Spells for Eternal Chaos III
This page is split into two sections:
Spell Groups which details the seventeen distinct groups of spells and the spells that they contain. When a character is first created, the spells that they will have access to in the future are determined by which groups the character knows.
Spells Listing which gives an alphabetical listing of all of the spells available to players in Eternal Chaos III, including the syntax for using them, their effects, and which spell groups they belong to.
Key: spell group usable by Cleric, Mage, Thief, Warrior.
attack | a selection of offensive magics | C | | | W |
beguiling | spells that control the mind | | M | T | |
benedictions | powerful magics that grant the blessings of the gods | C | | | W |
combat | offensive magics, such as fireball and chill touch | | M | | W |
creation | the making of physical objects, such as food and water | C | M | T | W |
curative | spells that cure the sick and feeble of their ailments | C | | | W |
detection | informational magics, such as detect magic and identify | C | M | T | |
draconian | | | M | | |
enchantment | | | M | | |
enhancement | spells that maximize physical potential, such as haste | C | M | T | W |
harmful | | C | | | W |
healing | spells for treating wounds, from scratches to death blows | C | | | W |
illusion | magics for concealing and deceiving | | M | T | |
maladictions | an assortment of curses fit for any witch | C | M | T | W |
protective | defensive magics, including the powerful sanctuary spell | C | M | T | W |
transportation | spells for getting from here to there | C | M | T | W |
weather | spells for conjuring and mastering the elements | C | M | T | W |
The attack spells are essentially powerful curses, fueled by divine energy rather than magical power (like the combat spells are). They are less powerful than the combat spells, but can still deal out a stinging blow. Mages and thieves cannot use this group. The attack spell group consists of the following spells:
This insideous spell group is used to invade the minds of others. It consists of various charming magics, well suited for turning your foes to your cause. Only mages and thieves have access to the beguiling magics, which consist of the following:
- calm: if successful, stops all fighting in the room
- charm person: turns an enemy into a trusted friend
- sleep: puts a foe into enchanted slumber
Benedictions are priestly spells, used to bestow divine favor upon your allies. They are often restricted to those of like alignment. Only clerics and warriors may use these spells. The benedictions spell group consists of the following:
- bless: bestows divine favor upon the target
- calm: if successful, stops all fighting in the room
- frenzy: puts the recipient into beserker rage
- holy word: aids your allies while calling divine wrath upon your foes
- remove curse: removes malevolent magic from players and items
These sorcerous spells are, in the words of one famous mage, just 'more ways to toss energy around'. They are the most powerful of the damaging spells, and considered an essential part of most wizards' collections. Clerics and thieves do not have access to these spells. In order of power, the combat spell group contains the following magics:
The creation spell group is used to create objects, of temporary or permanent duration. Skilled creators can travel without food or drink, and use their powers to create nourishment as required. All classes may become learned in this group, which contains these spells:
The curative spells are used to heal various unpleasant conditions that can befall an adventurer. For healing of damage, see the healing spell group. Curative spells cannot be used by mages or thieves.
The detection spells have may uses, all related to gathering information. They can be used to see hidden objects, give information about treasure, or even scry out the true nature of your foe. All classes except warriors can use detection spells.
The Draconian spell group deals with the magic of dragons — in this case, bringing forth the devastating power of their breath weapons upon your foes. Only mages have the mental training necessary to cast these spells, and few of them ever reach the level of mastery required to use them.
The enchantment spell group is used to imbue items with magical properties. Only mages may enchant.
- enchant weapon: increases the hit and damage bonuses of a weapon
- enchant armor: increases the protective value of armor
- fireproof: shields items from the harmful effects of fire and acid
- recharge: restores power to a depleted wand or staff
The enhancement spells improve upon the body's pontential, allowing feats of superhuman strength and speed. However, these spells may often have harmful effects upon the recipient.
- giant strength: grants increased strength
- haste: doubles the speed of the target, but slows down healing
- infravision: allows monsters to be seen in the dark
- refresh: restores energy to tired adventurers
This spell group is the opposite of healing. The harmful spells are designed to tear flesh from bone, rupture arteries, and generally turn the body against itself. Only priests and warriors may use this spell group. In order of power, the harmful spells are:
The healing spells are used to cure the wounds that adventurers inevitably suffer in battle. For curing other conditions, such as poison, see the curative spell group. Only warriors and priests have access to this group. In order of power, the healing spells are:
The illusions spells are dedicated to deception and trickery. They can be used to mask appearances, or create distractions for the party. Currently, the illusion group is very small, but it will be expanded in the future. Only thieves and mages can cast illusion spells, which consist of the following:
- invis: turns the target invisible
- mass invis: turns the caster's group invisible
- ventriloquate: allows the caster to put words in someone's mouth
Maladictions are a group of curses and other baneful spells, designed to cripple, inconvenience, or torture, rather than kill outright. These spells may be cast by any class.
- blindess: strikes the target blind
- curse: prevents recalling and weakens the target in combat
- energy drain: drains experience and mana, while strengthening the caster
- plague: causes the target to suffer a slow, painful death from plague
- poison: weaker than plague, but often fatal
- slow: slows your enemies down, reducing their rate of attack
- weaken: drains the strength of the target
The protective spells are used to shield against harm, whether from spells or physical attack. They range from the weak armor spell to the sought-after sanctuary charm. Also included in this group are several spells for dispelling hostile magics. Any class may use this group, which consists of the following spells:
- armor: provides the target with an extra layer of defense
- cancellation: a powerful dispel, used for removing spells from friends
- dispel magic: removes spells from enemies, not as effective as cancel
- fireproof: shields items from the harmful effects of fire and acid
- protection evil: provides defense from the attacks of evil creatures
- protection good: protects from the attacks of good beings
- sanctuary: reduces all damage taken by the recipient by half
- shield: puts a shimmering shield between you and your enemies
- stone skin: turns skin hard as stone, providing a huge armor boost
The transportation group is used for travel, whether by flight, magical teleportation, or walking through walls. All classes may learn these spells, which are among the most useful in the game.
- fly: allows the target to fly over nearly all obstacles
- gate: transports the caster to the target
- nexus: forms a two-way portal to a far off destination
- pass door: allows the caster to walk through walls
- portal: creates a one-way portal to a destination
- summon: transports the target to the caster
- teleport: sends the target to a random location
- word of recall: transports the caster to safety in Midgaard
These spells allow the caster to manipulate local weather conditions, as well as summon fog clouds, lightning, or even electrical glows. This group is usable by all classes.
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Syntax: cast 'acid blast' <victim>
This spell inflicts damage on the victim.
Spell group: Combat
Syntax: cast 'acid breath' <victim>
This spell is for the use of dragons. Acid damages one victim and can damage armor. High level mages may learn and cast this spell as well.
Spell group: Draconian
Syntax: cast armor <character>
This spell decreases (improves) the armor class of the target character by 20 points.
Spell group: Protective
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Syntax: cast bless <character>
Syntax: cast bless <object>
This spell improves the to-hit roll and saving throw versus spell of the target character by 1 for every 8 levels of the caster. It may also be cast on an object to temporarily bless it (blessed weapons, for example, are more effective against demonic beings).
Spell group: Benedictions
Syntax: cast blindness <victim>
This spell renders the target character blind.
Spell group: Maladictions
Syntax: cast 'burning hands' <victim>
This spell inflicts damage on the victim.
Spell group: Combat
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Syntax: cast 'call lightning'
This spell works only out of doors, and only when the weather is bad. It calls down lightning bolts from Mota.
Spell group: Weather
Syntax: cast calm
One of the most useful and often overlooked abilities of the master cleric is the calm spell, which can put an end to all violence in a room. Calmed creatures will not attack of their own volition, and are at a disadvantage in combat as long as the spell soothes their minds. The more violent activity there is in a room, the harder the spell, and it is all or nothing — either all combat in the room is ended (with the exception of those who are immune to magic) or none is.
Spell groups: Beguiling, Benedictions
Syntax: cast cancellation <character>
This spell removes magical effects from the target. Cancellation can only be used on allies (people you are grouped with), but is much more effective than dispel magic and does not provoke attack. Unfortunately, the spells do not discriminate between harmful and benign spells.
The chance of dispelling is based on the level of the spell. Permanent spells (such as mobile sanctuary) are much harder to remove. Not all spells may be dispelled, notable examples are poison and plague.
Spell group: Protective
Syntax: cast 'cause critical' <victim>
This spell inflicts damage on the victim.
Spell group: Harmful
Syntax: cast 'cause light' <victim>
This spell inflicts damage on the victim.
Spell group: Harmful
Syntax: cast 'cause serious' <victim>
This spell inflicts damage on the victim.
Spell group: Harmful
Syntax : cast 'chain lightning' <target>
Chain lightning is a deadly spell, producing a powerful bolt of lightning that arcs from target to target in the room, until its force is fully expended. Allies of the caster may be hit by this spell if they are members of a clan, while the caster himself will not be struck unless no other viable target remains. Chain lightning is most effective when used on groups of creatures.
Spell group: Combat
CHANGE SEX
Syntax: cast 'change sex' <victim>
This spell changes the sex of the victim (temporarily).
Spell group: Enhancement?
Syntax: cast 'charm person' <victim>
This spell, if successful, causes the victim to follow you and to take orders from you. Use ORDER to order your charmed followers.
You are responsible for the actions of your followers. Conversely, other people who attack your followers will be penalized as if they attacked you.
Spell group: Beguiling
Syntax: cast 'chill touch' <victim>
This spell inflicts damage on the victim and also reduces the victim's strength by one.
Spell group: Combat
Syntax: cast 'colour spray' <victim>
This spell inflicts damage on the victim.
Spell group: Combat
Syntax: cast 'continual light'
Syntax: cast 'continual light' <object>
This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. It may also be used on an object to give it an enchanted glow.
Spell group: Creation
Syntax: cast 'control weather' better
Syntax: cast 'control weather' worse
This spell makes the weather either better or worse.
Spell group: Weather
Syntax: cast 'create food'
This spell creates a Magic Mushroom, which you or anyone else can eat.
Spell group: Creation
Syntax: cast 'create rose'
A romantic spell that creates a fragrant red rose, with utterly no game use whatsoever.
Spell group: Creation
Syntax: cast 'create spring'
This spell brings forth a magical spring from the ground, which has the same properties as a fountain.
Spell group: Creation
Syntax: cast 'create water' <drink-container>
This spell replenishes a drink container with water.
Spell group: Creation
Syntax: cast 'cure blindness' <character>
This spell cures blindness in one so unfortunate.
Spell group: Curative
Syntax: cast 'cure critical' <character>
This spell cures damage on the target character.
Spell group: Healing
Syntax: cast 'cure light' <character>
This spell cures damage on the target character.
Spell group: Healing
Syntax: cast 'cure poison' <character>
This spell cures poison in one so unfortunate.
Spell group: Curative
Syntax: cast 'cure serious' <character>
This spell cures damage on the target character.
Spell group: Healing
Syntax: cast curse <character>
This spell reduces the character's to-hit roll and save versus spells. It also renders the character unclean in the eyes of Mota and unable to RECALL. Curse may be used to fill equipment with evil power, allowing (for example) weapons to do more damage to particularly holy opponents.
Spell group: Maladictions
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Syntax: cast demonfire <target>
Demonfire is a spell of blackest evil, and as such can only be used by those who follow the paths of darkness. It conjures forth demonic spirits to inflict terrible wounds on the enemies of the caster.
Spell group: Attack
Syntax: cast 'detect evil'
This spell enables the caster to detect evil characters, which will reveal a characteristic red aura.
Spell group: Detection
Syntax: cast 'detect good'
This spell enables the caster to detect good characters, which will reveal a characteristic golden aura.
Spell group: Detection
Syntax: cast 'detect hidden'
This spell enables the caster to detect hidden creatures.
Spell group: Detection
Syntax: cast 'detect invis'
This spell enables the caster to detect invisible objects and characters.
Spell group: Detection
Syntax: cast 'detect magic'
This spell enables the caster to detect magical objects.
Spell group: Detection
Syntax: cast 'detect poison' <object>
This spell detects the presence of poison in food or drink.
Spell group: Detection
Syntax: cast 'dispel evil' <victim>
This spell invokes the wrath of Mota on an evil victim. It can be very dangerous for casters who are not pure of heart.
Spell group: Attack
Syntax: cast 'dispel good' <victim>
Dispel good brings forth evil energies that inflict horrific torment on the pure of heart. Good-aligned characters use this dark magic at their peril.
Spell group: Attack
Syntax: cast 'dispel magic' <character>
This spell removes magical effects from the target. Dispel magic has a reduced chance of working, compared with cancellation, and is considering an attack spell. Unfortunately, the spells do not discriminate between harmful and benign spells.
The chance of dispelling is based on the level of the spell. Permanent spells (such as mobile sanctuary) are much harder to remove. Not all spells may be dispelled, notable examples are poison and plague.
Spell group: Protective
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Syntax: cast earthquake
This spell inflicts damage on every enemy character in the room. Beware that other characters who are not yet fighting may attack you as a result!
Spell group: Attack
Syntax: cast 'enchant armor' <armor>
The enchant armor spell imbues armor with powerful protective magics. It is not nearly as reliable as enchant weapon, being far more prone to destructive effects. Each succesful enchant increases the plus of the armor by 1 or 2 points, and raises its level by one.
Spell group: Enchantment
Syntax: cast 'enchant weapon' <weapon>
This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses by one or two points. Multiple enchants may be cast, but as the weapon grows more and more powerful, it is more likely to be drained or destroyed by the magic. Also, every successful enchant increases the level of the weapon by one... and there is no turning back.
Spell group: Enchantment
Syntax: cast 'energy drain' <victim>
This spell saps the hit points, mana, and movement points of its target.
Spell group: Maladictions
ENLIGHTENMENT
Syntax: cast enlightenment <character>
Enlightenment is a spell that increases the intelligence of the target character for a temporary amount of time (the duration of the spell). It is similar to the spell giant strength, which affects your strength stat.
Spell group: Enhancement?
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Syntax: cast 'faerie fire' <victim>
This spell increases (makes worse) the armor class of its victim. For each level of the caster, the victim's armor class is increased by two points.
Spell group: Weather
Syntax: cast 'faerie fog'
This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you.
Spell group: Weather
Syntax: cast farsight
Syntax: cast farsight <direction>
The farsight spell expands the caster's consciousness, allowing him or her to see far away beings like they were in the same room. It takes intense concentration, often leaving the caster helpless for several minutes. The spell may be used for a general scan that reaches a short distance in all directions, or with a directional component to see creatures much farther away.
Spell group: Detection
Syntax: cast fireball <victim>
This spell inflicts damage on the victim.
Spell group: Combat
Syntax: cast 'fire breath' <victim>
This spell is for the use of dragons. Fire damages one victim and can break objects. High level mages may learn and cast this spell as well.
Spell group: Draconian
Syntax: cast fireproof <object>
The fireproof spell creates a short-lived protective aura around an object, to protect it from the harmful effects of acid and flame. Items protected by this spell are not harmed by acid, fire, or the heat metal spell. Although inexpensive to use, the spell's short duration makes it impractical for protecting large numbers of objects.
Spell groups: Enchantment, Protective
Syntax: cast flamestrike <victim>
This spell inflicts damage on the victim.
Spell group: Attack
Syntax: cast 'floating disc'
This useful spell creates a floating field of force which follows the caster around, allowing him or her to pile treasure high with no fear of weight penalties. It lasts no more than twice the caster's level in hours, and usually less. It can hold 10 pounds per level of the caster, with a maximum of five pounds per item. The spell requires an open float location on the character, and the only way to remove the disc is to die or allow it to run out of energy.
Spell group: Creation
Syntax: cast fly <character>
This spell enables the target character to fly.
Spell group: Transportation
Syntax: cast frenzy <target>
The frenzy spell fills the target with righteous fury, greatly increasing his or her attack skill and damaging capacity. Unfortunately, this divine wrath is coupled with a tendency to ignore threats to personal safety, making the character easier to hit. Frenzy provides immunity to the calm spell, and may only be used on those of the caster's alignment.
Spell group: Benedictions
Syntax: cast 'frost breath' <victim>
This spell is for the use of dragons. Frost damages one victim and can break objects. High level mages may learn and cast this spell as well.
Spell group: Draconian
FULL HEAL
Syntax: cast 'full heal' <character>
Full Heal is a better healing spell than the heal spell, healing 3 to 4 times as many hit points per cast, but with a noticeable cost in mana. But in the end, it can be quite effective when in high damage combat, or when healing the designated tank of the group.
Spell group: Healing?
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Syntax: cast 'gas breath'
This spell is for the use of dragons. Gas damages every PC in the room. High level mages may learn and cast this spell as well.
Spell group: Draconian
Syntax: cast gate <target>
The gate spell is a powerful transportation magic that opens up a portal between your character and another person or creature somewhere else in the world. This portal will transport you and any pet you might have, but not other members of your group. Monsters receive a save against gate, and monster or players more than 3 levels higher than you can not be gated to at all. God rooms, private rooms, and no recall rooms cannot be gated to, and no recall rooms cannot be gated out of. Finally, any god or hero is also immune to gate, as well as any player who has no summon set. Clan members may not be gated to except by their fellow Clan members.
Spell group: Transportation
Syntax: cast 'giant strength' <character>
This spell increases the strength of the target character.
Spell group: Enhancement
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Syntax: cast harm <victim>
This spell inflicts damage on the victim.
Spell group: Harmful
Syntax: cast haste <target>
The haste spell increases the speed and agility of the recipient, allowing an extra attack (or even a backstab) in combat, and improving evasive abilities in combat. However, it produces a great strain on the system, such that recuperative abilities are halved. Haste is capable of negating the slow spell.
Spell group: Enhancement
Syntax: cast heal <character>
This spell cures damage on the target character.
Spell group: Healing
Syntax: cast 'heat metal' <target>
Heat metal is a powerful clerical attack spell, with effects that vary according to the armor of the victim. It heats up the metal equipment (assumed to be all weapons and armor at this point in time) on the target, causing him or her to drop them if possible, taking serious burns in the process (possibly fatal if the equipment is too heavy to remove easily). This spell does no damage to creatures who are immune to fire.
Spell group: Attack
Syntax: cast 'holy word'
Holy word involves the invocation of the full power of a cleric's god, with disastrous effects upon the enemies of the priest coupled with powerful blessings on the priest's allies. All creatures of like alignment in the room are blessed and filled with righteous divine wrath, while those of opposite morals (or both good and evil in the case of neutral priests) are struck down by holy (or unholy might) and cursed. The cleric suffers greatly from the strain of this spell, being left unable to move and drained of vitality. Experience loss is no longer associated with the spell.
Spell group: Benedictions
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Syntax: cast identify <object>
This spell reveals information about the object.
Spell group: Detection
Syntax: cast infravision <character>
This spell enables the target character to see warm-blooded creatures even while in the dark, and exits of a room as well.
Spell group: Enhancement
Syntax: cast invisibility <character>
Syntax: cast invisibility <object>
The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. It may also be cast on an object to render the object invisible.
Spell group: Illusion
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Syntax: cast 'know alignment' <character>
This spell reveals the alignment of the target character.
Spell group: Detection
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Syntax: cast 'lightning bolt' <victim>
This spell inflicts damage on the victim.
Spell groups: Combat, Weather
Syntax: cast 'lightning breath' <victim>
This spell is for the use of dragons. Lightning damages one victim. High level mages may learn and cast this spell as well.
Spell group: Draconian
Syntax: cast 'locate object' <name>
This spell reveals the location of all objects with the given name.
Spell group: Detection
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Syntax: cast 'magic missile' <victim>
This spell inflicts damage on the victim.
Spell group: Combat
Syntax: cast 'mass healing'
The mass healing spell, as its name might suggest, performs a healing spell on all players in the room. It also throws in a refresh spell for good measure.
Spell group: Healing
Syntax: cast 'mass invis'
The MASS INVIS spell makes all characters in the caster's group invisible, including the caster. Invisible characters will become visible when they attack.
Spell group: Illusion
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Syntax: cast nexus <target>
This spell is virtually identical to portal, with the only difference being that while portal creates a one-way gate, a nexus spell makes a two-sided gate. It also lasts longer than the lower-powered portal spell. Both spells require an additional power source, the secret of which has been lost...
Spell group: Transportation
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Syntax: cast 'pass door'
This spell enables the caster to pass through closed doors.
Spell group: Transportation
Syntax: cast plague <target>
The plague spell infests the target with a magical disease of great virulence, sapping its strength and causing horrific suffering, possibly leading to death. It is a risky spell to use, as the contagion can spread like wildfire if the victim makes it to a populated area.
Spell group: Maladictions
Syntax: cast poison <victim>
Syntax: cast poison <object>
This spell reduces the strength of the victim by two, as well as reducing the victim's regeneration rate. It may also be used to poison food, drink, or a weapon in a fashion similar to the envenom skill, but with drastically reduced effectiveness.
Spell group: Maladictions
Syntax: cast portal <target>
The portal spell is similar to gate, but creates a lasting one-way portal to the target creature, instead of transporting the caster. Portals are entered using 'enter' or 'go' command, as in 'go portal'. Portals cannot be made to certain destinations, nor used to escape from gate-proof rooms. Portal requires a special source of power to be used, unfortunately the secret of this material component has been lost...
Spell group: Transportation
Syntax: cast 'protection evil' <target>
This spell reduces damage taken from evil attackers, and improves saving throws against all forms of magic. It may not be cast on others, and one person cannot carry both this and Protection Good at the same time.
Spell group: Protective
Syntax: cast 'protection good' <target>
This spell reduces damage taken from good attackers, and improves saving throws against all forms of magic. It may not be cast on others, and one person cannot carry both this and Protection Evil at the same time.
Spell group: Protective
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Syntax: cast 'ray of truth' <target>
Ray of truth opens a portal to the planes of positive energy, bringing forth a beam of light of sufficient purity to harm or or annihilate the servants of evil. It cannot harm the pure of heart, and will turn and strike casters who are tainted by evil.
Spell group: Attack
Syntax: cast recharge <item>
The recharge spell is used to restore energy to depleted wands and staves. Fully exhausted items cannot be recharged, and the difficulty of the spell is proportional to the number of charges used. Magic items can only be recharged one time successfully.
Spell group: Enchantment
Syntax: cast refresh <character>
This spell refreshes the movement points of a character who is out of movement points.
Spell groups: Enhancement, Healing
Syntax: cast 'remove curse' <character>
Syntax: cast 'remove curse' <object>
This spell removes a curse from a character, and might possibly uncurse a cursed object. It may also be targeted on an object in the caster's inventory, in which case its chance of success is significantly higher.
Spell group: Benedictions
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Syntax: cast sanctuary <character>
The SANCTUARY spell reduces the damage taken by the character from any attack by one half.
Spell group: Protective
Syntax: cast 'shocking grasp' <victim>
This spell inflicts damage on the victim.
Spell group: Combat
Syntax: cast shield
This spell protects the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points of armor.
Spell group: Protective
Syntax: cast sleep <victim>
This spell puts its victim to sleep.
Spell group: Beguiling
Syntax: cast slow <target>
Despite popular mythology, slow is not the opposite of haste, but is a spell with its own unique set of effects. When cast on an unfortunate victim, it slows its movements, making it easier to hit and reducing its rate of attack. The effect of slow also double movement costs and halve healing rates, due to reduced metabolism.
Spell group: Maladictions
Syntax: cast 'stone skin'
This spell protects the caster by decreasing (improving) the caster's armor class. STONE SKIN provides 40 points of armor.
Spell group: Protective
Syntax: cast 'summon object' <object name>
Summon object allows the caster to summon an object from anywhere on the mud, provided that the person who is actually holding said object is gateable, or if it's a mob, that the mob is non-aggie and that the current location of said object is in a gateable room. It can be quite handy for transporting an object to yourself from someone else, without being there.
Spell group: Transportation
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Syntax: cast teleport
This spell takes you from your current location to a random location somewhere in the world.
Spell group: Transportation
TEMPTER
Syntax: cast tempter
Tempter is a spell, that when successfully cast, causes all mobs in the room to be put to sleep. It can be particular useful if you know the other mobs will group against you if you attack one of them.
Spell group: Beguiling?
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Syntax: cast ventriloquate <speaker> <message>
This spell throws your voice, making it appear that some other object or character in the room is saying your message. Victims who make their saving throw will know that someone is using ventriloquism, but not who. Victims who fail their saving throw will think that the object or character really did say your message.
Spell group: Illusion
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Syntax: cast weaken <victim>
This spell reduces the strength of the victim by two points.
Spell group: Maladictions
Syntax: cast 'word of recall'
This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell.
Spell group: Transportation
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z