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      • 2025-11-13 : Tobryck v Ragnor
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      • 2025-06-26 : Zwella v Tsacherus
      • 2025-06-26 : Shaik v a dracolich
      • 2025-06-26 : Omerta v Lenore
      • 2025-06-26 : Maccus v Tamello
      • 2025-06-26 : Coenin v Tai'Tzu
      • 2025-06-25 : Zwella v Thelzruh
      • 2025-06-25 : Zwella v Akroasis
      • 2025-06-25 : Kuzzik v Zwella
      • 2025-06-25 : Kuzzik v Pomacanthus
      • 2025-06-25 : Kuzzik v Marshawn
      • 2025-06-25 : Dinol v Thelzruh
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      • 2025-06-21 : Zwella v Zecnys
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      • 2025-06-20 : Zwella v Akroasis
      • 2025-06-20 : Pomacanthus v Maccus
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      • 2025-06-12 : Undeng v Corson
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      • 2025-05-24 : Gluck v Dhendryrn
      • 2025-03-12 : Maccus v Aurma
      • 2024-03-16 : Waak v Plike
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      • 2024-03-06 : Shaik v Agarwood
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      • 2024-02-21 : Piknim v Corson
      • 2024-02-21 : Berry v Tobryck
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      • 2023-12-19 : Penelopina v Mitmit
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      • 2023-12-09 : Thorell v Malishobeth
      • 2023-12-09 : Berry v Evalia
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      • 2023-11-21 : Rithor v Tobryck
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      • 2023-10-03 : Cesaus v Q'ung
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      • 2023-10-03 : Agapitos v Duamerthrax
      • 2023-09-19 : Q'ung v Penelopina
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      • 2023-09-09 : Askook v Randelan
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Skills

  • Acute Vision
  • Age
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Spells

  • Armor
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  • Cause Fatality
  • Cause Light
  • Cause Serious
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  • Dispel Fog
  • Dispel Magic
  • Energy Drain
  • Faerie Fire
  • Faerie Fog
  • Farsight
  • Fireproof
  • Fly
  • Fog
  • Gate
  • Giant Strength
  • Harm
  • Haste
  • Identify
  • Infravision
  • Light Foot
  • Lightning Bolt
  • Locate Object
  • Nature Growth
  • Nexus
  • Pass Door
  • Plague
  • Poison
  • Portal
  • Protection Cold
  • Protection Evil
  • Protection Fire
  • Protection Good
  • Protection Neutral
  • Proximity Dispel
  • Refresh
  • Sanctuary
  • Shield
  • Slow
  • Stone Skin
  • Summon
  • Teleport
  • Tornado
  • Waypoint
  • Weaken
  • Word of Recall
  • Wrath of Nature

Songs

  • Dandelion Cloud
  • Healthshroom
  • Killer Tomatoes
  • Mandragora
  • Mandrake
  • Smashing Pumpkin
  • Swamp Shambler
Credit:

Ovate

Primary Attribute: Wisdom

Secondary Attribute: Intelligence

Boost / Gimps

  • Ariel (Damage::10)
  • Dark Dwarf (Damage::-10)
  • Half Elf (Damage::10)
  • Hill Dwarf (Damage::10)
  • Human (Damage::20)
  • Kender (Damage::20)
  • Lepori (Damage::10)
  • Mountain Dwarf (Damage::10)
  • Mul (Damage::-10)
  • Sea Elf (Damage::-10)
  • Shalonesti Elf (Damage::20)
  • Wild Elf (Damage::-10)

Armor: Leather

Is CSR? False

Race Restrictions: Ogre, Giant Ogre, Bugbear, Wemic, Arboren, Troll, Orc, Bakali, Gully Dwarf, Pixie

Click to show help file

Help File: OVATES

Ovates are practitioners of an ancient art, one as old as the forests of
Icewall and the earliest caretakers of the Shalonesti Vallenwood.  It is the
art of seed-singing, a practice mastered not only by the elves in their
sacred woods, but also the northern humans who fled the destruction of
Serpantol and took refuge in the Highlands, bringing the knowledge from the
old world with them to a new land.  

Seed-singers are a primarily casting-oriented bardic reclass, one that draws
parallels to druids, but exists separate from them.  They are not as robust
as skalds or brewmasters, nor as physically flexible as jongleurs, but they
command the forces of nature to act on their behalf, shaping their
environment and utilizing the world as their weapon against their foes.  

Ovates do not "sing" their unique spells like other bardics do, but instead
use a new command to utilize their power: Grow.  They "rehearse" their
seedsongs as a normal bard otherwise would.  

SEE ALSO: BARD, HERB, PIPES, RECLASS, SEEDSINGING, SMOKING
 
Created:  07.28.2024

Level 1

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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

Axe

  • Skill Page
  • 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

  • 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.

Danger Sense

  • Skill Page
  • Description:

    help danger sense
    DANGER SENSE
    Danger Sense Allows you to sense what your opponent is going to do before
    they do it so you can dodge or deflect their blow.  
     
    Available to bards and bard reclasses.

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.

Haggle

  • Skill Page
  • 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.

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.

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.

Sword

  • 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.

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 3

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Cause Light

  • Skill Page
  • Description:

    help 'cause light'
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    Syntax: cast 'cause light'    <victim>
    Syntax: cast 'cause serious'  <victim>
    Syntax: cast 'cause critical' <victim>
    Syntax: cast harm             <victim>
    These spells inflict damage on the victim.  The higher-level spells do
    more damage.

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.

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

Level 4

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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.

Trip

  • Skill Page
  • Description:

    help trip
    TRIP
    Back by popular demand.  Trip is a somewhat dastardly attack, and involves
    using any one of a number of methods to bring your opponent down to the ground.
    Tripping large monsters is generally not a good idea, and agile ones will
    find the attack easy to avoid.  Thieves and warriors may learn trip.

  • Amended Description:

    Trip does not work on flying opponents.

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

Level 6

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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.

Lore

  • Skill Page
  • 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.

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

Level 7

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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.

Kick

  • Skill Page
  • Description:

    help Kick
    KICK
    Kicking allows the adventurer to receive an extra attack in combat, a powerful
    kick. However, a failed kick may throw an unwary fighter off balance.  Fighters
    and clerics are the most skilled at kicking, although thieves may also learn
    it.

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

Level 8

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Blindness

  • Skill Page
  • Description:

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

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 9

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Pick Lock

  • Skill Page
  • 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.

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

Level 10

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Armor

  • Skill Page
  • Description:

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

Cause Serious

  • Skill Page
  • Description:

    help 'cause serious'
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    Syntax: cast 'cause light'    <victim>
    Syntax: cast 'cause serious'  <victim>
    Syntax: cast 'cause critical' <victim>
    Syntax: cast harm             <victim>
    These spells inflict damage on the victim.  The higher-level spells do
    more damage.

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

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

Level 11

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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.

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.

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

Level 12

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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.

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.

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 13

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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

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

Level 14

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Nature Growth

  • Skill Page
  • Description:

    help 'Nature Growth'
    NATURE GROWTH
    Syntax: cast ‘nature growth’ <target>
    
    Nature growth is one of the earliest spells in a druid's or ranger’s cache
    of magical texts, able to cast the spell not only upon oneself but on to
    other targets as well.  As the caster calls upon Nature’s elements, all its
    forces gather within the directed target, giving a temporary boost to their
    constitution.  The magic is not powerful enough to manipulate a person’s
    constitution to go beyond what is intended upon their creation.  
    
    Groups containing this skill: ‘NATURE’ ‘DRUID DEFAULT’ ‘RANGER DEFAULT’

  • Amended Description:

    This spell is typically most useful to have cast upon new adventurers to improve hp gains.

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 15

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Hand to Hand

  • Skill Page
  • 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.

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.

Second Attack

  • Skill Page
  • 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.

Shillelagh

  • Skill Page
  • Description:

  • Amended Description:

    Using a one handed staff and no shield the user charges their energy into the staff and swings, it has a chance to do a small wisdom debuff + damage, there's another hidden part of it that wasn't discovered perhaps. 5mp on miss, 10mp on hit

Smashing Pumpkin

  • Skill Page
  • Description:

    SMASHING PUMPKIN
    
    Pumpkins are well-known in Algoron.  What is less known is their capacity
    for violence, which can be cultivated by a discerning Ovate.  When provoked,
    a smashing pumpkin will leap upon the Ovate's victim and explode, causing a
    terrible mess and potentially sending the unfortunate recipient of the
    kamikaze gourd sprawling.  
     
    SEE ALSO:: SEEDSINGING, OVATES
    
    Created:  07.28.2024

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

Level 16

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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.

Identify

  • Skill Page
  • Description:

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

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 17

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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.

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.

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 18

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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

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.

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.

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

Level 19

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Cause Critical

  • Skill Page
  • Description:

    help 'Cause Critical'
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    Syntax: cast 'cause light'    <victim>
    Syntax: cast 'cause serious'  <victim>
    Syntax: cast 'cause critical' <victim>
    Syntax: cast harm             <victim>
    These spells inflict damage on the victim.  The higher-level spells do
    more damage.

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

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.

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

Level 20

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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'

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

Level 21

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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

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

Level 22

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Bark Skin

  • Skill Page
  • Description:

    help 'Bark Skin'
    'BARK SKIN'
    BARK SKIN
    
    Syntax: cast 'bark skin'
    
    This spell is used by rangers to thicken their skin, offering protection
    much like the bark of a tree.  This has the effect of improving the ranger's
    armor class a bit more than the armor spell.  
    
    As tree bark is not as effective for armor as stone is, the spell is not
    quite as effective as the stone skin spell.  
    
    See also - NATURE RANGER ARMOR STONE SKIN

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.

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

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

Level 23

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Blind Fighting

  • Skill Page
  • 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.

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.

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

Level 25

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Enhanced Damage

  • Skill Page
  • 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.

Mandrake

  • Skill Page
  • Description:

    MANDRAKE
    
    An immature mandragora, mandrakes do not have the fortitude to protect an
    Ovate.  Indeed, all it can really do upon being pulled prematurely from the
    earth is scream, a fact for which a trained Ovate can make great use of. 
    The deafening scream of a mandrake is universally lethal to the plant-form,
    but is just as dangerous to the foes of a prepared ovate, dealing harm and
    possibly deafening the victims of a mandrake's cry.  
    
    SEE ALSO: SEEDSINGING, OVATES 
     
    Created:  07.28.2024

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.

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 26

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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

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

Level 27

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Pugil

  • Skill Page
  • Description:

    help Pugil
    pugil
    Using a staff, the attempt is made to do a quick combination hit with
    alternate ends of the staff.  The is done with a quick punching movement
    from each hand.

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

Level 28

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Harm

  • Skill Page
  • Description:

    harm            a very deadly harmful spell

Healthshroom

  • Skill Page
  • Description:

    HEALTHSHROOM
    
    Healthshrooms are natural fungi that are infused with the vital essences of
    healing practiced by Ovates the world over.  When overcharged with the mana
    of life, the mushroom circles explode into clouds of spores, spreading that
    healing energy over the Ovate and their companions.  Far from simply
    restoring health, however, the spores will also occasionally attempt to heal
    other maladies of the body.  
    
    SEE ALSO:: SEEDSINGING, OVATES 
     
    Created:  07.28.2024

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

Level 29

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Acute Vision

  • Skill Page
  • Description:

    help acute
    'ACUTE VISION'
    ACUTE VISION
    Acute vision is a skill that allows those who have it to be able to see 
    characters who are hiding, sneaking, camouflaged, or using quiet
    movement.  It is a benefit of the training one undergoes while 
    becoming certain reclasses and works automatically for those who have it.

  • Amended Description:

    Acute Vision does not let you see magically hidden creatures

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 30

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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.

Herbal

  • Skill Page
  • Description:

    help Herbal
    HERBS
    
    Syntax: Herbs
    
    Herbs or Herbal is skill available to the classes of Ranger, Druid, and
    Shaman which allow them to look for herbs of healing and medicinal use to
    store them for later use for themselves or others.  Since herbs only grow in
    certain regions, after all, not every place has much plant life but for
    those who are in tune with nature, they know where to look for them.  
     
     
    SEE ALSO:  DRUID, RANGER, SHAMAN

Protection Cold

  • Skill Page
  • Description:

    help 'Protection Cold'
    'PROTECTION COLD' 'PROTECTION FIRE'
    'PROTECTION COLD' 'PROTECTION FIRE'
    
    Syntax: cast 'protection cold'
            cast 'protection fire'
    
    These protection spells call forth powerful defensive magics to shield the
    wielder from attacks of either cold or flame respectively.  The protection
    spells reduce the damage taken from said attacks.  
    
    See also - NATURE

Protection Fire

  • Skill Page
  • Description:

    help 'Protection Fire'
    'PROTECTION COLD' 'PROTECTION FIRE'
    'PROTECTION COLD' 'PROTECTION FIRE'
    
    Syntax: cast 'protection cold'
            cast 'protection fire'
    
    These protection spells call forth powerful defensive magics to shield the
    wielder from attacks of either cold or flame respectively.  The protection
    spells reduce the damage taken from said attacks.  
    
    See also - NATURE

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 31

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Wrath of Nature

  • Skill Page
  • Description:

    help 'Wrath of Nature'
    WRATH OF NATURE
    Syntax:  cast 'wrath' <target>
    
    As the druid or ranger continues to learn how to draw power from their
    surroundings, the magic they produced grows stronger as a result.  This
    spell is one that strikes with the full force of the natural realm.
    
    Groups containing this skill: ‘NATURE’ ‘DRUID DEFAULT’ ‘RANGER DEFAULT’

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

Level 32

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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.

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

Level 34

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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.

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Level 35

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Dandelion Cloud

  • Skill Page
  • Description:

    DANDELION CLOUD
    
    A trained Ovate can, with some preparation and some caution, sing into life
    a sprawling circle of dandelions that quickly shed their seeds, filling the
    air about them with fluttering carriers of life.  While good for the
    plantlife in general, others who breathe in the dandelion spores may find
    themselves choking on the cloying seeds, losing their breath and struggling
    to cast spells for a time.  Those so afflicted receive a penalty to casting
    spells until they can properly clear their throats and airways.  
    
    SEE ALSO:: SEEDSINGING, OVATES 
     
    Created:  07.28.2024

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.

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Level 39

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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.

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Level 40

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Mandragora

  • Skill Page
  • Description:

    MANDRAGORA
    
    The first line of an Ovate's defense, a mandragora is grown to protect its
    maker, springing into action to rescue the Ovate in the first stirrings of
    its life.  Not as hardy as other protectors, mandragora can be chopped down
    easily...  In theory.  In their dying moments, mandragora hold one last
    nasty surprise for their destroyers, although it is said that there is a
    method to prevent such a thing from happening.  
    
    SEE ALSO: SEEDSINGING, OVATES 
     
    Created:  07.28.2024

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.

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.

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Level 42

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Cause Decay

  • Skill Page
  • Amended Description:

    A spell that causes moderate damage and has a change to apply debilitating maledictions to the target.

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.

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.

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Level 43

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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

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Level 45

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Killer Tomatoes

  • Skill Page
  • Description:

    KILLER TOMATOES
    
    Thought to be a joke told in taverns the world over, killer tomatoes are
    very real, and can be sung forth to do an Ovate's bidding.  These little
    monsters will haunt the area where they were grown, biting and mauling
    anyone not grouped with the Ovate who created them.  The intensity of their
    attacks ebb and flow, growing fiercer before the monstrous little plants die
    off, leaving the area safe for traversal once more.  
    
    SEE ALSO: SEEDSINGING, OVATES
    
    Created: 07.  28.  2024

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.

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Level 47

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Swamp Shambler

  • Skill Page
  • Description:

    SWAMP SHAMBLER
    
    The deep fens of the world hold many terrors, from the blood-drinkers of
    Althainia's swamps to the serpent-infested marshes of Tropica to the frozen
    mires of Icewall.  Rarely, however, are natural swamp shamblers ever beheld,
    their formation more alike to an elemental to a mere creature.  When called
    forth by an Ovate, they serve faithfully, going so far as to leech the
    vitality of an Ovate's enemy and grant a measure of reprieve to its master
    in so doing.  
    
    SEE ALSO: SEEDSINGING, OVATES 
     
    Created:  07.28.2024

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Level 50

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Cause Fatality

  • Skill Page
  • Description:

    help harmful
    cause fatality  the most powerful harmful spell, possible instant death

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.

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