collect n
collect `(lambda () ,@clause)))))
+(defmacro pick-matching ((form &key) &body clauses)
+ (let ((formtemp (gensym "FORM")))
+ `(let ((,formtemp ,form))
+ (pick ,@(loop for (prob assertion . code) in clauses
+ collect `((if (assertion-match-p ,formtemp ',assertion)
+ ,prob
+ 0)
+ ,@code))))))
+
(defconstant cleric-spells
#((cure-light-wounds detect-evil detect-magic light protection-from-evil
purify-food-and-water remove-fear resist-cold)
(decf len)
(setf (aref copy j) (aref copy len))))))
-(defmacro pick-matching ((form &key) &body clauses)
- (let ((formtemp (gensym "FORM")))
- `(let ((,formtemp ,form))
- (pick ,@(loop for (prob assertion . code) in clauses
- collect `((if (assertion-match-p ,formtemp ',assertion)
- ,prob
- 0)
- ,@code))))))
-
(defun magic-item (form)
(labels ((cursedp (&optional (prob 10))
(cond ((assertion-match-p form '(:cursed :unspecified))
((a) (let* ((bonus (weapon-bonus 'a))
(cursedp (zerop (random 10)))
(talent (and (percentp (* 5 (- 7 bonus)))
- (choose 4 'biting
- 5 'blinking
- 5 'charming
- 7 'climbing
- 10 'curing
- 3 'disarming
- 4 'dispelling
- 7 'flying
- 7 'lightning
- 5 'penetrating
- 4 'refilling
- 6 'screaming
- 5 'seeking
- 4 'sinking
- 2 'slaying
- 7 'speaking
- 4 'stunning
- 2 'teleporting
- 5 'transporting
- 4 'wounding)))
+ (pick (4 'biting)
+ (5 'blinking)
+ (5 'charming)
+ (7 'climbing)
+ (10 'curing)
+ (3 'disarming)
+ (4 'dispelling)
+ (7 'flying)
+ (7 'lightning)
+ (5 'penetrating)
+ (4 'refilling)
+ (6 'screaming)
+ (5 'seeking)
+ (4 'sinking)
+ (2 `(slaying
+ :opponent ,(opponent)))
+ (7 'speaking)
+ (4 'stunning)
+ (2 'teleporting)
+ (5 'transporting)
+ (4 'wounding))))
(number (ecase bonus
((1) (d 10 2))
((2) (d 8 2))
acquire mastery in the use of a dagger as an off-hand weapon
\emph{separately} with (say) the sword and the morning-star. A character
Unskilled with an off-hand weapon strikes at a $-4$ penalty (and does half
- damage, as usual).
+ damage, as usual).\footnote{%
+ This ruling provides a major advantage to demi-human characters, since
+ demi-humans are considered to be able to use all weapons at Basic
+ mastery.}
\item One- and two-handed flails are different weapons, and a character must
spend mastery slots on them separately. However, they are \emph{related}
Bow, short & Bow, long \\ \hlx{+}
Crossbow, heavy & Crossbow, light \\ \hlx{+}
Crossbow, light & Crossbow, heavy \\ \hlx{+}
- Flail, one-handed & Flail, two-handed, morning-star \\ \hlx{+}
+ Flail, one-handed & Flail, two-handed,;morning-star \\ \hlx{+}
Flail, two-handed & Flail, one-handed \\ \hlx{+}
+ Halberd & Pike, pole axe \\ \hlx{+}
Javelin & Spear \\ \hlx{+}
Morning-star & Flail, one-handed \\ \hlx{+}
+ Pike & Halberd; spear \\ \hlx{+}
+ Pole axe & Halberd \\ \hlx{+}
Shield, horned & Shield, knife; shield, sword \\ \hlx{+}
Shield, knife & Shield, horned; shield, sword \\ \hlx{+}
Shield, sword & Shield, horned; shield, knife \\ \hlx{+}
- Spear & Javelin \\ \hlx{+}
+ Spear & Javelin; pike \\ \hlx{+}
Sword, normal & Sword, short; sword, bastard \\ \hlx{+}
Sword, short & Sword, normal \\ \hlx{+}
Sword, bastard & Sword, normal; sword, two-handed \\ \hlx{+}
\item The \emph{deflect} ability makes high-level characters nearly
untouchable, as many have noted. The new definition allows an attack to be
- deflected if $\dice{1d20} + \delta D + M$ is greater than the attacker's
+ deflected if $\dice{1d20} + \delta D + \delta G$ (where $\delta G$ is the
+ magical strength of the weapon used) is greater than the attacker's
(adjusted) hit roll. Deflection does not work against device-hurled
missiles; it does work against thrown weapons.
+\item Each involved character or monster rolls $\dice{1d6} - \epsilon E$
+ every round to determine initiative. Actions occur in ascending order of
+ initiative rolls. Ties indicate simultaneous action.
+
\end{enumerate}
\emph{cause fear} ($120'$, 2T, 1 creature): SvS or flee.
\spell{Resist cold}{0, 6T, $30'$}
-Withstand normal cold; $+2$ on saves against cold and damage biased by $-1$.
+Unharmed by normal cold; $+2$ on saves against cold and damage biased by $-1$
+per die.
\level
Cancelled by \emph{dispel magic} or reverse. Reverse \emph{free person}.
\spell{Resist fire}{$30'$, 2T, 1 creature}
-Withstand normal fire; $+2$ on saves against fire and damaged biased by $-1$.
+Unharmed by normal fire; $+2$ on saves against fire and damaged biased by
+$-1$ per die.
\spell{Silence 15$'$ radius}{$180'$, 12T, $30'\phi$}
Area cannot cause sound (sound may still enter from outside); effect moves
Heals $\d{2d6} + 2$\,hp. Reverse \emph{cause serious wounds}: causes damage.
\spell{Dispel magic}{$120'$, P, $20'$ cube}
-Destroys spells in area; fails $L' - L$ in 20. FIXME touch dispel
+Destroys spells in area; fails $L' - L$ in 20. Also \emph{touch dispel} (T,
+P, 1 spell effect): must be used within 1T, cannot cast other spells until
+used; nonmagical containers double effective level of contained items, max
+distance to item $5'$, random selection between contained items; item levels
+and effects are: potions (6, destroyed), scroll (as level needed to cast,
+destroyed), wand or staff (12; drains $L$ charges), misc (36 or as maker,
+drains $L$ charges or deactivated for 1d10 rounds); other permanent (18,
+deactivated for 1d10 rounds).
\spell{Neutralize poison*}{T, P, 1 creature/container/object}
Makes poison harmless; revives victim killed by poison in previous 10
\emph{curse} from an item, or a \emph{charm} effect.
\spell{Insect plague}{$480'$, 1D, swarm $60'\phi$}
-Swarm obscures vision; drives off creatures with 3HD or less; MV60. Caster
-must concentrate without moving to control swarm, otherwise the insects
-scatter. Only works outdoors.
+Swarm obscures vision; drives off creatures with 3HD or less; MV\flying60.
+Caster must concentrate without moving to control swarm, otherwise the
+insects scatter. Only works outdoors.
\spell{Quest*}{$30'$, until completed, 1 creature}
Compels creature to perform quest; \emph{curse} applies until performed.
negate effects of breath weapon.
\spell{Dispel magic}{$120'$, P, $20'$ cube}
-Destroys spells in area; fails $L' - L$ in 20. FIXME touch dispel
+Destroys spells in area; fails $L' - L$ in 20. Also \emph{touch dispel} (T,
+P, 1 spell effect): must be used within 1T, cannot cast other spells until
+used; nonmagical containers double effective level of contained items, max
+distance to item $5'$, random selection between contained items; item levels
+and effects are: potions (6, destroyed), scroll (as level needed to cast,
+destroyed), wand or staff (12; drains $L$ charges), misc (36 or as maker,
+drains $L$ charges or deactivated for 1d10 rounds); other permanent (18,
+deactivated for 1d10 rounds).
\spell{Fire ball}{$240'$, I, $40'\phi$}
Causes $L$d6 damage to all in effect (max 20d6, SvS for half damage).
\spell{Fly}{T, $\d{1d6} + L$T, 1 creature}
-Allows flight, MV360. Hovering does not require concentration.
+Allows flight, MV\flying360. Hovering does not require concentration.
\spell{Haste*}{$240'$, 3T, up to 24 creatures in $60'\phi$}
Targets may move at twice normal speed, two attacks per round, etc. Reverse
cold-type creatures take 2d6 damage breaking through.
\spell{Wizard eye}{$240'$, 6T}
-Creates invisible eye (MV120) with infravision ($60'$ range); caster must
-concentrate to see through the eye.
+Creates invisible eye (MV\flying120) with infravision ($60'$ range); caster
+must concentrate to see through the eye.
\level
\emph{stoneformed} objects. Final casting to `lock' item down. Can be used
to create transparent and translucent stones.
-\spell{Wall of iron}{$120'$, P, 500\,sq,ft}
+\spell{Wall of iron}{$120'$, P, 500\,sq\,ft}
Creates a $2'$ thick vertical wall; must be vertical and supported. When
toppled, cases 10d10 damage to anyone underneath. Wall has hp equal to the
caster.
not need to be on the same plane of existence.
\spell{Sword}{$30'$, $L$R}
-Sword does 1d10 damage against any opponent in range. Caster must
-concentrate for sword to attack.
+Sword does 1d10 damage against any opponent in range; two attacks per round;
+hit rolls as caster. Caster must concentrate for sword to attack.
\spell{Teleport any object}{T, I, 1 500\,cn object}
Teleports an object, with normal chances of error. Unwilling creature or