spells

concepts
CONCEPT
	spell, spells, magic spells 

LAST UPDATE
	Softbyte 19.08.1995


DESCRIPTION
Spells are the usual way to handle magic. Players
usually find scrolls of magic spells which then can be cast to
invoke the magic or can be  memorized by members of a magic guild.
These memorized spells will then always be known to this player
and will be learned better by practising them.

To easily write spells you should inherit "/obj/scroll" or the
more basic module "/obj/caster" and use their functions.
Refer to 'scroll(O)' and 'caster(O)' for details.

To use magic spells with NPCs, refer to "/obj/spellmonster" which
provides the necessary functions to handle magic NPCs.

To learn about the protection against magic spells refer to
'resistance(C)'.

Here are some general guidelines to keep the power of
magic balanced. The Homeguild of the spells as well as
the HP or SP used are only rough guidelines. A real amount
of damage or healing done will usually depend on a 
randomized function or the player stats, too.

Type of spell	Guild		Description
-------------------------------------------------------------------------
Anti Magic &	All		Increases protection against magic
Protection			or non magic (water) influences that
ST_PROTECT			can harm a player.
				Refer to 'resistance (C)' for details.

Attack Spell	Sorcerer	Harms one Living during combat.
ST_DAMAGE-			This is the weapon of the sorcerer.
ST_PSYCHO                       Average damage 0.7-1.5 HP/SP

Attack Spell -	Archmage	Harms more Livings at the same time.
Multiple Attack	(Sorcerer)	Spells that attack multiple targets at
see above        			the same time need special permission.
         			LLP: 0.3 HP/SP per target 
				HLP: 1.0-1.5 HP/SP per target

Bless & Curse	Sorcerer	Blessing/cursing of items like weapons
ST_CHANGE			or armour increases/decresase their 
				abilities.
				Blessing or cursing livings changes
				their alignment and abilities.

Conjuring NPCs	Conjurer	Conjures a NPC that helps fighting,
ST_SUMMON			seeking pathes or secrets.
				Usually: Elementals, Ghosts, Spirits, Zombies
				NPC stength approximately 1-2 HP/SP,
				0.1-0.15 (WC+AC)/SP, 0.1-0.2 Level/SP
				It can be hold for about 1-2 seconds/EP.
                                The damage done during this time should
                                not much exceed the strength of attack spells.

Conjure Weapon	Conjurer	Create weapons and armour out of nothing.
& Armour			Usually these items can be held for a certain
ST_CREATE			amount of time (EP) or are restricted in some
                                other way.
				The damage done during this time should not
				much exceed the strength of attack spells. 


Detection	Sorcerer	Enables caster to detect traps, secrets,
ST_KNOW		(All)		hidden exits, ... by increasing their
				Properties or Attributes to detect these.
				Duration depends on Stamina or EP.
				Quality of detection depends on player Stats.

Destruction     All             Attmept to detruct a thing (ST_DESTRUCT)
ST_DESTRUCT                     or a living (ST_ZAP) immediately.
ST_ZAP                          Should be rarely used, maybe for HLP only.

Healing &	All		Heals NPCs or players. In the case of
Meditation 			meditation also restores EP.
ST_HEAL				Heals less then 1 HP/SP. It must not be
                                possible to gain by transfering HP to SP
                                and vice versa.

Idendification	Sorcerer	Idendify items, e.g. the strenght or usage 
ST_KNOW		(All)		of weapons. Consider monster. Read minds.
				Check alignment or level...

Influence	Sorcerer	Influecnce the mind of livings to make
ST_INFLUENCE	Conjurer	them do actions that they won't do otherwise.
				E.g. calm, fear, blind, evileye, ...
				Duration and Strength should depend on
				Stamina and Player Stats.

Teleportation	All		Magically transports a living or thing 
ST_TELEPORT			to another place.

Transformation	Sorcerer	Changes the appearance or attributes of
ST_CHANGE	Conjurerer	something or transform one thing into another.
ST_LIGHT			E.g. Increase Strength, Make light/dark,...

ST_DARK				Dark and evil magic


GLOSSARY:
	EP:  Endurance points (Soft Attribute)
	MEP: Maximal Endurance points, which depend on Stamina (Soft Attribute)
	HP:  Hitpoints
 	SP:  Spellpoints
	HP/SP: Hitpoints affected/created by every used Spellpoint

REMARK:
	A list of all scrolls can be found in:
	/d/woodland/common/doc/all_spells.txt     : All spells with description
        /d/woodland/common/doc/magic/sorcerer.txt : Sorcerer spells
        /d/woodland/common/doc/magic/conjurer.txt : Conjuerer spells
        /d/woodland/common/doc/magic/archmage.txt : Other spells


SEE ALSO
	magic, teleport, scroll, caster, combat, resistance