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Help
Sleeping Wake Rest Sit Stand Positions
For changing your position. If you feel weary, it's probably a good idea to
sit and rest for awhile; or maybe even take a nap. Resting and sleeping will
replenish your Hit Points (HP), Movement (MV) and Mana (MA) faster than just
standing around.
See Also: Sleep |
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Sleep Spell
Mana Cost : 20 Target : victim or object
Save : Versus Spell for negation
Effect : "Enter Sandman"
Parallel to the beginning of the charm spells, Sleep is a necessicity for the
arch mage. If failing saving throw versus spell, the person will fall asleep.
A person who is affected by sleep can only be awakened if attacked.
See Also: Sleeping
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Prerequisites
( Prereqs )
You can use this command to see what prerequisite skills area needed before
you can begin learning the target spell. To learn a given target skill you
must have at least 30% in all of the prerequisities. In some cases multiple
prerequisite sets are avilable to reach a given skill. In such cases you only
need to fulfill the requirements of one set.
Usage:
prereq <skillName>
Example:
prereq heal
If you enter the above example then you will see something like the following:
[ 62 ] Wisdom
[ 99%] dedicated cleric
[ 99%] piety
[ 0%] cure blindness
[ 83%] cure critical
[ 27%] remove poison
[ 99%] vigour
The first section lists all of the primary stats upon which the skill depends.
These are used to calculate your quality when using the skill. To the left of
the primary stats list is your current stat value.
The percentages to the left of the skill prerequisite indicate your current
potential in the skill. If all of these values are 30% or more, then you have
fulfilled the requirements and will be able to learn the skill if you can find
a teacher.
Finally if you cannot learn a prerequisite for some reason (class or dedicated
restriction) then the entry will have the following format:
[ -- ] evade
See Also: Allskills, Practice, Skills, Exercise |
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Harm Spell
Mana Cost : 50 Target : victim
Save : Versus Spell for half damage
Effect : Cause your prey to writhe in agony
This spell removes all but 1d4 hitpoints from the victim. The maximum number
of damage points are 100. It requires maximum proficiency to do the full 100
hitpoints of damage. Less proficient casters will do less damage. NOTE: It
is not possible to kill using this spell -- but almost.
See Also: Cause Light, Cause Serious, Cause Critical |
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Cure Light Wounds Spell
Mana Cost : 15 Target : victim
Save : none
Effect : The beginning of the healing techniques
One of the most basic spells of the pious is Cure Light. From the power of
prayer to the amazing laying-on-of-hands, many a life has been saved by
the clerics of this world. This spell restores 3 to 12 hitpoints of damage.
See Also: Cure Serious
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Blindness Spell
Mana Cost : 20 Target : victim
Save : Versus Spell for no effect
Effect : Throw your enemy into a shroud darkness
Blindness will blind a victim failing its saving throw. A blinded person
will have -4 penalty to both hitroll and armour class.
See Also: Armour Class, Ac
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Cure Serious Wounds Spell
Mana Cost : 25 Target : victim
Save : none
Effect : Restore the wounded
Healing their brothers and sisters of the world is often one of the tasks
chosen by local clerics. This spell cures 6 to 24 hitpoints of damage.
See Also: Cure Blindness, Cure Critical
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Call Lightning Spell
Mana Cost : 25 Target : Victim
Save : Versus Spell for half damage
Effect : A crack of thunder and the victim won't know what hit them.
This spell will use the "force of nature" to make lightning come down from
the stormy skies and strike the victim. It is therefore only possible to call
lightning outside, and it has to be raining (or worse).
See Also: Weather, Control Weather, Lightning Bolt
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Cause Light Wounds Spell
Mana Cost : 15 Target : victim
Save : None (*)
Effect : Why just kick that puppy, use your magic to hurt them, too.
Those learning the pious path might not have the warm heart that is needed
for the healing touch. For those with ice in their veins and the will to
harm, the cause light spell might be the start of their true calling.
This spell does damage to the victim similar to the damage cured by its
healing counterspell.
*NOTE: The Cause spells require a successful hitroll
See Also: Cure Light, Cause Serious
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Charm Person Spell
Mana Cost : 30 Target : victim
Save : Versus Spell for negation
Effect : "You are feeling very relaxed... now quack like a duck!"
Those persons adept in mental control can force their will upon others. Under
the casters control, the victim will do almost anything. It is not possible
to charm anyone that is already charmed, or if the person is more than half
the level of yourself. The person will get a saving throw versus "spells" for
a chance to negate the effects.
You can ORDER a charmed person using the "ORDER" command. A charmed person
will follow you, and not be able to attack you. Charm Person is only usable
against humanoid creatures. Charming (or merely attempting to charm) someone
generally makes them annoyed with you.
See Also: Charm Monster, Follow, Order
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