God spells
Assorted notes on god spells:
Minimum required skill level and spell effect level are computed based on the Prayer skill. All god spells receive a bonus to spell effect level based on your Spell-power skill, as described for school spells above. God spells use piety rather than mana. The "piety M:N" notation used below mirrors the "mana N:M" notation used for school spells above. The spell stat for all god spells is WIS.
Eru Iluvatar
[see also: Mana, Divination, Mind]
See the Music (level 1, piety 1:50, fail 20%)
Confers temporary see invisible with duration 10+(E@100:1)+1d10. If E?10, also maps the surrounding area. If E?20, also cures blindness. If E?30, maps and wizard-lights the entire level. Can be cast while blind. Listen to the Music (level 7, piety 15:200, fail 25%)
Identifies a selected object. If E?14, identifies all carried objects. If E?30, identifies all carried objects and all objects on the level. Know the Music (level 30, piety 200:600, fail 50%)
Fully identifies a selected object, as per a Scroll of *Identify*. If E?10, fully identifies all carried objects. Lay of Protection (level 35, piety 400, fail 80%)
Creates glyphs of warding on all squares within radius 1+(E@2) of the player.
Manwe Sulimo
[see also: Air, Meta, Conveyance]
Manwe's Blessing (level 1, piety 10:100, fail 20%)
Cures fear, cancels temporary light, and confers the following effects with duration 30+(E@70:1)+1d40:
Blessing, as per a Scroll of Blessing. Heroism if E?10. Super-heroism if E?20. Holy aura if E?30. This confers +5 luck, hold life and +1 light radius.
Bonuses from the above (as described below) are cumulative. Wind Shield (level 10, piety 100:500, fail 30%)
Confers temporary protection from evil with duration 10+E+1d20; if your level is L, then a level-M evil monster will be unable to hit you with probability 50+L percent if L?M. If E?10, also casts a shield effect with the same duration and +(E@30:1) armor class. If E?20, the shield effect does unresistable damage (1+(E@2:1))d(1+(E@6:1)). Manwe's Call (level 20, piety 200:500, fail 40%)
Summons a friendly Great eagle, leveled to monster level 20+(E@70) (see notes on monster leveling below). Avatar (level 35, piety 1000, fail 80%)
Confers temporary Maia form with duration (E@20:1)+1d10. This has the following effects (where L is the player's experience level):
+5+(L/5) to all stats +2 blows per round Immunity to fire, lighting, acid and cold Resist poison, light, darkness and chaos Hold life, levitation and regeneration
Tulkas
[see also: Earth]
Divine Aim (level 1, piety 30:500, fail 20%)
Confers a temporary +15 bonus to-hit and to damage, with duration E+1d10. If E?20, the next E+1d10 melee attacks will all be critical hits, doing damage 3×D+20, where D is the normal damage of the attack. Whirlwind (level 10, piety 100, fail 45%)
Attacks all monsters within radius 1 of the player as though by an ordinary melee attack, except that your number of blows per round is reduced to 1. Wave of Power (level 20, piety 200, fail 75%)
Attacks the targeted monster as though by an ordinary melee attack, except that your number of blows per round is set to (E@B:1), where B is your normal number of blows per round.
Melkor Bauglir
[see also: Mind, Udun]
Curse (level 1, piety 50:300, fail 20%)
Has the following effects on the targeted monster:
Reduces the "dice" and "sides" of all melee attacks by 1 (or 2 if E?50 and both are at least 2) -- for instance, an attack doing damage 2d5 would now do damage 1d4, or 0d3 if E?50. If E?15, reduces armor class by E, to a minimum of -70. If E?25, reduces speed by (E@7:1), to a minimum of -30 (one-third normal speed). If E?35, reduces max hit points by an amount dependent on the monster race, to a minimum of 1.
If E?5, you are currently praying to Melkor, and your current piety is greater than 5000, there is a chance that these effects will be applied automatically (at no piety cost) each time you hit a monster with a melee attack; the probability of this is (W*(E@100:1))/M percent, where M is the monster's level and W is your WIS scaled to 30 (see below for the definition of this). Corpse Explosion (level 10, piety 100:500, fail 45%)
All corpses within radius 2+(E@5:1) of the player explode in a ball effect centered on the corpse with radius 7×(20+(E@70:1))/100 and base damage D×(20+(E@70:1))/100, where D is the max hit points of the appropriate monster type. The damage done by the explosions is shards. Mind Steal (level 20, piety 1000, fail 90%)
Attempts to take control of a targeted monster's actions. The monster will resist with probability M-E+1 in M, where M is the monster's level.
Yavanna Kementari
[see also: Water, Earth, Temporal, Nature]
Charm Animal (level 1, piety 10:100, fail 30%)
Attempts to charm all animals within a targeted ball of radius (E@2:1), with power 10+(E@170:1) (see notes on charming below). Grow Grass (level 10, piety 70:150, fail 65%)
Attempts to convert random squares within radius (E@4:1) of the player to grass. Tree Roots (level 15, piety 50:1000, fail 70%)
Confers temporary bonuses of +10+(E@60:1) to armor class and +10+(E@20:1) to damage for a duration of 10+(E@30:1). Water Bite (level 20, piety 150:300, fail 90%)
Casts a projection effect with duration 30+(E@150:1)+1d30, radius 1 if E?25 or 0 if E<25, and base damage 10+E. The damage is water. Uproot (level 35, piety 250:350, fail 95%)
Converts an adjacent tree square to a friendly Ent, leveled to monster level 30+(E@70:1) (see notes on monster leveling below).
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