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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)


the weapon. The number is derived from: STR*2+DEX


Potions

Healing Potions (#101-#110) restore a character's hit points.  They come
in ten different strengths;the higher the number, the more points are
restored:
	Healing 1 : 1 pt.	Healing 6 : 35 pts.
	Healing 2 : 2 pts.	Healing 7 : 49 pts.
	Healing 3 : 9 pts.	Healing 8 : 64 pts.
	Healing 4 : 16 pts.	Healing 9 : 81 pts.
	Healing 5 : 25 pts.	Healing 10 : 100 pts

Magic Potions (#111-#120) restore a character's magic points.  They also
come in ten different stregth, and work like Healing Potions:
	Magic 1 : 3 pts.	Magic 6 : 18 pts.
	Magic 2 : 6 pts.	Magic 7 : 21 pts.
	Magic 3 : 9 pts.	Magic 8 : 4 pts.
	Magic 4 : 12 pts.	Magic 9 : 27 pts.
	Magic 5 : 15 pts.	Magic 10 : 30 pts.


Scrolls

A secret society has recorded important events concerning the Isle of
Gelnor and its demise.  The 20scrolls have been scattered throughout
the land - some hidden, some left in the care of trusted citiens (many
of whom, unfortunately, have met with foul play).  To the wise and
knowledgeable, their cotents hold the keys to restoring Gelnor to its
former glory.  Scrolls can only be read in towns.

More Treasures

Objects D'art and Other Valuables of vast wealth are said to be hoarded
by the Black Knights and monsters alike - gems, precious minerals, and
glorious works of art - in addition to gold.  One hears of agnificent
sapphires, a golden ring of incredible workmanship, a large gold statue
fashioned after a ox and encrusted with jewels...

Rings and Wands, according to rumors, are described in several scrolls,
and they are significant to he plight of Gelnor.


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