******************************** 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
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abjuration: 6 alteration: 6 conjuration: 6
divination: 6 enchantment: 6 illusion: 6
invocation: 6 necromancy: 3
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attack: 6 defense: 6 blunt weapons: 6
cutting weapons: 6 missile weapons: 2 offhand weapons: 6
thrusting weapons: 6
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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