The Reliques of Tolti-Aph

An interactive fiction by Graham Nelson (2005) - the Inform 7 source text

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Chapter 2 - Magic

Section 2(a) - The phenomenon of magic

A spell character is a kind of value. The spell characters are offensive, defensive, healing and arcana. A valency is a kind of value. The valencies are targeted and untargeted.

A spell is a kind of value. The spells are defined by the Table of Enchantments.[1]

Table of Enchantments
spell   nature   cost   requirement   emission   targeting   duration   duration timer   usage count
detect trap   defensive   1   air   "diffuse blue light"   untargeted   --   a number   a number
memorise   arcana   3   air   "a glowing symbol"   targeted   --  
fashion staff   arcana   2   wood   "woodpulp"   untargeted   --  
know nature   arcana   1   air   "probing rays"   targeted   --
make sanctuary   arcana   8   clay   "rainbow walls"   untargeted   --  
magelight   arcana   4   wood   "flickering white light"   untargeted   25  
mend   healing   2   flesh   "ghostly fingers"   targeted   --  
magic missile   offensive   6   wood   "a fiery red bolt"   targeted   --  
aerial shield   defensive   3   air   "green smoke"   untargeted   3  
silence   defensive   4   air   "a tiny white puff"   untargeted   2  
web   offensive   4   air   "a clingy white thread"   targeted   --  
ward magic   defensive   6   metal   "orange sparks"   untargeted   --  
exorcise undead   defensive   7   metal   "purest whiteness"   untargeted   --  
dragon sleep   healing   5   flesh   "little dancing lights"   targeted   --  
circumvent lock   healing   2   metal   "tendrils of metallic light"   targeted   --  
inner warmth   defensive   4   wood   "reddish glowing"   untargeted   4
ironbones   defensive   4   flesh   "red metallic beams"   untargeted   6
summon elemental   offensive   6   flesh   "blood-red mist"   untargeted   --

Understand "memorize" as memorise.[2]

Notes

[1]. This is the first of several tables which mimic the style of typical RPG manuals. That mimicry makes no difference to the game as it is perceived by the eventual player, but it helps us to write the source text. Spells are going to cost a certain number of strength points to cast, and will come in various categories: some apply to some particular item (the "targeted" ones), others do not. Most need the caster to be holding something of a particular material nature: for instance, "the requirement of magic missile" evaluates to "wood". Note the blank entries given as "--", and the entirely blank columns at the end, which are used for calculations during play.

[2]. For American players who habitually type "-ize" spellings. Note that this is an instruction to Inform that the text "memorize" can refer to the noun "memorise" in anything the player types - it isn't a specification of a command verb, even though it will later turn out that the name of a spell can indeed be used as a command.