johnu@syma.sussex.ac.uk (John E Upham) (04/13/91)
Somebody requested a Dungeon Master Spell list. Here is my help file on the subject... Welcome to DUNGEON MASTER.... [typed by ALKI of STEEL PULSE] ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ POWER ^^^^^ The power symbols are the starting point for all spells. Where the other symbols give substance to spells, these symbols impart strength. Starting from the weakest symbol, LO, up to the most powerful, MON, the spellcaster may control the power of a spell to suit the situation. Each step on the scale is equal, so the additional Mana needed for a specific spell of the next level should always be the same. Symbol # ^^^^^^^^ 1. The shrinking pattern of LO elicits an effect opposite to MON by drawing power away from the other syllables in the spell. The re- sulting spell is weaker, but easier for the neophyte magic-user to control. 2. UM controls and directs the forces of stupidity and lethargy. Its weakening effect on other syllables is less drastic than LO, so spells of this power require more experience to cast safely. 3. The effect of the syllable ON is that of equality. The natural strength of the other syllables in the spell determines the power of the finished incantation. 4. A subtle opposite to UM, the tilted square appears balanced on a point, poised for movement in any direction. UM's dull corners have become the sharp points of the symbol EE. Speed and in- telligence are the forces that combine to make spells of this symbol more powerful (and costly) than normal. 5. The basis for the symbol PA is still being debated by scholars, but the effect of the spell syllable is much better known. Its ability to increase the power of a spell is second only to MON. 6. Tapping the strength that builds mountains is the greatest of the power symbols, MON. Only a well practiced magic-user can control spells of this size and power. ELEMENTAL INFLUENCE ^^^^^^^^^^^^^^^^^^^ 1.1 Solidity and structure are the main components of the symbol YA, used to represent the elemental influence of earth. A useful syllable, YA is the basis of many protection spells. 2.2 Water is the most precious of the elemental influences, for, more than a thirst quencher, water can both restore health and give life. The syllable VI petitions the aid of this least abundant element. 3.3 The elemental influence of air is conjured with the spell syllable OH, and the properties of gases are often imparted to the result. In knowledgeable hands, this symbol can be used to temporarily alter solid objects so they no longer block vision. 4.4 The syllable FUl invokes the elemental power of fire. It extracts the essence of heat and flame from the air and all nearby sub- stances and temporarily concentrates them under the control of the magic user. Further syllables can bottle this power or send it flying, before the inherent instability of the concentrated energy explodes intro a devastating fireball. 5.5 The sun burns the desolate plain of the symbol DES. Like the barren desert it represents, this syllable invokes destitution, de- solation, absence, the void. The power of the void is one of the few that can damage creatures of vapor and denizens of the ethereal plane. 6.6 The most dangerous of the elemental influences is not fire, but the negative material ZO. However, a great deal of Mana must be expended to keep this essence under control, for negative material can absorb the matter from any material object or being in an instant. FORM ^^^^ 1.1.1 The queen of venom, the black-window spider brandishes a single spot of color on her otherwise jetblack form. Hourglass-shaped, she seems to warn that time will soon run out for the unfortunate soul she bites. In the symbology VEN, which encompasses and conducts all things poisonous. 2.2.2 EW depicts the head and arm of a beast. This syllable is used to fashion the elemental component into the form of a creature. Though the conjuration of elementals is still only a theoretical possibili- ty, the syllable is still useful to "sculpt" a spell to affect only the monsters targeted. 3.3.3 The expanding lines of the symbol KATH characterise the shockwaves emanating from a single source. This follows, for the syllable KATH imparts explosive force to spells which already involve energetic elements such as light or air. 4.4.4 IR abstracts the arc of a swing, and, appropriately, imparts the ability to float or fly to a cast spell. By giving motion to the completed incantation, the spell can be sent traveling through the air. 5.5.5 The reciprocal arms of the symbol BRO represent the mutual support and honesty of true friendship. However, recent usage of this con- struct has drawn upon its power for the creation of beneficial potions. 6.6.6 Constructed from components of fire, lightning and the spear, the jagged line of the symbol GOR combines to invoke the attributes of an enemy. Like its opposite, BRO, recent usage has broadened the power of GOR to the creation of dangerous potions. CLASS/ALIGNMENT ^^^^^^^^^^^^^^^ 1.1.1.1.The sword of the fighter is clearly symbolized by KU, the evoker of all things martial. 2.2.2.2.The symbol for ROS depicts a hand reaching for an object of value, and, as such, is the abstraction for a syllable that involves all aspects of the thief and his art. 3.3.3.3.DAIN depicts the spell leaving the magician's raised staff, and in turn conjures the realm of the wizard and draws around the skills and power of their art. 4.4.4.4.The cross is unmistakable in the priestly character NETA. But, unlike the syllables for the other classes, NETA is unfluenced far less by the natural forces. Instead, the power of this symbol is related to the magic-user's standing with his or her god. But the favor of a deity is not easily bottled, so potions having this intent are rarely effective. 5.5.5.5.RA is the most energetic and powerful of the spell syllables. The light and heat of the sun and stars are the sources tapped with this syllable. Fortunately, it happens to be a somewhat cooperative form of energy and is relatively easy to channel once the magic-user has learned how to draw it forth. 6.6.6.6.SAR is the effective opposite of RA. The symbol depicts the head of a demon. The demon stands for darkness and evil and the guardian of night, the moon. The power of darkness is great, but unruly, so magic-users must expend more of their own Mana energy when attempt- ing to control it. Evil owes no allegiance, and is therefore an inherently dangerous element to include in a spell. ^-=^-=^-=^-=^-=^-=^-=^-=^-=^-=^-=^-=^-=^-=^-=^-=^-=^-=^-=^-=^-=^ Hope ya guys have a lot of fun with thiz nice game... Special greetinx and thanx must go to CRAY for the original... Call our BBS at: 216-923-6569 (STEEL PULSE HQ USA) Dungeon Master Spell List Compiled By Michel Stetter Note: The power symbols are required for all spells. Power effects the strength and duration of the spell. All potions require a empty flask. Power 1=LO, 2=UM, 3=ON, 4=EE, 5=PAL, 6=MON Elemental 1=YA, 2=VI, 3=OH, 4=FUL, 5=DES, 6=ZO Form 1=VEN, 2=EW, 3=KATH, 4=IR, 5=BRO, 6=GOR Class 1=KU, 2=ROS, 3=DAIN, 4=NETA, 5=RA, 6=SAR Power Elemental Form Class Caster Effect ----------------------------------------------------------------------- 1-6 1 P MON Potion (Stamina) 1-6 2 P VI Potion (Healing) 1-6 4 W Light 1-6 6 W Open Button Doors 1-6 1 4 P Spell Shield 1-6 1 5 P YA Potion (Protection) 1-6 2 5 P BRO Potion (Cures Poison) 1-6 3 1 P Poison Cloud 1-6 4 4 W Fireball 1-6 5 1 W Poisonball 1-6 5 2 W Weaken Non-Material Beings 1-6 6 1 W Poison Potion 1-6 1 5 2 P Magic Footprints 1-6 1 5 3 P DANE Potion (Wisdom) 1-6 1 5 4 P NETA Potion (Vitality) 1-6 3 2 5 P Look Through Solid Objects 1-6 3 3 5 W Lightning Bolt 1-6 3 3 6 P Monster Confusion 1-6 3 4 5 W Light 1-6 3 5 2 P ROS Potion (Dexterity) 1-6 4 2 6 W ? 1-6 4 5 1 P KU Potion (Strength) 1-6 4 5 4 P Fire Shield 1-6 5 4 6 W Darkness 1-6 6 3 5 W ZOKATHRA Spell 1-6 6 5 5 P EE Potion (Mana) ----------------------------------------------------------------------- End Of File Here's a list of all the working spells: PRIEST SPELLS YA Priest Stamina potion - need flask YA IR Priest Shield characters YA BRO Priest Shield potion - need flask YA BRO DAIN Priest Wisdom potion - need flask (Temp) YA BRO NETA Priest Vitality potion - need flask (Temp) VI Priest Healing potion - need flask VI BRO Priest Poison antedote - need flask OH KATH SAR Priest Monster confusion OH BRO ROS Priest Dexterity potion - need flask (Temp) FUL BRO KU Priest Strength potion - need flask (Temp) FUL BRO NETA Priest Fire shield ZO BRO RA Priest Mana potion - need flask WIZARD SPELLS YA BRO ROS Wizard Magic Footprints OH VEN Wizard Poison Gas (Thrown - works on rocks) OH EW RA Wizard See through solid objects temporarily OH EW SAR Wizard Invisibility OH KATH RA Wizard Throw lightning OH IR RA Wizard Light FUL Wizard Torch spell FUL IR Wizard Throw fireball DES VEN Wizard Throw poison spell DES EW Wizard Weakens etherial beings DES IR SAR Wizard Darkness ZO Wizard Open some doors ZO VEN Wizard Poison potion - need flask (Throw) ZO KATH RA Wizard Zokathra spell Ya Stamina Potion Ya Ir Shield for whole party Ya Bro Magic Shield Potion Ya Bro Ros Magic Footprints Ya Bro Dain Wisdom Potion Ya Bro Neta Vitality Potion Vi Health Potion Vi Bro Cure Poison Potion Oh Ven Posionous Cloud Oh Ew Ra X-ray Vision Oh Ew Sar Invisibility Oh Kath Ra Lightening Bolts Oh Ir Ra Light Oh Bro Ros Dexterity Potion Ful Torch Ful Ir Fireball Ful Bro Ku Strength Potion Ful Bro Neta Fire Shield for Party Des Ven Poison Missle Des Ew Weaken Non-material Beings Des Ir Sar Darkness Zo Open Doors Zo Ven Poison Potion Zo Bro Ra Mana Potion ZO IR NETA - Anchors the map at the point of casting so that as you move around, the map view stays at the anchored position. Zo Kath Ra Creates a glowing ball which is placed on the fire gem, thus freeing it from the holding gel SPECIAL AMIGA ONLY SPELLS: GOR IR KU - Detects Monsters GOR IR ROS - Detects fake walls and "invisible" (actually hard to see) pits GOR IR DAIN - Detects "magic" on screen? ZO IR NETA - Anchors the map at the point of casting so that as you move around, the map view stays at the anchored position. I hope this is useful. john John Upham, (Chemical Physics Ph.D) University of Sussex, Brighton, UK. Email: kapn1%cluster.susx.ac.uk@uk.ac (BITnet) kapn1@uk.ac.susx.cluster (Janet) johnu%syma.susx.ac.uk@uk.ac (BITnet) johnu@uk.ac.susx.syma (Janet) Tel: +44 273 680500 (eve) Tel: +44 273 678332 (day)
wulfgar@jwprod.UUCP (Wulfgar of the Tribe of the Elk) (04/21/91)
>GOR IR KU - Detects Monsters >GOR IR ROS - Detects fake walls and "invisible" (actually hard to see) pits >GOR IR DAIN - Detects "magic" on screen? How do you get two of the third kind with nothing from the second group? I mean GOR and IR are from the same group, and there is no element. Has anyone got any of these working? -- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- NAME: Wulfgar of the Tribe of the Elk PATH: wybbs!jwprod!wulfgar DISC: "The opinions expressed in this message are necessarily those of my organization...After all, I own the organization."