SPELL_ACHILLESARMOR=SPELL_ACHILLES_ARMOR
SPELL_ACHILLES_ARMOR=<ABILITY>\
Usage : CAST "ACHILLES ARMOR" [TARGET NAME] \n\r\
Example : cast "achilles armor" bob\n\r\
This spell creates an almost impenetrable field around the target. The \
target becomes immune to almost every type of damage, except for one \
single type. Unfortunately, that type they are not immune to changes \
with every casting, is unknown to the caster, and will KILL the target \
if they are struck by that type.
WELL_DRESSED=SPELL_WELL_DRESSED
SPELL_WELLDRESSED=SPELL_WELL_DRESSED
SPELL_WELL_DRESSED=\
An affect common to wearing exquisite clothing, that results in extra Charisma.
SPELL_ACIDARROW=SPELL_ACID_ARROW
SPELL_ACID_ARROW=<ABILITY>\
Usage : CAST "ACID ARROW" [TARGET NAME]\n\r\
Example : cast "acid arrow" orc\n\r\
This spell will conjur up an arrow of acid, which will hit and splash \
upon the target, doing additional acid damage each round.
SPELL_ACIDFOG=SPELL_ACID_FOG
SPELL_ACID_FOG=<ABILITY>\
Usage : CAST ACID FOG\n\r\
Example : cast "acid fog"\n\r\
Causes a powerful horrendous cloud of burning acid to descend upon the \
casters enemies. While they remain in the cloud, those affected \
continue to take damage.
SPELL_ACIDSPRAY=SPELL_ACID_SPRAY
SPELL_ACID_SPRAY=<ABILITY>\
Usage : CAST "ACID SPRAY" [TARGET]\n\r\
Example : cast "acid spray" orc\n\r\
The caster conjures a spray of acid that assaults the target. The acid will then \
eat away at the target`s flesh for a time after the initial attack.
SPELL_ADDLIMB=SPELL_ADD_LIMB
SPELL_ADD_LIMB=<ABILITY>\
Usage : CAST "ADD LIMB" [TARGET NAME] \n\r\
Example : cast "add limb" bob\n\r\
This spell causes the target to grow a third arm, allowing them \
to wear additional rings, or hold additional items.
SPELL_ADVANCEMENT=<ABILITY>\
Usage : CAST ADVANCEMENT [TARGET NAME] \n\r\
Example : cast advancement bob\n\r\
Increases the level, temporarily, of the target, by one. This extra level \
can be used to gain new spells through training or scrolls, or cast spells \
above the target`s level.
SPELL_ALARM=<ABILITY>\
Usage : CAST ALARM [TARGET NAME] \n\r\
Example : cast alarm chest\n\r\
This spell can be cast on any object sitting on the room. When the object \
is touched, picked up, rummaged through, or moved, the spell will notify \
the caster. The alarm is dispelled after it goes off.
SPELL_ALTERSUBSTANCE=SPELL_ALTER_SUBSTANCE
SPELL_ALTER_SUBSTANCE=<ABILITY>\
Usage : CAST "ALTER SUBSTANCE" [TARGET NAME] [MATERIAL NAME]\n\r\
Example : cast "alter substance" sword cotton\n\r\
The caster causes the target item to temporarily take on a new substance. \
The substance type must be specified during casting.
SPELL_ALTERNATEREALITY=SPELL_ALTERNATE_REALITY
SPELL_ALTERNATE_REALITY=<ABILITY>\
Usage : CAST "ALTERNATE REALITY" [TARGET NAME]\n\r\
Example : cast "alternate reality" orc\n\r\
Drawing on the frenzy of combat, the mage is able to convince the target \
that his or her enemies are really friends and vis-versa. This has the \
effect of making the target change sides in a fight.
SPELL_ANALYZEDWEOMER=SPELL_ANALYZE_DWEOMER
ANALYZE_ITEM=SPELL_ANALYZE_DWEOMER
SPELL_ANALYZE_DWEOMER=<ABILITY>\
Usage : CAST "ANALYZE ITEM" [TARGET NAME] \n\r\
Example : cast "analyze item" sword\n\r\
This spell gives the caster a sense of an items material type and \
other classifications, as well as any magical or other effects.
SPELL_ANCHOR=<ABILITY>\
Usage : CAST "ANCHOR" [TARGET NAME] \n\r\
Example : cast "anchor" bob\n\r\
This spell allows the target to become immune to summoning and gate spells.
SPELL_ANIMATEITEM=SPELL_ANIMATE_ITEM
SPELL_ANIMATE_ITEM=<ABILITY>\
Usage : CAST "ANIMATE ITEM" [TARGET NAME] [EMOTE STRING]\n\r\
Example : cast "animate item" sword glows with a blinding power.\n\r\
This spell causes \
the item to immediately animate in the way denoted by the emote string.
SPELL_ANIMATEWEAPON=SPELL_ANIMATE_WEAPON
SPELL_ANIMATE_WEAPON=<ABILITY>\
Usage : CAST "ANIMATE WEAPON" [TARGET NAME] \n\r\
Example : cast "animate weapon" sword\n\r\
This spell can be cast on any weapon. It will cause the weapon to fly \
around the caster, attacking any of the casters enemies. Leaving the \
room will end the spell.
SPELL_ANTIPLANTSHELL=SPELL_ANTI_PLANT_SHELL
SPELL_ANTI_PLANT_SHELL=<ABILITY>\
Usage : CAST "ANTI PLANT SHELL" [TARGET]\n\r\
Example : cast "anti plant shell" bob\n\r\
This spell creates a force field around the target into which an aggressive \
plant may not advance. The field will repel plant monsters and keep them at \
bay, but will collapse under continuous assault.
SPELL_ARCANEMARK=SPELL_ARCANE_MARK
SPELL_ARCANE_MARK=<ABILITY>\
Usage : CAST "ARCANE MARK" [ITEM] [MSG]\n\r\
Example : cast "arcane mark" gloves "these are my gloves"\n\r\
This spell will scribe a magical marking upon the specified item. Reading \
the message back requires only that you LOOK at it.
SPELL_ARCANEPOSSESSION=SPELL_ARCANE_POSSESSION
SPELL_ARCANE_POSSESSION=<ABILITY>\
Usage : CAST "ARCANE POSSESSION" [ITEM]\n\r\
Example : cast "arcane possession" gloves\n\r\
This spell will zap anyone who tries to wear, hold, or wield the item \
other than the owner.
SPELL_ARMSLENGTH=SPELL_ARMS_LENGTH
SPELL_ARMS_LENGTH=<ABILITY>\
Usage : CAST "ARMS LENGTH"\n\r\
Example : cast "arms length"\n\r\
This spell gives the caster a predictive warning whenever their opponent \
in combat is about to advance on them, allowing the caster to retreat before \
they do. This spell only lasts a brief time, and is best cast when already \
in combat, and when the caster is at range from their target. When not at \
range from the enemy, the enemy has no reason to advance on the caster, and so \
this spell would have no effect. It is also best to turn AUTOMELEE off before \
casting this spell, lest the casters own advances cancel out the effects of the \
spell.
SPELL_ASTRALSTEP=SPELL_ASTRAL_STEP
SPELL_ASTRAL_STEP=<ABILITY>\
Usage : CAST "ASTRAL STEP" [DIRECTION] (...)\n\r\
Example : cast "astral step" east\n\r\
This spell allows the caster to pass through doors by going through the astral \
plane of existence. The more expertise the caster has, the more doors he or \
she can pass through in a single casting.
SPELL_AUGURY=<ABILITY>\
Usage : CAST "AUGURY" [DIRECTION]\n\r\
Example : cast "augury" north\n\r\
This spell divines the wisdom of travelling in a particular direction.
SPELL_AWE=<ABILITY>\
Usage : CAST AWE\n\r\
Example : cast "awe"\n\r\
This spell allows the caster to become so awe-inspiring that there's a chance lower \
level aggressive creatures won't initiate combat against him or her, though they can, of course, \
fight back. Creatures which are extremely below the caster in level will always \
fall prey to this spell.
SPELL_AWEOTHER=SPELL_AWE_OTHER
SPELL_AWE_OTHER=<ABILITY>\
Usage : CAST "AWE OTHER" [TARGET NAME] [OTHER NAME]\n\r\
Example : cast "awe other" bob "an orc"\n\r\
This spell forces the target to become in awe of of whoever the caster wishes. This \
will prevent the target creature from initiating combat against \
the "other" creature named by the caster, though they can, of course, fight back.
SPELL_BIGMOUTH=SPELL_BIG_MOUTH
SPELL_BIG_MOUTH=<ABILITY>\
Usage : CAST "BIG MOUTH"\n\r\
Example : cast "big mouth"\n\r\
This spell causes the caster's mouth to grow to an enormous size, allowing \
the caster to EAT any creature that is half his weight or smaller. Eaten \
creatures face a horrible digestive fate!
SPELL_BLADEMOUTH=<ABILITY>\
Usage : CAST BLADEMOUTH [TARGET NAME] \n\r\
Example : cast blademouth orc\n\r\
If successful, this spell causes the target`s mouth to be filled with blades. \
Any attempt by the target to speak will cause damage.
SPELL_BLINDNESS=SPELL_BLIND
SPELL_BLIND=<ABILITY>\
Usage : CAST BLIND [TARGET NAME] \n\r\
Example : cast blind orc\n\r\
If successful, this spell makes the target blind. This means they \
have a lot of trouble seeing.
SPELL_BLINK=<ABILITY>\
Usage : CAST BLINK [TARGET NAME] \n\r\
Example : cast blink bob\n\r\
If successful, this spell makes the target begin to vanish and reappear \
nearby, possibly putting him or her in and out of range of missile or \
melee weapons.
SPELL_BLUR=<ABILITY>\
Usage : CAST BLUR [TARGET NAME] \n\r\
Example : cast blur bob\n\r\
This spell causes the target to go out of focus. The target becomes \
slightly harder to hit in combat, even more slightly protected against \
certain magical attacks.
SPELL_BRAINWASH=<ABILITY>\
Usage : CAST BRAINWASH [TARGET NAME] [MESSAGE]\n\r\
Example : cast brainwash orc I am a jelly donut.\n\r\
This spell causes the target to so fully believe the message given that \
they will repeat it whenever they talk to anyone else.
SPELL_BREADCRUMBS=<ABILITY>\
Usage : CAST "BREADCRUMBS"\n\r\
Example : cast "breadcrumbs"\n\r\
Allows the caster to remain aware of the trail from the room he or she \
started in to the room in which he or she presently stands.
SPELL_BURNINGHANDS=SPELL_BURNING_HANDS
SPELL_BURNING_HANDS=<ABILITY>\
Usage : CAST "BURNING HANDS" [TARGET NAME] \n\r\
Example : cast "burning hands" orc\n\r\
A fan of flames ignite before the casters hands, aimed at the target. \
This has the effect of hurting the target in many cases.
SPELL_CAUSESTINK=SPELL_CAUSE_STINK
SPELL_CAUSE_STINK=<ABILITY>\
Usage : CAST "CAUSE STINK" [TARGET NAME] \n\r\
Example : cast "cause stink" monster\n\r\
This spell makes the target smell really really bad.
SPELL_CHAINLIGHTENING=SPELL_CHAIN_LIGHTNING
SPELL_CHAIN_LIGHTNING=<ABILITY>\
Usage : CAST "CHAIN LIGHTNING"\n\r\
Example : cast "chain lightning"\n\r\
This spell causes a huge, branching arch of electricity to jump from \
person to person in the room until it is spent. This may include the \
caster and his group members.
SPELL_CHANGESEX=SPELL_CHANGE_SEX
SPELL_CHANGE_SEX=<ABILITY>\
Usage : CAST "CHANGE SEX" [TARGET NAME] \n\r\
Example : cast "change sex" bob\n\r\
Changes the sex of the target temporarily. This \
spell is permanent on young babies, however.
SPELL_CHANNELEDMISSILES=SPELL_CHANNELED_MISSILES
SPELL_CHANNELED_MISSILES=<ABILITY>\
Usage : CAST "CHANNELED MISSILES" [TARGET NAME] \n\r\
Example : cast "channeled missiles" bob\n\r\
The caster begins channeling painful flashes of magical energy towards \
the target. The higher the level of the caster, the greater the number of \
missiles generated by this spell. As a channeling spell, missiles will continue \
firing towards the target until the caster takes any action to cancel the spell, \
or the target is killed.
SPELL_CHANTSHIELD=SPELL_CHANT_SHIELD
SPELL_CHANT_SHIELD=<ABILITY>\
Usage : CAST "CHANT SHIELD" [TARGET NAME] \n\r\
Example : cast "chant shield" bob\n\r\
This spell allows the target to become almost immune to Druidic chants.
SPELL_CHARM=<ABILITY>\
Usage : CAST CHARM [TARGET NAME] \n\r\
Example : cast charm orc\n\r\
Causes the target to view the caster as a loyal ally and friend. The target \
will follow the caster as a group member, and becomes susceptible to the \
'order' command.
SPELL_CHARMWARD=SPELL_CHARM_WARD
SPELL_CHARM_WARD=<ABILITY>\
Usage : CAST "CHARM WARD" [TARGET NAME] \n\r\
Example : cast "charm ward" orc\n\r\
Example : cast "charm ward" room\n\r\
Causes the target to become protected from the affects of charming. If the \
target is a room, the entire room will negate all charm spells in it. If \
the caster owns the room, or the caster is following the owner, the spell \
effect will be permanent.
SPELL_CHOKE=<ABILITY>\
Usage : CAST CHOKE [TARGET NAME] \n\r\
Example : cast choke orc\n\r\
The target becomes unable to breathe, and begins to suffocate!
SPELL_CLAIREAUDIENCE=<ABILITY>\
Usage : CAST CLAIREAUDIENCE [TARGET NAME] \n\r\
Example : cast claireaudience orc\n\r\
Causes the target to echo everything they say into the ears of the \
caster, allowing the caster to know everything the target says.
SPELL_CLAIREVOYANCE=<ABILITY>\
Usage : CAST CLAIREVOYANCE [TARGET NAME] \n\r\
Example : cast clairvoyance orc\n\r\
This spell allows the caster to see everything which the target \
actively looks at, including all new rooms the target enters.
SPELL_CLANDONATE=SPELL_CLAN_DONATE
SPELL_CLAN_DONATE=<ABILITY>\
Usage : CAST "CLAN DONATE" [TARGET NAME] ("[CLAN NAME]") \n\r\
Example : cast "clan donate" scroll\n\r\
Example : cast "clan donate" scroll "super clan"\n\r\
When cast on an item, this spell will send it to the room designated \
by the casters clan boss as the donation room. If you are a member \
of several clans, you may also specify the clan name.
SPELL_CLANEXPERIENCE=SPELL_CLAN_EXPERIENCE
SPELL_CLAN_EXPERIENCE=<ABILITY>\
Usage : CAST "CLAN EXPERIENCE" [AMT] ([CLAN NAME])\n\r\
Example : cast "clan experience" 100\n\r\
Example : cast "clan experience" 100 "rough riders"\n\r\
This spell drains an amount of experience from the caster and grants \
it to their clan, or the specified clan if they belong to more than one.
SPELL_CLANHOME=SPELL_CLAN_HOME
SPELL_CLAN_HOME=<ABILITY>\
Usage : CAST "CLAN HOME" ("[CLAN NAME]") \n\r\
Example : cast "clan home"\n\r\
Example : cast "clan home" super clan\n\r\
This spell sends the caster back to the room designated by the casters \
clan boss as the home room. An optional clan name can be specified.
SPELL_CLANWARD=SPELL_CLAN_WARD
SPELL_CLAN_WARD=<ABILITY>\
Usage : CAST "CLAN WARD" [RANK]/REVOKE \n\r\
Example : cast "clan ward" TREASURER\n\r\
This spell must be used in a room that is owned by the casters clan. \
When cast, it will prevent anyone from entering the room who is a \
member of the casters clan, but is BELOW the given rank. The spell \
effect is permanent until revoked by the same spell. \
For the given example, that casting would restrict the room to \
treasurers and above in rank. This spell only restricts your \
fellow clan members, and can be sneaked past. See also Improved Clan Ward.
SPELL_IMPROVEDCLANWARD=SPELL_IMPROVED_CLAN_WARD
SPELL_IMPROVED_CLAN_WARD=<ABILITY>\
Usage : CAST "IMPROVED CLAN WARD" [RANK]/REVOKE \n\r\
Example : cast "improved clan ward" TREASURER\n\r\
This spell must be used in a room that is owned by the casters clan. \
When cast, it will prevent anyone from entering the room who is a \
member of the casters clan, but is BELOW the given rank. The spell \
effect is permanent until revoked by the same spell. \
For the given example, that casting would restrict the room to \
treasurers and above in rank. This spell only restricts your \
fellow clan members, and can NOT be sneaked past.
SPELL_CEQACID=CLANENCHANT_ACID
SPELL_CLANENCHANT_ACID=<ABILITY>\
Usage : CAST "CLANENCHANT ACID" [TARGET] [POWER] ("[CLAN]")\n\r\
Example : cast "clanenchant acid" breastplate 5\n\r\
Example : cast "clanenchant acid" breastplate 5 "my clan"\n\r\
When cast on an item, this spell will use up some of the clan's \
experience (how much depends on power put into the casting) to \
magically enhance the item with ACID magic. For what the different \
types of effects are, see HELP CLAN EQUIPMENT.
SPELL_CEQCOLD=CLANENCHANT_COLD
CLANENCHANT_COLD=<ABILITY>\
Usage : CAST "CLANENCHANT COLD" [TARGET] [POWER] ("[CLAN]")\n\r\
Example : cast "clanenchant cold" breastplate 5\n\r\
Example : cast "clanenchant cold" breastplate 5 "my clan"\n\r\
When cast on an item, this spell will use up some of the clan's \
experience (how much depends on power put into the casting) to \
magically enhance the item with COLD magic. For what the different \
types of effects are, see HELP CLAN EQUIPMENT.
SPELL_CEQDISEASE=CLANENCHANT_DISEASE
CLANENCHANT_DISEASE=<ABILITY>\
Usage : CAST "CLANENCHANT DISEASE" [TARGET] [POWER] ("[CLAN]")\n\r\
Example : cast "clanenchant disease" breastplate 5\n\r\
Example : cast "clanenchant disease" breastplate 5 "my clan"\n\r\
When cast on an item, this spell will use up some of the clan's \
experience (how much depends on power put into the casting) to \
magically enhance the item with DISEASE damaging blasts, and \
disease resistances. For what the different \
types of effects are, see HELP CLAN EQUIPMENT.
SPELL_CEQELECTRIC=CLANENCHANT_ELECTRIC
CLANENCHANT_ELECTRIC=<ABILITY>\
Usage : CAST "CLANENCHANT ELECTRIC" [TARGET] [POWER] ("[CLAN]")\n\r\
Example : cast "clanenchant electric" breastplate 5\n\r\
Example : cast "clanenchant electric" breastplate 5 "my clan"\n\r\
When cast on an item, this spell will use up some of the clan's \
experience (how much depends on power put into the casting) to \
magically enhance the item with ELECTRIC magic. For what the different \
types of effects are, see HELP CLAN EQUIPMENT.
SPELL_CEQFIRE=CLANENCHANT_FIRE
CLANENCHANT_FIRE=<ABILITY>\
Usage : CAST "CLANENCHANT FIRE" [TARGET] [POWER] ("[CLAN]")\n\r\
Example : cast "clanenchant fire" breastplate 5\n\r\
Example : cast "clanenchant fire" breastplate 5 "my clan"\n\r\
When cast on an item, this spell will use up some of the clan's \
experience (how much depends on power put into the casting) to \
magically enhance the item with FIRE magic. For what the different \
types of effects are, see HELP CLAN EQUIPMENT.
SPELL_CEQGAS=CLANENCHANT_GAS
CLANENCHANT_GAS=<ABILITY>\
Usage : CAST "CLANENCHANT GAS" [TARGET] [POWER] ("[CLAN]")\n\r\
Example : cast "clanenchant gas" breastplate 5\n\r\
Example : cast "clanenchant gas" breastplate 5 "my clan"\n\r\
When cast on an item, this spell will use up some of the clan's \
experience (how much depends on power put into the casting) to \
magically enhance the item with GAS magic. For what the different \
types of effects are, see HELP CLAN EQUIPMENT.
SPELL_CEQMIND=CLANENCHANT_MIND
CLANENCHANT_MIND=<ABILITY>\
Usage : CAST "CLANENCHANT MIND" [TARGET] [POWER] ("[CLAN]")\n\r\
Example : cast "clanenchant mind" breastplate 5\n\r\
Example : cast "clanenchant mind" breastplate 5 "my clan"\n\r\
When cast on an item, this spell will use up some of the clan's \
experience (how much depends on power put into the casting) to \
magically enhance the item with MIND damaging blasts, and \
resistances. For what the different \
types of effects are, see HELP CLAN EQUIPMENT.
SPELL_CEQPARALYSIS=CLANENCHANT_PARALYSIS
CLANENCHANT_PARALYSIS=<ABILITY>\
Usage : CAST "CLANENCHANT PARALYSIS" [TARGET] [POWER] ("[CLAN]")\n\r\
Example : cast "clanenchant paralysis" breastplate 5\n\r\
Example : cast "clanenchant paralysis" breastplate 5 "my clan"\n\r\
When cast on an item, this spell will use up some of the clan's \
experience (how much depends on power put into the casting) to \
magically enhance the item with PARALYSIS damaging blasts, and \
resistances. For what the different \
types of effects are, see HELP CLAN EQUIPMENT.
SPELL_CEQPOISON=CLANENCHANT_POISON
CLANENCHANT_POISON=<ABILITY>\
Usage : CAST "CLANENCHANT POISON" [TARGET] [POWER] ("[CLAN]")\n\r\
Example : cast "clanenchant poison" breastplate 5\n\r\
Example : cast "clanenchant poison" breastplate 5 "my clan"\n\r\
When cast on an item, this spell will use up some of the clan's \
experience (how much depends on power put into the casting) to \
magically enhance the item with POISON damaging blasts, and \
resistances. For what the different \
types of effects are, see HELP CLAN EQUIPMENT.
SPELL_CEQWATER=CLANENCHANT_WATER
CLANENCHANT_WATER=<ABILITY>\
Usage : CAST "CLANENCHANT WATER" [TARGET] [POWER] ("[CLAN]")\n\r\
Example : cast "clanenchant water" breastplate 5\n\r\
Example : cast "clanenchant water" breastplate 5 "my clan"\n\r\
When cast on an item, this spell will use up some of the clan's \
experience (how much depends on power put into the casting) to \
magically enhance the item with WATER magic. For what the different \
types of effects are, see HELP CLAN EQUIPMENT.
CLANENCHANTMENT=CLAN_EQUIPMENT
CLANEQUIPMENT=CLAN_EQUIPMENT
CLAN_EQUIPMENT=\
Clan Equipment is regular equipment that is enchanted with the power of \
a clan using up clan experience. Weapons do additional damage when striking. \
Armor adds resistances to the wearer. Staves and wands gain magical powers to \
do damage to targets. Shields will do magical damage against melee attackers. \
Be aware though - attempts at use by the wrong hands will disperse the magic. \
These affects can only be applied by the appointed clan enchanter with the right \
skills.
CLAN_ENCHANT=SPELL_CLANENCHANT
ENCHANT=SPELL_CLANENCHANT
CLAN_ENCHANTER=SPELL_CLANENCHANT
CLANENCHANT=SPELL_CLANENCHANT
SPELL_CLANENCHANT=\
There are numerous clanenchant spells, such as \
"ClanEnchant Acid", "ClanEnchant Cold", "ClanEnchant Disease", \
"ClanEnchant Electric", "ClanEnchant Fire", "ClanEnchant Gas", \
"ClanEnchant Mind", "ClanEnchant Paralysis", "ClanEnchant Poison", \
and "ClanEnchant Water". A mage may only know one of the clan \
enchanting spells at a time. They require the use of clan \
experience points, and are cast to enchant armor and weapons \
with magical ability.
SPELL_CLARIFYSCROLL=SPELL_CLARIFY_SCROLL
SPELL_CLARIFY_SCROLL=<ABILITY>\
Usage : CAST "CLARIFY SCROLL" [TARGET NAME] \n\r\
Example : cast "clarify scroll" scroll\n\r\
When cast on a magical scroll, the letters and symbols on the paper \
gain new clarity. The scroll then may be re-used more often.
SPELL_CLOG=SPELL_CLOG_MOUTH
SPELL_CLOG_MOUTH=<ABILITY>\
Usage : CAST "CLOG MOUTH" [TARGET NAME] \n\r\
Example : cast "clog mouth" dragon\n\r\
This spell causes the target`s mouth to become clogged with gunk. \
The target remains able to use any breath weapons, but is unable to put \
anything into its mouth, such as food or drink.
SPELL_CLONE=<ABILITY>\
Usage : CAST "CLONE"\n\r\
Example : cast "clone"\n\r\
This spell causes the caster to split into two different but identical \
people. There is a 50% chance, however, that the clone will turn out \
with an opposed alignment to the caster. In this case, the clone will \
become aggressive to the caster immediately.
SPELL_CLOUDKILL=<ABILITY>\
Usage : CAST CLOUDKILL\n\r\
Example : cast cloudkill\n\r\
Causes an evil, murderous cloud to form over all of the enemies of the \
caster. Will kill enemies much weaker than the casters spell, and damage \
stronger enemies.
SPELL_COGNIPORTIVE=<ABILITY>\
Usage : CAST COGNIPORTIVE [TARGET ITEM] \n\r\
Example : cast "cogniportive" sword\n\r\
This spell causes the target item to create a mystical link with the place \
of its origin. The Mage may then conjur him or herself to that place by \
simply uttering the words "home sword" to the item (where sword, you should \
insert the name of your item). Cogniportive has unpredictable results with \
crafted items, being so new to the world.
SPELL_COLORSPRAY=SPELL_COLOR_SPRAY
SPELL_COLOR_SPRAY=<ABILITY>\
Usage : CAST "COLOR SPRAY" [TARGET NAME] \n\r\
Example : cast "color spray" monster\n\r\
The caster sprays forth a huge cone of flashing lights and colors into the \
eyes of his or her enemies. If the caster is a much much higher level than an \
enemy, then the target will fall unconscious. If the caster is much higher level \
than an enemy, then the target will be stunned and blind for a time. Otherwise, if \
the caster is the same, lower, or only slightly higher level than the target, then \
the target will simply be dazed for a tick or two.
SPELL_COMBATPRECOGNITION=SPELL_COMBAT_PRECOGNITION
SPELL_COMBAT_PRECOGNITION=<ABILITY>\
Usage : CAST "COMBAT PRECOGNITION"\n\r\
Example : cast "combat precognition"\n\r\
This powerful spell allows the caster to see attacks against him or her \
before they happen, and in many cases, to react to avoid them.
SPELL_COMMAND=<ABILITY>\
Usage : CAST COMMAND [TARGET NAME] [COMMAND TO PERFORM]\n\r\
Example : cast command orc give sword bob\n\r\
This spell forces the target to perform some task for the caster. The \
may give any valid CoffeeMud command to the target, but may not order \
the target to follow anyone.
SPELL_COMPREHENDLANGS=SPELL_COMPREHEND_LANGUAGES
SPELL_COMPREHEND_LANGUAGES=<ABILITY>\
Usage : CAST COMPREHEND LANGUAGES \n\r\
Example : cast "comprehend languages"\n\r\
This spell allows the caster to understand any spoken language, but not \
to speak it, or interact with shopkeepers in it.
SPELL_CONFUSION=<ABILITY>\
Usage : CAST CONFUSION [TARGET NAME] \n\r\
Example : cast "confusion" bob\n\r\
This spell causes the target become confused during combat, which may \
cause him or her to attack a different target, or no target, spontaneously.
SPELL_CONJUREAMMUNITION=SPELL_CONJURE_AMMUNITION
SPELL_CONJURE_AMMUNITION=<ABILITY>\
Usage : CAST "CONJURE AMMUNITION" [WEAPON]/[MOB/PLAYER]\n\r\
Example : cast "conjure ammunition" bow\n\r\
This spell conjures ammunition appropriate to the target item or \
person. The ammunition is then mystically conjured from elsewhere \
to the ground. The amount of small ammunition increases with level and \
expertise.
SPELL_CONJURENEXUS=SPELL_CONJURE_NEXUS
SPELL_CONJURE_NEXUS=<ABILITY>\
Usage : CAST "CONJURE NEXUS"\n\r\
Example : cast "conjure nexus"\n\r\
This spell summons the great Nexus of Mana to the room in which this spell \
is cast. For the duration of the spell, anyone in this room rejuvenates \
mana at twice the normal rate. There may only be one Nexus in the game.
SPELL_CONTINUALLIGHT=SPELL_CONTINUAL_LIGHT
SPELL_CONTINUAL_LIGHT=<ABILITY>\
Usage : CAST "CONTINUAL LIGHT" [TARGET NAME]\n\r\
Example : cast "continual light" bob\n\r\
Example : cast "continual light" sword\n\r\
This spell evokes a bright light into the target item or above the target \
mob. The item or mob will retain this light almost indefinitely.
SPELL_COUNTERSPELL=<ABILITY>\
Usage : CAST "COUNTERSPELL" [TARGET NAME] \n\r\
Example : cast "counterspell" bob\n\r\
This spell allows the target to resist or be immune to the very next \
arcane spell cast at him or her.
SPELL_DARKNESS=<ABILITY>\
Usage : CAST DARKNESS \n\r\
Example : cast darkness\n\r\
Causes a pitch-black darkness to fill the room.
DARKNESS_GLOBE=SPELL_DARKNESSGLOBE
SPELL_DARKNESS_GLOBE=SPELL_DARKNESSGLOBE
SPELL_DARKNESSGLOBE=<ABILITY>\
Usage : CAST "DARKNESS GLOBE" \n\r\
Example : cast "darkness globe"\n\r\
Causes an enormous globe of darkness to follow the caster around, enveloping \
everyone in the room, and making the room as dark as a moonless night whereever \
the caster is.
SPELL_DAYDREAM=<ABILITY>\
Usage : CAST "DAYDREAM" [DREAM TO GIVE TO IDLE/AWAKE]\n\r\
Example : cast "daydream" about flowers and blood.\n\r\
This spell allows the caster to implant a daydream into the mind of all \
awake but idle players.
SPELL_DEADENSMELL=SPELL_DEADEN_SMELL
SPELL_DEADEN_SMELL=<ABILITY>\
Usage : CAST "DEADEN SMELL" [TARGET NAME] \n\r\
Example : cast "deaden small" nosemonster\n\r\
This spell makes the target unable to smell anything.
SPELL_DEAFNESS=SPELL_DEAFEN
SPELL_DEAFEN=<ABILITY>\
Usage : CAST DEAFEN [TARGET NAME] \n\r\
Example : cast deafen orc\n\r\
Causes the target to become deaf, unable to hear anything.
SPELL_DEATHWARNING=SPELL_DEATH_WARNING
SPELL_DEATH_WARNING=<ABILITY>\
Usage : CAST "DEATH WARNING" [COMMAND]\n\r\
Example : cast "death warning" flee north\n\r\
Upon casting this spell, the caster becomes sensitive to prophetic warnings \
of his or her death. Should the warning be received, the caster will have \
but a few moments to act, even possibly preventing the death. When casting \
the spell, the caster needs to think clearly about what he or she will want \
to do should the warning arrive.
SPELL_DELAY=<ABILITY>\
Usage : CAST DELAY [SPELL NAME] [PARAMETERS]\n\r\
Example : cast delay fireball orc\n\r\
Allows the caster to cast a spell on a delayed basis. The caster specifies \
the arcane spell to cast, and any parameters required by that spell while \
casting delay. 20 seconds following the casting of delay, the spell effect \
will occur in the room in which delay was cast.
SPELL_DELIRIUM=<ABILITY>\
Usage : CAST "DELIRIUM" [TARGET NAME]\n\r\
Example : cast "delirium" orc\n\r\
This spell causes the target to become very confused about who is actually \
doing or saying what around them. They will believe that someone else is \
actually present, doing the things that are actually being done by others.
SPELL_DELUDE=<ABILITY>\
Usage : CAST DELUDE\n\r\
Example : cast delude\n\r\
Causes the attitudes of the caster to change dramatically. Good casters \
become evil, evil casters become good, and neutral casters randomly \
become one or the other. While this effect is temporary, it can \
affect experience gains and spells of alignment detection.
SPELL_DEMONGATE=SPELL_DEMON_GATE
SPELL_DEMON_GATE=<ABILITY>\
Usage : CAST DEMON GATE\n\r\
Example : cast "demon gate"\n\r\
This spell will conjur up a hideous demon from the depths of the abyss. The \
creature will immediately begin attacking the casters enemies, or, if no \
enemies are present, will group with the caster until an enemy is found or \
the spell wears off. There is a small chance every time this spell is cast \
that the demon will attack the caster. The demon will vanish upon vanquishing \
a foe, or when the spell expires, whichever comes first.
SPELL_DESTROYOBJECT=SPELL_DESTROY_OBJECT
SPELL_DESTROY_OBJECT=<ABILITY>\
Usage : CAST "DESTROY OBJECT" [TARGET NAME] \n\r\
Example : cast "destroy object" sword\n\r\
Causes the target object to vanish into oblivion.
SPELL_DETECTAMBUSH=SPELL_DETECT_AMBUSH
SPELL_DETECT_AMBUSH=<ABILITY>\
Usage : CAST "DETECT AMBUSH"\n\r\
Example : cast "detect ambush"\n\r\
Allows the caster to sense hidden and aggressive creatures as they \
wander around, before they actually enter.
SPELL_DETECTGOLD=SPELL_DETECT_GOLD
SPELL_DETECT_GOLD=<ABILITY>\
Usage : CAST "DETECT GOLD"\n\r\
Example : cast "detect gold"\n\r\
Allows the caster to sense the emanations coming from gold coins all around.
SPELL_DETECTHIDDEN=SPELL_DETECT_HIDDEN
SPELL_DETECT_HIDDEN=<ABILITY>\
Usage : CAST "DETECT HIDDEN"\n\r\
Example : cast "detect hidden"\n\r\
Allows the caster to see hidden creatures and objects.
SPELL_DETECTINVISIBLE=SPELL_DETECT_INVISIBLE
SPELL_DETECT_INVISIBLE=<ABILITY>\
Usage : CAST "DETECT INVISIBLE"\n\r\
Example : cast "detect invisible"\n\r\
Allows the caster to see invisible creatures and objects.
SPELL_DETECTMAGIC=SPELL_DETECT_MAGIC
SPELL_DETECT_MAGIC=<ABILITY>\
Usage : CAST "DETECT MAGIC"\n\r\
Example : cast "detect magic"\n\r\
Allows the caster to tell magical objects and creatures from mundane ones. \
It will also allow the caster to be able to determine the nature of a \
spell effect whenever a target is looked at.
SPELL_DETECTMETAL=SPELL_DETECT_METAL
SPELL_DETECT_METAL=<ABILITY>\
Usage : CAST "DETECT METAL"\n\r\
Example : cast "detect metal"\n\r\
Allows the caster to sense metal vibrations (including those from mithril \
or gold) coming from items the caster sees.
SPELL_DETECTPOISON=SPELL_DETECT_POISON
SPELL_DETECT_POISON=<ABILITY>\
Usage : CAST "DETECT DETECT POISON" [TARGET NAME]\n\r\
Example : cast "detect poison" orc\n\r\
Example : cast "detect poison" drink\n\r\
Allows the caster to sense poison in a creature or item.
SPELL_DETECTSCRYING=SPELL_DETECT_SCRYING
SPELL_DETECT_SCRYING=<ABILITY>\
Usage : CAST "DETECT SCRYING" [TARGET NAME] \n\r\
Example : cast "detect scrying" mob\n\r\
This spell gives the caster a sense of whether anyone is watching \
or listening to the target magically.
SPELL_DETECTSENTIENCE=SPELL_DETECT_SENTIENCE
SPELL_DETECT_SENTIENCE=<ABILITY>\
Usage : CAST "DETECT SENTIENCE" [TARGET NAME]\n\r\
Example : cast "detect sentience"\n\r\
Allows the caster to detect the whereabouts of all sentient beings \
in the same area of the caster.
SPELL_DETECTTRAPS=SPELL_DETECT_TRAPS
SPELL_DETECT_TRAPS=<ABILITY>\
Usage : CAST "DETECT TRAPS" \n\r\
Example : cast "detect traps"\n\r\
This spell gives the caster a sense of whether there are any traps \
in the room. Examining an item, exit, or person will give the caster such a \
sense.
SPELL_DETECTUNDEAD=SPELL_DETECT_UNDEAD
SPELL_DETECT_UNDEAD=<ABILITY>\
Usage : CAST "DETECT UNDEAD"\n\r\
Example : cast "detect undead"\n\r\
Allows the caster to detect the cold dark hearts of the undead.
SPELL_DETECTWATER=SPELL_DETECT_WATER
SPELL_DETECT_WATER=<ABILITY>\
Usage : CAST "DETECT WATER"\n\r\
Example : cast "detect water"\n\r\
Allows the caster to smell water sources all around.
SPELL_DETECTWEAKNESSES=SPELL_DETECT_WEAKNESSES
SPELL_DETECT_WEAKNESSES=<ABILITY>\
Usage : CAST "DETECT WEAKNESSES"\n\r\
Example : cast "detect weaknesses"\n\r\
The caster gains important tactical knowledge about the weaknesses of his or her \
current combat opponent, gaining bonuses to both attack and damage against that \
target. This spell can only be cast while in combat, and is dispelled when the target \
is dead.
SPELL_DISENCHANT=<ABILITY>\
Usage : CAST DISENCHANT [TARGET NAME] \n\r\
Example : cast "disenchant" sword\n\r\
Objects affected by enchantments can be brought back to \
mundane status by this spell, including wands, potions, \
pills, and weapons/armor enchanted using the spells \
Enchant Armor or Enchant Weapon.
SPELL_DISENCHANTWAND=SPELL_DISENCHANT_WAND
SPELL_DISENCHANT_WAND=<ABILITY>\
Usage : CAST "DISENCHANT WAND" [TARGET NAME] \n\r\
Example : cast "disenchant" wand\n\r\
Wands are rendered into useless lumps by this spell.
SPELL_DISGUISEOTHER=SPELL_DISGUISE_OTHER
SPELL_DISGUISE_OTHER=<ABILITY>\
Usage : CAST "DISGUISE OTHER" [TARGET] [MOB NAME] \n\r\
Example : cast "disguise other" bob zombie\n\r\
This spell allows the caster to disguise the target as the given mob for \
a short time.
SPELL_DISGUISESELF=SPELL_DISGUISE_SELF
SPELL_DISGUISE_SELF=<ABILITY>\
Usage : CAST "DISGUISE SELF" [MOB NAME] \n\r\
Example : cast "disguise self" zombie\n\r\
This spell allows the caster to disguise him or herself as the given mob for \
a short time.
SPELL_DISGUISEUNDEAD=SPELL_DISGUISE_UNDEAD
SPELL_DISGUISE_UNDEAD=<ABILITY>\
Usage : CAST "DISGUISE UNDEAD" [TARGET NAME] \n\r\
Example : cast "disguise undead" zombie\n\r\
This spell makes the target undead creature appear to be an average human joe, \
and eliminates any nasty smell emotes.
DISINTIGRATE=SPELL_DISINTEGRATE
DISENTIGRATE=SPELL_DISINTEGRATE
DISENTEGRATE=SPELL_DISINTEGRATE
SPELL_DISINTEGRATE=<ABILITY>\
Usage : CAST DISINTEGRATE [TARGET NAME] \n\r\
Example : cast disintegrate sword\n\r\
Example : cast disintegrate orc\n\r\
If this spell is successful, the target is completely disintegrated and \
destroyed. If cast at a living creature, that creature dies just before \
it vanishes.
SPELL_DISMISSAL=<ABILITY>\
Usage : CAST DISMISSAL [TARGET NAME] \n\r\
Example : cast dismissal orc\n\r\
If successful, this spell conjurs the target back to its "home" room. If \
cast at a summoned creature, this spell will banish the creature instantly. \
Success is dependent on the level of the creature. When cast at a player, \
it will have the effect of "recall".
SPELL_DISPELDIVINATION=SPELL_DISPEL_DIVINATION
SPELL_DISPEL_DIVINATION=<ABILITY>\
Usage : CAST "DISPEL DIVINATION" [TARGET NAME] \n\r\
Example : cast "dispel divination" bob\n\r\
This spell can be cast on any object or creature affected by any divination \
spell. The level of the caster must higher or within a good distance of the level of \
the caster of the spell being dispelled to be successful. Only one spell \
at a time is dispelled. A random divination spell on the target is dispelled.
SPELL_DISPELMAGIC=SPELL_DISPEL_MAGIC
DISPELL_MAGIC=SPELL_DISPEL_MAGIC
SPELL_DISPEL_MAGIC=<ABILITY>\
Usage : CAST "DISPEL MAGIC" [TARGET NAME] \n\r\
Example : cast "dispel magic" bob\n\r\
This spell can be cast on any object or creature affected by any arcane \
(Mage) spell. The level of the caster must be higher than the level of \
the caster of the spell being dispelled to be successful. Only the most \
recently cast spell can be removed.
SPELL_DISTANTVISION=SPELL_DISTANT_VISION
SPELL_DISTANT_VISION=<ABILITY>\
Usage : CAST "DISTANT VISION" [PLACE NAME]\n\r\
Example : cast "distant vision" temple of mota\n\r\
Allows the caster to "see" the place specified by the spell. The 'place name' \
must be contained in the short description shown of the place being divined.
SPELL_DIVINEBEAUTY=SPELL_DIVINE_BEAUTY
SPELL_DIVINE_BEAUTY=<ABILITY>\
Usage : CAST "DIVINE BEAUTY" [RACE NAME]\n\r\
Example : cast "divine beauty" dragon\n\r\
This spell causes the target to become the most perfectly beautiful \
and confident-seeming incarnation of their present form.
SPELL_DIVININGEYE=SPELL_DIVINING_EYE
SPELL_DIVINING_EYE=<ABILITY>\
Usage : CAST "DIVINING EYE" [DIVINATION SPELL NAME] [SPELL PARAMETERS]\n\r\
Example : cast "divining eye" telepathy orc\n\r\
This spell requires the prior use of the spell "prying eye". It allows the \
caster to cast other divination spells through the prying eye, wherever it \
may presently be.
SPELL_DRAGONFIRE=<ABILITY>\
Usage : CAST DRAGONFIRE\n\r\
Example : cast dragonfire\n\r\
Blasting flames burst from the mouth of the caster, scorching any and all \
enemies in the same room.
SPELL_DREAM=<ABILITY>\
Usage : CAST "DREAM" [DREAM TO GIVE TO ALL SLEEPING]\n\r\
Example : cast "dream" about flowers and blood.\n\r\
This spell allows the caster to implant a dream into the mind of all \
sleeping players and monsters.
SPELL_DUPLICATE=<ABILITY>\
Usage : CAST "DUPLICATE" [TARGET NAME]\n\r\
Example : cast "duplicate" sword\n\r\
The caster causes the target item split and become two identical items \
which are the same as the original. This spell requires all the mana \
of the caster, and experience based on the level, weight, and value of the item. \
Also, the duplicate item will automatically be rendered disenchanted and mundane.
SPELL_EARTHQUAKE=<ABILITY>\
Usage : CAST EARTHQUAKE\n\r\
Example : cast earthquake\n\r\
This spell causes the ground to shake and rumble under the feet of all \
enemies of the caster in the same room. All creatures affected by \
the earthquake lose their footing, making them much more attractive \
targets.
SPELL_ELEMENTALSTORM=SPELL_ELEMENTAL_STORM
SPELL_ELEMENTAL_STORM=<ABILITY>\
Usage : CAST "ELEMENTAL STORM" [TARGET NAME] \n\r\
Example : cast "elemental storm" orc\n\r\
This spell causes a shower of different elemental attacks to assault the \
target. The attacks are relatively weak, but are varied and dangerous!
SPELL_ENCHANTARMOR=SPELL_ENCHANT_ARMOR
SPELL_ENCHANT_ARMOR=<ABILITY>\
Usage : CAST "ENCHANT ARMOR" [TARGET NAME] \n\r\
Example : cast "enchant armor" helmet\n\r\
This spell causes any piece of armor to become permanently enchanted. \
Enchanted armor gives a better level of protection for the wearer. \
This spell is very draining on the caster, however, causing the caster \
to lose 50 experience points. The caster must also be at full mana \
to cast.
SPELL_ENCHANTARROWS=SPELL_ENCHANT_ARROWS
SPELL_ENCHANT_ARROWS=<ABILITY>\
Usage : CAST "ENCHANT ARROWS" [TARGET NAME] \n\r\
Example : cast "enchant arrows" arrows\n\r\
This spell causes a single bundle of arrows to become permanently enchanted. \
Enchanted arrows will hit better and do more damage in combat. The spell \
is draining on the caster, however, causing the caster to lose 5 experience \
points per casting, and requires full mana.
SPELL_ENCHANTWAND=SPELL_ENCHANT_WAND
SPELL_ENCHANT_WAND=<ABILITY>\
Usage : CAST "ENCHANT WAND" [SPELL NAME] [TARGET NAME] \n\r\
Example : cast "enchant wand" "resist cold" stick\n\r\
This spell allows the caster to place any spell he or she knows onto an empty wand. \
Once placed on the wand, the spell may be cast off it using the command word. \
Enchanting is very draining on the caster however. The caster will lose some \
experience points for casting this spell. Enchanting also requires that \
the caster be at full mana.
SPELL_ENCHANTWEAPON=SPELL_ENCHANT_WEAPON
SPELL_ENCHANT_WEAPON=<ABILITY>\
Usage : CAST "ENCHANT WEAPON" [TARGET NAME] \n\r\
Example : cast "enchant weapon" sword\n\r\
This spell causes any weapon to become permanently enchanted. \
Enchanted weapons are easier to hit with, and do more damage. \
This spell is very draining on the caster, however, causing the caster \
to lose 50 experience points. The caster must also be at full mana \
to cast.
SPELL_HUNGER=SPELL_ENDLESS_HUNGER
SPELL_ENDLESS_HUNGER=<ABILITY>\
Usage : CAST "ENDLESS HUNGER" [TARGET NAME] \n\r\
Example : cast "endless hunger" orc\n\r\
The target of this spell becomes extremely hungry, for the duration of the spell. \
They may also suffer some of the effects of hunger during combat.
SPELL_ENDLESSROAD=SPELL_ENDLESS_ROAD
SPELL_ENDLESS_ROAD=<ABILITY>\
Usage : CAST "ENDLESS ROAD" [TARGET NAME]\n\r\
Example : cast "endless road" orc\n\r\
This spell causes the target to become confused about which way he or she \
is actually going. Whenever the target tries to leave the room, they will \
find themselves right back where they started.
SPELL_ENLARGE=SPELL_ENLARGE_OBJECT
SPELL_ENLARGE_OBJECT=<ABILITY>\
Usage : CAST "ENLARGE OBJECT" [TARGET NAME] \n\r\
Example : cast "enlarge object" chest\n\r\
This spell causes an object to become temporarily enormous. Large \
enough to be unmovable by most creatures and players.
SPELL_ENLIGHTENMENT=<ABILITY>\
Usage : CAST "ENLIGHTENMENT" [TARGET NAME]\n\r\
Example : cast "enlightenment" bob\n\r\
This spell grants the target increased intelligence.
SPELL_ENSNARE=<ABILITY>\
Usage : CAST ENSNARE\n\r\
Example : cast ensnare\n\r\
This spell will cause the feet of every enemy of the caster in the same room \
to become ensnared in magical energy. The targets will be unable to \
fly or move around the room until they can break free.
SPELL_ENTHRALL=<ABILITY>\
Usage : CAST ENTHRALL [TARGET NAME] \n\r\
Example : cast enthrall orc\n\r\
Causes the target to view the caster as a loyal ally and friend. The target \
will follow the caster as a group member, and becomes susceptible to the \
'order' command. This spell is a vastly improved version of the charm spell, \
being easier to cast on more powerful creatures.
SPELL_ERASE_SCROLL=SPELL_ERASE
SPELL_ERASE=<ABILITY>\
Usage : CAST ERASE [TARGET NAME] \n\r\
Example : cast erase scroll\n\r\
This spell removes the markings on any target object containing \
writing. This includes scrolls, which lose their spells after \
being erased with this spell. However, erased scrolls retain \
their magical energy, which might benefit any new spells placed \
on the scroll with the 'scribe' spell.
SPELL_EXHAUSTION=<ABILITY>\
Usage : CAST EXHAUSTION [TARGET NAME] \n\r\
Example : cast exhaustion bob\n\r\
This spell causes the target to suffer immediate fatigue.
SPELL_FABRICATE=<ABILITY>\
Usage : CAST "FABRICATE" [NEW OBJECT]\n\r\
Example : cast "fabricate" longsword\n\r\
The caster causes the target item to temporarily materialize in his or her hands. \
Casting this spell requires the expenditure of a little of the mages experience to \
accomplish, and tends to render magical items mundane.
SPELL_FAERIEFIRE=SPELL_FAERIE_FIRE
SPELL_FAERIE_FIRE=<ABILITY>\
Usage : CAST "FAERIE FIRE" [TARGET NAME] \n\r\
Example : cast "faerie fire" orc\n\r\
This spell causes a bright purple aura to surround the target. The \
target loses any benefit to invisibility, and becomes easier to \
hit besides.
SPELL_FAERIEFOG=SPELL_FAERIE_FOG
SPELL_FAERIE_FOG=<ABILITY>\
Usage : CAST "FAERIE FOG"\n\r\
Example : cast "faerie fog"\n\r\
A misty purple fog fills the area around the caster. Any invisible \
creatures or items become visible to everyone else.
SPELL_FAKEARMOR=SPELL_FAKE_ARMOR
SPELL_FAKE_ARMOR=<ABILITY>\
Usage : CAST "FAKE ARMOR" (PLATE/LEATHER/CHAIN) (SHIRT/.../BOOTS)\n\r\
Example : cast "fake armor" plate leggings\n\r\
This spell creates a piece of armor of the material and type specified \
by the caster. The armor will appear to be perfectly normal, and even \
enchanted to those with "detect magic". In combat, the armor will appear \
to absorb damage for the wearer, when in fact it will disappear as soon \
as it is hit.
SPELL_FAKEFOOD=SPELL_FAKE_FOOD
SPELL_FAKE_FOOD=<ABILITY>\
Usage : CAST "FAKE FOOD"\n\r\
Example : cast "fake food"\n\r\
This spell creates a few pieces of a random bit of food. The food \
appears completely normal, but is not nourishing.
SPELL_FAKESPRING=SPELL_FAKE_SPRING
SPELL_FAKE_SPRING=<ABILITY>\
Usage : CAST "FAKE SPRING"\n\r\
Example : cast "fake spring"\n\r\
This spell creates an illusionary spring. Drinking from it or \
attempting to fill a waterskin will appear to work, when in fact \
no water is consumed or filling.
SPELL_FAKEWEAPON=SPELL_FAKE_WEAPON
SPELL_FAKE_WEAPON=<ABILITY>\
Usage : CAST "FAKE WEAPON" (SWORD/MACE/STAFF/.../AXE)\n\r\
Example : cast "fake weapon" sword\n\r\
This spell creates a weapon specified by the caster, which appears perfectly \
normal, and will seem to do massive damage during combat, but which actually \
does no damage.
SPELL_FARSIGHT=<ABILITY>\
Usage : CAST FARSIGHT ([DIRECTION(S)]) \n\r\
Example : cast farsight\n\r\
Example : cast farsight east\n\r\
Example : cast farsight east west north\n\r\
This spell allows the caster to see the contents of any room or area \
adjacent to the caster. It does not allow the caster to see through \
doors, or walls, however. Without an argument, this spell will \
give a short impression of the places directly away from the caster.
SPELL_FATIGUE=<ABILITY>\
Usage : CAST "FATIGUE" [TARGET NAME] \n\r\
Example : cast "fatigue" orc\n\r\
This spell causes the target to become fatigued. They will do worse \
in combat, and recover mana more slowly until they rest.
SPELL_FEAR=<ABILITY>\
Usage : CAST FEAR\n\r\
Example : cast fear\n\r\
This spell causes all of the casters enemies to flee before him or her.
SPELL_FEATHERFALL=SPELL_FEATHER_FALL
SPELL_FEATHER_FALL=<ABILITY>\
Usage : CAST "FEATHER FALL" [TARGET NAME] n\r\
Example : cast "feather fall" orc\n\r\
This spell causes the target to become as light as a feather. If the target \
is falling, or expects to be, this spell will prevent him or her from taking \
any damage from the fall.
SPELL_FEEBLEMIND=<ABILITY>\
Usage : CAST FEEBLEMIND [TARGET NAME] \n\r\
Example : cast feeblemind evilmage\n\r\
This spell causes the target to become utterly stupid. The target \
is thus unable to form words, cast spells, or remember their name. Melee \
fighting ability is unaffected, however.
SPELL_FEELTHEVOID=SPELL_FEEL_THE_VOID
SPELL_FEEL_THE_VOID=<ABILITY>\
Usage : CAST "FEEL THE VOID" [TARGET NAME]\n\r\
Example : cast "feel the void" orc\n\r\
This spell will convince the target that they are completely deprived \
of sight, hearing, smell, touch, and taste.
SPELL_FEIGNDEATH=SPELL_FEIGN_DEATH
SPELL_FEIGN_DEATH=<ABILITY>\
Usage : CAST "FEIGN DEATH" [TARGET NAME] \n\r\
Example : cast "feign death" bob\n\r\
This spell causes the target to become invisible. At the same time, a \
corpse resembling the target falls where the target was standing.
SPELL_FEIGNINVISIBILITY=SPELL_FEIGN_INVISIBILITY
SPELL_FEIGN_INVISIBILITY=<ABILITY>\
Usage : CAST "FEIGN INVISIBILITY" [TARGET NAME]\n\r\
Example : cast "feign invisibility" bob\n\r\
Casting this spell will cause the target to think that he/she is under the \
effects of an improved invisibility spell.
SPELL_FINDDIRECTIONS=SPELL_FIND_DIRECTIONS
SPELL_FIND_DIRECTIONS=<ABILITY>\
Usage : CAST "FIND DIRECTIONS" ([AREA NAME]) \n\r\
Example : cast "find directions" midgaard\n\r\
Provided the caster is not too far away, this spell will cause travelling \
directions to the given area to appear in his or her mind. All directions \
will be from the casters current location.
SPELL_FINDFAMILIAR=SPELL_FIND_FAMILIAR
SPELL_FIND_FAMILIAR=<ABILITY>\
Usage : CAST "FIND FAMILIAR"\n\r\
Example : cast "find familiar"\n\r\
This spell will conjur up a "pet" for the caster with specific powers. The \
spell requires 100 experience and all mana to cast. The pet which results \
from the spell exists only as long as the pet is able to follow the caster. \
The pet will, in addition to typical follower duties, grant stat and other \
bonuses specific to the race of the pet. The type of pet, which is random, \
may be: a dog, a turtle, a cat, a bat, a rat, a snake, an owl, a rabbit, \
or a raven. The special abilities granted, respectively are: \
+1 str and detect hidden, +1 str and water breathing, +1 dex and resist paralyze, \
+1 dex and resist blindness, +1 con and resist disease, +1 con and resist \
poison, +1 wis and infravision, +1 charisma and "Awe", and +1 int and \
resistence to undead/negative energies.
SPELL_FIREBALL=<ABILITY>\
Usage : CAST FIREBALL [TARGET NAME] \n\r\
Example : cast fireball orc\n\r\
This spell creates a flaming ball of fire to shoot from the casters hand \
towards the target. The extreme heat hurts the target very badly.
SPELL_FLAGPORTATION=<ABILITY>\
Usage : CAST FLAGPORTATION ([CLAN NAME]")\n\r\
Example : cast flagportation\n\r\
Example : cast flagportation super clan\n\r\
This spell will teleport the caster and his or her group to a random clan flag \
on the map. The caster must be a clan enchanter or other high member of \
the clan for this spell to work. A clan name can optionally be specified.
FLAME_SHIELD=SPELL_FLAMESHIELD
SPELL_FLAMESHIELD=<ABILITY>\
Usage : CAST FLAMESHIELD [TARGET NAME] \n\r\
Example : cast flameshield bob\n\r\
This spell evokes a flaming field to surround the target. Anyone trying to \
touch or engage in melee combat with the target thus becomes vulnerable \
to the scorching flames.
SPELL_FLAMINGARROWS=SPELL_FLAMING_ARROWS
SPELL_FLAMING_ARROWS=<ABILITY>\
Usage : CAST "FLAMING ARROWS" [TARGET ARROWS]\n\r\
Example : cast "flaming arrows" arrows\n\r\
Causes the targeted arrows to turn into pointed shafts of burning hot coal \
that do extra burning damage on hit.
SPELL_FLAMINGENSNAREMENT=SPELL_FLAMING_ENSNAREMENT
SPELL_FLAMING_ENSNAREMENT=<ABILITY>\
Usage : CAST "FLAMING ENSNAREMENT"\n\r\
Example : cast flaming ensnarement\n\r\
This spell will cause the feet of every enemy of the caster in the same room \
to become ensnared in flaming tentacles errupting from the ground. The targets \
will be unable to fly or move around the room until they can break free. They \
will also take fire damage every round until they break free or the spell \
expires.
SPELL_FLAMINGSWORD=SPELL_FLAMING_SWORD
SPELL_FLAMING_SWORD=<ABILITY>\
Usage : CAST "FLAMING_SWORD" [TARGET NAME] \n\r\
Example : cast "flaming sword" sword\n\r\
This spell conjures a sword enveloping flame to surround the target sword. \
The flame will allow the weapon to do extra flaming damage whenever it hits a \
target. However, the flames are so hot that the sword will be consumed when the \
spell completes.
SPELL_FLESHSTONE=SPELL_FLESH_STONE
FLESH_TO_STONE=SPELL_FLESH_STONE
SPELL_FLESH_STONE=<ABILITY>\
Usage : CAST "FLESH STONE" [TARGET NAME] \n\r\
Example : cast "flesh stone" orc\n\r\
This spell turns the target into a great stone statue.
SPELL_FLOATINGDISC=SPELL_FLOATING_DISC
SPELL_FLOATING_DISC=<ABILITY>\
Usage : CAST "FLOATING DISC" [TARGET NAME] \n\r\
Example : cast "floating disc" chest\n\r\
The target of this spell is any object which the caster does not wish \
to carry around. The target object begins to float alongside the caster.
SPELL_FLY=<ABILITY>\
Usage : CAST FLY [TARGET NAME] \n\r\
Example : cast fly bob\n\r\
This spell causes the target`s feet to leave the ground. The target may then \
fly up into the air, or float just off the ground, unable to be tripped.
SPELL_FOOLSGOLD=SPELL_FOOLS_GOLD
SPELL_FOOLS_GOLD=<ABILITY>\
Usage : CAST "FOOLS GOLD" [AMOUNT OF GOLD]\n\r\
Example : cast "fools gold" 1000\n\r\
This spell creates a pile of gold in the amount specified. Although the \
savvy shopkeepers will not be fooled, other players very well might be. \
The pile cannot be divided, but will appear to be regular gold. When \
picked up, however, the gold will not be added to the players total. The \
caster, of course, is never fooled by this spell.
SPELL_FORCEFULHAND=SPELL_FORCEFUL_HAND
SPELL_FORCEFUL_HAND=<ABILITY>\
Usage : CAST "FORCEFUL HAND"\n\r\
Example : cast "forceful hand"\n\r\
During combat, this spell creates a floating hand that pushes back the \
casters target enemy and holds them back for a short time.
SPELL_PREDICTWEATHER=SPELL_FORECAST_WEATHER
FORECASTWEATHER=SPELL_FORECAST_WEATHER
FORECAST_WEATHER=SPELL_FORECAST_WEATHER
SPELL_FORECAST_WEATHER=<ABILITY>\
Usage : CAST "FORECAST WEATHER"\n\r\
Example : cast "forecast weather"\n\r\
For the duration of the spell, the caster is able to accurately predict the \
next weather conditions for a given area, so long as the caster is outside.
SPELL_FORGET=<ABILITY>\
Usage : CAST FORGET [TARGET NAME] \n\r\
Example : cast forget orc\n\r\
Causes the target to spontaneously forget abilities, spells, songs, or prayers \
for the duration of the spell.
SPELL_FORKEDLIGHTNING=SPELL_FORKED_LIGHTNING
SPELL_FORKED_LIGHTNING=<ABILITY>\
Usage : CAST "FORKED LIGHTNING"\n\r\
Example : cast "forked lightning"\n\r\
This spell causes a huge, branching arch of electricity to strike all \
enemies in the same room as the caster.
SPELL_FRAILTY=<ABILITY>\
Usage : CAST FRAILTY [TARGET NAME] \n\r\
Example : cast frailty orc\n\r\
Causes the target take double damage from all physical sources, for the duration \
of the spell.
SPELL_FREEMOVEMENT=SPELL_FREE_MOVEMENT
SPELL_FREE_MOVEMENT=<ABILITY>\
Usage : CAST "FREE MOVEMENT" [TARGET NAME] \n\r\
Example : cast "free movement" bob\n\r\
This spell allows the target to become immune to spells which would hold or \
prevent movement.
SPELL_FRENZY=<ABILITY>\
Usage : CAST FRENZY [TARGET NAME] \n\r\
Example : cast frenzy bob\n\r\
This spell causes the target to enter a state of blind combative frenzy. \
Thus enchanted, the target gains temporary hit points, hits more often \
and does more damage in combat, but also becomes easier to hit.
SPELL_FRIENDS=<ABILITY>\
Usage : CAST FRIENDS [TARGET NAME] \n\r\
Example : cast friends bob\n\r\
The target of this spell will seem more charismatic and attractive, even \
to shopkeepers.
SPELL_FROST=<ABILITY>\
Usage : CAST FROST [TARGET NAME] \n\r\
Example : cast frost orc\n\r\
This spell causes a burning blast of frost to assault the target.
SPELL_FUTUREDEATH=SPELL_FUTURE_DEATH
SPELL_FUTURE_DEATH=<ABILITY>\
Usage : CAST "FUTURE DEATH" [TARGET]\n\r\
Example : cast "future death" orc\n\r\
The caster causes the target to see the manner in which he or she will \
die at some point in the future. The vision is so vivid and real, that \
the target actually dies!
SPELL_GATE=<ABILITY>\
Usage : CAST GATE [MOB NAME] \n\r\
Example : cast gate dracolich\n\r\
This spell requires the name of some creature in the world. Their energy \
is then harmlessly used to create a gate between themselves and the caster \
and the casters group, who are then transported through the gate to the \
target.
SPELL_GEAS=<ABILITY>\
Usage : CAST "GEAS" [TARGET NAME] [INSTRUCTIONS...]\n\r\
Example : cast "geas" orc kill bob\n\r\
Example : cast "geas" orc bring the great longsword\n\r\
Example : cast "geas" orc find my keys\n\r\
This spell puts a geas on the target, making them wander the \
world with the single minded purpose of completing the quest \
given to them by the caster, or at least for a few mud-days.
SPELL_GHOSTSOUND=SPELL_GHOST_SOUND
SPELL_GHOST_SOUND=<ABILITY>\
Usage : CAST "GHOST SOUND"\n\r\
Example : cast "ghost sound" \n\r\
This spell causes all who enter the room where this spell is cast to hear \
strange noises, some of which may be alarming.
SPELL_GIANTSTRENGTH=SPELL_GIANT_STRENGTH
SPELL_GIANT_STRENGTH=<ABILITY>\
Usage : CAST "GIANT STRENGTH" [TARGET NAME] \n\r\
Example : cast "giant strength" bob\n\r\
Causes the target`s muscles to become HUGE. How strong the target becomes \
depends on his or her class.
MINOR_IMAGE=SPELL_MINORIMAGE
SPELL_MINORIMAGE=<ABILITY>\
Usage : CAST "MINOR IMAGE"\n\r\
Example : cast "minor image"\n\r\
This spell causes an illusion of the caster to appear in the room. The \
illusion will last for a brief time and then vanish. It won't do anything, \
and will vanish if attacked or has a spell cast upon it.
SPELL_MINORGLOBE=SPELL_GLOBE
SPELL_GLOBE=<ABILITY>\
Usage : CAST "GLOBE" [TARGET NAME] \n\r\
Example : cast "globe" bob\n\r\
This spell allows the target to become immune to spells and prayers at or below \
level 8.
SPELL_GRACEOFTHECAT=SPELL_GRACE_OF_THE_CAT
SPELL_GRACE_OF_THE_CAT=<ABILITY>\
Usage : CAST "GRACE OF THE CAT" [TARGET NAME] \n\r\
Example : cast "grace" bob\n\r\
Causes the target`s reflexes to improve tremendously. How graceful the target \
becomes depends on his or her class.
SPELL_GRAVITYSLAM=SPELL_GRAVITY_SLAM
SPELL_GRAVITY_SLAM=<ABILITY>\
Usage : CAST "GRAVITY SLAM" [TARGET NAME]\n\r\
Example : cast "gravity slam" orc\n\r\
The caster causes the target to drift upwards momentarily, and then to \
slam back to the ground. This does horrible damage to the target, and even \
more so to creatures already flying.
SPELL_GREASE=<ABILITY>\
Usage : CAST GREASE [TARGET NAME] \n\r\
Example : cast grease orc\n\r\
Creates a puddle of slippery grease on and beneath the target. The target may \
fumble their weapon, fall to the floor, or both.
SPELL_GREATERENCHANTARMOR=SPELL_GREATER_ENCHANT_ARMOR
SPELL_GREATER_ENCHANT_ARMOR=<ABILITY>\
Usage : CAST "GREATER ENCHANT ARMOR" [TARGET NAME] \n\r\
Example : cast "greater enchant armor" hat\n\r\
This spell causes any armor to become permanently enchanted. \
Enchanted armor is more protective of the wearer. \
This spell is very draining on the caster, however, causing the caster \
to lose 250 experience points. The caster must also be at full mana \
to cast. Greater Enchant Armor allows armor to be enchanted many \
more times than the normal Enchant Armor spell.
SPELL_GREATERENCHANTWEAPON=SPELL_GREATER_ENCHANT_WEAPON
SPELL_GREATER_ENCHANT_WEAPON=<ABILITY>\
Usage : CAST "GREATER ENCHANT WEAPON" [TARGET NAME] \n\r\
Example : cast "greater enchant weapon" sword\n\r\
This spell causes any weapon to become permanently enchanted. \
Enchanted weapons are easier to hit with, and do more damage. \
This spell is very draining on the caster, however, causing the caster \
to lose 250 experience points. The caster must also be at full mana \
to cast. Greater Enchant Weapon allows a weapon to be enchanted many \
more times than the normal Enchant Weapon spell.
SPELL_MAJORGLOBE=SPELL_GREATER_GLOBE
SPELL_GREATER_GLOBE=<ABILITY>\
Usage : CAST "GREATER GLOBE" [TARGET NAME] \n\r\
Example : cast "globe" bob\n\r\
This spell allows the target to become immune to spells and prayers of level \
15 and below.
GREATER_IMAGE=SPELL_GREATERIMAGE
SPELL_GREATERIMAGE=<ABILITY>\
Usage : CAST "GREATER IMAGE" [TARGET]\n\r\
Example : cast "greater image" Bob\n\r\
This spell causes an illusion of the target to appear in the room. The \
illusion will last for a time and then vanish. It won't do anything, \
and will vanish if attacked or has a spell cast upon it, but will look \
exactly like the caster if examined.
SPELL_GREATERINVISIBILITY=SPELL_GREATER_INVISIBILITY
SPELL_GREATER_INVISIBILITY=<ABILITY>\
Usage : CAST "GREATER INVISIBILITY" [RACE NAME]\n\r\
Example : cast "greater invisibility" dragon\n\r\
Example : cast "greater invisibility" sword\n\r\
This spell allows the caster to make creatures and items invisible. Lasts \
slightly longer than Improved Invisibility, and Invisibility, and does not \
dispel during combat. Use the VISIBLE command to revoke this spell from yourself.
SPELL_GROUPSTATUS=SPELL_GROUP_STATUS
SPELL_GROUP_STATUS=<ABILITY>\
Usage : CAST "GROUP STATUS"\n\r\
Example : cast "group status"\n\r\
For the duration of this spell, the caster is aware of changes in the status of \
his or her group members, including low hit points, death, and any malicious \
spell or other effects.
SPELL_GROW=<ABILITY>\
Usage : CAST "GROW" [TARGET NAME] \n\r\
Example : cast "grow" bob\n\r\
This spell causes the target to grow to an enormous size! This has the effect \
of making them stronger, but also less dextrous.
SPELL_GUSTOFWIND=SPELL_GUST_OF_WIND
SPELL_GUST=SPELL_GUST_OF_WIND
SPELL_GUST_WIND=SPELL_GUST_OF_WIND
SPELL_GUST_OF_WIND=<ABILITY>\
Usage : CAST GUST OF WIND \n\r\
Example : cast "gust of wind"\n\r\
Causes a powerful thrust of wind to blow against the casters enemies, which \
has the effect of moving them one advancement away from the caster and the \
casters allies.
SPELL_HARDENBULLETS=SPELL_HARDEN_BULLETS
SPELL_HARDEN_BULLETS=<ABILITY>\
Usage : CAST "HARDEN BULLETS" [TARGET BULLETS]\n\r\
Example : cast "harden bullets" bullets\n\r\
Causes the targeted bullets to become harder and denser, doing extra bashing \
damage when they strike their target.
SPELL_HASTE=<ABILITY>\
Usage : CAST HASTE [TARGET NAME] \n\r\
Example : cast haste bob\n\r\
This spell makes the target move more quickly, giving the target at least one \
extra action or attack.
SPELL_HEARTHOUGHTS=SPELL_HEAR_THOUGHTS
SPELL_HEAR_THOUGHTS=<ABILITY>\
Usage : CAST "HEAR THOUGHTS"\n\r\
Example : cast "hear thoughts"\n\r\
This spell allow the caster to hear some of the thoughts of the nearest \
several creatures in the rooms surrounding the caster. The number of creatures \
heard expands with expertise. The thoughts heard will usually be related to \
the behaviors and actions of the creatures. This spell does not work on boring \
creatures, but does work on behaving animals. It can only reveal the true name, \
class, and race of players.
SPELL_HEATMETAL=SPELL_HEAT_METAL
SPELL_HEAT_METAL=<ABILITY>\
Usage : CAST "HEAT METAL" [TARGET NAME] \n\r\
Example : cast "heat metal" orc\n\r\
Any and all metal objects being held or worn by the target become extremely hot. \
It then becomes very likely that these objects will be removed and dropped by \
the target.
SPELL_HELPINGHAND=SPELL_HELPING_HAND
SPELL_HELPING_HAND=<ABILITY>\
Usage : CAST "HELPING HAND" [TARGET NAME] \n\r\
Example : cast "helping hand" bob\n\r\
This spell sends a floating hand to the target, who will attempt to lead the \
target to the caster by gesturing. If the target refuses to follow, the hand \
will eventually give up.
SPELL_HOLD=<ABILITY>\
Usage : CAST HOLD [TARGET NAME] \n\r\
Example : cast hold orc\n\r\
This spell makes the target immobile, and unable to fight or perform any \
physical actions.
SPELL_HUNGERLESS=<ABILITY>\
Usage : CAST HUNGERLESS [TARGET NAME] \n\r\
Example : cast hungerless bob\n\r\
The caster causes the target to lose all feeling of hunger for the \
duration of the spell.
SPELL_ICELANCE=SPELL_ICE_LANCE
SPELL_ICE_LANCE=<ABILITY>\
Usage : CAST "ICE LANCE" [TARGET NAME]\n\r\
Example : cast "ice lance" orc\n\r\
From a ranged position, this spell will cause a long shard of ice to fire \
unerringly to the target, piercing them for terrible damage.
SPELL_ICESHEET=SPELL_ICE_SHEET
SPELL_ICE_SHEET=<ABILITY>\
Usage : CAST "ICE SHEET"\n\r\
Example : cast "ice sheet"\n\r\
This spell causes the ground (or the water if on a lake or ocean) to turn into \
a sheet of ice. Everyone in the room may slip and fall without sufficient \
dexterity. If this spell is cast underwater, everyone is instantly frozen \
solid for the duration of the spell.
SPELL_ICESTORM=SPELL_ICE_STORM
SPELL_ICE_STORM=<ABILITY>\
Usage : CAST ICE STORM\n\r\
Example : cast "ice storm"\n\r\
Causes a ferocious ice storm to beat down on all of the enemies of the \
caster.
SPELL_IDENTIFYOBJECT=SPELL_IDENTIFY_OBJECT
SPELL_IDENTIFY_OBJECT=<ABILITY>\
Usage : CAST "IDENTIFY OBJECT" [TARGET NAME] \n\r\
Example : cast "identify object" sword\n\r\
This spell allows the caster to determine the secret identity and/or powers of \
an object.
SPELL_IGNITE=<ABILITY>\
Usage : CAST IGNITE [TARGET NAME] \n\r\
Example : cast ignite evilmage\n\r\
Example : cast ignite wood\n\r\
This spell causes a target item to ignite (if it's possible), or all the \
items in the target`s inventory to ignite (if possible). Metals, Stone, \
and other materials will not burn.
SPELL_ILLUSORYDISEASE=SPELL_ILLUSORY_DISEASE
SPELL_ILLUSORY_DISEASE=<ABILITY>\
Usage : CAST "ILLUSORY DISEASE" [TARGET NAME]\n\r\
Example : cast "illusory disease" orc\n\r\
This spell causes the target to feel and believe they are horribly diseased. \
Aside from unnecessary coughing and sneezing, it will make them feel and act \
much weaker in combat.
SPELL_ILLUSORYWALL=SPELL_ILLUSORY_WALL
SPELL_ILLUSORY_WALL=<ABILITY>\
Usage : CAST "ILLUSORY WALL" [DIRECTION]\n\r\
Example : cast "illusory wall" e\n\r\
This spell creates an illusionary barrier in the specifed direction. The \
exit will still be visible with "detect invisible", however.
SPELL_IMMUNITY=<ABILITY>\
Usage : CAST "IMMUNITY" [TARGET NAME]\n\r\
Example : cast "IMMUNITY" bob\n\r\
This target of this spell becomes completely immune to one of the elementals, \
including fire, electricity, air, gas, acid, or cold, chosen at random when the \
spell is cast.
SPELL_IMPROVEDINVISIBILITY=SPELL_IMPROVED_INVISIBILITY
SPELL_IMPROVED_INVISIBILITY=<ABILITY>\
Usage : CAST "IMPROVED INVISIBILITY" [TARGET NAME] \n\r\
Example : cast "improved invisibility" bob\n\r\
This spell causes the target to become invisible. Unlike the normal "Invisibility" \
spell, those affected by this spell remain invisible even during combat. \
Use the VISIBLE command to revoke this spell from yourself.
SPELL_IMPROVEDPOLYMORPH=SPELL_IMPROVED_POLYMORPH
SPELL_IMPROVED_POLYMORPH=<ABILITY>\
Usage : CAST IMPROVED POLYMORPH [TARGET NAME] [NEW RACE]\n\r\
Example : cast "improved polymorph" Zara lizard\n\r\
This spell changes the race of the target into the race specified, for the \
duration of the spell. The difficulty in succeeding will also depend on \
how strong or weak the new race is, which means that if a race is much more \
powerful, or much weaker than the target`s current race, the spell has a smaller \
chance of succeeding. Mages are unable to cast this spell on him/herself, relying \
on Polymorph Self when they want to feel less like themselves.
SPELL_IMPROVEDREPAIRINGAURA=SPELL_IMPROVED_REPAIRING_AURA
SPELL_IMPROVED_REPAIRING_AURA=<ABILITY>\
Usage : CAST "IMPROVED REPAIRING AURA" [TARGET NAME] \n\r\
Example : cast "improved repairing aura" shirt\n\r\
Example : cast "improved repairing aura" bob\n\r\
This spell will cause the affected item to automagically repair itself when \
it takes damage. It can also be targeted at a person to enchant a random \
item. The magic works very slowly at first, but gains in speed \
and power as the mage does. If the item completes its repair while the \
spell is still active, it will switch to a nearby damaged item to \
complete its time.
SPELL_INCREASEGRAVITY=SPELL_INCREASE_GRAVITY
SPELL_INCREASE_GRAVITY=<ABILITY>\
Usage : CAST INCREASE GRAVITY \n\r\
Example : cast "increase gravity"\n\r\
The caster causes gravity in the increase dramatically. Anyone flying will be grounded and double \
in weight. Only those with exceptional strength will be able to advance, retreat, or leave the room.
SPELL_INFRAVISION=<ABILITY>\
Usage : CAST INFRAVISION [TARGET NAME] \n\r\
Example : cast infravision bob\n\r\
The target gains the ability to see heat sources in the dark.
SPELL_INSATIABLETHIRST=SPELL_INSATIABLE_THIRST
SPELL_INSATIABLE_THIRST=<ABILITY>\
Usage : CAST "INSATIABLE THIRST" [TARGET NAME] \n\r\
Example : cast "insatiable thirst" orc\n\r\
The target of this spell becomes extremely thirsty, for the duration of the spell. \
They may also suffer some of the effects of dehydration during combat.
SPELL_INSECTPLAGUE=SPELL_INSECT_PLAGUE
SPELL_INSECT_PLAGUE=<ABILITY>\
Usage : CAST "INSECT PLAGUE" \n\r\
Example : cast "insect plague"\n\r\
The caster conjures up a large swam of insects to act as a plague upon the land. \
Aside from occasionally stinking a random inhabitant in the room, the swarm will \
eat out any vegetative resources in the room, destroy any farming crops, and \
render useless any foraging attempts.
SPELL_INVISIBILITY=<ABILITY>\
Usage : CAST INVISIBILITY\n\r\
Example : cast invisibility\n\r\
The caster of this spell becomes invisible, and may move around undetected. \
The spell expires if the caster goes into combat, however. \
Use the VISIBLE command to revoke this spell from yourself.
SPELL_INVISIBILITYSPHERE=SPELL_INVISIBILITY_SPHERE
SPELL_INVISIBILITY_SPHERE=<ABILITY>\
Usage : CAST "INVISIBILITY SPHERE"\n\r\
Example : cast "invisibility sphere"\n\r\
The caster of this spell becomes the center of a large sphere of invisibility that encompasses \
the entire room. All items and mobs in the same room as the caster become invisible, and lose \
that invisibility when they leave. Use the VISIBLE command to revoke this spell from yourself.
SPELL_IRONGRIP=SPELL_IRON_GRIP
SPELL_IRON_GRIP=<ABILITY>\
Usage : CAST "IRON GRIP" [TARGET NAME] \n\r\
Example : cast "iron grip" bob\n\r\
This spell turns the target`s weapon hand into iron, making them unable to let go of \
their weapon for any reason. This spell is an effective against the fighter/thief \
disarm skill.
SPELL_IRRITATION=<ABILITY>\
Usage : CAST "IRRITATION" [TARGET NAME] \n\r\
Example : cast "irritation" orc\n\r\
This spell causes the target to have a horrible skin irritation, making them wince \
and scratch themselves. In combat, this has the effect of making them slightly easier \
to hit, and slightly less effective as an attacker.
SPELL_KEENEDGE=SPELL_KEEN_EDGE
SPELL_KEEN_EDGE=<ABILITY>\
Usage : CAST "KEEN EDGE" [TARGET NAME]\n\r\
Example : cast "keen edge" sword\n\r\
This spell will causes the target weapon to take on a extremely keen edge, \
thus enhancing its ability to both hit and do damage.
SPELL_KINETICBUBBLE=SPELL_KINETIC_BUBBLE
SPELL_KINETIC_BUBBLE=<ABILITY>\
Usage : CAST "KINETIC BUBBLE" [TARGET NAME] \n\r\
Example : cast "kinetic bubble" bob\n\r\
This spell evokes a magical bubble around the target. Any nearby physical \
attacks against the target will reflect back some of the damage taken to the \
attacker.
SPELL_KINETICPULSE=SPELL_KINETIC_PULSE
SPELL_KINETIC_PULSE=<ABILITY>\
Usage : CAST "KINETIC PULSE" [TARGET NAME] \n\r\
Example : cast "kinetic pulse" bob\n\r\
This spell evokes an powerful kinetic wave against the target. The target is \
harmed by the pulse, but will also likely be pushed away from the caster.
KNOCK=SPELL_KNOCK
SPELL_KNOCK=<ABILITY>\
Usage : CAST KNOCK [DIRECTION] \n\r\
Example : cast knock door\n\r\
Example : cast knock east\n\r\
This spell may be cast on any locked object, such as a door, chest, or other \
lidded container. If effective, the locked object becomes unlocked and open.
SPELL_KNOWALIGNMENT=SPELL_KNOW_ALIGNMENT
SPELL_KNOW_ALIGNMENT=<ABILITY>\
Usage : CAST "KNOW ALIGNMENT" [TARGET NAME] \n\r\
Example : cast "know alignment" orc\n\r\
This spell gives the caster a sense of the target`s alignment.
SPELL_KNOWBLISS=SPELL_KNOW_BLISS
SPELL_KNOW_BLISS=<ABILITY>\
Usage : CAST "KNOW BLISS" [TARGET NAME] \n\r\
Example : cast "know bliss" orc\n\r\
This spell causes the target to recall a pleasant memory with amazing \
clarity. The memory causes the target to relive the memory in a \
dreamlike state, causing them to wander aimlessly, and lose all desire \
for aggressive action. Taking damage will cancel the spell, however.
SPELL_KNOWFATE=SPELL_KNOW_FATE
SPELL_KNOW_FATE=<ABILITY>\
Usage : CAST "KNOW FATE" [TARGET NAME] ([ALIAS])\n\r\
Example : cast "know fate" orc mycombatcommands\n\r\
This spell gives the caster a very blurry vision of a possible future \
of what would happen were the caster alone, and the target alone to \
engage in combat. The caster can optionally specify an alias listing \
the string of skills and other commands to be repeatedly executed during \
combat.
SPELL_KNOWORIGIN=SPELL_KNOW_ORIGIN
SPELL_KNOW_ORIGIN=<ABILITY>\
Usage : CAST "KNOW ORIGIN" [TARGET NAME] \n\r\
Example : cast "know origin" sword\n\r\
Example : cast "know origin" monster\n\r\
This spell gives the caster a sense of an item or monsters origination.
SPELL_KNOWPAIN=SPELL_KNOW_PAIN
SPELL_KNOW_PAIN=<ABILITY>\
Usage : CAST "KNOW PAIN" [TARGET NAME] \n\r\
Example : cast "know pain" orc\n\r\
This spell causes the target to recall a painful memory with amazing \
ferociousness. The memory causes actual damage to the target.
SPELL_KNOWVALUE=SPELL_KNOW_VALUE
SPELL_KNOW_VALUE=<ABILITY>\
Usage : CAST "KNOW VALUE" [TARGET NAME] \n\r\
Example : cast "know value" sword\n\r\
This spell gives the caster a sense of an items market value.
SPELL_LAUGHTER=<ABILITY>\
Usage : CAST LAUGHTER [TARGET NAME] \n\r\
Example : cast "laughter" bob\n\r\
This spell causes the target to double over in extreme laughter, unable to \
move or perform any other action for the duration of the spell.
LEAD_FOOT=SPELL_LEDFOOT
SPELL_LEAD_FOOT=SPELL_LEDFOOT
SPELL_LEDFOOT=<ABILITY>\
Usage : CAST "LEAD FOOT" [TARGET NAME] \n\r\
Example : cast "lead foot" orc\n\r\
If successful, this spell makes the target's feet so heavy, they can not be \
lifted. This means they have a lot of trouble walking.
LESSER_IMAGE=SPELL_LESSERIMAGE
SPELL_LESSERIMAGE=<ABILITY>\
Usage : CAST "LESSER IMAGE"\n\r\
Example : cast "lesser image"\n\r\
This spell causes an illusion of the caster to appear in the room. The \
illusion will last for a brief time and then vanish. It won't do anything, \
and will vanish if attacked or has a spell cast upon it, but will look \
exactly like the caster if examined.
SPELL_LEVITATE=<ABILITY>\
Usage : CAST LEVITATE [TARGET NAME] \n\r\
Example : cast levitate evilmage\n\r\
Example : cast levitate wood\n\r\
This spell causes a target item or mob to float a few feet up in the air. \
Although this helps in falling situations, the target mob will find themselves \
unable to move around, being stuck where they are in their levitated position.
SPELL_LIGHT=<ABILITY>\
Usage : CAST LIGHT\n\r\
Example : cast light\n\r\
This spell evokes a bright light above the head of the caster. The light follows \
the caster wherever he or she goes, allowing the caster to see in dark places.
SPELL_LIGHTBLINDNESS=SPELL_LIGHT_BLINDNESS
SPELL_LIGHT_BLINDNESS=<ABILITY>\
Usage : CAST LIGHT BLINDNESS [TARGET NAME] \n\r\
Example : cast "light blindness" orc\n\r\
If successful, this spell makes the target hyper sensitive to light. \
In dark areas, the target is able to see clearly, but is blinded in well lit \
areas.
SPELL_LIGHTSENSITIVITY=SPELL_LIGHT_SENSITIVITY
SPELL_LIGHT_SENSITIVITY=<ABILITY>\
Usage : CAST LIGHT SENSITIVITY [TARGET NAME] \n\r\
Example : cast "light sensitivity" orc\n\r\
If successful, this spell makes the target sensitive to the light. \
In dark areas, the target is able to see clearly, but has lower attack \
and defense skill in well lit areas, as well as being unable to examine \
things closely.
SPELL_LIGHTENITEM=SPELL_LIGHTEN_ITEM
SPELL_LIGHTEN_ITEM=<ABILITY>\
Usage : CAST "LIGHTEN ITEM" [TARGET NAME] \n\r\
Example : cast "lighten item" chest\n\r\
This spell causes an object to become temporarily light. Light \
enough to be movable by most creatures and players.
SPELL_LIGHTHOUSE=<ABILITY>\
Usage : CAST LIGHTHOUSE\n\r\
Example : cast "lighthouse"\n\r\
This spell causes the caster to have a spinning lighthouse above his or her head. \
The directional light will provide light to the room the caster is in, and one other \
room, in a rotating direction. If the caster is on the deck of a ship, the lighthouse \
spell will enlighten the entire outside deck, the room the ship is in, and one other \
room, in a rotating direction.
SPELL_LIGHTNING=SPELL_LIGHTNING_BOLT
SPELL_LIGHTNING_BOLT=<ABILITY>\
Usage : CAST "LIGHTNING BOLT" [TARGET NAME] \n\r\
Example : cast "lightning bolt" orc\n\r\
This spell causes an arching bolt of lightning to shoot from the caster towards \
the target. This tends to have a negative effect on the target`s health.
SPELL_LIMITED_WISH=SPELL_LIMITEDWISH
SPELL_LIMITEDWISH=<ABILITY>\
Usage : CAST "LIMITED WISH" (FOR)([TARGET NAME]) (...) \n\r\
Example : cast "limited wish" for hassan to turn into a frog\n\r\
Example : cast "limited wish" to be recalled\n\r\
Example : cast "limited wish" to teleport to smurfy road\n\r\
Example : cast "limited wish" for more strength\n\r\
Example : cast "limited wish" for 1000 gold coins\n\r\
Example : cast "limited wish" for the one ring\n\r\
Example : cast "limited wish" to be immune to fire\n\r\
Example : cast "limited wish" to be higher level\n\r\
This, almost most powerful of magic spells, causes most of the spellcasters wishes \
to come true. The cost to cast the spell is all of the casters mana \
plus 50 experience points, and will require a lengthy recovery before \
it can be cast again. The cost for having the wish granted may \
range from nothing more, to further experience drains, to the loss \
of a level, and/or a point of permanent Constitution. Wishing \
for changes in level to players or items is the most costly, as it will \
cause the caster to lose at least as many levels as he wishes \
the target to gain or lose. Limited Wish is twice as costly in \
experience points as the full Wish spell, and while it may be cast on another target, if they \
are in the room when the wish is cast, the most powerful wishes cast on others \
will fail due to being beyond the power of the limited wish.
SPELL_LIMBRACK=SPELL_LIMB_RACK
SPELL_LIMB_RACK=<ABILITY>\
Usage : CAST "LIMB RACK" [TARGET NAME]\n\r\
Example : cast "limb rack" orc\n\r\
This spell causes the target`s limbs to be stretched and pulled from their \
sockets. When the limbs are removed, the target dies.
SPELL_LOCATEOBJECT=SPELL_LOCATE_OBJECT
SPELL_LOCATE_OBJECT=<ABILITY>\
Usage : CAST "LOCATE OBJECT" [OBJECT NAME] \n\r\
Example : cast "locate" one ring\n\r\
This spell gives the caster a clear sense of where a particular object may \
be found in the whole world.
SPELL_LOWERRESISTS=SPELL_LOWER_RESISTANCE
SPELL_LOWER_RESISTS=SPELL_LOWER_RESISTANCE
SPELL_LOWER_RESISTANCE=<ABILITY>\
Usage : CAST "LOWER RESISTANCE" [TARGET NAME] \n\r\
Example : cast "lower resistance" orc\n\r\
Causes the target to instantly lose the benefits of any abjuration or \
resistance spells, and to become more susceptible to spells and other \
affects requireing saving throws.
SPELL_MAGEARMOR=SPELL_MAGE_ARMOR
SPELL_MAGE_ARMOR=<ABILITY>\
Usage : CAST "MAGE ARMOR"\n\r\
Example : cast "mage armor"\n\r\
This spell causes the caster to become adorned with powerful magical armor. This \
armor has no effect on spell casting.
SPELL_MAGECLAWS=SPELL_MAGE_CLAWS
SPELL_MAGE_CLAWS=<ABILITY>\
Usage : CAST MAGE CLAWS\n\r\
Example : cast "mage claws"\n\r\
This spell causes the casters hands to turn into brutal jagged claws. When \
fighting unarmed, the mage will do mildly horrible damage with his bare hands
SPELL_MAGICBULLETS=SPELL_MAGIC_BULLETS
SPELL_MAGIC_BULLETS=<ABILITY>\
Usage : CAST "MAGIC BULLETS" [TARGET BULLETS]\n\r\
Example : cast "magic bullets" bullets\n\r\
Enchants the targeted bullets to become magically more deadly, doing extra bashing \
damage when they strike their target.
SPELL_MAGICITEM=SPELL_MAGIC_ITEM
SPELL_MAGIC_ITEM=<ABILITY>\
Usage : CAST "MAGIC ITEM" [SPELL NAME] [TARGET NAME] \n\r\
Example : cast "magic item" "Giant Strength" sword\n\r\
This spell allows magic to be permanently melded with a mundane item \
that has no existing effects on it. Casting the spell requires \
all of the casters mana, and costs experience starting at 1100 (and going up \
depending on the level of the spell). However, when completed, the item \
is permanently magical. Armor will endow the wearer with the spell \
whenever the armor is worn. Weapons will deliver the spell as damage. \
Potions and Pills can also be created from this spell, though creating \
potions using Alchemy is far less expensive.
SPELL_MAGICMISSILE=SPELL_MAGIC_MISSILE
SPELL_MAGIC_MISSLE=A common misspelling of MAGIC MISSILE.
MAGIC_MISSLE=A common misspelling of MAGIC MISSILE.
SPELL_MAGIC_MISSILE=<ABILITY>\
Usage : CAST "MAGIC MISSILE" [TARGET NAME] \n\r\
Example : cast "magic missile" orc\n\r\
This spell conjures painful flashes of magical energy, shooting them towards \
the target. The higher the level of the caster, the greater the number of \
missiles generated by this spell.
SPELL_MAGICMOUTH=SPELL_MAGIC_MOUTH
SPELL_MAGIC_MOUTH=<ABILITY>\
Usage : CAST "MAGIC MOUTH" [TARGET] [TOUCH/HOLD/WIELD/WEAR/ENTER] [MESSAGE]\n\r\
Example : cast "magic mouth" sword wield "Let's go kill something!"\n\r\
This is a complicated spell that allows an object to impart a message when \
affected in a certain way. The first argument is the target of the spell, which \
is any inanimate object. The second argument describes the circumstances \
under which the object speaks, whether when touched (such as getting, getting from, \
or putting into), held or wielded, worn, or whenever anyone enters the same room. \
The third argument is what the object should say when the conditions have been \
met. The object will only impart the message once before the spell expires.
SPELL_MAGICALAURA=SPELL_MAGICAL_AURA
SPELL_MAGICAL_AURA=<ABILITY>\
Usage : CAST "MAGICAL AURA" [TARGET NAME] \n\r\
Example : cast "magical aura" sword\n\r\
The target of this spell, whether object or creature, gains an aura of magic \
about them. This has the effect of making them appear magical to spells such \
as "Detect Magic".
SPELL_MAJMANASHIELD=SPELL_MAJOR_MANA_SHIELD
SPELL_MAJOR_MANA_SHIELD=<ABILITY>\
Usage : CAST "MAJOR MANA SHIELD"\n\r\
Example : cast "major mana shield"\n\r\
This spell causes the caster to become adorned with a powerful aura of mana. \
This aura will absorb 75% of all hit point damage as mana instead.
SPELL_MANABURN=SPELL_MANA_BURN
SPELL_MANA_BURN=<ABILITY>\
Usage : CAST "MANA BURN" [TARGET NAME] \n\r\
Example : cast "mana burn" orc\n\r\
The target of this spell instantly loses some of their mana, and continues \
to use up mana at roughly twice the normal rate.
SPELL_MANASHIELD=SPELL_MANA_SHIELD
SPELL_MANA_SHIELD=<ABILITY>\
Usage : CAST "MANA SHIELD"\n\r\
Example : cast "mana shield"\n\r\
This spell causes the caster to become adorned with an aura of mana. \
This aura will absorb half of all hit point damage as mana instead.
SPELL_MARKERPORTAL=SPELL_MARKER_PORTAL
SPELL_MARKER_PORTAL=<ABILITY>\
Usage : CAST "MARKER PORTAL"\n\r\
Example : cast "marker portal"\n\r\
This spell opens a swirling energy portal to the room in which the caster \
has placed their marker with the "SUMMON MARKER" spell. \
The portal will only stay open for a \
short time, and may be entered using the "ENTER" command.
SPELL_MARKERSUMMONING=SPELL_MARKER_SUMMONING
SPELL_MARKER_SUMMONING=<ABILITY>\
Usage : CAST "MARKER SUMMONING"\n\r\
Example : cast "marker summoning"\n\r\
This spell will summon to the caster all the monsters and items \
in the room where the caster has placed their marker with the \
"SUMMON MARKER" spell. The chance of success is lowered if there \
are too many items and/or the monsters there are much higher \
level than the caster.
SPELL_MASSDISINTEGRATE=SPELL_MASS_DISINTEGRATE
SPELL_MASS_DISINTEGRATE=<ABILITY>\
Usage : CAST "MASS DISINTEGRATE"\n\r\
Example : cast "mass disintegrate"\n\r\
If this spell is successful, then all enemies and items in the room are \
complete disintegrated and destroyed. Living creatures will die just before \
vanishing. However, this spell is not always successful, especially against \
non-weak enemies.
SPELL_MASSFEATHERFALL=SPELL_MASS_FEATHERFALL
SPELL_MASS_FEATHERFALL=<ABILITY>\
Usage : CAST "MASS FEATHERFALL"\n\r\
Example : cast "mass featherfall"\n\r\
This spell causes the caster, and those in the same room or group as the caster to \
float gently whenever falling.
SPELL_MASSFLY=SPELL_MASS_FLY
SPELL_MASS_FLY=<ABILITY>\
Usage : CAST "MASS FLY"\n\r\
Example : cast "mass fly"\n\r\
This spell causes the caster, and those in the same room or group as the caster to \
fly around.
SPELL_MASSHASTE=SPELL_MASS_HASTE
SPELL_MASS_HASTE=<ABILITY>\
Usage : CAST "MASS HASTE"\n\r\
Example : cast "mass HASTE"\n\r\
This spell causes the caster, and those in the same room or group as the caster to \
act more quickly, gaining more attacks per round.
SPELL_MASSHOLD=SPELL_MASS_HOLD
SPELL_MASS_HOLD=<ABILITY>\
Usage : CAST "MASS HOLD"\n\r\
Example : cast "mass hold"\n\r\
This spell will immobilize of the casters enemies, or non-group members in the same \
room.
SPELL_MASSINVISIBILITY=SPELL_MASS_INVISIBILITY
SPELL_MASS_INVISIBILITY=<ABILITY>\
Usage : CAST "MASS INVISIBILITY"\n\r\
Example : cast "mass invisibility"\n\r\
This spell causes the caster, and those in the same room or group as the caster to \
become invisible. Like the "Invisibility" spell, entering combat will cancel \
the spell. Use the VISIBLE command to revoke this spell from yourself.
SPELL_MASSREPAIRINGAURA=SPELL_MASS_REPAIRING_AURA
SPELL_MASS_REPAIRING_AURA=<ABILITY>\
Usage : CAST "MASS REPAIRING AURA" [TARGET NAME] \n\r\
Example : cast "mass repairing aura" shirt\n\r\
Example : cast "mass repairing aura" bob\n\r\
This spell will cause the affected item to automagically repair itself when \
it takes damage. It can also be targeted at a person or room to automatically \
repair all damaged items on or in them. The magic works very slowly at first, but gains in speed \
and power as the mage does.
SPELL_MASSSLEEP=SPELL_MASS_SLEEP
SPELL_MASS_SLEEP=<ABILITY>\
Usage : CAST "MASS SLEEP"\n\r\
Example : cast "mass sleep"\n\r\
This spell will put all of the casters enemies, or non-group members in the same \
room, to sleep.
SPELL_MASSSLOW=SPELL_MASS_SLOW
SPELL_MASS_SLOW=<ABILITY>\
Usage : CAST "MASS SLOW"\n\r\
Example : cast "mass slow"\n\r\
This spell will make all of the casters enemies, or non-group members in the same \
room, move more slowly in combat.
SPELL_MASSWATERBREATH=SPELL_MASS_WATERBREATH
SPELL_MASS_WATERBREATH=<ABILITY>\
Usage : CAST "MASS WATERBREATH"\n\r\
Example : cast "mass waterbreath"\n\r\
This spell causes the caster, and those in the same room or group as the caster to \
be able to breathe when under water.
SPELL_MELD=<ABILITY>\
Usage : CAST MELD [ITEM ONE] [ITEM TWO]\n\r\
Example : cast "meld" leggings belt\n\r\
This spell melds two compatible objects together, making them one. When cast on \
weapons, the melded weapon becomes two handed. When melding armor, only adjacently \
worn armor pieces may be melded. This spell can have a detrimental impact on \
magical affects of the objects.
SPELL_MEND=<ABILITY>\
Usage : CAST "MEND" [TARGET NAME]\n\r\
Example : cast "mend" sword\n\r\
Allows the caster to mend damaged items and blunt weapons, making them whole and \
as new.
SPELL_METEORSTORM=SPELL_METEOR_STORM
SPELL_METEOR_STORM=<ABILITY>\
Usage : CAST "METEOR STORM"\n\r\
Example : cast "meteor storm"\n\r\
This spell causes a shower of heavy rocks to strike all \
enemies in the same room as the caster.
SPELL_MINDBLOCK=SPELL_MIND_BLOCK
SPELL_MIND_BLOCK=<ABILITY>\
Usage : CAST "MIND BLOCK" [TARGET NAME] \n\r\
Example : cast "mind block" bob\n\r\
This spell allows the target to become immune to certain illusions, enchantments, and \
mind-affecting spells and affects.
SPELL_MINDFOG=SPELL_MIND_FOG
SPELL_MIND_FOG=<ABILITY>\
Usage : CAST "MIND FOG" [TARGET NAME] \n\r\
Example : cast "mind fog" bob\n\r\
This spell causes the target to lose all common sense and wisdom for the duration \
of the spell. This has no appreciable affect in combat, though will irritate \
clerics terribly.
SPELL_MINDLIGHT=SPELL_MIND_LIGHT
SPELL_MIND_LIGHT=<ABILITY>\
Usage : CAST "MIND LIGHT"\n\r\
Example : cast "mind light"\n\r\
For the duration of the spell, all inhabitants of the room in which this spell \
was cast will gain mana at an accelerated rate, so long as the caster remains.
SPELL_MINMANASHIELD=SPELL_MINOR_MANA_SHIELD
SPELL_MINOR_MANA_SHIELD=<ABILITY>\
Usage : CAST "MINOR MANA SHIELD"\n\r\
Example : cast "minor mana shield"\n\r\
This spell causes the caster to become adorned with a weak aura of mana. \
This aura will absorb a quarter of all hit point damage as mana instead.
SPELL_MIRAGE=<ABILITY>\
Usage : CAST "MIRAGE"\n\r\
Example : cast "mirage" \n\r\
This spell causes the room in which this spell is cast to appear to be some \
other place in the same area. Even characters and items in the other area \
will appear in the mirage.
SPELL_MIRRORIMAGE=SPELL_MIRROR_IMAGE
SPELL_MIRROR_IMAGE=<ABILITY>\
Usage : CAST "MIRROR IMAGE"\n\r\
Example : cast "mirror image"\n\r\
This spell causes numerous illusionary copies of the caster to follow him or her \
around. The caster thus becomes more difficult to determine in combat.
SPELL_MISSTEP=<ABILITY>\
Usage : CAST "MISSTEP" [TARGET NAME]\n\r\
Example : cast "misstep" orc\n\r\
This spell causes the target to become extremely clumzy, losing almost \
all the benefits of their dexterity.
SPELL_SUMMONMONSTER=SPELL_MONSTER_SUMMONING
SPELL_MONSTER_SUMMON=SPELL_MONSTER_SUMMONING
SPELL_MONSTER_SUMMONING=<ABILITY>\
Usage : CAST "MONSTER SUMMONING"\n\r\
Example : cast "monster summoning"\n\r\
This spell will cause a random creature (depending on the casters level) \
to appear. The creature will be utterly loyal to the caster, joining his \
or her group, and obeying his or her commands (if the creature understands \
the casters language) for the duration of the spell.
SPELL_MUTE=<ABILITY>\
Usage : CAST MUTE [TARGET NAME] \n\r\
Example : cast mute orc\n\r\
Causes the target to become mute, unable to speak or cast verbal spells.
SPELL_MYSTICLOOM=SPELL_MYSTIC_LOOM
SPELL_MYSTIC_LOOM=<ABILITY>\
Usage : CAST "MYSTIC LOOM"\n\r\
Example : cast "mystic loom"\n\r\
This spell causes a magical loom to appear ready and willing to weave raw \
ingredients into cloth as per the Textiling skill. It will use any cloth \
it can find available, on the ground, in containers, or in inventories. \
With ranging expertise, it can even span rooms looking for ingredients.
SPELL_MYSTICSHINE=SPELL_MYSTIC_SHINE
SPELL_MYSTIC_SHINE=<ABILITY>\
Usage : CAST "MYSTIC SHINE" [TARGET]\n\r\
Example : cast "mystic shine" sword\n\r\
This spell causes a magical shine to appear on the surface of the target \
metallic item. The shine will be so bright as to act as a light source, \
as well as repelling any darkness magic within the item.
SPELL_NATURALCOMMUNION=SPELL_NATURAL_COMMUNION
SPELL_NATURAL_COMMUNION=<ABILITY>\
Usage : CAST "NATURAL COMMUNION"\n\r\
Example : cast "natural communion"\n\r\
This spell brings the caster into communion with his or her surroundings. \
Actually being outside when the spell is cast will increase chances of success. \
The spell will reveal to the caster any available natural resources and animals \
in the surronding rooms. With expertise, the sphere is enlarged.
SPELL_NIGHTMARE=<ABILITY>\
Usage : CAST "NIGHTMARE" [TARGET NAME]\n\r\
Example : cast "nightmare" orc\n\r\
This spell causes the target to be drawn into their worst possible \
nightmare state. They will scream and throw fits, unable to deal with \
reality (or combat) for the duration of the nightmare.
SPELL_OBSCURESELF=SPELL_OBSCURE_SELF
SPELL_OBSCURE_SELF=<ABILITY>\
Usage : CAST "OBSCURE SELF"\n\r\
Example : cast "obscure self"\n\r\
This spell causes the caster to become nondescript, and not very noticable. The \
caster is neither invisible nor hidden, but just beneath notice. Others will \
be aware of the caster, but only vaguely.
SPELL_PASSDOOR=SPELL_PASS_DOOR
PASSDOOR=SPELL_PASS_DOOR
SPELL_PASS_DOOR=<ABILITY>\
Usage : CAST "PASS DOOR" [DIRECTION]\n\r\
Example : cast "pass door" east\n\r\
This spell allows the caster to move through a locked or \
closed door as if it wasn't even there.
SPELL_PERMANENCY=<ABILITY>\
Usage : CAST PERMANENCY [TARGET NAME] \n\r\
Example : cast permanency orc\n\r\
This spell makes permanent any spell which the caster has already cast \
on the target which does have a duration. For instance, enlarge, sleep, armor, \
or similar spells can be made permanent with this spell. This spell \
drains mana permanently from the caster. Permanency cast on rooms or exits \
will not survive reboots unless the owner is the one who casts it.
SPELL_PHANTASM=<ABILITY>\
Usage : CAST "PHANTASM" [RACE NAME]\n\r\
Example : cast phantasm dragon\n\r\
This spell causes an illusionary creature of the type given to appear. The \
creature will protect the caster, taking up a position between the caster \
and his or her enemy. Any damage done will be completely believed by the \
enemies (meaning it is real), and spells will be useless against the \
phantasm. However, any physical damage done to the creature will cause \
it to disappear.
SPELL_PHANTOMHOUND=SPELL_PHANTOM_HOUND
SPELL_PHANTOM_HOUND=<ABILITY>\
Usage : CAST "PHANTOM HOUND"\n\r\
Example : cast "phantom hound" \n\r\
This spell creates an illusionary beast to appear during combat. The beast \
will immediately engage the casters enemy, taking all damage for the caster. \
The beast will appear to do great damage, but all damage is illusionary. The \
beast disappears when the enemy is vanquished, if the beast is disbelieved, \
or if the beast takes too much damage.
SPELL_PLANESHIFT=<ABILITY>\
Usage : CAST "PLANESHIFT" [PLANE NAME]\n\r\
Example : cast "planeshift" nirvana\n\r\
This spell allows the caster and his/her group to shift into another \
plane of existence for a period of time. Unless the caster is perfectly \
proficient, the chances of actually reaching the intended plane is small. \
The caster should be ready for unusual environmental, including planes \
where there is no air to breathe. If perfectly successful, the new plane \
will appear identical to the area from which the spell was cast, except \
that the laws and rules of the plane will apply. To return home, the \
caster should travel to the "Prime Material" plane.
SPELL_POCKET=<ABILITY>\
Usage : CAST POCKET [TARGET NAME] [CONTAINER]\n\r\
Example : cast pocket orc\n\r\
This spell changes the target into a tiny light ceramic version of its former \
self and puts it in the given container. Anyone who removes the little item \
from the container will cause all the original items to pop right back out again. \
Creatures so converted are not killed. Success with this magic requires that \
the caster be more powerful than the item or mob being pocketed.
SPELL_POLYMORPH=<ABILITY>\
Usage : CAST POLYMORPH [TARGET NAME] \n\r\
Example : cast polymorph orc\n\r\
This spell changes the race of the target to a random race, for the duration \
of the spell.
SPELL_POLYMORPHOBJECT=SPELL_POLYMORPH_OBJECT
SPELL_POLYMORPH_OBJECT=<ABILITY>\
Usage : CAST "POLYMORPH OBJECT" [TARGET NAME] [NEW OBJECT]\n\r\
Example : cast "polymorph object" chair longsword\n\r\
The caster causes the target item to temporarily take on a whole new identity. \
The new object must be roughly the same size as the original object. The newly \
created object will be made out of the same material as the original object. \
This spell requires a small amount of the casters experience, and tends to render \
magical items mundane.
SPELL_POLYMORPHSELF=SPELL_POLYMORPH_SELF
SPELL_POLYMORPH_SELF=<ABILITY>\
Usage : CAST "POLYMORPH SELF" [NEW RACE]\n\r\
Example : cast "polymorph self" lizard\n\r\
This spell changes the race of the caster into the race specified, for the \
duration of the spell. The difficulty in succeeding will also depend on \
how strong or weak the new race is.
PORTAL=SPELL_PORTAL
SPELL_PORTAL=<ABILITY>\
Usage : CAST PORTAL [PLACE/ROOM NAME] \n\r\
Example : cast portal junction\n\r\
This spell opens a swirling energy portal to the specific room or \
place named in the spell. The 'place name' must be contained in the short \
description shown of the place. The portal will only stay open for a \
short time, and may be entered using the "ENTER" command.
SPELL_PORTAL_OTHER=SPELL_PORTALOTHER
PORTAL_OTHER=SPELL_PORTALOTHER
SPELL_PORTALOTHER=<ABILITY>\
Usage : CAST "PORTAL OTHER" [PLAYER/MOB NAME] \n\r\
Example : cast "portal other" bob\n\r\
This spell opens a swirling energy portal from the person or mob \
named to the casters current room. The portal will only stay open for a \
short time, and may be entered using the "ENTER" command. There is no \
guarantee that the target will enter the portal, unless they want to.
SPELL_PRAYERSHIELD=SPELL_PRAYER_SHIELD
SPELL_PRAYER_SHIELD=<ABILITY>\
Usage : CAST "PRAYER SHIELD" [TARGET NAME] \n\r\
Example : cast "prayer shield" bob\n\r\
This spell allows the target to become almost immune to Clerical prayers.
PRESTIDIGITATION=SPELL_PRESTIDIGITATION
SPELL_PRESTIDIGITATION=<ABILITY>\
Usage : CAST "PRESTIDIGITATION" [EFFECT]\n\r\
Example : cast "prestidigitation" cast(s) a powerful spell\n\r\
This spell allows the caster to cast an illusory spell, or perform \
a magical illusory action.
SPELL_PRODUCEFLAME=SPELL_PRODUCE_FLAME
SPELL_PRODUCE_FLAME=<ABILITY>\
Usage : CAST PRODUCE FLAME\n\r\
Example : cast "produce flame"\n\r\
Causes the casters hands to erupt in magical flames. The flames provide a natural \
light source, but also scorch anyone struck by the flames in combat. They do not \
harm equipment or friends.
SPELL_PRYINGEYE=SPELL_PRYING_EYE
SPELL_PRYING_EYE=<ABILITY>\
Usage : CAST "PRYING EYE" [DIRECTION] ([DIRECTION]...) \n\r\
Example : cast "prying eye" north east north up west\n\r\
This spell causes a small floating eyeball to appear. It will be weak and \
vulnerable to attack, but can move freely through open walkways. The spell \
must be invoked with directions for the eye to follow. The caster will be able to \
see through the eye as it travels, seeing what it sees. When the eye finishes following \
its final direction, it will pause and float for a relatively brief time before vanishing.
SPELL_PURGEINVISIBILITY=SPELL_PURGE_INVISIBILITY
PURGE_INVISIBILITY=SPELL_PURGE_INVISIBILITY
SPELL_PURGE_INVISIBILITY=<ABILITY>\
Usage : CAST "PURGE INVISIBIITY"\n\r\
Example : cast "purge invisibility"\n\r\
This spell causes an invisibility supressing wave to wash over the entire room, dispelling \
all invisibility magic that can be dispelled, and supressing for a time any that can not.
SPELL_READMAGIC=SPELL_READ_MAGIC
SPELL_READ_MAGIC=<ABILITY>\
Usage : CAST "READ MAGIC" [TARGET NAME] \n\r\
Example : cast "read magic" scroll\n\r\
This spell is required in order to be able to cast spells off of scrolls. After \
casting read magic on a scroll, the scroll may be 'read' normally for the \
purposes of copying or casting spells off of it. Seek help on the 'read' \
command for more information on scroll use.
SPELL_RECHARGEWAND=SPELL_RECHARGE_WAND
RECHARGE_WANDS=SPELL_RECHARGE_WAND
SPELL_RECHARGE_WAND=<ABILITY>\
Usage : CAST "RECHARGE WAND" [TARGET NAME] \n\r\
Example : cast "recharge wand" mirror\n\r\
This spell allows the caster to recharge the magical properties of a magic \
wand. If a wand ceases to function due to overuse, this spell can make \
the wand usable again.
SPELL_REFIT=<ABILITY>\
Usage : CAST "REFIT" [TARGET NAME]\n\r\
Example : cast "refit" sleeves\n\r\
Allows the caster to resize a piece of armor to fit another character.
SPELL_REINFORCE=<ABILITY>\
Usage : CAST "REINFORCE" [TARGET NAME]\n\r\
Example : cast "reinforce" sword\n\r\
Allows the caster to reinforce undamaged weapons and armor, allowing them \
to be used longer before suffering wear and tear.
SPELL_REPAIRINGAURA=SPELL_REPAIRING_AURA
SPELL_REPAIRING_AURA=<ABILITY>\
Usage : CAST "REPAIRING AURA" [TARGET NAME] \n\r\
Example : cast "repairing aura" shirt\n\r\
Example : cast "repairing aura" bob\n\r\
This spell will cause the affected item to automagically repair itself when \
it takes damage. It can also be targeted at a person to enchant a random \
item. The magic works very slowly at first, but gains in speed \
and power as the mage does.
SPELL_REPULSION=<ABILITY>\
Usage : CAST "REPULSION"\n\r\
Example : cast "repulsion"\n\r\
This spell repells enemies of the caster from the caster and his or \
her group. The affected creatures are unable to advance towards \
their targets until through time or strength, the repulsion is broken through. \
If the caster leaves the target`s room, or leaves combat, the repulsion is dispelled.
SPELL_RESISTACID=SPELL_RESIST_ACID
SPELL_RESIST_ACID=<ABILITY>\
Usage : CAST "RESIST ACID" [TARGET NAME] \n\r\
Example : cast "resist acid" bob\n\r\
This spell allows the target to become resistant (but not immune) to acid \
attacks. Attacks of this kind include spells, breath weapons, and other \
magical and non-magical attacks.
SPELL_RESISTARROWS=SPELL_RESIST_ARROWS
SPELL_RESIST_ARROWS=<ABILITY>\
Usage : CAST "RESIST ARROWS" [TARGET NAME] \n\r\
Example : cast "resist arrows" bob\n\r\
This spell allows the target to become immune to attacks from projectile \
weapons, including bows, cross bows, and the like.
SPELL_RESISTBLUDGEONING=SPELL_RESIST_BLUDGEONING
SPELL_RESIST_BLUDGEONING=<ABILITY>\
Usage : CAST "RESIST BLUDGEONING" [TARGET NAME] \n\r\
Example : cast "resist bludgeoning" bob\n\r\
This spell allows the target to become almost immune to bludgeoning \
attacks.
SPELL_RESISTCOLD=SPELL_RESIST_COLD
SPELL_RESIST_COLD=<ABILITY>\
Usage : CAST "RESIST COLD" [TARGET NAME] \n\r\
Example : cast "resist cold" bob\n\r\
This spell allows the target to become resistant (but not immune) to cold \
attacks. Attacks of this kind include spells, breath weapons, and other \
magical and non-magical attacks.
SPELL_RESISTDISEASE=SPELL_RESIST_DISEASE
SPELL_RESIST_DISEASE=<ABILITY>\
Usage : CAST "RESIST DISEASE" [TARGET NAME] \n\r\
Example : cast "resist disease" bob\n\r\
This spell allows the target to become resistant (but not immune) to diseases \
and similar organic attacks. Attacks of this kind include spells, and other \
magical and non-magical attacks.
SPELL_NONDETECTION=SPELL_RESIST_DIVINATION
SPELL_RESIST_DIVINATION=<ABILITY>\
Usage : CAST "RESIST DIVINATION" [TARGET NAME] \n\r\
Example : cast "resist divination" bob\n\r\
This spell allows the target to become immune to divination spells and affects.
SPELL_RESISTELECTRICITY=SPELL_RESIST_ELECTRICITY
SPELL_RESIST_ELECTRICITY=<ABILITY>\
Usage : CAST "RESIST ELECTRICITY" [TARGET NAME] \n\r\
Example : cast "resist electricity" bob\n\r\
This spell allows the target to become resistant (but not immune) to electrical \
attacks. Attacks of this kind include spells, breath weapons, and other \
magical and non-magical attacks.
SPELL_RESISTFIRE=SPELL_RESIST_FIRE
SPELL_RESIST_FIRE=<ABILITY>\
Usage : CAST "RESIST FIRE" [TARGET NAME] \n\r\
Example : cast "resist fire" bob\n\r\
This spell allows the target to become resistant (but not immune) to heat \
attacks. Attacks of this kind include spells, breath weapons, and other \
magical and non-magical attacks.
SPELL_RESISTGAS=SPELL_RESIST_GAS
SPELL_RESIST_GAS=<ABILITY>\
Usage : CAST "RESIST GAS" [TARGET NAME] \n\r\
Example : cast "resist gas" bob\n\r\
This spell allows the target to become resistant (but not immune) to gas \
attacks. Attacks of this kind include spells, breath weapons, and other \
magical and non-magical attacks.
SPELL_RESISTINDIGNITIES=SPELL_RESIST_INDIGNITIES
SPELL_RESIST_INDIGNITIES=<ABILITY>\
Usage : CAST "RESIST INDIGNITIES" [TARGET NAME] \n\r\
Example : cast "resist indignities" bob\n\r\
This spell allows the target to become almost immune to attacks which \
place the Mage in an undignified attacks, such as tripping, whomping, \
stealing, and swiping.
SPELL_RESISTMAGICMISSILES=SPELL_RESIST_MAGIC_MISSILES
SPELL_RESIST_MAGIC_MISSILES=<ABILITY>\
Usage : CAST "RESIST MAGIC MISSILES" [TARGET NAME] \n\r\
Example : cast "resist magic missiles" bob\n\r\
This spell allows the target to become resistant to the magic \
missiles.
SPELL_RESISTPARALYZATION=SPELL_RESIST_PARALYSIS
SPELL_RESIST_PARALYSIS=<ABILITY>\
Usage : CAST "RESIST PARALYSIS" [TARGET NAME] \n\r\
Example : cast "resist paralysis" bob\n\r\
This spell allows the target to become resistant (but not immune) to paralysis \
attacks. Attacks of this kind include spells and other magical and non-magical attacks.
SPELL_RESISTPETRIFICATION=SPELL_RESIST_PETRIFICATION
SPELL_RESIST_PETRIFICATION=<ABILITY>\
Usage : CAST "RESIST PETRIFICATION" [TARGET NAME] \n\r\
Example : cast "resist petrification" bob\n\r\
This spell allows the target to become immune to spells or affects which \
would turn them into stone.
SPELL_RESISTPIERCING=SPELL_RESIST_PIERCING
SPELL_RESIST_PIERCING=<ABILITY>\
Usage : CAST "RESIST PIERCING" [TARGET NAME] \n\r\
Example : cast "resist piercing" bob\n\r\
This spell allows the target to become almost immune to piercing \
attacks.
SPELL_RESISTPOISON=SPELL_RESIST_POISON
SPELL_RESIST_POISON=<ABILITY>\
Usage : CAST "RESIST POISON" [TARGET NAME] \n\r\
Example : cast "resist poison" bob\n\r\
This spell allows the target to become resistant (but not immune) to poisonous \
attacks. Attacks of this kind include spells, bites and other magical and non-magical attacks.
SPELL_RESISTSLASHING=SPELL_RESIST_SLASHING
SPELL_RESIST_SLASHING=<ABILITY>\
Usage : CAST "RESIST SLASHING" [TARGET NAME] \n\r\
Example : cast "resist slashing" bob\n\r\
This spell allows the target to become almost immune to slashing \
attacks.
SPELL_BOOMERANG=SPELL_RETURNING
SPELL_RETURNING=<ABILITY>\
Usage : CAST "RETURNING" [ITEM]\n\r\
Example : cast "returning" sword\n\r\
This spell will immediately cause the item to await the next person to \
get it. When the next person gets the item, the item will become that \
persons private posession. For the duration of the spell, whenever the \
item goes out of the persons possession, it will magically return. This \
spells is a great candidate for the Permanency spell.
SPELL_REVERSEGRAVITY=SPELL_REVERSE_GRAVITY
SPELL_REVERSE_GRAVITY=<ABILITY>\
Usage : CAST REVERSE GRAVITY \n\r\
Example : cast "reverse gravity"\n\r\
The caster causes gravity in the place to become reversed. Everything will \
fall upwards, and only those flying will be unaffected.
SPELL_ROGUELIMB=SPELL_ROGUE_LIMB
SPELL_ROGUE_LIMB=<ABILITY>\
Usage : CAST "ROGUE LIMB" [TARGET NAME] \n\r\
Example : cast "rogue limb" bob\n\r\
This spell causes one of the target`s limbs to begin to fight with them.
SPELL_SCATTER=<ABILITY>\
Usage : CAST SCATTER [TARGET NAME] (NEAR/FAR)\n\r\
Example : cast scatter orc\n\r\
Example : cast scatter orc far\n\r\
Example : cast scatter orc near\n\r\
Example : cast scatter all sword near\n\r\
Example : cast scatter sword.3 far\n\r\
This spell causes a random item in the target mobs inventory, or the \
target item(s) in the casters inventory to be whisked away to another \
place. The destination defaults to a room in the same area as the \
caster. However, the caster can designate their same area with the \
"near" parameter, or a random area with the "far" parameter.
SPELL_SCRIBE=<ABILITY>\
Usage : CAST SCRIBE [SPELL NAME] [TARGET NAME] \n\r\
Example : cast scribe "resist cold" scroll\n\r\
This spell allows the caster to place any spell he or she knows onto a scroll. \
Once placed on the scroll, the spell may be cast off it. Scribing is \
draining on the caster however. The caster will lose some experience points for \
casting this spell. Magical scribing also requires that the caster be at half \
mana or more.
SPELL_SCRY=<ABILITY>\
Usage : CAST SCRY [TARGET NAME] \n\r\
Example : cast scry orc\n\r\
Causes the invoker to see and hear everything the target sees and hears, as \
if he or she was in the same room. Re-cast the spell to revoke it.
SPELL_SEEAURA=SPELL_SEE_AURA
SPELL_SEE_AURA=<ABILITY>\
Usage : CAST "SEE AURA" [TARGET NAME] \n\r\
Example : cast "see aura" orc\n\r\
This spell gives the caster a complete profile of the target.
SPELL_SHAPEOBJECT=SPELL_SHAPE_OBJECT
SPELL_SHAPE_OBJECT=<ABILITY>\
Usage : CAST "SHAPE OBJECT" [TARGET NAME] [LIKE WHAT]\n\r\
Example : cast "shape object" sword banana\n\r\
The item affected by this spell takes on the apparent shape desired by the caster.
SPELL_SHATTER=<ABILITY>\
Usage : CAST "SHATTER" [TARGET NAME]\n\r\
Example : cast "shatter" sword\n\r\
Example : cast "shatter" orc\n\r\
Example : cast "shatter" monster\n\r\
The item affected by this spell begins to vibrate and resonate. The item \
suffers damage as a result, and the possibility of destruction.
SPELL_SHELTER=<ABILITY>\
Usage : CAST SHELTER\n\r\
Example : cast shelter\n\r\
Shelter will instantaneously teleport the caster and his or her group into a \
magical, extra-planar location. The caster may remain in the shelter as long \
as he or she would like. To leave the shelter, the same caster must revoke \
the spell by casting it again.
SPELL_SHIELD=<ABILITY>\
Usage : CAST SHIELD [TARGET NAME] \n\r\
Example : cast shield bob\n\r\
This spell invokes a protective shield around the target, giving the target \
an added bit of protection during melee combat.
SPELL_SHOCKINGGRASP=SPELL_SHOCKING_GRASP
SPELL_SHOCKING_GRASP=<ABILITY>\
Usage : CAST "SHOCKING GRASP" [TARGET NAME] \n\r\
Example : cast "shocking grasp" orc\n\r\
This spell causes a high charge of electricity to flow from the caster to his \
or her target, damaging the target.
SPELL_SHOCKSHIELD=<ABILITY>\
Usage : CAST SHOCKSHIELD [TARGET NAME] \n\r\
Example : cast shockshield bob\n\r\
This spell evokes an electric field to surround the target. Anyone trying to \
touch or engage in melee combat with the target thus becomes vulnerable \
to the scorching sparks.
SHODDY_AURA=SPELL_SHODDYAURA
SPELL_SHODDY_AURA=SPELL_SHODDYAURA
SPELL_SHODDYAURA=<ABILITY>\
Usage : CAST "SHODDY AURA" [TARGET NAME]\n\r\
Example : cast "shoddy aura" sword\n\r\
The item affected by this spell will appear to be shoddily made and in \
terrible condition. This will fool shopkeepers into turning it away, \
but won't fool magical or expert analysis of the item.
SPELL_SHOVE=<ABILITY>\
Usage : CAST SHOVE [MOB NAME] [DIRECTION]\n\r\
Example : cast "shove" orc east\n\r\
Causes a powerful force to pick up the victim and carry them to an adjacent \
room or area and drop them off there.
SPELL_SHRINK=<ABILITY>\
Usage : CAST "SHRINK" [TARGET NAME]\n\r\
Example : cast "shrink" orc\n\r\
Allows the caster to cause a monster or item to shrink to 10% of its \
previous size. Mass does not change, and neither does the \
size of the items carried. Dexterity, however, goes up tremendously, at \
the cost of some Strength.
SPELL_SHRINKMOUTH=SPELL_SHRINK_MOUTH
SHRUNKEN_MOUTH=SPELL_SHRINK_MOUTH
SPELL_SHRINK_MOUTH=<ABILITY>\
Usage : CAST "SHRINK MOUTH" [TARGET NAME] \n\r\
Example : cast "shrink mouth" dragon\n\r\
This spell causes the target`s mouth to pucker up. \
The target remains able to use any breath weapons, but is unable to put \
eat anything.
SPELL_SILENCE=<ABILITY>\
Usage : CAST SILENCE\n\r\
Example : cast silence\n\r\
When cast, this spell causes the entire room or place around the caster to become \
entirely quiet. Speaking, verbal spellcasting, and noisemaking becomes impossible.
SPELL_SIMULACRUM=<ABILITY>\
Usage : CAST SIMULACRUM\n\r\
Example : cast simulacrum\n\r\
When cast, this spell causes an illusory copy of the caster to appear. The simulacrum will \
do anything the caster says, even if they aren't in the same room. The simulacrum neither \
does nor takes damage, nor can spells be cast upon it. It can not manipulate objects, but \
as it is an illusion, it can pass through doors.
SPELL_SIPHON=<ABILITY>\
Usage : CAST SIPHON [TARGET NAME] \n\r\
Example : cast siphon bob\n\r\
Bestows the target of the spell with a thirst for the mana of others as well \
as a way to get that mana. The catch is that in order to siphon mana, the \
target of the spell must be attacked and successfully hit by a weapon.
SPELL_SLEEP=<ABILITY>\
Usage : CAST SLEEP [TARGET NAME] \n\r\
Example : cast sleep orc\n\r\
If successful, this spell puts the target into a deep sleep, from which it is \
almost impossible to wake him or her.
SPELL_SLOW=<ABILITY>\
Usage : CAST SLOW [TARGET NAME] \n\r\
Example : cast slow orc\n\r\
This spell makes the target move very slowly, effectively cutting in half the \
number of attacks allowed by the target.
SPELL_SLOWPROJECTILES=SPELL_SLOW_PROJECTILES
SPELL_SLOW_PROJECTILES=<ABILITY>\
Usage : CAST "SLOW PROJECTILES" \n\r\
Example : cast "slow projectiles"\n\r\
The caster causes any thrown or physical ranged attack weapons in the room \
to slow in flight. Because of this, they will only do half damage.
SPELL_SOLVEMAZE=SPELL_SOLVE_MAZE
SPELL_SOLVE_MAZE=<ABILITY>\
Usage : CAST "SOLVE MAZE" ([DIRECTION]) \n\r\
Example : cast "solve maze"\n\r\
Example : cast "solve maze" north\n\r\
If the caster is in a maze or similar form of area, this spell allows the \
caster to know the path from their current room to the exit from the maze \
in the direction specified (or a random exit if unspecified).
SPELL_SONAR=<ABILITY>\
Usage : CAST "SONAR"\n\r\
Example : cast sonar\n\r\
This spell causes the caster's ears to begin "seeing" through sonic waves. \
This gives the caster the benefit of blindsight, except in cases where \
there is silence, or the caster is deaf.
SPELL_SONGSHIELD=SPELL_SONG_SHIELD
SPELL_SONG_SHIELD=<ABILITY>\
Usage : CAST "SONG SHIELD" [TARGET NAME] \n\r\
Example : cast "song shield" bob\n\r\
This spell allows the target to become almost immune to Bardic songs.
SPELL_SPELLTURNING=SPELL_SPELL_TURNING
SPELL_SPELL_TURNING=<ABILITY>\
Usage : CAST "SPELL TURNING"\n\r\
Example : cast "spell turning"\n\r\
This spell allows the caster to repell enemy spells cast at him or her. The \
spell may bounce off the caster and fire back towards the source of the spell. \
This spell will work, at most, once per combat round.
SPELL_SPELLBINDING=<ABILITY>\
Usage : CAST "SPELLBINDING" [TRIGGER WORD] "[SPELL]" "[SPELL]" etc..\n\r\
Example : cast "spellbinding" fire! fireball "lightning bolt"\n\r\
Example : cast "spellbinding" help "flameshield" "mage armor"\n\r\
Example : cast "spellbinding" oops "feeblemind" "charm" "sleep"\n\r\
This spell allows the caster to bind one or more spells to a single \
magical trigger word. Holding the spells bound in this way will cost \
the caster 100 points of temporary max mana per bound spell plus double the \
mana cost of casting the bound spell in temporary max mana. \
Speaking the trigger word to the intended target will release the \
bound spells in one single moment, also releasing the max mana. \n\r\
\n\r\
This effect can be harmlessly revoked from the caster using the REVOKE skill.
SPELL_SPIDERCLIMB=SPELL_SPIDER_CLIMB
SPELL_SPIDER_CLIMB=<ABILITY>\
Usage : CAST SPIDER CLIMB\n\r\
Example : cast spider climb\n\r\
This spell makes the caster into a natural climber of even the smoothest \
and most sheer walls. The spell is exhausting though, even when just standing \
around. When not sitting or sleeping, this spell will inhibit health and mana rejuvenation.
SPELL_SPOOK=<ABILITY>\
Usage : CAST SPOOK [TARGET NAME] \n\r\
Example : cast spook orc\n\r\
If successful, this spell causes the target to flee before the caster.
SPELL_SPOTTERSORDERS=SPELL_SPOTTERS_ORDERS
SPELL_SPOTTERS_ORDERS=<ABILITY>\
Usage : CAST "SPOTTERS ORDERS"\n\r\
Example : cast "spotters orders"\n\r\
The caster detects the weaknesses of his or her current combat target, and \
simultaneously makes a telepathic link with all of his or her group members in \
order to communicate that knowledge to them. The effect of this is that, so long \
as the caster focuses on his combat target and his group members remain in the room, \
they will benefit from the spell Detect Weaknesses and have enhanced attack and damage \
bonuses from the knowledge imparted to them. This spell requires that the \
caster be in combat, that the caster be in a group, and that his or her group be nearby.
SPELL_SPYINGSTONE=SPELL_SPYING_STONE
SPELL_SPYING_STONE=<ABILITY>\
Usage : CAST "SPYING STONE" [TARGET NAME]\n\r\
Example : cast "spying stone" fountain\n\r\
The caster causes the target item to grow a pair of translucent eyes. For the duration \
of the spell, the item will observe and hear everything that happens around it, recording it in \
magical memory. If the original caster then returns to the item and says "speak" to it, it \
will grow a mouth and repeat all that it has seen and heard. The item will have true sight \
and immunity to silencing spells. When the spell expires, it will become instantly mundane, \
forgetting all that it has known.
SPELL_STINKINGCLOUD=SPELL_STINKING_CLOUD
SPELL_STINKING_CLOUD=<ABILITY>\
Usage : CAST STINKING CLOUD\n\r\
Example : cast "stinking cloud"\n\r\
Causes a putrid cloud of green and orange gas to consume the casters \
opponents. Those in the cloud may advance or move to get out of it, \
but while they remain in the cloud, they will heave and puke, possibly \
taking damage.
SPELL_STONEFLESH=SPELL_STONE_FLESH
SPELL_STONE_FLESH=<ABILITY>\
Usage : CAST "STONE FLESH" [TARGET NAME] \n\r\
Example : cast "stone flesh" statue\n\r\
This spell effectively revokes the 'Flesh to Stone' spell from the target.
SPELL_STONESKIN=<ABILITY>\
Usage : CAST [TARGET NAME] \n\r\
Example : cast stoneskin bob\n\r\
This spell causes the target`s skin to become as hard and impenetrable as stone. \
While affected by this spell, the target will be able to absorb, without any \
harm, the effects of 6 or more attacks, depending on the casters level, 25% of \
the time.
SPELL_STORESPELL=SPELL_STORE_SPELL
SPELL_STORE_SPELL=<ABILITY>\
Usage : CAST "STORE SPELL" [SPELL NAME] [ITEM]\n\r\
Example : cast "store spell" "resist fire" hat\n\r\
: sayto hat "hat"\n\r\
This spell allows the caster to store a known spell into an item. The spell \
may then be cast simply by holding (or wielding or wearing) the item, and \
speaking the name of the item to a target, or to the item itself using SAYTO. \
This is similar to a wand, but \
the item is only enchanted, not an actual wand. For this reason, it cannot \
be recharged as normal, but IS capable of storing the same spell multiple \
times using Store Spell.
SPELL_SUMMON=<ABILITY>\
Usage : CAST SUMMON [TARGET NAME] \n\r\
Example : cast summon bob\n\r\
This spell will cause the target creature or player to appear before the \
caster, regardless of where they were before.
SPELL_SUMMONARMY=SPELL_SUMMON_ARMY
SPELL_SUMMON_ARMY=<ABILITY>\
Usage : CAST SUMMON ARMY\n\r\
Example : cast "summon army"\n\r\
This spell will conjur up an army of creatures to fight with the caster. \
The creatures will not be powerful, but will be numerous. The creatures \
will take up a position to protect the caster, and will vanish if there is \
no longer anything to fight.
SPELL_SUMMONCOMPANION=SPELL_SUMMON_COMPANION
SPELL_SUMMON_COMPANION=<ABILITY>\
Usage : CAST SUMMON COMPANION\n\r\
Example : cast summon companion\n\r\
This spell will cause one of the absent group members of the caster to be \
summoned to his or her present location.
SPELL_SUMMONENEMY=SPELL_SUMMON_ENEMY
SPELL_SUMMON_ENEMY=<ABILITY>\
Usage : CAST SUMMON ENEMY\n\r\
Example : cast "summon enemy"\n\r\
This spell will conjur up a duplicate of some creature in the world with \
an opposed alignment, but with equal or better level to the caster. The \
summoned enemy will become instantly hostile towards the caster.
SPELL_SUMMONFLYER=SPELL_SUMMON_FLYER
SPELL_SUMMON_FLYER=<ABILITY>\
Usage : CAST SUMMON FLYER\n\r\
Example : cast "summon flyer"\n\r\
This spell will conjur up a flying horse for the caster. \
Beware of herds.
SPELL_SUMMONMARKER=SPELL_SUMMON_MARKER
SPELL_SUMMON_MARKER=<ABILITY>\
Usage : CAST "SUMMON MARKER"\n\r\
Example : cast "summon marker"\n\r\
This spell summons the caster's magic marker to the room in which this \
spell is cast. The caster may only have one marker in the game. The marker \
lasts a long time, and may be used by other spells, such as MARKER SUMMONING, \
and MARKER PORTAL.
SPELL_SUMMONSTEED=SPELL_SUMMON_STEED
SPELL_SUMMON_STEED=<ABILITY>\
Usage : CAST SUMMON STEED\n\r\
Example : cast "summon steed"\n\r\
This spell will conjur up a riding horse for the caster. The type of horse, \
and the number who may ride it will improve with the level of the caster. \
Beware of herds, as they may fight amongst each other.
SPELL_SUMMONINGWARD=SPELL_SUMMONING_WARD
SPELL_SUMMONING_WARD=<ABILITY>\
Usage : CAST "SUMMONING WARD" [TARGET NAME] \n\r\
Example : cast "summoning ward" orc\n\r\
Example : cast "summoning ward" room\n\r\
Causes the target to become protected from summoning magic. If the \
target is a room, the entire room will negate all summon spells in it. If \
the caster owns the room, or the caster is following the owner, the spell \
effect will be permanent.
SUPERIOR_IMAGE=SPELL_SUPERIORIMAGE
SPELL_SUPERIORIMAGE=<ABILITY>\
Usage : CAST "SUPERIOR IMAGE" [TARGET]\n\r\
Example : cast "superior image" Bob\n\r\
This spell causes an illusion of the target to appear in the room. The \
illusion will last for a very long time and then vanish. It won't do anything, \
and will vanish if attacked or has a spell cast upon it, but will look \
exactly like the caster if examined.
SPELL_TELEPATHY=<ABILITY>\
Usage : CAST TELEPATHY [TARGET] \n\r\
Example : cast telepathy orc\n\r\
This spell allow the caster to hear some of the thoughts of the target, \
which will usually be related to the behaviors and actions of the creature. \
This spell does not work on boring creatures, but does work \
on behaving animals. It can only reveal the true name, class, and race of players.
SPELL_TELEPORT=<ABILITY>\
Usage : CAST TELEPORT [AREA NAME] \n\r\
Example : cast teleport shire\n\r\
This spell will teleport the caster and his or her group to a random location \
within the specified area. Use the 'areas' command to see a list of valid \
areas.
SPELL_TELEPORTOBJECT=SPELL_TELEPORT_OBJECT
SPELL_TELEPORT_OBJECT=<ABILITY>\
Usage : CAST "TELEPORT OBJECT" [OBJECT NAME] ([DESTINATION TYPE]) [DESTINATION NAME] \n\r\
Example : cast "teleport object" sword garden\n\r\
Example : cast "teleport object" sword bob\n\r\
Example : cast "teleport object" sword room garden\n\r\
Example : cast "teleport object" sword player bob\n\r\
This spell will teleport the targeted object to the same room as the \
specified destination person, place, or item by name. The object must be held by the caster. You \
may optionally specify, before the name of the destination, the type of \
destination. This may be area, room, player, mob, or item.
SPELL_TELEPORTATIONWARD=SPELL_TELEPORTATION_WARD
SPELL_TELEPORTATION_WARD=<ABILITY>\
Usage : CAST "TELEPORTATION WARD" [TARGET NAME] \n\r\
Example : cast "teleportation ward" orc\n\r\
Example : cast "teleportation ward" room\n\r\
Causes the target to become protected from teleportation magic such as Gate. \
If the target is a room, the entire room will negate all spells which attempt \
to teleport someone into it. If the caster owns the room, or the caster is \
following the owner, the spell effect will be permanent.
SPELL_THIRSTLESS=<ABILITY>\
Usage : CAST THIRSTLESS [TARGET NAME] \n\r\
Example : cast thirstless bob\n\r\
The caster causes the target to lose all feeling of thirstiness for the \
duration of the spell.
SPELL_TIMESTOP=SPELL_TIME_STOP
SPELL_TIME_STOP=<ABILITY>\
Usage : CAST TIME STOP \n\r\
Example : cast time stop\n\r\
The caster causes time to come to a complete stop for everyone in the room \
(except him or herself). The caster is able to act normally, while all \
others are bound to stand around and do nothing.
SPELL_TIMEPORT=<ABILITY>\
Usage : CAST "TIMEPORT" [TARGET NAME]\n\r\
Example : cast "timeport" orc\n\r\
The caster causes the target to travel forwards in time a few ticks. To \
everyone else, they will seem to disappear, and then reappear a little \
later.
SPELL_TOADSTOOL=<ABILITY>\
Usage : CAST "TOADSTOOL" [TARGET NAME] \n\r\
Example : cast "toadstool" bob\n\r\
This spell causes the target to become a weak, harmless, level 1 toadstool.
SPELL_TORTURE=<ABILITY>\
Usage : CAST "TORTURE" [TARGET NAME] \n\r\
Example : cast "torture" bob\n\r\
This spell causes the target to feel horrible pain. The target will \
repeatedly cry out in agony as they take damage. If others are present, \
they may also yell out information about themselves or their clan.
SPELL_TOURETTES=<ABILITY>\
Usage : CAST TOURETTES [TARGET NAME] \n\r\
Example : cast "tourettes" orc\n\r\
The target of this spell catches the disease of tourettes syndrome. They \
will begin to spontaneously blurt out curses and obscenities to other \
players and creatures. This disease is contagious.
SPELL_TRANSFORMATION=<ABILITY>\
Usage : CAST "TRANSFORMATION"\n\r\
Example : cast "transformation"\n\r\
This spell causes the caster to turn into a strong, brutish warrior. The \
caster will gain bonus strength, dexterity, and damage, though they will \
find their intelligence lacking.
SPELL_TRUESIGHT=SPELL_TRUE_SIGHT
SPELL_TRUE_SIGHT=<ABILITY>\
Usage : CAST "TRUE SIGHT"\n\r\
Example : cast "true sight"\n\r\
Allows the caster to see hidden, sneaking, and invisible creatures \
and things. While under the affect of this spell, the caster may \
also look directly at things or people to see through disguises \
and polymorphs.
SPELL_UGLINESS=<ABILITY>\
Usage : CAST "UGLINESS"\n\r\
Example : cast "ugliness"\n\r\
This spell causes the caster to appear horribly ugly and offensive.
SPELL_UNTRACEABLE=<ABILITY>\
Usage : CAST "UNTRACEABLE"\n\r\
Example : cast "untraceable"\n\r\
This spell causes the caster to be undetectable to trackers, hunters, \
assassination trackers, gate, and divination spells that \
attempt to find the casters location.
SPELL_VENTRILOQUATE=<ABILITY>\
Usage : CAST VENTRILOQUATE [TARGET NAME] [MESSAGE]\n\r\
Example : cast ventriloquate spring "It's so nice to be wet!"\n\r\
This spell will create the illusion of an inanimate object speaking. The target \
may be any inanimate object, followed by the words that the object should \
appear to say.
SPELL_WALLOFAIR=SPELL_WALL_OF_AIR
SPELL_WALL_AIR=SPELL_WALL_OF_AIR
SPELL_WALL_OF_AIR=<ABILITY>\
Usage : CAST "WALL OF AIR"\n\r\
Example : cast "wall of air"\n\r\
This combat spell will conjur up a wall between the caster and his or her \
enemies, when all are at a missile range from each other. Any missile \
weapons fired at the caster will enter the wall of air, and be swirled \
back around to the enemy.
SPELL_WALLOFDARKNESS=SPELL_WALL_OF_DARKNESS
SPELL_WALL_DARKNESS=SPELL_WALL_OF_DARKNESS
SPELL_WALL_OF_DARKNESS=<ABILITY>\
Usage : CAST "WALL OF DARKNESS"\n\r\
Example : cast "wall of darkness"\n\r\
This combat spell will conjur up a wall between the caster and his or her \
enemies, when all are at a missile range from each other. Missile weapons \
and spells can not be targeted at the caster, since the darkness obscures \
any line of sight.
SPELL_WALLOFFIRE=SPELL_WALL_OF_FIRE
SPELL_WALL_FIRE=SPELL_WALL_OF_FIRE
SPELL_WALL_OF_FIRE=<ABILITY>\
Usage : CAST "WALL OF FIRE"\n\r\
Example : cast "wall of fire"\n\r\
This combat spell will conjur up a wall between the caster and his or her \
enemies, when all are at a missile range from each other. Missile weapons \
and spells may still be used, but anyone entering the wall of fire (which \
remains at range 1 from the caster), will take damage from the flames.
SPELL_WALLOFFORCE=SPELL_WALL_OF_FORCE
SPELL_WALL_FORCE=SPELL_WALL_OF_FORCE
SPELL_WALL_OF_FORCE=<ABILITY>\
Usage : CAST "WALL OF FORCE"\n\r\
Example : cast "wall of force"\n\r\
This combat spell will conjur up a wall between the caster and his or her \
enemies, when all are at a missile range from each other. The wall \
prevents anyone from entering or leaving it, while they are at range from \
the caster. Missile weapons and spells can neither enter nor leave the \
wall.
SPELL_WALLOFICE=SPELL_WALL_OF_ICE
SPELL_WALL_ICE=SPELL_WALL_OF_ICE
SPELL_WALL_OF_ICE=<ABILITY>\
Usage : CAST "WALL OF ICE"\n\r\
Example : cast "wall of ice"\n\r\
This combat spell will conjur up a wall between the caster and his or her \
enemies, when all are at a missile range from each other. Missile weapons \
and spells may still be used, but only by destroying the wall may melee \
combat be entered into. When the wall of ice is destroyed, the shardes \
will damage all those still at range from the caster.
SPELL_WALLOFSTONE=SPELL_WALL_OF_STONE
SPELL_WALL_STONE=SPELL_WALL_OF_STONE
SPELL_WALL_OF_STONE=<ABILITY>\
Usage : CAST "WALL OF STONE"\n\r\
Example : cast "wall of stone"\n\r\
This combat spell will conjur up a wall between the caster and his or her \
enemies, when all are at a missile range from each other. Missile weapons \
and spells may still be used, but only by destroying the wall may melee \
combat be entered into.
SPELL_WARDAREA=SPELL_WARD_AREA
SPELL_WARD_AREA=<ABILITY>\
Usage : CAST "WARD AREA" [SPELL NAME] [PARAMETERS]\n\r\
Example : cast "ward area" fireball all\n\r\
Allows the caster to cast a spell when then next person enters. The caster specifies \
the arcane spell to cast, and any parameters required by that spell while \
casting ward area. When the next person enters the room, the spell effect \
will occur.
SPELL_WATCHFULHOUND=SPELL_WATCHFUL_HOUND
SPELL_WATCHFUL_HOUND=<ABILITY>\
Usage : CAST "WATCHFUL HOUND"\n\r\
Example : cast "watchful hound"\n\r\
This combat spell will conjur up a hound that will watch over the caster while \
he or she sleeps. If an aggressive monster enters the room, the hound will \
bark and wake the caster up. The hound will also rescue the mage if he or she is attacked, \
but won't take many hits.
SPELL_WATERBREATHING=SPELL_WATER_BREATHING
SPELL_WATER_BREATHING=<ABILITY>\
Usage : CAST "WATER BREATHING" [TARGET NAME] \n\r\
Example : cast "water breathing" bob\n\r\
This spell will allow the target to breath underwater, eliminating the threat \
of drowning for the duration of the spell.
SPELL_WATERCANNON=SPELL_WATER_CANNON
SPELL_WATER_CANNON=<ABILITY>\
Usage : CAST "WATER CANNON" [TARGET NAME]\n\r\
Example : cast "water cannon" orc\n\r\
When casting this spell, the caster creates a portal to the Elemental plane \
of water and points it towards a target. The water gushing out of the portal \
acts as a massive water jet dealing damage and possibly knocking over the \
target.
WEAKENED=SPELL_WEAKEN
SPELL_WEAKEN=<ABILITY>\
Usage : CAST WEAKEN [TARGET NAME] \n\r\
Example : cast weaken orc\n\r\
This spell cuts the strength of the target in half, greatly weakening him or her.
SPELL_WEAKNESSACID=SPELL_WEAKNESS_TO_ACID
SPELL_WEAKNESS_ACID=SPELL_WEAKNESS_TO_ACID
SPELL_WEAKNESS_TO_ACID=<ABILITY>\
Usage : CAST "WEAKNESS TO ACID" [TARGET NAME] \n\r\
Example : cast "weakness to acid" bob\n\r\
This spell makes the target vulnerable to acid-based attacks and \
to exposure to acidic substances. \
Attacks of this kind include spells, breath weapons, and other magical and \
non-magical attacks.
SPELL_WEAKNESSCOLD=SPELL_WEAKNESS_TO_COLD
SPELL_WEAKNESS_COLD=SPELL_WEAKNESS_TO_COLD
SPELL_WEAKNESS_TO_COLD=<ABILITY>\
Usage : CAST "WEAKNESS TO COLD" [TARGET NAME] \n\r\
Example : cast "weakness to cold" bob\n\r\
This spell makes the target vulnerable to cold attacks and very cold conditions. \
Attacks of this kind include spells, breath weapons, and other magical and \
non-magical attacks.
SPELL_WEAKNESSELECTRICITY=SPELL_WEAKNESS_TO_ELECTRICITY
SPELL_WEAKNESS_ELECTRICITY=SPELL_WEAKNESS_TO_ELECTRICITY
SPELL_WEAKNESS_TO_ELECTRICITY=<ABILITY>\
Usage : CAST "WEAKNESS TO ELECTRICITY" [TARGET NAME] \n\r\
Example : cast "weakness to electricity" bob\n\r\
This spell makes the target vulnerable to electric attacks and \
certain electrically charged conditions. \
Attacks of this kind include spells, breath weapons, and other magical and \
non-magical attacks.
SPELL_WEAKNESSFIRE=SPELL_WEAKNESS_TO_FIRE
SPELL_WEAKNESS_FIRE=SPELL_WEAKNESS_TO_FIRE
SPELL_WEAKNESS_TO_FIRE=<ABILITY>\
Usage : CAST "WEAKNESS TO FIRE" [TARGET NAME] \n\r\
Example : cast "weakness to fire" bob\n\r\
This spell makes the target vulnerable to fire attacks. \
Attacks of this kind include spells, breath weapons, and other magical and \
non-magical attacks.
SPELL_WEAKNESSGAS=SPELL_WEAKNESS_TO_GAS
SPELL_WEAKNESS_GAS=SPELL_WEAKNESS_TO_GAS
SPELL_WEAKNESS_TO_GAS=<ABILITY>\
Usage : CAST "WEAKNESS TO GAS" [TARGET NAME] \n\r\
Example : cast "weakness to gas" bob\n\r\
This spell makes the target vulnerable to gas-based attacks. \
Attacks of this kind include spells, breath weapons, and other magical and \
non-magical attacks.
SPELL_WEB=<ABILITY>\
Usage : CAST WEB\n\r\
Example : cast web\n\r\
This spell will cause a wide spray of sticky web-like material to assault every \
enemy of the caster in the same room or place. The targets will be unable to \
move until they can break free.
SPELL_WISH=<ABILITY>\
Usage : CAST WISH (FOR)([TARGET NAME]) (...) \n\r\
Example : cast wish for hassan to turn into a frog\n\r\
Example : cast wish to be recalled\n\r\
Example : cast wish to teleport to smurfy road\n\r\
Example : cast wish for more strength\n\r\
Example : cast wish for 1000 gold coins\n\r\
Example : cast wish for the one ring\n\r\
Example : cast wish for hassan to be immune to fire\n\r\
Example : cast wish for bob to be higher level\n\r\
This, the most powerful of magic spells, causes the spellcasters wish \
to come true. The cost to cast the spell is all of the casters mana \
plus 25 experience points, and will require a lengthy recovery before \
it can be cast again. The cost for having the wish granted may \
range from nothing more, to further experience drains, to the loss \
of a level, and/or a point of permanent Constitution. Wishing \
for changes in level to players or items is the most costly, as it will \
cause the caster to lose at least as many levels as he wishes \
the target to gain or lose. Unlike Limited Wish, even very powerful \
wishes may be cast another target, provided they are in the room when the wish is cast! \
Wish also costs half the experience drain that Limited Wish does.
SPELL_WIZARDLOCK=SPELL_WIZARD_LOCK
SPELL_WIZARD_LOCK=<ABILITY>\
Usage : CAST "WIZARD LOCK" [TARGET NAME] \n\r\
Example : cast "wizard lock" chest\n\r\
When cast on any object with a lid or lock, whether it be door or container, \
the object will become magically locked. This lock cannot be picked by \
thieves, or unlocked by any mundane means. When the caster revokes this \
spell, or the spell expires, the object will remain in its default locked \
state, but the lock will be mundane. The lock will always be permanent if \
the caster owns the room, or is following someone who owns the room.
SPELL_WIZARDSCHEST=SPELL_WIZARDS_CHEST
WIZARD_CHEST=SPELL_WIZARDS_CHEST
SPELL_WIZARDS_CHEST=<ABILITY>\
Usage : CAST "WIZARDS CHEST" [TARGET NAME] \n\r\
Example : cast "wizards chest" chest\n\r\
This spell only works when cast on an open container with a lid and a lock. This \
spell will cause the container to lock up tight, and reopen only by the casters \
hand, or when the caster says the word "open" to the container.
SPELL_WORDRECALL=SPELL_WORD_OF_RECALL
SPELL_WORD_OF_RECALL=<ABILITY>\
Usage : CAST WORD OF RECALL\n\r\
Example : cast word of recall\n\r\
This spell is equivalent to the divine skill Recall. However, the spell \
does not cause any withdrawal penalties during combat.
SPELL_YOUTH=<ABILITY>\
Usage : CAST YOUTH [TARGET]\n\r\
Example : cast youth bob\n\r\
This spell will cause the target to draw closer to the ideal age of young adulthood. \
It has no effect on children, or those for whom age is indeterminate.