#HELPFILEDATA
colourcode `
security 7
END
#HELPENTRIES
keyword GATE~
helpflags wordwrapped~
category magic:spell~
spell_name gate~
text Creates a one-way gate to the target creature/character, and transports you
there straight away. Gates cannot be made to certain destinations, nor used
to escape from gate-proof rooms. When you arrive at the destination you
experience a little delay, as the spell settles. Gates are restricted to
travel within the same continent. `+
~
END
keyword GIANT-STRENGTH~
helpflags wordwrapped~
category magic:spell~
spell_name giant strength~
text Giant strength grants the target of this spell strength beyong their normal
abilities. This allows him to perform feats that normally couldn't be
accomplished withouth the assistance of magic, such as increased damage when
in melee combat.`+
~
END
keyword HASTE~
helpflags wordwrapped~
category magic:spell~
see_also SLOW~
spell_name haste~
text The haste spell increases the speed and agility of the recipient, allowing
an extra attack (or even a backstab) in combat, and improving evasive
abilities in combat. However, it produces a great strain on the body, such
that recuperative abilities are halved. Haste is capable of negating the
slow spell. `+
~
END
keyword IDENTIFY~
helpflags wordwrapped~
category magic:spell~
spell_name identify~
text Magic has been around since the beginning of time itself, and thus has the
powers to unlock mysteries that the common folk might have long forgot.
Casting a simple spell of identify on an object will reveal much
information, including, but not limited to the weight, magical enhancements,
and worth.`+
~
END
keyword INDUCE-SLEEP~
helpflags wordwrapped~
category magic:spell~
spell_name induce sleep~
text This spell attempts to help a willing target character drift off to sleep.
It is not considered a form of attack. `+
~
END
keyword INFRAVISION~
helpflags wordwrapped~
category magic:spell~
spell_name infravision~
text This spell enables the target character to see heat patterns and
warm-blooded creatures in normal darkness without the use of a light. Exits
of a room are also visible because of this. `+
~
END
keyword INVISIBILITY INVISIBLE~
helpflags wordwrapped~
category magic:spell~
see_also MASS-INVIS~
spell_name invisibility~
text This invisibility spell will make a person vanish from sight and
undetectable from normal vision or even infravision. Although the target of
this spell may not be visible, that doesn't mean that he is silenced or his
movements can't be heard. Items dropped will suddenly become visible, and
items picked up will appear to have vanished. Invisible characters will
become visible once they are involved in combat, they will themselves to
reappear, or the duration of the spell is over. `+
`+
This spell may also be cast on an object to render it invisible.`+
`+
If you are affected by this spell, you can choose to go visible with the
`=Cvisible`=? command.`+
~
END
keyword ILLUSIONS-GRANDEUR~
helpflags wordwrapped~
category magic:spell~
spell_name illusions grandeur~
text Illusions of grandeur grants the caster the powerful illusion of appearing
much greater than he/she really is. This grants the caster the ability to
take more damage in melee combat, as if they actually were that much larger.
`+
Once the illusion wears off though there is a possibility that the caster
may die if not sufficiently healed from wounds.`+
~
END
keyword LOCATE-OBJECT~
helpflags wordwrapped~
category magic:spell~
spell_name locate object~
text The spell of locate object will reveal to the caster the location of all
objects that he or she is looking for. The spell shows an image of where
the searched for object is or who is carrying it. If you are vague in your
search details, you may find many more items that fit the description than
you were looking for.`+
~
END
keyword MAGIC-RESISTANCE~
helpflags wordwrapped~
category magic:spell~
spell_name magic resistance~
text Magic resistance grants the caster a better resistance towards the ill
effects of spells. When one successfully resists and makes a save against a
spell, they take only half the normal damage from the magical attack.
~
END
keyword MITHRIL-GLAZE~
helpflags wordwrapped~
category magic:spell~
spell_name mithril glaze~
text This spell will add a mana bonus attribute to any object worn around the
body, like robes, at a great cost. It will destroy the first mithril item
in your inventory (always), and it has a 40% chance of destroying the object
that you cast it on. If the target object is not destroyed, it will raise
it's level by 5. You must have at least 200 mana to start casting it, and
it will absorb all of your mana upon finishing. It will make you hungry,
thirsty, and 30 hours more tired.`+
~
END
keyword NEXUS~
helpflags wordwrapped~
category magic:spell~
see_also PORTAL WARPSTONES~
spell_name nexus~
text This spell is virtually identical to portal, with the only difference being
that while portal creates a one-way gate, a nexus spell makes a two-sided
gate. It also lasts longer than the lower-powered portal spell. Both
spells require an additional power source, the secret of which has been
lost.`+
~
END
keyword PASS-DOOR~
helpflags wordwrapped~
category magic:spell~
spell_name pass door~
text This spell allows a character turn transparent and pass through closed
doorways. Some doors are magically protected and aren't capable of being
walked through in this fashion. Pass door cannot be casted on another. `+
~
END
keyword PHANTASMAL-FORCE~
helpflags wordwrapped~
category magic:spell~
spell_name phantasmal force~
text Phantasms are illusions of spirits of other monsters that perform mental
attacks on the victim. While the damage is not real if the attacking
illusion is disbelieved, the will victim suffers great damage when he thinks
his attacker is real. With the affects of true seeing, the victim is granted
immunity to such illusionary attacks.`+
~
END
keyword PORTAL~
helpflags wordwrapped~
category magic:spell~
see_also NEXUS WARPSTONES ENTER~
spell_name portal~
text The portal spell is similar to gate, but creates a short duration one way,
two-dimensional gateway to the target, instead of instantaneously
transporting the caster. Portals can be entered by using the 'ENTER
<portal>' command. Portals cannot be made to certain destinations, nor used
to escape from gate-proof rooms. Portal requires a special source of power
to be summoned, unfortunately the secret of this material component has been
lost.`+
~
END
keyword PRISMATIC-SPRAY~
helpflags wordwrapped~
category magic:spell~
spell_name prismatic spray~
text This spell allows the caster to bring forth a powerful array of colors,
resembling a beautiful rainbow to those viewing it from afar. To those near
enough, the illusionary array of colors causes a blinding affect, and
attacks the optical senses.`+
~
END
keyword RAGE~
category magic:spell~
spell_name rage~
text This spell fills the target character with a fierce battle rage that makes
him a formidable foe. The enraged target fights without concern for his
wellfare, thus gaining bonuses from the spell.`+
`+
The target's can take much more damage without noticing the pain, as well as
deal more damage, because of the lack of defensive maneuvers. Because of
this, the enraged person is much more likely to take a hit from weapons when
in battle.`+
~
END
keyword RECHARGE~
category magic:spell~
spell_name recharge~
text The recharge spell is used to restore energy to depleted wands and staves.
Fully exhausted items cannot be recharged, and the difficulty of the spell
is proportional to the number of charges used. Magic items can only be
recharged one time successfully. `+
`+
Casters can only recharge the staff/wand if they are familiar with the spell
they are attempting to recharge onto the item.`+
~
END
keyword RUNE-EDGE~
category magic:spell~
spell_name rune edge~
text This spell makes certain weapons sharp for the duration of the spell. The
magic creates a humming affect on the edge of the enchanted weapon that
makes it so the weapon can cut though most anything with a lot less effort.
~
END
keyword -SHIELD~
category magic:spell~
text `=lSyntax: `=?cast shield <person>`+
`+
This spell creates a shimmering magical force field around the beneficiary
of the spell, offering protection from spells and melee weapons alike.`+
`+
`GREALMS: `=?conjuration
~
END
keyword -SLEEP~
category magic:spell~
see_also INDUCE-SLEEP~
text `=lSyntax: `=?cast sleep <target> `+
`+
This spell attempts to put the victim to sleep against their will for a
long, long time. It is considered a form of attack. `+
`+
`GREALMS: `=?charm`+
`+
~
END
keyword SLOW~
category magic:spell~
spell_name slow~
text Despite popular mythology, slow is not the opposite of haste, but is a spell
with it's own unique set of effects. When cast on an unfortunate victim, it
slows its movements, making it easier to hit and reducing its rate of
attack. The effect of slow also doubles movement costs and halves healing
rates, due to reduced metabolism. `+
~
END
keyword -SUMMON~
category magic:spell~
text `=lSyntax: `=?cast summon <target>`+
`+
This spell allow the caster to summon the target character from anywhere
else in the world. Characters who are fighting or in a special room may not
be summoned. Only characters that allow themselves to be open to the idea
of travel via magic can be summoned.`+
`+
`GREALMS: `=?conjuration summoning`+
`+
`CSEE-ALSO: NOSUMMON
~
END
keyword TELEPORT~
category magic:spell~
spell_name teleport~
text This spell randomly transfers the target character to anywhere in the world.
This spell may be useful for exploring the world or escaping pursuing
danger, but random travel can be quite risky and usually isn't suitable for
the timid. `+
~
END
keyword TRUE-SIGHT~
category magic:spell~
spell_name true sight~
text This spell grants the the caster, or the recipient of the spell, the full
abilities to detect abnomallies in the spectrum of sight. This means that
those affected by true sight can detect anyone invisible, and even some of
those that aren't too exceptional at hiding.`+
~
END
keyword VAMPIRIC-TOUCH~
category magic:spell~
spell_name vampiric touch~
text This spell grants the caster with a touch similar to that of a wraith. The
caster's touch can drain life from the victim. `+
~
END
keyword VENTRILOQUATE~
category magic:spell~
spell_name ventriloquate~
text 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.
~
END
keyword WEAKEN~
category magic:spell~
spell_name weaken~
text Weaken will sap the strength from the target, making them feel weaker and
more vulnerble in battles. The amount of strength sapped is proportional to
the power of the caster.`+
~
END
keyword WIZARD-EYE~
category magic:spell~
spell_name wizard eye~
text This spell allows the caster to see a person not in the same room. If
successful, the caster will be shown the room where the victim is located,
and all the contents of it. This is a spell only detectable by certain
divination spells, but is otherwise useful for spying. `+
`+
Some rooms and all immortals are immune to this spell. `+
~
END
keyword WORD-OF-RECALL~
category magic:spell~
spell_name word of recall~
text This spell grants the spellcaster the same ability as a recall. While they
may seem quite similar, there are instances when praying for a recall just
won't work, and the spell will transport you to your destination. `+
~
END
keyword WILDSTRIKE~
category magic:spell~
spell_name wildstrike~
text A mage schooled in both wild magic and evocation may bring forth a powerful
stream of pure energy with this spell. It does considerable damage, and in
some cases affects the victim in random ways. As with all wild magic, use
at your own risk!`+
~
END
keyword SHADOWFLIGHT~
category magic:spell~
spell_name shadowflight~
text Shadowflight is a spell practiced primarily by the shadowy dabblers in
thievery and magics, known as spellfilchers. While similar to the gate
spell that mages use, shadowflight isn't as unrestrictive in its uses. In
order for shadowflight to work properly, the shadows must be full, meaning
the spell can only function between sunset and sunrise.`+
~
END
keyword FLAME-WEAPON FROST-WEAPON~
category magic:spell~
text `=lSyntax: `=?cast 'flame weapon' <weapon>`+
`=? cast 'frost weapon' <weapon>`+
`+
Magics can be used to give wicked enchantments to weapons to enhance their
performance in melee combat. Flame weapon can be used to give a weapon a
flaming aura, which causes fire damage, and perhaps smoke blindness when
contact is made. It's counterpart, frost weapons, can imbue a weapons with
a biting cold that saps the muscles of energy when contact is made. Only one
may be cast on a weapon at a time.`+
`+
`GREALMS: `=?`=_enchantment `=_essence
~
END
keyword DRAIN-WEAPON~
category magic:spell~
text `=lSyntax: `=?cast 'drain weapon' <weapon>`+
`+
Magics can be used to give wicked enchantments to weapons to enhance their
performance in melee combat. Those that are wicked and evil at heart can
imbue their weapon with a vampiric essence using drain blade. The weapon
will slowly drain the life from the victim upon its touch, and has a slight
chance of channeling the life force to its wielded.`+
`+
`GREALMS: `=?`=_enchantment `=_necromancy
~
END
keyword LIGHTNING-BOLT~
category magic:spell~
text `=lSyntax: `=?cast 'lightning bolt' <target>`+
`+
This spell allows the spellcaster to act as a conduit for one of the
mightiest forces of nature. It summons forth energies from the air, and
channels them into a searing bolt of lightning that leaps forth from the
hand of the caster.`+
`+
`GREALMS: `=?`=_evocation `=_essence
~
END
keyword COLD-RESISTANCE FIRE-RESISTANCE~
category magic:spell~
text `=lSyntax: `=?cast 'cold resistance'`+
`=? cast 'fire resistance'`+
`+
The resistances of cold and fire summon a protective aura about the caster
that offers protection from these essences. Since these auras are polar
opposites of each other, only one can be used at a time, or else they would
cancel each other out. When protected from either cold/fire, the caster will
suffer upto 50% less damage from the respective form of attack.`+
`+
`GREALMS: `=?`=_abjuration `=_essence
~
END
keyword FIREBALL~
category magic:spell~
text `=lSyntax: `=?cast fireball <target>`+
`+
This spell allows the spellcaster to channel forth a consuming ball of fire
from his palms. The ball of fire starts no larger than a cantelope, and
grows to over three feet in diameter as it is hurled towards the unlucky
victim.`+
`+
`GREALMS: `=?`=_evocation `=_essence
~
END
keyword FROSTBALL~
category magic:spell~
text `=lSyntax: `=?cast frostball <target>`+
`+
Frostball summons forth a flurry of fist sized or larger ice balls to hurl
towards the unlucky victim of this spell. As the frostballs travel through
air, they swell up to an even larger size, right before pummeling the
victim. This spell requires little concentration to cast and can be quite
deadly in combat.`+
`+
`GREALMS: `=?`=_evocation `=_essence`+
~
END
keyword CHILL-TOUCH~
category magic:spell~
text `=lSyntax: `=?cast 'chill touch' <target>`+
`+
When the final words of chill touch are uttered, the caster gets intensely
cold hands, which he then applies to the victim. This magical cold seeps
into the muscles, causing them to become stiff and harder to use, depriving
any warrior of their once great strength.`+
`+
`GREALMS: `=?`=_evocation `=_necromancy
~
END
keyword CHAOTIC-POISON CHAOS-POISON~
category magic:spell~
text `=lSyntax: `=?cast 'chaotic poison' <target>
`+
Chaos prevails again! Chaotic poison is far more likely to be prove fatal
than any simple poison concoction that your average thief can brew. Those
that could shrug off the average poison might find themself feeling a little
`#`ggreen `^with the chaotic nature of this poison. `+
`+
The cure for something this lethal is very difficult to discover.`+
`+
`GREALMS: `=?`=_alteration `=_necromancy `=_wild
~
END
keyword CUTTING-WIND~
category magic:spell~
text `=lSyntax: `=?cast 'cutting wind' <target> `+
`+
This highly unpredictable spell focuses a stream of air into a thin,
fast-moving slice of air, which then hurtles downward from the sky. While
very chaotic in nature, this produces a forceful stream of wind may injure
those other than the one intended. While always enough to damage its
intended victim, the cutting wind varies greatly in intensity. Depending on
the whim of the air about - which is known to be chaotic - the wind may
inflict miniscule or tremendous amounts of damage. The only certainty is
that a more powerful mage can increase results, but even the most learned
wizard may, on ocassion, be outdone by the lowliest apprentice when dealing
with this spell. `+
`+
`GREALMS: `=?`=_evocation `=_essence `=_wild
~
END
keyword DECAY~
category magic:spell~
text `=lSyntax: `=?cast 'decay' <target>
cast 'decay' <object>
The decay spell was originally created by a mage trying to create an aging
spell, but he made it too powerful. The target aged at such a pace that it
actually fell apart and then crumbled to dust within moments. The mage,
instantly aware of the damage this could do in the wrong hands, vowed never
to use the spell and locked away the book containing his research in a cave
deep within the dwarven forest. A few decades later, after the mage's
death, the book was discovered by a necromancer and has since entered into
more widespread use within certain circles. It has two uses: it can be
cast upon an object which the caster is carrying, causing it to crumble to
dust within a few hours, or the magic can be focused into a quick burst
aimed at a living creature, rapidly aging some of his body, causing
grievous damage.
`G`GREALMS: `=?`=_alteration `=_necromancy
~
END
keyword DOWNDRAFT~
category magic:spell~
text `=lSyntax: `=?cast downdraft <target> `+
`+
Downdraft calls a great rush of wind down upon the target, doing a bit of
damage from the sheer force as well as possibly knocking some of the
target's equipment to the ground. In order for the caster to do this, the
air from the lower part of the room is transported to the top and then
quickly thrown downward at the target. The transit of the air is so fast,
though, that is changes the pressure in the room as well, and it is not
unknown for people's ears to pop when the spell is cast. `+
`+
`GREALMS: `=?`=_alteration `=_essence`+
~
END
keyword DISORIENTATION~
category magic:spell~
text `=lSyntax: `=?cast 'disorientation' <target> `+
`+
A mage commanding this spell can cause great confusion in the mind of
whoever is unfortunate enough to have drawn his ire. The target of this
spell will believe they have been transported to a different place without
actually having moved. `+
`+
`GREALMS: `=? `=_charm `=_illusion
~
END
keyword SPIRIT-WALK~
category magic:spell~
spell_name spirit walk~
text Spirit walking was first discovered by the druids ages ago, but it has only
recently become more widely used by mages and clerics. It is an invaluable
source of information, but also highly dangerous to the caster. When the
spell is cast, the caster's spirit leaves his body in search of the
character or creature specified. If it is able to find it, the spirit takes
the form of an invisible, floating ghost-like figure. This is more than a
simple eyepiece for the caster, though: it is his soul in material form,
which can move about as the caster desires. When the caster wishes to bring
his soul back into his body, he needs only 'return' to do so. `+
`+
There is one major drawback to this spell, though: while the caster's soul
is away, his body is in a near-comatose state. The caster cannot interact
with his physical body in any way, nor is he even aware of what goes on
around it. Obviously, it is not a spell to be invoked lightly. `+
`+
(Type return to get back to your body) `+
~
END
keyword FLING~
category magic:spell~
text `=lSyntax: `=?cast 'fling' <target> `+
`+
This spell was created by a mage with a rather strange sense of humour. The
caster points his finger at the target and, moments later, the first item he
or she is carrying goes flying up into the air, at which point winds rise up
and change its projectory until it is flying directly toward the target. At
this point, the target is struck by the object, be it a boot, a rock, or a
pair of frilled pants. Obviously, this spell can be embarassing to whoever
is unfortunate enough to have drawn the mage's wrath. `+
Please note that fling is an offensive spell and will enter you into combat
with your target.
`GREALMS: `=?`=_alteration`+
~
END
keyword SHAPING-THE-CHAOS~
category magic:spell~
spell_name shaping the chaos~
text In order to cast this spell, the mage reaches into the chaos permeating the
world and attempts to shape it into a physical manifestation.
Unfortunately, due to the nature of chaos, the results are quite
unpredictable, ranging from small twigs to living creatures, not all of
which are friendly. If an object is created, it keeps its form for a bit,
but without any reason to stay in that form, it crumbles after a few hours.
However, if a living being is created, it remains, as its drive to live is
enough to hold its form. Thus, this spell can be rather useful, but, at the
same time, there is a certain risk in casting it, as you can never be
certain what the results will be. `+
~
END
keyword ACID-ARROW~
category magic:spell~
text `=lSyntax: `=?cast 'acid arrow' <target>`+
`+
Moments after the final words of this spell are uttered, searing bolts of
acid shoot out of the fingertips. They can cause nasty wounds and corrode
the finest of armors until useless if subjected to heavy doses. `+
`+
`GREALMS: `=?evocation essence
~
END
keyword ACID-BLAST~
helpflags wordwrapped~
category magic:spell~
spell_name acid blast~
text Moments after the final words of this spell are uttered, a large ball of
acid projects fromt the palms of the caster. While much more powerful than
acid arrows, the blast has been known to permanently disfigure those
unfortunate to survive it's deadly force.
~
END
keyword ACID-RESISTANCE LIGHTNING-RESISTANCE~
category magic:spell~
text `=lSyntax: `=?cast 'acid resistance' `+
`=? cast 'lightning resistance'`+
`+
What conquers magic better than magic itself. To protect one's self from a
potent acid blast or shocking burst of elecrical energy, the best compromise
would be a sheet magic which protects you from them. When a successful save
is made, the caster is protected from upto 50% of the normal damage. While
not perfect in any regards, it beats taking the full force of the blasts.`+
`+
`GREALMS: `=?abjuration essence
~
END
keyword BURNING-HANDS~
category magic:spell~
text `=lSyntax: `=?cast 'burning hands' <target>`+
`+
This spell allows the caster to displace huge amounts of energy through the
open palms, causing a great buildup of heat in the process. This heat can
then be transferred to the target of this spell, causing anything from a
heat rash, to charred skin.`+
`+
`GREALMS: `=?`=_alteration `=_essence
~
END
keyword CANCELLATION~
category magic:spell~
text `=lSyntax: `=?cast cancellation <person>`+
`+
This spell peacefully removes spells from an ally without provoking attack.
It is much more effective than other spells that might remove magics, but
requires much more concentration to cast. It also does not discriminate
between harmful and benign spells. `+
`+
The chance of dispelling is based on the level of the spell and that of the
caster. Permanent spells, such as sanctuary, are much harder to remove.
Only spells may be dispelled, not plague/poisons/etc.`+
`+
`GREALMS: `=?`=_abjuration
~
END
keyword CONE-COLD CONECOLD~
category magic:spell~
text `=lSyntax: `=?cast 'cone cold' <target>`+
`+
Cone of cold send forth a powerful funnel of freezing cold, crystalized air,
causing anything from a severe case of the goose bumps to a degree of frost
burn. Those who are nearby will most likely get hit by the uncontrollable
funnel, and might assume the spell a form of aggression.`+
`+
`GREALMS: `=?`=_evocation `=_essence
~
END
keyword COLOUR-SPRAY~
category magic:spell~
text `=lSyntax: `=?cast 'colour spray' <target>`+
`+
Color spray is best described as twisting and combining the rays of light,
and sending them forth from the palms of the hands, much like the way a
prism bends lights. When aimed for the eyes, there is a chance that color
spray can temporarily blind the victim.`+
`+
`GREALMS: `=?alteration
~
END
keyword ALARM~
category magic:spell~
text `=lSyntax: `=?cast alarm`+
`+
When an alarm is set, an undetectable ward is set in the area, where anyone
who walks in the vicinity of it will trigger it. No matter who triggers it,
the caster will be notified by means of a magical telepathy that the alarm
has been tripped. Alarm is most effective when there is little traffic to
walk by.`+
`+
`GREALMS: `=?alteration foretelling
~
END
keyword WINDS-OF-DEATH~
category magic:spell~
spell_name winds of death~
text Winds of death causes a blast of foul winds to slam into the victim,
depriving them of air and usually causing a nauseating feeling. These winds
had a distinct odor, similar to that of cadavers rotting in the high noon
sun. `+
~
END
keyword SHOCKING-GRASP~
category magic:spell~
spell_name shocking grasp~
text This spell charges the hands of the caster with an incredible amount of
energy, that's all released upon touching the victim. Consider it like
rubbing your sockings across a rug, then zapping the next person that walks
by. Multiply that sensation by 100.`+
~
END
keyword RUNIC-BLADE~
category magic:spell~
spell_name runic blade~
text This enchantment imbues weapons with a powerful magic that causes a natural
resonance in the weapon, allowing it to cut deeper, to slash harder, and to
stab quicker. Only edged weapons are able to be enchanted in such a way. A
common name for this type of enchantment is 'vorpal'.`+
~
END
keyword FINGER-OF-DEATH~
category magic:spell~
text `=lSyntax: `=?cast 'finger of death' <target>`+
`+
Finger of death brings forth a phantom touch that puts the touch of a wraith
to shame. While it doesn't drain life such as a wraith, it's more
devestating and requires half the concentration to call upon.`+
`+
`GREALMS: `=?`=_evocation `=_necromancy
~
END
keyword SHADOW-SURGE~
category magic:spell~
spell_name shadow surge~
text Shadow surge is a spell practiced primarily by those shadowy dabblers in
thievery and magics, known as spellfilchers. This spell brings forth a surge
of darkness that attempts to violate the soul of the victim. This spell
causes more physical damage in the struggle than anything else.`+
~
END
keyword SEE-HIDDEN SEE-INVISIBLE SEE-MAGIC~
category magic:spell~
spell_name see hidden~
text `=? cast 'see invisible'`+
`=? case 'see magic'`+
`+
Spells of foretelling allow the caster to detect things not seen with the
naked eye. Magical auras are hidden to the unaided eye, and can disillusion
those not attuned to reading them. See hidden imbues the caster with the
ability to detect those hidden in shadows. See invisible allows the caster
to see those cloaked by the powers of magic. See magic grants the caster
with the ability to easily see the faint auras of items that are imbued with
magic enchantments.`+
~
END
keyword MIRAGE~
category magic:spell~
see_also WIZARD-EYE~
text `=lSyntax: `=?cast mirage`+
`+
This spell was created for those that wish to impede those in close pursuit.
Not only can scrying eyes be detected, but with a simple mirage, they can
be fooled as well. Casting a mirage will cause those that wizard eye you to
scry upon your illusion, thinking you somewhere else than you actually are.`+
`+
`GREALMS: `=?illusion phantasm
`+
~
END
keyword SHADOW-STREAM~
category magic:spell~
spell_name shadow stream~
text Shadow stream summons conjures a shadowy sphere of negative energy to form
from the palms, then surges forward and blasts into the victim, draining the
life. `+
~
END
keyword HEAT-SURGE~
category magic:spell~
text `=lSyntax: `=?cast 'heat surge' <victim>`+
`+
This causes an intense wave of heat to surge forth from the finger tips and
burn the victim. It's similar to a fireball, but the damage is more heat
than fire, which tends to do significantly more damage.`+
`+
`GREALMS: `=?`=_evocation `=_essence
~
END
keyword FLAME-LANCE ICE-LANCE LIGHTNING-LANCE THUNDER-LANCE~
category magic:spell~
text `=lSyntax: `=?cast 'flame lance' <target'`+
`=? cast 'ice lance' <target>`+
`=? cast 'lightning lance' <target>`+
`=? cast 'thunder lance' <target>`+
`+
The lances of the elements originated by a battlemagi that rode horseback,
but would rather travel light with spells, than in suitmail with lance.
Upon approaching the victim, and concentrated force of the element would
spear out from the outstretched hand of the caster, impaling the victim with
the force from the lance. Depending on the type of lance, the target will
suffer from the burns of the flame lance, the sinking cold of the ice
lance, the electifying jolt of the lightning lance, or the pounding boom of
the thunder lance.`+
`+
`GREALMS: `=?`=_evocation `=_essence
~
END
keyword ICE-SPHERE~
category magic:spell~
text `=lSyntax: `=?cast 'ice sphere' <victim>`+
`+
Ice sphere creates a small, snowball sized of sphere of ice to form in the
palms of the caster, which is then hurled towards the victim, growing to
perhaps up to 3 feet in diameter. This ice sphere shatters on impact,
causing nasty wounds from the ice shards. `+
`+
`GREALMS: `=?evocation essence
~
END
keyword SUMMON-GUARDIAN~
category magic:spell~
spell_name summon guardian~
text `C (Excerpts for a students diary)`+
`=?As for a creature, the guildmaster in New Thalos offered me his wisdom. A
giant stone golem, the largest in the realms, with wings, was the wisest
choice that he came up with. A dangerous foe it would be, and also a
formidable ally. Golems though are known to be easily controlled by the
caster once created. The description of the spell is as follows. The
castor would summon a great, winged golem. The golem would serve to protect
the conjurer from any danger, it would also raise alarm should someone
intrude on the guardian. The guardian will be banished back to the chaos
realm after the duration of the spell. `+
`C (signed simply in flowing script) T. D. `+
~
END
keyword CAUSE-FEAR~
category magic:spell~
text `=lSyntax: `=?cast 'cause fear' <target>`+
`+
This spell will cause the victim unimaginable fear. The luckless victim
will be unable to cast spells or prevent themselves from running widly about
the place for the duration of the spell. Victims of Cause Fear are pursued
by magical assilants which will drive the victim insane. It has even been
reported at times that people have even been driven insane by the fear, for
these poor souls the only hope is a swift thrust with a dagger to the heart,
to end their torture for eternity.`+
`+
`GREALMS: `=?`=_charm `=_phantasm
~
END
keyword PERMANANCE~
category magic:spell~
see_also 'ENCHANT ARMOUR' 'ENCHANT WEAPON'~
spell_name permanance~
text This spell allows an accomplished enchanter to extend the duration of
certain affects on weapons and armor. You must be holding the item which
the spell will be directed at. A successful cast takes much concentration
and magical energy and should be used only when a weapon is of sufficient
quality to warrant permanence. `+
~
END
keyword MAGIC-MISSILE~
category magic:spell~
text `=lSyntax: `=?cast 'magic missile' <target>`+
`+
This spell sends forth a stream of shooting missiles of magic towards the
victim, each one causing stinging pain to the unlucky victim.`+
`+
`GREALMS: `=?`=_evocation
~
END
keyword ARMOUR ARMOR~
category magic:spell~
text `=lSyntax: `=?cast armour <character>`+
`+
This spell creates a hard sheet-like layer of protective magic around the
target that decreases (improves) their armor class.`+
`+
`GREALMS: `=?conjuration summoning
~
END
keyword CHANGE-SEX SEX-CHANGE~
category magic:spell~
text `BSytnax: `=?cast 'change sex' <victim>`+
`+
This spell alters the gender of the character, making him/her into a
her/him, or possible into an asexual being. This condition is not permanent,
and usually the victim is reverted to his/her normal self once the spell
wears off.`+
`+
`GREALMS: `=?`=_alteration `=_necromancy
~
END
keyword CHARM-PERSON~
category magic:spell~
text `=lSyntax: `=?cast 'charm person' <target> `+
`+
This spell, if successful, causes the victim to follow you and to take
orders from you. Use ORDER to order your charmed followers. `+
`+
You are responsible for the actions of your followers. Conversely, other
people who attack your followers will be penalized as if they attacked you.
`+
`GREALMS: `=?`=_charm
~
END
keyword CONTINUAL-LIGHT~
category magic:spell~
text `=lSyntax: `=?cast 'continual light'`+
`=? cast 'continual light' <object>`+
`+
This spell creates a glowing ball of light, which you can hold as a source
of light when not in a well lit city. This ball of light will last for a
very long time, almost seeming indefinate. Continual light may also be used
to give an object an enchanted glow.`+
`+
`GREALMS: `=?`=_alteration
~
END
keyword FIRE-SHIELD CHILL-SHIELD~
category magic:spell~
text `=lSyntax: `=?cast 'chill shield' <person>`+
`=? cast 'fire shield' <person>`+
`+
This spell conjures a protective shield around the target that has a slight
chance of dealing damage back to any opponent that strikes the caster in
melee combat. The return damage from the shield is up to 50% of the damage
received and is of the appropriate type, either fire or cold. The two
opposing shields can not be conjured simultaneously.`+
`+
`GREALMS: `=?`=_alteration `=_evocation `=_essence
~
END
keyword CHAOS-LACE CHAOSLACE~
category magic:spell~
text `=lSyntax: `=?cast 'chaos lace' <object>`+
`+
This spell removes certain enchantments currently on an item like anti-evil,
flaming, etc. It can be cast on the following object types, with these
possible results:`+
`+
`=? torso armor - plus/minus hit points or strength`+
`=? helmet armor - plus/minus wisdom, intelligence, or mana `+
`=? leg armor - plus/minus constitution or movement `+
`=? weapon - plus/minus hit points, dexterity, or strength `+
`+
`GREALMS: `=?`=_enchantment `=_wild
~
END
keyword CREATE-ROSE~
category magic:spell~
text `=lSyntax: `=?summon 'create rose' `+
`+
This romantic summons creates a beautiful, fragrant red rose. While a rose
has nearly no value for the common shopkeeper, it is sure to win the heart
of any lady.`+
`+
`GELEMENTS: `=?`=_plant `+
`GSEASONS: `=?`=_spring
~
END
keyword CHAIN-LIGHTNING~
category magic:spell~
text `=lSyntax: `=?cast 'chain lightning' <target> `+
`+
Chain lightning is a deadly spell, producing a powerful bolt of lightning
that arcs from target to target in the room, until its force is fully
expended. Allies of the caster may be hit by this spell, but the caster
himself will not be struck unless no other viable target remains. Chain
lightning is most effective when used on groups of creatures. `+
`+
`GREALMS: `=?`=_evocation `=_essence
~
END
keyword DISPEL-MAGIC~
category magic:spell~
text `=lSyntax: `=?cast 'dispel magic' <target> `+
`+
Removes magical effects from the target. It is considered an attack spell
and does not discriminate between harmful and benign spells. `+
`+
The chance of dispelling is based on the level of the spell. Permanent
spells (such as mobile sanctuary) are much harder to remove. Not all spells
may be dispelled, notable examples are poison and plague. `+
`+
`GREALMS: `=?`=_abjuration
~
END
keyword EMPOWER-WEAPON~
category magic:spell~
text `=lSyntax: `=?cast 'empower weapon' <weapon>`+
`+
Magics can be used to give wicked enchantments to weapons to enhance their
performance in melee combat. Empower weapon charges the weapon with magical
energies, and realeases them on contact, shocking the victim much like a
bolt of lightning. `+
`+
`GREALMS: `=?`=_enchantment `=_essence
~
END
keyword ENCHANT-ARMOUR ENCHANT-WEAPON~
category magic:spell~
text `=lSyntax: `=?cast 'enchant armour' <armour>`+
`=? cast 'enchant weapon' <weapon>`+
`+
The best way to create the best armours and weapons in the lands are either
through the pricey process of having them hand-crafted by the finest smiths,
or enchanting them with powerful magics.`+
`+
Enchantments can focus strong magics onto the respective armour/weapon and
imbue it with powerful protection and effectiveness. While magics can be
used for enhancement, be forewarned that magic can also make things more
brittle and unstable, causing weapons and armours to break in the middle of
a life or death battle.`+
`+
Enchants will fade after time unless a spell of permanancy is used to
strengthen the magic's hold on the armour/weapon, and cause it to remain
permanent.`+
`+
`GREALMS: `=?`=_enchantment
~
END
keyword ENERGY-DRAIN~
helpflags wordwrapped~
category magic:spell~
spell_name energy drain~
text This spell enables to caster to act as a conduit for magical energy around
him. There is a chance that the victim of this spell will lose experience
points, mana, and movement points when touched by the caster, and the caster
will receive them in return. `+
~
END
keyword EXTENSION~
category magic:spell~
text `=lSyntax: `=?cast extension <object> `+
`+
Since magics often resist the efforts to "stick" on weapons and armours, a
spell not as difficult as the initial enchantment can be used to stabilize
the enchantment before it completely wears off. This extension spell only
prolongs the temporary enchantment with the shortest remaining duration.`+
`+
`GREALMS: `=?`=_alteration `=_enchantment
~
END
keyword FLY~
category magic:spell~
text `=lSyntax: `=?cast 'fly' <target> `+
`+
This spell enables the caster to bestow the power of magical flight.
Walking on any terrain takes half the effort once in flight and the target
of this spell will be able to walk on water and fly upwards in the air with
ease. Caution is advised when first using the spell of flight since balance
becomes very tricky. `+
`+
`GREALMS: `=?`=_alteration
~
END
keyword FARSIGHT~
category magic:spell~
text `=lSyntax: `=?cast farsight
`=? cast farsight <direction>
`+
The farsight spell expands the caster's consciousness, allowing him or her
to see far away beings like they were in the same room. It takes intense
concentration, often leaving the caster helpless for several minutes.
The spell may be used for a general scan that reaches a short distance in
all directions, or with a directional component to see creatures much
farther away.
`+
`GREALMS: `=?`=_foretelling
~
END
keyword FIREPROOF~
category magic:spell~
text `=lSyntax: `=?cast fireproof <object> `+
`+
The fireproof spell creates a short-lived protective aura around an object,
to protect it from the harmful effects heat. Items protected by this spell
are not harmed by any forms of fire, including the heat metal spell.
Although inexpensive to use, the spell's short duration makes it impractical
for protecting large numbers of objects.`+
`+
`GREALMS: `=?`=_abjuration `=_enchantment `=_essence
~
END
keyword FLOATING-DISC~
category magic:spell~
text `=lSyntax: `=?cast 'floating disc' `+
`+
This useful spell creates a floating field of force which follows the
caster around, allowing him or her to pile treasure high with no fear of
weight penalties. It lasts no more than twice the casters level in hours,
and usually less. It can hold 10 pounds per level of the caster, with a
maximum of five pounds per item. The spell requires an open float location
on the character, and the only way to remove the disc is to die or allow it
to run out of energy. `+
`+
`GREALMS: `=?`=_conjuration `=_summoning
~
END
keyword ICE-STORM~
category magic:spell~
text `=lSyntax: `=?cast 'ice storm' <target>`+
`+
This spell conjures forth a devastating hail storm of large, condensed balls
of ice and packed snow, wreaking havoc on any who are trapped in the vicinity
of the ice storm. Beware that any who are close enough to be pounded by the
ice may assume this to be an act of aggression, and draw weapons.`+
`+
`GREALMS: `=?evocation essence
~
END
keyword CANTRIP~
category magic:spell~
text `=lSyntax: `=?cast cantrip <person>`+
`=? cast cantrip `+
`+
Uttering this minor spell brings into existence a random object or effect.
It is useful for younger magic users who want to practice their channeling
of magical energies, or just impress their friends. The results vary, and
more powerful casters can create greater effects.`+
`+
`GREALMS: `=?`=_alteration
~
END
keyword DETECT-SCRY~
category magic:spell~
text `=lSyntax: `=?cast 'detect scry'`+
`+
With magic strong once again in the realm, scrying eyes are everywhere.
Whether you wish for secrecy in your dirty deeds, or are hiding from a known
enemy, it might be useful to know when someone is looking in on your
actions. Success, naturally, is dependant on the casting powers of the two
parties, and there is a slight chance that you will be able to detect
exactly who's scrying you.`+
`+
`GREALMS: `=?`=_abjuration `=_foretelling
~
END
keyword AUGMENT-HEARING~
category magic:spell~
text `=lSyntax:`=? cast 'augment hearing' <target> `+
`+
With this spell, the caster may magically enhance the target's hearing to
the point that they will hear everything in the room, including all
whispers.`+
`+
`GREALMS: `=?alteration necromancy
~
END
keyword BLINK~
category magic:spell~
text `=lSyntax: `=?cast blink <direction>`+
`+
A litle spell of chaotic transfer to brighten the day! When you want to
move somewhere, and move there in the blink of an eye, you can just blink
away. You need to determine which direction you're headed, but only destiny
knows where's you'll stop. The further you travel, the more mana will be
absorbed. Be careful not to blink too hard when next to a wall, tree, or
other brute force *ouch* `+
`+
`GREALMS: `=?`=_conjuration `=_summoning
~
END
keyword CORROSIVE-STREAM CORROSIVE-SURGE~
category magic:spell~
text `=lSyntax: `=?cast 'corrosive stream' <target>`+
`=? cast 'corrosive surge' <target>`+
`+
These spells spew forth a corrosive steam of acid from the finger tips of
the caster. While not as painfully devastating as a blast of acid, both of
these have been known to etch fine armors and weapons, rendering them
useless if exposed to the effects of the acid. The surge is a quicker
release of the acid, meaning less damage is dealt, but it is much quicker to
cast off.`+
`+
`GREALMS: `=?`=_evocation `=_essence
~
END
keyword RESIST-ACID~
category magic:spell~
spell_name resist acid~
text This summons an aura around the caster that attempts to neutralize acid
before it does any bodily damage. When attacked with acid, the caster of
this spell makes a save against any acid based attack, taken only half
damage is successful. Damage is also subjected to half the acid damage if
successful.`+
~
END
keyword UTTERDARK~
category magic:spell~
spell_name utterdark~
text A spell of enchantment, utterdark was first cast to give advantage to the
dark elf raiding parties. Upon uttering the words of this spell, an
impenetrable darkness envelops the general area, rendering all those without
special vision blind. Only those that possess dark-vision, or some form of
infravision, are not totally blinded by this enchantment.`+
~
END
keyword MINDSPEAK~
level 1
category magic:spell~
text `=lSyntax: `^ c mindspeak <person> <message>`+
c mindspeak <person> ! <emote>`+
`+
This spell when successful allows the castor to speak their thoughts or
cast an image into the mind of another. Thus enabling a group to be more
effiecient when hunting or journeying. Or can be used as an illusionary
tactic to attempt to clutter the recipient's mind with speaking or visions.`+
`+
`#`GREALMS: `^`=_evocation `=_phantasm
~
END
keyword IMMOLATION IMMOLATE~
level 1
category magic:spell~
text `#`=lSyntax:`^ cast immolation <target>
An ancient spell only recently found, immolation gives ordinary mages
the power of the Magi themselves. The mages literally burn with magic,
consumed by the fires of sorcery which give them amazing strength and
protection. Furthermore, flames leap forth from their bodies in a lash
wounding all creatures in their immediate vicinity. Unfortunately such
power comes at a great cost. The spell last only a short while and drains
the mage of all his energy, leaving him tired, hungry and exhausted.
`+`+`#`GREALMS:`^ `=_Evocation `=_Essence `=_Wild
~
END
keyword VICEGRIP~
level 1
helpflags mud_specific~
category magic:spell~
spell_name vicegrip~
text This spell grants the caster a grip of iron thus preventing any weapons
wielded from being disarmed in combat.
~
END
keyword MASS-INVISIBILITY~
level 92
category magic:spell~
see_also INVISIBILITY VISIBLE~
spell_name mass invis~
text This mass invis spell will make the caster and all in his/her group vanish
from sight. Each group member becoming undetectable from normal vision or
even infravision.`+
`+
Being invisible, that doesn't mean that you are silenced or your movements
go unnoticed. Items dropped will suddenly become visible, and items picked
up will appear to have vanished. Invisible characters will become visible
once they are involved in combat, they will themselves to reappear, or the
duration of the spell is over. `+
`+
If you are affected by this spell, you can choose to go visible with the
`=Cvisible`=? command.`+
~
END
EOF~
#$