Level 1
Back to the TopAge
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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
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Amended Description:
Retraining and reclassing resets age
Cure Light
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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
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Description:
help dagger EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Dig
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Description:
help dig DIG BURY Syntax: Dig Syntax: Dig <direction> Syntax: Bury <object name> Dig is a skill which allows you to dig up items that are buried OR dig out exits which may exist. Please note that a shovel will GREATLY improve your chances of finding buried items. Bury is a command which allows you to bury an object. Be careful, You might not be able to dig up the object later on.
Flail
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Description:
help flail EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Mace
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Description:
help Mace EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Recall
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Description:
help recall RECALL / RECALL / Syntax: RECALL RECALL prays to the Gods for miraculous transportation from where you are back to the Temple of your home kingdom. '/' is a synonym for RECALL. If you RECALL during combat, you will lose experience (more than for fleeing), and you will have a chance of failing (again, more than for fleeing). This chance is based on your recall skill, although a 100% recall does not insure success. RECALL costs half of your movement points. RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a curse may not recall at all.
Scroll
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Description:
help scroll BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION Syntax: brandish <target> Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <target> Syntax: zap BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP zaps a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. You must HOLD a wand or a staff before using BRANDISH or ZAP. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be consumed. These commands may require an item skill to be successful, see the help entries on the skills scrolls, staves, and wands for more information. SCROLL 'SCROLL COMMAND' SCROLL 'SCROLL COMMAND' Syntax: scroll Syntax: scroll <number> This command changes the number of lines the mud sends you in a page (the default is 24 lines). Change this to a higher number for larger screen sizes, or to 0 to disabling paging.
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Amended Description:
Allows you to recite scrolls to cast the spell inscribed on them.
Staff
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Description:
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Staves
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Amended Description:
Allows you to brandish staffs and invoke the spells contained within.
Swim
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Description:
help swim swim SWIM The swim skill determines your ability to swim underwater or in the ocean. Being unable to swim will result in you attempting to breathe water, which will hurt you. Everyone can swim, though some have more trouble with it than others. This skill is passive, and does not need to be invoked in order to function.
Wands
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Description:
help wand BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION Syntax: brandish <target> Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <target> Syntax: zap BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP zaps a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. You must HOLD a wand or a staff before using BRANDISH or ZAP. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be consumed. These commands may require an item skill to be successful, see the help entries on the skills scrolls, staves, and wands for more information.
Level 3
Back to the TopCreate Water
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Description:
help 'Create Water' 'CREATE WATER' 'CREATE WATER' Syntax: cast 'create water' <drink-container> This spell replenishes a drink container with water. See also - CREATION
Faerie Fire
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Description:
help 'Faerie Fire' 'FAERIE FIRE' 'FAERIE FIRE' Syntax: cast 'faerie fire' <victim> This spell increases (makes worse) the armor class of its victim. For each level of the caster, the victim's armor class is increased by one point. See also - WEATHER
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Duration:
57 ticks (about 38 min 57 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Refresh
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Description:
help 'Refresh' REFRESH REFRESH Syntax: cast refresh <character> This spell refreshes the movement points of a character who is out of movement points. See also - ENHANCEMENT
Riding
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Description:
help Riding RIDING RIDE MOUNT DISMOUNT Syntax: ride <mob> ride <player> dismount mount RIDE is the command used to ride a mob or player (dragon) who are able and willing to transport you. DISMOUNT will allow you to stop riding. When you dismount, you resume a standing position. You must have the riding skill to be able to ride. MOUNT is a dragon/beastformed shaman only command and toggles between allowing other players to ride you or not. At the moment there is no way to remove someone who is riding you.
Level 4
Back to the TopContinual Light
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Description:
help Continual Light 'CONTINUAL LIGHT' CONTINUAL LIGHT Syntax: cast 'continual light' cast 'continual light' <object> This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. It may also be used on an object to give it an enchanted glow. See also - CREATION
Cure Poison
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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
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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
Back to the TopBless
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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.
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Duration:
61 ticks (about 41 min 41 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Blindness
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Description:
help Blindness BLINDNESS BLINDNESS Syntax: cast blindness <victim> This spell renders the target character blind.
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Duration:
71 ticks (about 48 min 31 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Create Food
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Description:
help 'Create Food' CREATE FOOD Syntax: cast 'create food' This spell creates a Magic Mushroom, which you or anyone else can eat. See also - CREATION
Nourishment
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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
Back to the TopArmor
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Description:
ARMOR ARMOR Syntax: cast armor <character> This spell decreases (improves) the armor class of the target character by 20 points.
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Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Cure Serious
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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
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Description:
help Meditation MEDITATION This skill is similar to fast healing, but relies on the concentration and mantras to increase mana recovery when the character is sleeping or resting. Thieves and warriors, with their troubled minds and violent attitudes, have much trouble learning to meditate.
Level 8
Back to the TopCure Blindness
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Description:
help 'Cure Blindness' 'CURE BLINDNESS' 'CURE BLINDNESS' Syntax: cast 'cure blindness' <character> This spell cures blindness in one so unfortunate.
Weaken
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Description:
help Weaken WEAKEN WEAKEN Syntax: cast weaken <victim> The weaken spell reduces the physical power of the caster's target by reducing his strength. The amount of the strength reduced by a caster depends on the level of the caster.
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Duration:
34 ticks (about 23 min 14 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 9
Back to the TopEnhanced Recovery
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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.
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Duration:
25 ticks (about 17 min 5 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Know Alignment
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Description:
help 'Know Alignment' 'KNOW ALIGNMENT' 'KNOW ALIGNMENT' Syntax: cast 'know alignment' <character> This spell reveals the alignment of the target character.
Level 10
Back to the TopCreate Tree
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Amended Description:
Creates a tree
Earthquake
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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
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Description:
'FLOATING DISC' Syntax: cast 'floating disc' This useful spell creates a floating field of force which follows the caster around, allowing him or her to pile treasure high with no fear of weight penalties. It lasts no more than twice the casters level in hours, and usually less. It can hold 10 pounds per level of the caster, with a maximum of five pounds per item. The spell requires an open float location on the character, and the only way to remove the disc is to die or allow it to run out of energy. See also - CREATION
Holy Flame
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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.
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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.
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Duration:
10 ticks (about 6 min 50 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Parry
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Description:
help Parry PARRY If at first you fail to dodge, block it. Parry is useful for deflecting attacks, and is successful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type.
Level 11
Back to the TopCalm
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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
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Duration:
15 ticks (about 10 min 15 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Create Rose
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Description:
help 'Create Rose' 'CREATE ROSE' 'CREATE ROSE' Syntax: cast 'create rose' A romantic spell that creates a fragrant red rose, with utterly no game use whatsoever. See also - CREATION
Level 12
Back to the TopCure Critical
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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
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Description:
help curse CURSE CURSE Syntax: cast 'curse' <character> This spell reduces the character's to-hit roll and save versus spells. It also renders the character unclean in the eyes of the Gods and unable to RECALL. Curse may be used to fill equipment with evil power, allowing (for example) weapons to do more damage to particularly holy opponents.
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Duration:
138 ticks (about 1 h 34 min)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Fireproof
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Description:
help 'Fireproof' FIREPROOF Syntax: cast 'fireproof' <object> The fireproof spell creates a short-lived protective aura around an object, to protect it from the harmful effects of acid and flame. Items protected by this spell are not harmed by acid, fire, or the heat metal spell. Although inexpensive to use, the spell's short duration makes it impractical for protecting large numbers of objects.
Remove Curse
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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
Back to the TopTeleport
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Description:
help teleport TELEPORT TELEPORT Syntax: cast <teleport> This spell takes you from your current location to a random location somewhere in the world.
Level 14
Back to the TopCure Disease
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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
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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
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Duration:
18 ticks (about 12 min 18 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 15
Back to the TopDispel Evil
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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
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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
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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
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Description:
help 'Locate Object' 'LOCATE OBJECT' 'LOCATE OBJECT' Syntax: cast 'locate object' <name> This spell reveals the location of all objects with the given name.
Summon Elemental
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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
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Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Word of Recall
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Description:
help 'Word of Recall' 'WORD OF RECALL' 'WORD OF RECALL' Syntax: cast 'word of recall' This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell. This spell circumvents the pkill no-recall lag.
Level 16
Back to the TopDetect Hidden
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Description:
help 'Detect Hidden' 'DETECT HIDDEN' 'DETECT HIDDEN' Syntax: cast 'detect hidden' This spell enables the caster to detect hidden creatures.
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Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Detect Magic
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Description:
help 'Detect Magic' 'DETECT MAGIC' Syntax: cast 'detect magic' This spell enables the caster to detect magical objects. Additional, if cast in a room where magic resides it will allow the caster to know what that magic is and whom it originated from.
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Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Detect Poison
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Description:
help 'Detect Poison' 'DETECT POISON' 'DETECT POISON' Syntax: cast 'detect poison' <object> This spell detects the presence of poison in food or drink.
Identify
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Description:
help 'Identify' IDENTIFY IDENTIFY Syntax: cast identify <object> This spell reveals information about the object.
Level 17
Back to the TopCancellation
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Description:
help Cancellation 'DISPEL MAGIC' CANCELLATION 'DISPEL MAGIC' CANCELLATION Syntax: cast 'dispel magic' <character> cast 'cancellation' <character> Both of these spells remove magical effects from the target. Dispel magic has a reduced chance of working, and is considering an attack spell. Cancellation can only be used on allies, but is much more effective and does not provoke attack. Unfortunately, the spells do not discriminate between harmful and benign spells. The chance of dispelling is based on the level of the spell. Permanent spells (such as mobile sanctuary) are much harder to remove. Not all spells may be dispelled, notable examples are poison and plague.
Create Spring
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Description:
help 'Create Spring' 'CREATE SPRING' 'CREATE SPRING' Syntax: cast 'create spring' This spell brings forth a magical spring from the ground, which has the same properties as a fountain. See also - CREATION
Detect Invis
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Description:
help 'Detect Invis' 'DETECT INVIS' 'DETECT INVIS' Syntax: cast 'detect invis' This spell enables the caster to detect invisible objects and characters.
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Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Shield Block
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Description:
help 'Shield Block' 'SHIELD BLOCK' Shield block is a rather fancy name for the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield. All classes may learn shield block, but only warriors and clerics are good at it. Beware, flails ignore shield blocking attempts, and whips have an easier time getting around them. Axes may split shields in two. Shield block now works against charges from other rooms.
Level 18
Back to the TopEndurance
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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.
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Duration:
17 ticks (about 11 min 37 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 19
Back to the TopCall Lightning
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Description:
help 'Call Lightning' 'CALL LIGHTNING' CALL LIGHTNING Syntax: cast 'call lightning' This spell works only out of doors, and only when the weather is bad. It calls down lightning bolts from the Gods. See also - WEATHER CONTROL WEATHER
Control Weather
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Description:
help 'Control Weather' 'CONTROL WEATHER' 'CONTROL WEATHER' Syntax: cast 'control weather' better cast 'control weather' worse This spell makes the weather either better or worse. Changes in weather, being the domain of the goddess Turpa, are difficult to achieve, and tend to take a great deal of effort. See also - WEATHER
Level 20
Back to the TopFlamestrike
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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
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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
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Description:
help Summon SUMMON SUMMON Syntax: cast summon <character> This spell summons a character from anywhere else in the world into your room. Characters who are fighting may not be summoned.
Level 21
Back to the TopFarsight
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Description:
help 'Farsight' FARSIGHT Syntax: cast 'farsight' Farsight allows a caster to see the presence of other mortals within the surrounding area's of the one that individual is in.
Lightning Bolt
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Description:
help 'Lightning Bolt' 'LIGHTNING BOLT' 'LIGHTNING BOLT' Syntax: cast 'lightning bolt' <target> cast 'lightning bolt' <direction> <target> As is evidenced by its name, the casting of this spell calls down a massive lightning bolt from the skies. This bolt of lightning can cause a great deal of damage, and much like any other lightning, has potential side effects. The caster can also direct this spell toward opponents standing in distant rooms. See also - WEATHER -
Amended Description:
At level 15 you will be able to range this spell.
Level 22
Back to the TopDetect Evil
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Description:
help 'Detect Evil' 'DETECT EVIL' 'DETECT EVIL' Syntax: cast 'detect evil' This spell enables the caster to detect evil characters, which will reveal a characteristic red aura.
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Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Detect Good
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Description:
help 'Detect Good' 'DETECT GOOD' Syntax: cast 'detect good' This spell enables the caster to detect good characters, which will reveal a characteristic golden aura.
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Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Dispel Magic
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Description:
help 'Dispel Magic' 'DISPEL MAGIC' CANCELLATION 'DISPEL MAGIC' CANCELLATION Syntax: cast 'dispel magic' <character> cast 'cancellation' <character> Both of these spells remove magical effects from the target. Dispel magic has a reduced chance of working, and is considering an attack spell. Cancellation can only be used on allies, but is much more effective and does not provoke attack. Unfortunately, the spells do not discriminate between harmful and benign spells. The chance of dispelling is based on the level of the spell. Permanent spells (such as mobile sanctuary) are much harder to remove. Not all spells may be dispelled, notable examples are poison and plague.
Energy Drain
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Description:
help energy drain 'ENERGY DRAIN' ENERGY DRAIN Syntax: cast 'energy drain' <target> This spell saps the mana and movement points of its target. Necromancers get a special bonus when casting this spell and it is more difficult to save against when cast by necromancers.
Poison
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Description:
help poison POISON POISON Syntax: cast poison <victim> Syntax: cast poison <object> This spell reduces the strength of the victim by two, as well as reducing the victim's regeneration rate. It may also be used to poison food, drink, or a weapon in a fashion similar to envenom ('help envenom'), but with drastically reduced effectiveness. -
Duration:
65 ticks (about 44 min 25 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 23
Back to the TopDodge
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Description:
help dodge DODGE In the words of one wise warrior, 'the best way to block a blow is to not be where it lands'. The dodge skill honors this tradition, by improving the character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target. Any class may learn dodging.
Fly
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Description:
help fly FLY FLY Syntax: cast 'fly' <character> This spell enables the target character to fly. There are some areas where passage may not be enabled simply by flying, for example - an underwater cave might require the use of swimming to get through. You cannot rest sleep or ride a mount while flying. See also 'LAND'
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Duration:
58 ticks (about 39 min 38 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 24
Back to the TopCure Bugbear Bite
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Amended Description:
Casting this will cure bugbear bites, which cause negative status effects.
Cure Fatigue
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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
Back to the TopGate
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Description:
help Gate GATE GATE syntax: cast gate <target> The gate spell is a powerful transportation magic that opens up a portal between your character and another person or creature somewhere else in the world. This portal will transport you and any pet you might have, but not other members of your group. Monsters receive a save against gate, and monster or players more than 3 levels higher than you can not be gated to at all. God rooms, private rooms, and no recall rooms cannot be gated to, and no recall rooms cannot be gated out of. Finally, any god or hero is also immune to gate, as well as any player who has no summon set. Clan members may not be gated to except by their fellow Clan members. Gate is not powerful enough to cross the vast oceans to another continent.
Level 26
Back to the TopDisplacement
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Description:
displacement c 'displacement' <target> Displacement if successful allows a priest to send a victim back to their point of recall.
Protection Evil
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Description:
help 'Protection Evil' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' Syntax: cast 'protection evil' cast 'protection good' cast 'protection neutral' The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. -
Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Protection Good
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Description:
help 'Protection Good' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' Syntax: cast 'protection evil' cast 'protection good' cast 'protection neutral' The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. -
Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Protection Neutral
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Description:
help 'Protection Neutral' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' Syntax: cast 'protection evil' cast 'protection good' cast 'protection neutral' The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. -
Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 27
Back to the TopPlague
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Description:
help 'Plague' PLAGUE PLAGUE Syntax: cast 'plague' <target> The plague spell infests the target with a magical disease of great virulence, sapping its strength and causing horrific suffering, possibly leading to death. It is a risky spell to use, as the contagion can spread like wildfire if the victim makes it to a populated area.
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Duration:
70 ticks (about 47 min 50 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 28
Back to the TopSanctuary
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Description:
help 'Sanctuary' SANCTUARY SANCTUARY Syntax: cast sanctuary <character> The SANCTUARY spell reduces the damage taken by the character from any attack by one half.
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Duration:
12 ticks (about 8 min 12 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 29
Back to the TopCreate Holy Symbol
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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.
Level 30
Back to the TopEnhanced Damage
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Description:
help 'enhanced damage' 'ENHANCED DAMAGE' Warriors and skilled thieves can become skilled enough in combat that they are able to inflict more damage than other classes. Enhanced damage is checked for with each hit, although with a low skill, the chance of receiving a bonus is very low indeed.
Holy Presence
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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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Duration:
50 ticks (about 34 min 10 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 32
Back to the TopMental Drain
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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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Duration:
3 ticks (about 2 min 3 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 33
Back to the TopDivine Intervention
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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.
Level 34
Back to the TopDemonfire
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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
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Description:
help 'Second Attack' 'SECOND ATTACK' Training in second attack allows the character a chance at additional strikes in combat -- although a 100% second attack does NOT guarantee 2 attacks every round. Any class may learn this skill, although clerics and mages have a very hard time with it.
Shield
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Description:
help 'Shield' SHIELD 'STONE SKIN' SHIELD 'STONE SKIN' Syntax: cast shield Syntax: cast 'stone skin' These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points off armor. STONE SKIN provides 40 points off armor.
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Duration:
63 ticks (about 43 min 3 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 35
Back to the TopRay of Truth
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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
Level 36
Back to the TopBind Soul
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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.
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Duration:
7 ticks (about 4 min 47 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Holy Word
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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
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Description:
help tornado TORNADO Syntax: cast 'tornado' <target> This spell summons a deadly tornado. These powerful weather phenomena have been known to carry away objects lying around the room, as well as people!
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Amended Description:
This spell doesn't actually do any damage.
Level 37
Back to the TopBlind Fighting
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Description:
help 'blind fighting' blind fighting BLIND FIGHTING Under the tutelage of a master weaponsmaster, the dedicated combatant can learn how to utilize his weapons so effectively in combat that he is proficient with them even while blinded. The blind fighting skill negates the disadvantages of losing vision in a fight by magic or smoke. A wide variety of classes and reclasses may learn this fighting technique.
Level 39
Back to the TopCure Deafness
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Description:
cure deafness Syntax: c 'cure deafness' <target> Cure deafness allows a priest to cure those that are temporarily deaf (generally through magic).
Slow
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Description:
help slow SLOW SLOW Syntax: cast 'slow' <target> Despite popular mythology, slow is not the opposite of haste, but is a spell with its own unique set of effects. When cast on an unfortunate victim, it slows its movements, making it easier to hit and reducing its rate of attack. The effect of slow also double movement costs and halve healing rates, due to reduced metabolism.
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Duration:
31 ticks (about 21 min 11 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 40
Back to the TopKnow Religion
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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
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Description:
help 'Stone Skin' SHIELD 'STONE SKIN' SHIELD 'STONE SKIN' Syntax: cast shield Syntax: cast 'stone skin' These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points off armor. STONE SKIN provides 40 points off armor.
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Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 41
Back to the TopPass Door
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Description:
help 'Pass Door' 'PASS DOOR' 'PASS DOOR' Syntax: cast 'pass door' This spell enables the caster to pass through closed doors.
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Duration:
14 ticks (about 9 min 34 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 42
Back to the TopBlizzard
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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
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Duration:
4 ticks (about 2 min 44 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Faerie Flames
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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
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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
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Duration:
2 ticks (about 1 min 22 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Portal
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Description:
help 'Portal' Syntax: cast 'portal' <target> The portal spell is similar to gate, but creates a lasting one-way portal to the target creature, instead of transporting the caster. Portals are entered using 'enter' command, as in 'enter portal'. Portals cannot be made to certain destinations, nor used to escape from gate-proof rooms. Portal requires a special source of power to be used, unfortunately the secret of this material component has been lost... Portals can traverse the boundries of the continents. Use look in <portal> to see destination.
Level 43
Back to the TopDispel Fog
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Description:
help 'Dispel Fog' 'DISPEL FOG' 'DISPEL FOG' Syntax: cast 'dispel fog' This spell is used to disperse walls of fog that may be present in any given room. See also - WEATHER
Fog
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Description:
help fog FOG 'FOG' Syntax: cast 'fog' This spell fills the room you are in with a dense fog, obscuring the view of all but the most acute of visions. See also - WEATHER
Level 45
Back to the TopDispel Curse
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Description:
dispel curse Syntax: c 'dispel curse' <object> Dispel curse allows the priest to permenatly remove a curse from a given object.
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Amended Description:
Often confused with 'remove curse' which will temporarily remove the curse, this one is the permanent version.
Mass Healing
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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.
Level 47
Back to the TopNexus
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Description:
help 'Nexus' 'NEXUS' NEXUS Syntax: cast 'nexus' <target> This spell is virtually identical to portal (see 'help portal'), with the only difference being that while portal creates a one-way gate, a nexus spell makes a two-sided gate. It also lasts longer than the lower-powered portal spell. Both spells require an additional power source, the secret of which has been lost... This spell can traverse the boundries of continents.
Level 50
Back to the TopMeteo
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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.
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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.