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."