S


sanctify

Syntax:sanctify <target> <holy water>

A cleric of good alignment who learns this skill will be able to temporarily empower a weapon with holy water to make it more effective against the undead, demons, and devils. To do so, the cleric must first find some holy water. Some temples will carry it, or alternatively a container of liquid can be blessed by a pure cleric of high enough experience to become holy water as well.

The weapon to be sanctified must be currently wielded and the container of holy water must be held in order for the sanctify to take effect.

The effectiveness of this skill will depend upon both the potency of the holy water, measured in its level, and the pureness and experience of the cleric.

Though effective, the effects of the sanctification will not last long.

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save

Syntax:save

Save your persona. This includes experience points, strength, gold, etc. It also saves your equipment, up to the first 200 items. Be sure to save after each adventure, or battle.

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saving-throws

(also ETHOS REFLEX FORTITUDE WILL)

One will often get a saving throw (as in a "throw of the dice") to help avert the effects of a magical or extraordinary attack. There are different types of saving throws that a character can make:

ethos ... represents attacks against the spirit or soul
fortitude ... represents attacks versus the body
reflex ... represents attacks that can be avoided with movement or reflex
will ... represents attacks against the mind
For example, if your character is poisoned, you will get a save versus fortitude to attempt to either avoid the poison or to take reduced damage from it. Similarly, when someone attempts to charm you, you will get a save versus will to attempt to avoid the effects of charm.

Your saving throws are mostly affected by your classes and level but can also be affected by your ability scores and items you may find.

A high wisdom score will improve your ethos while a high constitution will improve your fortitude, a high dexterity will improve your reflex, and a high intelligence will improve your will. (Conversely, low ability scores will hinder your saving throws.)

See also: resistances

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savior

Syntax:savior <target name>

Savior is an upgrade to rescue. Rather than just attempt to pull one of the monsters off your target, savior attempts to pull them _all_ off.

Note that your chance to pull any individual mobile off is dependent upon your rescue skill, not your savior skill. The savior skill is your chance of being able to do multiple rescue attempts.

See also: rescue

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say

Syntax:say <text>

The most common method of communicating on this mud is to use this command. Whatever you say will appear to everyone in the current room. You can use a single quote (') to abbreviate this command.

See also: communications | talk

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scan

Syntax:scan [direction]

This skill will permit you to scan your surroundings for anything moving. All adjacent rooms will be scanned and the creatures therein reported. However, depending on the type of terrain you are scanning in, you may be less likely to spot your foes. In addition, you cannot scan through closed doors.

If you attempt to scan in a particular direction, you wil be able to see farther in that direction, sacrificing breadth for depth. However, the farther you get from your position, the less likely your chance to spot all foes decreases.

If your character has the scan skill, their chances of successfully scanning the area will improve markedly.

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score

See status

scribe

(also SCROLLCRAFT SCROLLS)

Syntax:scribe <spellname>

The scrollcraft skill allows a magic user to write a magical spell unto a scroll which can later be instantly recited. Any spell that the magic user knows can be scribed. The scroll can be given to another character, but that character will not be able to understand the scroll if he or she is more than 10 levels lower than the scribe. In order to scribe a spell you must be one level higher than the minimum level of the spell. The mana cost is twice the normal cost of casting the spell.

Note: if you fail the skill roll, all mana will be lost.

See also: brew

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script-conversation-example

The Script behavior can also be used to simulate a conversation between two or more mobs pretty easily. For example, let's say you had three mobiles, Arast, Grunde, and Belmonte that were to have a conversation in front of a player upon a player completing a quest and entering the room to return to the quest givers. Say for example that the three mobiles spawn in room 1000. Enter in the following ("js" has been abbreviated to "j", and "gojs" has been abbreviated to "g"):

> mb grunde javascript created Room.at( 1000 ).grunde = self;
> mb belmonte javascript created Room.at( 1000 ).belmonte = self;
> mb araste javascript (enterroom js 'actor.db.arastesGambit') .
speed 1d4+2
g .
araste = self;
// arastesGambit == 0 means they haven't taken the quest
// arastesGambit == 1 means they completed the quest, but haven't been rewarded yet
// arastesGambit == 2 means they completed the quest and were rewarded
if ( actor.db.arastesGambit == 2 ) {
  araste.talk( actor, "I hope the sword is serving you well!" );
  return "end";
}
grunde = Room.at( 1000 ).grunde;
belmonte = Room.at( 1000 ).belmonte;
araste.say( "Ahhh ... our little apprentice has returned victorious!" );
return "next";
!
j belmonte.talk( actor, "We are quite proud of you!" );
j grunde.say( "Bah!  I knew ' + actor + ' could do it!' );
j araste.say( "Nevertheless, it is still impressive." );
j araste.act( "smile", grunde );
j araste.act( "shake", actor );
j grunde.act( "shake", actor );
j belmonte.act( "shake", actor );
j araste.say( "Let's go upstairs ... I have something to show you." );
j .
grunde.act( "follow", araste );
belmonte.act( "follow", araste );
actor.act( "follow", araste );
!
j araste.act( "u" );
j araste.say( "Here ... take this sword!" );
j araste.act( "me pulls an ancient sword off the mantle." );
j .
sword = Obj.invoke( 1003, araste ); // 1003 is the vnum of the sword
sword.shortDesc = Mud.possessionDesc( actor.shortDesc, sword.shortDesc );
sword.setFlag( 'nodrop', true );
actor.db.arastesGambit = 2;
araste.act( "give sword", actor );
!
j belmonte.say( "Use the sword well!" );
j grunde.act( "smile", actor );
j araste.say( "Well, our purpose here in these realms is done.  Take care!" );
j araste.act( "wave", actor );
j belmonte.act( "wave", actor ); grunde.act( "wave", actor );
j inRoom.amsg( "And with their task completed ... the three wizards teleport away..." );
j belmonte.purge(); grunde.purge(); araste.purge();
See also: b-script | script-label-example

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script-label-example

The "gojs" and "label" Script options provide a mechanism for providing flow control in a Script. The "gojs" option is similar to the regular "js" option except that the return value of the script is used as a label name for the script to go to.

There are also four built-in labels:

`bstart`n    Restart the Script at the beginning.
`bend`n      End the Script.
`bcurrent`n  Run the current step again.
`bnext`n     Continue on to the next step in the Script.
For example:
> mb cleric script say 'heal' .
gojs return actor.hit < actor.maxHit ? "next" : "perfect";
speed 1d4+2
com say Ahhh ... healing you want?
label healing
js .
inRoom.amsg( '^n heals ^2n a little...', self, actor );
actor.hit = Math.min( actor.hit + Mud.dice( 8 ),  actor.maxHit );
!
gojs .
if ( actor.hit < actor.maxHit ) {
  talk( actor, "Ahh ... you be needin' some more healing!" );
  return "healing";
} else
  return "next";
!
c say Always a pleasure to heal up the wounded!
c smile ^2p
gojs return "end";
label perfect
c say But you're already in perfect health, ^2n!
See also: behavior-script | script-conversation-example

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scrollcraft

See scribe

scrolls

See scribe

scry

Usage : cast 'scry' <target> Accumulative: - Duration : Level Hours Level : Level 12 cleric, Level 5 mage. Save : -

With this affecting you, you may peek around corners (ex: look n). It's very usefulwhen you aren't quite sure what might lie waiting in next room.

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search

See find-death-traps

sell

See buy

shadow

Syntax:shadow <target name>

This command works identically to the "follow" command with one exception: the person you are following will not be told that you have started to follow them. If used in combination with the thief skill sneak, a character could successfully "shadow" another character. It is up to the thief, however, to find a hiding spot if the character they are shadowing lingers in a room (see the "hide" command).

See also: follow | hide | lose | shadow | sneak | spot

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shadowy-mounts

See mounted-backstab

shai'lar's-infernal-burning

The caster of this spell attempts to call upon the power of the demon lord Shai'lar. If he is able and feeling charitable, the demon lord Shai'lar will grant the caster for a moment a measure of his immense power and cause a torrent of demonic flame to assault the victim of this spell. Because it is demonic in nature, it burns hotter than any earthly flame and will eventually cause all fire attacks to deal more damage to the victim as his resistance to fire is gradually, but temporarily, eroded away.

Damage is PEL(30)d13. Save vs. Reflex for half damage.

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shaping-mirror

(also RUNE-MIRROR)

The mirror shaping rune allows illusionists to cast mirror images of other spells that they normally cannot cast. Usually only damage spells can be mirrored in this fashion.

The illusionist must still know the runes that form the spell that they are attempting to mirror. Furthermore, illusionists cannot mirror spells that are higher than their level. Spell levels are determined by averaging the earliest levels at which all the casters get the spell. For example, if druids got hellfire at 123, and mages got it at 112, and no other classes got it, illusionists would be able to mirror the spell at level (112+123)/2 or level 118.

Victims of a mirrored spell also get to make a Will save modified by intelligence to see through the illusionary spell. Since illusions play on the mind, it is harder to establish an illusion in less intelligent brains. Really intelligent creatures are also more likely to notice imperfections in the illusion. Mirrored spells work best against average-intelligence creatures. Creatures that make this save see through the spell and take no damage.

Creatures that fail the save are hit by the spell as if it were the real thing with the exception that 50% of the damage will be of element colour. For example, if an illusionist cast a mirrored balefire spell at a monster, the monster would take normal balefire damage but 50% of the damage would be fire (from balefire) and 50% would be colour.

Syntax: cast "shai'lar's infernal burning" <victim>
See also: shaping-runes

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shaping-runes

Shaping runes are runes that can be optionally added to an existing combination of runes to "shape" how the spell gets activated.

RUNE  COST   NAME        EFFECT
adj   2x     adjacency   affects all enemies in the current room and in
                         all adjacent rooms (requires the fiz rune)
bey   2x     beyond      allows you to remotely heal or buff someone in
                         the same world (usable 3 times every 3 hours)
emj   2x     empower     increases the die size for a spell by 50%
                         (i.e. 2d6 becomes 2d9)
fiz   2x     area        converts the spell into an area-based spell
                         that uses 70% normal die rolls
                         (see area-mastery)
ind   1x     individual  focus on an individual
hei   2x     heighten    casts spell at 10% higher level
las   2x     lasting     doubles the duration in a spell
max   2x     maximize    maximizes all dice rolls when casting the spell
                         (i.e. 2d6 becomes 12)
obj   1x     object      focus on an inanimate object
pet   1.5x   pet         converts the spell into a group-spell that only
                         affects your pets
qui   1.2x   quicken     spell cast delay halved
qut   1x     focus       enables caster to draw upon arcane powers
                         even in antimagic fields (usable 5
                         times/mud month)
ras   0.8x   touch       the spell is cheaper to cast, but you have to
                         successfully touch your target, one target only
re    2x     group       converts the spell into a group-spell
rom   1.2x   mirror      cast mirror spells - see shaping-mirror
sac   0.5x   sacrifice   50% of spell cost is mana, 50% is in hit points
sel   1x     self        focus on self.
vod   0x     void        voids the spell cost (usable 3 times/mud month)
voq   0.5x   vacuity     partially voids spell cost (usable 10
                         times/mud month)
For example:

evmelmo is "acid blast". "ind" and "fiz" can be combined with this spell to indicate how the spell should be activated:

evmelmoind ... acid blast (single target)
evmelmofiz ... acid spray (acid blast hitting multiple targets)
Note that if you specify someone other than yourself as a target, the "ind" rune will be supplied automatically if you don't enter it. If you fail to enter in a target, "sel" will be supplied automatically.

See also: bonded-runes | canons | runes | shaping-runes

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shell

(also ^ ! !!)

This mud implements a limited form of the common shell syntax found in UNIX command shells like csh and bash. For example:

!       Repeats the most recently entered command.
!!      Repeats the most recently entered command.
!<exp>  Repeats the most recently entered command beginning with <exp>.
!<num>  Repeats the command numbered <num> (see history).
^x1^x2  Replaces expression x1 with expression x2 in the
        history for the most recently entered command.
See also: alias | history | pipe

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shield-bash

See bash

shockwave

Syntax:shockwave

The Shockwave skill is an upgraded area-of-effect bash which affects all enemies in the room. Improved Bash helps out Shockwave a lot because it offers an attack of opportunity on multiple people.

It is also not possible for the actor to trip and fall on the ground with shockwave.

Shockwave is only usable once every 3 minutes.

See also: bash

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shoot

Syntax:shoot <direction> [at] <victim>

The shoot command is used to fire a missile weapon like a bow, crossbow, or blow gun.

If you are firing a bow or crossbow, you need to have either an arrow (for bows) or a bolt (for crossbows) equipped. You can also get quiver and fill the quiver with arrows and bolts. If you have a quiver, you will automatically pull arrows and bolts from the quiver as you use them.

See also: archery | axe | dagger | dart | hammer | marksmanship | spear | star | throw | throwing | toss

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shops

Shops are places where the adventurer may purchase equipment for his quests, and where he may sell his treasure if he should manage to survive the perils with his life and sanity intact. Many shops trade only in a specific type of merchandise. Thus, a baker may well refuse to buy your armor, even if it is of high quality!

To some people, the prospect of obtaining the entire inventory of a shop by murdering the keeper may appear tempting - but beware: The shopkeepers are rugged, capable men and women; roughened by years of trading and, indeed, surviving in a world where the only safe prospect is death in the end. (They usually have a few thousand hitpoints and can shoot through schools).

See also: buy | list | sell | value

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shout

Syntax:shout <text>

This command should be used for emergencies only or when you really need to get the attention of everyone. Chances are, almost everyone on the mud will hear whatever you have to say so try not to be too obnoxious. If you misuse this command, some god will most likely gag you.

NOTE: Everyone on the mud will hear you.

See also: auction | bgossip | channel | communications | gossip | yell

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shutdow

See qui

sip

See eat

sit

See sleeping

sixth-sense

See spot

skill-demonic-trance

If one offers his body as a willing offering for a demon, then a demon may accept and live within his body for a time in a symbiotic relationship. The demon gains limited control of the offering's body, and in return the offering will gain some aspects of the demon.

Some benefits to the offering include increased combat ability, an increased ability to focus as demons are quite single-minded, and also a slightly increased resistance to harm. However, there are drawbacks, and some of the more aggressive, evil tendencies of the demon will emerge as well.

Housing a demon is quite traumatic to the offering, and he will find his body unable to hold the demon for long, and in fact, a weak vessel may be destroyed by the demon.

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skills

See proficiencies

slam

See bash

sleeping

(also WAKE REST SIT STAND)

For changing your position. If you feel weary, It is probably a good idea to sit and rest for awhile; or maybe even take a nap.

Syntax: trance
See also: sleep-spell | yank

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slice

Syntax:slice <corpse name>

This command will let you slice a chunk off of a corpse. The major purpose in doing this is twofold: you have proof of a kill and a tasty thing to eat!

To succeed in slicing your foes corpse, you must have a slicing weapon wielded as your primary weapon.

See also: behead | eat | fillet

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sling

Syntax:shoot <direction> [at] <victim>

The sling skill will permit you to use a slingshot against one of your foes. The range of a slingshot is four rooms. In order to properly use a slingshot, you must be wielding both the slingshot and some ammunition (like a slingshot stone).

See also: archery | catch | marksmanship | shoot

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smile

Whenever you feel like smiling...

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sneak

Syntax:sneak

Used for sneaking (moving in and out of rooms without anyone taking notice). When you type sneak, there is no way to know if you actually sneak. If you successfully sneak, then you will continue to sneak for a little while. When you are sneaking, many monsters that would otherwise attack you will not notice you, allowing you to go places with greater ease than others.

Successful sneaking requires one of the sneak skills. If you are outside, you must know the sneak, outside skill, and if inside, the sneak, inside skill.

Enter sneak again to toggle sneaking off.

Note that then you sneak you will also automatically try to hide.

Sneak confers a base 100% Lightshroud and 50% Heatshroud. Sneak will also improve all shrouding based on your percentage skill with sneak.

See also: hide | incognito | shadow

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sneak-attack

Those with the Sneak Attack feat are especially adept at the art of stealthy sneak attacks against opponents. They are able to use even non-piercing weapons in backstab or assassination attacks with a proficiency equivalent to their skill at Sneak Attack.

See also: backstab

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social-types

Syntax:socials types [<type1> <type2> ...]

The type option can be used to display a list of social categories. If you enter in a set of categories only socials contained in those categories will be displayed. Entering a '+' after a category will require that the category is present while entering a '-' after the category will require that it is not present. For example ("socials" has been abbreviated to "soc" and "types" to "t" in the following examples):

soc t                    Shows all the types
soc t sleepy -impolite   Shows all sleepy socials which aren't impolite.
soc t sleepy exhaustion  Shows all socials which are sleepy OR exhaustion.
soc t yes +polite        Shows polite ways of saying yes.
See also: perform | socials

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socials

(also ACTIONS)

Syntax:socials [<matching abbreviation>]
socials details [<matching abbreviation>]
socials types [<type1> <type2> ...]

Entering 'socials' will display a listing of all the socials on the mud which you have access to. If the optional matching abbreviation is specified, only socials that match the given letters will be listed. If the details option is used, more information will be shown about each social.

Many socials also allow you to express an optional body part.

Examples:

poke harry arm      Used to poke harry in the arm.
massage gwen back   Massage Gwen's back.
See social-types for an explanation of the types option.

See also: commands | emote | perform | social-types

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south

See north

southeast

See north

southwest

See north

speak

Syntax:speak <language name>

This command will cause you to switch the language that you are currently using to speak in. Only people who know the language that you specify will be able to hear you.

See also: communications | languages

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spear-throwing

Syntax:throw <direction> [at] <victim>

The spear throwing skill will let you throw spears and javelins at a victim in a room up to three rooms away.

See also: axe | catch | dagger | dart | hammer | star | throw | throwing | toss

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spell-acid-bath

(also SPELL-ACID-FLOOD)

Acid Bath coats your enemies in acid as tiny gates to the Plane of Acid are opened around your enemies allowing acid to pour down on them in heavy thick streams.

Damage is (30+PEL(20))d54.

Acid Flood is a spell alias to an area-based version of Acid Bath.

See also: offensive-spells | profs | spell-acid | spells

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spell-acid-blast

(also SPELL-ACID-SPRAY)

A blast of acid hits your opponent, doing significant acid damage. Save versus reflex for half damage.

Damage is (20+PEL(30))d16.

Acid spray is a spell alias to an area-based version of Acid Blast.

See also: offensive-spells | profs | spell-acid | spells

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spell-acid-burst

(also SPELL-ACID-RAIN)

A burst of very strong acid hits your opponent, doing intense acid damage. Save versus reflex for half damage.

Damage is (12+PEL(38))d8.

Acid Rain is a spell alias to an area-based version of Acid Burst.

See also: offensive-spells | profs | spells

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spell-acid-flood

See spell-acid-bath

spell-acid-jet

(also SPELL-ACID-RAINSTORM)

Acid Jet emanates a powerful jet of concentrated acid at your foes. Save versus reflex for half damage.

Damage is (25+PEL(25))d36.

Acid Rainstorm is a spell alias to an area-based version of Acid Jet.

See also: offensive-spells | profs | spells

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spell-acid-rain

See spell-acid-burst

spell-acid-rainstorm

See spell-acid-jet

spell-acid-spray

See spell-acid-blast

spell-acumen

See spell-wisdom

spell-adamantite-golem

Syntax:cast 'golem, adamantite' <golem name>

The Adamantite Golem is an upgrade to the Mithril Stone. A block of adamantite must be present on the ground for this spell to succeed.

Any armor lying on the ground will be incorporated into the golem as per the regular golem spell.

See also: spell-golem

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spell-adroitness

See spell-dexterity

spell-airy-water

See spell-water-breath

spell-animalshift

See spell-shapeshift

spell-animate-creature

Syntax:cast 'animate creature'

This spell enables a necromancer to bring a fallen creature back from the dead and have it be under his or her control. Be warned, this spell will only function correctly when used on a non-humanoid creature.

See also: profs | spell-animate-person | spells

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spell-animate-dead

Syntax:cast <spell> corpse
cast <spell> dust
order zombie <command>

This somewhat evil necromatic spell takes the corpse or dust of a dead creature and animates it into a mindless subservient zombie. This undead creature will follow you around and perform simple commands. The power of the zombie will depend on the level of the spellcaster. The higher the spellcaster, the more powerful the zombie.

See also: order | resurrect

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spell-animate-person

SPELL-ANIMATE-PERSON

Syntax:cast 'animate person'

This spell enables a necromancer to bring a fallen person back from the dead and have it under his or her control. Be warned, this spell will only function correctly when used upon a humaniod.

See also: profs | spell-animate-creature | spells

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spell-aptitude

See spell-intelligence

spell-arctic-fury

See spell-glacial-strike

spell-armageddon

See spell-balefire

spell-armor

The Armor spell will improve your ALL-AC avoidance class by 20 points.

See also: ac | ac-areas | spell-armor

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spell-augment-equalizer

This spell allows the adjudicator to temporarily heighten the amount of damage that his weapon, the Equalizer, is capable of dealing out.

See also: | profs | spells

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spell-augment-vengeance

<p This spell allows the oppressor to temporarily heighten the amount of damage that his weapon, Vengeance, is capable of dealing out.

See also: | profs | spells

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spell-aura-celestial

A cloak enchanted with this spell gains the ability to deal some additional damage to the wearer's opponent by means of magical missiles.

This is the upgraded version of the Mantle of Celestial spell.

See also: | spell-mantle-celestial

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spell-avalanche

See spell-rockslide

spell-balefire

(also SPELL-ARMAGEDDON)

The spell sends a bar of white flame, hotter than any known substance, beaming towards the caster's opponent. Save versus reflex for half damage.

Damage is (26+PEL(12))d12.

Armageddon is a spell alias for an area version of Balefire.

See also: offensive-spells | profs | spells

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spell-ball-lightning

See spell-sparks

spell-barkskin

The Barkskin spell will make your skin as hard as bark, improving your stopping by 2 points in all areas. In addition, it will improve your fortitude saving throw by 1.

See also: spell-stoneskin

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spell-barricade

This prayer enables a holy knight to be embraced by a divine aura of protection.

See also: | profs | spells

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spell-bitter-vengeance

This spell enhances the power of the oppressor's Vengeance such that it can effect all opponents in direct melee with the oppressor himself.

Damage is level(d4+1)

See also: | offensive-spells | profs | spells

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spell-blackmantle

Syntax:cast 'blackmantle'

This spell summons forth a vortex of negative energy, which collases into thick tendrils of force that surround the spell's victim, causing continuous damage. This condition is aggravated by the application of other magic, and may counter any spell cast on the victim.

See also: profs | spells

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spell-blade-barrier

The Blade Barrier spell springs forth a whirling mass of whickedly sharp blades that surround you, dealing slashing damage to those which attack you.

See also: spell-thorns

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spell-blaze-creation

The second in the series of creation fire spells a cleric can cast, this spell is a more powerful version of Flare of Creation.

Damage is (8+PEL(20)d18) plus (Alignment difference/6/(level/150)).

See also: | spell-flames-creation | spell-flare-creation,

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spell-bless

Bless on a victim will improve the victims saving throws and hitroll by 1.

A pure cleric, one who has dedicated his or her entire life to the clerical doctrine, can bless food and temporarily give it additional properties.

At level 51, the food will heal a slight amount of damage.
At level 101, the food will remove poison.
At level 126, the food will refresh vitality.
At level 146, the food will revitalize mana.

All of these effects are cumulative, but all are slight.

A pure cleric (of good alignment) when casting the spell on full drink containers containing either water or wine will find the liquid turned into holy water which they may then use to sanctify their weapons.

<SA>SPELL-ARMOR SANCTIFY

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spell-blindness

Blindness will blind a victim failing its saving throw. A blinded person will have -10 penalty to hitroll (although having the blind fighting feat will overcome much of this penalty). However, creates get a bonus to their saving throws and when successful, the blindness effect is only temporary.

Note that Blindness only blocks lightvision and heatvision, it does not block the lifevision of the undead.

Save versus fortitude to counteract this spell.

See also: ac | spell-pword-blind | vision

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spell-blizzard

See spell-ice-lance

spell-blur

Syntax:cast 'blur'

Blur distorts light near the target and blurs their image making it seem like they are at multiple places at the same time. Blur improves your avoidance class by 5.0. Blur cannot be stacked with Phantasmal Armor or Armor.

See also: spell-armor | spell-phantasmal-armor | spell-shield

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spell-bombardment

This spell will bombard your foe with the sound of an angelic symphony that resonates destructively with sheer divine power. Save versus reflex for half damage.

Damage is Leveld7

See also: | offensive-spells | profs | spells

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spell-bonfire

(also SPELL-FIRESTORM)

This spell creats an arcing stream of flame that can be hurdled from the caster's hand to the caster's opponent. Save versus fortitude to take half damage.

Damage is (15+PEL(30))d18.

Firestorm is a spell alias to an area-based version of Bonfire.

See also: offensive-spells | profs | spells

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spell-cacaodemon

This spell is wreathed in mystery. The only sure knowledge about it is that it is cast in the following manner:

cast <cacaodemon> one . . . cast <cacaodemon> six

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spell-call-lightning

This spell will use the "force of nature" to make a lightning strike the victim. It is therefore only possible to call lightning outside, and it has to be raining (or worse). Save versus reflex for half damage.

See also: offensive-spells | profs | spells

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spell-calm

Calm makes an aggressive monster non-aggressive. Be warned that at present this is an aggressive spell.

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spell-cantrip-earbite


Syntax:cast 'earbite' <target>

This will temporarily deafen (read silence) the target. Save versus reflex to counteract this spell.

See also: spell-cantrip | spell-silence

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spell-cantrip-eyejab


Syntax:cast 'eyejab' <target>

This will temporarily blind the target. Save versus reflex to counteract this spell.

See also: spell-blindness | spell-cantrip

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spell-cantrip-hypnotize


Syntax:cast 'hypnotize' <target>

Simple folk can be put to sleep for a short while with this cantrip. Save versus reflex to counteract this spell.

See also: spell-cantrip | spell-sleep

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spell-cantrip-spook


Syntax:cast 'spook' <target>

An unsuspecting target will be startled and may flee in panic. Save versus will to counteract this spell.

See also: spell-cantrip | spell-fear

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spell-cantrip-stop


Syntax:cast 'stop' <target>

The victim who succumbs to this cantrip will temporarily lose control of their body and freeze for a short while. Save versus will to counteract this spell.

See also: spell-cantrip

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spell-cantrip-taunt


Syntax:cast 'taunt' <target>

The victim who succumbs to this cantrip will become enraged and find it difficult to focus his/her attacks. The more the victim is taunted, the more often they will find their attacks missing. Save versus will to counteract this spell.

See also: spell-cantrip

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spell-cantrip-tumble


Syntax:cast 'tumble' <target>

This will temporarily knock the target off his/her feet. Save versus reflex to counteract this spell.

See also: bash | spell-cantrip

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spell-capture-essence

Near the pinnacle of his power, an enchanter can create a very specialized weapon capable of dealing great damage to a single type of creature. In order to do this, the enchanter captures a speck of the essence of the creature and stores it in a mana egg until he can transfer it into a weapon, creating a slayer of that creature type!

It is quite difficult to capture the essence of a creature, so the enchanter who wishes to truly create a slayer should not be deterred by early failures. To do so, the enchanter can not be in combat because his concentration must be focused and unerring upon his task. The enchanter should hold a mana egg in one hand and then speak the enchantment upon the target.

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spell-cause-critical

See spell-cause-light

spell-cause-light

(also SPELL-CAUSE-SERIOUS SPELL-CAUSE-CRITICAL)

These spells evoke a small amount of negative harmful energy upon your target. See healing-and-energy for more information.

See also: healing-and-energy

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spell-cause-serious

See spell-cause-light

spell-chain-lightning

(also SPELL-WEB-LIGHTNING)

These spells will unleash a powerful lightning bolt that will arc from foe to foe, electrocuting as many as it can. However, the bolts becomes weaker as they rip through each foe. Save versus reflex for half damage.

Chain Lightning does leveld6 but then does reduced damage to each additional target until the bolt dissipates.

Web Lightning functions similarly to Chain Lightning except that it does leveld24. If the area rune is used the number of damage die is halved.

See also: offensive-spells | profs | spells

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spell-changestaff

This spell will convert any magic staff that the wielder is holding into a Treant that will fight for the caster. The staff must have some power left in it for the spell to take effect.

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spell-charisma

(also SPELL-ESTEEM)

The Charisma spell will increase your target's charisma by 1-3 points while the Esteem spell will increase your target's charisma by 1-6 points.

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spell-charm-animal

Is is not possible to charm an animal that is already charmed, if you are charmed yourself, or if the animal is higher level than yourself. The animal will get a saving throw versus "paralysation".

A charmed animal will follow you, and not be able to attack you, you can order charmed animals using the order command.

See also: follow | order

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spell-charm-monster

This spell is just like "charm person" and "charm animal" except that it works against monsters as well.

See also: follow | order | spell-charm-animal | spell-charm-person

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spell-charm-person

Is is not possible to charm anyone that is already charmed, if you are charmed yourself, or if the person is higher level than yourself. The person will get a saving throw versus "paralysation".

A charmed person will follow you, and not be able to attack you, you can order charmed person using the order command.

See also: follow | order

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spell-chasm

(also SPELL-EARTHQUAKE)

This spell causes a chasm to open around the caster's opponent, drawing them into a rocky grave. This will be more powerful when underground, while being less effective in the air. Save versus reflex to take half damage.

Damage is (25+PEL(25))d15.

Earthquake is a spell alias to an area-based version of Chasm.

See also: offensive-spells | profs | spells

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spell-chill-touch

(also SPELL-FREEZE SPELL-DEEP-FREEZE)

You grab hold of your opponent, sending waves of cold through its body, your victim will also suffer temporary strength loss. Save versus fortitude to take half damage and to avoid the strength loss.

SPELL          DAMAGE
Chill Touch    leveld3 and -1 temporary strength loss
Freeze         leveld6 and -2 temporary strength loss
Deep Freeze    leveld10 and -3 temporary strength loss

See also: offensive-spells | profs | spells

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spell-chromatic-orb

At higher levels, illusionists, masters of energy, learn to transmute it into other forms of attack. Such spells give them much more flexibility in their arsenal. However, as the task of transmuting energy from one form into another is both tiring and costly, the illusionist will find he may not be able to keep up a continuous offence with just the chromatic orbs. Each orb has a different color, and each color manifests a different effect.

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spell-chromatic-orb-blue


Syntax:cast 'chromatic orb, blue' <target>

The fifth in the line of chromatic spells, the blue chromatic orb will freeze the illusionist's enemies. As it damages with energy, it will also sap the strength of the unwary victim.

Damage is 30 * (pel(20) ) + (20d(pel(20)+10)). Save vs. Reflex for half damage.

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spell-chromatic-orb-green


Syntax:cast 'chromatic orb, green' <target>

The fourth in the line of chromatic spells, the green chromatic orb is perhaps the messiest of them. When it strikes a target, it will melt into viscous acid which eats away at the victim. The unwary victim might also be defeaned and silenced as the acid eats away at his ear drums and tongue.

Damage is 28 * (pel(20) ) + (20d(pel(20)+10)). half damage.

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spell-chromatic-orb-indigo


Syntax:cast 'chromatic orb, indigo' <target>

The sixth in the line of chromatic spells, the indigo chromatic orb is similar to the orange orb in that it will shatter into pieces that will actually slash the victim to ribbons. Note quite pure energy, and not quite a physical attack, it has properties of both. Additionally, it can actually stun the weak for a short period of time.

Damage is 32 * (pel(20) ) + (20d(pel(20)+10)). Save vs. Reflex for half damage.

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spell-chromatic-orb-irridescent


Syntax:cast 'chromatic orb, irridescent' <target>

The most potent of the chromatic orbs, the final spell is an irridescent black, really a combination of all of the other colors. To the master of illusions and energy, this fact is more than just academic. The irridescent chromatic orb will manifest some effects of the other orbs in its line each time it is cast, causing predictably unpredictable havoc to the victim.

Damage is 40 * (pel(20) ) + the damage of which orbs it manifests in addition. Save vs. Reflex for half damage.

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spell-chromatic-orb-orange


Syntax:cast 'chromatic orb, orange', <target>

The second of the chromatic spells whereby the maturing illusionist learns to truly control the energies of the world around him, the orange chromatic orb is not merely an illusion. A ball of energy, it burns its target with the burning fury of pure energy, and with the deft skills of the illusionist, it will also explode with a secondary effect to pierce the target further. Finally, a victim caught completely off-guard will be stunned by the force of the orb's explosion.

Damage is 24 * (pel(20) ) + (20d(pel(20)+10)). Save vs. Reflex for half damage.

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spell-chromatic-orb-red


Syntax:cast 'chromatic orb, red' <target>

The first spell whereby the maturing illusionist learns to truly control the energies of the world around him, the red chromatic orb is not merely an illusion. A ball of energy, it burns its target with the burning fury of pure energy, but with the deft skills of the illusionist, it will also explode with a secondary effect to burn the target further. Finally, a victim caught completely off-guard will be blinded by the bright flash of the orb's explosion.

Damage is 22 * (pel(20) ) + (20d(pel(20)+10)). Save vs. Reflex for half damage.

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spell-chromatic-orb-violet


Syntax:cast 'chromatic orb, violet' <target>

The seventh in the line of chromatic spells, the violet chromatic orb will literally bowl over an unwitting victim. More energy than physical attack, it nonetheless gains momentum as it travels from the caster's outstretched hand to the body of the victim, and when it hits, will burn, pummel, and sometimes even knock the victim off his feet.

Damage is 34 * (pel(20) ) + (20d(pel(20)+10)). Save vs. Reflex for half damage.

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spell-chromatic-orb-white


Syntax:cast 'chromatic orb, white' <target>

The eighth, and next to last, of the chromatic spells, the white orbs seems somewhat unspectacular, but it is potentially the second to most damaging of them as well. Laced with the power of air, this orb will also cause the unsuspecting victim to more often fail all saving throws if it hits with full force.

Damage is 36 * (pel(20) ) + (20d(pel(20)+10)).

Save versus reflex to halve damage.

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spell-chromatic-orb-yellow


Syntax:cast 'chromatic orb, yellow' <target>

The third in the line of chromatic spells, the yellow chromatic orb is laced with the power of lightning. When it hits, it will also shock the victim, and in some cases, slow down his reflexes as he suffers from the debilitating effects of being shocked.

Damage is 26 * (pel(20) ) + (20d(pel(20)+10)). Save vs. Reflex for half damage.

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spell-clay-golem

Syntax:cast 'golem, clay' <golem name>

The Clay Golem is an upgrade to the regular golem. A block of clay must be present on the ground for this spell to succeed.

Any armor lying on the ground will be incorporated into the golem as per the regular golem spell.

See also: spell-golem

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spell-cloak-of-shadows

Syntax:cast 'cloak shadows'

With the ability to command the undead and control the power of the negative plain, the necromancer gains the ability to hide themselves from the sight of the undead as well as to prevent their body heat from being detected by using this incantation.

See also: profs | spells

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spell-colour-beam

(also SPELL-COLOUR-SPRAY)

An intense beam of illusory color strikes your opponent, strong enough to do signficant damage. Save versus reflex for half damage.

Damage is (10+PEL(20))d12.

Colour Spray is a spell alias to Colour Beam.

See also: offensive-spells | profs | spells

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spell-colour-spray

See spell-colour-beam

spell-comet-strike

(also SPELL-COMET-SWARM)

This spell commands the nearest comet to alter its course, and fly to earth, hurdling into the caster's opponent. This will be more powerful when in the air, while being less effective underground. Save versus reflex to take half damage.

Damage is (49+PEL(19))d18.

Comet Swarm is a spell alias to an area-based version of Comet Strike.

See also: offensive-spells | profs | spells

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spell-comet-swarm

See spell-comet-strike

spell-conflagration

This spell evokes a flaming wave of fire to engulf your foe. Save versus reflex for half damage.

Damage is Leveld6

See also: | offensive-spells | profs | spells

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spell-confusion

(also SPELL-MASS-CONFUSION)

Syntax:cast 'confusion' <target>

This spell will create confusion in the targets mind, making them unpredictable in their actions. Save versus will to counteract this spell.

Mass confusion is a spell alias to the area based version of confusion.

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spell-conjure-boulder


Syntax:cast 'conjure boulder' <target>

By means of this illusion, the caster can cause his victim to believe that he has been crushed flat by a huge boulder. A Save vs. Will will negate the illusion.

Damage is 16 * (level/4 + pel(20) ).

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spell-conjure-corpse

Syntax:cast 'conjure corpse' <player name>

The Conjure Corpse spell will attempt to summon a player's corpse to the caster. The corpse must be in the same zone that the caster is in and the caster must have corpse consent from the player whose corpse they are attempting to conjure.

This spell can be useful when a corpse is very hard to retrieve.

It costs p * p * p / 10 gold pieces to cast this spell, where p is the power level of the victim.

See also: spell-resurrection

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spell-conjure-elemental

conjure air elemental: "ae" "xu" "jur" "ain" conjure earth elemental: "mo" "xu" "jur" "ain" conjure fire elemental: "fu" "xu" "jur" "ain" conjure water elemental: "too" "xu" "jur" "ain"

Conjuring elementals involves sacrificing an object: red stone for fire elementals pale blue stone for water elementals grey stone for earth elementals clear stone for air elementals

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spell-conjure-geyser


Syntax:cast 'conjure geyser' <target>

By means of this illusion, the caster causes his victim to believe that a geyser has exploded right beneath his feet. If the victim fails a Save vs. Will, he will literally feel his skin boil right off of his bones.

Damage is 14 * (level/4 + pel(20) ).

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spell-conjure-raptors


Syntax:cast 'conjure raptors' <target>

Among the greatest of the illusionist's illusions, this spell will cause the victim to be overcome by fear if he does not simply die on the spot. The victim who fails a Save vs. Will will think himself attacked by a pack of vicious raptors, complete with auditory and even olfactory components.

Damage is 18 * (level/4 + pel(20) ).

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spell-conjure-trex


Syntax:cast 'conjure trex' <target>

A caster with great mastery of illusions can conjure a realistic image of the fearsome tyrranosaurus rex to assail his opponents. Similar to the conjure raptors spell, it is complete with auditory and olfactory components, and the poor victim who fails a Save vs. Will will find himself the meal of a very hungry dinosaur.

Damage is 20 * (level/4 + pel(20) ).

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spell-consecrate


Syntax:cast 'consecrate' <target>

This spell is an equivalent to the 'remove curse' spell. By consecrating an item, it will lose any curse placed upon it as well as bestowing a small amount of holy power into the item if it is used as a weapon.

See also: spell-curse | spell-remove-curse

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spell-constitution

(also SPELL-RESILIENCE)

The Constitution spell will increase your target's constitution by 1-3 points while the Resilience spell will increase your target's constitution by 1-6 points.

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spell-continual-light

This spell will create a permanent ball of light which you may hold as a light source.

See also: spell-darkness | spell-ever-darkness | spell-ever-light | spell-light

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spell-control-weather

This spell will change the "course" of the current weather. Course can be better or worse

Example:

> cast <control weather> worse

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spell-courage


Syntax:cast 'courage' <target>

This spell allows the caster to remove the effects of fear on their target and impart a measure of fearlessness into them.

See also: spell-fear | spell-remove-fear

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spell-create-food

This spell instantly creates an edible magic mushroom. The mushroom will filling for the next (5+level) hours, up to a maximum of 24 hours.

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spell-create-slayer

Once an enchanter has in his hands a mana egg that contains the essence of some creature, he can use that essence to create a mighty weapon -- a slayer! The conditions under which an enchanter can do those are quite specific. He must in one hand hold that mana egg which contains the essence to be tapped, and in his other he must wield the weapon from which he will create the slayer. So prepared, he must then cast the spell. For success, he should be sure that he is well-rested.

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spell-create-water

Expect icky results if cast upon a drink container which contains another liquid than water. Empty or water containers will be filled depending on the level of the caster.

Double amount of water will be created if it is raining (or snowing).

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spell-cure-blind

This spell will cure a person blinded by the "blindness" spell, it can not remove blindness caused by for example cursed items.

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spell-cure-critical

See spell-cure-light

spell-cure-light

(also SPELL-CURE-SERIOUS SPELL-CURE-CRITICAL)

These spells evoke a small amount of positive healing energy upon your target. See healing-and-energy for more information.

See also: healing-and-energy

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spell-cure-serious

See spell-cure-light

spell-curse

Curse cast on a person that fails the saving throw, will reduce the hitroll by one, and reduce the saving throw versus paralysation by one.

Save versus ethos to counteract this spell.

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spell-cyclone

(also SPELL-MONSOON)

This spell invokes an enormous blast of water to crash into the caster's opponent, causing severe damage. This spell does more damage near bodies of water. Save versus reflex for half damage.

Damage is (55+PEL(30))d50

Monsoon is a spell alias to an area-based version of Cyclone.

See also: offensive-spells | profs | spells

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spell-damnation


Syntax:cast 'damnation' <target>

Invoking her deity's wrath, a devout paladin can cause one dedicated to evil to be cursed for a while. A powerful invocation, it can cause the target to suffer from one of several conditions. A successful Save vs. Ethos will help the target avoid these effects. The effects can range from penalties to hitroll, damroll, dexterity, and ac.

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spell-dancing-sword

This spell will create a short lived phantom sword that will fly through the air and attack your foe, attempting to hack it to shreds.

Damage is (level-45 to 20)d24.

See also: offensive-spells | profs | spells

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spell-darkness

This spell will make the room that you are in a naturally dark (even during the day).

See also: spell-continual-light | spell-ever-light | spell-light

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spell-darts-and-hornets


Syntax:cast 'darts and hornets' <target>

The maturing adept at illusions learns how to refine his skills and to add an audible component to his illusions in order to more fully capture his target's attention. The victim of this illusion will believe that a cloud of buzzing arrows pierces his body with deadly force.

Damage is 8 * (level/4 + pel(20) ).

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spell-day-of-reckoning

See spell-judge

spell-deadeye

This spell allows you to see as the undead see. This spell confers the ability to use lifevision, which lets you see creatures based on their spiritual life essense.

See also: vision

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spell-deathstrike

Syntax:cast 'deathstrike'

Damage is ((40+pel(20))d8)

Wielding the power of life and death, the necromancer is able to call upon the powers of the negative plain to completely drain the life from a single victim. This spell is only effective if the necromancer is not in combat and the foe is less powerful than the necromancer. If the foe is more powerful than the necromancer, they will take damage still due to the power of this incantation. The foe is allowed to make a saving throw vs fortitude to take damage rather than simply passing away, but the weaker it is, the more likely it is to fail the save.

See also: offensive-spells | proficency-experience-level | profs | spells

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spell-deep-freeze

See spell-chill-touch

spell-demonic-tormentor

One cursed with this spell will find meditating difficult. This can be quite crippling to those who need to meditate regularly. There is no save against this curse. Only a cleric of sufficient experience can remedy it.

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spell-detect-demon

See spell-detect-undead

spell-detect-evil

Detect evil will enable you to see the red aura surrounding evil persons and items.

See also: spell-detect

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spell-detect-good

Detect good will enable you to see the white aura surrounding good persons and items.

See also: spell-detect

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spell-detect-magic

This spell will let you see the magical aura surrounding magical objects.

See also: spell-detect

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spell-detect-poison

Cast on food or drinks (drink containers) you will be able to sense if it is poisoned.

Cast on a person you will be able to see if that person is poisoned.

See also: spell-detect

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spell-detect-undead

(also SPELL-DETECT-DEMON)

Syntax:cast 'detect undead'
cast 'detect demon'

This spell allows the caster to infallibly detect the presence of undead and demons on their journeys.

See also: spell-detect

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spell-detoxify-armor

These enchantments will increase the resistance of a shield or mail shirt to the appropriate element a small amount dependent upon the skill level of the caster. The shield skills will only affect shields, and the armor spells will only affect mail shirts.

See also: | spell-detoxify-shield

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spell-detoxify-shield

These enchantments will increase the resistance of a shield or mail shirt to the appropriate element a small amount dependent upon the skill level of the caster. The shield skills will only affect shields, and the armor spells will only affect mail shirts.

See also: | spell-detoxify-armor

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spell-dexterity

(also SPELL-ADROITNESS)

The Dexterity spell will increase your target's dexterity by 1-3 points while the Adroitness spell will increase your target's dexterity by 1-6 points.

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spell-dispel-evil

This spell will measure the target's sense of good against the caster's sense of good, and if the target is found wanting, he will suffer. Save versus ethos to reduce the effects of this spell.

The caster must be good for this spell to have any effect at all.

Damage can go up to (8+PEL(50))d8, depending upon your alignment and your opponent's.

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spell-dispel-gate

Syntax: ^&cexample&cast 'dispel gate' gate^&cnormal&

It is natural that a cleric who understands the intricacies of the gate spell and how to build a magical gate from one location to another would be able to understand how to deconstruct such a thing.

See also: ^&cbold&GATE^&cnormal&

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spell-dispel-good

This spell will measure the target's sense of evil against the caster's sense of evil, and if the target is found wanting, he will suffer. Save versus ethos to reduce the effects of this spell.

The caster must be evil for this spell to have any effect at all.

Damage can go up to (8+PEL(50))d8, depending upon your alignment and your opponent's.

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spell-dispel-invisibility

This spell can be used remove invisibility from a character or an object.

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spell-dispel-magic

This spell can be used remove magical effects from a character. If the victim saves versus will, they can avoid some of their auras from being dispelled.

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spell-distend

This enchantment will cause a container to temporarily grow in size in an amount proportional to the caster's level of skill. If a container that has been distended shrinks back to its original dimensions while it is carrying a volume of items it could not normally carry, then it will rip to shreds instantly.

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spell-divine-embrace

Thanks to their link with the divine, a cleric can protect himself so that any curse cast upon him is all but ineffective. A type of shielding spell, the Divine Embrace calls upon an entity to protect the cleric from this type of harm. Pure clerics will most quickly feel a healing response from their protector. This spell can not be shared with anyone other than the cleric himself.

Though a cleric can learn this spell before he learns how to cast some of the curses against which it protects, he will only be protected from those curses once he has reached a level higher than when he learned the curse originally.

While active, this spell will draw a small amount of mana from the cleric.

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spell-divine-essence

With this spell, the enchanter can determine whether a treasure may contain a mystical essence suitable for transferring to another object.

See also: | spell-spellbind

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spell-divine-ionification

This spell enhances the power of the adjudicator's Equalizer such that it can effect all opponents in direct melee with the adjudicator himself.

Damage is level(d4+1)

See also: | offensive-spells | profs | spells

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spell-divine-mantle

When protected by this spell, the target will take less damage from all attacks. The amount of protection will differ depending upon the purity of the cleric who cast it. Pure clerics will be able to cast it to the greatest effect, while others will find that the dilution of their classes will dilute the spell's efficacy similarly.

A divine mantle will stack with sanctuary. Pure clerics will be able to reduce the damage the target takes by an additional 10%. As the cleric wills a divine being to intercede, this spell can not be stored in a scroll or brewed into a potion.

In addition to protecting the target, a divine mantle will also confer the gift of flight for its duration.

See also: sanctuary

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spell-divine-sanctum

An enhancement to the Secure Haven spell, Divine Sanctum will help a cleric maintain the protective Sanctuary of himself and all of his groupmates. However, the careless cleric can soon find himself running out of mana if he spreads himself too thin. Groupmates must be near the cleric to benefit from this spell.

Duration is (30+PEL(50)/2).

<Sa> SPELL-SECURE-HAVEN

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spell-divine-vigil

See spell-divine-ward

spell-divine-ward

(also SPELL-DIVINE-VIGIL)

Divine Ward calls upon the caster's diety to intervene in combat and protect them from all damage, making them temporarily invulnerable. Divine Ward confers 15 seconds of invulnerability to the person who casts it.

Divine Vigil is an upgrade to Divine Ward which confers 30 seconds of invulnerability.

Both of these spells use the Intervention rune, which can only be used once every other mud day (once per real life hour).

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spell-drizzle

See spell-gush

spell-earthquake

See spell-chasm

spell-enchant-weapon

The enchant weapon spell allows the caster to apply bonus hitroll and damroll to a weapon item, providing the weapon does not have any pre-existing stat modifiers. I.e. the weapon can only have existing damage dice.

Each spell in the line modifies hitroll and damroll by an increasing amount as you move up the line and each will also set a minimum level on the item. Note, to receive the full benefit of the spell it may be wise to maximise it.

An enchant can be re-cast on the weapon to upgrade it to a higher level enchant.

Enchant spell           HnD Bonus      Min. Lev.
Enchant Weapon, minor       3              30
Enchant Weapon              4              70
Enchant Weapon, major       5             105
Enchant Weapon, divine      6             139
See also: spell-imbue-weapon

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spell-energy-drain

Drains one level from a PC, or does 100 hp of damage to an NPC. Lost levels loose max hit points, and build points. Beware of monsters with level draining ability. Be aware that this spell is evil.

Caution: With some monsters, there is the possibility that this spell could be reflected back to YOU. Use with caution.

Save versus ethos to counteract this spell.

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spell-enhance-armor

Similar to the shield enhancement enchantment, this spell will improve the protective ability of a mail shirt. It will not affect anything that has already been enchanted, nor will it affect anything other than a mail shirt. The mail shirt must be in the enchanter's inventory. Only the enchanter bestowing the enhancement will be able to control the power of the enchantment enough to bear the item.

See also: spell-enhance-object | spell-enhance-shield,

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spell-enhance-object

The most flexible of the enhancement enchantments, this spell will improve the protective ability of any major item of equipment. However, it is not necessarily the most effective of the enchanters enhancements. Once enhanced, only the enchanter who bestowed the enhancement can control the power enough to wear the item.

The 'enhance object, greater' spell will confer upon the item a greater bonus to the protective ability then its predecessor.

The 'enhance object, divine' spell will further improve upon the greater version.

See also: spell-enhance-armor | spell-enhance-shield,

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spell-enhance-shield

The first of many spells that the enchanter gains to affect the protective ability of shields and armor, this enchantment affects only shields. However, as it is only relatively a weak enchantment, it will not affect anything that has already been enchanted. The shield must be in the enchanter's inventory. Only the enchanter bestowing the enhancement will be able to control the power of the enchantment enough to bear the item.

See also: spell-enhance-armor, | spell-enhance-object

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spell-entropic-blast

(also SPELL-ENTROPIC-SPHERE)

Entropic Blast disrupts the energy of nearby reality and causes intense damage to be dealt to the foes of the caster. Save versus reflex for half damage.

Damage is (12+PEL(18))d28.

Entropic Sphere is a spell alias to an area-based version of Entropic Blast.

See also: offensive-spells | profs | spells

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spell-entropic-sphere

See spell-entropic-blast

spell-essence-darkness

This enchantment will remove the glow from a glowing object.

See also: ^&cbold&SPELL-ESSENCE-LIGHT^&cnormal&

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spell-essence-fire-ice-lightning-mana-acid-sound

A skilled enchanter can add to a weapon the power of the elements. Whether fire, ice, lightning, energy, acid, or air, he is able with his deft enchantments to give the weapon the ability to deal extra damage occasionally. A most useful spell, even magical weapons can be so enchanted. Of even more use is the fact that a weapon once enchanted with an elemental essence can be enchanted again. However, magical weapons and those once enchanted may become destroyed by subsequent enchantments.

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spell-essence-light

This enchantment will cause the object upon which it is cast to glow from within with a soft light.

See also: ^&cbold&SPELL-ESSENCE-DARKNESS^&cnormal&

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spell-esteem

See spell-charisma

spell-eternal-endurance

Syntax:cast 'eternal endurance'

A necromancer casting this spell will put his or her self in touch with the undead spirits of the world, allowing hunger and thirst to be negated temporarily. However, when this spell wears off, the bearer will realize his lack of nurishment and find himself starving for food and drink.

See also: hunger | profs | spells | thirst

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spell-ever-light

This spell will make the room you are in naturally light (even at night).

See also: spell-continual-light | spell-darkness | spell-light

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spell-explode

As an enchanter becomes ever more skilled at controlling the magical essence that may be imposed upon the material world, he/she learns to convert matter into energy. With this spell, the learned enchanter can cause an object on the ground in his/her near vicinity to release its inherent energy in a single explosion, injuring nearby opponents. A crude spell, it is uncontrollable and will always damage anyone within its range.

<sa>SPELL-FROSTSHATTER, SPELL-MELTDOWN, SPELL-FIREBOMB, SPELL-SHOCKSHOWER

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spell-exploding-terrain


Syntax:cast 'exploding terrain' <target>

As a student of illusions gains power and skill, he learns to craft awesome displays and lay them over the physical world. Soon, the hapless victim is unable to determine illusion from reality and so will fall to this explosive display of pyrotechnics.

Damage is 10 * (level/4 + pel(20) ).

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spell-faerie

(also SPELL-FAERIE-FIRE SPELL-FAERIE-FOG)

<SI>cast 'faerie fire' <target> <SI>cast 'faerie fog' <target>

Faerie fire will attempt to adversely affect the targets AC by 10 points, making them easier to hit.

Faerie fog causes all invisible creatures who fail a save versus will to become visible.

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spell-faerie-fire

See spell-faerie

spell-faerie-fog

See spell-faerie

spell-faerie-omen

Syntax:cast 'faerie, omen' <faerie name>

The fickle and frivolous Omen Faeries are always ready to help out those who defend the forests. While they choose not to engage directly in combat, they have a variety of spells and buffs that they will use for their master's benefit.

Be warned ... Omen Faeries are very sensitive and fickle and will need lots of maintenance to keep them happy.

Faerie's Kiss      Heals 2d3 hit points per turn for 3d2+3 turns.
Faerie's Joy       Heals +10 hit points to everyone in group.
Faerie Flight      Grants flight, +1 dexterity, and +2 vitality per turn.
Faerie Tears       -2d6 mana and vitality to everyone in group.
Control Weather    Omen Faeries will periodically cast Control Weather
                   if their master requests it.
While Omen Faeries understand a limited number of spoken commands, your actions are what will count the most.
`bstormy`n         Instruct the Faerie to make the weather bad.
`bclear`n          Instruct the Faerie to make the weather good.
`bstop`n           Instruct the Faerie to stop changing the weather.

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spell-familiar

(also SPELL-FAMILIAR-ANIMAL SPELL-FAMILIAR-MONSTER)

The familiar spell allows you to establish a close link with another creature. You will be able to communicate with the creature and see through its eyes at a distance.

The maximum level of familiar that you can charge is your power level divided by 5. You cannot familiar someone who is already charmed or is a familiar. In addition, you can only have one familiar at a time.

The link to your familiar will last until you leave the game. If the familiar dies, you will lose all mana, all vitality, and will be reduced to one hit point. If you are in a different zone from your familiar, it will cost mana to maintain the link.

The "familiar animal" spell only works on animals.

If looking through the eyes of your familiar gets tiring, you can temporarily brief out what it sees with the brief familiar command.

You can use the order command to control your familiar even if you are in different rooms.

See also: brief | order

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spell-familiar-animal

See spell-familiar

spell-familiar-monster

See spell-familiar

spell-famish

This spell will injure its victim as the cleric literally causes the victim's body to starve and dehydrate. If the victim fails a save vs. fortitude, he will additionally find himself starving and dehydrated.

Damage is (8+PEL(30))d13.

The undead are immune to the effects of this spell.

<SA>SPELL-WITHER

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spell-fanaticism

This prayer further rewards a holy knight for his unwavering passion and devotion to both faith and mission by endowing both the penitent knight and his group-mates with offensive and defensive bonuses to perform heroic feats.

See also: | heroic-fervor | profs | spells

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spell-fear


Syntax:cast 'fear' <target>

This spell will cause your foe to repeatedly flee in a state of panic whenever they are damaged. Save versus will to counteract the spell and its effects.

See also: spell-courage | spell-remove-fear | spell-turn

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spell-fiery-vengeance

This spell enhances the power of the oppressor's Vengeance such that it can effect all opponents in direct melee with the oppressor himself.

Damage is level(d4+1)

See also: | offensive-spells | profs | spells

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spell-find-prey


Syntax:cast 'find prey'

This spell works in harmony with the marked for death spell. A person under the influence of this spell will be able to see those marked for death regardless of how hidden they are.

See also: spell-locate-prey | spell-marked-for-death

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spell-fireball

See spell-flameburst

spell-fireblast

This spell will evoke an explosive burst of searing flame to blast your foe. Save versus reflex for half damage.

Damage is Leveld3

See also: | offensive-spells | profs | spells

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spell-firebolt

(also SPELL-HEAT-WAVE)

This spell causes a bolt of fire to launch out from your fingertips to blast thy foes. Save versus reflex to take half damage.

Damage is (5+PEL(30))d8.

Heat Wave is a spell alias to an area-based version of Firebolt.

See also: offensive-spells | profs | spells

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spell-firebomb

As an enchanter becomes ever more skilled at controlling the magical essence that may be imposed upon the material world, he learns to convert matter into fire. With this spell he will cause an object in his current vicinity to release its inherent energy in a single explosion, injuring any nearby opponents. A crude spell, it is uncontrollable and will always damage anyone within its range.

^&cbold&See Also: SPELL-EXPLODE, SPELL-FROSTSHATTER, SPELL-MELTDOWN, SPELL-SHOCKSHOWER^&cnormal&

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spell-firebreaker

(also SPELL-ICEBREAKER SPELL-LIGHTNINGBREAKER SPELL-PRISMBREAKER)

Syntax:cast 'firebreaker' <target>
cast 'icebreaker' <target>
cast 'lightningbreaker' <target>
cast 'prismbreaker' <target>

This spell combines the casters magical skills with their skill at arms to destroy the damage shields that protect their enemies. Such a feat is taxing, however, and can damage the casters weapons in the process.

See also: spell-fireshield | spell-iceshield | spell-prismatic-shield | spell-shockshield

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spell-fireshard

This spell will launch a searing shard of fire to strike your foe. Save versus reflex for half damage.

Damage is Leveld2

See also: | offensive-spells | profs | spells

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spell-fireshield

(also SPELL-ICESHIELD)

The Fireshield spell creates a shield of fire around the body, and makes every attack against them do fire damage to the attacker. Fireshield also confers 10% fire resistance.

The Iceshield spell works similarly, except it deals ice damage. Iceshield also confers 10% ice resistance.

Both spells confer some measure of fire and ice resistance as well.

Note that you cannot be damaged by Fireshield if you have Iceshield up, and vice versa. You can also not have both shields up at the same time.

See also: spell-prismatic-shield | spell-shockshield | spell-thorns

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spell-firestorm

See spell-bonfire

spell-fist-of-storms


Syntax:cast 'fist of storms'

This spell calls upon the power of storms to imbue the casters weapons with an electrical charge. The charge will last a short while, but while it does last, the weapons will do extra damage to the casters opponents. This spell can only be invoked during a time of poor weather.

See also: spell-fist

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spell-fist-of-the-burning


Syntax:cast 'fist of the burning'

This spell calls upon the spirit of fire to imbue the casters weapons with fiery power. The power will last a short while but will do extra damage to the casters opponents, more so then the fist of storms. This spell can only be cast under certain circumstances, the caster may find it difficult to locate places where he/she is able to perform this incantation.

See also: spell-fist

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spell-fist-of-the-deep-abyss


Syntax:cast 'fist of the deep abyss'

This spell calls upon the power of the abyss, turning the casters weapon into a channel for cold. As with the other fist spells, this spell can only be conjured in the correct environment.

See also: spell-fist

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spell-flameburst

(also SPELL-FIREBALL)

A powerful burst of fire flies out and hits a single opponent, doing large amounts of fire damage. Save versus fortitude to take half damage.

Damage is (10+PEL(30))d15.

Fireball is a spell alias to an area-based version of Flameburst.

See also: offensive-spells | profs | spells

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spell-flameproof-armor

These enchantments will increase the resistance of a shield or mail shirt to the appropriate element a small amount dependent upon the skill level of the caster. The shield skills will only affect shields, and the armor spells will only affect mail shirts.

See also: | spell-flameproof-shield

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spell-flameproof-shield

These enchantments will increase the resistance of a shield or mail shirt to the appropriate element a small amount dependent upon the skill level of the caster. The shield skills will only affect shields, and the armor spells will only affect mail shirts.

See also: | spell-flameproof-armor

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spell-flames-creation

The last in the series of creation fire spells a cleric can cast, this spell is the most powerful.

Damage is (10+PEL(20)d20) plus (Alignment difference/3/(level/150)).

See also: | spell-blaze-creation | spell-flare-creation,

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spell-flamestrike

This spell evokes a vertical column of fire which roars down to consume your foe from above. Save versus reflex for half damage.

Damage is Leveld8

See also: | offensive-spells | profs | spells

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spell-flare-creation

The first of the offensive spells a young cleric will learn to cast, this spell will assault its victim with the power of fire. However, if the victim is of an alignment diametrically opposed to the cleric, then his soul will be assaulted as well for an additional amount of damage. Neutral clerics will not be able to assault the victim's soul in this manner.

Damage is (5+PEL(20)d8) plus (Alignment difference/8/(level/150)).

See also: | spell-blaze-creation, | spell-flames-creation

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spell-flesh-to-dust

One of the most potent spells in a cleric's arsenal, this spell will literally transform part, or all, of its victims body instantly to dust. Not only does this do a great amount of damage to the victim, but the shock can sometimes be so great that the victim's body is weakened for a time afterwards.

Damage is (28+pel(5))d35.

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spell-float

(also SPELL-FLOAT-GROUP)

This spell will permit you to float over water and will also reduce your vitality costs. It will not permit you to raise or lower your elevation more than two or three feet off of some surface however.

Float Group is a spell alias to a group-based version of Float.

See also: group | spell-fly

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spell-float-group

See spell-float

spell-flux-sphere

See spell-flux-stream

spell-flux-stream

(also SPELL-FLUX-SPHERE)

As an upgrade to Entropic Blast, Flux Stream disrupts the energy of reality more intensely, causing more substantial damage to those caught in the fluctuating energy stream.

Damage is (18+PEL(12))d35.

Flux Sphere is a spell alias to an area-based version of Flux Stream.

See also: offensive-spells | profs | spells

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spell-fly

(also SPELL-FLY-GROUP)

This spell will permit you to fly. You will also get the reduced vitality cost benefit of the float spell as well. It is necessary to fly to reach some areas.

Fly Group is a spell alias to an group-based version of Fly.

See also: spell-float

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spell-fly-group

See spell-fly

spell-force-bolt

This spell directs a modulating bolt of resonating energy to blast your foe. Save versus reflex for half damage.

Damage is Leveld3

See also: | offensive-spells | profs | spells

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spell-force-lance

This spell will strike your foe with a lance of sheer resonating power. Save versus reflex for half damage.

Damage is Leveld4

See also: | offensive-spells | profs | spells

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spell-force-spike

This spell causes a microburst of resonating power to blast your foe. Save versus reflex for half damage.

Damage is Leveld2

See also: | offensive-spells | profs | spells

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spell-forest-walk


Syntax:cast 'forest walk' <target>

This spell allows the caster to travel instantanously from one field or forest to another. Both the caster and target must be in a field or forest.

See also: spell-shadow-walk | spell-teleport

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spell-forget


Syntax:cast 'forget' <target>

This spell will cause the target to forget how to use many of their skills and spells. Save versus fortitude to counteract the spell.

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spell-freeze

See spell-chill-touch

spell-frostshatter

As an enchanter becomes ever more skilled at controlling the magical essence that may be imposed upon the material world, he learns to convert matter into ice. With this spell he will cause an object in his current vicinity to release its inherent energy in a single explosion, injuring any nearby opponents. A crude spell, it is uncontrollable and will always damage anyone within its range.

^&cbold&See Also: SPELL-EXPLODE, SPELL-MELTDOWN, SPELL-FIREBOMB, SPELL-SHOCKSHOWER^&cnormal&

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spell-gate

Syntax:cast <gate> <victim>

This spell will open a "gate" between the locale in which you stand and your target "victim". Once a gate has been opened, anyone can enter it by typing "enter gate". NOTE: The gate is bidirectional.

Gates cannot be created across worlds.

See also: spell-teleport-without-error

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spell-ghost-greater

SPELL-GHOST-GREATER

Syntax:cast 'ghost, greater'

This spell summons a ghost from the negative plane which will attempt to defend the casters party by absorbing a percentage of blows. It is unable to assist in combat in any other manner and will disappate once its hit points are used up.

See also: profs | spells

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spell-ghost-lesser

Syntax:cast 'ghost, lesser'

This spell summons a ghost from the negative plane. Unlike other pets that a necromancer may seek out, this ghost simply exists to protect the caster. It will absorb a percentage of blows that are aimed at the caster until its hit points are exhausted, after which it will disapate.

See also: profs | spells

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spell-ghoul-decaying

Syntax:cast 'ghoul, decaying'

This spell allows the necromancer to imbue a recently killed corpse with negative energy and bring it back from the grave as a ghoul. This being will not be very strong, but it may prove to be a useful ally of a young necromancer.

See also: profs | spells

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spell-ghoul-devourer

Syntax:cast 'ghoul, devourer'

From a recently killed corpse imbued with negative energy, a necromancer may pass some of their own life force into the being as it is formed, creating a ghoul which hungers for the taste of mortal flesh. As its appetites are filled, so to is the necromancers hit points.

See also: profs | spells

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spell-ghoul-greater

Syntax:cast 'ghoul, greater'

While inexperienced necromancers find it hard to seperate the flesh from the spirit and create a creature that is both enduring and strong, that hurdle is somewhat overcome with this incantation. The greater ghoul is capable as a fighter and will defend its master to the death.

See also: profs | spells

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spell-ghoul-lesser

Syntax:cast 'ghoul, lesser'

This spell allows a necromacer to animate a freshly killed corpse as a ghoul. While its flesh remains bound to its body, this creature does not possess great strength, though it is able to absorb more damage than if the same magic were applied to its strength.

See also: profs | spells

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spell-ghoul-venomous

Syntax:cast 'ghoul venomous'

The arts of the necromancer include the causes of death, and one cause that cannot be missed is that of poison. Knowledge of poisons and vemons allow the aspiring necromancer to create a being whose sole purpose in unlife is to corrupt the flesh of living being at the will of its master. This being is capable of inflicitng a hidious poison upon its foes, sapping their strength as well as their health with every hit.

See also: profs | spells

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spell-glacial-strike

(also SPELL-ARCTIC-FURY)

This spell brings forth the fury of the tundra, itself, concentrated and enhanced by the caster, before being blasted towards the intended target. Save versus fortitude to take half damage.

Damage is (30+PEL(20)d25.

Arctic Fury is a spell alias to an area-based version of Glacial Strike.

See also: offensive-spells | profs | spells

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spell-globe-lightning

See spell-lightning-bolt

spell-glorious-thoughts

See spell-splendid-thoughts

spell-goodberry

This spell creates a magical berry that will, when eaten, heal the individual with a 'cure serious wounds' spell.

See also: spell-cure-serious

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spell-greater-shade

Syntax:cast 'greater shade'

Infused throughout with the powers of the negative plain, the draining blows of this fiend can chill even the hardiest of souls. A necromancer wishing to create one of these beings must find a suitable corpse to anchor its spirit within and spend some time imbuing it with negative energy before it will make a suitable follower.

See also: profs | spells

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spell-grounding-armor

These enchantments will increase the resistance of a shield or mail shirt to the appropriate element a small amount dependent upon the skill level of the caster. The shield skills will only affect shields, and the armor spells will only affect mail shirts.

See also: | spell-grounding-shield

Back to index.

spell-grounding-shield

These enchantments will increase the resistance of a shield or mail shirt to the appropriate element a small amount dependent upon the skill level of the caster. The shield skills will only affect shields, and the armor spells will only affect mail shirts.

See also: | spell-grounding-armor

Back to index.

spell-grove-of-serenity

(also SPELL-GROVE-OF-TRANQUILITY)

These spells call out to deep forest magic and enchants the nearby forest with regenerative magics. All beings in a peaceful state of mind (i.e. not in combat) are able to tap into this regenerative magic.

Grove of Serenity       +5 hit, mana, and vitality/turn
Grove of Tranquility    +10 hit, mana, and vitality/turn
The enchanted grove lasts 2d4+3 mud hours.

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spell-grove-of-tranquility

See spell-grove-of-serenity

spell-gush

(also SPELL-DRIZZLE)

This spell causes a small blast of water to fly from the caster's hand to his opponent's body, at high speeds. This spell does more damage near bodies of water. Save versus reflex for half damage.

Damage is (5+PEL(30))d9

Drizzle is a spell alias to an area-based version of Gush.

See also: offensive-spells | profs | spells

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spell-gust-of-wind

Syntax:cast 'gust of wind' <victim>

This spell will attempt to knock your foe to the ground by a strong force of wind. Save versus reflex to counteract this spell.

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spell-hail

See spell-snowblast

spell-hale

(also SPELL-HALE-LESSER SPELL-HALE-GREATER SPELL-HALE-DIVINE)

The Hale line of spells increases the maximum hit points of the target who the spell is cast upon.

NAME                AMOUNT                       MIN LEVEL
Hale, Lesser        PEL(30)d2 hit points         0
Hale                PEL(30)d2+30d2 hit points    40
Hale, Greater       PEL(30)d3+40d3 hit points    80
Hale, Divine        PEL(30)d3+70d3 hit points    120
See also: proficiency-experience-level

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spell-hale-divine

See spell-hale

spell-hale-greater

See spell-hale

spell-hale-lesser

See spell-hale

spell-harm

See spell-harm-minor

spell-harm-divine

See spell-harm-minor

spell-harm-major

See spell-harm-minor

spell-harm-minor

(also SPELL-HARM SPELL-HARM-MAJOR SPELL-HARM-DIVINE)

These spells evoke a large amount of negative harmful energy upon your target. See healing-and-energy for more information.

See also: healing-and-energy

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spell-heal

See spell-heal-minor

spell-heal-divine

See spell-heal-minor

spell-heal-major

See spell-heal-minor

spell-heal-minor

(also SPELL-HEAL SPELL-HEAL-MAJOR SPELL-HEAL-DIVINE)

These spells evoke a large amount of positive healing energy upon your target. See healing-and-energy for more information.

See also: healing-and-energy

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spell-healing-curse

Syntax:cast 'healing curse' <victim>

When cast upon a foe, this spell prevents energy-based healing spells from having much effect upon the victim.

Save versus fortitude to counter the effect of this spell.

See also: healing-and-energy

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spell-heat-wave

See spell-firebolt

spell-heatshroud

This spell shrouds you from heatsight. Attacking will disable this spell.

Cold-blooded creatures and the undead are automatically heatshrouded because they do not radiate heat.

See also: spell-infravision | spell-invisibility | spell-shrouded-visions | vision

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spell-heavenly-glare


Syntax:cast 'heavenly glare'

Combining her mastery of shield and prayer, the budding paladin can learn to channel her diety's will through a shield and defend herself from her enemies by blinding them. Only creatures of evil nature and lower in level than the paladin will be affected. All others will be unaffected by this spell, but those who fall victim to it will be completely unable to see the paladin while she is under the influence of this spell. Fleeing from the paladin is the only way to escape from the effects of this prayer.

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spell-helix

(also SPELL-HELIX-CONFLUX)

The Helix spell unleashes a prismatic helix which details large amounts of colour-based damage.

Damage is (17+PEL(13))d41.

Helix Conflux is a spell alias to an area-based version of Helix.

See also: offensive-spells | profs | spells

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spell-helix-conflux

See spell-helix

spell-hellfire

(also SPELL-INFERNO)

This spell summons up a stream of hellfire which arcs out from the caster's fingertips toward the caster's intended victim. Save versus reflex for half damage.

Damage is (18+PEL(25))d25.

Inferno is a spell alias for an area version of Hellfire.

See also: offensive-spells | profs | spells

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spell-heroes-feast

This powerful spell feeds and replenishes the caster and any subject he/she may cast the spell upon. It also restores a portion of the subjects vitality.

See also: spell-create-food | spell-create-water | spell-goodberry | spell-refresh

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spell-heroic-fervor

Being natural leaders, the holy knights have learned how to effectively inspire their group-mates to great deeds in battle, giving them both offensive and defensive bonuses for brief periods.

See also: | fanaticism | profs | spells

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spell-holocaust

In the Third Age, there was an accursed cult of powerful wizards who were dedicated to the ultimate destruction of the universe. They believed that in the destruction of the universe a new cycle of existence would result. They worked and devised many terrible spells in order to bring this annhilation about. Their early works, "inferno" and "solar gate", while causing great pain and sorrow, did not approach their goals.

The leader of the cult, The One Whose Name Is Not Spoken, however, devised such a horrible spell that even the mightiest of the Gods of Darkness knew mortal terror. Its casting of the spell, 'holocaust', rocked the universe with such terrible pain the likes of which it had never known. Many of the lesser gods were slain and whole civilizations ceased to exist.

The spell did not, however, bring about the destruction of the universe. So the accursed wizards continued their work with renewed vigor.

The Gods of Light and Darkness drew together to purge the cult. But the cult was strong and slew many gods. The Highest Gods then sought to create a being terrible and mighty enough to end this arcane plague. Many lesser gods were sacrificed, with their souls fused into the new creature. The creature was given the name Bal-Zur. After a great battle with the accursed wizards, Bal-Zur emerged victorious.

The gods then searched for all copies of the accursed spell and destroyed all that they found. It is not known whether any copies remain, and no known wizard knows the invocation. The Gods then declared that any who managed to find and invoke the spell would be dealt with by Bal-Zur.

It also is rumoured that the invocation of this spell may crack the world (read: "crash the mud" or ask Odin for the 28 reasons not to cast it). Save versus fortitude for half damage.

See also: offensive-spells | profs | spell-inferno | spell-solar-gate | spells

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spell-holy-aegis

Syntax:cast 'holy aegis'

This spell will imbue the caster's shield with a holy aura of protection, providing resistance to various worldly elements. As the caster's level increases, so too does the power of the holy aegis. To a lesser extent the caster's group members also benefit from the holy aegis but retain these benefits only as long as they are within close proximity to the caster.

See also: resistances

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spell-holy-augmentation

This spell allows the paladin to temporarily heighten the amount of damage that his weapon, the Holy Avenger, is capable of dealing out.

See also: | profs | spells

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spell-holy-intensification

This spell allows the paladin to enhance the effectiveness that his weapon, the Holy Avenger, has in combat by temporarily increasing the amount of hit and damage the weapon is capable of dealing out.

See also: | profs | spells

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spell-holy-radiance

This spell enhances the power of the paladin's Holy Avenger such that it can effect all opponents in direct melee with the paladin himself.

Damage is level(d6+1)

See also: | offensive-spells | profs | spells

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spell-holy-sun-fire

This spell enhances the power of the paladin's Holy Avenger such that it can effect all opponents in direct melee with the paladin himself.

Damage is level(d4+1)

See also: | offensive-spells | profs | spells

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spell-holy-word

Upon utterance of this spell, all evil creatures present will take damage if the caster is good. Additionally, the victims have a chance of being blinded, silenced, or having their protective spells dispelled.

If the victim is silenced, they will be unable to hear the Word, and will be unaffected.

See also: offensive-spells | profs | spells

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spell-howl

This spell causes you to emit a deafening howl from your throat, damaging your opponents' ears. Save versus fortitude for half damage.

Damage is (7+PEL(25))d10.

See also: offensive-spells | profs | spells

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spell-hurricane

See spell-stormblast

spell-ice-blast

(also SPELL-ICY-WIND)

This spell summons blasts of icy winds, before forcing them towards the caster's target, in an attempt to chill them. Save versus fortitude to take half damage.

Damage is (20+PEL(30))d17.

Icy Wind is a spell alias to an area-based version of Ice Blast.

See also: offensive-spells | profs | spells

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spell-ice-lance

(also SPELL-BLIZZARD)

This spell invokes a lance of shimmering ice to impale the caster's opponents, damaging them severely. Save versus fortitude to take half damage.

Damage is (20+pel(20))d20

Blizzard is a spell alias to an area-based version of Ice Lance.

See also: | offensive-spells | profs | spells

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spell-icebreaker

See spell-firebreaker

spell-iceshield

See spell-fireshield

spell-icy-wind

See spell-ice-blast

spell-identify


Syntax:cast 'identify' <target>

Identifying an item gives you information about the items attributes. It is useful in determining if the item will give you the bonuses to your own attributes that you require.

You can also identify players and mobiles to determine some extra information about them.

<SA>APPRAISE CAST RECITE

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spell-imbue-weapon

This series of weapon enchantments allows the enchanter to add a temporary bonus hitroll and damroll to a weapon, providing it does not already contain a magical enchantment of sorts. Unlike the mage 'enchant weapon' spell, the imbue line of spells can be applied to weapons with pre-existing stat modifiers, however if the weapon already contains hitroll and damroll bonuses, the imbue will only increase the current bonuses to the level of the spell, rather then adding on top of the existing bonuses.

For example, if you cast the spell 'imbue weapon, major' which has a bonus of three hitroll and damroll upon a dagger which already has two hitroll and one damroll, the imbue will add a bonus one hitroll and a bonus two damroll, taking the weapons effect to three to both statistics.

The imbue enchantment on weapons will not take effect until such a time as the weapon is wielded or held.

Spell                  Max Bonus       Min Level
Imbue weapon, minor        1              none
Imbue weapon               2               20
Imbue weapon, major        3               40
Imbue weapon, greater      4               60
Imbue weapon, superior     5               80
Imbue weapon, ultra        6              100
Imbue weapon, divine       7              120

<sa>SPELL-ENCHANT-WEAPON

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spell-implant-seed


Syntax:cast 'implant seed' <target>

This spell plants a seed into the target. As the seeds grow, the target will be slowly torn apart from within. This spel requires the caster to succesfully touch the target.

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spell-imprisonment

Syntax:cast 'imprisonment' <target>

A group of ancient mages long ago sought a way to get past an unkillable guardian to recover a long lost arcane secret. They devised this spell which allows a mage to temporarily banish another being to a self contained dimension. As the original wizards that created this spell saw no reason to use it beyond its initial use, they neglected to guard against the chance that the spell could backfire, releasing some or all of the beings that had been imprisoned within this alternate realm. This spell is also very draining on the psyche and can only be cast a few times per mud day.

Save versus will to counter this spell.

See also: cast

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spell-incinerate

This spell will create a huge gout of fire to engulf your foe. Save versus reflex for half damage.

Damage is Leveld4

See also: | offensive-spells | profs | spells

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spell-inferno

See spell-hellfire

spell-infravision

Infravision is a spell that allows you to see heat sources in otherwise dark conditions. It does not allow you to read scrolls, or find items. In addition, usage of spells which create large amounts of heat may cause temporary blindness in Infravision-affected players and monsters.

Some races (Dwarves, Trolls, and Sprites) are lucky enough to have infravision as a natural ability.

See also: vision

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spell-insect-swarm


Syntax:cast 'insect swarm' <target>

This spell summons a great swarm of insects to plague the target with insect bites. Save versus reflex to reduce the severity of bites.

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spell-intelligence

(also SPELL-APTITUDE)

The Intelligence spell will increase your target's intelligence by 1-3 points while the Aptitude spell will increase your target's intelligence by 1-6 points.

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spell-intensify-equalizer

This spell allows the adjudicator to enhance the effectiveness that his weapon, the Equalizer, has in combat by temporarily increasing the amount of hit and damage the weapon is capable of dealing out.

See also: | profs | spells

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spell-intensify-vengeance

This spell allows the oppressor to enhance the effectiveness that his weapon, Vengeance, has in combat by temporarily increasing the amount of hit and damage the weapon is capable of dealing out.

See also: | profs | spells

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spell-invisibility

This spell confers the benefits of both Lightshroud and Heatshroud.

See also: spell-heatshroud | spell-lightshroud

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spell-iron-golem

Syntax:cast 'golem, iron' <golem name>

The Iron Golem is an upgrade to the Stone Stone. A block of iron must be present on the ground for this spell to succeed.

Any armor lying on the ground will be incorporated into the golem as per the regular golem spell.

See also: spell-golem

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spell-ironskin

See spell-stoneskin

spell-ironwood


Syntax:cast 'ironwood' <target>

The ironwood spell, when cast on organic, non-magical items, allows the caster to increase the durability of the item. The spell additionally adds a small amount of all_stop to "mail shirt" or outer armor slot items, the amount added is dependant on the level of the casting druid.

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spell-judge

(also SPELL-JUDGEMENT-DAY SPELL-RECKON SPELL-DAY-OF-RECKONING)

This spell lights up the caster in a holy (or unholy) light. Your victim is judged by your diety based on their actions. They will take damage if they are of opposite alignment to the caster. The amount of damage dealt will depend on how different the caster's beliefs differ from the victim's and on the power of the caster. (You must be of diametrically opposed alignment from your foe.)

Judgement Day is a spell alias to an area-based version of Judge.

Reckon is an updated form of Judge, and Day of Reckoning is a spell alias to an area-based version of Reckon.

Save versus ethos to take half damage.

See also: offensive-spells | profs | spells

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spell-judgement-day

See spell-judge

spell-knock

This spell can be used to unlock certain doors and containers that are locked. Not all locks can be opened with use of this spell.

See also: spell-passwall

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spell-lava-blast

(also SPELL-LAVA-ERUPTION)

An intense stream of molten earth flies out and hits one of your oppenents. Save versus reflex to take half damage.

Damage is PEL(30)d12.

Lave Eruption is a spell alias to an area-based verion of Lava Blast.

See also: offensive-spells | profs | spells

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spell-lava-eruption

See spell-lava-blast

spell-leech-scroll

Syntax: cast 'leech scroll' <scrollname>

Perhaps the most useful of the spells in an enchanter's arsenal, this enchantment will allow the caster to literally leech the magic from a scroll and transfer it into an object for a time. The magic of any scroll can be transferred, but not all spells will prove to be useful. As a degree of magic is lost in the transfer, the spell in the object will not be received at the exact level of the scroll. Still, it may retain enough of its former self to be useful.

In order for this enchantment to work, the caster must be holding the item which will receive the leeched magic and the scroll must be in the casters inventory and should be the target of the spell.

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spell-lesser-shade

Syntax:cast 'lesser shade'

When a necromancer imbues a corpse with the powers of the negative plane to a certain extent, that corpse inherits some of the abilities of that land. A lesser shade is able to drain its foes with its touch, making it a hideous oponent to face in combat.

See also: profs | spells

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spell-life-leech

Leeches the life essence from the target causing great harm. Save versus ethos to counteract this spell.

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spell-lifeshroud

This spell shrouds you from lifesight. Attacking will disable this spell.

Because the undead use lifesight, casting this spell upon yourself will make you invisible to most forms of undead.

See also: spell-cloak-of-shadows | spell-deadeye | spell-shrouded-visions | vision

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spell-light

This spell will create a temporary ball of light which you may hold as a light source.

See also: spell-continual-light | spell-darkness | spell-ever-darkness | spell-ever-light

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spell-light-walk


Syntax:cast 'light walk' <target>

This spell allows the caster to travel instantaneously from one location to another by entering the light. Both the caster and target must be standing in an area of bright light.

See also: spell-forest-walk | spell-shadow-walk | spell-teleport

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spell-lightning-bolt

(also SPELL-GLOBE-LIGHTNING)

A bolt of electricity arcs out and strikes your opponent, doing significant damage. Save versus reflex for half damage.

Damage is (50 + PEL(65))d7.

Globe Lightning is a spell alias to an area-based version of Lightning Bolt.

See also: offensive-spells | profs | spells

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spell-lightning-strike

(also SPELL-SPHERE-LIGHTNING)

A very intense bolt of electricity arcs out and strikes your opponent, doing enormous amounts of damage. Save versus reflex for half damage.

Damage is leveld7.

Sphere Lightning is a spell alias to an area-based version of Lightning Strike.

See also: offensive-spells | profs | spells

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spell-lightningbreaker

See spell-firebreaker

spell-lightshroud

This spell shrouds you from lightsight. Attacking will disable this spell.

See also: spell-cloak-of-shadows | spell-invisibility | spell-lightsight | vision

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spell-lightsight

This spell improves your light vision. This can help you spot invisible players and items and sneaking thieves.

See also: vision

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spell-locate-object

If possible you will know exactly where an object is, or the name of the person using it. If more than one object by the same name exists, you will get a listing of several objects. The maximum number of objects you can simultaneously locate is your level divided by 2.

The closer you are to the object, the better your odds of locating it more accurately.

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spell-locate-prey


Syntax:cast 'locate prey' <target>

The ultimate spell for the would-be assassin. Once someone is marked for death, this spell will let the caster home in on his/her prey's location, usually. However this spell can only find players, not native denziens of Arcane Ages.

See also: spell-find-prey | spell-marked-for-death

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spell-maggot-plague


Syntax:cast 'maggot plague' <target>

The crafter of illusions can not only deal instant damage to the unwitting fool, but he can also use them to create persistent deleterious effects on the same fool. If a victim fails a Save vs. Will against this illusion, he will imagine his body is covered with maggots and will be far less effective in battle. The more times this spell is cast upon a victim, the less effective he will be in battle. This illusion is similar to the taunt cantrip but far more powerful.

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spell-magic-missile

A missile of force strikes your opponent, doing some damage. The spell shield will completely negate the effects of this spell.

Damage is (level/2+1)d4 + level/2.

See also: offensive-spells | profs | spells

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spell-magnificent-thoughts

See spell-splendid-thoughts

spell-mana-egg

By means of this incantation, the resourceful enchanter with foresight can store within a magical egg a small portion of his own mana for later use. This is by no means a perfect way to stockpile mana, for the eggs will decay over time.

Mana eggs have a secondary purpose. They are a primary reagent of some of the most advanced enchantments.

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spell-mantle-celestial

The first of the two celestial spells to which an enchanter has access, this enchantment will cause its target to become blessed with the power of energy. In combat, the enchanted object will occasionally damage its wearer's foe with a magic missile.

Only a cloak worn about the body can gain this enchantment.

<SA>SPELL-AURA-CELESTIAL

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spell-mantle-of-death

Syntax:cast 'mantle of death'

Necromancers commanding the chill of unlife are able to turn their friends and foes into undead beings for a short duration. Using this magic enables the victim of the spell absorb the affects of negative energy, however positive energy will cause them great harm while in this state.

See also: profs | spells

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spell-marked-for-death


Syntax:cast 'marked for death' <target>

This spell will mark the target for death later by the caster. Anyone marked in such a way will be unable to hide from the caster as long as he/she is marked.

See also: spell-find-prey | spell-locate-prey

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spell-mass-confusion

See spell-confusion

spell-maze


Syntax:cast 'maze' <target>

This spell will trap the target in a maze of confusion, reducing their ability to safely navigate through the lands. Higher intelligence and wisdom will reduce the severity of confusion. Save versus will to counter the spell.

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spell-meltdown

As an enchanter becomes ever more skilled at controlling the magical essence that may be imposed upon the material world, he learns to convert matter into acid. With this spell he will cause an object in his current vicinity to release its inherent energy in a single explosion, injuring any nearby opponents. A crude spell, it is uncontrollable and will always damage anyone within its range.

^&cbold&See Also: SPELL-EXPLODE, SPELL-FIREBOMB, SPELL-FROSTSHATTER, SPELL-SHOCKSHOWER^&cnormal&

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spell-memory-of-mountains

See spell-memory-of-trees

spell-memory-of-trees

(also SPELL-MEMORY-OF-MOUNTAINS)

These spells align the recipients mental state with the peaceful grace and longevity of trees and mountains, which endure for hundreds and thousands of years. This alignment of thought allows the recipient to draw upon additional mana.

NAME                  AMOUNT                  MIN LEVEL
Memory of Trees       PEL(20)d3 mana          50
Memory of Mountains   PEL(20)d3+20d3 mana     100
See also: proficiency-experience-level

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spell-meteor-strike

(also SPELL-METEOR-SWARM)

Causes a large meteorite to strike your foe. Save versus reflex for half damage.

Damage is (level-65 to 35)d25.

Meteor Swarm is a spell alias to an area-based version of Meteor Swarm.

See also: offensive-spells | profs | spells

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spell-meteor-swarm

See spell-meteor-strike

spell-might

See spell-strength

spell-minor-creation

Minor creation creates an object, either a raft, a bag, a sword, a shield, a barrel, a piece of bread, a piece of paper, or a pen.

ex: cast <minor creation> raft

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spell-mithril-golem

Syntax:cast 'golem, mithril' <golem name>

The Mithril Golem is an upgrade to the Iron Stone. A block of mithril must be present on the ground for this spell to succeed.

Any armor lying on the ground will be incorporated into the golem as per the regular golem spell.

See also: spell-golem

Back to index.

spell-monsoon

See spell-cyclone

spell-moon-ray

A bright pale beam of holy light will be unleased from the caster's outstretched hands and directed at the targets. If the target happens to be undead, they will take full damage from the spell. Demons and devils will take half normal damage and all other creatures will be unaffected.

Damage is (level)d10. Save versus reflex to take half damage.

See also: offensive-spells | profs | spell-sun-ray | spells

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spell-mud-golem

Syntax:cast 'golem, mud' <golem name>

This spell will animate a mud golem to serve the caster.

Any armor that is lying in the ground will be incorporated into the golem as well and the golem will take on the armor's magical attributes. (Note that the armor will be lost as a result of this casting so be careful.) For example, if gloves of +5 fire resistance were lying on the ground, the golem would inherit a +5 resistance to fire.

You can also give the golem a name by specifying a name after the spell name.

Golems also understand pet commands.

See also: order | pet-commands

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spell-mystic-release

Similar to the earlier enchanter spells that convert an object's mass into damaging energy, this spell is the last in that line. The damage delivered will vary depending upon the amount of mass converted into energy. Magical objects will deliver additional damage as the contained magic also is converted into energy.

As an enchanter grows in skill, he will be able to convert ever larger objects into energy.

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spell-necromatic-detonation

Syntax:cast 'necromatic detonation'

This spell infuses a corpse with explosive energy, which quickly detonates in a large explosion, showering the necromancers victims with mixed types of physical and fire damage well into the surrounding rooms. The total damage of this spell is equal to the hit points of the creature the corpse came from multiplied by the level of the caster. The amount of damage taken varies depending on the distance from the source in a straight line and the number of creatures affected. After detonating this spell, the necromancer has a short period of time (about 20 seconds) to run and avoid taking damage themselves. Due to the nature of this spell it cannot be used to gather experience and is very likely to destroy any equipment that anyone affected by it may possess.

See also: profs | spells

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spell-nethershield

Syntax:cast 'nethershield'

As mages can call upon the elemental powers of ice and fire to guard their physical form, so too can a necromancer call upon the life draining powers of the negative plane to chill and drain all who dare to strike at them.

See also: profs | spells

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spell-omniscient-eye

This prayer enables a holy knight to be granted knowledge of his foe's location.

See also: | profs | spells

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spell-onslaught

This spell summons the sheer power of spiritual wrath found resonating within the scream of an angel to blast your foe. Save versus reflex for half damage.

Damage is Leveld6

See also: | offensive-spells | profs | spells

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spell-paralyze

This spell will paralyze your victim so that they cannot move. Save versus fortitude to counteract this spell.

See also: spell-remove-paralysis

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spell-passwall

This spell can be used to magically drill through a wall that can be dug through. Note that most walls do not fit into this category but there is bound to be important things behind the ones that do.

See also: dig | spell | spell-knock

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spell-phantasm-red-orange-yellow-green-blue-violet-rainbow

Syntax:cast 'phantasm, red' <phantasm name>
cast 'phantasm, orange' <phantasm name>
cast 'phantasm, yellow' <phantasm name>
cast 'phantasm, green' <phantasm name>
cast 'phantasm, blue' <phantasm name>
cast 'phantasm, violet' <phantasm name>
cast 'phantasm, rainbow' <phantasm name>

These spells distort the colours near the caster and gate in a sentient phantasm from the plane of illusions that will fight for the illusionist.

Phantasms, being incorporeral, are highly resistant to many forms of damage. Additionally, phantasms will turn invisible to help avoid detection.

Phantasms put into protect mode will attempt to cast 'decoy' which will cause them to become a mirror image of their master and take their place in combat.

Phantasms will also cast colour-based damage spells occasionally.

You can also give phantasms a name by specifying a name after the spell name.

Phantasms also understand pet commands.

See also: order | pet-commands

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spell-phantasmal-armor


Syntax:cast 'phantasmal armor'

The talented master of illusions learns to hide his own body behind layer after layer of illusion, effectively making it more difficult for him to be hit. This may only be cast on himself. It will improve his ALL-AC avoidance class by 3.0 points. However, it can not be stacked with the armor spell.

See also: ac | ac-areas | spell-armor | spell-blur

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spell-phantasmal-barrier

An illusionist can create an illusion to cover an area and fool the weak-minded into thinking they are trapped. With a phantasmal barrier, the very stones will appear to move at the illusionist's demand, blocking all exits. To see through the illusion, anyone passing through it must save successfully vs. Will. This illusion is persistent and self-renewing, and each time a person passes through, he must save successfully vs. Will or find himself unable to disbelieve it.

The illusion is directly tied to the level of experience of the caster. A higher level character will have an easier time disbelieving it than someone less experienced.

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spell-phantasmal-killer

An illusionist can reach into the psyche of his target and unleash the victim's deepest darkest fears in a tangible force that will attack him repeatedly until he either conquers his fears or perishes. A difficult task at times, if the illusionist succeeds at the spell, the victim will not be able to find peace for a time.

The strength of the phantasm is directly proportional to the illusionist's experience. In a sense, the illusionist controls the ultimate fear of the target. Because of that, the phantasm can be dispelled if the fear is dispelled.

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spell-phantasmal-world

Using his mastery of misdirection, the illusionist can weave an illusion so powerful that anyone falling victim to it will have his eyes locked onto an image of paradise and be unable to see the real world. This is an especially potent illusion, though shortlived, which is unshakeable if the victim believes it even for an instant.

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spell-phantom-arrow


Syntax:cast 'phantom arrow' <target>

The illusionist conjures an arrow which will strike unerringly the simple fool who fails to realize it is merely an illusion. Save vs. Will to negate the illusion.

Damage is 4 * (level/4 + pel(20) ).

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spell-phantom-frost


Syntax:cast 'phantom frost' <target>

The greatest among the master illusionist's illusions, this spell will cause the victim who fails a Save vs. Will to believe that his body has actually been covered in ice. Because the ice is entirely in his mind, it will be difficult for him to flee to safety. So real is the effect upon the victim will actually freeze to death, despite the cold being a figment of his imagination.

This spell is quite taxing to the illusionist, so it can only be cast while the illusionist is not in battle, and he will only be able to focus upon one opponent at a time.

Damage is 40d20.

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spell-phantom-immolation


Syntax:cast 'phantom immolation' <target>

The greatest among the master illusionist's illusions, this spell will cause the victim who fails a Save vs. Will to believe that his body has actually been ignited. Because his burning is entirely in his mind, it will be difficult for him to flee to safety. So real is the effect upon the victim that his body will actually burn, despite the flames being figments of his imagination.

This spell is quite taxing to the illusionist, so it can only be cast while the illusionist is not in battle, and he will only be able to focus upon one opponent at a time.

Damage is 20d5.

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spell-phantom-ooze


Syntax:cast 'phantom ooze' <target>

The greatest among the master illusionist's illusions, this spell will cause the victim who fails a Save vs. Will to believe that his body has actually been covered in acid. Because the acid is entirely in his mind, it will be difficult for him to flee to safety. So real is the effect upon the victim that his body will actually melt, despite the acid being figments of his imagination.

This spell is quite taxing to the illusionist, so it can only be cast while the illusionist is not in battle, and he will only be able to focus upon one opponent at a time.

Damage is 20d5.

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spell-poison

Casting poison on food or drink (containers) will poison it. Eating poisoned food/drinks will poison the person eating or drinking.

A person who is poisoned will suffer 15 points of damage every hour, and gain less points than usual.

Sometimes a monster's poison is FATAL, so beware.

If you save versus fortitude you will avoid or take reduced damage from poison.

See also: spell-cure-poison | spell-detect-poison

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spell-powerword-blind

See spell-pword-blind

spell-powerword-kill

See spell-pword-kill

spell-prismatic-beam

(also SPELL-PRISMATIC-SPRAY)

A more intense version of color beam, doing large amounts of damage to one oppenent. Save versus reflex for half damage.

Damage is (15+PEL(15))d20.

Prismatic Spray is a spell alias to an area-based version of Prismatic Beam.

See also: offensive-spells | profs | spells

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spell-prismatic-cage

The third in the illusionist's series of prismatic spells, the illusionist learns to control light and craft it into yet another form, that of a cage with which he can imprison his victim. Anyone caught in this cage will be unable to move anywhere without doing harm to himself. It is possible to break out of the cage, as it is crafted of light, but the victim must be able to steel his resolve to the task, and he will take extra damage when he breaks free.

See also: | spell-prismatic-beam, | spell-prismatic-sphere

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spell-prismatic-shield

The Prismatic Shield spell creates a shield of quasi-real illusionary colors around the character's body. Whenever a melee opponent strikes the character, the attacker will be struck by one of the colors in the shield. Each color has a different effect upon the attacker, though the more powerful effects can only be triggered by stronger attacks.

Red   - casts faerie fire, curse, or does minor damage
Orange- saps vitality
Yellow- drains mana
Green - does color-based damage
Blue  - casts blindness, or does damage
Violet- casts dispel magic
(Mobiles take damage instead of losing mana or vitality.)

The shield also confers a 10% resistance against color-based damage.

See also: spell-fireshield | spell-iceshield | spell-shockshield | spell-thorns

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spell-prismatic-spray

See spell-prismatic-beam

spell-prismbreaker

See spell-firebreaker

spell-protection-from-evil

The meaning of this spell is not yet fully defined.

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spell-purgatory

This spell will literally ignite your foe in an infernal immolation. Save versus reflex for half damage.

Damage is Leveld5

See also: | offensive-spells | profs | spells

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spell-pword-blind

(also SPELL-POWERWORD-BLIND)

This powerful spell will strike thy opponent permanently blind if they have less than 400 hit points or are less than level 53. Save versus will to counteract this spell.

See also: spell-pword-kill

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spell-pword-decay

The victim's body will be severely weakened by this word of power. It attacks all of the victim's systems, so he will find himself weaker, less robust, and less dextrous. Save vs. Fortitude to resist this spell.

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spell-pword-dispirit

The victim of this spell will lose the will to fight and so will fight at a disadvantage. His blows will be less accurate, less telling, and he may even find himself less sure-footed. Save vs. Will to resist this spell.

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spell-pword-kill

(also SPELL-POWERWORD-KILL)

This mighty spell will kill thy victim if they have less than 250 hit points or are less than level 53. Save versus will to counterac this spell.

See also: spell-pword-blind

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spell-pyroclasm

This spell blasts your foe with an aqueous arc of streaming flames, coating him in liquid hellfire. Save versus reflex for half damage.

Damage is Leveld7

See also: | offensive-spells | profs | spells

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spell-reckon

See spell-judge

spell-refresh

Gets rid of tiredness on the individual in is cast on. (That is, increases the target's vitality points.)

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spell-regeneration

(also SPELL-REGROWTH SPELL-REVIVAL)

This spells enhance the link between beings and the regenerative growing powers of nature.

NAME               AMOUNT                    MIN LEVEL
Regeneration       +2 hit points/turn        60
Regrowth           +5 hit points/turn        90
Revival            +10 hit points/turn       120

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spell-regrowth

See spell-regeneration

spell-reign-of-fire

The immense power of this evocation will briefly turn your eyes red as it strikes your foe with a jet of flaming damnation. Save versus reflex for half damage.

Damage is Leveld9

See also: | offensive-spells | profs | spells

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spell-rejuvenation

See spell-rejuvenation-minor

spell-rejuvenation-major

See spell-rejuvenation-minor

spell-rejuvenation-minor

(also SPELL-REJUVENATION SPELL-REJUVENATION-MAJOR)

Syntax:cast 'rejuvenation minor' <target>
cast 'rejuvenation' <target>
cast 'rejuvenation major' <target>

This group of spells use nature to heal the subject. They differ from the standard line of healing spells in that they can only channel positive energy for healing, and not for damage against the undead. These spells only heal.

Spell                        Healing Ability
============================================
Rejuvenation Minor          18d10+PEL(20)*4
Rejuvenation                36d10+PEL(20)*7
Rejuvenation Major          54d10+PEL(20)*10

See also: heal | proficiency-experience-level

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spell-remove-curse

This spell will remove a curse on the target object or character. If the character is afflicted by some advanced curses, this spell will also remove them provided the caster is higher level then that at which the curse can be learned.

If the spell is maximised when cast upon a character, the spell will also remove curses from items in the targets inventory and from items equipped by the target.

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spell-remove-enhancement

(also SPELL-REMOVE-ENHANCEMENT-GREATER)

The remove enhancement spell will remove the enchanter spell 'enhance object' when cast upon an object. The remove enhancement, greater spell will remove the enhancement and any other elemental resist enhancements upon the object. </p>

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spell-remove-enhancement-greater

See spell-remove-enhancement

spell-remove-fear


Syntax: cast 'remove fear' <player name>

This spell removes the effects of the fear spell from the target.

See also: spell-courage | spell-fear

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spell-remove-paralysis

Will remove paralysis.

See also: spell-paralyze

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spell-remove-poison

Will remove poison.

See also: spell-poison

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spell-remove-silence

Will remove silence.

See also: spell-silence

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spell-reprisal

This spell conjures fierce winds that carry with them a thunderous blast of destructive power to pulverize your foe. Save versus reflex for half damage.

Damage is Leveld8

See also: | offensive-spells | profs | spells

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spell-resilience

See spell-constitution

spell-resist-acid

This spell will give you a certain amount of immunity to acid based attacks.

See also: spell-resist

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spell-resist-air

This spell will give you a certain amount of immunity to air based attacks.

See also: spell-resist

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spell-resist-cold

This spell will give you a certain amount of immunity to cold based attacks and really cold environments.

See also: spell-resist

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spell-resist-colour

This spell will give you a certain amount of immunity to colour based attacks.

See also: spell-resist

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spell-resist-drain

This spell will give you a certain amount of immunity to drain based attacks as well as the energy drain spell.

See also: spell-energy-drain | spell-resist

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spell-resist-electricity

This spell will give you a certain amount of immunity to electricity based attacks and electrical environments.

See also: spell-resist

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spell-resist-energy

This spell will give you a certain amount of immunity to energy based attacks.

See also: spell-resist

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spell-resist-fire

This spell will give you a certain amount of protection from fire based attacks and from fiery environements.

See also: spell-resist

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spell-resist-poison

This spell will give you a certain amount of immunity to being poisoned.

See also: spell-resist

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spell-resonant-equalizer

This spell enhances the power of the adjudicator's Equalizer such that it can effect all opponents in direct melee with the adjudicator himself.

Damage is level(d4+1)

See also: | offensive-spells | profs | spells

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spell-resonant-shield

The Resonant shield spell creates a shield of air around the body, and makes every attack against the person so shielded do air-type damage to the attacker. Resonant shield also confers 10% air resistance.

See also: | spell-blade-barrier | spell-sunshield

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spell-resurrection

Resurrection can be used to restore some of the lost experience points a player loses when they die. The Gods however, demand a sacrifice for resurrection. The cost is:

 p * p * p / 10 gold pieces for resurrection
where p is the power level of the victim. The amount of experience points returned is based on the variant of resurrection spell used:
resurrection, minor       30% of exp is returned
resurrection, lesser      40% of exp is returned
resurrection              50% of exp is returned
resurrection, greater     60% of exp is returned
resurrection, major       70% of exp is returned
resurrection, divine      80% of exp is returned
Note that the victim does NOT lose a point of constitution for being resurrected. There are no long-term drawbacks to being resurrected. The victim also needs to be logged in. You can also resurrect your own corpse if you are a cleric.

Note that you must have a players corpse consent in order to be able to resurrect their corpse.

See also: consent | spell-conjure-corpse

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spell-retribution

This powerful spell will shape the force of your own will to blast the perseity of your foe with sheer resonating energy. Save versus reflex for half damage.

Damage is Leveld9

See also: | offensive-spells | profs | spells

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spell-revival

See spell-regeneration

spell-rockslide

(also SPELL-AVALANCHE)

This spell starts a rockslide to crush the caster's opponent under a tonne of rock. This will be more powerful in the mountains, while being less effective when indoors. Save versus reflex to take half damage.

Damage is (40+PEL(25))d20.

Avalanche is a spell alias to an area-based version of Rockslide.

See also: offensive-spells | profs | spells

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spell-sanctuary

When protected by this spell, you take 25% less damage from all attacks.

See also: spell-fireshield | spell-shockshield

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spell-sandblast

(also SPELL-SANDSTORM)

This spell summons a solid ball of sand before hurdling it at the caster's opponent. This will be more powerful in the desert, while being less effective underwater. Save versus reflex to take half damage.

Damage is (10+PEL(25))d10.

Sandstorm is a spell alias to an area-based version of Sandstorm.

See also: offensive-spells | profs | spells

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spell-sandstorm

See spell-sandblast

spell-sap

Syntax:cast 'sap'

The sap spell allows the caster to drain a significant amount of life energy from their victim and add it to their own.

See also: offensive-spells | proficiency-experience-level | profs | spells

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spell-sap-major

Syntax:cast 'sap, major'

The sap major spell allows a necromancer to inflict major damage to a foe and turn a significant portion of that damage into their own life energy.

See also: offensive-spells | proficiency-experience-level | profs | spells

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spell-sap-minor

Syntax:cast 'sap, minor'

The sap minor spell allows the caster to drain a small amount life energy from their victims and add it to their own.

Damage for this spell is: ( (10+pel(40))d6)

See also: offensive-spells | proficiency-experience-level | profs | spells

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spell-scry

With this affecting you, you may peek around corners (ex: look n). It's very usefulwhen you aren't quite sure what might lie waiting in next room.

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spell-secure-haven

Near the peak of their proficiency, a cleric can learn to maintain their protective sanctuary with very little concentration. It can become such that even if the sanctuary is dispelled or expires, the cleric can renew it with but a fragment of a thought. Such is the nature of the Secure Haven spell. With Secure Haven in use, the cleric need not worry that he will be without Sanctuary. However, the Secure Haven will use up mana from the cleric for its duration, and once protected by it, the cleric can not dispel it. It will not expire until either its duration has run its course or until the cleric runs out of mana to maintain it.

Duration is (3*30+PEL(50)/2).

<Sa> SPELL-DIVINE-SANCTUM

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spell-sense-life

This spell will enable you to sense hidden life forms in a room. Invisible persons are also considered hidden.

See also: hide

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spell-shadow-dart

Syntax:cast 'shadow dart'

Damage is (leveld4) save vs reflex for half damage

This spell sends a small bolt of pure shadow from the necromancer's hand into his or her victim.

See also: offensive-spells | profs | spells

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spell-shadow-gate

Syntax:cast 'shadow gate'

This spell opens a gate to the negative plane, allowing the caster to enter that plane of existence. Due to a necromancer's connection with the energy of that plane, he or she may be able to focus upon a person or creature in their thoughts and travel instantly to them. This ability does not hold in all parts of the negative plane.

See also: profs | spells

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spell-shadow-walk


Syntax:cast 'shadow walk' <target>

This spell allows the caster to travel instantanously from one location to another under the cover of darkness. Both the caster and target must be standing in an area of darkness.

See also: spell-forest-walk | spell-light-walk | spell-teleport

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spell-shadow-warrior

Syntax:cast 'shadow warrior'

A necromancer uttering this incantation can summon forth a being of pure shadow. Its very touch drains heat from its victim causing them to suffer greatly.

See also: profs | spells

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spell-shai'lar's-minions

Shai'lar has been known to grant his faithful followers the use of his servants for a brief time. The faithful may call upon his assistance once per week and will receive a demonic servant. The more experienced the caster of this spell, the more servants will arrive, up to a maximum of three at any one time. These demons are self-serving, however, and will usually depart if they find themselves in mortal danger. Regardless, they do not like the mortal plane and will not stay indefinitely.

<si> cast "shai'lar's minions"

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spell-shai'lar's-offering

One can offer a corpse as a gift to the demon lord Shai'lar by means of this spell. The corpse is prepared and sent on its way so that Shai'lar can feed on the last remnant's of the creature's soul. Although Shai'lar will always accept the gift, he will seldom reward the giver of this gift. However, when he does, it takes the form of a burst of revitalization.

Only the corpse of an NPC can be offered.

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spell-shapeshift

(also SPELL-ANIMALSHIFT)

There is a rather long, and involved list of monsters that you can choose from, and the list expands as you get higher in level.

the monsters are probably not well balanced right now, you will undoubtedly find some that are too strong, or some that are too weak in comparison to the others in the room.

I would be very grateful if you tell me which ones are too strong and which ones are too weak.

Correct syntax and format for this is:

cast <runes> <creature_type>

where you replace <creature_type> with one of the creatures listed below.

To return to your character, type the command: RETURN

If you switch into a humanoid monster, you can cast spells if you are a magic-user or cleric, and you can steal if you are a thief.

Now, here is the list:

name            level of caster
wyvern          40
mindflayer      35
spider          30
lamia           24
drider          20
giant           16
shark           16
troll           14
crocodile       14
jackalwere      12
snake           10
bull            10
warg            10
spider          9
minotaur        9
ogre            8
parrot          8
wolf            8
gnoll           6
lizard          6
goblin          4
duck            4
frog            2
The ones with * indicate animals.

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spell-shield

Creates a shield of magic around the target, some protection, and nullifies all magic missile attacks.

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spell-shield-cleansing-light


Syntax: cast "shai'lar's offering" <corpse>
Syntax:cast 'shield of the cleansing light'

With this prayer, the paladin raises her shield over her head and summons the power of her deity to smite her foes. It is most effective against abhorrent creatures such as the living dead, demons, and devils, but it also will injure anyone of evil nature as well. The paladin has no control over who will be injured by this prayer as it will target everything in the near vicinity. The paladin must be wearing her shield for this prayer to be successful. A successful Save vs. Ethos will reduce the damage.

Damage is setup according to the following table:
Vs. Undead:          leveld10
Vs. Demons & Devils: leveld7
Vs. Evil:            leveld5

See also: spell-moon-ray | spell-sun-ray

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spell-shield-preserving-light

With this prayer, the adjudicator raises his shield over his head, and summons the power of his deity to smite his foes. It is effective against beings of both good and evil alignments. The adjudicator has no control over who will be injured by this prayer as it will target everything in the near vicinity. The adjudicator must be wearing his shield for this prayer to be successful. A successful save vs. ethos will reduce the damage.

Damage is level(d4)

See also: | offensive-spells | profs | spells

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spell-shield-waning-light

With this prayer, the oppressor raises his shield over his head, and summons the power of his deity to smite his foes. It is effective against beings of good alignment. The oppressor has no control over who will be injured by this prayer as it will target everything in the near vicinity. The oppressor must be wearing his shield for this prayer to be successful. A successful save vs. ethos will reduce the damage.

Damage is level(d5)

See also: | offensive-spells | profs | spells

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spell-shocking-grasp

Your touch will conduct small voltage through you opponent's body. Save versus reflex for half damage.

Damage is 1d8 + level.

See also: offensive-spells | profs | spells

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spell-shockshield

This spell creates a shield of electricity around the body, and makes every attack against them do electric damage to the attacker.

See also: spell-fireshield

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spell-shockshower

As an enchanter becomes ever more skilled at controlling the magical essence that may be imposed upon the material world, he learns to convert matter into electricity. With this spell he will cause an object in his current vicinity to release its inherent energy in a single explosion, injuring any nearby opponents. A crude spell, it is uncontrollable and will always damage anyone within its range.

^&cbold&See Also: SPELL-EXPLODE, SPELL-FROSTSHATTER, SPELL-MELTDOWN, SPELL-FIREBOMB

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spell-shriek

This spell enhances your vocal cords so much that when you yell, one opponent is severely damaged by the intensity of the scream. Save versus fortitude for half damage.

Damage is (22+PEL(25))d15.

See also: offensive-spells | profs | spells

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spell-shrouded-visions

The Shrouded Vision improves your shrouding capabilities. Shrouded Visions will make Lightshroud, Heatshroud, Lifeshroud, Sneak, Hide, and so on, all work better.

See also: spell-heatshroud | spell-lifeshroud | spell-lightshroud | vision

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spell-siege

This spell will assail your foe with a combination of fierce winds and the destructive power resonating within the battle cry of an angel. Save versus reflex for half damage.

Damage is Leveld5

See also: | offensive-spells | profs | spells

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spell-silence

This spell attempts to silence thy foe. Silenced foes will be unable to hear or speak anything and will thus make spell casting difficult. Save versus fortitude to counteract this spell.

See also: spell-remove-silence

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spell-silencing-hand

This spell summons a heavenly hand to seize your foe's face preventing any speech for a brief duration.

See also: | profs | spell-silence | spells

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spell-silhouette

The Silhouette spell coats your target with a bright silhouette of shimmering colours and heat. This silhouette dramatically reduces the effectiveness of shroud spells and sneaking and hiding.

See also: spell-heatshroud | spell-lifeshroud | spell-lightshroud | vision

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spell-skeletal-fury

Syntax:cast 'skeletal fury'

This spell can be cast upon a corpse to create a fiercesome skeletal warrior that wields the arcane powers of magic. This being will fight to the death for its master and is only somewhat weakened by its lack of flesh.

See also: profs | spells

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spell-skeletal-mage

Syntax:cast 'skeletal mage'

While necromancers are unable to command offensive magics in the manner of mages, some still seek a way to wield that very power. By imbuing a corpse with the energy of the negative plane as well as one of the four elemental plains, a necromancer is able to gain a follower capable of casting a limited array of mage spells.

See also: profs | spells

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spell-skeletal-warrior

Syntax:cast 'skeletal warrior'

This spell allows a necromancer to imbue a corpse with negative energy and animate its bones. The flesh is consumed in this process and replaced with magic, allowing for great physical strength at the expense of life force.

See also: profs | spells

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spell-sleep

If failing saving throw versus spell, the person will fall asleep. A person who is affected by sleep can only be awakened if attacked.

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spell-snowblast

(also SPELL-HAIL)

This spell chills the air, before summoning snow and blowing it towards the caster's opponent. Save versus fortitude to take half damage.

Damage is (8+PEL(30))d10.

Hail is a spell alias to an area-based version of Snowblast.

See also: offensive-spells | profs | spells

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spell-solar-gate

This spell will open up a temporary gate between the caster's position and the center of the nearest star. Everyone in the same room as the caster will be blasted for leveld20 points of damage. Even the caster's party members will be blasted for (level/2)d20 points of damage. Everyone in the adjacent rooms will be hit for (level/2)d20 points of damage. In addition, everyone else in the ZONE will be hit for (level/4)d20 points of damage. Use of this spell creates enough noise such that everyone in the world will be able to hear at least a distant rumbling.

This powerful spell should be used with MAJOR disgression. It is rumoured that wizards who misuse this spell and "accidentally" injure and or kill other players will be severely punished by the gods(See: BalZur). USE IT CAREFULLY!!!

Save versus fortitude to take half damage.

See also: offensive-spells | profs | spells

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spell-sonic-armor

These enchantments will increase the resistance of a shield or mail shirt to the appropriate element a small amount dependent upon the skill level of the caster. The shield skills will only affect shields, and the armor spells will only affect mail shirts.

See also: | spell-sonic-shield

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spell-sonic-blast

See spell-sonic-boom

spell-sonic-boom

(also SPELL-SONIC-BLAST)

This spell enhances your vocal cords so much that an inhumane sound comes from them, breaking the barrier of sound with its force. Save versus fortitude for half damage.

Damage is (32+PEL(37))d17.

See also: offensive-spells | profs | spells

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spell-sonic-shield

These enchantments will increase the resistance of a shield or mail shirt to the appropriate element a small amount dependent upon the skill level of the caster. The shield skills will only affect shields, and the armor spells will only affect mail shirts.

See also: | spell-sonic-armor

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spell-soul-whip

Syntax:cast 'soul whip'

Damage is (28+pel(12))d60)

This spell sends a tendril of chilling energy deep within its victim, and can cause them to temporarly freeze from its chill. A creature so frozen will find itself unable to fight for the duration of the round.

See also: offensive-spells | proficiency-experience-level | profs | spells

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spell-sparks

(also SPELL-BALL-LIGHTNING)

Small, yet damages volts of electricity spark up and hit one opponent. Save versus reflex for half damage.

Damage is (8+PEL(53))d6.

Ball Lightning is a spell alias to an area-based version of Sparks.

See also: offensive-spells | profs | spells

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spell-spectre-touch

Syntax: cast 'spectre touch'

Many creatures of undead have mastered the ability to paralyze victims with their touch. With this incantation, the necromancer acquires this ability for a sort duration, forcing their victim to make a saving throw or be paralyzed, weakened or driven away in fear.

See also: profs | spells

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spell-spellbind

This terribly useful enchantment is one the enchanter will likely find himself using as often as he can. With it he can infuse an item with the essence of another. However, not all items have an essence that can be transferred. Treasures sometimes contain secret properties that only the enchanter can divine, and it is these objects that he can then fuse with another object, creating an item of great power. Similar to the other enhancement, imbueing, or essence spells, spellbinding two items into one creates a temporarily enchanted item. However, if the enchanter is careless, he can find himself at the mercy of uncontrollable forces he has unleashed -- forces that may damage the object of his attention and injure, or even kill, him.

Any items can be so enchanted, even magical ones, and there is no limit to how many times an item can be enchanted. However, if the first enchantment is successful, then all subsequent ones will be exponentially less likely to succeed. However, the enchanter only has a slim chance of success, based upon his own level, and modified by the difficulty of the reagents he chooses.

An object can only be spellbound in the presence of an enchanter's forge. Attempts to invoke this ancient magic anywhere else will fail.

The enchanter must hold the object he wants to enchant and have the reagent in his inventory.
Syntax: cast 'spellbind' [held object]

See also: | enchanter-and-treasure, | spell-divine-essence

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spell-sphere-lightning

See spell-lightning-strike

spell-spirit-of-the-bear


Syntax:cast 'spirit of the bear' <target>

This spell infuses the subject with the will of a giant bear, increasing the subjects strength by 1-5 points (dependant on the level of the caster) and also neutralizes the weakness spell.

See also: spell-strength | spell-weakness

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spell-spirit-of-the-cheetah


Syntax:cast 'spirit of the cheetah' <target>

This spell infuses the subject with the will of a cheetah, increasing the subjects dexterity by 1-5 points (dependant on the level of the caster).

See also: spell-dexterity

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spell-spirit-of-the-dolphin


Syntax:cast 'spirit of the dolphin' <target>

This spell infuses the subject with the will of a dolphin, increasing the subjects intelligence by 1-5 points (dependant on the level of the caster) and also confers the ability to breath underwater.

See also: spell-intelligence | spell-water-breath

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spell-spirit-of-the-elephant


Syntax:cast 'spirit of the elephant' <target>

This spell infuses the subject with the will of an elephant, increasing the subjects constitution by 1-5 points (dependant on the level of the caster) and their maximum hitpoints by 30.

See also: spell-constitution

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spell-spirit-of-the-owl


Syntax:cast 'spirit of the owl' <target>

This spell infuses the subject with the will of an owl, increasing the subjects wisdom by 1-5 points (dependant on the level of the caster) and also confers the ability to fly.

See also: spell-fly | spell-wisdom

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spell-spiritual-hammer

This spell evokes a hammer of immense force to smash the hell out of your opponent. Save versus reflex for half damage.

Damage is leveld7

See also: | offensive-spells | profs | spells

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spell-splendid-thoughts

(also SPELL-GLORIOUS-THOUGHTS SPELL-MAGNIFICENT-THOUGHTS)

These spells increase the max mana that the caster can draw upon. These spells are self-only.

NAME                         AMOUNT                     MIN LEVEL
Splendid Thoughts            PEL(80) mana               40
Glorious Thoughts            PEL(30)d3+20d3 mana        80
Magnificent Thoughts         PEL(20)d6+20d6 mana        120
See also: proficiency-experience-level

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spell-steelskin

See spell-stoneskin

spell-stigmata

It was said that certain holy people would develop a condition called Stigmata where they would bleed from their wrists, feet, and head from wounds that would never heal. In reality, those individuals had been cursed by a cleric to suffering. Individuals suffering from the Stigmata will find themselves a little weaker and slower on their feet as well as none too fun to be around.

The Stigmata will have a most pronounced effect if cast upon a victim who is lower in level than the cleric. However, any may fall victim to it. Because of the concentration it takes to cast this curse, the cleric will be unable to use it will engaged in battle.

Save vs. Fortitude to completely avoid its effect.

The Undead are completely immune to the Stigmata.

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spell-stone-golem

Syntax:cast 'golem, stone' <golem name>

The Stone Golem is an upgrade to the Clay Golem. A block of stone must be present on the ground for this spell to succeed.

Any armor lying on the ground will be incorporated into the golem as per the regular golem spell.

See also: spell-golem

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spell-stoneskin

(also SPELL-IRONSKIN SPELL-STEELSKIN)

The Stoneskin spell will make your skin as hard as stone, improving your stopping by 6 points in all areas. The Stoneskin spell will also make you resistant to piercing weapons. Stoneskin only works on level 20 or higher characters.

Ironskin is an upgrade to Stoneskin which further improves upon the stopping gains. Ironskin only works on level 60 or higher characters.

Steelskin is an upgrade to Ironskin which further improves upon the stopping gains. Steelskin only works on level 100 or higher characters.

See also: ac | spell-barkskin

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spell-stonethrow


Syntax:cast 'stonethrow' <target>

The young illusionist first learns to conjure simple illusions, particularly those of small inanimate objects. However, fueled by the power of belief, even illusions can do harm. With this simple illusion, the target will believe that a stone has been sent whizzing his way. Save vs. Will to negate the illusion.

Damage is 2 * (level/4 + pel(20) ).

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spell-stormblast

(also SPELL-HURRICANE)

This spell forces a blast from a storm to be invoked and fired from the caster, at the desired victim. This spell does more damage near bodies of water. Save versus reflex for half damage.

Damage is (15+PEL(30))d23

Hurricane is a spell alias to an area-based version of Stormblast.

See also: offensive-spells | profs | spells

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spell-strength

(also SPELL-MIGHT)

The Strength spell will increase your target's strength by 1-3 points while the Might spell will increase your target's strength by 1-6 points.

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spell-summon

Will summon a person of the name spoken. It is not possible to summon someone of three or more levels above yourself. If you attempt to summon a monster, it will counteract this spell if it saves versus will. You might also be stunned after summoning someone as well, so be sure to use this spell in relatively safe surroundings.

Summon will only work if the caster and the target are in the same world.

See also: aid | power-of-inarh

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spell-summon-sparks

(also SUMMON-BOLT-LIGHTNING SUMMON-LIGHTNING-SHOWER SUMMON-LIGHTNING-GLOBE CALL-LIGHTNING CALL-LIGHTNING-PILLAR CALL-LIGHTNING-FURY CALL-STORM-PILLARS)

Syntax:cast 'summon sparks' <target>
cast 'summon bolt lightning' <target>
etc

This lightning based line of spells allows the caster to draw on the powers of their surroundings to summon forth electrical charges to unleash on their foe.

Call lightning fury is a spell alias to an area based version of call lightning.
Call storm pillars is a spell alias to an area based version of call lightning pillar.
Summon lightning globe is a spell alias to an area based version of summon bolt lightning.
Summon lightning shower is a spell alias to an area based version of summon sparks.

Spell                   Damage
================================
Summon Sparks           Leveld8
Summon Bolt Lightning   Leveld12
Call Lighting           Leveld18
Call Lightning Pillar   Leveld24

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spell-sun-ray

This spell unleashes a flood of holy light from the caster's outstretched hands. Any undead which is hit by the light will take full damage from the spell. Demons and devils will take half damage while all other creatures will take no damage whatsoever.

Damage is (level)d15. Save versus reflex for half damage.

See also: offensive-spells | profs | spell-moon-ray | spells

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spell-sunshield

The Sunshield spell creates a shield of holy sunlight around the body, and makes every attack against the person so shielded do damage akin to sun ray to the attacker.

See also: | spell-blade-barrier | spell-resonant-shield

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spell-swirling-stones


Syntax:cast 'swirling stones' <target>

Building upon his basic knowledge of illusions, an illusionist can conjure in his victim's mind a swirling vortex of stones that can batter and crush unless a Save vs. Will is made.

Damage is 6 * (level/4 + pel(20) ).

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spell-tame-object

A very useful spell for the enterprising enchanter. Taming an unruly object gives the caster a chance to be able to use those pesky items that even the strongest willed mortals can not touch. </p>

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spell-teleport

(also SPELL-TELEPORT-WITH-ERROR SPELL-TELEPORT-WITHOUT-ERROR)

Teleport (with error) will instantly transfer you to another location in the world. This location is random, and thus there will always be a risk of landing in a fatal location. It can also be used as a combat spell.

Teleport (without error) will instantly transfer you to a specific place that you want to go to.

Neither of the teleport spells can be used for inter-world travel.

If you attempt to use this spell in a hostile fashion, your victim will get to save versus will to counteract this spell.

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spell-teleport-with-error

See spell-teleport

spell-teleport-without-error

See spell-teleport

spell-thorns


Syntax:cast 'thorns'

The Thorns spell coats your body with sharp thorns that deal piercing damage back to those who attack you. The caster must be in a field or forest to summon the elements of nature required to form this shield.

See also: spell-blade-barrier | spell-fireshield | spell-prismatic-shield

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spell-thunder

(also SPELL-THUNDERCLAP)


Syntax:cast 'thunder' <target>
cast 'thunderclap' <target>

The thunder spell calls upon the forces of nature to unleash thunder upon the target. The power of the thunder is such that weaker beings may be deafened (effectively silenced) by the incredible noise. Once deafened however this spell has no further affect on the victim. Save versus fortitude to counteract some of this spells affects.

If the surrounding area is already in the midst of a thunderstorm this spells affects are greater again.

Thunderclap is an improved version of the thunder spell, its affects are not negated if the target is silenced. Save versus fortitude again to counter some of the spells affects.

Spell                Damage
====================================
Thunder         PEL(40)d8 +silence
Thunderclap     68+PEL(12)d27+silence

See also: spell-control-weather | spell-thunderstorm

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spell-thunderclap

See spell-thunder

spell-thunderstorm

Syntax:cast 'thunderstorm'

This spell summons forth the powers of nature to create a powerful thunderstorm which hovers overhead causing random havoc to any foes of the caster.

See also: spell-thunder

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spell-tornado

This spell brings forth a devastating tornado by using energy from the caster's own vocal cords. Save versus fortitude for half damage.

Damage is (49+PEL(25))d25.

See also: offensive-spells | profs | spells

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spell-traveler's-lament

A simple curse, the cleric attacks the victims sense of equilibrium to send him/her tumbling to the ground. Furthermore, the victim will be unbalanced for a time afterwards and may trip and fall whilst trying to walk.

Save vs. Fortitude to completely avoid the effects of this curse.

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spell-treant-sapling-adult-elder-ancient-verdant

Syntax:cast 'treant, sapling' <treant name>
cast 'treant, adult' <treant name>
cast 'treant, elder' <treant name>
cast 'treant, ancient' <treant name>
cast 'treant, verdant' <treant name>

These spells will awaken a tree from its deep slumber to fight for the druid. Treants are only found in the deep forest.

Treants regenerate quickly and also utilize their roots when attacking.

You can also give the treant a name by specifying a name after the spell name.

Treants also understand pet commands.

See also: order | pet-commands

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spell-true-seeing

See spell-true-sight

spell-true-sight

(also SPELL-TRUE-SEEING)

The True Sight spell increases your ability to see things but only if you already have the appropriate type of vision. For example, True Sight will only improve your lifevision if you have the Deadeye spell.

See also: vision

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spell-tsunami

(also SPELL-TYPHOON)

The spell calls forth a huge tidal wave to crash into the caster's opponent, in an attempt to drown them. This spell does more damage near bodies of water. Save versus reflex for half damage.

Damage is (30+PEL(30))d36

Typhoon is a spell alias to an area-based version of Tsunami.

See also: offensive-spells | profs | spells

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spell-turn


Syntax:cast 'turn' <target>

This spell forces undead of lower level who fail their save against spells to flee from you. The lower they are compared to your level, the more likely they are to flee and the greater the effects. Save versus ethos to counteract this spell.

See also: spell-fear

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spell-twister

This spell brings forth a twister by using energy from the caster's own vocal cords. Save versus fortitude for half damage.

Damage is (35+PEL(25))d20.

See also: offensive-spells | profs | spells

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spell-typhoon

See spell-tsunami

spell-unfetter-energy

With a high understanding of the arts of enchantment and disenchantment, the skilled enchanter will be able to deconstruct a potion or scroll and release the mystical energy stored within in a great explosion that will injure all opponents in his vicinity.

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spell-unholy-word

Upon utterance of this spell, all good creatures present will take damage if the caster is evil. Additionally, the victims have a chance of being blinded, silenced, or having their protective spells dispelled.

If the victim is silenced, they will be unable to hear the Word, and will be unaffected.

See also: offensive-spells | profs | spells

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spell-ventriloquate

Who said what?

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spell-vulcanize-armor

These enchantments will increase the resistance of a shield or mail shirt to the appropriate element a small amount dependent upon the skill level of the caster. The shield skills will only affect shields, and the armor spells will only affect mail shirts.

See also: | spell-vulcanize-shield

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spell-vulcanize-shield

These enchantments will increase the resistance of a shield or mail shirt to the appropriate element a small amount dependent upon the skill level of the caster. The shield skills will only affect shields, and the armor spells will only affect mail shirts.

See also: | spell-vulcanize-armor

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spell-wall-of-force

Syntax:cast 'wall of force'

The Wall of Force spell makes it easier to protect certain members of your group behind a protective barrier so they can't be attacked. See formations for more information.

See also: formations | placement

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spell-warp-weapon

This spell attempts to warp thy foe's weapon. If the weapon is magical, some of the magical effects may be dispelled.

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spell-water-breath

(also SPELL-WATER-BREATHING SPELL-AIRY-WATER)

This spell allows your lungs to breathe water as if it was normal air, allowing you to travel underwater.

Airy Water is a spell alias to an area-based version of Water Breath which radiates a sphere of airy water about your group, so that they can breathe under water.

See also: profs | spells

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spell-water-breathing

See spell-water-breath

spell-weakness


Syntax:cast 'weakness' <target>

This spell is the opposite of strength. It will temporarily weaken the strength of a player or mobile. Save versus fortitude to counteract this spell. Spells spirit of the bear and strength will counter the effects.

See also: spell-spirit-of-bear | spell-strength

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spell-web

This spell will send out strands of sticky webs over your opponent, preventing them from leaving the room. If players make a reflex saving throw they will be able to evade the sticky webbing.

See also: profs | spells

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spell-web-lightning

See spell-chain-lightning

spell-whirling-boomerangs


Syntax:cast 'whirling boomerangs' <target>

The last in the illusionist's line of 'simple' illusions, a master student can create in his victim's mind the fearsome threat of noisily whizzing boomerangs to deal harm and even death unless the victim Saves vs. Will successfully.

Damage is 12 * (level/4 + pel(20) ).

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spell-wisdom

(also SPELL-ACUMEN)

The Wisdom spell will increase your target's wisdom by 1-3 points while the Acumen spell will increase your target's wisdom by 1-6 points.

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spell-wither

Though similar to the Famish spell, Wither is far more potent. Someone who has been withered by a cleric will find his body brittle and unresponsive. At the same time, because of the immense shock to the victim's system, he will take a degree of damage.

Damage is (25+PEL(25))d14. Save vs. Fortitude for half damage.

The undead are immune to the effects of this spell.

<SA>SPELL-FAMISH

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spell-word-of-recall

The caster will be transferred back to the place where he or she rented or entered the game from.

Recall will only function correctly if he or she is in the same world as where they entered the game from.

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spell-wraith-knight

Syntax:cast 'wraith knight'

With this spell, the necromancer is able to call forth a spirit to animate the body of a fallen being. This spirit has knowledge of weapons and warrior skills and will do its best to aid its master by following the path of the warrior.

See also: profs | spells

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spell-wraith-lesser

Syntax:cast 'wraith, lesser'

This spell summons an undead wraith to inhabit a recently killed corpse. Due to its partially incorporal nature, the wraith is somewhat resistant to damage and is able to inflict damage upon its enemies by nonphysical means as well as physical.

See also: profs | spells

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spell-wraith-lord

Syntax:cast 'wraith, lord'

Invoking the greatest spirits of the abyss to infuse the body of a fallen mortal being, the necromancer can create a fiercesome follower who will stop at nothing to achieve its masters ends. Strong in both mind and body, this creature can wield simple powers by drawing upon its plane of origin as well as being a superb fighter.

See also: profs | spells

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spell-zin'carla

Syntax:cast "zin'carla"

Some have looked upon this crypic incantion as a gift of dark gods, but a master necromancer learns that it is merely the complete domination of their will over another that grants this being its strength. A necromancer attempting zin'carla must become the very creature they wish to animate. While in this form they cannot access their magical abilities, though they still retain whatever followers they may have. They become like a warrior and their original body falls into a trancelike state. Although the necromancer's physical body is safe, their spirit is not, and a death in this form has reprecutions in their true form, though not as severe as a true death and their equipment is protected.

See also: profs | spells

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spells

A spell is a combination of runes that yields some sort of magical power.

Once you know all of the runes that are required for a spell, you will be able to practice the spell so that you can cast it.

A list of spells can be had with the spells command. See SPELLS-COMMAND for information on that command. The spells command will also list what runes are required for each spell. Enter help learning-first-spell for some basics on learning your first spell.

See also: learning-first-spell | magic-system | offensive-spells | runes | spells-command

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spells-command

Syntax:spells [<class name>|all] [<name>|<low level> [<high level>]] ...
... [<abbreviation>]|[<rune name>]

The spells command is used to discern information about spells. If you just enter "spells" with no parameters, it will list all of the spells that you currently can cast based upon the runes that you know.

If you specify a class name, all the spells that the specified class could potentially cast will be listed. If you specify all for a class name, spells for all classes will be shown.

If you use the level parameters, only spells learned between the specified levels will be listed. You may also enter an abbreviation of the spells you would like to see.

Finally, if you specify a rune name, only spells that contain that rune will be listed. You can also list multiple runes and specify a "-" before runes you wish to exclude.

The listing shows the spell name followed by the runes required for the spell. Spell mana is computed by adding up the mana for each individual rune. The level column shows the earliest level that all the runes for that spell can be learned. The "max" column lists the maximum percentage of proficiency with that spell that can be obtained by you or the class specified.

Examples:

`bspells level a`n List spells you know that begin with the letter "a"
               sorted by the level at which you get the spell.
`bspells cleric`n  List spells that clerics can learn.
`bspells mage do`n List spells that mages can learn that begin with "do".
`bspells ma evmoy-mel`n  Shows all mage spells that contain the Evoke (ev)
               and Earth (moy) runes but not the Acid (mel) rune.
See also: runes | spells-command

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splash

Syntax:splash

This command will randomly display one of the splash screens.

See also: motd | news

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split

Syntax:split [amount coinage]

This command will count the number of followers in a group, split the gold, and distribute among those players.

If the person doing the splitting is the group treasurer, he or she need only enter "split" (without a gold total) to fairly distribute all gold accumulated so far. The mud will keep track of how much gold has been looted.

See also: appoint | group

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spot

(also SIXTH-SENSE)

The Spot skill will increase your ability to notice sneaky, hidden, or shrouded things. It enhances your vision. However, you must actually have a corresponding vision for Spot to enhance it.

For example, Spot would only increase your ability to spot heatshrouded things if you had infravision. Similarly, it would only increase your ability to see lifeshrouded things if your character had deadeye.

The Sixth Sense skill is an upgrade to Spot which will further heighten Spot's effectiveness.

See also: hide | shadow | sneak

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stable

Syntax:stable <follower name>

Use this to cause a follower to "wait here". While the command is mainly used to "stable a mount", it can be applied to any follower.

See also: mount | unstable

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stand

See sleeping

star-throwing

Syntax:throw <direction> [at] <victim>

The star throwing skill will let you throw throwing stars at a victim in a room up to two rooms away.

See also: axe | catch | dagger | dart | hammer | spear | throw | throwing | toss

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stats

See status

status

(also SCORE STATS)

Syntax:status [<option>]
x [<option>]
score [<option>]

This command will detail the current status of your player. This can be also activated by entering x, and that is the way this command is most often displayed (because it is shorter to type and abbreviates to one letter). All options can be abbreviated. For example, 'x sp' can be used instead of 'x spells'. You can also specify multiple options, for example 'x default spells'.

Entering x will show your entire 'character sheet'.
         x mud will detail the status of the mud.
         x ac will display your armour class and stopping.
         x aliases will display your aliases.
         x align will display your alignment.
         x area will show the name of the area you're in.
         x attrib will display your attributes.
         x aura will display all your auras.
         x bank will show the items that you have banked.
         x charges will display charges remaining on any
         feats or charged items you have.
         x class will show all your class auras.
         x combat will show information relevant to combat.
         x feats will show all your feats.
         x health will show your hit, mana, and vitality.
         x hnd will show your hitroll and damroll bonuses.
         x home will show your current home/recall point.
         x nice will display your nice settings.
         x placement will display your placement.
         x pos will display your position.
         x rank will display your ranking.
         x resist will display your resistances.
         x savingthrows will display your saving throws.
         x sheet <sheet name will change the default status
                 you're currently using.  Options are:
                 `bdefault`n   Default sheet
                 `boriginal`n  Original sheet
         x spells will display the spells you are affected by.
         x time will display your age and birthdate.
         x traits will display all your traits.
         x vision will display your vision and shroud levels.
         x wielding will display which weapons you're wielding.
         x xp will display your experience.
See also: nice | placement | position | uptime

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steal

Syntax:steal <item name>|gold [from] <victim name>

Use steal to steal gold or items from people. The chance of not getting caught depends on how well you have practiced steal, and if the person is asleep.

You CAN steal from players ... BUT ... anyone can legally kill you if you get caught. (Only once of course.) In additions, the guards will be on the lookout.

Example:

> steal gold drunk

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stopping

Is the amount of damage that your armor will directly absorb. The remaining damage afterwards will be directly done towards your person.

Example:

29 points of damage is done to you.

Your plate armor has a stopping value of 10, and your ALL-STOPPING (stopping value of any item(s) affecting your total body) is 5.

29 - 15 = 14 points of damage are subtracted from your remaining hp.

Since all items will have different stopping values, the stopping value for a given item applies only towards that AREA on which the item is worn. ALL-STOPPING avoidance class benefits are applied to all areas.

See also: ac | ac-areas | item-object | stopping-areas

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stopping-areas

Armor is now divided into areas of your body. Specifically, HEAD, BODY, RIGHT-ARM, LEFT-ARM, RIGHT-LEG, and LEFT-LEG. These areas will contribute to the realism and the playing experience of the mud, making it much more real. This means that you can be hit in specific areas of your body, so damage taken is directly related to the properties of the item(s) worn on that area, if any.

This means that different areas of your body will have different amounts of protection, depending on the item(s) worn there. If an item has a STOPPING value, then that value affects only that item. If an item has an ALL-STOPPING value, then that value affects ALL areas of your body and modifies the STOPPING values accordingly. The actual STOPPING value for any given area of your body is the sum of the STOPPING of the item(s) worn on that area, and your ALL-STOPPING value.

For example, if you are attacked in the HEAD area: The AC that the hitroll must pass will be the sum of your ALL-AC and and the AC of the item(s) being worn on your head. Damage incurred will be lessened by the sum of your ALL-STOPPING and the STOPPING of the item(s) being worn on your head. Resists, immunities, and susceptibilities that affect the item(s) OR your whole body are also taken into account.

HINT: Shields give ALL-STOPPING, so their coverage is global.

See also: ac | ac-areas | item-object | stopping

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stun

(also MOUNTED-STUN)

Syntax:stun <victim name>

This skill will attempt to stun your foe for four rounds, preventing them from attacking or using any of their skills and/or spells. However, regardless of whether the stun was successful, your character will also be unable to enter any commands for the following four rounds. (Although you _will_ be able to attack.)

Because of the overbearing nature of this attack, it is quite taxing on your endurance and it therefore costs 10 vitality points.

You cannot normally stun while mounted but learning the Mounted Stun skill will grant that ability.

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subdue

Syntax:subdue <victim>

This command will attempt to subdue the targetted victim into following you. Its main usage is to subdue a wild horse or other mount into letting you mount it.

The subdue skill will greatly enhance your ability to subdue creatures.

See also: mount

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summon-bolt-lightning

See spell-summon-sparks

summon-lich

Syntax:summon lich

Although very difficult to do, if a necromancer can impress a lich enough, it may be willing to come to their aid in a time of need. Lichs are fearsome creatures, riveling the necromancer in power and are never willing to stay much beyond the completion of a specified task. The lich may leave if it feels the task is not being completed quickly enough for its liking.

See also: profs

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summon-lightning-globe

See spell-summon-sparks

summon-lightning-shower

See spell-summon-sparks

swimming

The swimming skill is required to enter water unless you have a boat or are enabled by some spell. The swimming skill will not let you enter really deep or turbulent water.

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swordright

This skill allows the Paladin who has it to petition their diety for their holy weapon, the Holy Avenger. If the sword gets damaged, the Paladin will have to atone to qualify for another one.

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syntax

See help