Spells

Class spells with level availability and in-game help text.

Showing 127 of 127 spells.

A

acid blast

1 class

This spell will cause acid to spew out of your finger-tips and consume the health of the victim.

Available to: Illusionist 34

Full help

Syntax: cast 'acid blast' <victim>

This spell will cause acid to spew out of your finger-tips and consume the health of the victim. As your level increases, this spell becomes very potent. See also 'DAMAGE SPELLS'

acid breath

1 class

These spells are for the use of dragons.

Available to: Elementalist 90

Help topics: ACID BREATH, FIRE BREATH, FROST BREATH, GAS BREATH, LIGHTNING BREATH

Full help

Syntax: cast 'acid breath' <victim>
Syntax: cast 'fire breath' <victim>
Syntax: cast 'frost breath' <victim>
Syntax: cast 'gas breath'
Syntax: cast 'lightning breath' <victim>

These spells are for the use of dragons. Acid, fire, frost, and lightning damage one victim, whereas gas damages every PC in the room. Fire and frost can break objects, and acid can damage armor. High level mages may learn and cast these spells as well.

animate dead

1 class

This spell takes the first corpse in the room and makes it a zombie to follow the spell caster.

Available to: Necromancer 38

Full help

Syntax: cast "animate dead"

This spell takes the first corpse in the room and makes it a zombie to follow the spell caster. The corpse must be of a non-player corpse. The level of the zombie will be the same as the level of the creature that left the corpse, although the stats will be determined by how strong zombies are. See also CAST, MANA.

anti-magic shell

1 class

No help entry found.

Available to: Necromancer 91

armor

1 class

This spell decreases (improves) the armor class of the target character by 5 points.

Available to: Elementalist 1

Full help

Syntax: cast armor <character>

This spell decreases (improves) the armor class of the target character by 5 points. If an elementalist is casting "armor" on himself/herself, the modification is 15 instead of 5.

astral projection

1 class

No help entry found.

Available to: Illusionist 29

B

banish

1 class

This spell will banish the target to some random location in the area.

Available to: Necromancer 31

Full help

Syntax: cast banish <target>

This spell will banish the target to some random location in the area. There is a small chance that when the spell fails, it will teleport the caster instead.

beast

1 class

These spells create different types of creatures that can be controlled by the caster.

Available to: Illusionist 14

Help topics: DEMON, SHADE, BEAST, PHANTASM

Full help

Syntax: cast demon
Syntax: cast shade
Syntax: cast beast
Syntax: cast phantasm

These spells create different types of creatures that can be controlled by the caster. Each creature has his own attributes. You may only have 1 of any of these creations at a time. Shade: Fairly weak, but is orderable. 1/2 level of caster Phantasm: Hit usually is death, 1 battle. 1/4 level of caster Beast: Strong but fights 1 battle. 2/3 level of caster Demon: Very strong, but may attack caster. 3/4 level of caster Note: A demon will be 4/3 the level of the caster if the demon spell fails (approximate chances of failure are 1:3). See also CAST, MANA, HOMONCULOUS.

benediction

1 class

No help entry found.

Available to: Cleric 61

bless

1 class

This spell improves the to-hit roll and saving throw versus spell of the target character by +1 each.

Available to: Cleric 4

Full help

Syntax: cast bless <character>

This spell improves the to-hit roll and saving throw versus spell of the target character by +1 each. The bonus improves as you gain more levels.

blindness

1 class

This spell renders the target character blind.

Available to: Illusionist 19

Full help

Syntax: cast blindness <victim>

This spell renders the target character blind.

block area

1 class

Casting this spell causes a tremendous wall of foliage to block out all entrances to the area.

Available to: Elementalist 23

Full help

Syntax: cast 'block area'

Casting this spell causes a tremendous wall of foliage to block out all entrances to the area. Players can not get in OR out of the room until the foliage is cleared. This spell will only work in an outdoor environment. See also CLEAR PATH.

breath water

1 class

No help entry found.

Available to: Elementalist 38

brew potion

1 class

No help entry found.

Available to: Elementalist 46

burning hands

1 class

When you cast this, your hands will erupt in magical fire that will cause great pain for the victim.

Available to: Illusionist 7

Full help

Syntax: cast 'burning hands' <victim>

When you cast this, your hands will erupt in magical fire that will cause great pain for the victim. See also 'DAMAGE SPELLS'

C

call lightning

1 class

This spell works only out of doors, and only when the weather is bad.

Available to: Elementalist 14

Full help

Syntax: cast 'call lightning'

This spell works only out of doors, and only when the weather is bad. It calls down lightning bolts from God to strike all of the enemies surrounding you.

cause critical

1 class

These spells inflict damage on the victim.

Available to: Cleric 20

Help topics: CAUSE LIGHT, CAUSE SERIOUS, CAUSE CRITICAL, HARM

Full help

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. They are arranged in order of effectiveness. They all (except harm) increase minimally with level. See also 'DAMAGE SPELLS'

cause light

1 class

These spells inflict damage on the victim.

Available to: Cleric 1

Help topics: CAUSE LIGHT, CAUSE SERIOUS, CAUSE CRITICAL, HARM

Full help

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. They are arranged in order of effectiveness. They all (except harm) increase minimally with level. See also 'DAMAGE SPELLS'

cause serious

1 class

These spells inflict damage on the victim.

Available to: Cleric 11

Help topics: CAUSE LIGHT, CAUSE SERIOUS, CAUSE CRITICAL, HARM

Full help

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. They are arranged in order of effectiveness. They all (except harm) increase minimally with level. See also 'DAMAGE SPELLS'

change sex

1 class

This spell changes the sex of the victim (temporarily).

Available to: Illusionist 11

Full help

Syntax: cast 'change sex' <victim>

This spell changes the sex of the victim (temporarily). This spell does not alter the playability of the game, it is only a social spell.

charm person

1 class

This spell, if successful, causes the victim to follow you and to take orders from you.

Available to: Necromancer 24

Full help

Syntax: cast 'charm person' <victim>

This spell, if successful, causes the victim to follow you and to take orders from you. Use ORDER to order your charmed followers. You are responsible for the actions of your followers. Conversely, other people who attack your followers will be penalized as if they attacked you. A creature that is charmed will die by suicide when the charm spell weakens.

chill touch

1 class

This spell inflicts damage on the victim and also reduces the victim's strength by one.

Available to: Elementalist 4

Full help

Syntax: cast 'chill touch' <victim>

This spell inflicts damage on the victim and also reduces the victim's strength by one.

color spray

1 class

No help entry found.

Available to: Illusionist 25

confusion

1 class

No help entry found.

Available to: Illusionist 42

continual light

1 class

This spell creates a ball of light, which you can hold as a light source.

Available to: Illusionist 12

Full help

Syntax: cast 'continual light'

This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely.

control weather

1 class

This spell makes the weather either better or worse.

Available to: Elementalist 15

Full help

Syntax: cast 'control weather' better
Syntax: cast 'control weather' worse

This spell makes the weather either better or worse.

create food

1 class

This spell creates a Magic Mushroom, which you or anyone else can eat.

Available to: Cleric 2

Full help

Syntax: cast 'create food'

This spell creates a Magic Mushroom, which you or anyone else can eat.

create spring

1 class

This spell brings forth a magical spring from the ground, which has the same properties as a fountain.

Available to: Elementalist 11

Full help

Syntax: cast 'create spring'

This spell brings forth a magical spring from the ground, which has the same properties as a fountain.

create water

1 class

This spell replenishes a drink container with water.

Available to: Elementalist 2

Full help

Syntax: cast 'create water' <drink-container>

This spell replenishes a drink container with water.

cure blindness

1 class

This spell cures blindness in one so unfortunate.

Available to: Cleric 5

Full help

Syntax: cast 'cure blindness' <character>

This spell cures blindness in one so unfortunate.

cure critical

1 class

These spells cure damage on the target character.

Available to: Cleric 12

Help topics: CURE LIGHT, CURE SERIOUS, CURE CRITICAL, HEAL

Full help

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. Their effects increase minimally with level.

cure light

7 classes

These spells cure damage on the target character.

Available to: Cleric 3, Assassin 96, Elementalist 96, Illusionist 96, Necromancer 96, Ranger 96, Rogue 96

Help topics: CURE LIGHT, CURE SERIOUS, CURE CRITICAL, HEAL

Full help

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. Their effects increase minimally with level.

cure poison

1 class

This spell cures poison in one so unfortunate.

Available to: Cleric 15

Full help

Syntax: cast 'cure poison' <character>

This spell cures poison in one so unfortunate.

cure serious

1 class

These spells cure damage on the target character.

Available to: Cleric 7

Help topics: CURE LIGHT, CURE SERIOUS, CURE CRITICAL, HEAL

Full help

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. Their effects increase minimally with level.

curse

1 class

This spell reduces the character's to-hit roll by 1 and save versus spells by 1.

Available to: Necromancer 11

Full help

Syntax: cast 'curse' <character>

This spell reduces the character's to-hit roll by 1 and save versus spells by 1. It also renders the character unclean in the eyes of God and unable to RECALL.

D

demon

1 class

These spells create different types of creatures that can be controlled by the caster.

Available to: Necromancer 13

Help topics: DEMON, SHADE, BEAST, PHANTASM

Full help

Syntax: cast demon
Syntax: cast shade
Syntax: cast beast
Syntax: cast phantasm

These spells create different types of creatures that can be controlled by the caster. Each creature has his own attributes. You may only have 1 of any of these creations at a time. Shade: Fairly weak, but is orderable. 1/2 level of caster Phantasm: Hit usually is death, 1 battle. 1/4 level of caster Beast: Strong but fights 1 battle. 2/3 level of caster Demon: Very strong, but may attack caster. 3/4 level of caster Note: A demon will be 4/3 the level of the caster if the demon spell fails (approximate chances of failure are 1:3). See also CAST, MANA, HOMONCULOUS.

detect evil

1 class

This spell enables the caster to detect evil characters, which will reveal a characteristic red aura.

Available to: Cleric 6

Full help

Syntax: cast 'detect evil'

This spell enables the caster to detect evil characters, which will reveal a characteristic red aura.

detect hidden

1 class

This spell enables the caster to detect hidden creatures and doors.

Available to: Illusionist 8

Full help

Syntax: cast 'detect hidden'

This spell enables the caster to detect hidden creatures and doors.

detect invis

1 class

This spell enables the caster to detect invisible objects and characters.

Available to: Illusionist 3

Full help

Syntax: cast 'detect invis'

This spell enables the caster to detect invisible objects and characters.

detect magic

1 class

This spell enables the caster to detect magical objects.

Available to: Necromancer 1

Full help

Syntax: cast 'detect magic'

This spell enables the caster to detect magical objects.

detect poison

1 class

This spell detects the presence of poison in food or drink.

Available to: Cleric 8

Full help

Syntax: cast 'detect poison' <object>

This spell detects the presence of poison in food or drink.

dispel evil

1 class

This spell invokes the wrath of God on an evil victim.

Available to: Cleric 16

Full help

Syntax: cast 'dispel evil' <victim>

This spell invokes the wrath of God on an evil victim.

dispel good

1 class

This spell forces pure evil upon the victim.

Available to: Cleric 37

Full help

Syntax: cast 'dispel good' <victim>

This spell forces pure evil upon the victim. If the victim is of a good nature, it will be too much for him, and he will be damaged. Use of this spell is not widely accepted, but some unhealthy individuals must commit the greatest of earthly sins.

dispel magic

1 class

This spell dispels magical affects on a character.

Available to: Necromancer 9

Full help

Syntax: cast 'dispel magic' <character>

This spell dispels magical affects on a character. It may be used as an offensive spell to remove an enemy's magical advantages, or as a benign spell to remove a friend's (or one's own) magical handicaps.

dispel undead

1 class

As a man of God, the cleric may invoke the powers of the god damage those creatures that are dead, yet still walk the earth.

Available to: Cleric 17

Full help

Syntax: cast 'dispel undead' <victim>

As a man of God, the cleric may invoke the powers of the god damage those creatures that are dead, yet still walk the earth.

E

earthquake

1 class

This spell inflicts damage on every enemy character in the room.

Available to: Elementalist 13

Full help

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! This spell will never hurt a pet or party member, unless it was initially cast against the party.

elemental

1 class

No help entry found.

Available to: Elementalist 61

enchant weapon

1 class

This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses.

Available to: Necromancer 12

Full help

Syntax: cast 'enchant weapon' <weapon>

This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses. The weapon must be un-magical to start with. This spell also causes the weapon to be aligned with the alignment with the caster. The level of the weapon will be raised by one third of the caster's level.

energy drain

1 class

This spell saps hit points and movement points of its target.

Available to: Necromancer 19

Full help

Syntax: cast 'energy drain' <victim>

This spell saps hit points and movement points of its target. It also heals the caster for a fraction of the hit points drained.

energy shift

1 class

This spell transfers magical energy in it's truest form to the target.

Available to: Necromancer 33

Full help

Syntax: cast 'energy shift' <target> [<value>]

This spell transfers magical energy in it's truest form to the target. The ration of transferred energy is 1 mana for the target for each 2 expended by the necromancer. This value is then compared to the level difference of the characters. A necromancer of 80th level would give 1/10 normal mana to an 8th level player. The value is the amount of mana you are willing to transfer.

enhance object

1 class

This object performs the same thing as the ENGRAVE command, but at any location.

Available to: Necromancer 25

Full help

Syntax: cast 'enhance object' <object>

This object performs the same thing as the ENGRAVE command, but at any location. This spell costs no money, and does not change the names of the objects being enhanced. This can be used after an object has been enchanted.

enhanced heal

7 classes

The ENHANCED HEAL spell increases your hit point gain per tick by 50%.

Available to: Cleric 35, Assassin 96, Elementalist 96, Illusionist 96, Necromancer 96, Ranger 96, Rogue 96

Full help

Syntax: cast 'enhanced heal' [<character>]

The ENHANCED HEAL spell increases your hit point gain per tick by 50%.

enhanced rest

1 class

The ENHANCED REST spell increases your movement gain per tick by 50%.

Available to: Elementalist 35

Full help

Syntax: cast 'enhanced rest' [<character>]

The ENHANCED REST spell increases your movement gain per tick by 50%.

enhanced revive

1 class

The ENHANCED REVIVE spell increases your mana gain per tick by 50%.

Available to: Necromancer 35

Full help

Syntax: cast 'enhanced revive' [<character>]

The ENHANCED REVIVE spell increases your mana gain per tick by 50%.

ethereal travel

1 class

No help entry found.

Available to: Necromancer 29

F

faerie fire

1 class

This spell increases (makes worse) the armor class of its victim.

Available to: Illusionist 4

Full help

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 two points.

faerie fog

1 class

This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you.

Available to: Illusionist 16

Full help

Syntax: cast 'faerie fog'

This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you.

farheal

1 class

No help entry found.

Available to: Cleric 91

feast

7 classes

This spell creates a huge setting of food.

Available to: Cleric 32, Assassin 96, Elementalist 96, Illusionist 96, Necromancer 96, Ranger 96, Rogue 96

Full help

Syntax: cast 'feast'

This spell creates a huge setting of food. Since you are a generous cleric, you allow everyone in the room to join in, and all will become full.

fireball

1 class

If you ever wanted to encase a living being in fire, this is the spell to learn.

Available to: Elementalist 21

Full help

Syntax: cast 'fireball' <victim>

If you ever wanted to encase a living being in fire, this is the spell to learn. The victim will become a sack of burning flesh. Its even better at higher levels. See also 'DAMAGE SPELLS'

fireshield

1 class

No help entry found.

Available to: Elementalist 91

flamestrike

1 class

This spell inflicts damage on the victim.

Available to: Cleric 23

Full help

Syntax: cast 'flamestrike' <victim>

This spell inflicts damage on the victim.

fly

1 class

This spell enables the target character to fly.

Available to: Elementalist 7

Full help

Syntax: cast 'fly' <character>

This spell enables the target character to fly. While flying, it is usually dangerous to lose the affects of the spell, while high in the air. Falling from heights can be deadly.

G

gas breath

1 class

These spells are for the use of dragons.

Available to: Elementalist 89

Help topics: ACID BREATH, FIRE BREATH, FROST BREATH, GAS BREATH, LIGHTNING BREATH

Full help

Syntax: cast 'acid breath' <victim>
Syntax: cast 'fire breath' <victim>
Syntax: cast 'frost breath' <victim>
Syntax: cast 'gas breath'
Syntax: cast 'lightning breath' <victim>

These spells are for the use of dragons. Acid, fire, frost, and lightning damage one victim, whereas gas damages every PC in the room. Fire and frost can break objects, and acid can damage armor. High level mages may learn and cast these spells as well.

giant strength

1 class

This spell increases the strength of the target character.

Available to: Cleric 14

Full help

Syntax: cast 'giant strength' <character>

This spell increases the strength of the target character.

H

hallucinate

1 class

This COMBAT spell causes the named player to start seeing things.

Available to: Illusionist 31

Full help

Syntax: cast 'hallucinate' [<name>]

This COMBAT spell causes the named player to start seeing things. The player will no longer be able to tell who's doing something to anything. They will be able to see the events happen, but not exactly what the event is that is happening. For example, instead of the following line being seen by the player: "Newguy gets the large bow." The player might see: "Order gets a house plant."

hallucinatory terrain

1 class

No help entry found.

Available to: Illusionist 81

harm

1 class

These spells inflict damage on the victim.

Available to: Cleric 29

Help topics: CAUSE LIGHT, CAUSE SERIOUS, CAUSE CRITICAL, HARM

Full help

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. They are arranged in order of effectiveness. They all (except harm) increase minimally with level. See also 'DAMAGE SPELLS'

haste

1 class

This spell enables the caster to go faster than normal speed by one step.

Available to: Elementalist 13

Full help

Syntax: cast 'haste'

This spell enables the caster to go faster than normal speed by one step. This spell causes the usage of movement to be less.

heal

1 class

These spells cure damage on the target character.

Available to: Cleric 21

Help topics: CURE LIGHT, CURE SERIOUS, CURE CRITICAL, HEAL

Full help

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. Their effects increase minimally with level.

holy word

7 classes

No help entry found.

Available to: Assassin 98, Cleric 98, Elementalist 98, Illusionist 98, Necromancer 98, Ranger 98, Rogue 98

homonculous

1 class

The homonculous spell will transform the caster into a small (2nd level) creature, useful for exploring treacherous areas and dangerous places.

Available to: Necromancer 18

Full help

Syntax: cast "homonculous"

The homonculous spell will transform the caster into a small (2nd level) creature, useful for exploring treacherous areas and dangerous places. The original body of the caster will remain inactive for the duration of the spell, and all commands executed by the caster will be performed by the homonculous. To return to your original body, you may use the RETURN command at any time. If the homonculous dies while the caster is switched, the caster will be damaged. See also CAST, MANA, SHADE, SWITCH, RETURN.

I

identify

1 class

This spell reveals information about the object.

Available to: Necromancer 10

Full help

Syntax: cast identify <object>

This spell reveals information about the object. (For the shop command "IDENTIFY", see BUY)

illusion

1 class

or: cast illusion <name> or: cast illusion <short description> This spell creates a pet of your choice.

Available to: Illusionist 36

Full help

Syntax: cast illusion

or: cast illusion <name> or: cast illusion <short description> This spell creates a pet of your choice. Well...at least a pet that looks like some creature or player or whatever. The first form of the illusion spell where you just type "cast illusion" will create a duplicate of yourself for you to command around. If you don't want a simulacrum of yourself, you can make one of ANYONE or ANY CREATURE. Simply be in a room with the creature you want to make an illusion of. For example: If you are in a room with "A Beastly Fido", typing: >cast illusion fido Would create an illusion of the fido that looked exactly like the Fido. The last form of the illusion spell lets you create your own creature. Unfor- tunately, you will only be able to specify a short description of the creature. Like: cast illusion "A Dark and Menacing Beast" or cast illusion "Frank the Illusionist" NOTE: All illusions will be 3/4 of your current level in the Illusionist guild.

improved invis

1 class

No help entry found.

Available to: Illusionist 51

induction

1 class

This spell drains your physical strength to add to your magical strength.

Available to: Elementalist 32

Full help

Syntax: cast 'induction' [<value>]

This spell drains your physical strength to add to your magical strength. You enter the amount of hit-points you wish to drain and you will gain one-half that amount of mana.

infravision

1 class

This spell enables the target character to see in the dark.

Available to: Elementalist 19

Full help

Syntax: cast infravision <character>

This spell enables the target character to see in the dark.

invigorate

1 class

No help entry found.

Available to: Cleric 41

invis

1 class

HOLYLIGHT is a toggle that allows you to see (almost) every character and mobile in the game.

Available to: Illusionist 13

Help topics: HOLYLIGHT, INVIS

Full help

Syntax: holylight
Syntax: invis

HOLYLIGHT is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. INVIS is a toggle which makes you completely invisible to all player characters of lower level than you, and to all mobiles. HOLYLIGHT will not allow you to see immortal INVIS characters who are higher level than you.

K

know alignment

1 class

This spell reveals the alignment of the target character.

Available to: Cleric 9

Full help

Syntax: cast 'know alignment' <character>

This spell reveals the alignment of the target character.

L

lightning bolt

1 class

Casting this spell causes an intense bolt of electricity (commonly called lightning) to erupt from your finger and damage your victim.

Available to: Illusionist 17

Full help

Syntax: cast 'lightning bolt' <victim>

Casting this spell causes an intense bolt of electricity (commonly called lightning) to erupt from your finger and damage your victim. This is a spell often wished for by students who keep get awakened by their instructors. See also 'DAMAGE SPELLS'

locate object

1 class

This spell reveals the location of all objects with the given name.

Available to: Illusionist 14

Full help

Syntax: cast 'locate object' <name>

This spell reveals the location of all objects with the given name.

M

mage blast

1 class

No help entry found.

Available to: Necromancer 43

mage shield

1 class

This spell surrounds the caster with a magical defense shield that protects the caster from any magical attacks, increasing the saving throw vs magic.

Available to: Necromancer 23

Full help

Syntax: cast 'mage shield'

This spell surrounds the caster with a magical defense shield that protects the caster from any magical attacks, increasing the saving throw vs magic.

magic missile

1 class

Although this spell sounds pretty menacing, the magic missile's produced from this spell would be more accurately described as magic darts.

Available to: Illusionist 1

Full help

Syntax: cast 'magic missile' <victim>

Although this spell sounds pretty menacing, the magic missile's produced from this spell would be more accurately described as magic darts. They inflict minimal damage that will increase a bit as your level increases. See also 'DAMAGE SPELLS'

mass invis

1 class

The INVIS spell makes the target character invisible.

Available to: Illusionist 20

Help topics: INVIS, MASS INVIS

Full help

Syntax: cast invis <character>
Syntax: cast 'mass invis'
Syntax: cast 'object invis' <item>

The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. The MASS INVIS spell makes all characters in the caster's group invisible, including the caster. The OBJECT INVIS spell makes an item in your inventory become invisible. See also VISIBLE

mirror image

1 class

This spell creates several images of the target player (default target is the caster).

Available to: Illusionist 27

Full help

Syntax: cast 'mirror image' [<name>]

This spell creates several images of the target player (default target is the caster). The images make it harder for the player to be hit during combat. What happens, is that someone (or something) that attacks the player, will often actually attack one of the player's images instead. This destroy's the image, but does NOT hurt the player. Magical attacks are not fooled by mirror images, so all offensive spells will automatically attack the actual player.

N

nightmare

1 class

No help entry found.

Available to: Illusionist 91

O

object invis

1 class

No help entry found.

Available to: Illusionist 15

P

pass door

1 class

This spell enables the caster to pass through closed doors.

Available to: Elementalist 24

Full help

Syntax: cast 'pass door'

This spell enables the caster to pass through closed doors.

phantasm

1 class

These spells create different types of creatures that can be controlled by the caster.

Available to: Illusionist 23

Help topics: DEMON, SHADE, BEAST, PHANTASM

Full help

Syntax: cast demon
Syntax: cast shade
Syntax: cast beast
Syntax: cast phantasm

These spells create different types of creatures that can be controlled by the caster. Each creature has his own attributes. You may only have 1 of any of these creations at a time. Shade: Fairly weak, but is orderable. 1/2 level of caster Phantasm: Hit usually is death, 1 battle. 1/4 level of caster Beast: Strong but fights 1 battle. 2/3 level of caster Demon: Very strong, but may attack caster. 3/4 level of caster Note: A demon will be 4/3 the level of the caster if the demon spell fails (approximate chances of failure are 1:3). See also CAST, MANA, HOMONCULOUS.

poison

1 class

This spell reduces the strength of the victim by two, as well as reducing the victim's movement if the victim is a player.

Available to: Necromancer 6

Full help

Syntax: cast poison <victim>

This spell reduces the strength of the victim by two, as well as reducing the victim's movement if the victim is a player. If the victim is not a player, then the creature's armor class is reduced.

possess

1 class

No help entry found.

Available to: Necromancer 81

protection from evil

1 class

No help entry found.

Available to: Cleric 9

protection from good

1 class

No help entry found.

Available to: Cleric 30

R

recharge

1 class

No help entry found.

Available to: Necromancer 61

refresh

1 class

Commands that deal with the vt102 support of the MERC interface.

Available to: Cleric 8

Help topics: VT102, REFRESH, CLOCK

Full help

Syntax: vt102 <on,off,##,bold,nobold,fast,slow>
Syntax: refresh
Syntax: clock <##,civ,mil>

Commands that deal with the vt102 support of the MERC interface. Using these commands without an argument with give detailed help. VT102 with no options will display help and current settings. VT102 followed by 'on' will start the support mode. VT102 followed by 'off' will turn off the support mode. VT102 <number> will set the rows. Ranges from 10-100 lines. Default is 24. VT102 support will display the main stats used, in real time, during play. The FX at the top of the screen lists the first 2 letters of your affects. There is also a clock in the right hand side of the display that works off of 24 time. The inclusion of the TACTICAL system has removed the option for top/bottom. The Tactical system may be modified by slow/fast. This is for terminals that are not fully vt102 compliant. Use slow, if garbage crops up during some updates to the screen information. REFRESH will fix the vt102 support if at any time it gets garbled. CLOCK will set your clock to your particular time zone. CLOCK with no options will give more help on how to use the command. It is suggested that all players use vt102 support, where possible. If you receive garbage, or have vertical problems, the rows may be set wrong, as this is a very common problem. The second best guess is that your HOOK settings are wrong. You may also turn of the tactical mode and use prompts by CONFIG -TACT. See also ALIAS, CONFIG, 'REFRESH SPELL', HOOK.

remove curse

1 class

This spell removes a curse from a character.

Available to: Cleric 13

Full help

Syntax: cast 'remove curse' <character>

This spell removes a curse from a character.

remove fear

1 class

This spell causes the target to gain incredible amounts of courage.

Available to: Cleric 24

Full help

Syntax: cast 'remove fear' <target>

This spell causes the target to gain incredible amounts of courage. A common ability among clerics, for use in speeches, etc. Sometimes this ability is used in a non-philisophical manner, and can give great amounts of courage to those wimpy creatures that can't stay around to let you finish with your speech.

restore

1 class

This spell uses large quantities of mana to heal large quantities of hit-points on the target.

Available to: Cleric 45

Full help

Syntax: cast 'restore' <target> [<value>]

This spell uses large quantities of mana to heal large quantities of hit-points on the target. The ratio is one-half the hit-points for the mana. You select how much mana you are willing to spend.

rift

1 class

When rip is cast in a room, it will create a door leading to a safe room (called a "rip").

Available to: Necromancer 27

Help topics: RIP, RIFT

Full help

Syntax: cast 'rip'
Syntax: cast 'rift' <wrinkle>

When rip is cast in a room, it will create a door leading to a safe room (called a "rip"). Only the caster, or someone grouped with the caster can enter a rip. Rift can only be cast inside of a rip. It will create a rift in the local fabric of time and space that opens up to a room somewhere in the game world. The wrinkle is a number which specifies where the rift will be opened to. Wrinkle numbers are unique, but consistent, to a caster. Due to the stress inherent in a Rift, only one can be created per rip. You cannot recall while in a rip. See also UNLOCK, OPEN, LOOK.

righteous fury

1 class

No help entry found.

Available to: Cleric 31

rip

1 class

When rip is cast in a room, it will create a door leading to a safe room (called a "rip").

Available to: Necromancer 20

Help topics: RIP, RIFT

Full help

Syntax: cast 'rip'
Syntax: cast 'rift' <wrinkle>

When rip is cast in a room, it will create a door leading to a safe room (called a "rip"). Only the caster, or someone grouped with the caster can enter a rip. Rift can only be cast inside of a rip. It will create a rift in the local fabric of time and space that opens up to a room somewhere in the game world. The wrinkle is a number which specifies where the rift will be opened to. Wrinkle numbers are unique, but consistent, to a caster. Due to the stress inherent in a Rift, only one can be created per rip. You cannot recall while in a rip. See also UNLOCK, OPEN, LOOK.

S

sanctify

1 class

No help entry found.

Available to: Cleric 53

sanctuary

1 class

The SANCTUARY spell reduces the damage taken by the character from any attack by one third.

Available to: Cleric 25

Full help

Syntax: cast sanctuary <character>

The SANCTUARY spell reduces the damage taken by the character from any attack by one third.

shade

1 class

These spells create different types of creatures that can be controlled by the caster.

Available to: Illusionist 18

Help topics: DEMON, SHADE, BEAST, PHANTASM

Full help

Syntax: cast demon
Syntax: cast shade
Syntax: cast beast
Syntax: cast phantasm

These spells create different types of creatures that can be controlled by the caster. Each creature has his own attributes. You may only have 1 of any of these creations at a time. Shade: Fairly weak, but is orderable. 1/2 level of caster Phantasm: Hit usually is death, 1 battle. 1/4 level of caster Beast: Strong but fights 1 battle. 2/3 level of caster Demon: Very strong, but may attack caster. 3/4 level of caster Note: A demon will be 4/3 the level of the caster if the demon spell fails (approximate chances of failure are 1:3). See also CAST, MANA, HOMONCULOUS.

shield

1 class

These spells protect the caster by decreasing (improving) the caster's armor class.

Available to: Necromancer 15

Help topics: SHIELD, STONE SKIN

Full help

Syntax: cast shield
Syntax: cast 'stone skin'

These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of armor.

shocking grasp

1 class

This is one of those hand-shakes from hell that you always dread.

Available to: Illusionist 10

Full help

Syntax: cast 'shocking grasp' <victim>

This is one of those hand-shakes from hell that you always dread. Even the macho barbarian types will think you have a good grip if you cast this before shaking their hands. Actually this is yet another damage spell. When cast, it causes a decent sized voltage to build up in your hand. The voltage is then transferred to your victim's body (often via their face), causing some moderate damage to their body. See also 'DAMAGE SPELLS'

sleep

1 class

These commands change your position.

Available to: Necromancer 16

Help topics: REST, SLEEP, STAND, WAKE

Full help

Syntax: rest
Syntax: sleep
Syntax: stand
Syntax: wake

These commands change your position. When you REST or SLEEP, you regenerate hit points, mana points, and movement points faster. However, you are more vulnerable to attack, and if you SLEEP, you won't hear many things happen. Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters. See also SLEEP SPELL, SPEED, MOVEMENT, NORTH.

slow

1 class

No help entry found.

Available to: Elementalist 41

smoke

1 class

No help entry found.

Available to: Illusionist 61

soothing touch

1 class

No help entry found.

Available to: Cleric 81

stability

1 class

This spell will not allow any magical movement to be cast upon the person that is stable.

Available to: Elementalist 17

Full help

Syntax: cast 'stability' <victim>

This spell will not allow any magical movement to be cast upon the person that is stable.

stone skin

1 class

These spells protect the caster by decreasing (improving) the caster's armor class.

Available to: Elementalist 25

Help topics: SHIELD, STONE SKIN

Full help

Syntax: cast shield
Syntax: cast 'stone skin'

These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of armor.

summon

1 class

This spell summons creatures or characters from the area you're in to your location.

Available to: Necromancer 8

Full help

Syntax: cast summon <character>

This spell summons creatures or characters from the area you're in to your location. The character must be 3 levels lower than the necromancer's level. Characters who are fighting may not be summoned. Likewise for characters or creatures in certain restricted rooms (like a temple). You may summon creatures that are 1/3 of your necromancer level.

T

teleport

1 class

This spell takes you from your current location to a random location somewhere in the world.

Available to: Elementalist 16

Full help

Syntax: cast <teleport>

This spell takes you from your current location to a random location somewhere in the world.

tongues

1 class

Both of these spells change what languages a player may understand.

Available to: Elementalist 5

Help topics: TONGUES, UNDERSTAND

Full help

Syntax: cast 'understand' <victim>
Syntax: cast 'tongues' <victim>

Both of these spells change what languages a player may understand. TONGUES allows the player to talk to any character, regardless of the languages that they both know. TONGUES is unidirectional, and does not allow the victim to understand anyone any better. UNDERSTAND allows the victim to understand any language, yet does not allow the victim to speak any better.

transport

1 class

No help entry found.

Available to: Necromancer 76

tremor

1 class

This spell inflicts damage on every enemy character in the room.

Available to: Elementalist 43

Full help

Syntax: cast 'tremor'

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! This spell will never hurt a pet or party member, unless it was initially cast against the party. This spell also knocks your enemies down, so they miss the next attack round.

truesight

1 class

No help entry found.

Available to: Illusionist 71

U

unbarring ways

1 class

No help entry found.

Available to: Elementalist 71

understand

1 class

Both of these spells change what languages a player may understand.

Available to: Necromancer 5

Help topics: TONGUES, UNDERSTAND

Full help

Syntax: cast 'understand' <victim>
Syntax: cast 'tongues' <victim>

Both of these spells change what languages a player may understand. TONGUES allows the player to talk to any character, regardless of the languages that they both know. TONGUES is unidirectional, and does not allow the victim to understand anyone any better. UNDERSTAND allows the victim to understand any language, yet does not allow the victim to speak any better.

unholy word

7 classes

No help entry found.

Available to: Assassin 98, Cleric 98, Elementalist 98, Illusionist 98, Necromancer 98, Ranger 98, Rogue 98

V

vampiric touch

1 class

No help entry found.

Available to: Necromancer 52

ventriloquate

1 class

This spell throws your voice, making it appear that some other object or character in the room is saying your message.

Available to: Illusionist 2

Full help

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.

W

weaken

1 class

This spell reduces the strength of the victim by two points if the victim is a player.

Available to: Necromancer 4

Full help

Syntax: cast weaken <victim>

This spell reduces the strength of the victim by two points if the victim is a player. If the victim is not a player, then it reduces the creatures damage roll, based on the level of the caster.

write spell

1 class

No help entry found.

Available to: Necromancer 17