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Prelude to Darkness Spells pt.1 - Flame

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Prelude to Darkness Spells pt.1 - Flame

Information - posted by Saint_Proverbius on Thu 21 November 2002, 01:46:46

Tags: Mat Williams; Prelude to Darkness; Zero Sum

Prelude to Darkness Spell Sheet pt. 1

All spells are learned via specific characters or quests. One important thing not obvious is that each flame variant has a level that can only be cast after a specific plot-point in the game. This is the "blood" level and takes actual hit points as well as the standard restpoints based on endurance. Also it is possible within the game to anger the goddess to the point where she revokes your ability to use river magic. And finally some of these number are subject to tweaking as we get some more feedback, good chance they'll be increased slightly (maybe 20% more damage or so) -Mat Williams

Flame Magic:

The general principal is that each spell is a specific pattern of thought which allows the caster to channel the Eternal Flame in some useful manner. By varying the amount of Chaos and Control within the pattern the caster can vary the spell somewhat to different effects. This generaly leads to three possible levels of the spell, the first is the balanced level, the second a more controlled version and the third a more chaotic version. Generally control improves range or duration or allows the avoidance of friend characters at a cost of damage or power and chaos does the opposite, i.e. greater power shorter range, etc... The forth level or blood level is based on using the casters own blood rather than just their energy and is the ultimate in power. -Mat Williams

Flame Finger and variants

Use: Damages in a straight line extending from the caster to the target. Creatures which take up more than one tile may get hit more than once.

Spell Minimum Damage Maximum Damage Rest Cost Hit Cost Speed Cost Skill Level Minimum Range Maximum Range
Flame Finger 3 Skill/5 + 7 3 0 7 0 0 3
Flame Snake 3 Skill/9 + 7 4 0 8 10 0 5
Flame Fountain 3 Skill/4 + 7 5 0 8 20 0 2
Flame Burst 3 Skill/3 + 7 6 6 10 40 0 5


Note: Flame Snake does not affect friendly characters.

Fireball and variants

Use: Explosion at range affects all in its area friendly or otherwise.

Spell Minimum Damage Maximum Damage Radius Rest Cost Hit Cost AP Cost Skill Level Minimum Range Maximum Range
Fire Ball 2 Skill/5 + 3 1.5 4 0 8 0 2 10
Focal Ball 1 Skill/9 + 3 Single Target 5 0 10 10 0 15
Chaos Ball 3 Skill/4 + 3 2.5 5 0 10 20 4 12
Doom Ball 4 Skill/3 + 3 2.5 6 6 12 40 6 18


Palm of Flame and variants

Use: Add fire damage to attacks.

Spell Minimum Damage Maximum Damage Duration Rest Cost Hit Cost AP Cost Skill Level Minimum Range Maximum Range
Palm of Flame 1 Skill/5 + 4 Skill/7 + 1 4 0 8 0 0 2
Fingers of Fire 1 Skill/9 + 4 Skill/5 + 1 5 0 10 10 0 2
Flaming Fist 2 Skill/4 + 4 Skill/9 + 1 5 0 10 20 0 2
Doom Fists 3 Skill/3 + 4 Skill/5 + 1 6 6 12 40 0 2
Berserk and variants

Use: Berserk takes away control of a character from the player while adding greatly to speed strength, dexterity, raw damage. Unfortunately the character also receives additional damage from attacks that hit them while berserked. The character has effectively no armor skill and is always considered to be feinted or open to attack while berserked.

Spell Speed Bonus Dexerity Bonus Strength Bonus Maximum Damage Bonus Damage Bonus Duration Rest Cost Hit Cost AP Cost Skill Level
Berzerk Skill/20 + 1 Skill/20 + 1 Skill/7 + 1 Skill/5 + 1 +75% Skill/8 4 0 8 0
Soul of Flame Skill/15 + 1 Skill/20 + 1 Skill/4 + 1 Skill/3 + 1 +150% Skill/8 5 10 10 40


Haste and variants

Uses: Imbues the target with a bonus of Speed.

Spell Speed Bonus Duration Rest Cost Hit Cost AP Cost Skill Level
Haste Skill/10 + 1 Skill/7 + 1 4 0 8 0
Extended Haste Skill/13 + 1 Skill/5 + 1 5 0 10 10
Chaos Speed Skill/8 + 1 Skill/10 + 1 5 0 10 20
Speed Explosion Skill/8 + 1 Skill/7 + 1 6 6 12 40


Flash of Flame and variants

Uses: Blinding flash centered on the character takes away action points from everyone in the radius.

Spell Stun AP Amount Radius Rest Cost Hit Cost Speed Cost Skill Level Minimum Range Maximum Range
Flash of Flame Skill/2 + 5 Skill/5 + 2.5 4 0 8 0 0 10
Burning Eyes Skill/3 + 5 Skill/5 + 2.5 5 0 10 10 0 10
Chaos Blind (Skill/3)*2 + 5 Skill/8 + 2.5 5 0 10 20 0 10
Bloody Stun Skill Skill/4 + 2.5 6 6 12 40 0 10


Note: APs can become negative, immobilizing the creature or person until they have a positive amount.Burning Eyes does not affect friendly characters.

Aura of Flame and variants

Uses Damages all creatures around the target, can be cast on friends or enemies.

Spell Damage Duration Rest Cost Hit Cost Speed Cost Skill Level Minimum Range Maximum Range
Aura of Flame Skill/4 + 2 Skill/6 + 1 4 0 8 0 0 5
Tendrils of Fire Skill/5 + 3 Skill/6 + 1 5 0 10 10 0 5
Ring of Chaos Skill/3 Skill/6 + 1 6 6 10 20 0 5
Immolation Skill/3 Skill/6 + 1 6 6 12 40 0 8


Notes: Tendrils of Fire do not harm friendly characters. Immolation has an area of effect of two tiles instead of one.

Spear of Tius

Uses: Damages single creature at range.

Spell Minimum Damage Maximum Damage Rest Cost Hit Cost Speed Cost Skill Level Minimum Range Maximum Range
Spear of Titus Skill/6 + 1 Skill/3 + 5 5 0 8 0 0 8
Blood Spear Skill/4 + 1 Skill/2 + 5 6 6 12 30 0 16


Sentinel

Uses: Summons a living embodiment of the flame which stands in place and attacks enemies around it until killed or combat ends.

Spell Minimum Damage Maximum Damage Range Rest Cost Hit Cost Speed Cost Skill Level
Sentinel Skill/8 + 1 Skill/5 + 5 2.5 4 0 8 0
Chaos Sentinel Skill/6 + 1 Skill/4 + 5 3.5 6 6 12 40


Thanks to Mat Williams of Zero-Sum for helping me with the additional values for spell effects and writing the forward.

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