The following is a list of spells and what they do. Note: when you use the 'spells' command to display the spells that your character has learned, two values are displayed in paranthesis (x/y) next to each spell name. In the following descriptions, 'x' refers to the number from the 'spells' display. The 'y' value is the number of magic points required to cast the spell. When a spell is listed as an 'area affect' that means that when it is cast by a player it affects all monsters, and when it is cast by a monster it affects all players. Whenever an offensive spell is cast, the attackee has a chance to dodge the spell. Your odds of dodging a spell are computed based on your Psychic ability and dexterity vs. the psy and dex of the attacker. Any spell that calculates it's affects based on the caster's level uses either the caster's psychic ability if being cast naturally, or in the case of magic items, the level of the monster from which the item was obtained. Note; the magic oriented classes (sorcerer, mystic and cleric) have available to them the special ability of entering a trance (via the 'trance' command). While in a trance, their psychic ability is available to other players in the same room. See the documentation for the trance command for further details. *Aggravation (player-vs-player only): Causes a player to aggravate monsters. I.E. all monsters encountered by said player will automatically attack him/her. Duration is 'x'. *Alchemy (items): Converts items to gold. The amount of gold you receive is equal to 1/2 the amount you would receive by selling the item. *Blast (players/monsters): Inflicts damage points upon the target (more powerful than lightning). *Bringing (other players): Causes other players to teleport to your location. The Spell will fail if any of the following are true: - The target is protected by the shield spell. - The target is higher level than you. - The target is in safe haven or a guild hall. *Circle (self): Allows you to fight within a pentacle of protection. The spell has a 66% chance of success. If the spell succeeds, monsters will not be able to initiate attacks against you for 'x' seconds (they will fight back if attacked however). If the spell fails, you are rendered utterly unconscious for 'x' seconds. *Curse (other players/monsters): Causes the target to lose one point from a randomly determined basic attribute (strength, dexterity, intelligence, constitution or psychic ability). This loss is permanant. If you are carrying a talisman, the talisman will sacrifice itself to save your stat. *Dispel_magic (other players/monsters): Causes the target's shield spell (if any) to dissipate. If the target is not protected by shield, then all of the remaining magic points of the target are drained to 0. Additionally, any timed spells on the target will immediately expire. The dispel magic spell is not affected by the shield spell (i.e. if your target has cast shield, it won't give them any better odds of dodging your dispel magic spell). *Elicitation (monsters/players/items): Displays more information about a target than just looking at it would reveal. Elicitation is a quiet/non-timed spell. I.E. it does not affect your action timer and does not cause monsters to detect you when you cast it. *Enchant (weapons/armor/shields): Adds combat bonuses to weapons and AC bonuses to armor and shields. This is a good way to increase the value of items before you sell them. Metallic armor can be enchanted higher than non-metallic armor. *Enhancement (weapons/armor/shields): Adds combat bonuses to weapons and AC bonuses to armor and shields. Enhancement has a higher 'x' value than enchant and hence can add higher bonuses. This is a good way to increase the value of items before you sell them. Metallic armor can be enhanced higher than non-metallic armor. *Exhaustion (players/monsters): Inflicts massive fatigue point loss upon the target. *Fear (monsters/other players): Causes a monster or other player to run away (leave the room). *Fireball (players/monsters): Inflicts damage points upon the target (more powerful than blast). *Haste (self/other players): Makes you move twice as fast (the time it takes to do something is cut in half). Duration is 'x'. *Healing (self/other players): Restores body points. If you cast this spell and it says "Nothing happens", it means that that player wasn't injured to begin with. Also slows down the affects of being poisoned (gives you a few more seconds of life). *Invisibility (self/other players): Causes a player to "vanish". When someone is invisible they have the following advantages: 1. Can walk into a room and not make monsters aware of their presence. 2. +5 combat bonus. 3. +5 armor class. 4. Can pick up things from the ground even if blocking monsters are around. 5. Cannot be attacked/seen by other players. 6. Can always exit a room without being stopped by beligerant monsters. Note: An opposing player or monster who casts 'see invisible' negates the advantages (as listed above). Permanant monsters are always aware of players, invisible or not. Although normal monsters do not initially know about you when you're invisible, they *will* become aware of you as soon as you do something in their presence (even though they can't see you, they can still hear you). Duration is 'x' seconds. *Invulnerability (self/other players): Adds 10 to your armor class. Duration is 'x'. *Key (special exits): Locks/Unlocks a non-magical door. Most keys and door locks are generic, i.e. most keys will work with most doors. However, there are certain special doors that require a specific key in order to be unlocked. *Langour (monsters/other players): Slows someone down. All of their actions take twice as long. Duration: x seconds. *Levitation (self): Allows you to float above the ground. The advantage is that you lose no fatigue for movement. The disadvantage is that you can't reach items on the ground. *Lightning (players/monsters): Inflicts damage points upon the target (less powerful than blast). *Magic_key (special exits): Locks/Unlocks a door or magic door. Most keys and door locks are generic, i.e. most keys will work with most doors. However, there are certain special doors that require a specific key in order to be unlocked. *Mania (self): This spell sets the target off into a maniacal rage. While the rage lasts, the player's combat bonus is doubled. The downside is that fatigue is used at slightly more than twice the normal rate- (Sturdiness does not help one so enraged regain fatigue any faster than the normal rate). Also, while under mania it is not possible to restore fatigue points via the restoration or vigor spells. Duration is 'x'. *Mesmerization (players/monsters): Sets the target's action timer to 'x' seconds. (i.e., they won't be able to perform a timeable action for x seconds). *Pass_door (special exits): Teleports you through a special exit (such as a locked door). There are certain "special" locked doors that you cannot pass through. These doors require specific keys as the only way to gain admittance. *Protection (self/other players): This spell makes you impervious to traps. It also protects you from people trying to use the 'spy' spell on you. Duration is 'x'. *Purification (self/other players): Removes poison from your body (certain monsters excrete deadly poison when they hit you, if you don't remove it, you DIE). *Return (self): Devices containing this spell allow you to record your current location (via one 'use') and then return to that location on the subsequent 'use' of that item. Works the same way when casting the spell naturally. Cannot be cast on other players. *Restoration (self/other players): Restores body AND fatigue points (body points first, then fatigue). If you cast this spell and it says "Nothing happens", it means that that player wasn't injured or tired. Also slows down the affects of being poisoned (you won't die quite so fast). *Revelation (area affect): This spell is basically a completly effective 'search' command; you will find all hidden exits and/or players in the room. *See_invisible (self/other players): Allows one to see someone who is under a spell of invisibility. Duration is 'x'. *Seeking (other players): Causes you to teleport to the location of the specified player. The spell will fail if any of the following are true: - The target is protected by the shield spell. - The target is in their guild hall. *Shield (self/other players): Increases your odds of dodging offensive spells. Has no affect against the dispel magic spell. *Shockwave (area affect): Creates a massive wall of force doing damage to all monsters in your current location. The total amount of damage generated by the shockwave is similar to that done by the "fireball" spell. The damage is then divided between all of the targets in the room. For example, if your shockwave generates 100 points of damage and there are 4 monsters in the room, you could potentially do each of them 25 points of damage (depending on whether or not they dodge). *Sleep (area affect): Causes all the monsters in the room (who fail their dodges) to fall asleep. Duration is 'x'. Any monsters who dodge will attack you. Monsters who fall asleep and later awaken will attack you. Sleeping monsters have a chance of waking up when attacked. If a monster casts this spell, the above is true in regards to all players in the room. If a player is sent to sleep, he can do absolutely nothing until awoken. Sleeping players receive the message "Zzzzzz...." (snoring, right?) when they attempt to enter commands while asleep. *Spying (other players): Similar to visioning, this spell allows you to see what's going on in the room of the specified player (wherever they may be). You cannot spy on someone who is under the effects of the 'protection' spell. *Stealth (self/other players): Allows you to perform an action while hidden and have the chance of monsters not spotting you. Duration is 'x'. (Quite possibly the most powerful spell in the game). *Strength (self/other players): Doubles your strength, thus allowing you to carry heavier burdens and increasing your combat bonus. While under it's effects you can carry twice as much weight (though you are still limited to 20 total items). Duration is 'x'. *Sturdiness (self/other players): Increases your natural healing/fatigue restoration rate to 1 point/second. Also renders you impervious to being poisoned. Duration is 'x'. (Note: the fatigue/healing restoration aspects of this spell are rendered useless if the user is also under the effects of the 'mania' spell). *Summoning (area effect): Summons a randomly chosen monster to your room. The monster (no matter what it's disposition in normal life) is chaotic and aggravated. If cast using the "cast" command, the level of the monster summoned will be with within + or - 'x' levels of the caster. If cast using a magic device, the level of the monster summoned will be within + or - 'x' levels of the monster the magic device originally came from. Summoning increases the encounter rate in a room (similar to yelling). A summoned monster will always pursue you. *Teleportation (self/other players): Teleports a player to a randomly chosen destination. This is generally considered an offensive spell, since there's no telling where you might wind up. *Vigor (self/other players): Restores fatigue points. If you cast this spell and it says "Nothing happens", it means that that player wasn't fatigued. Also slows down the affects of being poisoned (you won't die quite as fast). *Visioning (direction): Cast this spell on an exit in your room (north, south, etc.) and your mind will receive a mental image of what is in that room. (If the room that you cast the spell upon is a guild area, you will only see the items in that room if someone is actually in the room). *Weakness (monsters/other players): Causes target to become weak and tired. While under the affects of weakness, the target will not "naturally" regenerate body points or fatigue. They can regenerate via other spells though.