absorb blows This magical spell allows you to absorb some spells, and convert their hostile power into helpful energy. However, it can also backfire and open one up to more than ordinary damage, or even death! ~ acrobatics This skill allows one to move better and is the foundation to a healthy life of battle and wanderlust. It is a must for anyone aspiring to the more graceful and sneaky mode of adventure. ~ archery This skill greatly improves your ability to hit things with a projectile weapon. It requires some knowledge of ballistics. ~ armor This spell helps protect one from the ravages of battle. It can reduce the harm done by most mundane attacks. ~ backstab This is a thief's primary weapon. If you are skillful, and lucky, you may sneak up behind your victim and cause major damage before they are aware of your ill intentions. More skilled adventurers may learn a similar trick known as circling for use in pitched battle. Note that you can't backstab with just any old weapon, it has to be specially designed to pierce. ~ ballistics This general skill allows you to judge bodies hurtling through space, which helps in all kinds of ranged combat and personal maneuvers. ~ bash There is nothing subtle about bash. This skill is used to bludgeon an opponent into a stupor. It can render the opponent unable to perform special attacks or spells, but it also takes alot out of the one who bashes, and may also affect their near-term ability to fight effectively. This skill can also allow you to break down some weaker doors if you don't have the key to unlock them. ~ berserk This state of mind allows some advanced warriors to simultaneously attack everything in range. However, it takes a great deal of stanima, and greatly offends anyone else in the room! ~ bind wound This skill allows one to bind his or her wounds to help them to heal faster. Any fighter worth her salt will know this vital skill! ~ blend This skill is much like hide, except that rangers may do this only in forests. Depending on how well you know the spell, you may be un-noticed by others. ~ bless Some players may gain their god's favor and be able to bless a person. This causes good luck to fall to them and may help them in combat or other activities. ~ blindness This spell/skill allows one to blind an opponent for a certain ammount of time. This greatly hinder's their ability to fight, among other things. ~ block Skilled fighters will be able to completely block an opponent's mundane attack. Because of the defensive nature of this skill, it requires that the user give up some of their offensive energy. It is also possible to block a direction so that others may not pass. ~ bodyslam This skill is great for hand to hand combat. One who uses this skill attempts to pick up an opponent and slam them too the ground. Of course, if they are too heavy, or the user is too weak, it simply won't work! ~ bow Being skilled in the bow allows for much better odds in ranged combat. Some players also learn how to use the bow much as one would use a quarter-staff, which gives some advantage in close combat. ~ brawling This skill provides you a general knowledge of fighting, especially hand-to-hand combat. It should increase your effectiveness in battle. ~ brew This skill allows knowledgeable clerics and wizards to create their own potions from choice ingredients. In order to brew something, one must have some type of cauldron, and of course the correct ingredients. ~ burning hands This spell allows one to channel extreme energies through their hands and then apply that to the opponent, burning them badly, and also making them very angry! ~ butcher Many of the explorers of the far reaches of the realms will enjoy the butcher skill, which allows one to successfully convert a hacked up corpse to a decent meal. Because of the state of most corpses we've found in this realm, it is only possible to get one serving of food per corpse. ~ calm This spell allows the user to bring the combatants in a room into a calmer state where matters may be worked out in a more congenial manner. Of course, some people just can't be rid of the bloodlust in their veins! ~ camping This skill allows the knowledgeable adverturer to create a camp in which to rest which gives him or her superior restorative powers as opposed to the normal adverturer's makeshift camp. Of course, you can't just camp anywhere, but most woodland areas are suitable. ~ cause critical This spell allows one to call forth powers to make an opponent quite sick, and may even cause death to frail beings. ~ cause sickness This spell causes it's victim to feel quite ill, though it rarely kills its victim. ~ charm Charm allows the user to cause other beings to fall under a spell of friendship. The more charismatic the user, and the more gullible the victim, the better this works. ~ circle This advanced skill allows nimble players with agile weapons to maneuver behind someone fightning another being and strike a major blow. This is difficult, and only the most experienced and dextrous denizens have much success. ~ claw This skill allows the user to fashion a bare hand into a deadly weapon. This is often practiced by the monks and mystics of the realm whom eschew armed combat, but still need to kick a little butt at times! ~ climbing This skill allows the nimble adventurer to scale obstacles and find paths in places where others would be unable to venture. ~ commerce This skill allows one to gain advantage when trading goods and services in the markets of the realm. ~ construct This skill allows the knowledgeable artisan to create new items from constituent parts. Similar to the alchemists' brew, the artisan will need a toolbox containing the correct items in order to construct the resulting object. ~ conjure horde This allows the necromancers and wizards to summon forth a collection of denizens of hell to do their bidding. However, should the hellspawn not be properly confined by the power of the summoner, they will turn on their would-be master and inflict much damage! ~ conjure minion This allows those versed in such magics to summon forth a single denizen of the nether regions. Woe be to he who fails to control the beastie so called forth! ~ create golem This strange spell allows the user to fashion a being out of one of the four elements: earth, water, fire and air. These beings are quite stupid, but in other ways may be as powerful as their creator. ~ create light This is a favorite parlor trick for budding magicians, and can be a real life saver if you are lost deep in some dark place. ~ create food Clerics and mages so versed will be able to call forth nourishment from thin air. ~ create water This allows the skilled cleric to cause a container to be filled with water from some divine source. ~ cure blindness Healers can use this spell to cure those afflicted with blindness. ~ cure critical This spell allows clerics to heal critical wounds and sicknesses. While not as powerful as a heal or full restore, this spell often means the difference between life and death for you and your companions. ~ cure serious This spell allows one to cure serious, but not critical wounds and sicknesses. ~ curse This dark spell allows the user to curse and object or player, making both less useful, and in some cases, hard to get rid of! ~ dagger This skill gives a person wielding a dagger a better chance of doing damage. ~ detect alignment This spell allows one to divine the true nature of the beast! ~ detect hidden This spell allows one to detect otherwise hidden creatures. ~ detect invisibility Allows one to detect otherwise-invisible objects and creatures. ~ detect magic This spell allows one to become in tune with magical forces around them. ~ detect poison Allows one to detect poison before ingesting a substance. ~ detect resistances Allows one to find strengths (or weaknesses) a particular creature may have. ~ disarm Allows a skillful fighter to knock the weapon out of an opponent's grasp. ~ distortion wall This spell can be cast on doors and exits. It causes any creature passing through it to be randomly teleported to some other place within the local area. ~ dispel magic This spell attempts to counteract spells already on a creature or object. It's cost is proportional to the magical powers it is undoing! ~ dispel good Allows an evil person to bring the wrath of his or her chosen deity down upon one of good nature. ~ dispel evil Allows a benelovent person to bring the wrath of his or her chosen deity down upon one of evil nature. ~ divine protection This spell gives good protection against mundane, and some supernatural attacks. ~ dodge This skill lets a nimble fighter automatically dodge an opponent's attack at times. ~ dart of darkness This allows a budding mage to draw on a piece of the dark powers in the realm and focus them into a dart of pure energy to be hurled against a nemesis. ~ dual wield This skill allows skillful fighters to wield a weapon in each hand. The weapons able to be held relate to their heaviness and the strength of the wielder. ~ earthmeld This skill allows the experienced ranger to bind him or herself to the earth in such a way that the earth absorbs some of the damage meant to go to the ranger. It costs considerable mana to keep this connection alive. If you move out of your immediate surroundings, the meld is broken. ~ enchant armor This spell allows an experienced mage to cast a spell of protection onto a piece of previously un-enchanted armor. It should increase the protection of the armor. ~ enchant weapon This mighty spell allows a mage to increase the worthiness of a previously un-enchanted weapon. The effects depend on the quality of the weapon. ~ enhanced damage This general skill allows fighters to increase the damage they are able to wreak in battle. ~ entangle This spell allows the skillful mage to coat an opponent with magical bonds that slow them and make them easier to hit. ~ faerie fire This skill outlines an opponent and makes it easier for one to score better attack against them. ~ fencing This skill is paramount to becoming efficient at swordplay. ~ fire blade This skill allows a powerful mage to enchant a sword such that it becomes flaming hot when it touches an advesary. Obviously, when fighting a fire-breathing dragon, this may do little good! ~ fireball This staple of a mage's magical reportoir hurls a flaming ball of violent magic at an opponent. ~ fireproof This specialized spell helps protect one from damage from heat. ~ firestorm This powerful spell calls down hellfire and brimestone from the heavens, potentially attacking everyone in the room! ~ firewall This spell may be cast on a door or exit, causing anyone who passes through it to temporarily catch on fire! Great for setting ambushes and setting protections while resting. ~ flame strike This spell calls down powerful pillars of flame from the skies, toasting anything in the mage's current vicinity. ~ flesh to stone This spell has the power to instantly turn your opponant into stone, preventing all movement. ~ fly This spell allows a person to fly a short distance above the ground. ~ forestry This skill is the foundation for all who wish to be a woodsman or ranger. ~ frost blade This specialized spell makes a sword ice cold, which may cause extra damage to those who favor hot environments! ~ gate This spell allows one to create a one-way portal between oneself and another player. ~ group heal Call forth your god's healing powers unto your entire group. ~ guard This skill allows a warrior to protect someone from most attacks by instead directing them at herself. ~ harm This spell allows one in good standing with their god to call forth damaging powers against an advesary. ~ haste This spell speeds one's reflexes enough to give them an extra attack in each round of battle. Such power is like a strong drug though: It may have long term side effects! ~ heal This spell allows one to bring forth his deity's healing powers on those who need it. ~ healing This general overview of the healing arts is necessary in order to learn the more advanced (and useful) spells. ~ herbalism This is a basic skill needed by any who wish to be alchemists or healers. ~ heros feast This spell allows one to create an entire feast out of thin air! ~ hide Hide lets sneaky creatures remain out of sight of all but the most observant. ~ honor code This is a valuable skill for any who would be leaders of men or beast. ~ holy word This spell allows the high priests to directly tap into the power of their deity to the great dismay of the unfortunate victim. ~ hurl This skill allows very strong warriors to hurl an opponent clear out of the room. Of course, if there are few or no exits, it is likely that the victim will instead slam into the wall! ~ icestorm This allows wizards and mages to twist the forces of nature to their own ends, creating a violent ice storm that may injure all within reach! ~ identify This spell gives one the ability to acertain certain qualities of objects that the casual looker will never grasp. ~ illuminate Allows one to temporarily light an entire room with ambient light. ~ illusion This crafty spell allows one to split himself into one or more illusions that look almost identical to the original, though they will be crushed at the first blow. ~ infravision This spell allows you to see in the dark. ~ invisibility This spell allows one to make an object or creature invisible to the mundane senses. ~ kick This skill gives fighters the ability to do serious damage to an opponent with a well-placed kick. ~ leadership This skill allows one to better lead and organize a group. ~ lightning bolt This spell allows one in touch with the elemental forces to call forth bolts of lightning from clear skies onto the unlucky heads of others. ~ lightning storm This powerful spell allows wizards to create entire electrical storms and direct the lightning's wrath onto the heads of the enemy. ~ literacy This is a basic skill for any who would learn the finer arts. ~ locate This allows lucky magicians to obtain information about where a particular object might be. ~ logic This is a basic skill that must be accomplished by anyone who wants to succeed at more advanced topics of study. ~ mace Allows one to better utilize blunt objects. ~ mana This area of knowledge allows one to better understand the magical forces found in the realm. This understanding leads to better proficiency in the magical arts, and a faster regeneration of magical powers. ~ magic shield This allows mages to magically shield themselves or others from all kinds of threats. ~ martial arts This is the basic training that allows one to better fight without obvious weapons. ~ mass charm Allows one to potentially charm an entire crowd into doing ones bidding. ~ meditation This calming skill allows one to regain magical and physical energies at a faster pace. ~ meteorstorm This spell causes large chunks of molten rocks to fall from the skies onto everyone in the area. ~ mirror image This spell allows one to appear as several mirror images. This confuses attackers, and they may hit your image (breaking it) instead of hitting you. ~ necromancy This dark art prepares it's practitioners for placing a twisted kind of life back into the corpses of the beings formerly known as living. ~ orb of power Focuses the energies of the mage into an orb of sheer power capable of tearing the very flesh from the bones of it's target. ~ parry This skill allows you to turn the attack of an opponent. ~ passdoor This spell allows you to teleport yourself through non-magically locked doors. ~ protection from evil This skill protects you from many aggressive attacks by evil creatures. ~ protection from good This skill protects you from many aggressive attacks by goodly creatures. ~ philosophy This basic skill allows one to gain a more complete understanding of the universe and the myriad of powers that flow within it. ~ physik This study involves the basic nature of health and it's opposite. ~ physical arts This is the broad dicipline that, when mastered, allows it's practioners access to a great treasure of other skills. ~ picklock This skill allows skillful thieves to pick the locks on many normal containers and doors. ~ poison This skill allows you to cause a person or food to become poisoned. The damage is rarely fatal, but can linger for some time. ~ portal This spell allows one to open a two-way portal to another player. ~ prismatic globe This is a powerful spell of protection, completely wrapping the beneficiary in a globe of pulsing magic. ~ quake This spell allows one to cause the earth to shake violently, injuring everyone around you. ~ quickfoot This skill allows the nimble to become even more hard to hit. ~ rainbow This spell allows the skillful mage to focus a rainbow colored beam of violent energy towards a victim. ~ raise undead This dark spell allows a wizard to animate a corpse which will follow them for a period of time and do their bidding. ~ recall This spell will take one back to the temple. ~ recharge This skill allows a powerful mage to re-charge a wand a certain number of times. ~ remove curse This spell allows one to remove the curse from an object or player. ~ rescue This valuable skill allows a warrior to rescue a person from battle, putting herself in harm's way instead. ~ restore This is the most powerful healing spell known. It almost always restores a creature to full health. ~ rune edge This spell allows the skillful mage to magically etch runes into a blade making it stronger and more powerful. The runes may wear off with time. ~ sanctuary This old favorite gives great protection to whoever it is cast upon. It protects against almost all attacks. ~ scan This skill lets rangers peer into the surrounding rooms and often detect the creatures therein. ~ second attack This skill allows the agile warrior to add a second attack to his reportoir. Using other skills often reduces one's ability to carry out second attacks for a few minutes. ~ shadows blessing This little gem of a spell helps shroud a person in perpetual shadows, making it harder to hit them. ~ shield This skill allows a powerful warrior to intercept many attacks that are destined for another creature. Its a good way to protect those who are helpful, and yet vulnerable to attacks. ~ shocking grasp This spell allows one to create charge differential across one's hands. When they grasp the victim, it is shocked quite badly! ~ skin This fun skill allows you to skin many corpses and get a souvenir, and in some cases, a very valuable skin. ~ sleep This spell causes it's victim to fall into an almost un-interruptable sleep. ~ sneak This skill allows nimble creatures to come and go without being noticed by many beings. ~ steal This skill allows one to attempt to relieve a creature of it's possessions. Of course, this can greatly upset them! ~ strength This spell helps increase a person's strength temporarily. ~ strength conditioning This skills helps you in all things relating to battle and physical prowess. That cute person you've glanced might give you a second look as well! ~ stone skin This spell makes one's skin almost stone hard, giving excellent protection from attacks. ~ summon This spell allows one to summon a player to their current position from almost anywhere else in the realm. ~ sword This skill helps one to use a sword with more acuracy and deadliness. ~ swordbond This skill allows one to bond with their weapon in such a way that it is almost impossible to disarm them. ~ tail This skill allows sneaky people to follow a creature without them realizing it. It should be used in conjunction with sneak. ~ tammuz The exclusive, and often dangerous meeting place of adventurers who have surpassed the thirtieth tier in their training. It is rumored to be located somewhere in the Creleon mountian range. ~ teleport This spell allows one to randomly relocate within the local area. ~ throwing This allows one to throw any weapon or object at a player in an adjoining room. ~ tornado This spell allows a powerful wizard to cause a tornado to touch down and potentially carry off everyone in the room. It is more likely that those lying prone will not be carried away! ~ track This skill allows you to determine a path to some other creature in your area. ~ trip This skill allows one to knock an opponent on his arse, making them more susceptable to attacks. ~ typhoon This spell can be used on water to cause a water spout to come and take everyone away! ~ weaken This spell makes an opponent weaker, at least for a time. ~ weapon mastery This skill allows one to master many different kinds of weapons, which helps one's fighting ability. ~ web This spell causes a sticky web to fall over a creature, making it more difficult for them to maneuver. ~ whip This skill allows one to better use a whip as a weapon of mass destruction! ~ wizard eye The most powerful wizards may enchant an object in such a way that it reports what is happening in whatever room it is in. ~ wrestling This general skill allows one to fight better with no weapons at all. ~ hover Avians of a certain age find themselves suddenly bestowed with wings, mighty extensions from their shoulders which allow them to soar the lofty heights like their other avian cousins, the various birds that populate the skies of AnonyMUD. Using this skill allows the avian to fly, basically. SYNTAX : type hover (at any time, to commence flying) ~ blast Much as the mighty human martial artists have the capacity to summon enormous energies and bring them to bear against their foes as an offensive spell, so too can avians channel their own energies. Using this attack, the avian channels an intense cone of wind at their opponent, causing considerable damage. SYNTAX type : blast <opponent> before or during combat ~ fling Avians have very sharp vision and a good aim which allows them to hurl missile weapons with great accuracy, especially so the feathers which they can pluck from their own bodies (see PLUCK). Powerful avians have the ability to inflict great amounts of damage with this skill. SYNTAX : type fling (during combat) direction enemy ~ shriek The avian is possessed of powerful vocal chords, and at a certain age they gain the ability to fully focus this power, and can cause a shriek to emanate from them, causing considerable damage to the nervous systems of their foes, as they are bombarded by the ultrasonic energy. SYNTAX type : shriek <opponent> before or during combat ~ carry Syntax: CARRY <name> Much as the Hawk can carry a defenseless rabbit high into the skies and bear it for great distances, so too can the Avian snatch creatures up in their claws and carry them as they fly about. ~ peck As you mature, you will find that various appendages normally indigenous to avian life will sprout forth from your body. One such appendage will be the beak, with which you can deliver a sharp peck to your enemies. This peck in itself is hardly enough to slay a foe, but when used several times during a fight, it can inflict a fair amount of damage in addition to your regular attacks. SYNTAX : type : peck <foe> ~ tailsweep Avians of a certain age grow long, powerful bird-like tails that extend from the base of their spine, which can be used as offensive weapons. The avian can sweep his tail at the legs of his or her foe, causing them to stumble and fall if a good hit is scored. SYNTAX type : tailsweep during combat and your foe will be affected if you succeed in the application of this skill ~ vision Syntax: Vision Avian are possessed of senses far superior to other mortal races, and most evidenced in their sight. In addition to being able to see great distances, the Avian can also see things magically or naturally hidden that would normally be quite undetectable by observers. ~ dive Syntax: DIVE enemy Like all birds of prey, the Avian has the ability to Dive upon a foe from great heights at an incredible velocity. The impact can cause an unprepared opponent considerable damage, but it can also cause the diver some harm if s/he miscalculates the routine. ~ glare Syntax: Glare <name> Avians are intimidating creatures, with fierce, piercing eyes. Weak- willed monsters that are glared at by these eyes can find themselves sucked into a stae of mindless subservience, the luckless individual becoming in essence an automaton under the control of his/her/it's Avian master. ~ windzone Avians who reach certain levels of experience have access to physical and mental disciplines of considerable power. One such discipline is this one. Using this ability, the avian focuses all of his physical and mental power into a single source, channeling this power in the form of an attack that has the potential to seriously injure all the foes that surround the avian at that time. Windzone can inflict devastating damage upon even the most powerful of foes, and is one of the many reasons why the noble birdmen are so greatly respected (and feared). SYNTAX : type : windzone ~ pluck Powerful avians grow feathers of incredible strength that can actually be used as throwing weapons when extracted from their bodies. This is done by using the Pluck skill. However, the process is extremely painful, and can not be attempted more than once or twice at one time, or the pain will overwhelm and kill you. SYNTAX : Pluck ~ birdseye All avians are known for their remarkable optical abilities, and this ability is no better demonstrated than in the form of the birdseye skill. Using this skill, the avian can see far further than any other race, actually being able to see into the next room, receiving a full description of the room and its contents. Far superior to a scan, this skill ensures that the avian is rarely surprised by what may lie up ahead... Naturally, the skill requires a clear line of vision, and is negated by any walls or closed doors that may bar vision into the next room. SYNTAX : type : birdseye direction in which you wish to scan ~ sober Allows a magic user to extract drugs from someone and absorb them into themselves. This leaves the person sober. The magic user can also cast this spell upon themselves to remove a drunken state. SYNTAX : cast sober <victim> ~ remove poison Allows a wizard to extract poison from a victim's body and cease there pain. SYNTAX: cast 'remove poison' <victim> ~