Level 1
Back to the TopAxe
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Description:
help axe 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.
Dagger
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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.
Detect Undead
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Dig
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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.
Flail
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Description:
help flail 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.
Mace
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Description:
help Mace 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.
Polearm
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Description:
help Polearm 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.
Recall
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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
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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.
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Amended Description:
Allows you to recite scrolls to cast the spell inscribed on them.
Spear
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Description:
help spear 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.
Staff
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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
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Amended Description:
Allows you to brandish staffs and invoke the spells contained within.
Swim
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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.
Sword
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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.
Wands
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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.
Whip
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Description:
help whip 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.
Level 2
Back to the TopMagic Missile
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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
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Amended Description:
As this spell levels, it will cast additional projectiles. At level 15 you will be able to range this spell.
Ventriloquate
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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
Level 3
Back to the TopDetect Magic
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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.
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Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Locate Remains
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Description:
LOCATE REMAINS Syntax: cast 'locate remains' <name> This low level Necromancy spell is surprisingly useful. A successful casting of 'locate remains' will indicate where the corpse of a recently deceased individual can be found. Whether this is on another creature, or merely laying on the ground, the 'locate remains' spell pinpoints the location of the victim's corpse. This spell, used in conjunction with 'embalm' can provide the Necromancer with a fresh, consistent supply of material for his Art. See also - NECROMANCY NECROMANCER
Shield Block
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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.
Level 4
Back to the TopDetect Invis
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Description:
help 'Detect Invis' 'DETECT INVIS' 'DETECT INVIS' Syntax: cast 'detect invis' This spell enables the caster to detect invisible objects and characters.
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Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 5
Back to the TopChill Touch
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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
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Amended Description:
This spell can cause a minor strength debuff.
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Duration:
6 ticks (about 4 min 6 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Floating Disc
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Description:
'FLOATING DISC' Syntax: cast 'floating disc' This useful spell creates a floating field of force which follows the caster around, allowing him or her to pile treasure high with no fear of weight penalties. It lasts no more than twice the casters level in hours, and usually less. It can hold 10 pounds per level of the caster, with a maximum of five pounds per item. The spell requires an open float location on the character, and the only way to remove the disc is to die or allow it to run out of energy. See also - CREATION
Meditation
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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 6
Back to the TopEmbalm
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Description:
help embalm EMBALM EMBALM Syntax: cast embalm <object> Embalm is a low level spell, used to preserve pieces of flesh and organs that are harvested off of corpses for later use by necromancers. The embalm spell halts rot and decay on the item, ensuring that it will remain freshly harvested when the Necromancer is ready to put it to use. See also - NECROMANCY NECROMANCER
Invisibility
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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 -
Duration:
66 ticks (about 45 min 6 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 7
Back to the TopContinual Light
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Description:
help Continual Light 'CONTINUAL LIGHT' CONTINUAL LIGHT Syntax: cast 'continual light' cast 'continual light' <object> This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. It may also be used on an object to give it an enchanted glow. See also - CREATION
Faerie Fire
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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
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Duration:
57 ticks (about 38 min 57 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 8
Back to the TopAnatomy
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Armor
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Description:
ARMOR ARMOR Syntax: cast armor <character> This spell decreases (improves) the armor class of the target character by 20 points.
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Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Burning Hands
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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
Peek
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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.
Level 9
Back to the TopCreate Water
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Description:
help 'Create Water' 'CREATE WATER' 'CREATE WATER' Syntax: cast 'create water' <drink-container> This spell replenishes a drink container with water. See also - CREATION
Haggle
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Description:
help Haggle HAGGLE HAGGLING Haggling is an indispensable skill to the trader. It allows a character to match wits with a merchant, seeking to get a better price for merchandise, or to buy at the lowest possible cost. Unfortunately, most merchants are already very skilled at haggling, so the untrained adventurer had best guard his treasure closely. Thieves are natural masters at haggling, although other classes may learn it as well.
Refresh
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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 10
Back to the TopCreate Tree
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Amended Description:
Creates a tree
Infravision
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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
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Duration:
114 ticks (about 1 h 17 min)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Locate Object
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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.
Recharge
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Description:
help recharge 'RECHARGE' RECHARGE Syntax: cast 'recharge' <item> The recharge spell is used to restore energy to depleted wands and staves. Fully exhausted items cannot be recharged, and the difficulty of the spell is proportional to the number of charges used. Magic items can only be recharged one time successfully.
Level 11
Back to the TopCreate Food
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Description:
help 'Create Food' CREATE FOOD Syntax: cast 'create food' This spell creates a Magic Mushroom, which you or anyone else can eat. See also - CREATION
Fly
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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'
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Duration:
58 ticks (about 39 min 38 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Illumination
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Description:
help Illumination illumination Syntax cast 'illumination' Illumination is a spell of creation that allows the caster to illuminate the room they are in for a period of time. Additional, the light will although weaker illuminate the surrounding rooms as well.
Lore
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Description:
help lore LORE Lore is a general skill, consisting of knowledge of myths and legends. Use of the lore skill gives a chance of obtaining information on an object, concerning its power and uses. It also may occasionally increase the value of an object, because more will be known about its worth. All classes may learn lore, although thieves are best at it, and warriors find it very hard to use. Lore works automatically, each time you look at or examine an object.
Shocking Grasp
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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
Level 12
Back to the TopDetect Evil
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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.
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Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Detect Good
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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.
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Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Giant Strength
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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
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Duration:
56 ticks (about 38 min 16 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Weaken
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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.
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Duration:
34 ticks (about 23 min 14 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Word of Recall
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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 13
Back to the TopAstrology
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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
Blindness
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Description:
help Blindness BLINDNESS BLINDNESS Syntax: cast blindness <victim> This spell renders the target character blind.
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Duration:
71 ticks (about 48 min 31 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Know Alignment
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Description:
help 'Know Alignment' 'KNOW ALIGNMENT' 'KNOW ALIGNMENT' Syntax: cast 'know alignment' <character> This spell reveals the alignment of the target character.
Protection Evil
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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. -
Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Protection Good
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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. -
Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Protection Neutral
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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. -
Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 14
Back to the TopFireproof
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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.
Lightning Bolt
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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.
Spellcraft
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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.
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Amended Description:
More explicitly, spellcraft refunds the mana cost if you fail to cast the spell. Take it.
Teleport
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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 15
Back to the TopCreate Spring
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Description:
help 'Create Spring' 'CREATE SPRING' 'CREATE SPRING' Syntax: cast 'create spring' This spell brings forth a magical spring from the ground, which has the same properties as a fountain. See also - CREATION
Faerie Fog
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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
Farsight
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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.
Feign Death
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Description:
'FEIGN DEATH' Syntax: cast 'feign death' This spell gives the caster the look of his own corpse. When remaining still, the Necromancer appears to be his own corpse. This spell has no specific use, it is a beginner's spell, which aspiring Necromancers use to hone their skill in the Art. See also - NECROMANCY NECROMANCER
Light Foot
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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.
Level 16
Back to the TopControl Weather
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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
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Description:
help 'Detect Hidden' 'DETECT HIDDEN' 'DETECT HIDDEN' Syntax: cast 'detect hidden' This spell enables the caster to detect hidden creatures.
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Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Detect Poison
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Description:
help 'Detect Poison' 'DETECT POISON' 'DETECT POISON' Syntax: cast 'detect poison' <object> This spell detects the presence of poison in food or drink.
Identify
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Description:
help 'Identify' IDENTIFY IDENTIFY Syntax: cast identify <object> This spell reveals information about the object.
Level 17
Back to the TopColor Spray
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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
Create Rose
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Description:
help 'Create Rose' 'CREATE ROSE' 'CREATE ROSE' Syntax: cast 'create rose' A romantic spell that creates a fragrant red rose, with utterly no game use whatsoever. See also - CREATION
Dispel Magic
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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.
Enchant Armor
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Description:
help enchant armor 'ENCHANT ARMOR' Syntax cast 'enchant armor' <object> The enchant armor spell imbues armor with powerful protective magics. It is not nearly as reliable as enchant weapon, being far more prone to destructive effects. Each successful enchant increases the plus of the armor by 1 or 2 points, and raises its level by one.
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Amended Description:
Cloth, leather, and studded leather can be enchanted to 12, chainmail and platemail to 14. Any armor higher than 14 will poof when you log out and back in.
Proximity Dispel
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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 18
Back to the TopEnchant Weapon
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Description:
help enchant weapon 'ENCHANT WEAPON' 'ENCHANT WEAPON' Syntax: cast 'enchant weapon' <weapon> This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses by one or two points. Multiple enchants may be cast, but as the weapon grows more and more powerful, it is more likely to be drained or destroyed by the magic. Also, every successful enchant increases the level of the weapon by one...and there is no turning back.
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Amended Description:
Weapons can be enchanted a maximum of 12 times
Fast Healing
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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.
Poison
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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. -
Duration:
65 ticks (about 44 min 25 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 19
Back to the TopCancellation
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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
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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.
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Duration:
138 ticks (about 1 h 34 min)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Riding
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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 20
Back to the TopAlchemy
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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>
Animate Dead
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Description:
ANIMATE DEAD Syntax: cast 'animate dead' Animate Dead simply raises a corpse from the ground, creating a zombie under the command of the Necromancer. The corpse loses most of its abilities from its former life, becoming a mindless zombie which will follow the orders of the Necromancer until it is dismissed, dispelled, turned, or destroyed. See also - NECROMANCY NECROMANCER DISMISS
Energy Drain
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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.
Regenerate
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Amended Description:
This is the Conclave CSR heal spell
Scribe
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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>
Level 21
Back to the TopShield
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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.
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Duration:
63 ticks (about 43 min 3 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Soul Harvest
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Description:
soul harvest It's been told that a powerful Necromancer can take the heart harvested from the corpse of an individual and transfer it's powers into that of another individual. The necromancer must be holding the harvested heart while casting the spell.
Level 22
Back to the TopDodge
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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.
Haste
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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
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Duration:
27 ticks (about 18 min 27 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Self Projection
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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
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Duration:
25 ticks (about 17 min 5 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 23
Back to the TopBlizzra
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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.
Fireball
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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.
Mass Invis
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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 -
Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 24
Back to the TopParry
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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.
Plague
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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.
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Duration:
70 ticks (about 47 min 50 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 25
Back to the TopPass Door
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Description:
help 'Pass Door' 'PASS DOOR' 'PASS DOOR' Syntax: cast 'pass door' This spell enables the caster to pass through closed doors.
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Duration:
14 ticks (about 9 min 34 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Pick Lock
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Description:
PICK 'PICK LOCK' Syntax: pick <object> Syntax: pick <door> Lock picking is one of the prime skills of thieves, allowing them to gain access to many secured areas. Lock picking chances are improved by intelligence, and hindered by the difficulty of the lock. Other classes may learn to pick locks, but they will never find it easy.
Summon
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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 26
Back to the TopStone Skin
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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.
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Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 27
Back to the TopCall Lightning
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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
Hand to Hand
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Description:
help 'Hand to Hand' 'HAND TO HAND' Hand to hand combat is a rare skill in the lands of Algoron. Learning this style of fighting gives the player a weapon even when disarmed -- bare hands. Trained hand to hand experts are far more effective than many swordsmen. Clerics and warriors are the best at this skill, although thieves and mages may also learn it.
Prevent Recovery
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Description:
prevent recovery Syntax: c 'prevent recovery' <victim> Prevent recovery allows a trained Necromancer to drain the life out of a victim, leaving them unable to recover health, movement and or magic. Prevent recovery has been found effective to counteraffect other spells in the realms...
Level 28
Back to the TopGate
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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.
Solidify
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Description:
solidify A conclave only spell that solidifies the body and makes one harder to get stunned.
Level 29
Back to the TopAcid Blast
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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
Empath
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Description:
'EMPATH' 'EMPATHIC WOUND TRANSFER' EMPATH 'EMPATHIC WOUND TRANSFER' Syntax: c 'empath' <target> The Empathic Wound Transfer spell, or 'empath, ' as the Necromancers have dubbed it, is the closest that mages come to being able to heal. The Empath spell removes damage taken by a target creature, and transfers it to the Necromancer. This is a dangerous practice, as the Necromancer can't control exactly how much damage he takes on, and a few careless spellcasters have wound up dead from overcasting this spell. See also - NECROMANCY NECROMANCER
Shadowform
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Description:
SHADOWFORM Syntax: cast shadowform The Shadowform spell draws upon the demi-plane of Shadow and replaces the Necromancer's life force with essence from the demi-plane of Shadow. This renders the Necromancer completely undetectable in all but the most blaring light. See also - NECROMANCY NECROMANCER
Level 30
Back to the TopBlack Curse
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Description:
black curse This spell allows a necromancer to remove the presence of his victim's god or goddess, rendering them helpless and weakened. While black curse is in effect, the victim will find it very hard to heal, both magically and naturally.
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Duration:
6 ticks (about 4 min 6 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Waypoint
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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.
Withstand Death
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Description:
WITHSTAND DEATH Syntax: cast 'withstand death' The ability to defy death itself lies solely in the hands of the Necromancers of the Conclave. This spell extends the life of the Necromancer, staving off his death as long as possible. Necromancers who are "killed" while this spell is in effect will indeed die and suffer the regular penalties of death. To all outward appearances, however, they simply do not die. See also - NECROMANCY NECROMANCER
Level 31
Back to the TopGraft Flesh
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Description:
'GRAFT FLESH' The 'graft flesh' spell can be used to raise an undead helper much like animate dead. The difference is that grafted zombies hit hard but die quick. A necromancer that has all the body parts required can place them on the ground and cast graft flesh to raise a grafted zombie. Due to the intricacies of death and opposite charges and such you must have arms from different enemies as well as legs. See also - NECROMANCY NECROMANCER
Level 32
Back to the TopCorpse Host
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Description:
CORPSE HOST Syntax: c 'corpse host' corpse Using the preserved host of a recently deceased creature, the caster can transfer his life force into the corpse, and do his business through the animated body of the victim. The Necromancer's actual body remains wherever he left it, in a state of suspended animation, until the caster either returns voluntarily to his own body, or the host corpse is destroyed. To return from a corpse you are hosting, you must 'incorporate'. See also - NECROMANCY NECROMANCER
Level 33
Back to the TopSecond Attack
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Description:
help 'Second Attack' 'SECOND ATTACK' Training in second attack allows the character a chance at additional strikes in combat -- although a 100% second attack does NOT guarantee 2 attacks every round. Any class may learn this skill, although clerics and mages have a very hard time with it.
Level 34
Back to the TopChain Lightning
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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
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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.
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Duration:
31 ticks (about 21 min 11 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 36
Back to the TopBone Blight
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Description:
'BONE BLIGHT' BONE BLIGHT Syntax: c 'bone blight' <target> The bone blight is a Necromancer's curse, a horrid affliction that turns the bones of the victim to soft, rubber tissue. It is incredibly painful, and renders the victim particularly vulnerable to bludgeoning attacks. It can generally be cured via a standard 'remove curse' casting. See also - NECROMANCY NECROMANCER
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Duration:
17 ticks (about 11 min 37 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Portal
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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.
Level 37
Back to the TopSanctuary
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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.
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Duration:
12 ticks (about 8 min 12 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 40
Back to the TopTornado
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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!
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Amended Description:
This spell doesn't actually do any damage.
Level 41
Back to the TopNexus
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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.
Level 42
Back to the TopScourge
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Description:
SCOURGE Syntax: cast scourge <target> The most horrible of diseases, the Scourge is a highly contagious and lethal plague, spreading madly once cast, often devastating entire villages. It is a permanent affliction, curable only through the ministrations of a Paladin or Clerical type. This is one of the most powerful spells in a Necromancer's command, and must be used responsibly. See also - NECROMANCY NECROMANCER
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Duration:
66 ticks (about 45 min 6 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 43
Back to the TopDispel Fog
- Skill Page
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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
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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
Level 44
Back to the TopBlind Fighting
- Skill Page
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Description:
help 'blind fighting' blind fighting BLIND FIGHTING Under the tutelage of a master weaponsmaster, the dedicated combatant can learn how to utilize his weapons so effectively in combat that he is proficient with them even while blinded. The blind fighting skill negates the disadvantages of losing vision in a fight by magic or smoke. A wide variety of classes and reclasses may learn this fighting technique.
Level 45
Back to the TopEnhanced Damage
- Skill Page
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Description:
help 'enhanced damage' 'ENHANCED DAMAGE' Warriors and skilled thieves can become skilled enough in combat that they are able to inflict more damage than other classes. Enhanced damage is checked for with each hit, although with a low skill, the chance of receiving a bonus is very low indeed.
Magewind
- Skill Page
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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 50
Back to the TopDeath Shroud
- Skill Page
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Description:
DEATH SHROUD Syntax: cast 'death shroud' The Death Shroud is perhaps the most powerful spell under the Necromancy flag. It creates an icy black aura around the Necromancer, which stifles life and causes fear in most creatures. The shroud can be used both actively and passively. Anybody whom the Necromancer touches with hostile intent will be struck with the Shroud, and suffer an immediate loss of life, and a temporary system shock. Those who attempt to harm the Necromancer will find their weapons passing cleanly through the aura, and never touching the Necromancer. Furthermore, those who attempt to magick or touch the Necromancer without his or her permission will be struck with the Shroud as though the Necromancer actively cursed them with it. The Shroud is an incredibly powerful tool, and requires a series of conditions to be true before it can be successfully cast. See also - NECROMANCY NECROMANCER