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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

This article covers the Flame set of spells used in Prelude to Darkness. It covers how they work, what equations determine their effects, and so on.

Here's a brief section from Mat Williams.


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

Happy casting!




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.

SpellMinimum DamageMaximum DamageRest CostHit CostSpeed CostSkill LevelMinimum RangeMaximum Range
Flame Finger3Skill/5 + 7307003
Flame Snake3Skill/9 + 74081005
Flame Fountain3Skill/4 + 75082002
Flame Burst3Skill/3 + 766104005

Note: Flame Snake does not affect friendly characters.

Fireball and variants

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

SpellMinimum DamageMaximum DamageRadius
[td]Rest Cost
Hit CostAP CostSkill LevelMinimum RangeMaximum Range
Fire Ball2Skill/5 + 31.54080210
Focal Ball1Skill/9 + 3Single Target501010015
Chaos Ball3Skill/4 + 32.5501020412
Doom Ball4Skill/3 + 32.5661240618

Palm of Flame and variants

Use: Add fire damage to attacks.

SpellMinimum DamageMaximum DamageDuration
[td]Rest Cost
Hit CostAP CostSkill LevelMinimum RangeMaximum Range
Palm of Flame1Skill/5 + 4Skill/7 + 1408002
Fingers of Fire1Skill/9 + 4Skill/5 + 150101002
Flaming Fist2Skill/4 + 4Skill/9 + 150102002
Doom Fists3Skill/3 + 4Skill/5 + 166124002

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.

SpellSpeed BonusDexerity BonusStrength BonusMaximum Damage BonusDamage Bonus
[td]Duration
Rest CostHit CostAP CostSkill Level
BerzerkSkill/20 + 1Skill/20 + 1Skill/7 + 1Skill/5 + 1+75%Skill/84080
Soul of FlameSkill/15 + 1Skill/20 + 1Skill/4 + 1Skill/3 + 1+150%Skill/85101040

Haste and variants

Uses: Imbues the target with a bonus of Speed.

SpellSpeed BonusDuration
[td]Rest Cost
Hit CostAP CostSkill Level
HasteSkill/10 + 1Skill/7 + 14080
Extended HasteSkill/13 + 1Skill/5 + 1501010
Chaos SpeedSkill/8 + 1Skill/10 + 1501020
Speed ExplosionSkill/8 + 1Skill/7 + 1661240

Flash of Flame and variants

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

SpellStun AP AmountRadiusRest CostHit CostSpeed CostSkill LevelMinimum RangeMaximum Range
Flash of FlameSkill/2 + 5Skill/5 + 2.54080010
Burning EyesSkill/3 + 5Skill/5 + 2.5501010010
Chaos Blind(Skill/3)*2 + 5Skill/8 + 2.5501020010
Bloody StunSkillSkill/4 + 2.5661240010

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.

SpellDamageDurationRest CostHit CostSpeed CostSkill LevelMinimum RangeMaximum Range
Aura of FlameSkill/4 + 2Skill/6 + 1408005
Tendrils of FireSkill/5 + 3Skill/6 + 150101005
Ring of ChaosSkill/3Skill/6 + 166102005
ImmolationSkill/3Skill/6 + 166124008

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.

SpellMinimum DamageMaximum DamageRest CostHit CostSpeed CostSkill LevelMinimum RangeMaximum Range
Spear of TitusSkill/6 + 1Skill/3 + 5508008
Blood SpearSkill/4 + 1Skill/2 + 5661230016

Sentinel

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

SpellMinimum DamageMaximum DamageRangeRest CostHit CostSpeed CostSkill Level
SentinelSkill/8 + 1Skill/5 + 52.54080
Chaos SentinelSkill/6 + 1Skill/4 + 53.5661240

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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