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Help
Throw Skill
With the throw skill, an agile adventurer is able to hurl weapons with deadly
accuracy. While not all weapons are made for throwing, most piercing weapons
will have pleasant results. Also, tossing magic potions at a target can have
its own pleasant results.
Usage:
throw <item> <victim>
Example:
throw dagger <?= %randPlayer() ?>
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Turn Undead Spell
Mana Cost : 25 Target : none
Save : Versus Spell at -4 for negation
Effect : Command the undead to flee
Having already passed beyond and then brought back to a miserable existance,
the undead are often an angry and fearful lot. Even the novice cleric will
usually have learned how to scare the undead.
This spell calls upon the power of your deity to strike fear into the hearts
of undead creatures. If they fail to save at -4, they will flee in terror
from your holy might.
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Twisted Resurrection Spell
Mana Cost : 65 Target : -
Save : -
Effect : -
Invocation of this spell causes the cumulation of all recently passed life
forces to be imbued into the animation of a zombie. The more corpses in a room
then the more cumulative the life force that can be expected. This results in
a more powerful zombie. Legends speak of a fearful creature of the dead that
could strike many times in the blink of an eye.
See Also: Monster Zombie |
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Unholy Word Spell
Mana Cost : 75 Target : room
Save : Versus Prayer for Half Damage
Effect : Do unto others before they do unto you
This spell causes great damage to good creatures proportionate to their
goodness, and will do double damage to summoned good creatures. It affects
all good creatures in the room that are not in your group. If you are less
powerful than the creature then the damage is halved. If a goodly creature
attempts to cast this spell then the spell's magic will be unleashed upon
the caster.
See Also: Corrupt
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Ventriloquate Spell
Mana Cost : 10 Target : victim or object
Save : Versus Spell for no effect
Effect : Make just about anything your personal dummy
For all people in the same room as the caster that fail a saving
throw, the spell will make the object or victim appear to say the
text written. People saving will only notice that someone tried
to make it sound that way, not who.
Example:
cast 'vent' fountain I'm feeling a bit polluted.
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Vigour Spell
( vigor )
Mana Cost : 10 Target : victim
Save : None
Effect : Staying mobile can mean staying alive
This spell invigorates the target person, allowing them to recover from being
winded and keep moving.
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Water Breath Spell
Mana Cost : 30 Target : victim
Save : None
Effect : Swim like a fish or at least breath like one
This spell enchants the throat and lungs of the target, allowing him to breathe
water for a short period of time and thus permitting access to underwater
areas. In addition with aid of this spell, most water areas can be crossed.
This spell can be renewed by casting it again.
See Also: Water Walk |
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Weaken Spell
Mana Cost : 50 Target : victim Cumulative: Yes
Save : Versus Spell of no effect
Effect :
This spell weakens the opponent by -4 str. If the victim is wielding a
weapon too heavy for his new strength, he will drop it. This spell is
accumulative but can not drop a victim's strength below 4.
See Also: Curse
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Whirlwind Spell
Mana Cost : 50 Target : None
Save : Versus Breath Weapon to negate
Effect : "I'll huff, and I'll puff..."
This spell causes gale-force winds to whip around the caster. All creatures
in the room, including the caster's party but not the caster himself, stop
fighting because they are temporarily blinded. Every creature must also
save versus breath weapon or be picked up by the wind and thrown out of the
current room, then save again or take damage as they fall to the ground.
All objects in the room are also picked up and expelled from the room by
the wind.
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Wind Walk Spell
Mana Cost : 35 Target : victim
Save : None
Effect :
This spell enables the target to walk 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 walk upon the wind. 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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