In-depth study of the WindsMARE Guilds, effects, and techniques, by Arazmus. GUILDS: ----------------------------------------------------------------------------- The Cleric: Equipment: Clerics get all their abilities from their diety, and as a sign of their occupation, may not employ sharp edged weapons. A cleric who used sharp edged weapons will lose favor from their diety and lose their divinly given spells and skills for as long as they use those weapons. A cleric has no restrictions on types of armor, however. Notes: When posessing a religious symbol or artifact may have control over undead creatures. A cleric's technique of using their -- comes naturally to them. Their skill of -- comes later as the cleric becomes closer to their diety. Weapon Profeciencies: 1 weapon every 10 guild levels. Techniques/Commands: 1. Holy Symbol (command undead) (inate) 2. Pray (inate) Spells: A clerics spells are taught to them, and list as follows: 1. Illumination 2. Blessing 3. Replenish 4. Cure Sickness 5. Antidote 6. Blade Barrier 7. Remove Curse 8. Dispel Magic 9. Resist Magic 10. Restoration 11. Rune of Return 12. Holy Word 13. Gate 14. Banishment ----------------------------------------------------------------------------- The Druid: Equipment: Druids can use a better selection of weapons, but using metallic armor or shields spoils their druidic powers. Notes: Druids have deep knowledge of nature and can analyze opponants. Also, druids use mistletoe as their religious symbol and require it to use the druidic -- ability. Druids gain their powers by communing with nature at sacred groves, and druidic colleges. Nature itself teaches all spells and skills to druids. sacred groves will only be recognizable to druids (except rangers that are level 20 and above), as other types of characters are not as sensitive to nature. Weapon Profecency: 1 weapon every 10 guild levels. Techniques/commands: 1. Commune (with nature) (inate) 2. Plant Lore (schooled) 3. Analyze (inate) 4. Command (plants) (inate) Spells: 1. Flame Arrow 2. Charm 3. Shelter 4. Antidote 5. Hunting Hound 6. Root 7. Resist Elementals 8. Vegitation 9. Entanglement 10. Call Elemental 11. Finger of Death 12. Plant Shield ----------------------------------------------------------------------------- The Palidin: (Soldier/Cleric) Equipment: Paladins have no restrictions with armor or weapons, except that they Cannot use poison on enemies. Notes: Palidins have an immunity to sickness, At level 20 palidins gain limited clerical spell ability**. When equiped with a holy avenger, paladins do double damage against undead, and other nether creatures (demons). Any paladin who'se vitrue drops below zero looses all of their paladin abilties untill their virtue score increases above that point. Any paladin that dies from the effects of bad karma and is revived, looses their paladinhood status and becomes a normal soldier. Weapon Profeciencies: 1 weapon every 10 guild levels. Techniques/Commands: 1. Lay Hands (inate) 2. Holy Symbol (command undead) (inate) Spells: Paladins learn their techniques same as clerics. 1. Illumination (at guild level 10) 2. Antidote (at guild level 20) 3. Replenish (at guild level 30) ---------------------------------------------------------------------------- The Ranger: (Soldier/Druid) Equipment: Rangers have no restrictions with armor or weapons. Notes: Rangers have good tracking skills and are more likely to find hidden paths and secret passages. At level 20 rangers get limited druidic spell ability**. Rangers learn their abilities as druids, after level 20. Weapon profeciencies: 1 weapon every 10 guild levels. Techniques/Commands: 1. Plant Lore (schooled) 2. Hide. (schooled) 3. Commune (with nature) (inate) Spells: (gained by communing with nature) 1. Charm (level 20) 2. Antidote (level 30) 3. Hunting Hound (level 40) ** Palidins and Rangers gain one spell at level 10, 20, and 30. ----------------------------------------------------------------------------- The Soldier: (Common Fighter) Equipment: Soldiers have no restrictions on weapons or armor. Notes: The soldier is the most trained in combat and has the best over-all stats. Therefore soldiers do not get any special magical bonuses or spells. Weapon Profeciencies: 2 weapons for every 10 guild levels Techniques/Commands: 1. Left Equip (inate) 2. Weapon Tech (schooled) Spells: Elemental only. ----------------------------------------------------------------------------- The Barbarian: Equipment: Barbarians have no restrictions on weapons or armor. Notes: Although barbarians are not as trained as well as soldiers, their brutish nature gives them strong fighting ability. Barbarians are similar to soldiers except that barbarians are blood-lusty by nature. Being less trained than a soldier, a barbarian's skills are more voilent. Weapon Profeciencies: 2 weapons for every 10 guild levels. Techniques/Commands: 1. Bezerk (inate) 2. Double Hit (inate) Spells: Elemental only. ----------------------------------------------------------------------------- The Mage: Equipment: wearing Armor or shields prevents a mage from preforming magic (except for the verbal elemental magic), and thier skilled techniques. Notes: Mages are weak in meelee combat but are strong in magic. Weapon Profeciencies: 1 weapon every 10 guild levels. Techniques/Commands: 1. Identify (inate) 2. Quick Chant (inate) 3. Record Spell (inate) 4. Wandmaking (schooled) 5. Alchemy (schooled) Spells: Mages gain spells by being trained, or by magical spellbooks. 1. Magic Arrow 2. Strength 3. Weakness 4. Sleep 5. Crawl 6. Haste 7. Dispel Magic 8. Energy Strike 9. Invisibility 10. Fumble 11. Forget 12. Confusion 13. Teleport 14. Clone Monster ---------------------------------------------------------------------------- The Conjurer: Equipment: See Mage Restriction list. Notes: Conjurers are like mages but have different specialties. Weapon Profeciencies: 1 weapon every 10 guild levels. Techniques/Commands: 1. Call (inate) 2. Draw Magic (inate) 3. Quick Chant (inate) 4. Record Spell (schooled) 5. Wandmaking (schooled) Spells: 1. Magic Arrow 2. Darkness 3. Terror 4. Web 5. Mirror Images 6. Creeping Doom 7. Dispel Magic 8. Energy Blast 9. StopSpell 10. Transmogrify Monster 11. Phantasmal Killer 12. Prismatic Sphere 13. Gate 14. ----------------------------------------------------------------------------- The Bard: (Druid/Soldier/Theif according to AD&D) Equipment: see bard restriction list. Notes: when a bard equips a lyre, bards gain spell ability. Bards are resistant to magical charm spells. Weapon Profeciencies: 1 weapon every 10 guild levels. Techniques/Commands: 1. Dance (inate) 2. Throw (up to 100%) (inate) Songs: Bards are taught their songs. 1. Elf Fire 2. Wind Slash ----------------------------------------------------------------------------- The Merchant: Equipment: Merchants cannot Notes: Weapon Profeciencies: 1 weapon every 20 guild levels. Techniques/Commands: 1. Appraise 2. Smithing 3. Repair. Spells: Elemental only. ----------------------------------------------------------------------------- The Mariner: Equipment: The Mariner Has no restrictions on weapons, no metallic armor. Notes: Weapon Profeciencies: 1 weapon for every 10 guild levels. Techniques/Commands: 1. Compass Point (schooled) 2. Sail (schooled) 3. Diving (schooled) Spells: Elemental only ----------------------------------------------------------------------------- The Monk: (Ninja) Equipment: see Monk Restriction chart. Notes: These guys are not friars :) Weapon Profeciencies: 2 weapons every 10 guild levels. Techniques: 1. Martial Arts( ) (schooled) 2. Meditation (inate) 3. Staff Strike (schooled) Spells: Elemental only ----------------------------------------------------------------------------- The Theif: Equipment: No two handed weapons, may employ leather armor/sheilds. Notes: Theives and Assassins have the most options to be evil, but if their skills are written into storylines, theives become valuable in parties. theives can read magic scrolls with 50% chance of failure after level 20. Weapon Profeciencies: 1 weapon every 10 guild levels. Techniques: 1. Steal (up to 100%) (schooled) 2. Pick locks (schooled) 3. Sneak (schooled) 4. Hide (schooled) 5. Vanish (schooled) Spells: Elemental only. ----------------------------------------------------------------------------- The Assassin: (killer/Spy) Equipment: see assassin restriction list. Notes: Assassins are similar to theives, with different specialties. Weapon Profeciencies: 1 weapon every 10 guild levels Techniques: 1. Backstab (inate) 2. Grapple (inate) 3. Pick Locks (schooled) 4. Sneak (inate) 5. Contaminate (if possible) (inate) Spells: Elemental only. ** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ** Elemental Spells: Name: Type: Refresh Healing Scorch Fire Attack Blaze Fire Attack Chill Water Attack Ultima Thunder Attack Common Techniques/Skills: First aid Escape Swim Steal (up to 15%) Throw (up to 15%?) Barrier Destruction ----------------------------------------------------------------------------- Non Player Spells (availiable only in the form of wands, scrolls, etc.): Note: these spells are available to anyone through items, but should not be learned through guilds. only very rarely should a player be allowed to 'learn' such a spell (through taskpoints). Contaminate: A spell (see curse) that contaminates one time use items with poison. for instance: a contaminated torch would emit poisonous gas when lit and need to be discarded. A contaminated athelas will kill a player, etc. using this spell will increase a player's negative karma. Curse: (i didn't think i should make this available to guilds, tho perhaps for a quest, or a tp, you could let out this spell to individuals. I feel that giving it to (evil?) clerics (the natural choice) only would upset the balance of the system i have here, so i made it a non guild spell. This spell will only curse items and equipment. cursed items will have an opposite effect on the player that uses them, equipment would have a -1 on it's value for each cumulitive curse cast on it, cannot be unequipped, and sometimes may leave players more vulnerable to certain forms of attack, like cold, fire, lightning, etc. cursed wands cannot be removed, and always backfire on the person using it. Cursed scrolls are the same. cursed spellbooks cause you to forget a learned spell (chosen at random). One time use items (except spellbooks) can't be cursed. Naturally, finding cursed items should be rare, like, 5/100 chance of an item being cursed. also, using this spell increases the player's negative karma. Lore: Like Favor (see Favor), this spell will give a player detailed history on a particular artifact, or location. Finding a scroll with this spell can be considered as 'assistance from the gods' or 'really good luck' and be very valuable (esp. in the process of solving quests, as in small hints from the spell). Enchant (an item): The opposit of curse. Never give this to players. Favor: This spell is like a request for divine (or demonic) favor. (this is reminicent of create money.) after asking for a favor a player may either mysteriously find a sum of gold or mysteriously lose a sum of gold within a certain amount of time after asking (maybe an hour?) the amount increases per spell level, but also if the spell is cast too many times, like twice in a row or so, the chance for losing money will increase. (create money would be cooler with drawbacks.) Legends on non player (non guild) spells: it should be that no one ever knows their source, perhaps gods or some ultra powerful being wills to allow these spells into the world from time to time. maybe as a way to assist players that serve their cause. It could also be explained as a way of higher beings trying to put their influence into the world and using players to recieve the results. ----------------------------------------------------------------------------- Higher Level guild spells: Which guild gets what spell hasn't been determined, but the following list would be obtainable only at high levels. Ressurection (cleric) True seeing (druid) Time Stop (mage) Spirit Wrack (conjurer) Special Spell Information: extra potent magical spells and techniques that would ocuur in a random 1/200 chance. It could look something like this: -- Arazmus' spell 43 damage points on Geletinous Glob! or.. -- Arazmus' spell does double damage of 44 points on Geletenous Glob. or.. -- Olias's Technique does double magic drain of 28 points from some loser. ** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ** Spell Definitions: Antidote: Type: Cure Range: One creature* Cost: Low Cures the spell recepient of poisons. Banishment: Abjuration Range: one creature Cost: Moderate This spell will 'send' summoned or conjured creaturses back from whence they came. Qv. "Return ye wretched demon back to the depths of hell!". Blade Barrier Type Evocation Range: One creature Cost: Moderate This spell creates a barrier of magical blades that circulate around the recepient, which inflict 2-4 points of damage (at level 1) on any attacker that attacks by physical means (fight). Blessing: Type: Enchantment/evocation Range: One creature* Cost: Low Raises spell recepient's strength/defense 5 - 10 points for 1 minute per spell level. Call Elemental: Type: Conjuration Range: one room Cost: Moderate Summons a suitable elemental being of air, water, earth, or fire to serve the spellcaster. Charm: Type: Enchantment Range: One creature** Cost: Low Causes Enemy to become incapable of attacking the spellcaster for 2 rounds per spell level. (this is similar to a stun). (pink nuper becomes unable to attack you.) Clone Monster: Type: Necromantic Range: One monster Cost: Moderate Will replicate the monster selected (excluding bosses?) and the monster will remain permanently untill destroyed. (will not replicate players) Confusion: Type: Enchantment/Charm Range: One creature Cost: Moderate This spell will cause the target to be unable to execute commands properly. an affected creature could attempt to 'cast blaze=Gandalf', but instead it will preform something else. The affected creature would attack itself, or anyone else in the room, or not even attack at all, it could even refresh it's enemies. The spell lasts 2 rounds per spell level, and can be cancelled by a dispel magic cast upon the confused being. Creeping Doom: Type: Evocation Range: One creature/room Cost: Moderate This spell will create a stinking cloud of noxious and poisonous gasses which weaken and inflict poison damage on the contents of the room. Any creatures affected will become sick as if from poison, weak, and suffer a loss of hit points per round. The spell lasts for 2 rounds per level of the spell, and if the spells target recieves cures or antidotes for the poison, the poison will return again untill a dispel magic is cast upon them or the duration ends. Entanglement: Type: Charm/Alteraion Range: One creature** Cost: Moderate This spell causes briars, thorn bushes, trees, virtually any non intelligent plant (if any are present) in the room to wrap a limb or it's whole self around the target inflicting 5 - 15 points of constricting damage per round. In the case of intelligent plants (monsters) such as treants, the spell is not effective. The spell lasts untill dispelled or untill the player can escape the grip of the plants. (attempting to leave the room enough times would eventually free the target, such as two or three tries to become free of the grip of the plants.). Crawl: As per windsmare spell. Cure Sickness: Type: Alteration Range: One creature* Cost: Low This cures colds, but does not prevent the recepient from getting sick again. Dispel Magic: Type: Abjuration Range: One creature** Cost: Moderate This spell will negate the following spells: Blessing, Charm, Creeping Doom, Crawl, Forget, Fumble, Phantasmal Killer, Prismatic Sphere, Sheild, Blade Barrier, Shelter, Sleep, Speed, stopspell, Strength, Resist magic, Root, Vegitation, Confusion, Invisibility, and Web. Energy Blast: Type: Evocation Range: room Cost: Moderate This spell Causes the caster to produce a glowing ball of magical energy in his/her hands, which is thrown at the main target in the room. The ball explodes, inflicting 25-35 (at level 1) points of magical damage on the target and 20-30 (at level 1) points of magical damage on all other enemies in the room. this spell costs more magic points as it increases in level. Energy Strike: TYpe: Evocation Range: One creature Cost Moderate This spell causes a bolt of magical energy to issue forth from the caster's fingers, which inflicts 20-30 (at level 1) points of magical damage on the target. This spell costs more magic points as it increases in level. Finger of Death: Type: Alteration Range: One creature** Cost: High (example of usage: Cast death=Karn) This spell inflicts magic damage to the target equal to the casters hitpoints, with a variable of +/- 10 percent. (This makes it highly likely that this spell will slay any creature equal to the spell caster, and greatly weaken stronger foes. Flame Arrow: Type: Evocation Range: One creature** Cost: Low This spell is similar to magic arrow, but does an additional amount of burning damage upon the target for one 1-2 rounds after the initial attack unless the player is immeresed in water, or immune to fire, etc.. Forget: Type: Enchantment/Charm Range: One creature** Cost: Moderate This spell causes the target to forget 1 randomly selected spell per spell level for 10 rounds per spell level. Fumble: Type: Enchantment/Charm Range: One creature** Cost: Moderate This spell increases the combat and spell fumble rate by 50% and lasts for 10 rounds per spell level. This spell should be 'stackable'. Heal: Type: Alteration Range: One creature* Cost: Moderate Holy(/unholy) Word: Type: Invocation Range: One creature** Cost: High This spell inflicts half of the targets total hit points in damage, and stuns the target for 2 rounds per spell level. Against undead and nether creatures it's effectiveness is given a 10% bonus in damage and stuns for a 3 rounds. Hunting Hound: As per Windsmare spell. Magic Arrow: As per Windsmare spell 'Magic Missile'. Meditation: The ability to meditiate and regain drained stats. Endurance will regenerate at an increased rate of 50%, Hitpoints at an increased rate of 25%, and Magic Points at an increased rate of 10%. Mirror Images: As per Windsmare Spell. Phantasmal Killer: Conjuration Range: One creature* Cost: High This spell conjures a phantasmal being equal in stats to the spell recepient. The Phantasmal killer will follow it's master untill destroyed. It will fight automaticly along with it's master, being first to recieve damage and the last to strike. The Phantasmal Killer can also be ordered to stalk it's enemies, but when it finds (and fights) what it was instructed to the spell will be over. If it is ordered to find a monster (such as a nuper), the first nuper it finds (and kills) will determine how long the phantasm will stay. A player with Phantasmal killers protecting him/her will appear like this: CONTENTS: Olias the Sprite Phantasmal Image of Olias Phantasmal Image of Olias There is a maximum of phantasmal killers of one phantasm for every 5 spell levels. Plant Shield: Type: Alteration Range: One creature Cost: Low Causes plants in the area to form around the druid, functioning as protection from attacks. otherwise, it is the same as the WindsMARE spell, Protective shield, except that fire will dispel it. Prismatic Sphere: Type: Conjuration Range: One creature Cost: Moderate This spell conjures up a glowing, multi-colored magical sphere around the spell's recepient which stops all magical attack, and halves all physical attacks. The recepient can issue forth any attack, but movement negates the spell. Every four rounds, the sphere changes colors, (perhaps noted by a colored -- and Olias' Prismatic Sphere turns a shade of green.) and can be dispelled by various spells cast against the spell's recepient. The shades and negating forces are as follows: 1. Red Negated by: Fire Magic 2. yellow Air Magic 3. Green Earth Magic 4. Blue Water Magic A dispel Magic is not affective against this spell, and the spell lasts 4 rounds per spell level. Replenish: Type: Alteration Range: One creature* Cost: Low This spell turns the recepient to a satiated status. Resist Magic: Type: Alteration Range: One creature* Cost: Moderate Gives the spell recepient a cumulitive 10% chance of completely resisting magic directed at them per spell level. Otherwise the spell reduces the effectiveness of other spells cast at them by 10% per spell level. Remove Curse: Type: Alteration Range: One player/item Cost: Moderate. Removes a curse on an item. when a cursed item is uncursed, it can be used normally, (or unequipped) and sold. it will restore the normal attack/defence value to equipment, and will allow uncursed wands to be charged. usage would be: 'Cast Remove Curse=Cursed Item/Player with Cursed Item'. Restoration: Type: Alteration Range: One creature* Cost: Moderate Restores drained stats of a creature weakened by sickness, magic point drain, life drain by undead creatures, or magic spells that cause weakness. Root: As per hold/person monster spell (should enable caster to flee easily once cast on an enemy). 'You can't move, you're Rooted to the spot'. Rune of Return: Type: Alteration Range: Self Cost: High This spell (should be Very expensive in MP cost) will take a player between the last town they've visited and the last location they were prior to last casting the spell (of course, for the first use, the default is katwana). Sheild: As per Windsmare Spell 'Protective sheild'. Shelter: As per Windsmare Spell. Sleep: As per Windsmare spell. StopSpell: Type: Charm Range: One creature** Cost: Moderate When cast upon a magic using creature this spell will prevent the target from successfully casting any magic for 2 rounds per level of the spell. Strength: Type: Charm Range: One creature* Cost: Low This spell will increase the spell recipient's strength by 10% of total per per spell level. Strength should not exceed 100% increase. Teleport/Blink: Type: Alteration Range: One creature* Cost: High This spell (this is actually an idea for 2 spells) as blink will allow a character to teleport out of combat to a random location somewhere in the players current sector, or as teleport self it will take a player to another selected location somewhere in their zone. (teleport is a classic wizard (magic user) spell and should be in part of a magic user's spellbook Terror: As per Windsmare spell. Transmogrify Monster: Type: Alteration** Range: one Monster Cost: High This spell will turn a monster into another randomly selected monster of somewhat similar stats (monster level?) the level should monster randomly selected from should not exceed 2. Example: it could turn a level 5 monster into a randomly selected monster being any level from levels 3 to 7. Vegitation: As per Windsmare Spell. When this spell affects a player, it lowers the caster's karma. Web: Type: Evocation Range: One creature** Cost: Low This spell will create a magic web around the target which will prevent the target from leaving the room and supresses them from fighting. A dispel magic cast upon the target or using a source of fire (normal or magic) will burn away the web. (the fight supression should be different than a crawl spell, such as lessenning the crawl-like supression and decreasing the damage inflicted by webbed creatures.) *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** Technique/Skill Definitions: (i skimped on these a bit) Affect Monster (Command): An ability to sometimes command monsters. (such as, flee, attack (someone), wait (for someone and attack.. etc...) Affected monsters may recieve one command per execution of this command. Affect Undead (holy symbol): The ability to turn (or become friendly with undead. Turned undead will flee, and friendly undead will not attack the party with the cleric. The affect is based on the virtue of the cleric in the party. Friendly undead may recieve one command per execution of this command. Alchemy: The ability to make and mix potions. Mixing postions should always have random results, being either nullified, lessened, doubled, or random effect. The better someone is the less of a chance there is to make a weak or wrong potion from mixing. The failure rate should be high at lower skill levels. Anaylyze: As per the previous @skill. Appraise: as per the previous @skill. Backstab: as the previous @skill. Blitz: Bezerk: A %effect skill that is that makes the player 'go mad with battle lust' and makes them fight with 10% bonus to inflicted damage per level of the skill. The player will remain bezerk untill the emeny being fought is dead. The down side to this skill is that a bezerk player can only fight while being bezerk, no magic, skills, or items (sorry, You are going bezerk!). (if the down side outweighs attack bonus, the amount of the attack bonus can be increased, or allow the skill to be raised above 100%.) -- Quasimoto inflicts 89 damage points on slimy waternaga. Cast blaze=Torak You are going bezerk and cannot concentrate on that. Call: Summons a creature from the wilderness to serve the 'caller'. See notes on this skill. Compass Point: Dance: Diving: The ability to dive under water and remain there for several minutes (4 minutes maximum) to preform underwater searches and enter underground lakes in order to find such things as underwater caverns that lead (upwards?) towards air filled caves where such rare things like artifacts could be well hidden. (that was off the top of my head but the possibilities are plenty for designing quests where the skill would be useful.) Double Hit: A %effect skill that will allow a player to make two attacks per round. -- Quasimoto inflicts 34 damage points on slithering Manstalker! Quasimoto inflicts 43 damage points on slithering Manstalker! Draw Magic: The ability to drain Magic from players and monsters (including bosses). Escape: The ability to leave a battle hastily. First Aid: as per the previous @skill. Grapple: as per the pervious @skill. Haggle: The ability to negotiate prices for buying and selling at shops. The determination for this should be based on a randon number compared against the player's skill of haggling. Hide: hides the player in the room unnoticed. Identify: identifies a mysterious item (see the new items in upcoming list.) such things that identify would work for is unknown spells written on spellbooks, scrolls, unknown potions, how many charges a wand has left, first time possession of any unknown magical object will require it to either be used or identified to know it's properties, or if it's a cursed or an enchanted item. Some shops should also offer item identification for a small fee. Left Equip: as per previous skill. Meditation: Will allow a player to regain their drained stats faster than average. this only covers magic points, hitpoints, and endurance. Pick: as per pervious command. Pick Locks: The ability to open any non magically locked doors and gates. Plant Lore: as per previous skill. Pray: much like meditation, this restores magic points (only) but is much faster than meditation. Record Spell: same as previous @skill. Repair: same as previous @skill usable if equipment condition is reinstated. Sail: The ability to correctly navigate ships and avoid onboard mishaps. (things should go wrong if the person sailing a ship knows nothing about sailing. :> ) Smithing: I think we should re install blacksmithing... i gave it to the appropriate guild this time. however, the time it takes to smith something should be trippled, and the en cost should be increased to keep productivity to a minimum. There should also be a failure rate which would destroy the items in question. low skilled smiths often make mistakes. Sneak: The ability to enter/leave rooms unnoticed. (of course, sneaking out of a battle would be too difficult to accomplish.) Steal: self explanitory. As mentioned, a common skill available up to 15% to everyone, up to 100% for thieves. Swim: current skill. Quick Chant: as per previous skill. Wandmaking: as per previous skill. ** note with wands: I didn't include a specific skill for the use of wands, such as zapping, because i was considering that maybe wands should be usable depending if the wand is compatible with the character class, and simply using an 'activate wandname=target' command to use them, however, if you feel that the zapping command/skill is nessessary.. then include that. Weapon Tech: * Meaning that the spell/skill can be used on one's self as well as others. ** Meaning that the spell/skill cannot be used on one's self. ----------------------------------------------------------------------------- Item/Equipment Information: Rooms and objects should be able to hold items. to 'give' items to these, the 'put' command should be installed. the syntax would be: put item=here or put item=object. The 'activate' command: use item=target or Activate item=target. if a wand contains a guild specific spell, it can only be used by a player of the guild the spell belongs to. the message would read: You don't know how to activate that item. Spellbooks: The previous idea for spellbooks was unbalanced, i believe that spellbooks should be treated as treasure that allows players to aqquire spells. (this could also be restricted by guild, not allowing a cleric to learn a mage spell from a spellbook). the spellbooks can be sold to magic shops if a player already knows a spell or cannot learn it, to be resold (slightly less than the price it costs to learn the spell from a guild) to be learned by someone else. Due to their magical nature, a spellbook dissappears after it's use, as the learning of a spell erases the spellbook and it dissappears. Unknown spells must be identified by a sage (perhaps high aldwin or similar figure) or by a mage with the skill of identify, otherwise a player cannot tell what unlearned spell is on the book because they don't know it. Scrolls: The previous idea for scolls would work well here, with some modifications. say a scroll can hold 8 spells maximum, a spell is cast, and it dissappears from the scroll. that worked, but suppose a player is trying to record a spell onto a scroll, and they goof it up :), that 'slot' where that spell would be contained on the scroll should be deleted, unusable, as writing a spell on a scroll requires special magical inks (supposedly), and since the error laden spell cannot be cast, it permanently occupies the scroll, thus making the capaticy of the scroll drop by one. (lasts untill the scroll is destroyed, discarded, used up, etc. A scroll containing mage spells can only be used by mages, conjurer spells by conjurers, etc. -- Fyre made an error recording clone monster, wasting space on the scroll. Wands: When a player finds a wand they will not know how many charges it has unless indentified. wands can contain any spell but player made wands cannot contain spells from another guild than it's creator unless another player from another guild assists in the creation. Cursed items: A cursed item will not seem cursed untill it it used, or equipped. When the curse is activated, it will have a negative affect on a player.Items of course, could be enchanted, normal, or cursed. for instance, a seemingly normal +3 weapon that is cursed will have a lower, or even a negative bonus weapon when equipped, and cannot be removed without a remove curse being cast on it. the same applies to all armor, clothing, wands, etc. one time use items (like healing herbs) cannot be cursed. having an item identified or equipped will reveal if it's cursed or enchanted. Poisoned items: Healing herbs however, can be poisoned, any tainted one time use item will have a poisonous affect on the target. poisoned med herbs will not heal and will inflict the player with poison (possibly a faint poisoning). Assassins should have the ability to add poison to any item and perhaps slip them to unsuspecting players. Rooms and objects: just my opinion, but i feel that objects, if not rooms too, should be able to contain items, perhaps revealed by the 'search' command. on an object however, items should appear when it's looked at. Please remove the Read command :) it's a nuciance :) I also have an idea reguarding equipment condition. i think i found a way to install it, we'll have to discuss it at the picnic. New Items: Most of these items should be very rare, but should show up in magic shops from time to time. rings, rods, staves, and wands can be cursed. Rings: Rings can be used by anyone. Ring of resist drain life (see amulets) ' ' fire ' ' lightning ' ' cold ' ' poison ' ' magic ' ' Elements (also works against elemental creatures). Ring of Invisibility: as per the rings name, renders the player invisible when worn. Ring of Regeneration: Speeds the character's regeneration process by 50% Ring of Spell Turning: has a 10% chance of throwing a spell back at the person who cast it. does not affect the person wearing the ring. Ring of : increases the players corresponding attribute by 10%. Attributes enhanced by rings can be either strength, intelligence, Wisdom, Agility, Constitution, Magic, magical attack (bonus), and endurance. Rods, Staves and Wands: Unidentified, they are seen as a (generic) wooden staff. Rods and staves contain 1-25 charges when found. wands contain 1-100 charges when found. Selling a rod, staff or wand to an appropriate shop will recharge the item by 2-10 charges so it can be resold for more than the shop payed for it. Activating any of these expends one charge. Rod of Might: The weilder eminates fear, renders the weilder with resistance to poison, and regenerates the player's endurance faster. activating the rod halves sustained damage inflicted from attacks for 10 rounds. Soldiers, paladins, rangers, and barbarians only. The rod cannot be recharged. Staff of the Maji: Weilding this staff adds a +5 magical defence to a player, and a +5 (magical) attack. Renders the weilder with a magical resistance, and contains one spell particular to the mage guild, which when activated Drains a charge. it can be recharged, and can be broken for a 'retrubitive strike' which inflicts 10 damage points per charge remaining on everything in the room. Staff of Healing: Renders the weilder with faster status regeneration, magic resistance, and when activated casts the clerical spell of Heal. it can be recharged. Clerics and Druids only. Staff of Summon Undead: Summons undead creatures generally equal to the average monster level of the sector occupied by the person using the staff. gives the weilder magic resistance and resistance to energy drain such as from undead and the -- ability. See 'Call' Conjurers only. Travellers Staff: Allows a weilder to 'know' the direction of secret and hidden exits (such as in the mindora marsh). When activated, acts as warp boots. the staff cannot be recharged. Merchant, and Mariner only. Staff of the Ninja: Increases the weilder's agility by 10%, and acts as a +5 weapon when equipped. When activated, makes the monk faster (an extra attack per round) for 10 rounds. The staff cannot be recharged. Monks only. Wand of (any spell): contains 1-100 charges. may be any spell. Wand of Wonder: contains 1-100 charges, and can cast any spell (randomly selected) being a different spell every time the wand is activated. Tonics and Elixirs (potions): The current system, allows no variety for different types of tonics and elixirs. They should be varied, so that it reads 'an elixir resist fire' or a tonic of healing. Tonics being the weakest, elixirs being moderate, and draughts being the strongest. Types: healing, strength, Speed, Slowness (self), Poison, Water breathing. resist fire, resist cold, resist poison, resist lightning, Restore lesser Magic, restore greater magic, restore all magic, Restore (drained attr), Gaseous form (allowing player to be unaffected by physical attacks but unable to attack as well), and resist magic. Special: (the most rare and most expensive of magic items, 25,000-60,000 for a draught of gain (something) should be a common price from shops.) draught of Gain (attribute): Permanently raises the corresponding attribute. The attributes can be: strength, Intelligence, Wisdom, Agility, Constitution, endurance, mana, and level. These should be VERY rare and as treasures sometimes (1 out of 100 chance or less) given away by boss enemies. Holy Symbols: clerics will need these for their turn undead ability. Druids will need mistletoe as their holy symbol to use their Command ability. 'Holy Avenger' Sword: when weilded by a paladin, the paladin will inflict double damage upon demonic and undead creatures. 'Unholy Avenger' Sword: when equipped does double damage against good creatures (with positive virtue). Treat as Cursed. Thief's Robe or (tools): enables player to gain 15% to their skill of steal. Bards Lyre: When used by a bard, it enables him or her to cast one druidic spell per day up to a level of spell equal to that of the bard. (a level 10 bard can cast up to a tenth level druid spell). The bard really doesn't know the spell, and infact, i consider this the 'bard's song'. Amulets: amulets offer resistance to forms of special attack, they are: Amulet of resist drain life (any drain will apply) ' ' fire ' ' lightning ' ' cold ' ' poison ' ' magic ' ' elements Such amulets offer a 10% resistance to the effects of the attacks they are designed to be effective against. Amulets can be worn by anyone. Erinyes Dagger (Devil's Blade): offfers an assassin a 10% bonus to backstab and poison attacks. gives the assassin a complete resistance to poison and can stun the opponant for an extra round after a successful hit. ---------------------------------------------------------------------------- Equipment Restrictions (by guilds): The AD&D books put it like this: Occupation Armor Shield Weapons Allowed Oil: Poison: CLERIC Any Any Stick, Club, Flail, Hammer, y n Mace, Staff, Rod. Druid Leather Leather Stick, Club, Dagger, Dart, y y or wood or wood Hammer, Scimitar, Sling, Spear, Staff. SOLDIER Any Any Any* y y Paladin Any Any Any* y n Ranger Any Any Any* y y Barbarian Any Any Any* y y MAGE Clothing None Stick, Dagger, dart, staff, y y only Wand, Rod. Conjurer Clothing None Stick, Dagger, Dart, Staff, y y only Wand, Rod. THEIF Leather None Stick, Club, Dart, Dagger, y y Sling, Sword** Assassin Leather Any Any** y y MONK Clothing None Stick, Club, Crossbow, y n only Dagger, Hand Axe, Javelin, Pole Arm, Spear, Staff. BARD Leather None Stick, Club, Dagger, Dart, y n y n or Enchanted Javelin, Sling, Scimitar, Chain Mail Spear, Staff, Sword** ----------------------------------------------------------------------------- AD&D doesn't include the Following: MERCHANT Leather none Stick, Club, Dagger, Staff, y y and clothing Axe, Staff, Sword** Mariner Leather None Dagger, Spear, Staff, Pole y y arm, Javelin, Spear, whip, Short bow, Crossbow, Sword.** ----------------------------------------------------------------------------- * assuming that the character is strong enough to weild a weapon, such as how a sprite cannot list a heavy bastard sword, etc **Short, and long swords only. no bastard, broad, or two handed swords. -Araz 5/96