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Help
Combat Skill
This skill is a measure of how good your basic combat skills are.
The higher your combat skill, the better your chance to hit your opponent
in hand-to-hand combat. Note that although your combat skill plays a
part in determining your chance to hit, your specific weapon skill (such
as slash/bludgeon/pierce), and to some extent your level, also affect
your chance.
This skill is based on STRENGTH, since strength is the main factor
in how well you are able to break through your opponent's defenses,
or deflect his blows, or how long you are able to continue fighting
before becoming too worn to fight effectively. This skill also leads
to many warrior-type skills.
See Also: Slash, Bludgeon, Pierce |
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Command Spell
Mana Cost : 25 Target : victim
Save : Versus Spell for Negation
Effect : "Sit!"
The pious can move others to action through the strong will of their diety.
The "command" spell allows you to force the victim to do any one-word command
you specify, for example "flee" or "sleep". The victim must be able to
understand you.
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Conjure Espirit Spell
Mana Cost : 30 Target : object
Save : None
Effect : Create a minion from a basic item in your inventory
All items possess magical properties, but some are easier for a spell caster
to draw from. With the aid of their diety, those trained in spiritual ways
may create life out of an inanimate object. Using this spell, the caster is
able to use a certain item as a key into another realm. He can then reach
out and bind a being from that realm to his will. Wise casters use different
objects to summon different creatures. Most objects are too difficult to
focus with, but others can summon powerful beings. It is rumored that the
most basic of elemental spirits can be summoned from everyday items that
relate to their substance.
See Also: Charm Person, Armour Golem |
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Continual Light Spell
Mana Cost : 35 Target : None
Save : None
Effect : "Let there be light..."
After learning the simple spell of illumination, the next step is to learn to
surround yourself with light. This spell conjures an intense sphere of light
that engulfs the caster's body and illuminates the surrounding area. There
is no way to deactivate the spell once it is cast, short of dispelling it or
letting it run it's course.
See Also: Illuminate Spell |
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Control Weather Spell
Mana Cost : 25 Target : better/worse
Save : None
Effect : Manipulate the immediate atmospheric conditions.
This spell will change the "course" of the current weather.
See Also: Call Lightning
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Corpse Walk Spell
Mana Cost : 100 Target : victim
Save : None
Effect : Dead man walking! Dead man walking!
This spell is a very special application of the animate-dead spell. You
cast it on a living member of your group (or yourself). The spell uses
the identity of the person it is cast on to locate that person's corpse.
Then that corpse is animated, wherever it is. The zombie thus created
will try to walk back to the caster of the spell, bringing all the equipment
and possessions it had at time of death (excepting ones that were otherwise
removed from the corpse after death). Unfortunately, zombies have no
intelligence of their own. They will not open doors and they can't walk
through traps.
See Also: Piety
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Corrupt Spell
Mana Cost : 60 Target : victim
Save : Special
Effect : "May the Darkness put out your righteous light!"
This spell will only affect good creatures. This spell will damage a creature
in proportion to how good it is. If you are less powerful than the creature
then the damage is halved. If the target is a summoned creature then they will
take double damage.
See Also: Unholy Word
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Create Food Spell
Mana Cost : 10 Target : None
Save : None
Effect : Ala-kazam ... Presto! Portobello!
This spell instantly creates an edible magic mushroom. The mushroom
will be fill you up.
See Also: Create Water Spell
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Cure Sickness Spell
Mana Cost : 40 Target : victim
Save : None
Effect : Relieves the victim's fever and illness
Not only can priests cure the wounded but the sick. After learning four major
curing spells (cure light, cure serious, cure critical, and heal), one may
be privy to the ways of Cure Sickness. This spell cures the victim of the
maladies associated with Sickness.
See Also: Sickness
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Dancing Sword Spell
Mana Cost : 50 Target : object
Save : None
Effect : Bestow life upon a weapon to do your bidding.
This spell animates any weapon in your inventory with magical force, causing
the weapon to rise up and "dance" in the air. You can then command the weapon
to fight for you as you would any other follower. The animated weapon will
have magical life force and fighting capability proportional to the level of
the caster, but will retain the same damage that it had as an inanimate
object. Some spells placed on weapons may be disrupted by the magical life
force and not carry over to the animated weapon.
Note that once the magical life force has been dispelled (through receiving
enough damage), the sudden energy loss causes the weapon to vanish in a burst
of energy, so do not use this spell on weapons you wish to keep.
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