Shattered Archive
  • Directions
  • Items
  • Library
    • Book Editor
    • Ability Groups
    • Character Creation Simulator
    • Damage Calculator
    • Beastiary
    • Races
      • Arboren
      • Ariel
      • Bakali
      • Bugbear
      • Centaur
      • Dark Dwarf
      • Dark Elf
      • Deep Gnome
      • Felar
      • Giant Ogre
      • Goblin
      • Gully Dwarf
      • Half Elf
      • Half Ogre
      • Hill Dwarf
      • Hobgoblin
      • Human
      • Kender
      • Minotaur
      • Mountain Dwarf
      • Mul
      • Ogre
      • Orc
      • Pixie
      • Sea Elf
      • Shalonesti Elf
      • Tinker Gnome
      • Troll
      • Wemic
      • Wild Elf
      • Yinn
    • Classes
      • Bard
        • Bard
        • Brewmaster
        • Charlatan
        • Jongleur
        • Skald
      • Cleric
        • Cleric
        • Confessor
        • Crusader
        • Druid
        • Monk
        • Paladin
        • Priest
        • Runesmith
        • Shadowknight
        • Shaman
        • Shukenja
      • Mage
        • Battlemage
        • Eldritch
        • Enchantor
        • Illusionist
        • Invoker
        • Mage
        • Mentalist
        • Necromancer
        • Shadowmage
        • Transmuter
        • Warlock
        • Witch
        • Wu Jen
      • Thief
        • Assassin
        • Bandit
        • Bladesinger
        • Nightshade
        • Ninja
        • Pirate
        • Thief
      • Warrior
        • Armsman
        • Barbarian
        • Battlerager
        • Dragonslayer
        • Ranger
        • Samurai
        • Swashbuckler
        • Warrior
    • World Events
      • Chronicle of Darkness
    • Player Books
      • Melchaleve Arden
        • Bonding With An Egg
        • Depths of Insanity
        • Journal
        • New Player Guide
        • The Darkened Hallway
        • The Shadowed Path
        • Training the Recruits
        • Travel Guide
    • AGL Fights
      • 2025-03-12 : Maccus v Aurma
      • 2024-03-16 : Waak v Plike
      • 2024-03-16 : Piknim v Pomacanthus
      • 2024-03-06 : Shaik v Agarwood
      • 2024-03-06 : Maccus v Sesha
      • 2024-02-21 : Piknim v Corson
      • 2024-02-21 : Berry v Tobryck
      • 2024-02-17 : Piknim v Pardo
      • 2024-02-17 : Agarwood v Aymer
      • 2024-01-16 : Plike v Goltarus
      • 2024-01-16 : Agarwood v Gubruz
      • 2024-01-02 : Waak v Lamfinas
      • 2024-01-02 : Gubruz v Brungratum
      • 2024-01-02 : Agarwood v Maccus
      • 2023-12-19 : Penelopina v Mitmit
      • 2023-12-19 : Malcomn v Lamfinas
      • 2023-12-09 : Thorell v Malishobeth
      • 2023-12-09 : Berry v Evalia
      • 2023-12-09 : Aratorex v Plike
      • 2023-12-09 : Agarwood v Pardo
      • 2023-11-21 : Rithor v Tobryck
      • 2023-11-21 : Melchaleve v Penelopina
      • 2023-11-21 : Agarwood v Askook
      • 2023-11-11 : Pardo v Verzakh
      • 2023-11-11 : Dinol v Rithor
      • 2023-11-11 : Agarwood v Berry
      • 2023-10-14 : Plike v Agapitos
      • 2023-10-14 : Archal v Chloranth
      • 2023-10-03 : Cesaus v Q'ung
      • 2023-10-03 : Aturi v Kyralus
      • 2023-10-03 : Agapitos v Duamerthrax
      • 2023-09-19 : Q'ung v Penelopina
      • 2023-09-19 : Kyralus v Askook
      • 2023-09-19 : Dinol v Thuken
      • 2023-09-09 : Vraekus v Draekon
      • 2023-09-09 : Askook v Randelan
      • 2023-09-09 : Agapitos v Baelthoth
      • 2023-09-05 : Waak v Thuken
      • 2023-09-05 : Tobryck v Melchaleve
      • 2023-09-05 : Pardo v Amorette
      • 2023-09-05 : Askook v Penelopina
      • 2023-07-13 : Z'szytheis v Tobryck
      • 2023-07-13 : Brollo v Maccus
      • 2023-06-28 : Tobryck v Melchaleve
      • 2023-06-28 : Orbach v Plike
      • 2023-06-28 : Aymer v Daizi
      • 2023-05-24 : Pomacanthus v Tobryck
      • 2023-05-24 : Orbach v Raspitin
      • 2023-05-10 : Shesha v Gragnar
      • 2023-05-10 : Orbach v Tobryck
      • 2023-05-10 : Melchaleve v Penelopina
      • 2022-11-17 : Thuken v Verzakh
      • 2022-11-17 : Orbach v Maccus
      • 2022-11-17 : Brustin v Tobryck
      • 2022-11-10 : Tobryck v Rhylgar
      • 2022-11-10 : Brustin v Plike
      • 2022-11-10 : Aymer v Penelopina
    • Toasts
    • Scripting
  • External Links
    • Dark and Shattered Lands
    • Play DSL Online
    • DSL Wiki
    • Original Directions Spreadsheet
    • Library of Storm Keep
    • Library of Knighthood
    • Character Creation Simulator
    • Negative Strength Test
  • Acknowledgements
  • Feedback
  • Change Log
  • Login
  • Register

Levels

  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 30
  • 33
  • 34
  • 35
  • 36
  • 39
  • 40
  • 43
  • 44
  • 45
  • 48

Skills

  • Age
  • Alchemy
  • Astrology
  • Dagger
  • Dig
  • Dodge
  • Fast Healing
  • Meditation
  • Parry
  • Peek
  • Recall
  • Riding
  • Scribe
  • Scroll
  • Shield Block
  • Spellcraft
  • Staff
  • Staves
  • Swim
  • Wands

Spells

  • Acid Blast
  • Armor
  • Betray
  • Blend
  • Blindness
  • Blizzra
  • Blur
  • Burning Hands
  • Call Lightning
  • Calm
  • Cancellation
  • Chain Lightning
  • Charm Person
  • Chill Touch
  • Color Spray
  • Control Weather
  • Create Tree
  • Curse
  • Detect Evil
  • Detect Good
  • Detect Hidden
  • Detect Invis
  • Detect Magic
  • Detect Poison
  • Dispel Fog
  • Dispel Magic
  • Energy Drain
  • Faerie Fire
  • Faerie Fog
  • False Image
  • Farsight
  • Fireball
  • Fireproof
  • Fly
  • Fog
  • Gate
  • Giant Strength
  • Haste
  • Identify
  • Imposter
  • Improved Invisibility
  • Infravision
  • Invisibility
  • Know Alignment
  • Light Foot
  • Lightning Bolt
  • Locate Object
  • Magewind
  • Magic Missile
  • Mass Invis
  • Mirror Image
  • Nexus
  • Paralyze
  • Pass Door
  • Plague
  • Poison
  • Portal
  • Protection Evil
  • Protection Good
  • Protection Neutral
  • Proximity Dispel
  • Rainbow Pattern
  • Refresh
  • Restore Mind
  • Sanctuary
  • Self Projection
  • Shield
  • Shocking Grasp
  • Sleep
  • Slow
  • Spook
  • Stone Skin
  • Summon
  • Summon Shadow
  • Teleport
  • Tornado
  • Vacancy
  • Ventriloquate
  • Waypoint
  • Weaken
  • Word of Recall

Songs

Credit: http://momarkmagic.blogspot.com/2015/04/pathfinder-illusionist.html

Illusionist

Primary Attribute: Intelligence

Secondary Attribute: Wisdom

Boost / Gimps

  • Dark Elf (Damage::10)
  • Deep Gnome (Damage::20)
  • Goblin (Damage::-10)
  • Half Ogre (Damage::-10)
  • Hobgoblin (Damage::-10)
  • Minotaur (Damage::-10)
  • Ogre (Damage::-20)
  • Pixie (Damage::20)
  • Sea Elf (Damage::10)
  • Shalonesti Elf (Damage::10)
  • Tinker Gnome (Damage::10)
  • Wild Elf (Damage::-10)

Armor: Cloth

Is CSR? False

Race Restrictions: Hill Dwarf, Mountain Dwarf, Giant Ogre, Bugbear, Wemic, Arboren, Troll, Centaur, Gully Dwarf

Creation Skill / Spell / Song Groups

Spells

  • Illusionist Default
  • Beguiling
  • Enhancement
  • Maladictions
  • Weather
  • Combat
  • Illusion
  • Protective
  • Greater Illusions
  • Detection
  • Transportation

Basics

  • Illusionist Basics

Click to show help file

Help File: 
help illusionist
illusionist
Illusionists are magic users who specialize in creating or altering
appearances.  Here on Algoron, Illuionists are well known for their tricks
and deceptions at getting themselves away from trouble.  One must first
become a mage and then learn the ways of an Illusionist.
Who can become an Illusionist?
CLASS:     MAGES only
RACE:      Human, Elf, Dwarf, Gnome, Minotaur, Yinn
ALIGNMENT: Any
CLAN:      Any
see also: 'RECLASS'

Level 1

Back to the Top

Age

  • Skill Page
  • Description:

    help age
    AGE
    AGE
    Age on DSL is for roleplaying purposes only and has no visable game
    affect.  Different Races have different life spans so ages vary.  To
    increase your age, go to the trainer and type "Practice age".  You can
    increase your age but you can NEVER decrease it.  Practicing your age
    DOES NOT cost ANY practices.
    TABLE OF AGES:
    Race      Teen      Young Adult   Adult     Middle Aged   Old
    Human     17-19     20-29         30-45     46-60         61-85
    Goblin    17-19     20-29         30-45     46-60         61-85
    Dwarf     40-60     61-120        121-250   251-350       350+
    Elf       40-90     91-175        176-300   301-500       501+
    Ogre      30-80     81-110        111-180   181-210       211-250
    Minotaur  30-60     61-80         81-115    116-145       146-175
    Gnome     35-85     86-110        111-190   191-220       221-240
    Dragon    107-300   300-700       700-1.5k  1.5k-3k       3k-5k
    Kender    20-29     30-55         56-88     89-131        131-160
    Yinn      20-30     31-50         51-70     71-90         91-110

  • Amended Description:

    Retraining and reclassing resets age

Dagger

  • Skill Page
  • Description:

    help dagger
    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Dig

  • Skill Page
  • Description:

    help dig
    DIG BURY
    Syntax: Dig
    Syntax: Dig <direction>
    Syntax: Bury <object name>
    Dig is a skill which allows you to dig up
    items that are buried OR dig out exits
    which may exist. Please note that a shovel
    will GREATLY improve your chances of finding
    buried items.
    Bury is a command which allows you to bury an
    object.  Be careful, You might not be able to
    dig up the object later on.

Magic Missile

  • Skill Page
  • Description:

    help 'Magic Missile'
    'MAGIC MISSILE'
    'MAGIC MISSILE'
    
    Syntax: cast 'magic missile' <target>
    
    One newly trained in the arts of magical combat learns this spell quickly in
    their studies.  The casting of magic missile provides the barest of
    offensive abilities in magical combat.  
    
    When cast, this spell appears before the target as a series of projectiles
    of energy, flashing forth from the hands of the caster.  
    
    See also - COMBAT

  • Amended Description:

    As this spell levels, it will cast additional projectiles. At level 15 you will be able to range this spell.

Recall

  • Skill Page
  • Description:

    help recall
    RECALL /
    RECALL /
    Syntax: RECALL
    RECALL prays to the Gods for miraculous transportation from where you are
    back to the Temple of your home kingdom.  '/' is a synonym for RECALL.
    If you RECALL during combat, you will lose experience (more than for fleeing),
    and you will have a chance of failing (again, more than for fleeing).  This
    chance is based on your recall skill, although a 100% recall does not 
    insure success.
    RECALL costs half of your movement points.
    RECALL doesn't work in certain god-forsaken rooms.  Characters afflicted by a
    curse may not recall at all.

Scroll

  • Skill Page
  • Description:

    help scroll
    BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
    BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
    Syntax: brandish <target>
    Syntax: quaff    <potion>
    Syntax: recite   <scroll> <target>
    Syntax: zap      <target>
    Syntax: zap
    BRANDISH brandishes a magical staff.  QUAFF quaffs a magical potion (as opposed
    to DRINK, which drinks mundane liquids).  RECITE recites a magical scroll; the
    <target> is optional, depending on the nature of the scroll.  ZAP zaps a
    magical wand at a target.  If the target is not specified, and you are fighting
    someone, then that character is used for a target.
    You must HOLD a wand or a staff before using BRANDISH or ZAP.
    All of these commands use up their objects.  Potions and scrolls have a single
    charge.  Wands and staves have multiple charges.  When a magical object has no
    more charges, it will be consumed.
    These commands may require an item skill to be successful, see the help entries
    on the skills scrolls, staves, and wands for more information.
    
    SCROLL 'SCROLL COMMAND'
    SCROLL 'SCROLL COMMAND'
    Syntax: scroll
    Syntax: scroll <number>
    This command changes the number of lines the mud sends you in a page (the 
    default is 24 lines).  Change this to a higher number for larger screen
    sizes, or to 0 to disabling paging.

  • Amended Description:

    Allows you to recite scrolls to cast the spell inscribed on them.

Shield Block

  • Skill Page
  • Description:

    help 'Shield Block'
    'SHIELD BLOCK'
    Shield block is a rather fancy name for the art of parrying with a shield.
    Characters with no shield block skill will not be able to defend themselves
    well with a shield.  All classes may learn shield block, but only warriors and
    clerics are good at it.  Beware, flails ignore shield blocking attempts, and
    whips have an easier time getting around them.  Axes may split shields in two.
    Shield block now works against charges from other rooms.

Staff

  • Skill Page
  • Description:

    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Staves

  • Skill Page
  • Amended Description:

    Allows you to brandish staffs and invoke the spells contained within.

Swim

  • Skill Page
  • Description:

    help swim
    swim
    SWIM
    
    The swim skill determines your ability to swim underwater or in the ocean. 
    Being unable to swim will result in you attempting to breathe water, which
    will hurt you.  Everyone can swim, though some have more trouble with it
    than others.  This skill is passive, and does not need to be invoked in
    order to function.

Ventriloquate

  • Skill Page
  • Description:

    help Ventriloquate
    VENTRILOQUATE
    VENTRILOQUATE
    
    Syntax: cast ventriloquate <speaker> <message>
    
    This spell throws your voice, making it appear that some other object or
    character in the room is saying your message.  
    
    Victims who make their saving throw will know that someone is using
    ventriloquism, but not who.  Victims who fail their saving throw will think
    that the object or character really did say your message.  
    
    See also - ILLUSION

Wands

  • Skill Page
  • Description:

    help wand
    BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
    BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
    Syntax: brandish <target>
    Syntax: quaff    <potion>
    Syntax: recite   <scroll> <target>
    Syntax: zap      <target>
    Syntax: zap
    BRANDISH brandishes a magical staff.  QUAFF quaffs a magical potion (as opposed
    to DRINK, which drinks mundane liquids).  RECITE recites a magical scroll; the
    <target> is optional, depending on the nature of the scroll.  ZAP zaps a
    magical wand at a target.  If the target is not specified, and you are fighting
    someone, then that character is used for a target.
    You must HOLD a wand or a staff before using BRANDISH or ZAP.
    All of these commands use up their objects.  Potions and scrolls have a single
    charge.  Wands and staves have multiple charges.  When a magical object has no
    more charges, it will be consumed.
    These commands may require an item skill to be successful, see the help entries
    on the skills scrolls, staves, and wands for more information.

===========================================

Level 2

Back to the Top

Detect Magic

  • Skill Page
  • Description:

    help 'Detect Magic'
    'DETECT MAGIC'
    Syntax: cast 'detect magic'
     
    This spell enables the caster to detect magical objects.  Additional, if cast
    in a room where magic resides it will allow the caster to know what that magic
    is and whom it originated from.

===========================================

Level 3

Back to the Top

Detect Invis

  • Skill Page
  • Description:

    help 'Detect Invis'
    'DETECT INVIS'
    'DETECT INVIS'
    Syntax: cast 'detect invis'
    This spell enables the caster to detect invisible objects and characters.

===========================================

Level 4

Back to the Top

Chill Touch

  • Skill Page
  • Description:

    help 'Chill Touch'
    'CHILL TOUCH'
    'CHILL TOUCH'
    
    Syntax: cast 'chill touch' <target>
    
    Those training in combat magics move forward to the casting of the touch of
    cold after they have been provided the knowledge of magic missiles.  This
    spell offers a slightly more damaging offensive ability.  
    
    An added bonus, at least for the caster, is that the chilling touch may also
    adversely affect the target, causing them to shiver enough in combat to
    worsen their abilities.  
    
    See also - COMBAT

  • Amended Description:

    This spell can cause a minor strength debuff.

===========================================

Level 5

Back to the Top

Invisibility

  • Skill Page
  • Description:

    help invis
    INVIS 'MASS INVIS' INVISIBILITY
    INVIS 'MASS INVIS' INVISIBILITY
    
    Syntax: cast 'invisibility' <character>
            cast 'invisibility' <object>
            cast 'mass invis'
    
    The invisibility spell makes the target character invisible.  Invisible
    characters will become visible when they attack.  It may also be cast on an
    object to render the object invisible.  
    
    The mass invisibility spell makes all characters in the caster's group
    invisible, including the caster.  
    
    See also - ILLUSION

===========================================

Level 6

Back to the Top

Faerie Fire

  • Skill Page
  • Description:

    help 'Faerie Fire'
    'FAERIE FIRE'
    'FAERIE FIRE'
    
    Syntax: cast 'faerie fire' <victim>
    
    This spell increases (makes worse) the armor class of its victim.  For each
    level of the caster, the victim's armor class is increased by one point.  
    
    See also - WEATHER

Faerie Fog

  • Skill Page
  • Description:

    help 'Faerie Fog'
    'FAERIE FOG'
    'FAERIE FOG'
    
    Syntax: cast 'faerie fog'
    
    This spell reveals all manner of invisible, hidden, and sneaking creatures
    in the same room as you.  
    
    See also - WEATHER

Meditation

  • Skill Page
  • Description:

    help Meditation
    MEDITATION
    This skill is similar to fast healing, but relies on the concentration and
    mantras to increase mana recovery when the character is sleeping or resting.
    Thieves and warriors, with their troubled minds and violent attitudes, have
    much trouble learning to meditate.

===========================================

Level 7

Back to the Top

Armor

  • Skill Page
  • Description:

    ARMOR
    ARMOR
    Syntax: cast armor <character>
    This spell decreases (improves) the armor class of the target character
    by 20 points.

Burning Hands

  • Skill Page
  • Description:

    help 'Burning Hands'
    'BURNING HANDS'
    'BURNING HANDS'
    
    Syntax: cast 'burning hands' <target>
    
    Adding to the growing list of spells which one learning the combat arts
    shall receive, burning hands helps to broaden the knowledge offered by the
    lesser spell of chill touch.  This spell as well, offers a slightly
    increased potential for damage than that of chill touch.  
    
    See also - COMBAT

===========================================

Level 8

Back to the Top

Peek

  • Skill Page
  • Description:

    help Peek
    PEEK
    Syntax: peek <mob/player>
    The peek skill is useful for seeing what a player or monster is carrying,
    the better to use the steal command with.  More intelligent characters are
    harder to peek at.  All characters may learn peek, but thieves are the most
    common practitioners.

Refresh

  • Skill Page
  • Description:

    help 'Refresh'
    REFRESH
    REFRESH
    
    Syntax: cast refresh <character>
    
    This spell refreshes the movement points of a character who is out of
    movement points.  
    
    See also - ENHANCEMENT

===========================================

Level 9

Back to the Top

Infravision

  • Skill Page
  • Description:

    help 'Infravision'
    INFRAVISION
    INFRAVISION
    
    Syntax: cast infravision <character>
    
    This spell enables the target character to see warm-blooded creatures even
    while in the dark, and exits of a room as well.  
    
    See also - ENHANCEMENT

Locate Object

  • Skill Page
  • Description:

    help 'Locate Object'
    'LOCATE OBJECT'
    'LOCATE OBJECT'
    Syntax: cast 'locate object' <name>
    This spell reveals the location of all objects with the given name.

===========================================

Level 10

Back to the Top

Create Tree

  • Skill Page
  • Amended Description:

    Creates a tree

Fly

  • Skill Page
  • Description:

    help fly
    FLY
    FLY
    Syntax: cast 'fly' <character>
    This spell enables the target character to fly.  There are some areas where
    passage may not be enabled simply by flying, for example - an underwater
    cave might require the use of swimming to get through.  You cannot rest
    sleep or ride a mount while flying.  
     
    See also 'LAND'

Shocking Grasp

  • Skill Page
  • Description:

    help 'Shocking Grasp'
    'SHOCKING GRASP'
    'SHOCKING GRASP'
    
    Syntax: cast 'shocking grasp' <target>
    
    Adding that final element, literally, to the book of combat spells, the
    shocking grasp offers the caster an even greater potential for offensive
    damage than its siblings.  
    
    Once this spell is learned, the caster begins training in greater, more
    damagaing, and in most cases, more specialized spells of combat.  
    
    See also - COMBAT

Sleep

  • Skill Page
  • Description:

    help sleep
    REST SLEEP STAND WAKE
    REST SLEEP STAND WAKE
    Syntax: rest
    Syntax: sleep
    Syntax: stand
    Syntax: wake
    These commands change your position.  When you REST or SLEEP, you 
    regenerate hit points, mana points, and movement points faster.
    However, you are more vulnerable to attack, and if you SLEEP,
    you won't hear many things happen.
    Use STAND or WAKE to come back to a standing position.  You can
    also WAKE other sleeping characters.
    
    'SLEEP SPELL'
    'SLEEP SPELL'
    
    Syntax: cast sleep <victim>
    
    This spell puts its victim to sleep.  
    
    See also - BEGUILING

Word of Recall

  • Skill Page
  • Description:

    help 'Word of Recall'
    'WORD OF RECALL'
    'WORD OF RECALL'
    Syntax: cast 'word of recall'
    This spell duplicates the built-in RECALL ability.  It is provided solely for
    Merc-based muds which wish to eliminate the built-in ability while still
    providing the spell. This spell circumvents the pkill no-recall lag.

===========================================

Level 11

Back to the Top

Detect Evil

  • Skill Page
  • Description:

    help 'Detect Evil'
    'DETECT EVIL'
    'DETECT EVIL'
    Syntax: cast 'detect evil'
    This spell enables the caster to detect evil characters, which will
    reveal a characteristic red aura.

Detect Good

  • Skill Page
  • Description:

    help 'Detect Good'
    'DETECT GOOD'
    Syntax: cast 'detect good'
    This spell enables the caster to detect good characters, which will
    reveal a characteristic golden aura.

Giant Strength

  • Skill Page
  • Description:

    help 'Giant Strength'
    'GIANT STRENGTH'
    'GIANT STRENGTH'
    
    Syntax: cast 'giant strength' <character>
    
    The caster can enhance the physical strength of a target, either himself or
    another, with this spell, giving the recipient the strength of a mighty
    giant.  
    
    See also - ENHANCEMENT

Weaken

  • Skill Page
  • Description:

    help Weaken
    WEAKEN
    WEAKEN
    Syntax: cast weaken <victim>
    The weaken spell reduces the physical power of the caster's target by
    reducing his strength.  The amount of the strength reduced by a caster
    depends on the level of the caster.

===========================================

Level 12

Back to the Top

Know Alignment

  • Skill Page
  • Description:

    help 'Know Alignment'
    'KNOW ALIGNMENT'
    'KNOW ALIGNMENT'
    Syntax: cast 'know alignment' <character>
    This spell reveals the alignment of the target character.

Protection Evil

  • Skill Page
  • Description:

    help 'Protection Evil'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    Syntax: cast 'protection evil'
            cast 'protection good'
              cast 'protection neutral'     
    The protection spells reduce damage taken from attackers of the appropriate
    ethos, and improve saving throws against all forms of magic. They may not
    be cast on others, and one person cannot carry both defenses at the same
    time.

Protection Good

  • Skill Page
  • Description:

    help 'Protection Good'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    Syntax: cast 'protection evil'
            cast 'protection good'
              cast 'protection neutral'     
    The protection spells reduce damage taken from attackers of the appropriate
    ethos, and improve saving throws against all forms of magic. They may not
    be cast on others, and one person cannot carry both defenses at the same
    time.

Protection Neutral

  • Skill Page
  • Description:

    help 'Protection Neutral'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    Syntax: cast 'protection evil'
            cast 'protection good'
              cast 'protection neutral'     
    The protection spells reduce damage taken from attackers of the appropriate
    ethos, and improve saving throws against all forms of magic. They may not
    be cast on others, and one person cannot carry both defenses at the same
    time.

===========================================

Level 13

Back to the Top

Fireproof

  • Skill Page
  • Description:

    help 'Fireproof'
    FIREPROOF
    Syntax: cast 'fireproof' <object>
    The fireproof spell creates a short-lived protective aura around an object,
    to protect it from the harmful effects of acid and flame.  Items protected
    by this spell are not harmed by acid, fire, or the heat metal spell.
    Although inexpensive to use, the spell's short duration makes it impractical
    for protecting large numbers of objects.

Improved Invisibility

  • Skill Page
  • Description:

    IMPROVED INVISIBILITY
    Improved invisibility is the same as invisibility except that the spell
    stays active even after combat.  Only mages who study as Illusionists learn
    this spell.

Lightning Bolt

  • Skill Page
  • Description:

    help 'Lightning Bolt'
    'LIGHTNING BOLT'
    'LIGHTNING BOLT'
    
    Syntax: cast 'lightning bolt' <target>
            cast 'lightning bolt' <direction> <target>
    
    As is evidenced by its name, the casting of this spell calls down a massive
    lightning bolt from the skies.  This bolt of lightning can cause a great
    deal of damage, and much like any other lightning, has potential side
    effects.  
    
    The caster can also direct this spell toward opponents standing in distant
    rooms.  
    
    See also - WEATHER

  • Amended Description:

    At level 15 you will be able to range this spell.

Teleport

  • Skill Page
  • Description:

    help teleport
    TELEPORT
    TELEPORT
    Syntax: cast <teleport>
    This spell takes you from your current location to a random location somewhere
    in the world.

===========================================

Level 14

Back to the Top

Blindness

  • Skill Page
  • Description:

    help Blindness
    BLINDNESS
    BLINDNESS
    Syntax: cast blindness <victim>
    This spell renders the target character blind.

Farsight

  • Skill Page
  • Description:

    help 'Farsight'
    FARSIGHT Syntax: cast 'farsight'
    
    Farsight allows a caster to see the presence of other mortals within the
    surrounding area's of the one that individual is in.

Spellcraft

  • Skill Page
  • Description:

    spellcraft
    SPELLCRAFT
    An optional skill for the mage and mage reclasses is spellcraft.  Mages who
    choose to undertake the skill of spellcraft spend long hours researching the
    finer points of spell casting and power control.  The result of these
    extensive studies allows a mage to strengthen the power of his casting, most
    evident in his damage causing spells.  Another benefit of the spellcraft
    skill is that a mage learns the efficient use of mana during his practice of
    casting.

  • Amended Description:

    More explicitly, spellcraft refunds the mana cost if you fail to cast the spell. Take it.

===========================================

Level 15

Back to the Top

Control Weather

  • Skill Page
  • Description:

    help 'Control Weather'
    'CONTROL WEATHER'
    'CONTROL WEATHER'
    
    Syntax: cast 'control weather' better
            cast 'control weather' worse
    
    This spell makes the weather either better or worse.  Changes in weather,
    being the domain of the goddess Turpa, are difficult to achieve, and tend to
    take a great deal of effort.  
    
    See also - WEATHER

Detect Hidden

  • Skill Page
  • Description:

    help 'Detect Hidden'
    'DETECT HIDDEN'
    'DETECT HIDDEN'
    Syntax: cast 'detect hidden'
    This spell enables the caster to detect hidden creatures.

Detect Poison

  • Skill Page
  • Description:

    help 'Detect Poison'
    'DETECT POISON'
    'DETECT POISON'
    Syntax: cast 'detect poison' <object>
    This spell detects the presence of poison in food or drink.

Fast Healing

  • Skill Page
  • Description:

    help 'fast healing'
    'FAST HEALING'
    The fast healing skill improves wound healing rates, whether walking, resting,
    or sleeping. It represents knowledge of healing herbs or just general
    toughness and stamina.  Fast healing is checked every tick, and it is
    possible for it to fail.  All class may learn this skill, but mages find it
    very difficult to master, due to their bookish lifestyle.  The skill occurs 
    automatically, so there is no command syntax.

Identify

  • Skill Page
  • Description:

    help 'Identify'
    IDENTIFY
    IDENTIFY
    Syntax: cast identify <object>
    This spell reveals information about the object.

Self Projection

  • Skill Page
  • Description:

    SELF PROJECTION
    SELF PROJECTION
    
    Syntax: c 'self projection'
    
    Self projection is a spell of the illusion spell group that puts a slightly
    distorted image of yourself in front of you, at times causing an enemy to
    miss you.  
    
    Many different casters can cast this spell, though illusionists are said to
    have better chances with it.  
    
    See also - ILLUSION

===========================================

Level 16

Back to the Top

Astrology

  • Skill Page
  • Description:

    help astrology
    ASTROLOGY
    ASTROLOGY
    Syntax: automatic use
         Astrology can be used in conjunction with the 'lunar' or 'look moons'
    command to derive more information about the moons.  Those who are very
    proficient with astrology can discern the phase of moons that are not
    visible, predict the rising of a given moon, and even predict solar and
    lunar eclipses.  High level astrologers can also see the specific game
    effects of the moons when using the 'lunar' command.
         Being a purely scholarly discipline, astrology is available only
    to mages and clerics.  Dragons may eventually learn it.
    see also: MOONS PHASES

Color Spray

  • Skill Page
  • Description:

    help 'Color Spray'
    COLOR SPRAY 'COLOR SPRAY'
    'COLOR SPRAY'
    
    Syntax: cast 'color spray' <target>
    
    An odd spell, in its own way, though useful for the caster at times, the
    color spray offers an advanced level of offensive damage against opponents
    in battle.  
    
    Additionally, it is possible that the effects of the myriad of color spread
    forth from the spell may blind an opponent.  
    
    See also - COMBAT

Dispel Magic

  • Skill Page
  • Description:

    help 'Dispel Magic'
    'DISPEL MAGIC' CANCELLATION
    'DISPEL MAGIC' CANCELLATION
    Syntax: cast 'dispel magic' <character>
            cast 'cancellation' <character>
    Both of these spells remove magical effects from the target.  Dispel magic
    has a reduced chance of working, and is considering an attack spell.
    Cancellation can only be used on allies, but is much more effective and does
    not provoke attack.  Unfortunately, the spells do not discriminate between
    harmful and benign spells.
    The chance of dispelling is based on the level of the spell. Permanent spells
    (such as mobile sanctuary) are much harder to remove.  Not all spells may
    be dispelled, notable examples are poison and plague.

Proximity Dispel

  • Skill Page
  • Description:

    help 'Proximity Dispel'
    proximity dispel
    Syntax: cast 'proximity dispel'
     
    Proximity dispel is a protection spell used to attempt to remove magics that
    are cast on an area instead of a person.

===========================================

Level 17

Back to the Top

Gate

  • Skill Page
  • Description:

    help Gate
    GATE
    GATE
    syntax:  cast gate <target>
    The gate spell is a powerful transportation magic that opens up a portal 
    between your character and another person or creature somewhere else in the
    world.  This portal will transport you and any pet you might have, but not
    other members of your group.  Monsters receive a save against gate, and
    monster or players more than 3 levels higher than you can not be gated to at 
    all.  God rooms, private rooms, and no recall rooms cannot be gated to, and
    no recall rooms cannot be gated out of.  Finally, any god or hero is also 
    immune to gate, as well as any player who has no summon set.  Clan members 
    may not be gated to except by their fellow Clan members. Gate is not powerful
    enough to cross the vast oceans to another continent.

Poison

  • Skill Page
  • Description:

    help poison
    POISON
    POISON
    Syntax: cast poison <victim>
    Syntax: cast poison <object>
    This spell reduces the strength of the victim by two, as well as reducing the
    victim's regeneration rate. It may also be used to poison food, drink, or
    a weapon in a fashion similar to envenom ('help envenom'), but with 
    drastically reduced effectiveness.

===========================================

Level 18

Back to the Top

Cancellation

  • Skill Page
  • Description:

    help Cancellation
    'DISPEL MAGIC' CANCELLATION
    'DISPEL MAGIC' CANCELLATION
    Syntax: cast 'dispel magic' <character>
            cast 'cancellation' <character>
    Both of these spells remove magical effects from the target.  Dispel magic
    has a reduced chance of working, and is considering an attack spell.
    Cancellation can only be used on allies, but is much more effective and does
    not provoke attack.  Unfortunately, the spells do not discriminate between
    harmful and benign spells.
    The chance of dispelling is based on the level of the spell. Permanent spells
    (such as mobile sanctuary) are much harder to remove.  Not all spells may
    be dispelled, notable examples are poison and plague.

Curse

  • Skill Page
  • Description:

    help curse
    CURSE
    CURSE
    Syntax: cast 'curse' <character>
    This spell reduces the character's to-hit roll and save versus spells.
    It also renders the character unclean in the eyes of the Gods and
    unable to RECALL. Curse may be used to fill equipment with evil power,
    allowing (for example) weapons to do more damage to particularly holy
    opponents.

===========================================

Level 19

Back to the Top

Energy Drain

  • Skill Page
  • Description:

    help energy drain
    'ENERGY DRAIN'
    ENERGY DRAIN
    
    Syntax: cast 'energy drain' <target>
    
    This spell saps the mana and movement points of its target.  
    
    Necromancers get a special bonus when casting this spell and it is more
    difficult to save against when cast by necromancers.

Mass Invis

  • Skill Page
  • Description:

    help mass invis
    INVIS 'MASS INVIS' INVISIBILITY
    INVIS 'MASS INVIS' INVISIBILITY
    
    Syntax: cast 'invisibility' <character>
            cast 'invisibility' <object>
            cast 'mass invis'
    
    The invisibility spell makes the target character invisible.  Invisible
    characters will become visible when they attack.  It may also be cast on an
    object to render the object invisible.  
    
    The mass invisibility spell makes all characters in the caster's group
    invisible, including the caster.  
    
    See also - ILLUSION

===========================================

Level 20

Back to the Top

Alchemy

  • Skill Page
  • Description:

    ALCHEMY
    
    The alchemist attempts to change one thing to another, and when applied
    to magical potions, he is able to modify the very tendrils of magic emanating
    from the potion, to suit his own ends.  Of course, the alchemist must be
    quite familiar with the spell he wishes to place upon a potion, and some
    spells are simply incapable of having such a feat performed upon them.  
    When one wishes to change a potion to another, they must hold the initial
    potion to be changed.  The more potent the original potion, the more potent
    the resulting one.
    
    Syntax: Alchemy <spellname>

Charm Person

  • Skill Page
  • Description:

    help charm person
    'CHARM PERSON'
    CHARM PERSON
    
    Syntax: cast 'charm person' <victim>
    
    This spell, if successful, causes the victim to follow you and to take
    orders from you.  
    
    Use ORDER to order your charmed followers.  
    
    You are responsible for the actions of your followers.  Conversely, other
    people who attack your followers will be penalized as if they attacked you. 
    Characters who are charmed must be given an opportunity to enter their own
    commands.  The ratio of commands between the charmer and the charmee must be
    at least 1:1.  That is if you issue a command to someone you have charmed,
    you must provide them with the time to issue their own command before
    issuing a second order.  
    
    Charm can not be used by Giants in order to aid in training.  The following
    actions are illegal to order players and charmies to do:
    
    1.  Ordering players to make suggestive comments on channels.  
    2.  Charming out of range to allow the other player to gain experience.  
    3.  Order a player to attack another player who is out of his/her PK range. 
    4.  Order a player more than once every 2 rounds.  
    5.  Order a player or mob to do anything that goes around the +/- 8 level
        range.
    6.  Dismiss charmed game mobs in order to make them disappear.  
        That YOU did NOT create yourself.
    7.  Ordering a player to cast any skill/spell with the intent to lag the
        player.  This also includes casting holy word/nexus.
    8.  Order someone to do something out of character.  
    9.  Order players to drop a number of items, IE: order all drop 100 vial.  
    10. Order a player to put all into a container, then ordering that
        container given to you.
    11. Order a player to change their title.
    12. Have a mob/charmie named similiar to your own, or creating a character
        with a name similar to a mob/charmie.
    13. Order to cleanse.
    14. Charm your own clanmates in order to prevent them from being charmed by
        enemies.
    15. Order funds withdrawn from a bank.
     
    See also - BEGUILING

Dodge

  • Skill Page
  • Description:

    help dodge
    DODGE
    In the words of one wise warrior, 'the best way to block a blow is to not
    be where it lands'.  The dodge skill honors this tradition, by improving the
    character's natural agility to the point where many blows will miss the 
    target. The chance of dodging is also affected by the dexterity of the
    attacker and the target.  Any class may learn dodging.

Light Foot

  • Skill Page
  • Description:

    help 'Light Foot'
    light foot
    Syntax: cast 'light foot'
     
    Light foot is a spell of enhancement that allows the caster to reduce the
    cost it takes to move through a given room.  Any creature, friend or foe benefits
    from this magic if cast.  The spell does not spread to adjacent rooms.

Scribe

  • Skill Page
  • Description:

    SCRIBE SCRIBING
    The ability to write down what one knows is an important skill a mage learns
    early in her career.  Certain spells, especially those that have a target,
    lend well to the genre of the written word.  Others are more introspective,
    thus are not readily adaptable to parchment.
     
    When one wishes to magically imbue a parchment with a magic spell, they will
    require the use of a writing instrument as well as a sheet of parchment.
     
    Syntax:
    scribe <spellname>

Shield

  • Skill Page
  • Description:

    help 'Shield'
    
    SHIELD 'STONE SKIN'
    SHIELD 'STONE SKIN'
    Syntax: cast shield
    Syntax: cast 'stone skin'
    These spells protect the caster by decreasing (improving) the caster's armor
    class.  SHIELD provides 20 points off armor.  STONE SKIN provides 40 points off
    armor.

Spook

  • Skill Page
  • Description:

    help spook
    spook
    syntax: cast 'spook' <target>
    The spook spell sends visions of an opponents worst nightmares into their
    head.  The visions are so real looking, that many people will flee in
    terror.  Some races, however, are amused at such sights.

===========================================

Level 21

Back to the Top

Haste

  • Skill Page
  • Description:

    help Haste
    HASTE
    HASTE
    
    Syntax: cast 'haste' <target>
    
    The haste spell increases the speed and agility of the recipient, allowing
    an extra attack (or even a backstab) in combat, and improving evasive
    abilities in combat.  
    
    However, it produces a great strain on the system, such that recuperative
    abilities are halved.  Haste is capable of negating the slow spell.  
    
    See also - ENHANCEMENT SLOW

Vacancy

  • Skill Page
  • Description:

    help Vacancy
    vacancy
    syntax: cast 'vacancy' <target>
    The vacancy spells makes the person its cast upon think that he or she is
    all alone in the area.  Unless someone is in a very close proximity, they
    can not see or detect them at all.

===========================================

Level 22

Back to the Top

Blizzra

  • Skill Page
  • Description:

    help Blizzra
    'BLIZZRA'
    'BLIZZRA'
    
    Syntax: cast 'blizzra' <direction> <target>
            cast 'blizzra' <target>
    
    Provided as a counterpart to the fireball, the blizzra spell offers much the
    same potential for massive damage to an opponent.  And, just as the fireball
    finds particular effectiveness against those vulnerable to flame, so too
    does the blizzra to those vulnerable to cold.  
    
    As well, it is possible to cast across distances, also allowing the caster
    to direct the damage over ranges against opponents.  
    
    See also - COMBAT

  • Amended Description:

    At level 15 you will be able to range this spell.

False Image

  • Skill Page
  • Description:

    false image
    The false image spells does just that.  It creates a false image of
    yourself.  A very worthwhile spell while attempting to lose those who hunt
    you, or perhaps to lead them into a trap.

Fireball

  • Skill Page
  • Description:

    help 'Fireball'
    'FIREBALL'
    'FIREBALL'
    
    Syntax: cast 'fireball' <direction> <target>
            cast 'fireball' <target>
    
    The first of the truly offensive combat spells, the fireball can deal
    massive damage against an opponent, and is particularly effective against
    those that are vulnerable to flame.  
    
    Additionally, it is the first of the combat spells that a caster may cast
    across a distance, allowing foes at farther ranges to be affected.  
    
    See also - COMBAT

  • Amended Description:

    At level 15 you will be able to range this spell.

Parry

  • Skill Page
  • Description:

    help Parry
    PARRY
    If at first you fail to dodge, block it.  Parry is useful for deflecting 
    attacks, and is successful more often than dodge.  Parry requires a weapon for
    full success, the hand-to-hand skill may also be used, but results in reduced
    damage instead of no damage.  The best chance of parrying occurs when the
    defender is skilled in both his and his opponent's weapon type.

===========================================

Level 23

Back to the Top

Plague

  • Skill Page
  • Description:

    help 'Plague'
    PLAGUE
    PLAGUE
    Syntax: cast 'plague' <target>
    The plague spell infests the target with a magical disease of great virulence,
    sapping its strength and causing horrific suffering, possibly leading to
    death.  It is a risky spell to use, as the contagion can spread like
    wildfire if the victim makes it to a populated area.

===========================================

Level 24

Back to the Top

Pass Door

  • Skill Page
  • Description:

    help 'Pass Door'
    'PASS DOOR'
    'PASS DOOR'
    Syntax: cast 'pass door'
    This spell enables the caster to pass through closed doors.

Summon

  • Skill Page
  • Description:

    help Summon
    SUMMON
    SUMMON
    Syntax: cast summon <character>
    This spell summons a character from anywhere else in the world into your room.
    Characters who are fighting may not be summoned.

===========================================

Level 25

Back to the Top

Stone Skin

  • Skill Page
  • Description:

    help 'Stone Skin'
    SHIELD 'STONE SKIN'
    SHIELD 'STONE SKIN'
    Syntax: cast shield
    Syntax: cast 'stone skin'
    These spells protect the caster by decreasing (improving) the caster's armor
    class.  SHIELD provides 20 points off armor.  STONE SKIN provides 40 points off
    armor.

===========================================

Level 26

Back to the Top

Blend

  • Skill Page
  • Description:

    help blend
    blend
    The blend spell will blend you into the background of any room or area. 
    As long as you don't move, you will remain perfectly undetectable.

Call Lightning

  • Skill Page
  • Description:

    help 'Call Lightning'
    'CALL LIGHTNING'
    CALL LIGHTNING
     
    Syntax: cast 'call lightning'
     
    This spell works only out of doors, and only when the weather is bad.
     
    It calls down lightning bolts from the Gods.
     
    See also - WEATHER CONTROL WEATHER

===========================================

Level 27

Back to the Top

Waypoint

  • Skill Page
  • Description:

    help waypoint
    waypoint
    Syntax: cast 'waypoint'
            cast 'waypoint' recall
     
    Waypoint is a spell of transportation that allows the caster to mark a room
    and gate back to it for a period of time.  The waypoint weakens with each and
    can be dispeled by other magics.  Only one waypoint may ever exist for a caster
    at any one time.
     
    A waypoint in rare circumstances may drift from it's original point of origin.

===========================================

Level 28

Back to the Top

Acid Blast

  • Skill Page
  • Description:

    help 'Acid Blast'
    'ACID BLAST'
    ACID BLAST
    
    Syntax: cast 'acid blast' <target>
    
    Taking an ability from the draconian arts, the combat spellbooks offer the
    growing caster the spell of acid blast.  This spell, when cast, spews forth
    from the caster's hands literally as a gout of acid.  
    
    Opponents learn quickly to be wary, as the spell is quite damaging, and can
    have potential side effects upon the equipment it lands on.  
    
    Groups containing this spell: Combat
    
    
    SEE ALSO:  COMBAT SPELLS

===========================================

Level 30

Back to the Top

Mirror Image

  • Skill Page
  • Description:

    mirror image
    syntax:  cast 'mirror image'
    Mirror image creates several images of yourself.  These images also mimic
    your look, even after it changes.  This spell is best used to throw off your
    opponents and prevent them from getting the first attack.

Restore Mind

  • Skill Page
  • Description:

    help restore mind
    'RESTORE MIND'
    RESTORE MIND
    
    syntax: cast 'restore mind' <charmed target>
    
    The intended target for this spell must be the charmed mob or player of an
    attacking enemy.  A successful cast will dissolve the binding of the charm
    spell, causing the target to regain his free will.  Failing this spell will
    initiate combat and the recovery time is substantial.  
    
    Groups containing this spell: BEGUILING

===========================================

Level 33

Back to the Top

Chain Lightning

  • Skill Page
  • Description:

    help 'Chain Lightning'
    'CHAIN LIGHTNING'
    'CHAIN LIGHTNING'
    
    Syntax: cast 'chain lightning' <target>
    
    Chain lightning is a deadly spell, producing a powerful bolt of lightning
    that arcs from target to target in the room, until its force is fully
    expended.  Allies of the caster may be hit by this spell if they are members
    of a clan, while the caster himself will not be struck unless no other
    viable target remains.  
    
    Chain lightning is most effective when used on groups of creatures.  
    
    See also - COMBAT

Slow

  • Skill Page
  • Description:

    help slow
    SLOW
    SLOW
    Syntax: cast 'slow' <target>
    Despite popular mythology, slow is not the opposite of haste, but is a spell
    with its own unique set of effects.  When cast on an unfortunate victim,
    it slows its movements, making it easier to hit and reducing its rate
    of attack.  The effect of slow also double movement costs and halve healing
    rates, due to reduced metabolism.

===========================================

Level 34

Back to the Top

Rainbow Pattern

  • Skill Page
  • Description:

    rainbow pattern
    A bright rainbow of colors strike your opponent.  There is a good chance
    that it will leave your opponent blinded as well.  It's a lot like color
    spray, only a lot more potent.

===========================================

Level 35

Back to the Top

Paralyze

  • Skill Page
  • Description:

    paralyze
    An illusionists spell used on others to make them think their muscles are
    failing.  This spell seems to have a harder time landing on the smarter
    races of Algoron than on those of little brain.

Riding

  • Skill Page
  • Description:

    help Riding
    RIDING RIDE MOUNT DISMOUNT
    Syntax:  ride <mob>
             ride <player>
             dismount
             mount
    RIDE is the command used to ride a mob or player (dragon) who are able and
    willing to transport you.  DISMOUNT will allow you to stop riding.  When you dismount, you resume a standing position.  You must have the riding skill to 
    be able to ride.
    MOUNT is a dragon/beastformed shaman only command and toggles between allowing
    other players to ride you or not. At the moment there is no way to remove someone
    who is riding you.

===========================================

Level 36

Back to the Top

Portal

  • Skill Page
  • Description:

    help 'Portal'
    Syntax: cast 'portal' <target>
    The portal spell is similar to gate, but creates a lasting one-way portal to
    the target creature, instead of transporting the caster.  Portals are
    entered using 'enter' command, as in 'enter portal'.  Portals cannot be made
    to certain destinations, nor used to escape from gate-proof rooms.  Portal
    requires a special source of power to be used, unfortunately the secret of
    this material component has been lost...  Portals can traverse the boundries
    of the continents.  Use look in <portal> to see destination.

Sanctuary

  • Skill Page
  • Description:

    help 'Sanctuary'
    SANCTUARY
    SANCTUARY
    Syntax: cast sanctuary  <character>
    The SANCTUARY spell reduces the damage taken by the character from any attack
    by one half.

===========================================

Level 39

Back to the Top

Summon Shadow

  • Skill Page
  • Description:

    SUMMON SHADOW
    SUMMON SHADOW
    syntax: cast 'summon shadow'
    Your very own shadow will come to life as a powerful and mystical
    protector.  This spell is a favorite of the illusionists.

===========================================

Level 40

Back to the Top

Nexus

  • Skill Page
  • Description:

    help 'Nexus'
    'NEXUS'
    NEXUS
    Syntax: cast 'nexus' <target>
    This spell is virtually identical to portal (see 'help portal'), with the
    only difference being that while portal creates a one-way gate, a nexus 
    spell makes a two-sided gate.  It also lasts longer than the lower-powered
    portal spell.  Both spells require an additional power source, the secret
    of which has been lost... This spell can traverse the boundries of continents.

Tornado

  • Skill Page
  • Description:

    help tornado
    TORNADO
    Syntax:  cast 'tornado' <target>
    This spell summons a deadly tornado.  These powerful weather phenomena
    have been known to carry away objects lying around the room, as well as
    people!

  • Amended Description:

    This spell doesn't actually do any damage.

===========================================

Level 43

Back to the Top

Blur

  • Skill Page
  • Description:

    help blur
    blur
    syntax: cast blur
    The blur spell blurs your image, making you very hard to see and hit. 
    There are many rumors that say that being blurred has some other advantages
    as well.

Dispel Fog

  • Skill Page
  • Description:

    help 'Dispel Fog'
    'DISPEL FOG'
    'DISPEL FOG'
    
    Syntax: cast 'dispel fog'
    
    This spell is used to disperse walls of fog that may be present in any given
    room.  
    
    See also - WEATHER

Fog

  • Skill Page
  • Description:

    help fog
    FOG
    'FOG'
    
    Syntax: cast 'fog'
    
    This spell fills the room you are in with a dense fog, obscuring the view of
    all but the most acute of visions.  
    
    See also - WEATHER

Imposter

  • Skill Page
  • Description:

    help imposter
    IMPOSTER
    IMPOSTER
    
    Imposter is an Illusionist spell that allows the user to take the form of
    another player.  Use 'revert' to revert to your original self.  Caution is
    advised however, because the transition from a morphed form to your original
    form has been known to be tough to do.

===========================================

Level 44

Back to the Top

Betray

  • Skill Page
  • Description:

    help betray
    betray
    Syntax: cast 'betray' victim
    
    The betray spell steals the charmed mob from another owner.  This spell must
    be cast while in combat.

===========================================

Level 45

Back to the Top

Magewind

  • Skill Page
  • Description:

    help magewind
    MAGEWIND
    syntax:  cast magewind
    It is rumored that there is a sentient wind which lives above the ocean. 
    It has also been said that those who are magically inclined can summon this
    wind, to aid their ship.

===========================================

Level 48

Back to the Top

Calm

  • Skill Page
  • Description:

    help Calm
    CALM
    
    Syntax: cast 'calm'
    
    One of the most useful and often overlooked abilities of the master cleric
    is the calm spell, which can put an end to all violence in a room.  Calmed
    creatures will not attack of their own volition, and are at a disadvantage
    in combat as long as the spell soothes their minds.  
    
    The more violent activity there is in a room, the harder the spell, and it
    is all or nothing -- either all combat in the room is ended (with the
    exception of those who are immune to magic) or none is.  
    
    See also - BEGUILING

===========================================

© 2023: ShatteredArchive.com - Privacy