Threshold


******************************** Mage Spells ******************************** 1st: mlight missile research mageemotes 2nd: shield knowalignment jump 3rd: darkness conjure produce flame gather 4th: spectral wizmark ray of light harvest 5th: mblink web read scrolls 6th: identify mislead 7th: deeppocket acid invisitem 8th: detectinvis barbed needle 9th: minorglobe grease spook 10th: lightning wizeye familiar 11th: magicmouth vampiric wither 12th: bloodboil illusionwall enhance 13th: trance enchant animate object 14th: fireball illusion 15th: teleport globe 16th: mindwipe comprehend incendiary sphere 17th: portal locate object 18th: conflagration talkpurse 19th: scry wall of fire 20th: pblast ********************************************************************* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- abjuration: 6 alteration: 6 conjuration: 6 divination: 6 enchantment: 6 illusion: 6 invocation: 6 necromancy: 3 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= attack: 6 defense: 6 blunt weapons: 6 cutting weapons: 6 missile weapons: 2 offhand weapons: 6 thrusting weapons: 6 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Mage Light ~~~~~~~~~~ Level: 1 School: Conjuration/Alteration Syntax: mlight Cost: 15 sp This spell conjures a small, glowing orb of light that is slightly more luminescent than a torch. Once conjured, this glowing orb can be carried or given to someone else. Mystical Missile ~~~~~~~~~~~~~~~~ Level: 1 School: Invocation Syntax: missile or missile Cost: 10 + glevel When cast, the spell creates and launches a powerful salvo of mystical missiles that unerringly strike your foe. They explode into the enemy's body with powerful force. If you are in combat, missile without target will cast the spell at your current attacker. Otherwise, you must select a target for this spell. It is rumored that there are many varieties of this spell, and perhaps further research can be utilized to discover the various types. Research ~~~~~~~~ Level: all School: Divination Syntax: variable Cost: variable Research is crucial to the expansion of every mage's repertoire. Every spell must be researched before it can be cast. Further, without additional research and study, a mage's selection of spells grows stale and sometimes insufficient for the rapidly increasing dangers every mage faces. Every mage taps into the well of mystic energy in a different way- thus all mages must do a great deal of their own research in order to maximize the utility of their own spells. research spell - learn the basics of a spell research - expansive study of a particular spell Some examples of how to perform expansive spell research: research missile (see also help settings) research shield - Customize Mystic Shield (1 orb for materials) For more information about customizing your tome: mspell research tome Shield ~~~~~~ Level: 2 School: Conjuration Syntax: shield Cost: 20 This spell conjures a magical shield useable only by the caster. The armor quality of the shield depends upon the caster's knowledge and comprehension of the conjuration school. The shield lasts until it is dropped or unequipped. Some mages have noted that through research, one can modify the appearance that their shield spell castings will conjure. Know Alignment ~~~~~~~~~~~~~~ Level: 2 School: Divination Syntax: knowalignment Cost: 5 Quite simply, this spell divines the moral and ethical outlook of the target creature or humanoid, as well as their ethos. The spell can even be cast upon those that you do not know on a first name basis. Jump ~~~~ Level: 2 School: Alteration Syntax: jump Cost: 6 This spell allows the mage to alter his or her leg muscles and fill them with energy to jump great distances. This allows you to travel quickly from once spot to another- sometimes avoiding a danger in the intervening space. You will tire as if you had walked the distance, but this mode is much quicker. The syntax is simple. For example: jump 6 n Would result in jumping 6 north. Remember that it is usually necessary to research a spell before you are able to cast it (read mspell research and mspell spellcasting) Darkness ~~~~~~~~ Level: 3 School: Alteration Syntax: darkness Cost: 20 (30 from 10:00 to 14:00, 15 from 22:00 to 2:00 - gametime) This spell envelops the room in a shroud of darkness. You, however, will be able to see normally. Others cannot see, cannot look at items, check their inventory, who, or score. If another mage's darkness spell is in effect, you cannot override it. One final note. If you abuse this power, if you use it to make huge areas of the mud dark, or to make places vital to newbies dark (Like the Adventurer's Guild, training areas or the main temple) you will probably have something really nasty happen to you. I really do not want to have to code in all sorts of horridly lame and ridiculous checks that end up making the power suck because a few people couldn't use some discretion. Conjure Spell Component ~~~~~~~~~~~~~~~~~~~~~~~ Level: 3 School: Conjuration Syntax: conjure conjure # - conjure more than 1 at a time conjure - list your current carried components Cost: variable With this spell the mage is able to conjure needed spell components for various spells. The time it takes to conjure, spell point cost, and on some occasions coin cost (from bank account) all vary by the type of component. The maximum amount of any type you can have conjured at one time is dependent upon conjuration school. Your spell components are saved over quit/login/reboot/etc. There are some rooms where conjuration is much faster, like the library. To see the status of your carried components, type: conjure For more information about spell components: mspell components Produce Flame ~~~~~~~~~~~~~ Level: 3 School: Alteration Syntax: flame Cost: 10 sp With this spell you create a small flame that erupts from your finger and engulfs the target object or being. Depending on how flammable the object is it may get burned up in the fire. If used on a living target, it will inflict a minor burn. Gather Components ~~~~~~~~~~~~~~~~~ Level: 3 School: Conjuration Syntax: gather Cost: --- Throughout your travels, you may occasionally be fortunate enough to find preserved spell components for sale, in treasure hoard, etc. When you do, you will need to gather them up, place the final preserving and storage enchantments upon them, and stash them in your magical component pouch. Although you still cannot exceed the maximum storage capabilities of your pouch, and will not be able to handle components that you have not yet become proficient in dealing with, this is an excellent way to keep your stores high while saving time on conjuring them yourself. It is also important to note that sometimes this is the only way to replenish your stores of certain components. For such components finding and gathering them is your only source of that component type! Spectral Hand ~~~~~~~~~~~~~ Level: 4 School: Necromancy Syntax: spectral or spectral Cost: 20 When this spell is cast, a spectral hand of undead force rises from the ground and grabs the victim. It causes painful life draining damage, and if the victim is a non-player, also temporarily weakens its combat ability. If already in combat, no argument is necessary, otherwise a target must be specified. Wizard Mark ~~~~~~~~~~~ Level: 4 School: Conjuration Syntax: wizmark Cost: 10 This spell creates sigils and runes in the message of the caster's desire. The message can only be erased by the caster- others who attempt this will be shocked by the magical runes. After a short time however, their magic fades, and they disappear. The caster's name is added to the mark in any case. Ray of Light ~~~~~~~~~~~~ Level: 4 School: Illusion Syntax: ray Cost: 10 This is a fun little spell that can be quite useful as well as entertaining for all who observe. It can also serve as a subtle reminder that mages possess strange and unique powers. You can use this ray to bathe carried or nearby objects in light, as well as any living beings in your environs. You can also use the ray to point to a direction. This has the additional effect of temporarily illuminating that adjacent location. Harvest Components ~~~~~~~~~~~~~~~~~~ Level: 4 School: Conjuration Syntax: harvest from Cost: --- Some components can only be found in your travels, or are so difficult to conjure it is wiser to locate them in their more natural environ. Once you have learned the source of a component type, you need simply harvest it from its current location and then gather it up into your component pouch. Where certain components can be harvested from can only be learned in your travels and explorations of the land (help areas- such information CANNOT be shared!). Mblink ~~~~~ Level: 5 sphere: Alteration Syntax: mblink Cost: 20 sp By this spell the caster causes its being to shift back and forth between the material and the astral planes. The effect of this makes the caster very difficult to hit, as it is often not physically present! Web ~~~ Level: 5 School: Invocation Syntax: web or web Cost: 20 + glevel Component: spider silk Invoking this spell covers the victim in a mass of strong, sticky webs, preventing the victim from attacking. The duration of the webs is determined by invocation skill. There is a chance, determined by the victim's level and wisdom, of resisting or avoiding the spell. If in combat, the web will be cast upon current attacker. Otherwise, the spell requires a target. Read Scrolls ~~~~~~~~~~~~ Level: 5 School: divination Syntax: read Cost: --- Mages spend the majority of their non-adventuring lives in libraries or labs researching, studying, and practicing magic. Along with this study comes a familiarity with languages, runes, codes, and sigils used to forge magical scrolls. Mages learn early how to read most wizardly scrolls, and can even learn to decipher clerical and psionic scrolls after extensive study. There is always the danger when using a scroll that a word or rune will be misread, resulting in unpredictable effects. The chance of this occuring depends upon the mage's divination school. Identify ~~~~~~~~ Level: 6 sphere: Divination Syntax: identify Cost: 35 sp This spell is one of the most useful divinations the mage ever learns. By this spell, a mage is able to analyze the auras of an object, and learn a great deal about its functions and effects. Some items, however, are extremely potent, and resistant to identification. The mage's guild level and divination skill determine whether such resistance can be overcome. Mislead ~~~~~~~ Level: 6 School: Illusion Syntax: mislead as Cost: 10 sp With this illusion, the mage can leave an area or room in one direction, while making it appear that he/she has left in a different direction. Clearly, the usefulness of such an illusion is considerable in certain compromising situations or when fleeing a pursuer. Deeppocket ~~~~~~~~~~ Level: 7 School: Enchantment Syntax: deeppocket Cost: 50 sp This spell alters the garments of the mage creating a large, extra dimensional pocket in which items much larger and heavier than apparently possible can be stored. The size of the pocket is dependent upon the caster's knowledge and understanding of the enchantment school. It is important to note that coins cannot be held safely inside the deeppocket. They tend to float off into the ether and become impossible to retrieve. Acid Spray ~~~~~~~~~~ Level: 7 School: Conjuration and Invocation Syntax: acid Cost: 30 sp This spell sprays a massive column of acid at the caster's current foes. It covers a relatively large area, and all creatures currently attacking the mage will be affected by the spray. The damage of the acid depends upon the mage's guild level and conjuration skill. Invisible Item ~~~~~~~~~~~~~~ Level: 7 School: Illusion Syntax: invisitem invisitem Cost: 25 Sometimes it is very useful to make objects invisible. Perhaps you wish to appear unarmed or unarmored, when actual you are ready for battle. Or perhaps you wish to hide something from discovery. This spell is very useful for that purpose. You can also dispell the invisibility on objects. When using the dispell option, all items in your inventory and in the same room as you will be checked. Things you made invisible will be dispelled without error. Objects made invisible by others will only be made visible if you are significantly more skilled in the art of illusion. Detect Invisibility ~~~~~~~~~~~~~~~~~~~ Level: 8 School: Divination Syntax: detectinvis Cost: 25 sp With this spell, the mage attempts to detect invisible creatures and objects in his or her current environment. The chance to detect an object is dependent upon guild level and divination skill. Also, living objects have a chance of resisting detection via their skill and level. Barbed Needle ~~~~~~~~~~~~~ Level: 8 School: Alteration Syntax: needle Cost: 35 sp With this spell you take two ordinary steel needles and transform them into large, extremely sharp, barbed needles that can be launched at high speed so that they sink deeply into the flesh of your victim. Adding to their initial damage is the pain and suffering that the victim must endure when removing the foul instruments thereby ripping additional flesh and tearing the wound even further. Your alteration school affects the size, sharpness, and strength of the steel needles once altered, and your missile weapons skill determines how accurately you can strike with them. The two combine to determine how damaging this spell will be. Minor Globe of Invulnerability ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Level: 9 School: Abjuration Syntax: minorglobe Cost: 50 sp By this spell the mage conjures a faint, globe of shimmering energy that provides some protection from damage. The percentage of damage absorbed, as well as the total amount that can be absorbed before it is destroyed depends upon guild level and abjuration skill. Minorglobe protects against these types of attacks: cutting weapons fire thrusting weapons electricity blunt weapons acid missile weapons Grease ~~~~~~ Level: 9 School: Conjuration Syntax: grease or grease Cost: 60 for room grease, 30 for weapon grease With this spell the mage conjures an invisible layer of grease to coat either an entire room or just a weapon. When used on a room, walking in that location becomes difficult, and all travellers will slip and stumble in an unintended direction. When used on a weapon, any potential wielder will find it impossible to maintain their grip upon the weapon! [NOTE: The timers on this spell are long because I fear abuse. Do not abuse this spell or like darkness I will get way way pissed.] Spook ~~~~~ Level: 9 School: Illusion Syntax: spook Cost: 15 This basic illusion spell can be quite entertaining for the aspiring illusionist, as well as debilitating for your victim. With this spell, you create an illusion that is fueled by the fears of your victim. The illusion takes the form of some being the victim is extremely fearful of, and this being arrives to harass your target. Usually, the spell just scares the beejeezus out of your victim, but if you are a highly skilled illusionist, the results of the infliction of terror can be even more dramatic. IMPORTANT: Use this spell sparingly or else people will get used to it happening and then they will never be surprised or scared by it. Lightning Bolt ~~~~~~~~~~~~~~ Level: 10 School: Invocation Syntax: lightning (target) Cost: 50 (45) Lightning bolt is one of the most potent and destructive spells in any mage's repertoire. This spell creates a powerful bolt of crackling electricity which blasts the caster's victim. Damage increases with guild level and invocation skill. In the volatile months of Renasci and Tempest, the natural forces of springtime thunderstorms make the spell easier to cast. Thus, it drains less mental energy per casting. Wizard Eye ~~~~~~~~~~ Level: 10 School: Enchantment Syntax: wizeye Cost: 25 sp With this spell, the wizard is able to extend his/her field of vision magically to distances or directions not normally possible. The wizard can look into a nearby room, around corners, etc. Walls and doors however block this field of view. This spell will never show more than it already shows. Familiar ~~~~~~~~ Level: 10 School: Conjuration Syntax: familiar summon, familiar summon # (1, 2, or 3) familiar , familiar dismiss Cost: 50 sp This spell summons your loyal familiar. The familiar is a devoted companion that assists you in your tiring and often lonely life of in depth research. Some familiars are more helpful than others, but all must be guarded closely for you suffer along with them should they perish. Always dismiss before retiring or else the gods will become furious at you. # School Familiar Type -------------------------------------------------------------- [1] 20 - 29 : fluffy white cat, tabby cat, midnight black cat [2] 30 - 33 : mottled feathered owl [3] 34 - 41 : snow white hawk, spotted osprey, ebony hawk [4] 42 + : Special Familiar -------------------------------------------------------------- Magic Mouth ~~~~~~~~~~~ Level: 11 School: Conjuration Syntax: magicmouth Cost: 30 sp With this spell, the wizard conjures some type of mouth shaped object and can then command it to periodically say certain things. The commands for a mouth once conjured are below. Only the conjuring mage can use them. mouthdesign - Sets what the mouth looks like. 30 character max. mouthmessage - Sets the mouth's message. 300 character max. mouthdispel - Dispels the magic mouth. mouthfreq <#> - Set frequency of message: 20, 30, 60, 120 sec. mouthstart - Commands it to start speaking its message. mouthstop - Commands it to stop speaking its message. Vampiric Touch ~~~~~~~~~~~~~~ Level: 11 School: Necromancy Syntax: vampiric (target) Cost: 20 sp With this spell the mage drains hit points, spell points, and endurance points from the victim, and absorbs them. The effect is quite painful to the victim. It is definitely an evil use of necromantic forces, and casting this spell has a slight negative affect on the caster. Wither ~~~~~~ Level: 11 School: Necromancy Syntax: wither (target) Cost: 40 sp By this horrible spell, the mage withers the victim in a horrible, incapacitating way. The victim's strength, dexterity, and constitution are severely reduced with commensurate penalties to combat, or other physical actions. The degree of withering, as well as duration depends upon guild level and necromancy skill. Bloodboil ~~~~~~~~~ Level: 12 School: Enchantment Syntax: bloodboil Cost: 40 sp This terribly painful spell causes the victim's blood to boil. The result is obviously great pain and physical damage. Once cast, the victim receives damage for a duration dependent upon the caster's ability. It cannot be cast on undead creatures, for they have no blood. Enhance Familiar ~~~~~~~~~~~~~~~~ Level: 12 School: Enchantment Syntax: enhance Cost: variable School Familiar Enhancements SP Cost ~~~~~~ ~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~ [24] hit points - adds max hit points to the familiar 50 [26] carry - allows it to carry more objects 100 [28] strength - allows it to carry heavier objects 100 [30] vision - allows you to see through its eyes 150 [32] power - make the familiar more powerful 150 [36] camouflage - nearly perfect camouflage 200 [36] uncamouflage - remove camouflage --- [40] berserk - familiar can engage in a vicious attack 200 ~~~~~~~~~ Mage Guild Tour ~~~~~~~~~ (updated and revised 26 Hoerfest 227) * Meet at Magius. Begin by making sure the apprentice has read the Guild Main Board and their Tome (especially help mage and mspell spellcasting). Tell them to take NOTES and to follow you as you teach them the rooms of the Guild. ~~This is the Research and Tutelage Room. Have them look at Magius, explain that he is the founder of our Guild and that he teaches us in schools and trains us in skills. Have them look at the sign. Have them follow you west. ~~This is the Board Room. Tell them that this is where Guild issues are posted and discussed. Tell them to look at help boardcheck and then at helpboard. Stress that reading is crucial!! Tell them that the Announcement Board and the Adventurer's Guild Board are both VERY important. Tell them they should add the Main Guild Board to their list. **Take time here to make sure they have read the post GUILD RULES/POLICIES Point out the post MAIL-IN TEST as well. Have them follow you north. ~~This is the Spell Room. Tell them to be certain they have looked at ALL the spells in their Tome before suggesting a new spell idea. Have them follow you south and then west. ~~This is the Spatial Rip. Tell them this is where we store and borrow equipment. Stress that use of the Rip is a PRIVILEGE and anyone using it must be responsible. Tell them to look at the pillar and look at the sign. Tell them that after they Borrow an item they have to GET it, and then wield or equip it. If it is too powerful for them to use they should store it back. Have them follow you east and then south. ~~This is the Mage Library of Arcane Lore. Make sure they understand this is different than the Sable Library. It is also called the Lore Room. This is where we sleep, research, conjure, socialize, read bios of our fellow Magi and where apprentices report to during an invasion or attack upon the city. Have them follow you west. ~~This is the Registry Room. Tell to look at the sign. Tell them the next section of the tour will cover their tomes. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TOME ~ The steps to casting spells. 1. find an open area and try to cast the spell 2. if the spell does not cast, research it at the library 3. if the spell requires a special process, go find it 4. go back to step 1 ~ After you learn a spell you will find that some require components. Have them look at the Conjure spell (mspell conjure). Then have them look at mspell components. ~ For a list of all your spells (mspell) ~ For a list of all the schools you can learn (spells) ~ To see all the mages who are awake (mage) ~ If they are having any trouble using or reading their tome now is the time to ask for help. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- *Now tell them this completes their tour and ask them to look at help mtitle and to chose a title for themselves. Tell them to mail in the answers to their test (MAIL-IN TEST that is posted on the board) as soon as they can to Eberon. If they have never used the post office make sure they read and understand help mail. Announce on Mage Channel that they have completed their tour so we can make a fuss over them and wish them luck on the test!! =) Thank you for taking the time to tour a newcomer. Your work is appreciated. MAKE CERTAIN TO MAIL MARA WITH THE NAME OF THE PERSON YOU TOURED so we can keep records and watch for the tests to come in. *+*+~~Lady Yrizaria of Starstorm~~+*+*

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