https://drive.google.com/open?id=1Kmm3lPfkgI65cPAMMYil5SWZ6hKmiQFs
I was curious about how several gameplay mechanics in DND actually work, most of all the spells. The source code available may or may not correspond exactly to the version that I played, but it seems to match as far as I can tell. But I went through it and now understand more or less precisely what each spell does, with the single exception of Fear.
A lot of these effects involve a “3d6” roll. This means rolling three six-sided dice and adding them, for a possible range of 3 to 18. Note that the 3-18 probability is not evenly distributed. Assuming that the BASIC RNG itself is fair, 90% of the 3d6 rolls will be between 6 and 15, and the odds of rolling 3 or 18 are less than half a percent each.
First, the mage spells. Misspellings are probably Lawrence’s.
Level | Spell | Duration | Effect |
1 | Magic missle | Combat | 1d6 damage |
1 | Charm | Combat | Incapacitates if [(INT + CHA)/2 + level - monster level] >= 3d6. Never works on undead or dopplegangers. Monster breaks charm if [CHA + level – monster level] < 3d6. |
1 | Shield | 1d10 steps | -20% chance to get hit |
1 | Sleep | Combat | Incapacitates if [INT + level – monster level] >= 3d6. Never works on undead or dopplegangers. Monster wakes up if [INT + level – monster level] <= 3d6. |
1 | Protection from evil | 1d10 steps | -10% chance to get hit. -5% chance to be drained by energy attacks. |
1 | Light | 1d10 steps | Reveals things and secret doors on the map. |
2 | Phantasmal forces | Combat | Kills if [INT + 1 + level – monster level] > 3d6. |
2 | Web | Combat | Incapacitates if [(INT + DEX)/2] >= 3d6. |
2 | Lightning bolt | Combat | 1d6 damage per level. Monster can save for half damage if [6 + monster level – level] > 1d10. |
2 | Strength | 1d10 steps | +3 strength for damage calculations. |
2 | Levitate | 2d10 steps | Prevents falling in pits. |
2 | Invisibility | 2d10 steps | 70% chance that monsters don’t see you. |
3 | Fireball | Combat | 1d10 damage per level. Monster can save for half damage if [monster level – level] > 4. |
3 | Confuse | Combat | Monster attacks itself. Never works on dopplegangers. Fails if INT < 3d6. |
3 | Pass-wall | 1 step | Move through a wall |
3 | Hold monster | Combat | Incapacitates if [CHA + level – monster level] >= 3d6. Never works on dopplegangers. |
3 | Fear | 3d20 steps | 80% chance of something happening during each encounter, but I have no idea what. |
3 | Continual light | 3d20 steps | Same effect as light but longer. |
4 | Teleport | 1 step | Randomly teleport somewhere. Kills you if [INT+1] < 3d6. |
4 | Power word kill | Combat | Kills if INT > 3d6. Kills you if 3d6 rolls three sixes. Dopplegangers have 50% chance to resist. |
4 | Prismatic wall | Combat | 70% chance monster goes away. |
4 | Time stop | 1d10 steps | No monster encounters. Disables Excelsior transporter. |
4 | Wall of fire | Combat | 30% chance of killing. 30% monster goes away. 40% chance of nothing. |
4 | Summon demon | Combat | Performs two rolls of [INT-1] >= 3d6. Nothing happens if the first one fails. Kills if both succeed. You fight a demon in the monster’s place if the first succeeds but the second fails. |
And the cleric spells. Some spells are the same as mage
spells. For instance, Holy word and Blade barrior are just Power word kill and
Prismatic wall renamed.
Level | Spell | Duration | Effect |
1 | Protection from evil | 1d10 steps | -10% chance to get hit. -5% chance to be drained by energy attacks. |
1 | Light | 1d10 steps | Reveals things and secret doors on the map. |
1 | Cure light wounds | 1 step | Restore 1d6 + 1 HP. |
1 | Turn undead | Combat | Undead leave if [WIS + level – monster level -3] >= 3d6. |
2 | Detect traps | 2d10 steps | 90% of recognizing trapped treasure. |
2 | Silence | 2d10 steps | Get first strike if [15 + level – monster level] > 1d20. |
2 | Pray | 2d10 steps | +5% chance to hit. -10% chance to get hit. -5% chance to be drained by energy attacks. |
2 | Hold monster | Combat | Incapacitates if [CHA + level – monster level] >= 3d6. Never works on dopplegangers. |
3 | Cure serious wounds | Instant | Restore 2d6 + 2 HP. |
3 | Dispell undead | Combat | Kills undead if [WIS – 2] >= 3d6. |
3 | Continual light | 3d20 steps | Same effect as light but longer. |
3 | Plague | Combat | Kills if [WIS-2] >= 3d6. If successful, 10% chance it kills you too. |
4 | Holy word | Combat | Kills if INT > 3d6. Kills you if 3d6 rolls three sixes. Dopplegangers have 50% chance to resist. |
4 | Finger of death | Combat | Kills if WIS > 1d20. |
4 | Blade barrior | Combat | 70% chance monster goes away. |
4 | Raise dead | Instant | Does nothing. Really. |
I think the flag that is set in the 80% case of "Fear" leads to treasure being dropped after combat.
ReplyDeleteRaise dead is cast automatically when a cleric character dies if he has level 4 spells left. The character loses 1 Constitution and the spell fails ramdomly depending on character's Constitution.
ReplyDelete