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Old July 13, 2015, 14:50   #33
Tibarius
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Join Date: Jun 2011
Location: Germany
Age: 49
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mage spells - discussion base

Mage-Spells:
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- Only the 1st spell book is available in town.
- All spells have no minimum level requirement.
- The chance of success depends on the caster's intelligence. All spells require an intelligence of
18+(Spellbooklevel/5). The last spellbook thus requires 18/180 intelligence. A spell has a 0%
failure rate (for mage/ranger/thief) if the caster has the required intelligence. The spell failure
rate will increase for 1% mage, 2% ranger/thief for every point the caster's intelligence is below
the required intelligence.
- The spellbook-level specifies which dungeon level the natural deep of the spellbook is.
- Due to their long studies and training of their mind the mage class gets pConfusion at level 30.
- Attack spells are marked with *.
- Utility spells are marked with -.
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[ Magic for Beginners ] (town)
* burning hands (1) caster's hands burn until adjacent monster touched, damage 2d6, +2light
* poison touch (1) some drops of poison are applied on a weapon's blade, +1d6 damage
* fire bolt (1) small bolt of fire, range 5, damage 1d4
* frost bolt (2) small bolt of frost, range 10, damage 1d3
* sleep monster (3) range 10, sleep a non-unique monster, target can save
- detect monsters (1) detect non-invis monster for 1 turn, range 5+(Level/2)
- phase door (1) random teleport, range 10
- identify (5) reveal powers of an object
- detect object (3) detect objects in mid-range area, rogue only


[ Conjuring and Tricks ] (10)
* stinking cloud (4) radius-2 poison ball, dam 28, range 10
* magic missile (4) mana bolt, unresistable, range 20, damage 4d6
* spear of light (4) light beam, range 20, damage 3d8, lights beam path
* confuse monster (4) range 10, confuse a non-unique monster for Level/5 turns, target can save
* acid bolt (2) bolt of acid, range 10, damage 5d8
- light (2) lights up area/room, range 2+(Level/10)
- conjure food (3) conjure a random piece of food
- silence (3) damps the sounds around the caster, stealth+2
- regeneration (3) boosts hp and sp regeneration by (Level/10), increases food consumption
- resist fire (5) fire-resistance for 50+(Level*5) turns


[ Incantations and Illusions ] (20)
* wonder (3) create random effect, range 10
* spear of light (4) light beam, range 20, damage 5d8, lights beam path
* lightning bolt (2) elec bolt, range 10, damage 8d10
- alertness (5) increase perception value by 10 for 50+(Level*5) turns
- blur (10) caster is blurred for 50+(Level*5) turns, melee attacks on caster miss 15% of time
- cure poison (5) neutralize poison
- reveal monster (3) detect all monster (including invisible) for level/10 turns, range 5+(Level/2)
- agility (5) +3 speed for 50+(Level*5) turns, +1melee attack (but never above maximum)
- resist cold (5) cold-resistance for 50+(Level*5) turns


[ Sorcery and Evocations ] (30)
* Acid Strike (4) range 15 acid bolt, damage 10d13
* Frost Ball (6) range 15 radius-2 frost ball, damage 60
* polymorph other (7) polymorph non-unique monster
- teleport self (6) random teleport, range 100, always out of vault
- enchant armor (20) 70% chance to enchant magic bonus of armor by +1
- magic hole (15) sink through floor down to next level
- see invis (10) see invisible monsters for 1+(Level/5) turns


[ Way of the Mage ] (40)
* Fireball (9) range 15 radius-2 fire ball, damage 70
* mass-sleep (7) sleep all non-unique monster in LoS
- teleport other (12) teleport bolt, range 100
- disarm trap (5) disable traps on and around casters position (chest or floor)
- rPoison (10) resistance to poison for 50+(Level*5) turns
- detect stairs (3) detect stairs in mid-range area
- create doors (30) creates closed doors around player
- Word of Recall (25) teleport to dungeon / town


[ Arcane Secrets ] (50)
* Multi-Missile (15) fires 3 magic missiles in a row
* Acid Ball (10) radius-2 acid ball, damage 70
- Resistance (20) resistance to 4base+poison for 50+(Level*5) turns
- enchant weapon (20) 70% chance to enchat magic bonus of weapon by +1
- haste (10) haste caster, +7 speed for 50+(Level*5) turns
- stoneskin (10) AC+100 and speed-5 for 50+(Level*5) turns
- magic arrows (20) create magical ammunition for the equipped shooter
- create stair (20) create stairs at caster's location, up or down randomly choosen
- recharge (20) recharge staff/wand, object can blow up


[ Tome of Destruction ] (60)
* Earthquake (20) radius-10 earthquake
* Inferno (10) radius-2 plasma explosion (ball spell), damage 100
* Nether Bolt (15) nether bolt range 20, damage 160, no damage versus undead
* Shock Wave (8) radius-5 sound ball at caster's location, damage 70, stun effect
- Enchant Weapon (50) enchant to hit and to dam of weapon, max bonus is int dependant
- Bash Door (20) cast a force bolt of energy against a door, destructing it
- turn stone to mud (10) bolt which destroys first non-permanent wall


[ Lore of Bloodmagic ] (70) The Bloodmagic spells cost always the same HP they cost in mana.
* Touch of Death (100) drain life from adjacent monster if target does not save, instantly killed
- Rune of Protection (60) the caster draws a circle of blood on the ground which cannot be entered
* Chaos Strike (20) range 20 chaos bolt, target must save or is polymorphed to Level-5, dam 160
- Sacrifice Life (100) the caster sacrifices life to gain new mana, cost 100 hp gain 200 mana
- Imbue Power (60) the caster imbues his own spiritual power into a wand/staff, recharge fail 0%
- Nightvision (5) eyes turn red so the caster can see in the dark, rogue only, duration: next level

[ Wrath of the Elements ] (80)
- 6th sense (20) telepathy for 50+(Level*5) turns
- Elemental Ward (100) immunitiy 4base+poison for 50+(Level*5) turns
- Rift (1) caster creates a dimensional rift and teleports to another level
- Elemental Brand (30) brand weapon or ammunition with fire/ice/poison
* Thunderbolt (15) bolt range 20, sparks to adjacent monster until no more targets, damage 120
* Ice Storm (15) radius-3 cold ball with 15% chance per monster to freeze it, range 20, damage 160
* Meteor Shower (15) (Level/10) number of meteors, radius-1 fire explosion, each meteor dam 50
* Acid Beam (15) acid beam, range 20, damage 140


[ Grimoire of Power ] (90)
* mana storm (30) damage 600 mana storm, unresistable, mage only
* mana bolt (10) damage 400 mana bolt, unresistable, mage+ranger only
- word of destruction (40) radius-20 earthquake which teleports other all monsters in range
- Mass Banishment (75) remove all non-unique monsters in range 20
- shadow (15) become one with the shadows, 15% melee miss, works only with light=0, rogue only
- combat magic (15) pFear, melee/ranged attacks always hit, increased chance for critical hit


The average-damage and average-damge / mana ratio of the attack-spells are not fine-tuned yet.
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