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Offensive Spell Damage Table

Nearly all offensive magic provides for a mob save vs spell, which reduces cast damage by 50 - 75%. I've added a column that indicates which spells can be saved against, and by how much. SS value of 1 = 50% reduction. SS value of 2 = 75% reduction.

The MAG_BONUS variable is used to apply spell damage bonuses for high INT casters.

#define MAG_BONUS(ch) ( number(0,101)<int_app[GET_INT((ch))].pbonus?1:0 )
/*
/*      bonus = (if random_number < character's intelligence tier (0-99) then true else false)
/*

/* intelligence tiers based on char int (1-25):
/*
/*  5  1
/* 25  5
/* 50 10
/* 75 15
/* 82 18
/* 95 20
/* 99 25


SPELL NAME CLASS DICE ADD INT/WIS

STAT

BONUS

DAM RANGE

L 30

SS

***

MANA

COST

METADATA or PSEUDO-CODE
ATOMIC BLAST M27 4-9 75-125 725-1400/mob 2 150 dam = number(4,9) * number(75,125)
BRAIN IMPLOSION J27 600-700 2 45 17*level + 25 int modifier
BURNING HANDS M5 3D6 6 *4 21-50 1 15 dice(3,6)+6 + (MAG_BONUS(ch)<<2))
BURNING HANDS canned 3D6 4 15 dam = dice(3,6)+4
CALL LIGHTNING C15

R25

12D8 8 64-300 1 15 dam *= (level/15)
CAUSE CRITICAL A12

C11

4D8 LEVEL 45-95 1 25 (dam = dice(3,8)+ (level>>2))

(dam = dice(4,8) + (level>>1))

CAUSE LIGHT A4

C3

2D6 LEVEL 25-50 1 15 (dam = dice(1,8)+ (level>>2))

(dam = dice(2,6) + (level>>1))

CAUSE SERIOUS A8

C7

3D7 LEVEL 35-70 1 20 (dam = dice(2,8)+ (level>>2))

(dam = dice(3,7) + (level>>1))

CHILL TOUCH M3 2D7 14-18 1 15 1.35 *(dice(2,7)+6)
CHOKING CLAW J15 8D8 7 *4 35-95 1 35
COLOR SPRAY M11 7D8 6 *2 40 1 20 dice(7,8)+ 6+ (MAG_BONUS(ch)<<1))
COLOR SPRAY canned 7D8 6 38
DISINTEGRATE J24

M17

100-550 2 40 8*level*(curlev/17)

dam *= 2 (mage)

DISINTEGRATE canned 11D8 8 58
DISINTEGRATE npc 150
DISPEL EVIL C14 XD4 50-150 1 25      if ((GET_LEVEL(victim) < level) || (victim == ch))

       dam = 100;

     else

       dam = dice(level,4);

EARTHQUAKE C13

R28

2D8 LEVEL 50-162/mob 2 30 dam *= (level/13)

dam *= 2 (cleric)

(ranger quake is only 2D8)

ENERGY DRAIN J17

M13

25-100 2 50 (level 1 mob is killed instantly) else

xp = number(level>>1,level)*1000;

        gain_exp(victim, -xp);

        dam = (GET_LEVEL(ch)/(2*GET_LEVEL(victim))) * GET_MAX_HIT(victim);

        else

        /* dam = dice(2,8); too ineffectual */

  dam = (GET_LEVEL(ch)/(2*GET_LEVEL(victim))) * (GET_MAX_HIT(victim)/2);

FIREBALL M15 7D28 10 MAG_BONUS(ch)<<1 90-150 1 40 dice(7,(8+GET_LEVEL(ch)/4))+10+(MAG_BONUS(ch)<<1))
FIREBALL canned 9D8 8 49
FIREBLAST M19 9D14 10 160/mob 2 dam = dice(9,(8+GET_LEVEL(ch)/5))) + 10

dam = *2 (mages)

FISSION BOMB M25 4-8 50-100 200-900/mob 2 150 dam = number(4,8) * number(50,100)
FLAMESTRIKE C30

A29

J28

11D8 8 MAG_BONUS(ch)<<2 116-436 1 75 dice(11,8)+8 + (MAG_BONUS(ch)<<2)

dam += dice(2,5)+4

HARM A20

C19

60-135 1 75 dam = GET_HIT(victim) - dice(1,6);

     if (dam < 0)

        dam = 0; /* Kill the suffering bastard */

     else if (saves_spell(victim, SAVING_SPELL))

        dam = MIN(50, dam>>1);

ICE STORM M21 10D12 10 150-250/mob 2 80 dam = dice(10,12) + GET_LEVEL(ch) / 3)

dam = *2 (mages)

JUDGMENT OF THE GODS A23 ? ? ? 150-170/mob none 50 ?
LIGHTNING BOLT M9 7D8 10 MAG_BONUS(ch) 50-130 1 20 7D8 +10 + (MAG_BONUS)
LIGHTNING BOLT canned 5D8 9 32
MAGIC MISSILE M1 1D6 3 MAG_BONUS(ch) 8 1 10-30 dice(1,6)+3+MAG_BONUS(ch))
MAGIC MISSILE canned 1D4 1 4 dice(1,4)+1
METEOR SWARM M25 15D12 10 MAG_BONUS(ch) 220-320/mob 2 125 dam = dice(15,12) + GET_LEVEL(ch)/3 + MAG_BONUS(ch))

dam =* 2 (mages)

NERVE SHOCK J25
NUCLEAR SPELLS canned <75% mage damage>
PETRIFICATION M27 200-1,300 2 100 30*level * 1.5


PETRIFY B29 1,305 2 50 30*level * 1.5


SEARING GAZE J20 8D17 10 MAG_BONUS(ch)<<1 84-110 2 55 8D(9+30/4)+10+2
SHOCKING GRASP M6 8D6 9 MAG_BONUS(ch) 38 1 15
SHOCKING GRASP canned 6D6 6 28
SLAY M23 450-750 2 75 15*level
SLAY canned 10*level
SLAY npc 200 min(10*level,200)
STAMPEDE R30 15D12 LEVEL/3 220/mob 1 100 dam = dice(15, 12) +GET_LEVEL(ch)/3;

dam *= 2;

THERMONUCLEAR HOLOCAUST M30 4-10 100-150 950-1800/mob 2 150 dam = number(4,10) * number(100, 150)
WORD OF DEATH M29 550-1,350 2 150 45*level
WORD OF DEATH canned 24*level
WORD OF DEATH npc sqrt(24^level)

*** The spell save column denotes the level of spell damage reduction when a target rolls a saving throw. 0 means that there is no save, 1 = half damage and 2= quarter damage.