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PHANTASIE I ADVENTURER'S CHARACTERISTICS THOLIE'S TALE Newly arrived on the Isle of Gelnor, an adventurer entered the remote town of Pelnor. From the detriorating condition of the once-prosperous shops, it was clear that things were amiss - just the plae where a courageous person might seek a worthy quest. The adventurer hailed a passing citizen. "Where might I find information about your person town an land?" Looking furtively over his shoulder, the man tersely replied, "Ask for Tholie at the inn," before surrying away. Sure enough, the adventurer found the town's storyteller sitting at the back of the smoky, dimly li commonroom. "Hail," greeted the adventurer, as he took a seat on the rough-hewn bench. "I've come to Gelnor toseek my fortune. Can you tell me the tales of this land?" "Why certainly," said the old gnome. He waited for the adventurer to buy him a tankard of brew anda meatpie before commencing his tale in a soft sing-song voice. "In the beginning, there was a barren vastness filled only with stars and light, and it was called he Astral Plane. "Within this vastness, a place was created wherein dwelt Zeus and his followers. The magical RiverStyx flowed 'round it all, and it was called the Olympic Plane. "Next, the earth and all things on it, living and dead, were created, and it was called the Materia Pla-" "I already know the legends of how the world began!" interrupted the adventurer. A look of disgustand disbelief made its way across the youthful face. "I want to know about Gelnor and what's happenig now. Are there adventures, fortunes, for the likes of me?" "Ha!" Tholie briskly retorted. "Ever heard of the evil ones, called Black Knights? There are advetures a-plenty with them, forsooth!" The adventurer face lit up, and he leaned toward the storyteller. "Yes! Tell me about the Black Knghts!" Tholie continued, "The Isle of Gelnor is divided by a chain of mountains into two regions. The wes is the traditional domain of human and humanoid beings - with a few renegade orcs and lizard men - edicated to order and goodness; the east is inhabited by more exotic creatures - dragons, trolls, an giants. These regions have been waging war throughout the history of this great land. Pelnor, thetown we are in, lies in the northwest corner...." "Black Knights! What about the Black Knights?" demanded the adventurer, interrupting once again. "Patience!" roared Tholie. His fist banged the table. "I'm getting there! "Since the Great Invasion by the evil sorcerer Nikademus, the Isle of Gelnor has been terrorized byhis merciless Black Knight. (The citizens of this land hold such fear and enmity for these intruder that it has even overshadowed their hatred for each other.) "To maintain their reign of terror, the Black Knights travel from town to town, demanding sacrifice and homage. 'Though they travel in small bands, no Gelnorian can yet claim to have defeated one. "Any unfortunates who are espied by these evil ones must surrender all their money or die. Worse sill, the Black Knights may bring the wrath of the gods upon those who oppose them. Few are willing o take the risk." "Defeating the Black Knights and destroying Nikademus is just the quest I need to win my fame and frtune," exclaimed the adventurer. "Where can I find them?" "No one knows where Nikademus can be found, but you can start with the Black Knights. You're boundto run into them if you travel in Gelnor." Jumping up, the adventurer turned to leave. "I shall gather a band of fellow seekers at the adventrer's Guild forthwith." "A few words of advice," Tholie called out. "Whatever your success, it is rumored the new Black Knghts are spawned in a fortress somewhere in Gelnor. Godspeed, and may your sword be swift and the gds be with you." INTERACTION OF CHARACTERISTICS Attribute Modifiers by Class STR INT DEX CON CHA Fighter 12 8 11 10 9 Monk 10 10 11 10 10 Priest 10 12 10 10 10 Ranger 10 11 10 10 11 Thief 8 10 12 10 9 Wizard 6 13 8 10 11 Maximum Value of Attributes by Race STR INT DEX CON CHA Human 18 18 18 18 18 Dwarf 20 17 17 19 17 Elf 17 19 19 17 18 Gnome 19 17 18 19 7 Halfling 16 18 20 18 17 Gnoll 20 13 17 21 11 Goblin 17 14 18 17 11 Kobold 17 15 19 19 13 Lizard 19 14 17 18 13 Minotaur 20 14 16 19 12 Ogre 21 14 16 19 13 Orc 19 16 17 18 14 Pixie 16 18 21 16 17 Sprie 16 18 22 16 17 Troll 22 13 15 20 12 Hit Points by Class and Level for Adventurers with 10 Constitution Level 1 3 5 7 9 11 13 15 Fighter 10 31 56 82 106 130 150 170 Ranger 8 28 50 72 96 110 140 160 Priest 20 40 60 80 98 114 130 Monk 8 18 32 54 70 88 104 120 Thief 6 18 32 48 60 78 94 110 Wizard 6 12 2 34 44 56 68 80 MAGIC Spell Descriptions Spells fall into three general categories, each with several subcategories. Combat Spells - C - can only be used during encounters with monsters. They last only for the duratin of combat. There are two types of combat spells: (1) Passive - P - magic always works and, whenever possible, counteracts any previously cast spells. For example, if an evil wizard throws a WEAKNESS 4 spell at the party, a STRENGTH 3 spell will cancl it. If an additional STRENGTH spell of any kind is cast, it will cancel the STRENGTH 3 spell. (2) Active - A - magic's effectiveness depends upon the spellcaster's magic power and experience levl, as well as the strength of the target. Active spells may have a cumulative effect. A second FEA spell, for example, can cause the victim to be even more afraid (but a second SLEEP spell will not eepen a trance.) Non-Combat Spells - N - are used when no monsters are being encountered. There are three types: (1) Town - T - spells can only be cast in one of Gelnor's towns. (2) Wilderness - W - magic must be worked in the wilderness. (3) Dungeon - D - spells can be cast in dungeons. Everywhere Spells - E - can be cast at any time and in any place. Spells Available in Phantasie: Spell Magic Name Type # Pts. 1 1 Healing 1 E 2 2 Healing 2 E 3 3 Healing 3 E 4 4 Healing 4 E 5 1 Fireflash 1 C/A 6 2 Fireflash 2 C/A 7 3 Fireflash 3 C/A 8 4 Fireflash 4 /A 9 1 Quickness 1 C/P 10 2 Quickness 2 C/P 11 3 Quickness 3 C/P 12 4 Quickness 4 C/P 1 1 Strength 1 C/P 14 2 Strength 2 C/P 15 3 Strength 3 C/P 16 4 Strength 4 C/P 17 1 Protection 1 C/P 18 2 Protection 2 C/P 19 3 Protection 3 C/P 20 4 Protection 4 C/P 21 1 Confusion 1 C/A 22 2 Confusion 2 C/A 23 3 Confusion 3 C/A 24 4 Confusion 4 C/A 25 1 Weakness 1 C/A 26 2 Weakness 2 C/A 27 3 Weakness 3 C/A 28 4 Weakness 4 C/A 29 1 Binding 1 C/A 30 Binding 2 C/A 31 3 Binding 3 C/A 32 4 Binding 4 C/A 33 1 Mindblast 1 C/A 34 2 Mindblast 2 C/A 35 3 Mindblast 3 C/A 36 4 Mindblast 4 C/A 37 1 Flamebolt 1 C/A 38 2 Flamebolt 2 /A 39 3 Flamebolt 3 C/A 40 4 Flamebolt 4 C/A 41 1 Charm C/A 42 2 Sleep C/A 43 3 Teleporation C/A 44 4 Resurrection E 45 1 Ninja 2 C/P 46 2 Fear C/A 47 3 Dissolve C/A 48 4 Smmons Elemental C/P 49 1 Dispell Undead C/A 50 2 Ninja 1 C/P 51 3 Awaken C/A 52 4 Monste Evaluation N/WD 53 1 Vision N/W 54 2 Transportation N/T AWAKEN (#51) rouses all sleeping party members or neutralizes a Sleep Spell. BINDING (#29-#32) inhibits the movement of opponents, so those affected are easier to hit. These splls are progressive, so Binding 3 is more powerful than Binding 2 and Binding 1 combined. They are articularly effective against flying creatures and monsters that are difficult to see. CHARM (#41) makes monsters so friendly, they forget they are in combat. CONFUSION (#21-#24) makes it difficult for monsters to use their magic. These spells are progressiv. Confusion 4 is so effective that its victims will be completely unable to do any spellcasting. DISPELL UNDEAD (#49) affects skeletons, zombies, ghosts, and other creatures who have returned from he grave. They may flee or simply dissolve. DISSOLVE (#47) causes monsters to slowly dissolve away into nothing. FEAR (#46) frightens the monsters into running away into terror. FIREFLASH (#5-#8) shoots a powerful blast of flame at one monster close to the spellcaster, causing he following damage: Fireflash 1 : 1-10 points of damage Fireflash 2 : 1-30 points of damage Fireflash 3 : 1-60 points of damage Fireflash 4 : 1-100 points of damage FLAMEBOLT (#37-#40) delivers one bolt of magical flame at each monster and does damage to its hit ponts (although some of the effect is absorbed by its armor): Flamebolt 1 : 1-7 points of damage Flamebolt 2 : 1-15 points of damage Flamebolt 3 : 1-31 points of damage Flamebolt 4 : 1-66 points of damage HEALING (#1-#4) restores hit points to one party member: Healing 1 : 1-9 hit points Healing 2 : 1-27 hit points Healing 3 : 1-31 hit points Healing 4 : 1-99 hit points MINDBLAST (#33-#36) transmits a powerful blast of psychic energy to the monsters and causes damage t their hit points: Mindblast 1 : 1-5 points damage Mindblast 2 : 1-11 points damage Mindblast 3 : 1-41 points damage Mindblast 4 : 1-81 points damage MONSTER EVALUATION (#52) determines the approximate experience level of nearby monsters. Although i occasionally yields inaccurate results, it is a good spell to cast immediately upon entering a dungon and at regular intervals in the wilderness. NINJA (#45 & #50) transforms the spellcaster into a fighter of superhuman ability. Although Ninja 1costs more magic points, it is not as powerful as Ninja 2. PROTECTION (#17-#20) increases the effectiveness of each party member's armor by putting a magic aur around it: Protection 1 : +1 point Protection 2 : +3 points Protection 3 : +6 points Protection 4 : +10 points QUICKNESS (#9-#12) makes all party members move faster, so they can swing more times during an attac: Quickness 1 : 10% increase Quickness 2 : 25% increase Quickness 3 : 45% increase Quickness 4 : 70% increase RESURRECTION (#44) attempts to raise one party member from death. The shock of dying, however, willpermanently lower the constitution of the victim by one or two points. SLEEP (#42) causes the opponents to fall into a daze, and they cannot attack, parry, or cast spells. STRENGTH (#13-#16) makes the party members stronger, increasing the amount of damage opponents take hen they get hit. Strength 1 : 1-2 extra points of damage Strength 2 : 1-4 extra points of damage Strength 3 : 1-7 extra points of damage Strength 4 : 1-11 extra points of damage SUMMON ELEMENTAL (#48) calls up Earth, Fire, or Water (one spell summons one elemental) to fight fo the party. The elemental will only serve a party of six adventurers. What's more, elementals mustbe added to your party while you are at the adventurer's Guild in one of the towns. TELEPORTATION (#43) teleports the party safely away from the combat. TRANSPORTATION (#54) inter-dimensionally transports the party from one town to another. VISION (#53) gives the spellcaster the ability to see in all directions for hundreds of miles. It i particularly useful for mapping vast unknown areas. WEAKNESS (#25-#28) causes monsters to lose strength, so they do less damage when they hit party membrs. The strength of the spell depends on how powerful the monsters are and which spell was used (1,2, 3, or 4). DIVINE SPELLS (#58+) may only be acquired in the course of the game for special purposes. Spells by Class and Level Each class of adventurer can learn spells, though for some classes, a high level of experience is reuired. The following chart shows which spells (designated by their number) are available to be leared at which level, arranged by class. Although spells may be available for learning, how many spell a character can actually learn depends upon his or her intelligence, as well as class and level. Spells Available at Different Levels by Class LEVEL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 WIZARD 5 13 6 7 21 25 8 34 11 35 15 36 12 16 47 9 41 10 14 54 3 37 45 38 - 39 48 - 40 - - - - - - 50 46 51 - - - - - - - PRIEST 1 21 2 25 3 18 23 4 7 8 31 24 32 0 48 51 29 17 42 22 30 26 43 19 37 34 27 39 28 - 53 - 49 - - - - - 44 - - - - - - RANGER 1 17 25 229 3 18 4 6 30 26 22 33 37 23 5 - 49 - 52 - 51 - 21 - 42 - 44 - - MONK 5 50 6 45 53 7 13 8 33 9 34 4 35 10 36 - - 54 - - - 48 - - - - - - - - FIGHTER - - 52 - - 9 - - 13 - - 11 - - 15 THIEF - - - 41- - 42 - - 18 - - 8 - - Maximum Magic Points at different Levels by Class LEVEL 1 3 5 7 9 11 13 15 WIZARD 10 11 13 14 16 17 18 20 PRIEST 10 12 14 16 18 20 20 20 RANGER 8 10 12 14 6 18 18 19 MONK 10 10 11 12 12 13 16 20 FIGHTER 7 8 9 10 12 13 15 18 THIEF 6 7 8 9 11 13 14 15 TREASURES Combat Equipment Combat equipment includes shields, armor, and weapons. Each of these items requires the owner to hae a minimum strength level for that item: Higher level equipment can only be used by higher strengt characters. The charts below list the items, their po int values, and the strength requirements of he adventurer using them. Shields Armor # Pts Str Type # Pts Str Type 1 1 1 Glove 21 1 2 Clothing 2 2 2 Wooden shield 22 2 4 Robes 3 3 3 Wooden shield +1 23 3 6 Leather 4 4 4 Small shield 24 4 8 Hard leather 5 5 5 Small shield +1 25 5 0 Ring mail 6 6 6 Small shield +2 26 6 12 Scale mail 7 7 7 Small shield +3 27 7 14 Chain mail 8 8 8 Medium shield 28 8 16 Splint mail 9 9 9 Medium shield +1 29 9 18 Branded mail 10 10 10 Medium sheld +2 30 10 20 Plate mail 11 11 11 Medium shield +3 31 2 0 Clothe +1 12 12 12 Large shield 32 3 0 Robes +1 13 13 13 Large shield +1 33 4 2 Leather +1 14 14 14 Large shield +2 34 5 4 Leather +2 15 15 15 Large shield +3 35 6 6 Ring mail +1 16 16 16 Giant shield 36 7 8 Ring mail +2 17 17 17 Giantshield +1 37 8 10 Chain mail +1 18 18 18 Giant shield +2 38 9 12 Chain mail +2 19 19 19 Giant shied +3 39 10 14 God robes (magic) 20 20 20 God shield (magic) 40 11 16 God armor (magic) WEAPONS # Pts Attr* Type # Pts Attr* Type 41 0 2 Stick 71 3 2 Small mace +1 42 1 4 Knife 72 4 4 Dagger +1 43 1 6 Small club 73 4 6 Small mace +2 44 2 8 Small staff 74 5 8 Dagger +2 45 2 10 Small mace 75 5 10 Dagger +3 46 3 12 Dagger 76 7 12 Staff +1 47 3 14 Small flail 77 7 14 Dagger +4 48 4 16 Club 78 8 16 Flail +1 49 4 18 Mace 79 9 18 Spear +1 50 5 20 Small hammer 80 10 20 Axe +1 51 5 22 Small xe 81 10 22 Sword +1 52 6 24 Staff 82 11 24 Sword +2 53 6 26 Short sword 83 12 26 Sword +3 54 7 28 Flail 84 13 28 Large Axe +1 55 7 30 Hammer 85 13 30 Sword +4 56 8 32 Pitch fork 86 14 32 Sword +5 57 8 34 Spear 87 15 34 Sword +6 58 9 36 Axe 88 16 36 Halbred +1 59 9 38 Sword 89 16 38 Sword +7 60 10 40 Heavy mace 90 17 40 Halbred +2 61 10 42 Maul 91 18 42 Halbred +3 62 11 44 Trident 92 19 44 Sword +10 63 11 46 Large spear 93 19 46 Halbred +4 64 12 48 Large axe 94 20 48 Halbred +5 65 12 50 Morning Star 95 21 50 Halbred +6 66 13 52 Pike 96 22 52 Halbred +7 67 13 54 Long sword 97 22 54 God knife (magic) 68 14 56 Spetum 98 23 56 God mace (magic) 69 14 58 Bardiche 99 24 58 God axe (magic) 70 15 60 Halbred 100 25 60 God sword (magic)