I attempted to balance the flexibility and power of the wizard escape spells by limiting them significantly for the other magical schools. The Unangband Wizard has the ability to take advantage of magical items such as wands and staffs: both with a spell (gauge magic) which readily identifies the number of charges that the item has, and a recharge magic spell to replenish these charges as they are used. Wizards have no reliable source of food at all, and no high level healing, but can readily concentrate mana to recover it and have the most flexible range of escape spells, and both the ability to light rooms as well as to use light as an attack, and to replace their fuel based light source with a magical spell which can be indefinitely powered provided that sufficient mana is available (and that the wizard is not plunged into darkness by letting this spell run out - spells require light to be read from their respective spellbooks). Faangband spellbook lists series#I've been inspired here, as much elsewhere, by the design work in Sangband and elsewhere by Leon Marrick and although aided by many, this particular series of articles is dedicated to him and the insight and inspiration he has given me and many others.Īngband is a game of resources: and each magic school has a different way of handling the resources of light, food, escape, healing, mana (spell points) and item identification which help define them. The school spell lists as I designed them in part fourteen are intended to be a mix of banding tradition as well as an attempt to find new ways of making magic in Unangband interesting. (You'll probably want to read parts one, two, three, four, five, six, seven, eight, nine, ten, eleven, twelve, thirteen and fourteen first).
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