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
Axe
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Description:
help axe EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Cause Light
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Description:
help 'cause light' 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM Syntax: cast 'cause light' <victim> Syntax: cast 'cause serious' <victim> Syntax: cast 'cause critical' <victim> Syntax: cast harm <victim> These spells inflict damage on the victim. The higher-level spells do more damage.
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.
Polearm
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Description:
help Polearm EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Recall
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Description:
help recall RECALL / RECALL / Syntax: RECALL RECALL prays to the Gods for miraculous transportation from where you are back to the Temple of your home kingdom. '/' is a synonym for RECALL. If you RECALL during combat, you will lose experience (more than for fleeing), and you will have a chance of failing (again, more than for fleeing). This chance is based on your recall skill, although a 100% recall does not insure success. RECALL costs half of your movement points. RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a curse may not recall at all.
Scroll
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Description:
help scroll BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION Syntax: brandish <target> Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <target> Syntax: zap BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP zaps a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. You must HOLD a wand or a staff before using BRANDISH or ZAP. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be consumed. These commands may require an item skill to be successful, see the help entries on the skills scrolls, staves, and wands for more information. SCROLL 'SCROLL COMMAND' SCROLL 'SCROLL COMMAND' Syntax: scroll Syntax: scroll <number> This command changes the number of lines the mud sends you in a page (the default is 24 lines). Change this to a higher number for larger screen sizes, or to 0 to disabling paging.
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Amended Description:
Allows you to recite scrolls to cast the spell inscribed on them.
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.
Spear
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Description:
help spear EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Staff
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Description:
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Staves
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Amended Description:
Allows you to brandish staffs and invoke the spells contained within.
Swim
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Description:
help swim swim SWIM The swim skill determines your ability to swim underwater or in the ocean. Being unable to swim will result in you attempting to breathe water, which will hurt you. Everyone can swim, though some have more trouble with it than others. This skill is passive, and does not need to be invoked in order to function.
Sword
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Description:
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Wands
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Description:
help wand BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION Syntax: brandish <target> Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <target> Syntax: zap BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP zaps a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. You must HOLD a wand or a staff before using BRANDISH or ZAP. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be consumed. These commands may require an item skill to be successful, see the help entries on the skills scrolls, staves, and wands for more information.
Whip
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Description:
help whip EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Level 2
Back to the 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.
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.
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
Detect 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.
Level 5
Back to the TopCreate Food
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Description:
help 'Create Food' CREATE FOOD Syntax: cast 'create food' This spell creates a Magic Mushroom, which you or anyone else can eat. See also - CREATION
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
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 6
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.
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.
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 7
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.
Cause Serious
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Description:
help 'cause serious' 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM Syntax: cast 'cause light' <victim> Syntax: cast 'cause serious' <victim> Syntax: cast 'cause critical' <victim> Syntax: cast harm <victim> These spells inflict damage on the victim. The higher-level spells do more damage.
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)
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.
Level 8
Back to the TopBlindness
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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.
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.
Level 9
Back to the TopFast Healing
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Description:
help 'fast healing' 'FAST HEALING' The fast healing skill improves wound healing rates, whether walking, resting, or sleeping. It represents knowledge of healing herbs or just general toughness and stamina. Fast healing is checked every tick, and it is possible for it to fail. All class may learn this skill, but mages find it very difficult to master, due to their bookish lifestyle. The skill occurs automatically, so there is no command syntax.
Illumination
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Description:
help Illumination illumination Syntax cast 'illumination' Illumination is a spell of creation that allows the caster to illuminate the room they are in for a period of time. Additional, the light will although weaker illuminate the surrounding rooms as well.
Know Alignment
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Description:
help 'Know Alignment' 'KNOW ALIGNMENT' 'KNOW ALIGNMENT' Syntax: cast 'know alignment' <character> This spell reveals the alignment of the target character.
Protection Evil
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Description:
help 'Protection Evil' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' Syntax: cast 'protection evil' cast 'protection good' cast 'protection neutral' The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. -
Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Protection Good
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Description:
help 'Protection Good' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' Syntax: cast 'protection evil' cast 'protection good' cast 'protection neutral' The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. -
Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Protection Neutral
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Description:
help 'Protection Neutral' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' Syntax: cast 'protection evil' cast 'protection good' cast 'protection neutral' The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. -
Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 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
Hand to Hand
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Description:
help 'Hand to Hand' 'HAND TO HAND' Hand to hand combat is a rare skill in the lands of Algoron. Learning this style of fighting gives the player a weapon even when disarmed -- bare hands. Trained hand to hand experts are far more effective than many swordsmen. Clerics and warriors are the best at this skill, although thieves and mages may also learn it.
Lore
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Description:
help lore LORE Lore is a general skill, consisting of knowledge of myths and legends. Use of the lore skill gives a chance of obtaining information on an object, concerning its power and uses. It also may occasionally increase the value of an object, because more will be known about its worth. All classes may learn lore, although thieves are best at it, and warriors find it very hard to use. Lore works automatically, each time you look at or examine an object.
Level 11
Back to the TopCreate 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
Detect Hidden
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Description:
help 'Detect Hidden' 'DETECT HIDDEN' 'DETECT HIDDEN' Syntax: cast 'detect hidden' This spell enables the caster to detect hidden creatures.
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Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 12
Back to the TopFireproof
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Description:
help 'Fireproof' FIREPROOF Syntax: cast 'fireproof' <object> The fireproof spell creates a short-lived protective aura around an object, to protect it from the harmful effects of acid and flame. Items protected by this spell are not harmed by acid, fire, or the heat metal spell. Although inexpensive to use, the spell's short duration makes it impractical for protecting large numbers of objects.
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.
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.
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 13
Back to the TopCause Critical
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Description:
help 'Cause Critical' 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM Syntax: cast 'cause light' <victim> Syntax: cast 'cause serious' <victim> Syntax: cast 'cause critical' <victim> Syntax: cast harm <victim> These spells inflict damage on the victim. The higher-level spells do more damage.
Cure 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)
Cure 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
Level 14
Back to the TopCure 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
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 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.
Level 16
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.
Farsight
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Description:
help 'Farsight' FARSIGHT Syntax: cast 'farsight' Farsight allows a caster to see the presence of other mortals within the surrounding area's of the one that individual is in.
Heat Metal
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Description:
help 'Heat Metal' 'HEAT METAL' HEAT METAL Syntax: cast 'heat metal' <target> Heat metal is a powerful clerical attack spell, with effects that vary according to the armor of the victim. It heats up the metal equipment (assumed to be all weapons and armor at this point in time) on the target, causing him or her to drop them if possible, taking serious burns in the process (possibly fatal if the equipment is too heavy to remove easily). This spell does no damage to creatures who are immune to fire. Using this spell when you are EQless is illegal. See also - ATTACK
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 TopCreate Spring
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Description:
help 'Create Spring' 'CREATE SPRING' 'CREATE SPRING' Syntax: cast 'create spring' This spell brings forth a magical spring from the ground, which has the same properties as a fountain. See also - CREATION
Gate
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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.
Plague
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Description:
help 'Plague' PLAGUE PLAGUE Syntax: cast 'plague' <target> The plague spell infests the target with a magical disease of great virulence, sapping its strength and causing horrific suffering, possibly leading to death. It is a risky spell to use, as the contagion can spread like wildfire if the victim makes it to a populated area.
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Duration:
70 ticks (about 47 min 50 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 18
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
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.
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.
Haggle
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Description:
help Haggle HAGGLE HAGGLING Haggling is an indispensable skill to the trader. It allows a character to match wits with a merchant, seeking to get a better price for merchandise, or to buy at the lowest possible cost. Unfortunately, most merchants are already very skilled at haggling, so the untrained adventurer had best guard his treasure closely. Thieves are natural masters at haggling, although other classes may learn it as well.
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 19
Back to the TopControl Weather
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Description:
help 'Control Weather' 'CONTROL WEATHER' 'CONTROL WEATHER' Syntax: cast 'control weather' better cast 'control weather' worse This spell makes the weather either better or worse. Changes in weather, being the domain of the goddess Turpa, are difficult to achieve, and tend to take a great deal of effort. See also - WEATHER
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.
Level 20
Back to the TopAstrology
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Description:
help astrology ASTROLOGY ASTROLOGY Syntax: automatic use Astrology can be used in conjunction with the 'lunar' or 'look moons' command to derive more information about the moons. Those who are very proficient with astrology can discern the phase of moons that are not visible, predict the rising of a given moon, and even predict solar and lunar eclipses. High level astrologers can also see the specific game effects of the moons when using the 'lunar' command. Being a purely scholarly discipline, astrology is available only to mages and clerics. Dragons may eventually learn it. see also: MOONS PHASES
Flamestrike
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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
Parry
- Skill Page
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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.
Sanctuary
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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 21
Back to the TopFaerie Fog
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Description:
help 'Faerie Fog' 'FAERIE FOG' 'FAERIE FOG' Syntax: cast 'faerie fog' This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you. See also - WEATHER
Heal
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Description:
heal the most powerful healing spell
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Amended Description:
When used on a player, this will also show the players current condition after the heal.
Peek
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Description:
help Peek PEEK Syntax: peek <mob/player> The peek skill is useful for seeing what a player or monster is carrying, the better to use the steal command with. More intelligent characters are harder to peek at. All characters may learn peek, but thieves are the most common practitioners.
Level 22
Back to the TopDodge
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Description:
help dodge DODGE In the words of one wise warrior, 'the best way to block a blow is to not be where it lands'. The dodge skill honors this tradition, by improving the character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target. Any class may learn dodging.
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.
Teleport
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Description:
help teleport TELEPORT TELEPORT Syntax: cast <teleport> This spell takes you from your current location to a random location somewhere in the world.
Level 23
Back to the TopHarm
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Description:
harm a very deadly harmful spell
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 24
Back to the TopDispel 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.
Frenzy
- Skill Page
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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.
Proximity Dispel
- Skill Page
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Description:
help 'Proximity Dispel' proximity dispel Syntax: cast 'proximity dispel' Proximity dispel is a protection spell used to attempt to remove magics that are cast on an area instead of a person.
Second Attack
- Skill Page
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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.
Waypoint
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Description:
help waypoint waypoint Syntax: cast 'waypoint' cast 'waypoint' recall Waypoint is a spell of transportation that allows the caster to mark a room and gate back to it for a period of time. The waypoint weakens with each and can be dispeled by other magics. Only one waypoint may ever exist for a caster at any one time. A waypoint in rare circumstances may drift from it's original point of origin.
Level 25
Back to the TopBlessing of Peace
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Description:
help 'Blessing of Peace' BLESSING OF PEACE Syntax: cast 'blessing of peace' <character> This blessing fills those granted with the essence of the ancients. It will improve their ability to resist magical spells and effects. Groups containing this skill: SHUKENJA
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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.
Pick Lock
- Skill Page
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Description:
PICK 'PICK LOCK' Syntax: pick <object> Syntax: pick <door> Lock picking is one of the prime skills of thieves, allowing them to gain access to many secured areas. Lock picking chances are improved by intelligence, and hindered by the difficulty of the lock. Other classes may learn to pick locks, but they will never find it easy.
Level 26
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.
Pugil
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Description:
help Pugil pugil Using a staff, the attempt is made to do a quick combination hit with alternate ends of the staff. The is done with a quick punching movement from each hand.
Level 27
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 29
Back to the TopCreate Holy Symbol
- Skill Page
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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.
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.
Protection Cold
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Description:
help 'Protection Cold' 'PROTECTION COLD' 'PROTECTION FIRE' 'PROTECTION COLD' 'PROTECTION FIRE' Syntax: cast 'protection cold' cast 'protection fire' These protection spells call forth powerful defensive magics to shield the wielder from attacks of either cold or flame respectively. The protection spells reduce the damage taken from said attacks. See also - NATURE -
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.
Protection Fire
- Skill Page
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Description:
help 'Protection Fire' 'PROTECTION COLD' 'PROTECTION FIRE' 'PROTECTION COLD' 'PROTECTION FIRE' Syntax: cast 'protection cold' cast 'protection fire' These protection spells call forth powerful defensive magics to shield the wielder from attacks of either cold or flame respectively. The protection spells reduce the damage taken from said attacks. See also - NATURE -
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.
Level 31
Back to the TopAncestral Honor
- Skill Page
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Description:
help 'Ancestral Honor' ANCESTRAL HONOR Syntax: cast 'ancestral honor' <character> The shukenja calls upon their ancestral spirits for extra protection. They may share this protection to their allies as well to bolster their armor. Groups containing this skill: SHUKENJA
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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.
Firestorm
- Skill Page
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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.
Level 32
Back to the TopPass Door
- Skill Page
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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 33
Back to the TopCrucify
- Skill Page
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Description:
help crucify CRUCIFY CRUCIFY Syntax: c 'crucify' <target> Crucification is the dedication of your enemy's corpse to your god. The corpse must be emptied of all its worldly possessions before it can be crucified. In return for your offering, energy of your deity flows through the crucified corpse to enhance your weapons. Crucified corpses cannot currently be taken down by any normal means. See also - WORSHIP
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Duration:
25 ticks (about 17 min 5 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 34
Back to the TopBlind Fighting
- Skill Page
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Description:
help 'blind fighting' blind fighting BLIND FIGHTING Under the tutelage of a master weaponsmaster, the dedicated combatant can learn how to utilize his weapons so effectively in combat that he is proficient with them even while blinded. The blind fighting skill negates the disadvantages of losing vision in a fight by magic or smoke. A wide variety of classes and reclasses may learn this fighting technique.
Demonfire
- Skill Page
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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
Level 35
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.
Ray of Truth
- Skill Page
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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
Shield
- Skill Page
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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 36
Back to the TopHoly Word
- Skill Page
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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
- Skill Page
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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 TopCause Decay
- Skill Page
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Amended Description:
A spell that causes moderate damage and has a change to apply debilitating maledictions to the target.
Level 38
Back to the TopBlizzard
- Skill Page
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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.
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 39
Back to the TopSpirit of Retribution
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Description:
help 'Spirit of Retribution' SPIRIT OF RETRIBUTION Syntax: cast 'spirit of retribution' <character> The shukenja calls on the spirits of the dead to assail his enemies. All those in the room not formed with the shukenja will feel this spell's wrath. Along with its painful strike, the spell has a chance to curse all those it touches. Once afflicted by the curse, the shukenja will find casting it no longer harms them. Groups containing this skill: SHUKENJA
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Duration:
112 ticks (about 1 h 16 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.
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
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.
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 42
Back to the TopDual Wield
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Description:
help 'dual wield' dual wield DUAL WIELD syntax: hold <primary weapon> secondary <secondary weapon> Under the tutelage of a weapons expert, a combatant may learn how to wield a weapon in each hand during combat to increase the overall amount of attacks each round of attack. Obviously, with a weapon in each hand, there is no possibility of holding a shield. Since most people favor one hand more than the other, the combatant typically finds that he can hold a heavy weapon with his proficient hand and a lighter weapon with the other. Rangers, however, have the single ability to dual wield weapons of the same weight. Note: If the primary weapon is somehow removed, the secondary weapon automatically switches to the the primary hand. To dual wield, one must type second <weapon>. The only restriction is that the secondary weapon must weigh less than the primary weapon. However, there are some known classes out there that might be able to wield two weapons of the same weight as well as be able to dual wield two handed weapons.
Imbue
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Description:
help Imbue IMBUE IMBUE SPELL Syntax: cast imbue <target> cast imbue This spell allows clerics to increase the magic-casting abilities of themselves (when used without a target) or any other target (when used with a target). See also: CLERICS -
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.
Summon Yan Luo
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Description:
SUMMON YAN LUO Syntax: cast 'summon yan luo' Harnessing their command of the spirit world, the shukenja can summon a creature known as the Yan Luo. The deadly spirit enjoys torturing it's victims before killing them and fears not the strike of any magical weapon or spell. Groups containing this skill: SHUKENJA
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Amended Description:
Yan Luo (Shukenja Summon) Yan Luo appears to be a more neutral soul. Their wealth appears to be 0 gold and 0 silver They appear to be male. The base health of this creature is 2771. The base magically ability of this creature is 124. This creature is upon the cycle of training '44' This creature does 5d11 damage in a wrath manner. The creature has the following characteristics: Offensive Tactics:bash berserk parry rescue Immunities: charm fire cold lightning poison negative mental disease drowning Resistances: blunt fire mental Vulnerbilities: holy drowning This creature is affected by detect_invis detect_hidden infrared charm flying pass_door dark vision
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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 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 44
Back to the TopHeart Blight
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Description:
help 'Heart Blight' 'HEART BLIGHT' HEARTBLIGHT HEARTBLIGHT 'HEART BLIGHT' Syntax: cast 'heart blight' <target> cast 'heart blight' This spell causes incredible damage, as the heart of the victim becomes diseased by the power of the caster. Power such as this could only be granted by the gods; therefore, this spell is only available to clerics. See also: CLERICS -
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.
Level 45
Back to the TopCause Fatality
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Description:
help harmful cause fatality the most powerful harmful spell, possible instant death
Level 50
Back to the TopSpirit of Protection
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Description:
help 'Spirit of Protection' SPIRIT OF PROTECTION Syntax: cast 'spirit of protection' The shukenja is able to conjure a swirling mist to cover himself and all those formed with him for a short time. This mist protects he and his allies from all forms of magical spell damage. It is not effective against weapons. Groups containing this skill: SHUKENJA
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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.