about any impassable section of wall, or even in thin air if
desired.
INT: 180 POW: 210 Target: Touch
50 Lightning
Causes a lightning bolt of variable power (dependant on
power used for spell) to flash down from the sky and strike
anyone the caster desires. Works much like Harm, but is well over
twice as powerful.
INT: 185 POW: 130+ Target: Any
51 Blink
Used outdoors only, this spell lets the magic-user "jump"
his entire party miles through space in a fraction of a second,
even through solid matter such as mountains. The amount of power
spent on the spell determines how many miles will be travelled.
Caution must be used; it is possible to end up in the middle of
the ocean, or surrounded by mountains.
INT: 190 POW: 220+
52 Transform Armor
This spell allows the caster to transform any character's
armor (being worn) to a lesser armor, causing his foe to be less
protected. For example, it may change an enemy's plate armor into
mere leather armor or even normal clothing.
INT: 195 POW: 225 Target: Any
53 Transform Weapon
Just like Transform Armor above, but works on a character's
weapon in use instead, transforming, for example, a battle-axe
into a slingshot.
INT: 196 POW: 226 Target: Any
54 Quake
This extremely powerful attack spell causes a minor
earthquake in the immediate area which will damage all enemies in
contact with the ground (airborne creatures will not be harmed).
The amount of damage done to each creature depends on the amount
of power used.
INT: 200 POW: 160+
55 Invisibility
When this spell is cast, the caster becomes completely
invisible. Most enemies will have no idea of where he/she is,
unless they feel the magic-user's touch, in which case they will
attack in that direction. The period this spell lasts for is
determined by the caster's experience level.
INT: 208 POW: 230
56 Summon Creature
With this spell, a magic-user can conjure up a monster of
any type to fight a battle for him/her. The monster summoned will
be totally loyal and fight until all enemies in the area are
destroyed. It will not follow you afterward. Power spent
determines species of monster summoned.
INT: 213 POW: 200+ Target: Any
57 Mayhem
This spell will send all enemies in the area who are less
intelligent than the spell-caster into a state of confusion. Most
useful when fighting a large group of creatures; they will often
begin attacking each other in their disorientation.
INT: 201 POW: 240
58 Part Water
With this spell a magic-user can clear a walkable path
through a pond, river, or other body of water. The amount of
water parted will depend on the power spent.
INT: 231 POW: 250+
59 Mass Panic
When this spell is cast, all creatures less intelligent than
the caster will go into a state of panic and attempt to flee from
his/her presence.
INT: 205 POW: 260
60 Summon Undead
This is usually considered an evil spell, and is generally
only used by high-level users of Black Magic, but is included
here for use in emergencies. When cast, a number of undead
creatures will rise from the earth and fight for the caster until
either they or your enemies are utterly destroyed. The type of
undead summoned depends on your experience level; the number
appearing depends on the amount of power spent.
INT: 220 POW: 235+
61 Transmogrify
A very nasty and irreversible spell, Transmogrify will
change any living creature into a (usually) lower form of life.
It is possible to turn a ogre into a frog, or a human into a
snake, for example. The amount of "steps down" the victim
degenerates depends on the power of the spell.
INT: 225 POW: 275+ Target: Any
62 Touch of Death
When a high-level magic-user casts this spell and touches a
living thing, it dies. Drains all of the caster's power (except
for very high-level users). This spell is considered evil; no XP
is awarded for deaths caused by its use.
INT: 230 POW: 325 Target: Touch
63 Resurrect
This spell gives the magic-user the ability to bring dead
companions back to life. The resurrected character will be very
weak and should quickly be healed and fed, or death could easily
come again. The spell will drain all of the caster's power.
INT: 244 POW: 300
64 Disintegrate
This, the most destructive and evil of all spells, is used
to totally vaporize anything the magic-user wishes. When used on
living beings, all the caster's magic power is drained. No XP is
awarded for killing with this spell.
INT: 250 POW: 350 Target: Touch
*****************************************************************