CAST
Before you can cast a spell, you have to practice it. The more you practice, the higher chance you have of success when casting. Casting spells costs mana. The mana cost decreases as your magical ability increases.
The target is optional. Many spells which need targets will use an appropriate default target, especially during combat.
If the spell name is more than one word, then you must quote the spell name. Example: cast 'cure critic' frag. Quoting is optional for single-word spells. You can abbreviate the spell name.
When you cast an offensive spell, the victim usually gets a saving throw. The effect of the spell is reduced or eliminated if the victim makes the saving throw successfully.
See also the spells help section for individual spells.
BRANDISH, QUAFF, RECITE & 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
You must HOLD a wand or a staff before using BRANDISH or ZAP.
SPELL/SPELLS
This command shows your spell casting ability with the various types of magic.
1) Untrained. 6) An adept. 2) An apprentice. 7) A mage. 3) A student. 8) A warlock. 4) A scholar. 9) A master wizard. 5) A magus. 10) A grand sorcerer.
Note that these are only rough estimates; one master wizard might well be slightly more skilled than another master wizard, and so on.
KEY:
indicates all classes
indicates avatars+ (all but mortal)
indicates mage only
indicates imms and mobs only
ACID BLAST & FIREBALL
These spells inflict damage on the victim.
ACID, FIRE, FROST, GAS and LIGHTNING
BREATH SPELLS
These spells are usually for the use of dragons. Acid, fire, frost, and lightning damage one victim, whereas gas damages every NPC in the room. Fire and frost can break objects, and acid can damage armor.
ARMOR
This spell decreases (improves) the armor class of the target character by 20 points.
BLESS
This spell improves the to-hit roll and saving throw versus spell of the target character by +1 each.
BLINDNESS
This spell renders the target character blind.
BREW,
SCRIBE, CARVE, ENGRAVE & BAKE
These spells allow other spells to be embedded in the specified object, which is usually created via the 'minor creation' spell.
CALL LIGHTNING
This spell works only out of doors, and only when the weather is bad. It calls down lightning bolts from God.
CAUSE LIGHT
This spell inflicts damage on the victim.
CAUSE SERIOUS/CRITICAL & HARM
These spells inflict damage on the victim.
CHARM PERSON
This spell, if successful, causes the victim to follow you and to take orders from you. Use ORDER to order your charmed followers.
Other people who attack your followers will be penalized as if they attacked you.
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
This spell makes the weather either better or worse.
COPY
This spell will copy a rune, sigil or glyph onto a page.
CREATE FOOD
This spell creates a Magic Mushroom, which you or anyone else can eat.
CREATE SPRING
This spell brings forth a magical spring from the ground, which has the same properties as a fountain.
CREATE WATER
This spell will refresh the water inside a drink container.
CURE BLINDNESS
This spell cures blindness in one so unfortunate.
CURE POISON
This spell cures poison in one so unfortunate.
CURE LIGHT
This spell cures damage on the target character.
CURE SERIOUS/CRITICAL
These spells cure damage on the target character.
CURSE
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.
DARKBLESSING
This spell infuses the target with demonic energy, improving their abilities in combat.
DETECT EVIL
This spell enables the caster to detect evil characters, which will reveal a characteristic red aura.
DETECT HIDDEN
This spell enables the caster to detect hidden creatures.
DETECT INVIS
This spell enables the caster to detect invisible objects and characters.
DETECT MAGIC
This spell enables the caster to detect magical objects.
DETECT POISON
This spell detects the presence of poison in food or drink.
DISPEL EVIL
This spell invokes the wrath of God on an evil victim.
DISPEL MAGIC
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.
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!
ENCHANT 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.
ENERGY DRAIN
This spell saps the hit points, mana, and movement points of its target.
FARIE FIRE
This spell increases (makes worse) the armor class of its victim.
FAERIE FOG
This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you.
FIND FAMILIAR
This spell enables the caster to create a familiar, which can be either a frog, a raven, a cat, or a dog. The mage is able to see everything that the familiar can see, and is able to issue orders from any distance using the 'fcommand' or '[' commands.
FLAMESTRIKE
This spell inflicts damage on the victim.
FLY
This spell enables the target character to fly.
FRENZY
This spell causes the target to enter a berserk fighting rage, improving their damage and chances to hit, but also making them easier to be hit.
GATE
This spell gates in a guardian vampire. Player characters don't have much use for it, but high demons, and guardian vampires themselves, like it a lot.
GIANT STRENGTH
This spell increases the strength of the target character.
GUARDIAN
This spell summons a demonic guardian to aid the caster in combat (or just to show off to your friends ;).
HEAL
This spell cures damage on the target character.
IDENTIFY
This spell reveals information about the object.
IMPROVE
This spell enables a quest created object to contain more bonuses. The object must be worth at least 750 quest points. Casting this spell will enable it to hold an additional bonus comparable to the bonuses that can be added to non-created items - ie: an extra +10 hitroll or damroll on a weapon, an extra +5 hitroll or damroll on a piece of armour, etc. The maximum number of quest points that the item can contain is also increased by an addition 500, plus 10 per status point.
INFRAVISION
This spell enables the target character to see in the dark.
INSERT/REMOVE PAGE
INSERT PAGE will allow you to put your mage pages into a book, so you can then test/chant them.
REMOVE PAGE will take the page from the book, if say, you've made a mistake on the page or it doesn't work.
INVIS
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.
KNOW ALIGNMENT
This spell reveals the alignment of the target character.
LOCATE OBJECT
This spell reveals the location of all objects with the given name.
MANA
With this spell, the caster draws the energy from around them and focuses it into the target person (defaulted to themself). This is very exhausting for the caster, but allows a faster recovery of mana.
MINOR CREATE
This spell creates an empty potion, scroll, wand, staff or pill, which can then be enchanted by the caster using other spells.
MAJOR CREATION
This spell creates a rune, sigil, glyph, pen, page or book, which can then be used by the caster for writing mage spells.
MOUNT SPELL
This spell summons a mystical creature to serve as the casters mount. The type of mount summoned is dependant on the casters alignment, and the toughness of the mount is dependant on the casters spellcasting ability.
PASS DOOR
This spell enables the caster to pass through closed doors.
POISON
This spell reduces the strength of the victim by two, as well as reducing the victim's regeneration rate.
POLYMORPH
This mage spell lets you polymorph into either a bird, frog or fish. By typing UNPOLYMORPH you can change back again.
PORTAL
This spell creates a magical portal between the caster and the target. The portal remains in existance for 2 or 3 hours (mud time), during which time anyone can 'enter' the portal on one side and come out on the other.
PRESERVE
This spell will stop the specified object decaying. It's primary use is on severed body parts, which can be stored away safely in case the player should lose any limbs in combat.
PROTECTION
The PROTECTION spell reduces the damage taken from any attack by an evil creature by one quarter.
REFRESH
This spell refreshes the movement points of a character who is out of movement points.
REMOVE CURSE
This spell removes a curse from a character.
REGENERATE, CLOT & MEND
REGENERATE will replace lost body parts on the target, while CLOT will stop them bleeding and MEND will fix any broken bones or cut open throats.
RESISTANCE
This spell makes the target object capable of withstanding 10 blows before it is destroyed, rather than 4.
SANCTUARY
The SANCTUARY spell reduces the damage taken by the character from any attack by one half.
SCAN SPELL & FIX
The SCAN spell will tell you all the items you are carrying which are currently in need of repairing.
The FIX spell will repair all the items you are carrying which are currently in need of repairing.
SHIELD & 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.
SLEEP
This spell puts its victim to sleep.
SOULBLADE
This spell summons the casters personal (named) soul weapon of a random type, which can be an extremely deadly weapon. The weapon is permanent.
SPELLPROOF
This spell makes the target object immune to the destructive powers of the various magical attacks. No protection from physical attacks is granted.
SUMMON
This spell summons a character from anywhere else in your zone into your room.
Characters who are fighting may not be summoned.
TELEPORT
This spell takes you from your current location to a random location somewhere in the world. You cannot teleport unless you have summon on.
TRANSPORT
This spell will transport the specified object from your inventory to that of the specified character.
VENTRILOQUATE
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.
VOODOO
Voodoo magic allows the caster to do things to another player indirectly. First, a body part of the victim is needed. The caster should hold this part and cast the spell on the target (they don't have to be in the same room). This will create the voodoo doll, which the caster the voodoo commands on to interfere with the victim.
There are three voodoo actions. The first, 'Stab', is only of use as a warning to the victim, or to cause annoyance. The second, 'Throw', will hurl the victim from their feet and cause a small amount of damage. The third and final action, 'Burn', will set the victim on fire, as well as destroy the doll itself.
WARD
This spell will stop a certain class leaving via a designated exit. The type of wards available are against demons, vampires, ghouls and werewolves.
WEAKEN
This spell reduces the strength of the victim by two points.