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Help
Dispel Magic Spell
Mana Cost : 40 Target : victim
Save : See Below
Effect : A generic counter-spell for all occasions
This spell attempts to remove all magical spells affecting the target. If you
cast it on any target other than yourself, the target gets to make a saving
throw for each spell that is currently affecting him, and if the save is made
that spell remains in effect.
Note that this spell does not remove any creatures intrinsic abilities
(e.g. infravision as an intrinsic, as opposed to infravision the spell).
See Also: Detect Magic, Dispel Evil
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Dual Wield Skill
Dual Wield
Adventurers who have learned the art of dual weapon
combat, will be able to wield a second weapon in battle.
They usually will only be able to swing this second weapon
once, and generally find that their off hand has trouble
with the weight of weapons their main hand can handle with ease.
To wield a second weapon, use the HOLD command, to remove
it, you can either use REMOVE, or UNHOLD (see the help on UNHOLD
for further details). In using a second weapon, you are giving
up the ability for your second hand to use most shields or a
light source.
See Also: Unhold
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Earthquake Spell
Mana Cost : 30 Target : none
Save : None
Effect : "Shake, rattle and roll"
With their command over the forces of nature, the properly devoted pious can
cause the very earth to quake. This spell will damage everybody in the room except the caster, and their group, from the shock and tremor of the earth moving.
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Enchant Weapon Spell
Mana Cost : 75 Target : object
Save : None
Effect : Bestow some of your magical essence onto a weapon
This spell will enchant non-magical (non-modifying) weapons only. By non-
modifying weapons we refer to weapons that might alter any ability, such as,
for example damage. The only way to know if a weapon is suitable for
enchantment is to fully identify it.
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Energy Drain Spell
Mana Cost : 40 Target : victim
Save : Versus Spell for negation.
Effect : One of the Dark Arts secrets
This spell sucks the life energy from the victim, bestowing that life energy
on you. In addition, it will drain the magic power and vigor from your enemy.
Please note that this is not a very kind act and you may feel yourself being
drawn to the darkside if you cast this spell.
See Also: Lich Touch
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Evade Skill
This skill allows you to evade first attacks. When a creature first
makes a physical attack against you (spells don't count), you have a
chance of seeing the attack coming and evading it. You can only evade
attacks from creatures you are not already fighting, and therefore if you
initiate combat you do not get a chance to evade. It is very useful
against
being surprised by aggressive monsters (or other players!).
Your chance to evade is best when you are standing, less when you are
sitting or resting, and very small when you are engaged in combat with
another
creature. And even the best evader cannot evade all attacks; at 100%
skill level you can only evade attacks about 70% of the time.
This skill depends on DEXTERITY. |
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Feign Death Spell
Mana Cost : 20 Target : none
Save : Versus Spell at -6 to negate
Effect : Play possum to end a fight early.
This spell simulates your death. Anyone looking in the room will see you as
a corpse. Monsters will believe you are already dead, and will not attack. If you are fighting, each of the creatures fighting you gets to make a save
versus spells at -6 to see if they realize you didn't actually die. Each
one that fails the save will stop attacking you. However, if ANY of them
make their save, they will keep attacking, and the rest of them will
realize that you are still alive and resume the attack as well.
You stay in corpse form for a duration of 4 to 20 hours, OR until you issue
any command (including a null command, i.e. just hitting ENTER).
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Fireball Spell
Mana Cost : 30 Target : victim
Save : Vs. spell for half damage.
Effect : "Goodness, Gracious, Great Ball of FIRE!"
After the basics of elemental magic have been learned, one may try to master
the Fireball spell. This spell unleashes a magical ball of fire that expands
out from the caster to engulf and burn every creature in the room that is not
in the caster's group.
See Also: Colour Spray
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Flame Blade Spell
Mana Cost : 35 Stackable : No Target : object
Effect : add damage to weapon attack
Using pure force of will a spell caster can surround a non-magical weapon
with a flaming aura, allowing it to do extra damage in combat for a limited
amount of time.
See Also Striking
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Fly Spell
Mana Cost : 35 Target : victim
Save : None
Effect : Self explanatory
This spell enables the target to fly through the air with only minor
concentration. Thus movement is much easier than even walking, and hazards
such as water can be flown over. In addition, there are areas that are
reachable only to creatures that can fly. Make sure to land before the
spell wears off, or you will plummet to your death! This spell can be
renewed by casting it again.
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