507 lines
18 KiB
Plaintext
507 lines
18 KiB
Plaintext
PHANTASIE I
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ADVENTURER'S CHARACTERISTICS
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THOLIE'S TALE
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Newly arrived on the Isle of Gelnor, an adventurer entered the remote
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town of Pelnor. From the detriorating condition of the once-prosperous
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shops, it was clear that things were amiss - just the plae where a
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courageous person might seek a worthy quest.
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The adventurer hailed a passing citizen. "Where might I find
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information about your person town an land?"
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Looking furtively over his shoulder, the man tersely replied, "Ask for
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Tholie at the inn," before surrying away.
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Sure enough, the adventurer found the town's storyteller sitting at the
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back of the smoky, dimly li commonroom.
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"Hail," greeted the adventurer, as he took a seat on the rough-hewn
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bench. "I've come to Gelnor toseek my fortune. Can you tell me the
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tales of this land?"
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"Why certainly," said the old gnome. He waited for the adventurer to
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buy him a tankard of brew anda meatpie before commencing his tale in a
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soft sing-song voice.
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"In the beginning, there was a barren vastness filled only with stars
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and light, and it was called he Astral Plane.
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"Within this vastness, a place was created wherein dwelt Zeus and his
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followers. The magical RiverStyx flowed 'round it all, and it was
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called the Olympic Plane.
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"Next, the earth and all things on it, living and dead, were created,
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and it was called the Materia Pla-"
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"I already know the legends of how the world began!" interrupted the
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adventurer. A look of disgustand disbelief made its way across the
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youthful face. "I want to know about Gelnor and what's happenig now.
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Are there adventures, fortunes, for the likes of me?"
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"Ha!" Tholie briskly retorted. "Ever heard of the evil ones, called
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Black Knights? There are advetures a-plenty with them, forsooth!"
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The adventurer face lit up, and he leaned toward the storyteller.
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"Yes! Tell me about the Black Knghts!"
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Tholie continued, "The Isle of Gelnor is divided by a chain of
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mountains into two regions. The wes is the traditional domain of human
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and humanoid beings - with a few renegade orcs and lizard men -
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edicated to order and goodness; the east is inhabited by more exotic
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creatures - dragons, trolls, an giants. These regions have been waging
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war throughout the history of this great land. Pelnor, thetown we are
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in, lies in the northwest corner...."
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"Black Knights! What about the Black Knights?" demanded the
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adventurer, interrupting once again.
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"Patience!" roared Tholie. His fist banged the table. "I'm getting
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there!
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"Since the Great Invasion by the evil sorcerer Nikademus, the Isle of
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Gelnor has been terrorized byhis merciless Black Knight. (The citizens
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of this land hold such fear and enmity for these intruder that it has
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even overshadowed their hatred for each other.)
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"To maintain their reign of terror, the Black Knights travel from town
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to town, demanding sacrifice and homage. 'Though they travel in small
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bands, no Gelnorian can yet claim to have defeated one.
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"Any unfortunates who are espied by these evil ones must surrender all
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their money or die. Worse sill, the Black Knights may bring the wrath
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of the gods upon those who oppose them. Few are willing o take the
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risk."
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"Defeating the Black Knights and destroying Nikademus is just the quest
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I need to win my fame and frtune," exclaimed the adventurer. "Where
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can I find them?"
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"No one knows where Nikademus can be found, but you can start with the
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Black Knights. You're boundto run into them if you travel in Gelnor."
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Jumping up, the adventurer turned to leave. "I shall gather a band of
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fellow seekers at the adventrer's Guild forthwith."
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"A few words of advice," Tholie called out. "Whatever your success, it
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is rumored the new Black Knghts are spawned in a fortress somewhere in
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Gelnor. Godspeed, and may your sword be swift and the gds be with
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you."
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INTERACTION OF CHARACTERISTICS
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Attribute Modifiers by Class
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STR INT DEX CON CHA
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Fighter 12 8 11 10 9
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Monk 10 10 11 10 10
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Priest 10 12 10 10 10
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Ranger 10 11 10 10 11
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Thief 8 10 12 10 9
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Wizard 6 13 8 10 11
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Maximum Value of Attributes by Race
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STR INT DEX CON CHA
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Human 18 18 18 18 18
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Dwarf 20 17 17 19 17
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Elf 17 19 19 17 18
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Gnome 19 17 18 19 7
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Halfling 16 18 20 18 17
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Gnoll 20 13 17 21 11
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Goblin 17 14 18 17 11
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Kobold 17 15 19 19 13
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Lizard 19 14 17 18 13
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Minotaur 20 14 16 19 12
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Ogre 21 14 16 19 13
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Orc 19 16 17 18 14
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Pixie 16 18 21 16 17
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Sprie 16 18 22 16 17
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Troll 22 13 15 20 12
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Hit Points by Class and Level for Adventurers with 10 Constitution
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Level
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1 3 5 7 9 11 13 15
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Fighter 10 31 56 82 106 130 150 170
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Ranger 8 28 50 72 96 110 140 160
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Priest 20 40 60 80 98 114 130
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Monk 8 18 32 54 70 88 104 120
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Thief 6 18 32 48 60 78 94 110
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Wizard 6 12 2 34 44 56 68 80
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MAGIC
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Spell Descriptions
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Spells fall into three general categories, each with several
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subcategories.
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Combat Spells - C - can only be used during encounters with monsters.
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They last only for the duratin of combat. There are two types of
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combat spells:
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(1) Passive - P - magic always works and, whenever possible,
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counteracts any previously cast spells. For example, if an evil wizard
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throws a WEAKNESS 4 spell at the party, a STRENGTH 3 spell will cancl
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it. If an additional STRENGTH spell of any kind is cast, it will
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cancel the STRENGTH 3 spell.
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(2) Active - A - magic's effectiveness depends upon the spellcaster's
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magic power and experience levl, as well as the strength of the target.
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Active spells may have a cumulative effect. A second FEA spell, for
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example, can cause the victim to be even more afraid (but a second
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SLEEP spell will not eepen a trance.)
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Non-Combat Spells - N - are used when no monsters are being
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encountered. There are three types:
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(1) Town - T - spells can only be cast in one of Gelnor's towns.
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(2) Wilderness - W - magic must be worked in the wilderness.
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(3) Dungeon - D - spells can be cast in dungeons.
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Everywhere Spells - E - can be cast at any time and in any place.
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Spells Available in Phantasie:
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Spell Magic Name Type
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# Pts.
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1 1 Healing 1 E
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2 2 Healing 2 E
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3 3 Healing 3 E
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4 4 Healing 4 E
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5 1 Fireflash 1 C/A
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6 2 Fireflash 2 C/A
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7 3 Fireflash 3 C/A
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8 4 Fireflash 4 /A
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9 1 Quickness 1 C/P
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10 2 Quickness 2 C/P
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11 3 Quickness 3 C/P
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12 4 Quickness 4 C/P
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1 1 Strength 1 C/P
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14 2 Strength 2 C/P
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15 3 Strength 3 C/P
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16 4 Strength 4 C/P
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17 1 Protection 1 C/P
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18 2 Protection 2 C/P
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19 3 Protection 3 C/P
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20 4 Protection 4 C/P
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21 1 Confusion 1 C/A
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22 2 Confusion 2 C/A
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23 3 Confusion 3 C/A
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24 4 Confusion 4 C/A
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25 1 Weakness 1 C/A
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26 2 Weakness 2 C/A
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27 3 Weakness 3 C/A
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28 4 Weakness 4 C/A
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29 1 Binding 1 C/A
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30 Binding 2 C/A
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31 3 Binding 3 C/A
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32 4 Binding 4 C/A
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33 1 Mindblast 1 C/A
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34 2 Mindblast 2 C/A
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35 3 Mindblast 3 C/A
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36 4 Mindblast 4 C/A
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37 1 Flamebolt 1 C/A
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38 2 Flamebolt 2 /A
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39 3 Flamebolt 3 C/A
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40 4 Flamebolt 4 C/A
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41 1 Charm C/A
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42 2 Sleep C/A
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43 3 Teleporation C/A
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44 4 Resurrection E
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45 1 Ninja 2 C/P
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46 2 Fear C/A
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47 3 Dissolve C/A
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48 4 Smmons Elemental C/P
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49 1 Dispell Undead C/A
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50 2 Ninja 1 C/P
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51 3 Awaken C/A
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52 4 Monste Evaluation N/WD
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53 1 Vision N/W
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54 2 Transportation N/T
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AWAKEN (#51) rouses all sleeping party members or neutralizes a Sleep
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Spell.
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BINDING (#29-#32) inhibits the movement of opponents, so those affected
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are easier to hit. These splls are progressive, so Binding 3 is more
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powerful than Binding 2 and Binding 1 combined. They are articularly
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effective against flying creatures and monsters that are difficult to
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see.
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CHARM (#41) makes monsters so friendly, they forget they are in combat.
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CONFUSION (#21-#24) makes it difficult for monsters to use their magic.
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These spells are progressiv. Confusion 4 is so effective that its
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victims will be completely unable to do any spellcasting.
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DISPELL UNDEAD (#49) affects skeletons, zombies, ghosts, and other
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creatures who have returned from he grave. They may flee or simply
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dissolve.
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DISSOLVE (#47) causes monsters to slowly dissolve away into nothing.
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FEAR (#46) frightens the monsters into running away into terror.
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FIREFLASH (#5-#8) shoots a powerful blast of flame at one monster close
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to the spellcaster, causing he following damage:
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Fireflash 1 : 1-10 points of damage
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Fireflash 2 : 1-30 points of damage
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Fireflash 3 : 1-60 points of damage
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Fireflash 4 : 1-100 points of damage
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FLAMEBOLT (#37-#40) delivers one bolt of magical flame at each monster
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and does damage to its hit ponts (although some of the effect is
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absorbed by its armor):
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Flamebolt 1 : 1-7 points of damage
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Flamebolt 2 : 1-15 points of damage
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Flamebolt 3 : 1-31 points of damage
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Flamebolt 4 : 1-66 points of damage
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HEALING (#1-#4) restores hit points to one party member:
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Healing 1 : 1-9 hit points
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Healing 2 : 1-27 hit points
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Healing 3 : 1-31 hit points
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Healing 4 : 1-99 hit points
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MINDBLAST (#33-#36) transmits a powerful blast of psychic energy to the
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monsters and causes damage t their hit points:
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Mindblast 1 : 1-5 points damage
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Mindblast 2 : 1-11 points damage
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Mindblast 3 : 1-41 points damage
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Mindblast 4 : 1-81 points damage
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MONSTER EVALUATION (#52) determines the approximate experience level of
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nearby monsters. Although i occasionally yields inaccurate results, it
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is a good spell to cast immediately upon entering a dungon and at
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regular intervals in the wilderness.
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NINJA (#45 & #50) transforms the spellcaster into a fighter of
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superhuman ability. Although Ninja 1costs more magic points, it is not
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as powerful as Ninja 2.
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PROTECTION (#17-#20) increases the effectiveness of each party member's
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armor by putting a magic aur around it:
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Protection 1 : +1 point
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Protection 2 : +3 points
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Protection 3 : +6 points
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Protection 4 : +10 points
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QUICKNESS (#9-#12) makes all party members move faster, so they can
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swing more times during an attac:
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Quickness 1 : 10% increase
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Quickness 2 : 25% increase
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Quickness 3 : 45% increase
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Quickness 4 : 70% increase
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RESURRECTION (#44) attempts to raise one party member from death. The
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shock of dying, however, willpermanently lower the constitution of the
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victim by one or two points.
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SLEEP (#42) causes the opponents to fall into a daze, and they cannot
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attack, parry, or cast spells.
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STRENGTH (#13-#16) makes the party members stronger, increasing the
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amount of damage opponents take hen they get hit.
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Strength 1 : 1-2 extra points of damage
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Strength 2 : 1-4 extra points of damage
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Strength 3 : 1-7 extra points of damage
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Strength 4 : 1-11 extra points of damage
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SUMMON ELEMENTAL (#48) calls up Earth, Fire, or Water (one spell
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summons one elemental) to fight fo the party. The elemental will only
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serve a party of six adventurers. What's more, elementals mustbe added
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to your party while you are at the adventurer's Guild in one of the
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towns.
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TELEPORTATION (#43) teleports the party safely away from the combat.
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TRANSPORTATION (#54) inter-dimensionally transports the party from one
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town to another.
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VISION (#53) gives the spellcaster the ability to see in all directions
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for hundreds of miles. It i particularly useful for mapping vast
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unknown areas.
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WEAKNESS (#25-#28) causes monsters to lose strength, so they do less
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damage when they hit party membrs. The strength of the spell depends
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on how powerful the monsters are and which spell was used (1,2, 3, or
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4).
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DIVINE SPELLS (#58+) may only be acquired in the course of the game for
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special purposes.
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Spells by Class and Level
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Each class of adventurer can learn spells, though for some classes, a
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high level of experience is reuired. The following chart shows which
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spells (designated by their number) are available to be leared at which
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level, arranged by class. Although spells may be available for
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learning, how many spell a character can actually learn depends upon
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his or her intelligence, as well as class and level.
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Spells Available at Different Levels by Class
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LEVEL
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
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WIZARD 5 13 6 7 21 25 8 34 11 35 15 36 12 16 47
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9 41 10 14 54 3 37 45 38 - 39 48 - 40 -
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- - - - - 50 46 51 - - - - - - -
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PRIEST 1 21 2 25 3 18 23 4 7 8 31 24 32 0 48
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51 29 17 42 22 30 26 43 19 37 34 27 39 28 -
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53 - 49 - - - - - 44 - - - - - -
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RANGER 1 17 25 229 3 18 4 6 30 26 22 33 37 23
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5 - 49 - 52 - 51 - 21 - 42 - 44 - -
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MONK 5 50 6 45 53 7 13 8 33 9 34 4 35 10 36
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- - 54 - - - 48 - - - - - - - -
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FIGHTER - - 52 - - 9 - - 13 - - 11 - - 15
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THIEF - - - 41- - 42 - - 18 - - 8 - -
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Maximum Magic Points at different Levels by Class
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LEVEL
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1 3 5 7 9 11 13 15
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WIZARD 10 11 13 14 16 17 18 20
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PRIEST 10 12 14 16 18 20 20 20
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RANGER 8 10 12 14 6 18 18 19
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MONK 10 10 11 12 12 13 16 20
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FIGHTER 7 8 9 10 12 13 15 18
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THIEF 6 7 8 9 11 13 14 15
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TREASURES
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Combat Equipment
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Combat equipment includes shields, armor, and weapons. Each of these
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items requires the owner to hae a minimum strength level for that item:
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Higher level equipment can only be used by higher strengt characters.
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The charts below list the items, their po int values, and the strength
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requirements of he adventurer using them.
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Shields Armor
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# Pts Str Type # Pts Str Type
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1 1 1 Glove 21 1 2 Clothing
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2 2 2 Wooden shield 22 2 4 Robes
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3 3 3 Wooden shield +1 23 3 6 Leather
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4 4 4 Small shield 24 4 8 Hard leather
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5 5 5 Small shield +1 25 5 0 Ring mail
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6 6 6 Small shield +2 26 6 12 Scale mail
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7 7 7 Small shield +3 27 7 14 Chain mail
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8 8 8 Medium shield 28 8 16 Splint mail
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9 9 9 Medium shield +1 29 9 18 Branded mail
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10 10 10 Medium sheld +2 30 10 20 Plate mail
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11 11 11 Medium shield +3 31 2 0 Clothe +1
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12 12 12 Large shield 32 3 0 Robes +1
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13 13 13 Large shield +1 33 4 2 Leather +1
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14 14 14 Large shield +2 34 5 4 Leather +2
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15 15 15 Large shield +3 35 6 6 Ring mail +1
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16 16 16 Giant shield 36 7 8 Ring mail +2
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17 17 17 Giantshield +1 37 8 10 Chain mail +1
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18 18 18 Giant shield +2 38 9 12 Chain mail +2
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19 19 19 Giant shied +3 39 10 14 God robes (magic)
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20 20 20 God shield (magic) 40 11 16 God armor (magic)
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WEAPONS
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# Pts Attr* Type # Pts Attr* Type
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41 0 2 Stick 71 3 2 Small mace +1
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42 1 4 Knife 72 4 4 Dagger +1
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43 1 6 Small club 73 4 6 Small mace +2
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44 2 8 Small staff 74 5 8 Dagger +2
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45 2 10 Small mace 75 5 10 Dagger +3
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46 3 12 Dagger 76 7 12 Staff +1
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47 3 14 Small flail 77 7 14 Dagger +4
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48 4 16 Club 78 8 16 Flail +1
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49 4 18 Mace 79 9 18 Spear +1
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50 5 20 Small hammer 80 10 20 Axe +1
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51 5 22 Small xe 81 10 22 Sword +1
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52 6 24 Staff 82 11 24 Sword +2
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53 6 26 Short sword 83 12 26 Sword +3
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54 7 28 Flail 84 13 28 Large Axe +1
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55 7 30 Hammer 85 13 30 Sword +4
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56 8 32 Pitch fork 86 14 32 Sword +5
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57 8 34 Spear 87 15 34 Sword +6
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58 9 36 Axe 88 16 36 Halbred +1
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59 9 38 Sword 89 16 38 Sword +7
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60 10 40 Heavy mace 90 17 40 Halbred +2
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61 10 42 Maul 91 18 42 Halbred +3
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62 11 44 Trident 92 19 44 Sword +10
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63 11 46 Large spear 93 19 46 Halbred +4
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64 12 48 Large axe 94 20 48 Halbred +5
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65 12 50 Morning Star 95 21 50 Halbred +6
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66 13 52 Pike 96 22 52 Halbred +7
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67 13 54 Long sword 97 22 54 God knife (magic)
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68 14 56 Spetum 98 23 56 God mace (magic)
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69 14 58 Bardiche 99 24 58 God axe (magic)
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70 15 60 Halbred 100 25 60 God sword (magic)
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* Attributes Req'd refers to the values for STR and DEX needed to use
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the weapon. The number is derived from: STR*2+DEX
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Potions
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Healing Potions (#101-#110) restore a character's hit points. They come
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in ten different strengths;the higher the number, the more points are
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restored:
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Healing 1 : 1 pt. Healing 6 : 35 pts.
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Healing 2 : 2 pts. Healing 7 : 49 pts.
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Healing 3 : 9 pts. Healing 8 : 64 pts.
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Healing 4 : 16 pts. Healing 9 : 81 pts.
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Healing 5 : 25 pts. Healing 10 : 100 pts
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Magic Potions (#111-#120) restore a character's magic points. They also
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come in ten different stregth, and work like Healing Potions:
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Magic 1 : 3 pts. Magic 6 : 18 pts.
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Magic 2 : 6 pts. Magic 7 : 21 pts.
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Magic 3 : 9 pts. Magic 8 : 4 pts.
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Magic 4 : 12 pts. Magic 9 : 27 pts.
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Magic 5 : 15 pts. Magic 10 : 30 pts.
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Scrolls
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A secret society has recorded important events concerning the Isle of
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Gelnor and its demise. The 20scrolls have been scattered throughout
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the land - some hidden, some left in the care of trusted citiens (many
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of whom, unfortunately, have met with foul play). To the wise and
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knowledgeable, their cotents hold the keys to restoring Gelnor to its
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former glory. Scrolls can only be read in towns.
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More Treasures
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Objects D'art and Other Valuables of vast wealth are said to be hoarded
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by the Black Knights and monsters alike - gems, precious minerals, and
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glorious works of art - in addition to gold. One hears of agnificent
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sapphires, a golden ring of incredible workmanship, a large gold statue
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fashioned after a ox and encrusted with jewels...
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Rings and Wands, according to rumors, are described in several scrolls,
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and they are significant to he plight of Gelnor.
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Another file downloaded from: The NIRVANAnet(tm) Seven
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& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
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Burn This Flag Zardoz 408/363-9766
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realitycheck Poindexter Fortran 510/527-1662
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Lies Unlimited Mick Freen 801/278-2699
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The New Dork Sublime Biffnix 415/864-DORK
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The Shrine Rif Raf 206/794-6674
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Planet Mirth Simon Jester 510/786-6560
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"Raw Data for Raw Nerves"
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