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Credit: https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Fzs8i47f19rc71.png

Wu Jen

Primary Attribute: Intelligence

Secondary Attribute: Wisdom

Boost / Gimps

  • Ariel (Damage::10)
  • Dark Dwarf (Damage::10)
  • Dark Elf (Damage::20)
  • Deep Gnome (Damage::20)
  • Felar (Damage::20)
  • Goblin (Damage::10)
  • Half Elf (Damage::20)
  • Half Ogre (Damage::10)
  • Hobgoblin (Damage::-10)
  • Human (Damage::20)
  • Minotaur (Damage::-10)
  • Mul (Damage::-10)
  • Ogre (Damage::-20)
  • Orc (Damage::-10)
  • Sea Elf (Damage::20)
  • Shalonesti Elf (Damage::20)
  • Tinker Gnome (Damage::10)
  • Yinn (Damage::10)

Armor: Cloth

Is CSR? False

Race Restrictions: Hill Dwarf, Mountain Dwarf, Giant Ogre, Hobgoblin, Bugbear, Wemic, Kender, Arboren, Troll, Centaur, Gully Dwarf

Creation Skill / Spell / Song Groups

Skills

  • Weaponsmaster

Spells

  • Detection
  • Maladictions
  • Weather
  • Wind
  • Combat
  • Enhancement
  • Protective
  • Fire
  • Water
  • Creation
  • Illusion
  • Transportation
  • Earth
  • Metal

Basics

  • Wujen Basics

Default

  • Wujen Default

Notes: Courtesy of Delsaran, http://www.dsl-mud.org/forum/forum_posts.asp?TID=99314&PID=1185754&title=all-about-wujen-spells-mechanics-bugs-and-more#1185754

Click to show help file

Help File: 
WU JEN WUJEN
WU JEN WuJen

Hailing from the eastern continent of Shokono, the Wu Jen are an oddity
among mages.  Rather than deriving their power solely from the moons, the
eastern sorcerers have derived their power through means not fully
understood to outsiders.  Some claim that their magics stem through
contracts with nature spirits, while others believe that it is through
harmony with nature and Algoron itself that gives these practitioners the
ability to harness the elements to smite their enemies.  Whatever the case,
their power is one to be reckoned with.  

Each Wu Jen may choose to specialize in two of the classical Five Elements
of Shokonese lore: EARTH, FIRE, WATER, WIND, METAL.  Due to this unique
trait, it is rare to see two Wu Jen of identical disciplines, as each
complements the others in different ways.  They select the two elements of
their craft at reclass.  Because of the obscure nature of their magecraft,
they do not receive magical benefits from the moons.  

Flaming Soul:

Held up as a forbidden technique among the Wu Jen, it is believed that at
the core of every being is an untapped source of power that is rarely called
upon.  The potential of such a thing carries the potential for greatness,
but also carries the risk of certain death.  A practiced Wu Jen may channel
that power for a short time, becoming immune to all damage for the duration.
However, this comes at a price.  If the Wu Jen is not slain outright by the
attempt to cast this spell, they will surely be at death's door when it
expires.  All Wu Jen have the ability to cast this, should they choose.  


DISCIPLINES:

Element of Fire:

The fire discipline of the Wu Jen is as tumultuous and chaotic as a
wildfire, dangerous when controlled, but capable of breaking loose and
wreaking havoc when unattended.  

Ignite - The Wu Jen conjures an overpowering heat to wash over their enemy. 
If they fail a save, they will begin stripping off their armor and throwing
it on the ground in an attempt to escape the infernal warmth.  

Flame Wall - The Wu Jen conjures a wall of flame in the room, blinding all
enemies who witness its creation for a time.  The flame wall lingers in the
room for awhile after, and the smoke from the burning barrier can
occasionally cause spellcasters to choke and fail the spells they are
casting.  

Searing Winds - Much like the chaotic and wild chain lightning spell,
searing winds is a multi-target spell that bounces between targets, dealing
fire damage to each.  If there are not enough targets for its use, however,
the winds will rebound upon the caster and hurt them as well.  


Element of Earth:

Unyielding as stone and treacherous as quicksand, the earth discipline of
the Wu Jen offer many opportunities and powers in return for dedication to
the art.  

Summon Monster - The Wu Jen calls forth either a Rock or a Mud monster,
which will do their bidding until destroyed.  The rock monster is made for
attacking, and will collapse when destroyed to deal damage to its killer. 
The mud monster is a defensive creature, made to absorb a great deal of
punishment before it is vanquished.  

Stalagmite - The Wu Jen hurls a spike of rock into their enemy, dealing
damage and having a chance to knock them off-balance, stunning them.  

Chasm - The Wu Jen splits open the earth and uses the altered terrain to
their advantage, attempting to force enemy groups to break and scatter so as
to not fall into the abyss.  


Element of Water:

The water Wu Jen discipline carries the rage of storms and the crushing
weight of the ocean, relentless and powerful.  

Wave - The Wu Jen conjures a wave of water that carries them out of the
room, continuing for up to two rooms in a direction of their choosing.  

Monsoon - The Wu Jen summons a localized tempest that hammers rain down upon
their enemies, dealing damage to everyone that is not grouped with them.  

Drown - The Wu Jen forces water into the lungs of their enemies, affected
everyone not currently grouped with them.  For a short time after, anyone
affected may panic at the sensation of drowning, failing any spells they are
casting or finding themselves unable to flee from combat.  

Element of Wind:

Flighty and versatile, the wind Wu Jen discipline offers a measure of
control over their surroundings, stripping the advantage from their foes and
giving it to themselves.  

Engulf Wind - Drawing a great deal of air into their bodies, a Wu Jen is
able to harness the power of wind to grow to a greater size, pushing
themselves to their limits.  While enlarged, they are more resistant to
being bashed and other forms of stunning.  

Gust - Invoking a localized vortex, the Wu Jen casts a billowing wind that
kicks up a great deal of dust and debris.  This dust can blind anyone in the
room not grouped with the Wu Jen, and the powerful winds can knock them off
balance.  

Suffocate - Drawing all of the room in the air into themselves, a Wu Jen can
create a temporary vacuum, stifling the breath of anyone not grouped with
them.  Affected foes begin to take damage similar to drowning underwater for
a short time, the amount of harm done proportional to their health.  


Element of Metal:

The least conventional (to traditional thought) element, the metal Wu Jen's
practice of magic is unyielding and powerful, offering a great deal of
control over their surroundings.  

Force Field - Utilizing their mastery over metal, the Wu Jen creates a field
that neutralizes melee attacks for a brief time, warding away blows
temporarily.  

Metal Storm - Pulling shards of metal from their surroundings, the Wu Jen
creates a cloud of jagged metal that slice into their enemies, pelting
anyone not grouped with them with splinters that cut and damage them for a
short time after.  

Control Metal - Demonstrating their mastery over the elements, the Wu Jen
focuses upon their enemy's weapons and shield, attempting to rip them from
unwilling hands and tossing them aside to gain the advantage. 

Level 1

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Age

  • Skill Page
  • Description:

    help age
    AGE
    AGE
    Age on DSL is for roleplaying purposes only and has no visable game
    affect.  Different Races have different life spans so ages vary.  To
    increase your age, go to the trainer and type "Practice age".  You can
    increase your age but you can NEVER decrease it.  Practicing your age
    DOES NOT cost ANY practices.
    TABLE OF AGES:
    Race      Teen      Young Adult   Adult     Middle Aged   Old
    Human     17-19     20-29         30-45     46-60         61-85
    Goblin    17-19     20-29         30-45     46-60         61-85
    Dwarf     40-60     61-120        121-250   251-350       350+
    Elf       40-90     91-175        176-300   301-500       501+
    Ogre      30-80     81-110        111-180   181-210       211-250
    Minotaur  30-60     61-80         81-115    116-145       146-175
    Gnome     35-85     86-110        111-190   191-220       221-240
    Dragon    107-300   300-700       700-1.5k  1.5k-3k       3k-5k
    Kender    20-29     30-55         56-88     89-131        131-160
    Yinn      20-30     31-50         51-70     71-90         91-110

  • Amended Description:

    Retraining and reclassing resets age

Axe

  • Skill Page
  • Description:

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

Dagger

  • Skill Page
  • Description:

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

Dig

  • Skill Page
  • Description:

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

Flail

  • Skill Page
  • Description:

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

Mace

  • Skill Page
  • Description:

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

Magic Missile

  • Skill Page
  • Description:

    help 'Magic Missile'
    'MAGIC MISSILE'
    'MAGIC MISSILE'
    
    Syntax: cast 'magic missile' <target>
    
    One newly trained in the arts of magical combat learns this spell quickly in
    their studies.  The casting of magic missile provides the barest of
    offensive abilities in magical combat.  
    
    When cast, this spell appears before the target as a series of projectiles
    of energy, flashing forth from the hands of the caster.  
    
    See also - COMBAT

  • Amended Description:

    As this spell levels, it will cast additional projectiles. At level 15 you will be able to range this spell.

Polearm

  • Skill Page
  • 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

  • Skill Page
  • Description:

    help recall
    RECALL /
    RECALL /
    Syntax: RECALL
    RECALL prays to the Gods for miraculous transportation from where you are
    back to the Temple of your home kingdom.  '/' is a synonym for RECALL.
    If you RECALL during combat, you will lose experience (more than for fleeing),
    and you will have a chance of failing (again, more than for fleeing).  This
    chance is based on your recall skill, although a 100% recall does not 
    insure success.
    RECALL costs half of your movement points.
    RECALL doesn't work in certain god-forsaken rooms.  Characters afflicted by a
    curse may not recall at all.

Scroll

  • Skill Page
  • Description:

    help scroll
    BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
    BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
    Syntax: brandish <target>
    Syntax: quaff    <potion>
    Syntax: recite   <scroll> <target>
    Syntax: zap      <target>
    Syntax: zap
    BRANDISH brandishes a magical staff.  QUAFF quaffs a magical potion (as opposed
    to DRINK, which drinks mundane liquids).  RECITE recites a magical scroll; the
    <target> is optional, depending on the nature of the scroll.  ZAP zaps a
    magical wand at a target.  If the target is not specified, and you are fighting
    someone, then that character is used for a target.
    You must HOLD a wand or a staff before using BRANDISH or ZAP.
    All of these commands use up their objects.  Potions and scrolls have a single
    charge.  Wands and staves have multiple charges.  When a magical object has no
    more charges, it will be consumed.
    These commands may require an item skill to be successful, see the help entries
    on the skills scrolls, staves, and wands for more information.
    
    SCROLL 'SCROLL COMMAND'
    SCROLL 'SCROLL COMMAND'
    Syntax: scroll
    Syntax: scroll <number>
    This command changes the number of lines the mud sends you in a page (the 
    default is 24 lines).  Change this to a higher number for larger screen
    sizes, or to 0 to disabling paging.

  • Amended Description:

    Allows you to recite scrolls to cast the spell inscribed on them.

Shield Block

  • Skill Page
  • Description:

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

Spear

  • Skill Page
  • 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

  • Skill Page
  • Description:

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

Staves

  • Skill Page
  • Amended Description:

    Allows you to brandish staffs and invoke the spells contained within.

Swim

  • Skill Page
  • Description:

    help swim
    swim
    SWIM
    
    The swim skill determines your ability to swim underwater or in the ocean. 
    Being unable to swim will result in you attempting to breathe water, which
    will hurt you.  Everyone can swim, though some have more trouble with it
    than others.  This skill is passive, and does not need to be invoked in
    order to function.

Sword

  • Skill Page
  • Description:

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

Ventriloquate

  • Skill Page
  • Description:

    help Ventriloquate
    VENTRILOQUATE
    VENTRILOQUATE
    
    Syntax: cast ventriloquate <speaker> <message>
    
    This spell throws your voice, making it appear that some other object or
    character in the room is saying your message.  
    
    Victims who make their saving throw will know that someone is using
    ventriloquism, but not who.  Victims who fail their saving throw will think
    that the object or character really did say your message.  
    
    See also - ILLUSION

Wands

  • Skill Page
  • Description:

    help wand
    BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
    BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
    Syntax: brandish <target>
    Syntax: quaff    <potion>
    Syntax: recite   <scroll> <target>
    Syntax: zap      <target>
    Syntax: zap
    BRANDISH brandishes a magical staff.  QUAFF quaffs a magical potion (as opposed
    to DRINK, which drinks mundane liquids).  RECITE recites a magical scroll; the
    <target> is optional, depending on the nature of the scroll.  ZAP zaps a
    magical wand at a target.  If the target is not specified, and you are fighting
    someone, then that character is used for a target.
    You must HOLD a wand or a staff before using BRANDISH or ZAP.
    All of these commands use up their objects.  Potions and scrolls have a single
    charge.  Wands and staves have multiple charges.  When a magical object has no
    more charges, it will be consumed.
    These commands may require an item skill to be successful, see the help entries
    on the skills scrolls, staves, and wands for more information.

Whip

  • Skill Page
  • 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

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Detect Magic

  • Skill Page
  • Description:

    help 'Detect Magic'
    'DETECT MAGIC'
    Syntax: cast 'detect magic'
     
    This spell enables the caster to detect magical objects.  Additional, if cast
    in a room where magic resides it will allow the caster to know what that magic
    is and whom it originated from.

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

Level 3

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Detect Invis

  • Skill Page
  • Description:

    help 'Detect Invis'
    'DETECT INVIS'
    'DETECT INVIS'
    Syntax: cast 'detect invis'
    This spell enables the caster to detect invisible objects and characters.

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

Level 4

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Chill Touch

  • Skill Page
  • Description:

    help 'Chill Touch'
    'CHILL TOUCH'
    'CHILL TOUCH'
    
    Syntax: cast 'chill touch' <target>
    
    Those training in combat magics move forward to the casting of the touch of
    cold after they have been provided the knowledge of magic missiles.  This
    spell offers a slightly more damaging offensive ability.  
    
    An added bonus, at least for the caster, is that the chilling touch may also
    adversely affect the target, causing them to shiver enough in combat to
    worsen their abilities.  
    
    See also - COMBAT

  • Amended Description:

    This spell can cause a minor strength debuff.

Floating Disc

  • Skill Page
  • Description:

    'FLOATING DISC'
    
    Syntax: cast 'floating disc'
    
    This useful spell creates a floating field of force which follows the caster
    around, allowing him or her to pile treasure high with no fear of weight
    penalties.  
    
    It lasts no more than twice the casters level in hours, and usually less. 
    It can hold 10 pounds per level of the caster, with a maximum of five pounds
    per item.  
    
    The spell requires an open float location on the character, and the only way
    to remove the disc is to die or allow it to run out of energy.  
    
    See also - CREATION

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

Level 5

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Invisibility

  • Skill Page
  • Description:

    help invis
    INVIS 'MASS INVIS' INVISIBILITY
    INVIS 'MASS INVIS' INVISIBILITY
    
    Syntax: cast 'invisibility' <character>
            cast 'invisibility' <object>
            cast 'mass invis'
    
    The invisibility spell makes the target character invisible.  Invisible
    characters will become visible when they attack.  It may also be cast on an
    object to render the object invisible.  
    
    The mass invisibility spell makes all characters in the caster's group
    invisible, including the caster.  
    
    See also - ILLUSION

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

Level 6

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Continual Light

  • Skill Page
  • Description:

    help Continual Light
    'CONTINUAL LIGHT'
    CONTINUAL LIGHT
    
    Syntax: cast 'continual light'
            cast 'continual light' <object>
    
    This spell creates a ball of light, which you can hold as a light source. 
    The ball of light will last indefinitely.  It may also be used on an object
    to give it an enchanted glow.  
    
    See also - CREATION

Faerie Fire

  • Skill Page
  • Description:

    help 'Faerie Fire'
    'FAERIE FIRE'
    'FAERIE FIRE'
    
    Syntax: cast 'faerie fire' <victim>
    
    This spell increases (makes worse) the armor class of its victim.  For each
    level of the caster, the victim's armor class is increased by one point.  
    
    See also - WEATHER

Meditation

  • Skill Page
  • Description:

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

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

Level 7

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Armor

  • Skill Page
  • Description:

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

Burning Hands

  • Skill Page
  • Description:

    help 'Burning Hands'
    'BURNING HANDS'
    'BURNING HANDS'
    
    Syntax: cast 'burning hands' <target>
    
    Adding to the growing list of spells which one learning the combat arts
    shall receive, burning hands helps to broaden the knowledge offered by the
    lesser spell of chill touch.  This spell as well, offers a slightly
    increased potential for damage than that of chill touch.  
    
    See also - COMBAT

Haggle

  • Skill Page
  • Description:

    help Haggle
    HAGGLE HAGGLING
    Haggling is an indispensable skill to the trader.  It allows a character to
    match wits with a merchant, seeking to get a better price for merchandise,
    or to buy at the lowest possible cost.  Unfortunately, most merchants are
    already very skilled at haggling, so the untrained adventurer had best 
    guard his treasure closely.  Thieves are natural masters at haggling,
    although other classes may learn it as well.

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

Level 8

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Create Water

  • Skill Page
  • Description:

    help 'Create Water'
    'CREATE WATER'
    'CREATE WATER'
    
    Syntax: cast 'create water' <drink-container>
    
    This spell replenishes a drink container with water.  
    
    See also - CREATION

Peek

  • Skill Page
  • 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.

Refresh

  • Skill Page
  • Description:

    help 'Refresh'
    REFRESH
    REFRESH
    
    Syntax: cast refresh <character>
    
    This spell refreshes the movement points of a character who is out of
    movement points.  
    
    See also - ENHANCEMENT

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

Level 9

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Infravision

  • Skill Page
  • Description:

    help 'Infravision'
    INFRAVISION
    INFRAVISION
    
    Syntax: cast infravision <character>
    
    This spell enables the target character to see warm-blooded creatures even
    while in the dark, and exits of a room as well.  
    
    See also - ENHANCEMENT

Locate Object

  • Skill Page
  • Description:

    help 'Locate Object'
    'LOCATE OBJECT'
    'LOCATE OBJECT'
    Syntax: cast 'locate object' <name>
    This spell reveals the location of all objects with the given name.

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

Level 10

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Create Food

  • Skill Page
  • Description:

    help 'Create Food'
    CREATE FOOD
    Syntax: cast 'create food'
    
    This spell creates a Magic Mushroom, which you or anyone else can eat.  
    
    See also - CREATION

Create Tree

  • Skill Page
  • Amended Description:

    Creates a tree

Fly

  • Skill Page
  • Description:

    help fly
    FLY
    FLY
    Syntax: cast 'fly' <character>
    This spell enables the target character to fly.  There are some areas where
    passage may not be enabled simply by flying, for example - an underwater
    cave might require the use of swimming to get through.  You cannot rest
    sleep or ride a mount while flying.  
     
    See also 'LAND'

Lore

  • Skill Page
  • Description:

    help lore
    LORE
    Lore is a general skill, consisting of knowledge of myths and legends. Use
    of the lore skill gives a chance of obtaining information on an object,
    concerning its power and uses.  It also may occasionally increase the value
    of an object, because more will be known about its worth.  All classes may
    learn lore, although thieves are best at it, and warriors find it very hard
    to use.
    Lore works automatically, each time you look at or examine an object.

Shocking Grasp

  • Skill Page
  • Description:

    help 'Shocking Grasp'
    'SHOCKING GRASP'
    'SHOCKING GRASP'
    
    Syntax: cast 'shocking grasp' <target>
    
    Adding that final element, literally, to the book of combat spells, the
    shocking grasp offers the caster an even greater potential for offensive
    damage than its siblings.  
    
    Once this spell is learned, the caster begins training in greater, more
    damagaing, and in most cases, more specialized spells of combat.  
    
    See also - COMBAT

Word of Recall

  • Skill Page
  • Description:

    help 'Word of Recall'
    'WORD OF RECALL'
    'WORD OF RECALL'
    Syntax: cast 'word of recall'
    This spell duplicates the built-in RECALL ability.  It is provided solely for
    Merc-based muds which wish to eliminate the built-in ability while still
    providing the spell. This spell circumvents the pkill no-recall lag.

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

Level 11

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Detect Evil

  • Skill Page
  • Description:

    help 'Detect Evil'
    'DETECT EVIL'
    'DETECT EVIL'
    Syntax: cast 'detect evil'
    This spell enables the caster to detect evil characters, which will
    reveal a characteristic red aura.

Detect Good

  • Skill Page
  • Description:

    help 'Detect Good'
    'DETECT GOOD'
    Syntax: cast 'detect good'
    This spell enables the caster to detect good characters, which will
    reveal a characteristic golden aura.

Giant Strength

  • Skill Page
  • Description:

    help 'Giant Strength'
    'GIANT STRENGTH'
    'GIANT STRENGTH'
    
    Syntax: cast 'giant strength' <character>
    
    The caster can enhance the physical strength of a target, either himself or
    another, with this spell, giving the recipient the strength of a mighty
    giant.  
    
    See also - ENHANCEMENT

Weaken

  • Skill Page
  • Description:

    help Weaken
    WEAKEN
    WEAKEN
    Syntax: cast weaken <victim>
    The weaken spell reduces the physical power of the caster's target by
    reducing his strength.  The amount of the strength reduced by a caster
    depends on the level of the caster.

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

Level 12

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Blindness

  • Skill Page
  • Description:

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

Know Alignment

  • Skill Page
  • Description:

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

Protection Evil

  • Skill Page
  • Description:

    help 'Protection Evil'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    Syntax: cast 'protection evil'
            cast 'protection good'
              cast 'protection neutral'     
    The protection spells reduce damage taken from attackers of the appropriate
    ethos, and improve saving throws against all forms of magic. They may not
    be cast on others, and one person cannot carry both defenses at the same
    time.

Protection Good

  • Skill Page
  • Description:

    help 'Protection Good'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    Syntax: cast 'protection evil'
            cast 'protection good'
              cast 'protection neutral'     
    The protection spells reduce damage taken from attackers of the appropriate
    ethos, and improve saving throws against all forms of magic. They may not
    be cast on others, and one person cannot carry both defenses at the same
    time.

Protection Neutral

  • Skill Page
  • Description:

    help 'Protection Neutral'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    Syntax: cast 'protection evil'
            cast 'protection good'
              cast 'protection neutral'     
    The protection spells reduce damage taken from attackers of the appropriate
    ethos, and improve saving throws against all forms of magic. They may not
    be cast on others, and one person cannot carry both defenses at the same
    time.

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

Level 13

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Fireproof

  • Skill Page
  • Description:

    help 'Fireproof'
    FIREPROOF
    Syntax: cast 'fireproof' <object>
    The fireproof spell creates a short-lived protective aura around an object,
    to protect it from the harmful effects of acid and flame.  Items protected
    by this spell are not harmed by acid, fire, or the heat metal spell.
    Although inexpensive to use, the spell's short duration makes it impractical
    for protecting large numbers of objects.

Lightning Bolt

  • Skill Page
  • Description:

    help 'Lightning Bolt'
    'LIGHTNING BOLT'
    'LIGHTNING BOLT'
    
    Syntax: cast 'lightning bolt' <target>
            cast 'lightning bolt' <direction> <target>
    
    As is evidenced by its name, the casting of this spell calls down a massive
    lightning bolt from the skies.  This bolt of lightning can cause a great
    deal of damage, and much like any other lightning, has potential side
    effects.  
    
    The caster can also direct this spell toward opponents standing in distant
    rooms.  
    
    See also - WEATHER

  • Amended Description:

    At level 15 you will be able to range this spell.

Teleport

  • Skill Page
  • Description:

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

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

Level 14

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Create Spring

  • Skill Page
  • Description:

    help 'Create Spring'
    'CREATE SPRING'
    'CREATE SPRING'
    
    Syntax: cast 'create spring'
    
    This spell brings forth a magical spring from the ground, which has the same
    properties as a fountain.  
    
    See also - CREATION

Faerie Fog

  • Skill Page
  • Description:

    help 'Faerie Fog'
    'FAERIE FOG'
    'FAERIE FOG'
    
    Syntax: cast 'faerie fog'
    
    This spell reveals all manner of invisible, hidden, and sneaking creatures
    in the same room as you.  
    
    See also - WEATHER

Farsight

  • Skill Page
  • Description:

    help 'Farsight'
    FARSIGHT Syntax: cast 'farsight'
    
    Farsight allows a caster to see the presence of other mortals within the
    surrounding area's of the one that individual is in.

Spellcraft

  • Skill Page
  • Description:

    spellcraft
    SPELLCRAFT
    An optional skill for the mage and mage reclasses is spellcraft.  Mages who
    choose to undertake the skill of spellcraft spend long hours researching the
    finer points of spell casting and power control.  The result of these
    extensive studies allows a mage to strengthen the power of his casting, most
    evident in his damage causing spells.  Another benefit of the spellcraft
    skill is that a mage learns the efficient use of mana during his practice of
    casting.

  • Amended Description:

    More explicitly, spellcraft refunds the mana cost if you fail to cast the spell. Take it.

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

Level 15

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Control Weather

  • Skill Page
  • Description:

    help 'Control Weather'
    'CONTROL WEATHER'
    'CONTROL WEATHER'
    
    Syntax: cast 'control weather' better
            cast 'control weather' worse
    
    This spell makes the weather either better or worse.  Changes in weather,
    being the domain of the goddess Turpa, are difficult to achieve, and tend to
    take a great deal of effort.  
    
    See also - WEATHER

Detect Hidden

  • Skill Page
  • Description:

    help 'Detect Hidden'
    'DETECT HIDDEN'
    'DETECT HIDDEN'
    Syntax: cast 'detect hidden'
    This spell enables the caster to detect hidden creatures.

Detect Poison

  • Skill Page
  • Description:

    help 'Detect Poison'
    'DETECT POISON'
    'DETECT POISON'
    Syntax: cast 'detect poison' <object>
    This spell detects the presence of poison in food or drink.

Fast Healing

  • Skill Page
  • Description:

    help 'fast healing'
    'FAST HEALING'
    The fast healing skill improves wound healing rates, whether walking, resting,
    or sleeping. It represents knowledge of healing herbs or just general
    toughness and stamina.  Fast healing is checked every tick, and it is
    possible for it to fail.  All class may learn this skill, but mages find it
    very difficult to master, due to their bookish lifestyle.  The skill occurs 
    automatically, so there is no command syntax.

Identify

  • Skill Page
  • Description:

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

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

Level 16

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Astrology

  • Skill Page
  • 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

Color Spray

  • Skill Page
  • Description:

    help 'Color Spray'
    COLOR SPRAY 'COLOR SPRAY'
    'COLOR SPRAY'
    
    Syntax: cast 'color spray' <target>
    
    An odd spell, in its own way, though useful for the caster at times, the
    color spray offers an advanced level of offensive damage against opponents
    in battle.  
    
    Additionally, it is possible that the effects of the myriad of color spread
    forth from the spell may blind an opponent.  
    
    See also - COMBAT

Create Rose

  • Skill Page
  • Description:

    help 'Create Rose'
    'CREATE ROSE'
    'CREATE ROSE'
    
    Syntax: cast 'create rose'
    
    A romantic spell that creates a fragrant red rose, with utterly no game use
    whatsoever.  
    
    See also - CREATION

Dispel Magic

  • Skill Page
  • Description:

    help 'Dispel Magic'
    'DISPEL MAGIC' CANCELLATION
    'DISPEL MAGIC' CANCELLATION
    Syntax: cast 'dispel magic' <character>
            cast 'cancellation' <character>
    Both of these spells remove magical effects from the target.  Dispel magic
    has a reduced chance of working, and is considering an attack spell.
    Cancellation can only be used on allies, but is much more effective and does
    not provoke attack.  Unfortunately, the spells do not discriminate between
    harmful and benign spells.
    The chance of dispelling is based on the level of the spell. Permanent spells
    (such as mobile sanctuary) are much harder to remove.  Not all spells may
    be dispelled, notable examples are poison and plague.

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

Level 17

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Poison

  • Skill Page
  • Description:

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

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

Level 18

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Cancellation

  • Skill Page
  • Description:

    help Cancellation
    'DISPEL MAGIC' CANCELLATION
    'DISPEL MAGIC' CANCELLATION
    Syntax: cast 'dispel magic' <character>
            cast 'cancellation' <character>
    Both of these spells remove magical effects from the target.  Dispel magic
    has a reduced chance of working, and is considering an attack spell.
    Cancellation can only be used on allies, but is much more effective and does
    not provoke attack.  Unfortunately, the spells do not discriminate between
    harmful and benign spells.
    The chance of dispelling is based on the level of the spell. Permanent spells
    (such as mobile sanctuary) are much harder to remove.  Not all spells may
    be dispelled, notable examples are poison and plague.

Curse

  • Skill Page
  • Description:

    help curse
    CURSE
    CURSE
    Syntax: cast 'curse' <character>
    This spell reduces the character's to-hit roll and save versus spells.
    It also renders the character unclean in the eyes of the Gods and
    unable to RECALL. Curse may be used to fill equipment with evil power,
    allowing (for example) weapons to do more damage to particularly holy
    opponents.

Riding

  • Skill Page
  • Description:

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

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Level 19

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Energy Drain

  • Skill Page
  • Description:

    help energy drain
    'ENERGY DRAIN'
    ENERGY DRAIN
    
    Syntax: cast 'energy drain' <target>
    
    This spell saps the mana and movement points of its target.  
    
    Necromancers get a special bonus when casting this spell and it is more
    difficult to save against when cast by necromancers.

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Level 20

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Alchemy

  • Skill Page
  • Description:

    ALCHEMY
    
    The alchemist attempts to change one thing to another, and when applied
    to magical potions, he is able to modify the very tendrils of magic emanating
    from the potion, to suit his own ends.  Of course, the alchemist must be
    quite familiar with the spell he wishes to place upon a potion, and some
    spells are simply incapable of having such a feat performed upon them.  
    When one wishes to change a potion to another, they must hold the initial
    potion to be changed.  The more potent the original potion, the more potent
    the resulting one.
    
    Syntax: Alchemy <spellname>

Dodge

  • Skill Page
  • Description:

    help dodge
    DODGE
    In the words of one wise warrior, 'the best way to block a blow is to not
    be where it lands'.  The dodge skill honors this tradition, by improving the
    character's natural agility to the point where many blows will miss the 
    target. The chance of dodging is also affected by the dexterity of the
    attacker and the target.  Any class may learn dodging.

Scribe

  • Skill Page
  • Description:

    SCRIBE SCRIBING
    The ability to write down what one knows is an important skill a mage learns
    early in her career.  Certain spells, especially those that have a target,
    lend well to the genre of the written word.  Others are more introspective,
    thus are not readily adaptable to parchment.
     
    When one wishes to magically imbue a parchment with a magic spell, they will
    require the use of a writing instrument as well as a sheet of parchment.
     
    Syntax:
    scribe <spellname>

Shield

  • Skill Page
  • Description:

    help 'Shield'
    
    SHIELD 'STONE SKIN'
    SHIELD 'STONE SKIN'
    Syntax: cast shield
    Syntax: cast 'stone skin'
    These spells protect the caster by decreasing (improving) the caster's armor
    class.  SHIELD provides 20 points off armor.  STONE SKIN provides 40 points off
    armor.

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Level 21

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Haste

  • Skill Page
  • Description:

    help Haste
    HASTE
    HASTE
    
    Syntax: cast 'haste' <target>
    
    The haste spell increases the speed and agility of the recipient, allowing
    an extra attack (or even a backstab) in combat, and improving evasive
    abilities in combat.  
    
    However, it produces a great strain on the system, such that recuperative
    abilities are halved.  Haste is capable of negating the slow spell.  
    
    See also - ENHANCEMENT SLOW

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Level 22

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Blizzra

  • Skill Page
  • Description:

    help Blizzra
    'BLIZZRA'
    'BLIZZRA'
    
    Syntax: cast 'blizzra' <direction> <target>
            cast 'blizzra' <target>
    
    Provided as a counterpart to the fireball, the blizzra spell offers much the
    same potential for massive damage to an opponent.  And, just as the fireball
    finds particular effectiveness against those vulnerable to flame, so too
    does the blizzra to those vulnerable to cold.  
    
    As well, it is possible to cast across distances, also allowing the caster
    to direct the damage over ranges against opponents.  
    
    See also - COMBAT

  • Amended Description:

    At level 15 you will be able to range this spell.

Fireball

  • Skill Page
  • Description:

    help 'Fireball'
    'FIREBALL'
    'FIREBALL'
    
    Syntax: cast 'fireball' <direction> <target>
            cast 'fireball' <target>
    
    The first of the truly offensive combat spells, the fireball can deal
    massive damage against an opponent, and is particularly effective against
    those that are vulnerable to flame.  
    
    Additionally, it is the first of the combat spells that a caster may cast
    across a distance, allowing foes at farther ranges to be affected.  
    
    See also - COMBAT

  • Amended Description:

    At level 15 you will be able to range this spell.

Mass Invis

  • Skill Page
  • Description:

    help mass invis
    INVIS 'MASS INVIS' INVISIBILITY
    INVIS 'MASS INVIS' INVISIBILITY
    
    Syntax: cast 'invisibility' <character>
            cast 'invisibility' <object>
            cast 'mass invis'
    
    The invisibility spell makes the target character invisible.  Invisible
    characters will become visible when they attack.  It may also be cast on an
    object to render the object invisible.  
    
    The mass invisibility spell makes all characters in the caster's group
    invisible, including the caster.  
    
    See also - ILLUSION

Parry

  • Skill Page
  • Description:

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

Self Projection

  • Skill Page
  • Description:

    SELF PROJECTION
    SELF PROJECTION
    
    Syntax: c 'self projection'
    
    Self projection is a spell of the illusion spell group that puts a slightly
    distorted image of yourself in front of you, at times causing an enemy to
    miss you.  
    
    Many different casters can cast this spell, though illusionists are said to
    have better chances with it.  
    
    See also - ILLUSION

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

Level 23

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Plague

  • Skill Page
  • Description:

    help 'Plague'
    PLAGUE
    PLAGUE
    Syntax: cast 'plague' <target>
    The plague spell infests the target with a magical disease of great virulence,
    sapping its strength and causing horrific suffering, possibly leading to
    death.  It is a risky spell to use, as the contagion can spread like
    wildfire if the victim makes it to a populated area.

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

Level 24

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Pass Door

  • Skill Page
  • Description:

    help 'Pass Door'
    'PASS DOOR'
    'PASS DOOR'
    Syntax: cast 'pass door'
    This spell enables the caster to pass through closed doors.

Summon

  • Skill Page
  • Description:

    help Summon
    SUMMON
    SUMMON
    Syntax: cast summon <character>
    This spell summons a character from anywhere else in the world into your room.
    Characters who are fighting may not be summoned.

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

Level 25

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Hand to Hand

  • Skill Page
  • Description:

    help 'Hand to Hand'
    'HAND TO HAND'
    Hand to hand combat is a rare skill in the lands of Algoron.  Learning
    this style of fighting gives the player a weapon even when disarmed --
    bare hands. Trained hand to hand experts are far more effective than many
    swordsmen. Clerics and warriors are the best at this skill, although
    thieves and mages may also learn it.

Pick Lock

  • Skill Page
  • Description:

    PICK 'PICK LOCK'
    Syntax: pick <object>
    Syntax: pick <door>
    Lock picking is one of the prime skills of thieves, allowing them to gain
    access to many secured areas.  Lock picking chances are improved by
    intelligence, and hindered by the difficulty of the lock. Other classes may
    learn to pick locks, but they will never find it easy.

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

Level 28

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Acid Blast

  • Skill Page
  • Description:

    help 'Acid Blast'
    'ACID BLAST'
    ACID BLAST
    
    Syntax: cast 'acid blast' <target>
    
    Taking an ability from the draconian arts, the combat spellbooks offer the
    growing caster the spell of acid blast.  This spell, when cast, spews forth
    from the caster's hands literally as a gout of acid.  
    
    Opponents learn quickly to be wary, as the spell is quite damaging, and can
    have potential side effects upon the equipment it lands on.  
    
    Groups containing this spell: Combat
    
    
    SEE ALSO:  COMBAT SPELLS

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

Level 30

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Second Attack

  • Skill Page
  • Description:

    help 'Second Attack'
    'SECOND ATTACK'
    Training in second attack allows the character a chance at additional
    strikes in combat -- although a 100% second attack does NOT guarantee 2
    attacks every round.  Any class may learn this skill, although clerics and
    mages have a very hard time with it.

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

Level 32

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Water Breathing

  • Skill Page
  • Description:

    help water breath
    'WATER BREATHING'
    'WATER BREATHING'
    Syntax: cast 'water breathing' <character>
    This spell allows the character to breath in underwater areas.
    
    'WATER BREATHING'
    'WATER BREATHING'
    
    Syntax: cast 'water breathing' <target>
    
    This spell, when cast, gives the target the ability to breath under water
    for a specificied period of time.  It tends to be quite useful, as the lack
    of available air under water tends to cause great pain to most people.  
    
    See also - ENHANCEMENT

  • Amended Description:

    This allows a character to breath underwater, but you can still drown on the surface of the ocean

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

Level 33

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Chain Lightning

  • Skill Page
  • Description:

    help 'Chain Lightning'
    'CHAIN LIGHTNING'
    'CHAIN LIGHTNING'
    
    Syntax: cast 'chain lightning' <target>
    
    Chain lightning is a deadly spell, producing a powerful bolt of lightning
    that arcs from target to target in the room, until its force is fully
    expended.  Allies of the caster may be hit by this spell if they are members
    of a clan, while the caster himself will not be struck unless no other
    viable target remains.  
    
    Chain lightning is most effective when used on groups of creatures.  
    
    See also - COMBAT

Slow

  • Skill Page
  • Description:

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

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

Level 35

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Portal

  • Skill Page
  • Description:

    help 'Portal'
    Syntax: cast 'portal' <target>
    The portal spell is similar to gate, but creates a lasting one-way portal to
    the target creature, instead of transporting the caster.  Portals are
    entered using 'enter' command, as in 'enter portal'.  Portals cannot be made
    to certain destinations, nor used to escape from gate-proof rooms.  Portal
    requires a special source of power to be used, unfortunately the secret of
    this material component has been lost...  Portals can traverse the boundries
    of the continents.  Use look in <portal> to see destination.

Stalagmite

  • Skill Page
  • Description:

    Stalagmite - The Wu Jen hurls a spike of rock into their enemy, dealing
    damage and having a chance to knock them off-balance, stunning them.

Suffocate

  • Skill Page
  • Description:

    help wujen
    Suffocate - Drawing all of the room in the air into themselves, a Wu Jen can
    create a temporary vacuum, stifling the breath of anyone not grouped with
    them.  Affected foes begin to take damage similar to drowning underwater for
    a short time, the amount of harm done proportional to their health.

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

Level 36

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Sanctuary

  • Skill Page
  • Description:

    help 'Sanctuary'
    SANCTUARY
    SANCTUARY
    Syntax: cast sanctuary  <character>
    The SANCTUARY spell reduces the damage taken by the character from any attack
    by one half.

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Level 40

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Nexus

  • Skill Page
  • Description:

    help 'Nexus'
    'NEXUS'
    NEXUS
    Syntax: cast 'nexus' <target>
    This spell is virtually identical to portal (see 'help portal'), with the
    only difference being that while portal creates a one-way gate, a nexus 
    spell makes a two-sided gate.  It also lasts longer than the lower-powered
    portal spell.  Both spells require an additional power source, the secret
    of which has been lost... This spell can traverse the boundries of continents.

Tornado

  • Skill Page
  • Description:

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

  • Amended Description:

    This spell doesn't actually do any damage.

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

Level 43

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Blind Fighting

  • Skill Page
  • Description:

    help 'blind fighting'
    blind fighting
    BLIND FIGHTING
    Under the tutelage of a master weaponsmaster, the dedicated combatant can
    learn how to utilize his weapons so effectively in combat that he is
    proficient with them even while blinded.  The blind fighting skill negates
    the disadvantages of losing vision in a fight by magic or smoke.  A wide
    variety of classes and reclasses may learn this fighting technique.

Dispel Fog

  • Skill Page
  • Description:

    help 'Dispel Fog'
    'DISPEL FOG'
    'DISPEL FOG'
    
    Syntax: cast 'dispel fog'
    
    This spell is used to disperse walls of fog that may be present in any given
    room.  
    
    See also - WEATHER

Fog

  • Skill Page
  • Description:

    help fog
    FOG
    'FOG'
    
    Syntax: cast 'fog'
    
    This spell fills the room you are in with a dense fog, obscuring the view of
    all but the most acute of visions.  
    
    See also - WEATHER

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Level 45

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Chasm

  • Skill Page
  • Description:

    Chasm - The Wu Jen splits open the earth and uses the altered terrain to
    their advantage, attempting to force enemy groups to break and scatter so as
    to not fall into the abyss.

Enhanced Damage

  • Skill Page
  • Description:

    help 'enhanced damage'
    'ENHANCED DAMAGE'
    Warriors and skilled thieves can become skilled enough in combat that they are
    able to inflict more damage than other classes.  Enhanced damage is checked
    for with each hit, although with a low skill, the chance of receiving a bonus
    is very low indeed.

Gust

  • Skill Page
  • Description:

    help wujen
    Gust - Invoking a localized vortex, the Wu Jen casts a billowing wind that
    kicks up a great deal of dust and debris.  This dust can blind anyone in the
    room not grouped with the Wu Jen, and the powerful winds can knock them off
    balance.

Magewind

  • Skill Page
  • Description:

    help magewind
    MAGEWIND
    syntax:  cast magewind
    It is rumored that there is a sentient wind which lives above the ocean. 
    It has also been said that those who are magically inclined can summon this
    wind, to aid their ship.

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Level 50

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Flaming Soul

  • Skill Page
  • Description:

    Flaming Soul:
    
    Held up as a forbidden technique among the Wu Jen, it is believed that at
    the core of every being is an untapped source of power that is rarely called
    upon.  The potential of such a thing carries the potential for greatness,
    but also carries the risk of certain death.  A practiced Wu Jen may channel
    that power for a short time, becoming immune to all damage for the duration.
    However, this comes at a price.  If the Wu Jen is not slain outright by the
    attempt to cast this spell, they will surely be at death's door when it
    expires.  All Wu Jen have the ability to cast this, should they choose.

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

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