-=[ Spell Level determination ]=-
Spell power is dependent on the spells level, and level of
caster.
Spell Level - Damage Table.
Spell Damage Per Max. Area
Level Stat Level Damage Effect(*)
1 2 10 -
2 2 15 -
3 2 20 -
4 3 20 -
5 3 25 -
6 3 30 -
7 4 30 all
8 4 35 all
9 4 40 all
10 5 40 all
11 5 45 all
12 5 50 all
13 6 50 not caster
14 6 55 not caster
15 6 60 not caster
16 7 60 not caster
17 7 65 not caster
18 7 70 not caster
19 8 70 not party members
20 8 75 not party members
21 8 80 not party members
22 9 80 not party members
23 9 85 not party members
24 9 90 not party members
25 10 90 targets selected by caster
26 10 95 targets selected by caster
27 10 100 targets selected by caster
28 11 100 targets selected by caster
29 11 105 targets selected by caster
30 11 110 targets selected by caster
And so on....
(*) Note though there are area effect spells, they have a
damage per level, and max. damage equal to a single target
spell 5 levels lower. The effecting area is determined by
level. 'all' indicated that all in the room are effected in
the room.
Effects of casting time:
A spell can also have a casting time. Normally, it is 1 heart
beat. A spells' level can be lowered 4 levels for every heart
beat of casting time.
Effects of spell components:
All spells that have MISCELLANEOUS spell effects SHOULD have
spell COMPONENTS. Using the spell attribute "component" of load
spell. If a miscellaneous spell does not have a spell component
then it must be 5 levels higher. Each extra component used by a
spell lowers the spell level by 4. The higher the spell level,
the more likely it should have spell components.
A spells level must be judged by its effects. Here are some
spell effects.
Miscellanous Spell Effects
Spell Spell
Level Effect
1 Light, bless
2 Summon small animals, detect magic
3 Temporary Shield
4 Temporary Weapon, heal 4-8 hp
5 Interdimensional Spaces, chameleon effects
6 neutralize poison, info() calling spells
7 dispel magic, cure disease
8 heal 8-16 hp, invisibility
9 Temporary stat enhancement, hold, temp. spell immunity
10 Dimension Door, create food, divination
11 Summoning Monsters, divination of players
12 Teleport within Domain, polymorph self
13 Scare, Tongues
14 limited wish(imitate to 10th), heal 16-32
15 Teleport across Domains, speed up spell casting time
16 create permanent non-weapon, non-armour items
17 Teleport other, low magic resistance
18 alter reality (imitate spells up to level 15)
19 Permanancy, polymorph others
20 Scribe spells, magic absorbers
25 Create Permanent Portals, wish(imitate to 20th)
30 Reset Rooms, Full heal, enchant items, instant kill spells
35 Permanent stat enhancement, spell reflectors
Spell Limitaions:
All spells have saves.
Thus no instant kill spells without a save.
No offensive spell shall be to a target not in same room as caster.
Illegal Spell Effects:
No spell should immitate a skill from another class.
Thus No 'knock' spells
No move silently spells
No Permanent weapon and armour creation
Borderline cases are chameleon spells and speed spells
No area effect heals.
No area effect instant kill spells.
If in PLAYER_KILL mode,
No teleporting to players
No summon players
No spell should control, or incapacitate wizards.
And any other effect that is way too powerful.