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authorEino Keskitalo <evktalo@users.sourceforge.net>2009-12-16 16:43:43 +0200
committerEino Keskitalo <evktalo@users.sourceforge.net>2009-12-16 16:43:43 +0200
commit516d77dd6e6f51495269bc62b8c2a09f1c8c76d7 (patch)
tree11e0cc2410d74b4132c5ea8ce23ceb42263a806d /crawl-ref/docs/obsolete
parent1ad4408f777422c5ac66d98568101bdd1519feec (diff)
downloadcrawl-ref-516d77dd6e6f51495269bc62b8c2a09f1c8c76d7.tar.gz
crawl-ref-516d77dd6e6f51495269bc62b8c2a09f1c8c76d7.zip
Move spl-dat.txt to docs/obsolete, remove docs/historical.
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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+Note: removed from spl-data.h on 3-Nov-2009.
+
+/*
+ XXX: Some of these notes are obsolete now!
+
+ In case anyone ever wants to add new spells, or just understand my reasons
+ for putting a particular spell into a particular type, read on:
+
+ Guidelines for typing spells
+
+ Conjuration
+ This type has a near monopoly on effective and relatively risk-free combat
+ spells. All other types of combat spells are either indirect (enchantments),
+ risky/detrimental/not versatile (necromancy) or just plain crappy (burn and
+ freeze), although smiting is not too bad.
+ Conjuration spells all involve the magical creation of matter and/or energy
+ (which are the same thing anyway, right?). They are distinguished from
+ summoning spells in that they do not involve the summoning of an entire
+ creature from another place.
+
+ Enchantment
+ These spells mostly cause some kind of durational effect, which lasts only
+ until the magic wears off. Enchantments are distinguished from
+ transmutations in that the latter cause a permanent alteration in something
+ which persists even after the magic has faded, while the effects of the
+ former last only so long as the magic does. Sometimes enchantments may take
+ advantage of the more powerful aspects of transmutation to induce some
+ kind of radical change (eg polymorph).
+ Some enchantments would also fall under the description of 'meta-magic'
+ spells, like Selective Amnesia and Remove Curse (and if I ever implement
+ Dispel Magic, it will be an enchantment).
+ It is possible that some divinations could be retyped as
+ divination/enchantment, as they appear to be primarily concerned with
+ detecting enchantments. Detect Curse and Identify are what I'm thinking
+ of here.
+
+ Fire and Ice
+ These are quite obvious. I'm trying to keep these two balanced with each
+ other, but it can be difficult. I have to weigh up some useful fire spells,
+ like Sticky Flame, Fireball, Ring of Flames and Firestorm, and the fact that
+ Fire wizards have an advantage when summoning fire elementals by either
+ spell or device, with the also quite useful Refrigeration, Ice Armour and
+ Freezing Cloud. Ice wizards don't have a corresponding advantage with
+ water elementals, because water and ice are two different things (ice is not
+ necessarily water ice, for example).
+ Generally, Fire spells tend towards chaos, disorder and entropy, while
+ Ice spells tend towards order and stasis. But these trends are rather
+ underdeveloped at the moment.
+ Note that just about the only reason one would ever choose an ice or fire
+ wizard over a conjurer would be the resistance gained at level 12.
+ Especially because having a fire specialisation basically removes any chance
+ of ever using ice spells effectively, and vice versa.
+
+ Transmutation
+ See enchantments.
+
+ Necromancy
+ This is the fun stuff. Necromancy is a mixed bag of many and various
+ different kinds of spells, with a few common themes:
+ -Differentiation of living, dead and undead. Some necromancy affects only
+ the living (pain, vampiric draining, etc.), some affects only the dead
+ (animate dead, twisted resurrection, etc.), and some affects only undead
+ (dispel and control undead).
+ -Actual or potential harm: eg risk in Death's Door, hp loss with Pain,
+ disease with summon greater undead, etc. Also loss of potential experience
+ gain with bolt of draining and degeneration.
+ -Material components are central to many of the spells.
+ -Some spells duplicate effects of other types, but do so in a different
+ (neither superior or inferior) way. Eg bone shards is a very powerful spell
+ for only 3 magic points, but requires preparation. Also, necromantic
+ healing spells are different and more idiosyncratic than holy healing.
+ Although regeneration is usually less useful than lesser healing and is
+ level 3 instead of 2, it can be cast before combat (when 1 turn spent
+ casting is less important), and is affected by extension.
+ -Generally unholy theme of spells (I mean, Twisted Resurrection?).
+
+ Holy
+ The Holy type is also fairly various, but is rather less interesting than
+ necromancy (after all, priests are better at fighting than necromancers).
+ Holy spells do things like driving off undead and healing. Note that I
+ consider item stickycursing to be more of an issue for enchantments rather
+ than holy magic, which is why remove curse is enchantment.
+
+ Summoning
+ These spells involve bringing a creature from somewhere else (possibly on
+ another plane of existence) to this world to do battle for the caster. Some
+ future summonings could potentially be combination conjuration/summoning
+ spells, eg the ball lightning spell I keep planning to implement.
+ Also, potential exists for some risky high-level spells, maybe demon
+ summoning?
+
+ Divination
+ These spells provide information to the caster. A diviner class would be
+ possible (and having detect curse and identify would be very handy), but
+ would be extremely difficult to play - there is no potential in this type
+ for combat spells.
+
+ Translocation
+ Translocation spells deal with teleportation etc, also interplanar travel
+ (eg Banishment, and the planned Gate spell).
+ It is possible that I may give summoners some special access to trans-
+ locations due to the obvious similarities.
+
+ Poison
+ These spells all involve poison. Most are also conjurations.
+ I don't plan to implement a 'Poisoner' class, as it would become unplayable
+ deep in the dungeon where most monsters are poison resistant.
+
+ Your skill for a spell is effectively the average of all schools used in it.
+*/
+
+/*
+ * When adding enchantments, must add them to extension as well!
+ *
+ * spells to do:
+ * Contingency?
+ * Trigger contingency
+ * Preserve Corpses
+ * Permanency
+ * Explosive rune?
+ * Fennel wands
+ * More summonings!
+ */
+