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Songs

Credit: https://www.pinterest.com/pin/484770347381436456/

Priest

Primary Attribute: Wisdom

Secondary Attribute: Intelligence

Boost / Gimps

  • Arboren (Damage::20)
  • Dark Dwarf (Damage::10)
  • Dark Elf (Damage::10)
  • Giant Ogre (Damage::-20)
  • Goblin (Damage::-10)
  • Hill Dwarf (Damage::10)
  • Hobgoblin (Damage::10)
  • Human (Damage::10)
  • Kender (Damage::-10)
  • Mountain Dwarf (Damage::20)
  • Ogre (Damage::-10)
  • Orc (Damage::10)
  • Shalonesti Elf (Damage::20)
  • Wemic (Damage::-10)
  • Yinn (Damage::10)

Armor: Cloth

Is CSR? False

Race Restrictions: Gully Dwarf, Pixie

Creation Skill / Spell / Song Groups

Spells

  • Attack
  • Curative
  • Harmful
  • Protective
  • Divine Blessing
  • Benedictions
  • Detection
  • Healing
  • Transportation
  • Creation
  • Elemental
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Basics

  • Priest Basics

Default

  • Priest Default

Notes: Many priest spells are locked behind priest ranks, please read help priest for more information.

Click to show help file

Help File: 
help priest

PRIEST
PRIESTS

Priests serve the Gods and Goddesses like no other profession in Algoron. 
They devote their lives to service.  Teaching the holy (or unholy) gospel of
their God is of the utmost importance, and sharing their gospelled tenets
and converting others to their faith is the priority in life.  Within each
pantheoned sphere, each God or Goddess has their own church and within each,
there is organized rank.  As priests are active throughout Algoron and work
within their congregations to strengthen the ties of faith, either in the
church or outside of it, they can earn promotional rank and with rank,
priests gain power.  All priests start with the rank of Novitiate.  

Seasoned priests of rank who actively promote their faith and offer their
prayers to their God or Goddess may be imparted additional wisdom as they
truly evolve as a conduit to their God.  Through divine clarity, three
unique spells are added to the prayer books though only one may be brought
into focus at any time and with a sizable monetary tithe of eggs, the priest
may guide their focus to one of the other two specialized prayers.  Each one
while unique in its divine magic, also requires a reagent to find success in
casting the spells.  

PLEASE NOTE:

    - This is a highly intensive role playing class.

    - Progression through ranks is a self-driven process.  The Gods favor 
      those who are creative, impactful and dedicated.

    - The use of divine prayer (gpray) allows a priest to convey their roleplay 
      efforts, thoughts and plans to their patron God.  Do this often.

    - Each rank is earned through activity and role play and it is 
      recommended that each priest have an outside platform, such as a
      webpage, google doc, forum thread, etc. where you can capture your 
      respective interactive logs.

    - Earlier ranks are far easier to achieve than latter ones and the Immortal 
      discusses promotional opportunity on a regular basis.



The different ranks and associated prayer books are outlined below.  

Prayer - Needed to cast any prayer book.  Different then the pray channel.
    Syntax:  Prayer
 
Novitiate: Can not pass this rank until you hit level 51
    Holy Flames
    Mend Wounds
    Nourishment
    Cure Deafness
    Enhanced Recovery
    Bind Soul
    Dispel Curse
 
Deacon:
    Holy Presence
 
Priest:
    Endurance
    Anoint thy Foe - Reagent
    Psalm of Miserere - Reagent
    Shards of Glass - Reagent
 
Bishop:
    Displacement
 
Cardinal:
    Mental Drain
 
Abbott:
    Faerie Flames
 
Monsignor:
    Divine Intervention
 
High Priest: Only one High Priest per Church
    Meteo
 
To request a rank after Novitiate, you must contact your god to seek what is
required.  To do this, use gpray AND the note spool and keep it in
character.  Make your gpray and notes are to your God or Godesses name and
Imms.  From there, be patient.  The form in which you learn information will
not always be the same nor always directly from Immortal or God or Goddess
themselves but may be through other mortals, a higher clarity that presents
itself in your mind or around you, through other NPC's or from the avatars
of the Gods themselves.  As stated above, progression through ranks is a
self-driven process and activity is key.  The Gods will be watching over
your life to determine your worth for promotions within the church.

All races except for bugbears and specialty races can reclass to priest. 

Only the cleric class can reclass to priest.  
 
 
SEE ALSO: PRAY, GPRAY, GODS, DIVINE BLESSINGS, HOLY FLAMES, MEND WOUNDS,
          NOURISHMENT, CURE DEAFNESS, ENHANCED RECOVERY, BIND SOUL, 
          DISPEL CURSE, HOLY PRESENCE, ENDURANCE, ANOINT THY FOE, PRIESTHOOD
          PSALM OF MISERERE, SHARDS OF GLASS, DISPLACEMENT, MENTAL DRAIN, 
          FAERIE FLAMES, DIVINE INTERVENTION, METEO

 
Updated 08.19.2023

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

Cure Light

  • Skill Page
  • Description:

    help 'Cure Light'
    'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL
    'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL
    Syntax: cast 'cure light'    <character>
    Syntax: cast 'cure serious'  <character>
    Syntax: cast 'cure critical' <character>
    Syntax: cast 'heal'          <character>
    These spells cure damage on the target character.  The higher-level spells
    heal more damage.
    (see 'help healer' for details on the heal command)

Dagger

  • Skill Page
  • Description:

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

Dig

  • Skill Page
  • Description:

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

Flail

  • Skill Page
  • 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

  • Skill Page
  • 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.

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.

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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Create Water

  • Skill Page
  • 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

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

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

Riding

  • Skill Page
  • Description:

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

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

Level 4

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Continual Light

  • Skill Page
  • 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

Cure Poison

  • Skill Page
  • Description:

    help Cure Poison
    'CURE POISON'
    'CURE POISON'
    
    Syntax: cast 'cure poison' <character>
    
    This spell cures general poisons that have afficted a given character.  
    
    See also - CURATIVE

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 5

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Bless

  • Skill Page
  • Description:

    help Bless
    BLESS
    BLESS
    
    Syntax: cast bless <character>
            cast bless <object>
    
    This spell improves the to-hit roll and saving throw versus spell of the
    target character by 1 for every 8 levels of the caster.  It may also be cast
    on an object to temporarily bless it (blessed weapons, for example, are more
    effective against demonic beings).  
    
    See also - BENEDICTIONS

  • Amended Description:

    Blessing objects also improves character saves, making it more difficult to land maladictions on you.

Blindness

  • Skill Page
  • Description:

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

Create Food

  • Skill Page
  • 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

Nourishment

  • Skill Page
  • Description:

    NURISHMENT NOURISHMENT
    
    Syntax: cast 'nurishment' <target>
    
    Nourishment allows a priest to relieve all hunger and thirst from a
    individual leaving them fully nourished.  
     
    
    SEE ALSO: PRIEST, DIVINE BLESSING

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

Level 6

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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.

Cure Serious

  • Skill Page
  • Description:

    help 'Cure Serious'
    'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL
    'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL
    Syntax: cast 'cure light'    <character>
    Syntax: cast 'cure serious'  <character>
    Syntax: cast 'cure critical' <character>
    Syntax: cast 'heal'          <character>
    These spells cure damage on the target character.  The higher-level spells
    heal more damage.
    (see 'help healer' for details on the heal command)

Meditation

  • Skill Page
  • Description:

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

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

Level 8

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Cure Blindness

  • Skill Page
  • Description:

    help 'Cure Blindness'
    'CURE BLINDNESS'
    'CURE BLINDNESS'
    Syntax: cast 'cure blindness' <character>
    This spell cures blindness in one so unfortunate.

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 9

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Enhanced Recovery

  • Skill Page
  • Description:

    ENHANCED RECOVERY
    
    Syntax: c 'enhanced recovery' <target>
    
    Enhanced recovery is a powerful tool of the priest which allows him/her to
    increase the rate at which a individual recovers their health, movement and
    mana.

Know Alignment

  • Skill Page
  • Description:

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

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

Level 10

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Create Tree

  • Skill Page
  • Amended Description:

    Creates a tree

Earthquake

  • Skill Page
  • Description:

    help 'Earthquake'
    EARTHQUAKE
    EARTHQUAKE
    
    Syntax: cast 'earthquake'
    
    This spell inflicts damage on every enemy character in the room.  Beware
    that other characters who are not yet fighting may attack you as a result! 
    
    
    See also - ATTACK

Floating Disc

  • Skill Page
  • 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

Holy Flame

  • Skill Page
  • Description:

    holy flame
    Syntax: c 'holy flame' <victim> OR c 'holy flame' <direction> <target>
    
    A holy flame is a tool of the priest in which he/she can send a wrath of
    holy flames powerful enough to travel in a given direction.

  • Amended Description:

    AC impact is around 52 - 156, often people fighting priests will faerie fire themselves to reduce impact because you cannot be both holy flamed and faerie fired.

Parry

  • Skill Page
  • Description:

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

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

Level 11

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Calm

  • Skill Page
  • Description:

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

Create Rose

  • Skill Page
  • 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

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

Level 12

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Cure Critical

  • Skill Page
  • Description:

    help 'Cure Critical'
    'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL
    'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL
    Syntax: cast 'cure light'    <character>
    Syntax: cast 'cure serious'  <character>
    Syntax: cast 'cure critical' <character>
    Syntax: cast 'heal'          <character>
    These spells cure damage on the target character.  The higher-level spells
    heal more damage.
    (see 'help healer' for details on the heal command)

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.

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.

Remove Curse

  • Skill Page
  • Description:

    help 'Remove Curse'
    'REMOVE CURSE'
    'REMOVE CURSE'
    
    Syntax: cast 'remove curse' <character>
            cast 'remove curse' <object>
    
    This spell removes a curse from a character, and might possibly uncurse a
    cursed object.  It may also be targeted on an object in the caster's
    inventory, in which case it's chance of success is significantly higher.  
    
    See also - BENEDICTIONS

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

Level 13

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Teleport

  • Skill Page
  • Description:

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

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

Level 14

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Cure Disease

  • Skill Page
  • Description:

    help 'Cure Disease'
    'CURE DISEASE'
    'CURE DISEASE'
    
    Syntax: cast 'cure disease' <character>
    
    This spell may cure various diseases that have afflicted a character.  
    
    See also - CURATIVE

Frenzy

  • Skill Page
  • Description:

    help Frenzy
    FRENZY
    
    Syntax: cast 'frenzy' <target>
    
    The frenzy spell fills the target with righteous fury, greatly increasing
    his or her attack skill and damaging capacity.  Unfortunately, this divine
    wrath is coupled with a tendency to ignore threats to personal safety,
    making the character easier to hit.  
    
    Frenzy provides immunity to the calm spell (see 'help calm'), and may only
    be used on those of the caster's alignment.  
    
    See also - BENEDICTIONS

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

Level 15

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Dispel Evil

  • Skill Page
  • Description:

    help 'Dispel Evil'
    'DISPEL EVIL'
    DISPEL EVIL
    
    Syntax: cast 'dispel evil' <victim>
    
    This spell invokes the wrath of the Gods on an evil victim.  It can be very
    dangerous for casters who are not pure of heart.  
    
    See also - ATTACK

Dispel Good

  • Skill Page
  • Description:

    help 'Dispel Good'
    'DISPEL GOOD'
    DISPEL GOOD
    
    Syntax: cast 'dispel good' <victim>
    
    Dispel good brings forth evil energies that inflict horrific torment on the
    pure of heart.  Good-aligned characters use this dark magic at their peril. 
    
    
    See also - ATTACK

Dispel Neutral

  • Skill Page
  • Description:

    help 'Dispel Neutral'
    DISPEL NEUTRAL
    DISPEL NEUTRAL
    
    syntax: cast 'dispel neutral' <target>
    
    Dispel neutral calls forth the neutral energies of the universe to inflict
    horrific torment on all of those whose alignment is not within the sphere of
    neutrality.  Good and evil-aligned characters who use this powerful magic do
    so at their peril.  
    
    See also - ATTACK

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.

Summon Elemental

  • Skill Page
  • Description:

    help 'Summon Elemental'
    'SUMMON ELEMENTAL'
    'SUMMON ELEMENTAL'
    Syntax:  cast 'summon elemental' fire
             cast 'summon elemental' water
             cast 'summon elemental' earth
             cast 'summon elemental' air
    This spell allows clerics to summon the elemental forces of nature into
    the form of a creature which will aid the caster until dismissed, dispelled,
    or otherwise destroyed.
    See also:  DISMISS CLERICS

  • Amended Description:

    Earth Elemental
    Creature: an earth elemental Race: unique
    an earth elemental appears to be a more neutral soul.
    Their wealth appears to be 0 gold and 0 silver
    They appear to be none.
    The base health of this creature is 1820.
    The base magically ability of this creature is 112.
    This creature is upon the cycle of training '54'
    This creature does 5d11 damage in a wrath manner.
    The creature has the following characteristics:
    Offensive Tactics:bash berserk parry rescue
    Immunities: charm
    Resistances: blunt fire mental
    Vulnerbilities: cold drowning
    This creature is affected by detect_invis detect_hidden charm flying pass_door
    
    Air Elemental
    Creature: an air elemental Race: unique
    an air elemental appears to be a more neutral soul.
    Their wealth appears to be 0 gold and 0 silver
    They appear to be none.
    The base health of this creature is 1820.
    The base magically ability of this creature is 109.
    This creature is upon the cycle of training '54'
    This creature does 5d11 damage in a shock manner.
    The creature has the following characteristics:
    Offensive Tactics:disarm dodge fast rescue
    Immunities: charm
    Resistances: weapon mental
    Vulnerbilities: negative holy
    This creature is affected by detect_invis detect_hidden charm flying pass_door
    Creature: an earth elemental Race: unique
    
    Fire Elemental
    Creature: a fire elemental Race: unique
    a fire elemental appears to be a more neutral soul.
    Their wealth appears to be 0 gold and 0 silver
    They appear to be none.
    The base health of this creature is 1820.
    The base magically ability of this creature is 113.
    This creature is upon the cycle of training '51'
    This creature does 5d10 damage in a flame manner.
    The creature has the following characteristics:
    Offensive Tactics:berserk dodge fast rescue
    Immunities: charm
    Resistances: mental light
    Vulnerbilities: cold drowning
    This creature is affected by detect_invis detect_hidden charm flying pass_door
    
    Water Elemental
    Creature: a water elemental Race: unique
    a water elemental appears to be a more neutral soul.
    Their wealth appears to be 0 gold and 0 silver
    They appear to be none.
    The base health of this creature is 1540.
    The base magically ability of this creature is 111.
    This creature is upon the cycle of training '54'
    This creature does 5d11 damage in a chill manner.
    The creature has the following characteristics:
    Offensive Tactics:disarm dodge rescue
    Immunities: charm drowning
    Resistances: blunt cold mental
    Vulnerbilities: fire
    This creature is affected by detect_invis detect_hidden charm flying pass_door

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 16

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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.

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.

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.

Identify

  • Skill Page
  • Description:

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

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

Level 17

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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.

Create Spring

  • Skill Page
  • 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

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.

Shield Block

  • Skill Page
  • Description:

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

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

Level 18

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Endurance

  • Skill Page
  • Description:

    endurance
    c 'endurance' <target>
    
    Endurance allows the priest to put a blessing on a person that increases
    their natural health ability.  The amount of increase varies from cast to
    cast.

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

Level 19

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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

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

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

Level 20

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Flamestrike

  • Skill Page
  • Description:

    help 'Flamestrike'
    FLAMESTRIKE
    FLAMESTRIKE
    
    Syntax: cast 'flamestrike' <victim>
    
    With the aid of his deity, the caster calls upon a column of pure fire to
    descend upon a foe, causing large amounts of damage.  Objects on the person
    of the recipient are subject to the effects of the column of flames as well.
    
    See also - ATTACK

MendWounds

  • Skill Page
  • Description:

    mend wounds
    Syntax: c 'mend wounds' <target>
    
    Mend wounds is a very powerful heal spell handed down by the gods to a
    priest.  This healing spell not only heals health, but also ones ability to
    move about.

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 21

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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.

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 22

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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.

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.

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.

Poison

  • Skill Page
  • Description:

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

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

Level 23

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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.

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 24

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Cure Bugbear Bite

  • Skill Page
  • Amended Description:

    Casting this will cure bugbear bites, which cause negative status effects.

Cure Fatigue

  • Skill Page
  • Description:

    help 'Cure Fatigue'
    'CURE FATIGUE'
    'CURE FATIGUE'
    
    Syntax: cast 'cure fatigue' <character>
    
    This spell restores vitality to a character afflicted by the poison of the
    hobgoblin.  
    
    See also - CURATIVE

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

Level 25

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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 26

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Displacement

  • Skill Page
  • Description:

    displacement
    c 'displacement' <target>
    
    Displacement if successful allows a priest to send a victim back to their
    point of recall.

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.

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Level 27

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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.

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Level 28

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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.

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Level 29

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Create Holy Symbol

  • Skill Page
  • Description:

    help 'Create Holy Symbol'
    'CREATE HOLY SYMBOL'
    'CREATE HOLY SYMBOL'
    Syntax:  cast 'create holy symbol'
    Clerics may use this spell to forge a symbol of their faith.  When worn, this
    symbol serves to strengthen the clerics abilities. The symbol may not be taken
    from the cleric in any fashion, nor may the cleric willingly give it to another
    character.

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Level 30

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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.

Holy Presence

  • Skill Page
  • Description:

    holy presence
    Syntax: c 'holy presence' <target>
    
    A priest can bestow a holy presence upon a worthy individual which helps to
    protect that person from physical harm.

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Level 32

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Mental Drain

  • Skill Page
  • Description:

    mental drain
    Syntax: c 'mental drain' <target>
    
    When a victim is inflicted with a priests mental drain...  All spells they
    attempt to cast will cause strain on their magical ability causing it to
    cost more mana.

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Level 33

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Divine Intervention

  • Skill Page
  • Description:

    divine intervention
    Syntax: c 'divine intervention' <target>
    
    Divine intervention allows a priest to lower the magical ability of it's
    victim causing their casting to to be of less power than normal.

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Level 34

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Demonfire

  • Skill Page
  • Description:

    help 'Demonfire'
    DEMONFIRE
    
    Syntax: cast 'demonfire' <target>
    
    Demonfire is a spell of blackest evil, and as such can only be used
    correctly by those who follow the paths of darkness.  It conjures forth
    demonic spirits to inflict terrible wounds on the enemies of the caster.  
    
    See also - ATTACK

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.

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 35

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Ray of Truth

  • Skill Page
  • Description:

    help 'Ray of Truth'
    'RAY OF TRUTH'
    RAY OF TRUTH
    
    Syntax: cast 'ray of truth' <target>
    
    Ray of truth opens a portal to the planes of positive energy, bringing forth
    a beam of light of sufficient purity to harm or annihilate the servants of
    evil.  It cannot harm the pure of heart, and will turn and strike casters
    who are tainted by evil.  
    
    See also - ATTACK

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Level 36

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Bind Soul

  • Skill Page
  • Description:

    bind soul
    Syntax: c 'bind soul' <target>
    
    Bind soul is a curious priest spell in that in landing, it may have one, or
    multiple affects of which the priest has no choice in.  It is said that it
    can make a warrior less sure with his/her sword, weaker on the attack and/or
    much slower than usual.

Holy Word

  • Skill Page
  • Description:

    help 'Holy Word'
    'HOLY WORD'
    'HOLY WORD'
    
    Syntax: cast 'holy word'
    
    Holy word involves the invocation of the full power of a cleric's god, with
    disastrous effects upon enemies, coupled with powerful blessings on allies. 
    All creatures of like alignment in the room are blessed and filled with
    righteous divine wrath, while those of opposite morals (or both good and
    evil in the case of neutrality) are struck down by holy (or unholy might)
    and cursed.  
    
    The cleric suffersgreatly from the strain of this spell, being left unable
    to move and drained of vitality.  Experience loss is no longer associated
    with the spell.  
    
    See also - BENEDICTIONS

Tornado

  • Skill Page
  • Description:

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

  • Amended Description:

    This spell doesn't actually do any damage.

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

Level 37

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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.

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

Level 39

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Cure Deafness

  • Skill Page
  • Description:

    cure deafness
    Syntax: c 'cure deafness' <target>
    
    Cure deafness allows a priest to cure those that are temporarily deaf
    (generally through magic).

Slow

  • Skill Page
  • Description:

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

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

Level 40

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Know Religion

  • Skill Page
  • Description:

    help 'Know Religion'
    KNOW RELIGION
    KNOW RELIGION
    
    Syntax: cast 'know religion' <character>
    
    This spell reveals the religious background of the individual it is cast
    upon.  
    
    See also - BENEDICTIONS

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 41

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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.

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Level 42

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Blizzard

  • Skill Page
  • Description:

    help Blizzard
    BLIZZARD
    BLIZZARD
    Syntax: cast 'blizzard'
    A large snowstorm is conjured up by the elemental cleric, inflicting damage
    on all opposed to him.  The conjured blizzard is so powerful that damage
    continues to afflict the victims of the storm for several rounds.  
    See also: FIRESTORM

Faerie Flames

  • Skill Page
  • Description:

    'FAERIE FLAMES'
    FAERIE FLAMES
    
    Syntax: cast 'faerie flames'
    
    Faerie flames is a priest spell that is a combination of faerie fire and
    faerie fog.  A priest can create a fog which seeks to draw out those hiding
    and then surround them by a glowing outline.

Firestorm

  • Skill Page
  • Description:

    help 'Firestorm'
    FIRESTORM
    FIRESTORM
    Syntax: cast 'firestorm'
    A large firestorm is conjured up by the elemental cleric, inflicting damage
    on all opposed to him.  The conjured storm is so powerful that the fire
    continues to afflict the victims for several rounds after the spell has been
    cast.  
    See also: BLIZZARD

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.

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

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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Dispel Curse

  • Skill Page
  • Description:

    dispel curse
    Syntax: c 'dispel curse' <object>
    
    Dispel curse allows the priest to permenatly remove a curse from a given
    object.

  • Amended Description:

    Often confused with 'remove curse' which will temporarily remove the curse, this one is the permanent version.

Mass Healing

  • Skill Page
  • Description:

    help 'Mass Healing'
    MASS HEALING
    Syntax: cast 'mass healing'
    The mass healing spell, as its name might suggest, performs a healing spell
    on all players in the room.  It also throws in a refresh spell for good
    measure.

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Level 47

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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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Level 50

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Meteo

  • Skill Page
  • Description:

    meteo
    Syntax: c 'meteo'
    
    Meteo is perhaps the most powerful attack spell the gods have bestowed upon
    priests.  A shower of meteors from the heavens rains down upon the victims
    who are not grouped with the priest.  Any number of meteors can attack a
    given victim.

  • Amended Description:

    Meteo is the sole purview of the High Priest of a god. Only one high priest is allowed per god, and expect the road to last a decade or more in real life time.

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