The arcane arts

Spells

Every spell of the realm: what it does, its mana, and the level at which each class learns it. In the game, practise them with a trainer and put them in your shortcut squares.

144 spells.

acid blast

30 mana · on a foe

  • mage 38
  • cleric 42
  • thief 47
  • warrior 52
  • psionicist 54
  • necromancer 45
  • druid 42
  • monk 54
  • archmage 36
  • priest 40
  • assassin 46
  • knight 50
  • mystic 54
  • warlock 38
  • ranger 41
  • samurai 52
Syntax: cast 'acid blast' <victim>
Syntax: cast 'burning hands' <victim>
Syntax: cast 'colour spray' <victim>
Syntax: cast 'fireball' <victim>
Syntax: cast 'lightning bolt' <victim>
Syntax: cast 'magic missile' <victim>
Syntax: cast 'shocking grasp' <victim>
 
These spells inflict damage on the victim. The higher-level spells do
more damage.

acid breath

75 mana · on a foe

  • mage 83
  • psionicist 81
  • necromancer 50
  • druid 80
  • archmage 78
  • mystic 81
  • warlock 45
  • ranger 70
Syntax: cast 'acid breath' <victim>
Syntax: cast 'fire breath' <victim>
Syntax: cast 'frost breath' <victim>
Syntax: cast 'gas breath'
Syntax: cast 'lightning breath' <victim>
 
These spells are for the use of dragons. Acid, fire, frost, lightning
And, gas damages every PC in the room. Fire and
frost can break objects, and acid can damage armor.
 
High level mages may learn and cast these spells as well.

alternate dimension

100 mana · on a foe

  • archmage 88
  • mystic 46
Swaps your hit points with your victim's, as if you had stepped into each other's place. It fails on those more than eight levels above you, and those firmly rooted in reality may resist.

animate dead

50 mana · on an object

  • necromancer 30
  • warlock 25
Syntax: cast 'animate dead' <corpse>
 
This necromancer-only spell allows the caster to create an animated zombie out
of a dead corpse. The caster must have the corpse in his inventory when casting.
The zombie's power is based on the level of the creature whose corpse you try
to animate.

armor

5 mana · on yourself or a friend

  • mage 7
  • cleric 2
  • thief 10
  • warrior 15
  • psionicist 4
  • necromancer 9
  • druid 5
  • monk 3
  • archmage 5
  • priest 1
  • assassin 9
  • knight 13
  • mystic 8
  • warlock 4
  • ranger 4
Syntax: cast armor <character>
 
This spell decreases (improves) the armor class of the target character
by 20 points.

avalons protection

50 mana · on yourself or a friend

Not learned by levelling: no class gains it on its way up.

    A blessing of the old clan of Avalon: a large bonus to hit and to damage for a while. It only works on adventurers up to level 50.

    bark skin

    60 mana · on yourself or a friend

    • druid 54
    • ranger 51
    Syntax: cast 'bark skin' <target>
     
    Caster transforms target's skin into bark, making them harder to
    damage.

    bless

    15 mana · on yourself or a friend

    • mage 15
    • cleric 1
    • thief 30
    • warrior 35
    • psionicist 17
    • necromancer 20
    • druid 15
    • monk 5
    • archmage 12
    • priest 1
    • assassin 25
    • knight 30
    • mystic 12
    • warlock 14
    • ranger 13
    • samurai 10
    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).

    blindness

    25 mana · on a foe

    • mage 12
    • cleric 15
    • thief 23
    • warrior 25
    • psionicist 14
    • necromancer 10
    • druid 15
    • monk 15
    • archmage 12
    • priest 10
    • assassin 20
    • knight 23
    • mystic 12
    • warlock 12
    • ranger 14
    • samurai 18
    Syntax: cast blindness <victim>
     
    This spell renders the target character blind.

    brand

    100 mana · on an object

    • mage 65
    • archmage 58
    Syntax: cast 'brand' <object>
     
    Target object gains a special weapon flag, such as firebrand or frostbrand.

    burning hands

    15 mana · on a foe

    • mage 7
    • cleric 11
    • thief 12
    • warrior 15
    • psionicist 10
    • necromancer 5
    • druid 12
    • monk 13
    • archmage 5
    • priest 9
    • assassin 10
    • knight 13
    • mystic 10
    • warlock 6
    • ranger 11
    • samurai 12
    Syntax: cast 'acid blast' <victim>
    Syntax: cast 'burning hands' <victim>
    Syntax: cast 'colour spray' <victim>
    Syntax: cast 'fireball' <victim>
    Syntax: cast 'lightning bolt' <victim>
    Syntax: cast 'magic missile' <victim>
    Syntax: cast 'shocking grasp' <victim>
     
    These spells inflict damage on the victim. The higher-level spells do
    more damage.

    call demon

    150 mana

    • necromancer 86
    • warlock 78
    Summons a demon from the pits to fight at your side.

    call lightning

    15 mana

    • mage 31
    • cleric 21
    • thief 33
    • warrior 35
    • psionicist 25
    • necromancer 23
    • druid 22
    • monk 33
    • archmage 28
    • priest 19
    • assassin 31
    • knight 32
    • mystic 23
    • warlock 21
    • ranger 20
    • samurai 31
    Syntax: cast 'call lightning'
     
    This spell works only out of doors, and only when the weather is bad.
    It calls down lightning bolts from Gods.

    call servant

    150 mana

    • cleric 73
    • priest 68
    Syntax: cast 'call servant'
     
    Summons a holy (or unholy) servant that obeys the caster.

    calm

    20 mana

    • mage 30
    • cleric 16
    • thief 40
    • warrior 45
    • psionicist 20
    • necromancer 35
    • druid 18
    • monk 17
    • archmage 27
    • priest 14
    • assassin 35
    • knight 40
    • mystic 17
    • warlock 30
    • ranger 15
    • samurai 15
    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 violence
    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.

    cancellation

    50 mana · on yourself or a friend

    • mage 18
    • cleric 22
    • thief 32
    • warrior 35
    • psionicist 21
    • necromancer 23
    • druid 20
    • monk 24
    • archmage 16
    • priest 20
    • assassin 29
    • knight 31
    • mystic 19
    • warlock 19
    • ranger 23
    • samurai 21
    Syntax: cast 'dispel magic' <character>
    cast 'cancellation' <characte>
     
    Both of these spells remove magical effects from the target. Dispel magic
    has a reduced chance of working, and is considering an attack spell.
    Cancellation can only be used on allies, but is much more effective 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.

    cause critical

    20 mana · on a foe

    • mage 21
    • cleric 15
    • thief 24
    • warrior 27
    • psionicist 22
    • necromancer 17
    • druid 18
    • monk 19
    • archmage 18
    • priest 13
    • assassin 23
    • knight 25
    • mystic 20
    • warlock 15
    • ranger 18
    • samurai 21
    Syntax: cast 'cause light' <victim>
    Syntax: cast 'cause serious' <victim>
    Syntax: cast 'cause critical' <victim>
    Syntax: cast harm <victim>
     
    These spells inflict damage on the victim. The higher-level spells do
    more damage.

    cause discord

    40 mana · on a foe

    • mage 39
    • cleric 41
    • thief 44
    • warrior 48
    • psionicist 40
    • necromancer 38
    • druid 42
    • monk 44
    • archmage 37
    • priest 39
    • assassin 42
    • knight 46
    • mystic 38
    • warlock 36
    • ranger 40
    • samurai 46
    Spreads strife in a group of enemies: its members may turn on their own leader.

    cause light

    15 mana · on a foe

    • mage 3
    • cleric 1
    • thief 4
    • warrior 5
    • psionicist 2
    • necromancer 1
    • druid 2
    • monk 3
    • archmage 2
    • priest 1
    • assassin 3
    • knight 4
    • mystic 1
    • warlock 1
    • ranger 1
    • samurai 2
    Syntax: cast 'cause light' <victim>
    Syntax: cast 'cause serious' <victim>
    Syntax: cast 'cause critical' <victim>
    Syntax: cast harm <victim>
     
    These spells inflict damage on the victim. The higher-level spells do
    more damage.

    cause serious

    17 mana · on a foe

    • mage 8
    • cleric 6
    • thief 12
    • warrior 14
    • psionicist 8
    • necromancer 6
    • druid 8
    • monk 8
    • archmage 7
    • priest 5
    • assassin 10
    • knight 12
    • mystic 7
    • warlock 5
    • ranger 7
    • samurai 7
    Syntax: cast 'cause light' <victim>
    Syntax: cast 'cause serious' <victim>
    Syntax: cast 'cause critical' <victim>
    Syntax: cast harm <victim>
     
    These spells inflict damage on the victim. The higher-level spells do
    more damage.

    chain lightning

    25 mana · on a foe

    • mage 33
    • cleric 37
    • thief 44
    • warrior 48
    • psionicist 66
    • necromancer 63
    • druid 34
    • monk 38
    • archmage 31
    • priest 35
    • assassin 42
    • knight 46
    • mystic 66
    • warlock 58
    • ranger 32
    • samurai 36
    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.

    change sex

    15 mana · on yourself or a friend

    • mage 25
    • cleric 25
    • thief 35
    • warrior 35
    • psionicist 25
    • necromancer 25
    • druid 25
    • monk 30
    • archmage 20
    • priest 20
    • assassin 30
    • knight 30
    • mystic 20
    • warlock 20
    • ranger 20
    • samurai 25
    Changes the sex of the target for a while.

    charm person

    5 mana · on a foe

    • mage 27
    • cleric 28
    • thief 46
    • warrior 35
    • psionicist 26
    • necromancer 29
    • druid 27
    • monk 31
    • archmage 24
    • priest 25
    • assassin 45
    • knight 33
    • mystic 26
    • warlock 27
    • ranger 25
    • samurai 32
    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.

    chill touch

    15 mana · on a foe

    • mage 5
    • cleric 7
    • thief 9
    • warrior 10
    • psionicist 6
    • necromancer 3
    • druid 6
    • monk 8
    • archmage 4
    • priest 6
    • assassin 8
    • knight 9
    • mystic 6
    • warlock 2
    • ranger 5
    • samurai 9
    Syntax: cast 'chill touch' <victim>
     
    This spell inflicts damage on the victim and also reduces the victim's
    strength by one.

    colour spray

    15 mana · on a foe

    • mage 18
    • cleric 21
    • thief 24
    • warrior 25
    • psionicist 26
    • necromancer 26
    • druid 19
    • monk 21
    • archmage 16
    • priest 19
    • assassin 22
    • knight 23
    • mystic 26
    • warlock 24
    • ranger 17
    • samurai 23
    Syntax: cast 'acid blast' <victim>
    Syntax: cast 'burning hands' <victim>
    Syntax: cast 'colour spray' <victim>
    Syntax: cast 'fireball' <victim>
    Syntax: cast 'lightning bolt' <victim>
    Syntax: cast 'magic missile' <victim>
    Syntax: cast 'shocking grasp' <victim>
     
    These spells inflict damage on the victim. The higher-level spells do
    more damage.

    continual light

    7 mana

    • mage 6
    • cleric 4
    • thief 12
    • warrior 15
    • psionicist 5
    • necromancer 8
    • druid 6
    • monk 10
    • archmage 5
    • priest 3
    • assassin 11
    • knight 14
    • mystic 4
    • warlock 6
    • ranger 4
    • samurai 10
    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.

    control weather

    25 mana

    • mage 15
    • cleric 19
    • thief 22
    • warrior 24
    • psionicist 15
    • necromancer 18
    • druid 13
    • monk 20
    • archmage 13
    • priest 17
    • assassin 20
    • knight 22
    • mystic 13
    • warlock 15
    • ranger 11
    • samurai 22
    Syntax: cast 'control weather' better
    Syntax: cast 'control weather' worse
     
    This spell makes the weather either better or worse.

    create food

    5 mana

    • mage 10
    • cleric 5
    • thief 12
    • warrior 15
    • psionicist 11
    • necromancer 12
    • druid 7
    • monk 10
    • archmage 8
    • priest 4
    • assassin 10
    • knight 13
    • mystic 9
    • warlock 10
    • ranger 5
    • samurai 12
    Syntax: cast 'create food'
     
    Those who are adept at spells of creation can make the simplest of necessities.
    This spell creates a Magic Mushroom, which you or anyone else can eat.

    create golem

    200 mana

    • mystic 74
    • warlock 58
    Gathers stone and clay and raises a mighty golem that follows you and fights for you. One golem at a time.

    create rose

    5 mana

    • mage 11
    • cleric 11
    • thief 11
    • warrior 11
    • psionicist 11
    • necromancer 11
    • druid 11
    • monk 11
    • archmage 11
    • priest 11
    • assassin 11
    • knight 11
    • mystic 11
    • warlock 11
    • ranger 11
    • samurai 11
    Syntax: cast 'create rose'
     
    A romantic spell that creates a fragrant red rose, with utterly no game
    use whatsoever.

    create spring

    10 mana

    • mage 17
    • cleric 12
    • thief 21
    • warrior 24
    • psionicist 18
    • necromancer 20
    • druid 11
    • monk 20
    • archmage 15
    • priest 10
    • assassin 19
    • knight 22
    • mystic 16
    • warlock 18
    • ranger 9
    • samurai 22
    Syntax: cast 'create spring'
     
    This spell brings forth a magical spring from the ground, which has the
    same properties as a fountain.

    create water

    5 mana · on an object

    • mage 8
    • cleric 3
    • thief 11
    • warrior 13
    • psionicist 9
    • necromancer 11
    • druid 4
    • monk 10
    • archmage 6
    • priest 2
    • assassin 9
    • knight 11
    • mystic 7
    • warlock 9
    • ranger 3
    • samurai 13
    Syntax: cast 'create water' <drink-container>
     
    Most basic of nature, it's almost impossible to survive without, unless you are in mud, of course
    This spell replenishes a drink container with water.

    crush

    25 mana

    • mystic 45
    A psychic spell against another player: needs a body part of the victim.

    cure blindness

    5 mana · on yourself or a friend

    • mage 15
    • cleric 6
    • thief 20
    • warrior 20
    • psionicist 17
    • necromancer 20
    • druid 9
    • monk 12
    • archmage 14
    • priest 4
    • assassin 18
    • knight 18
    • mystic 15
    • warlock 18
    • ranger 6
    • samurai 16
    Syntax: cast 'cure blindness' <character>
     
    This spell cures blindness in one so unfortunate.

    cure critical

    20 mana · on yourself or a friend

    • mage 24
    • cleric 17
    • thief 31
    • warrior 35
    • psionicist 19
    • necromancer 21
    • druid 18
    • monk 20
    • archmage 22
    • priest 15
    • assassin 29
    • knight 32
    • mystic 17
    • warlock 18
    • ranger 15
    • samurai 23
    Syntax: cast 'cure light' <character>
    Syntax: cast 'cure serious' <character>
    Syntax: cast 'cure critical' <character>
    Syntax: cast 'heal' <character>
     
    These spells cure damage on the target character. The higher-level spells
    heal more damage.
     
    (see 'help healer' for details on the heal command)

    cure disease

    20 mana · on yourself or a friend

    • mage 25
    • cleric 13
    • thief 28
    • warrior 28
    • psionicist 26
    • necromancer 27
    • druid 16
    • monk 18
    • archmage 22
    • priest 10
    • assassin 25
    • knight 25
    • mystic 23
    • warlock 24
    • ranger 13
    • samurai 21
    Cures the plague and other diseases.

    cure light

    10 mana · on yourself or a friend

    • mage 7
    • cleric 1
    • thief 10
    • warrior 12
    • psionicist 3
    • necromancer 5
    • druid 2
    • monk 3
    • archmage 5
    • priest 1
    • assassin 8
    • knight 10
    • mystic 2
    • warlock 3
    • ranger 1
    • samurai 5
    Syntax: cast 'cure light' <character>
    Syntax: cast 'cure serious' <character>
    Syntax: cast 'cure critical' <character>
    Syntax: cast 'heal' <character>
     
    These spells cure damage on the target character. The higher-level spells
    heal more damage.
     
    (see 'help healer' for details on the heal command)

    cure poison

    5 mana · on yourself or a friend

    • mage 18
    • cleric 14
    • thief 21
    • warrior 24
    • psionicist 19
    • necromancer 20
    • druid 15
    • monk 16
    • archmage 16
    • priest 12
    • assassin 19
    • knight 22
    • mystic 17
    • warlock 18
    • ranger 13
    • samurai 18
    Syntax: cast 'cure poison' <character>
     
    This spell cures poison in one so unfortunate.

    cure serious

    15 mana · on yourself or a friend

    • mage 15
    • cleric 8
    • thief 21
    • warrior 23
    • psionicist 16
    • necromancer 17
    • druid 12
    • monk 14
    • archmage 13
    • priest 6
    • assassin 19
    • knight 21
    • mystic 14
    • warlock 13
    • ranger 11
    • samurai 15
    Syntax: cast 'cure light' <character>
    Syntax: cast 'cure serious' <character>
    Syntax: cast 'cure critical' <character>
    Syntax: cast 'heal' <character>
     
    These spells cure damage on the target character. The higher-level spells
    heal more damage.
     
    (see 'help healer' for details on the heal command)

    curse

    20 mana · on a foe

    • mage 23
    • cleric 18
    • thief 25
    • warrior 25
    • psionicist 24
    • necromancer 7
    • druid 19
    • monk 23
    • archmage 21
    • priest 16
    • assassin 23
    • knight 23
    • mystic 22
    • warlock 4
    • ranger 17
    • samurai 25
    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.

    dark ritual

    100 mana · on an object

    • mage 1
    • cleric 1
    • thief 1
    • warrior 1
    • psionicist 1
    • necromancer 1
    • druid 1
    • monk 1
    • archmage 1
    • priest 1
    • assassin 1
    • knight 1
    • mystic 1
    • warlock 1
    • ranger 1
    • samurai 1
    A dark enchantment of a weapon you carry: it may glow blood red with new power, or shatter.

    demonfire

    50 mana · on a foe

    • mage 90
    • cleric 85
    • thief 90
    • warrior 90
    • psionicist 90
    • necromancer 90
    • druid 90
    • monk 90
    • archmage 90
    • priest 75
    • assassin 90
    • knight 90
    • mystic 90
    • warlock 90
    • ranger 90
    • samurai 90
    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.

    detect evil

    5 mana · on yourself

    • mage 8
    • cleric 4
    • thief 10
    • warrior 15
    • psionicist 8
    • necromancer 5
    • druid 5
    • monk 9
    • archmage 6
    • priest 3
    • assassin 9
    • knight 14
    • mystic 6
    • warlock 3
    • ranger 3
    • samurai 11
    Syntax: cast 'detect evil'
     
    This spell enables the caster to detect evil characters, which will
    reveal a characteristic red aura.

    detect good

    5 mana · on yourself

    • mage 8
    • cleric 4
    • thief 10
    • warrior 15
    • psionicist 8
    • necromancer 5
    • druid 5
    • monk 9
    • archmage 6
    • priest 3
    • assassin 9
    • knight 14
    • mystic 6
    • warlock 3
    • ranger 3
    • samurai 11
    Syntax: cast 'detect good'
     
    This spell enables the caster to detect good characters, which will
    reveal a characteristic golden aura.

    detect hidden

    5 mana · on yourself

    • mage 11
    • cleric 8
    • thief 16
    • warrior 22
    • psionicist 12
    • necromancer 17
    • druid 12
    • monk 13
    • archmage 9
    • priest 7
    • assassin 14
    • knight 20
    • mystic 10
    • warlock 15
    • ranger 10
    • samurai 15
    Syntax: cast 'detect hidden'
     
    This spell enables the caster to detect hidden creatures.

    detect invis

    5 mana · on yourself

    • mage 3
    • cleric 8
    • thief 18
    • warrior 23
    • psionicist 4
    • necromancer 4
    • druid 5
    • monk 6
    • archmage 2
    • priest 6
    • assassin 16
    • knight 20
    • mystic 3
    • warlock 3
    • ranger 4
    • samurai 9
    Syntax: cast 'detect invis'
     
    This spell enables the caster to detect invisible objects and characters.

    detect magic

    5 mana · on yourself

    • mage 2
    • cleric 6
    • thief 14
    • warrior 25
    • psionicist 4
    • necromancer 5
    • druid 5
    • monk 8
    • archmage 1
    • priest 5
    • assassin 13
    • knight 23
    • mystic 2
    • warlock 3
    • ranger 3
    • samurai 9
    Syntax: cast 'detect magic'
     
    This spell enables the caster to detect magical objects.

    detect poison

    5 mana · on an object

    • mage 10
    • cleric 7
    • thief 13
    • warrior 21
    • psionicist 13
    • necromancer 13
    • druid 9
    • monk 12
    • archmage 9
    • priest 6
    • assassin 12
    • knight 20
    • mystic 12
    • warlock 12
    • ranger 8
    • samurai 14
    Syntax: cast 'detect poison' <object>
     
    This spell detects the presence of poison in food or drink.

    detect weakness

    10 mana · on yourself or a friend

    • archmage 46
    Studies a foe and tells you which kinds of damage hurt it most. The cleverer you are, the more you learn.

    disjunction

    300 mana

    Not learned by levelling: no class gains it on its way up.

      This spell creates a force in the room that causes magic to behave with
      random results. Spells can be extremely powerful and effective one round
      and the next be completely ineffective. They can also cause more or less
      'casts' of a spell.

      dispel evil

      15 mana · on a foe

      • mage 16
      • cleric 12
      • thief 21
      • warrior 22
      • psionicist 19
      • necromancer 20
      • druid 15
      • monk 18
      • archmage 14
      • priest 10
      • assassin 19
      • knight 20
      • mystic 17
      • warlock 18
      • ranger 13
      • samurai 20
      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.

      dispel good

      15 mana · on a foe

      • mage 16
      • cleric 17
      • thief 21
      • warrior 22
      • psionicist 19
      • necromancer 15
      • druid 21
      • monk 20
      • archmage 14
      • priest 15
      • assassin 19
      • knight 20
      • mystic 17
      • warlock 13
      • ranger 19
      • samurai 24
      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.

      dispel magic

      15 mana · on a foe

      • mage 16
      • cleric 24
      • thief 24
      • warrior 24
      • psionicist 26
      • necromancer 18
      • druid 21
      • monk 28
      • archmage 14
      • priest 22
      • assassin 22
      • knight 22
      • mystic 24
      • warlock 16
      • ranger 19
      • samurai 31
      Syntax: cast 'dispel magic' <character>
      cast 'cancellation' <characte>
       
      Both of these spells remove magical effects from the target. Dispel magic
      has a reduced chance of working, and is considering an attack spell.
      Cancellation can only be used on allies, but is much more effective 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.

      divine favor

      60 mana · on yourself or a friend

      • priest 70
      Your god fills the target with holy wrath: a bonus to hit and to damage that grows with your level.

      divine intervention

      200 mana · on yourself or a friend

      • priest 93
      A halo protects the target: your god watches over them for a while.

      divine power

      300 mana

      • priest 84
      A word of divine power: it strikes down your foes in the room and strengthens your friends, at a cost to yourself.

      earthquake

      15 mana

      • mage 10
      • cleric 10
      • thief 11
      • warrior 11
      • psionicist 13
      • necromancer 11
      • druid 8
      • monk 15
      • archmage 9
      • priest 9
      • assassin 10
      • knight 10
      • mystic 12
      • warlock 10
      • ranger 7
      • samurai 18
      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!

      empower armor

      150 mana · on an object

      • archmage 99
      • mystic 95
      A powerful enchantment of a piece of armor you carry. It may also fail, or destroy the armor.

      empower weapon

      150 mana · on an object

      • druid 96
      • archmage 99
      • mystic 98
      • warlock 77
      A powerful enchantment of a weapon you carry. It may also fail, or destroy the weapon.

      enchant armor

      100 mana · on an object

      • mage 75
      • cleric 46
      • thief 54
      • warrior 60
      • psionicist 40
      • necromancer 37
      • druid 60
      • monk 56
      • archmage 68
      • priest 43
      • assassin 51
      • knight 57
      • mystic 37
      • warlock 34
      • ranger 68
      • samurai 59
      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 successful enchant increases the plus of the armor by 1 or 2
      points, and raises its level by one.

      enchant weapon

      100 mana · on an object

      • mage 78
      • cleric 55
      • thief 62
      • warrior 67
      • psionicist 51
      • necromancer 49
      • druid 63
      • monk 71
      • archmage 72
      • priest 52
      • assassin 58
      • knight 62
      • mystic 47
      • warlock 45
      • ranger 72
      • samurai 74
      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.

      energy drain

      35 mana · on a foe

      • mage 23
      • cleric 27
      • thief 31
      • warrior 33
      • psionicist 17
      • necromancer 21
      • druid 25
      • monk 32
      • archmage 21
      • priest 25
      • assassin 29
      • knight 31
      • mystic 15
      • warlock 19
      • ranger 23
      • samurai 34
      Syntax: cast 'energy drain' <victim>
       
      This spell saps the experience points, mana, and movement points of its
      target.

      energy syphon

      30 mana · on a foe

      • warlock 43
      Draws the energy out of your victim, for heavy damage.

      essence

      200 mana · on yourself or a friend

      • cleric 68
      • priest 64
      Syntax: cast 'essence' <target>
       
      Powerful healing spell.

      faerie fire

      5 mana · on a foe

      • mage 8
      • cleric 4
      • thief 11
      • warrior 16
      • psionicist 5
      • necromancer 12
      • druid 6
      • monk 4
      • archmage 6
      • priest 2
      • assassin 9
      • knight 13
      • mystic 3
      • warlock 10
      • ranger 4
      • samurai 6
      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.

      faerie fog

      12 mana

      • mage 17
      • cleric 25
      • thief 30
      • warrior 33
      • psionicist 22
      • necromancer 24
      • druid 15
      • monk 21
      • archmage 15
      • priest 23
      • assassin 28
      • knight 30
      • mystic 20
      • warlock 21
      • ranger 13
      • samurai 19
      Syntax: cast 'faerie fog'
       
      This spell reveals all manner of invisible, hidden, and sneaking creatures in
      the same room as you.

      farsight

      36 mana

      • mage 10
      • cleric 10
      • thief 10
      • warrior 10
      • psionicist 10
      • necromancer 10
      • druid 10
      • monk 10
      • archmage 10
      • priest 10
      • assassin 10
      • knight 10
      • mystic 10
      • warlock 10
      • ranger 10
      • samurai 10
      Syntax: cast 'farsight'
      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.

      fire breath

      90 mana · on a foe

      • mage 74
      • psionicist 72
      • necromancer 78
      • druid 70
      • archmage 70
      • mystic 72
      • warlock 73
      • ranger 60
      Syntax: cast 'acid breath' <victim>
      Syntax: cast 'fire breath' <victim>
      Syntax: cast 'frost breath' <victim>
      Syntax: cast 'gas breath'
      Syntax: cast 'lightning breath' <victim>
       
      These spells are for the use of dragons. Acid, fire, frost, lightning
      And, gas damages every PC in the room. Fire and
      frost can break objects, and acid can damage armor.
       
      High level mages may learn and cast these spells as well.

      fireball

      15 mana · on a foe

      • mage 24
      • cleric 29
      • thief 30
      • warrior 32
      • psionicist 34
      • necromancer 37
      • druid 26
      • monk 30
      • archmage 20
      • priest 27
      • assassin 27
      • knight 30
      • mystic 34
      • warlock 33
      • ranger 23
      • samurai 32
      Syntax: cast 'acid blast' <victim>
      Syntax: cast 'burning hands' <victim>
      Syntax: cast 'colour spray' <victim>
      Syntax: cast 'fireball' <victim>
      Syntax: cast 'lightning bolt' <victim>
      Syntax: cast 'magic missile' <victim>
      Syntax: cast 'shocking grasp' <victim>
       
      These spells inflict damage on the victim. The higher-level spells do
      more damage.

      fireproof

      10 mana · on an object

      • mage 15
      • cleric 18
      • thief 21
      • warrior 25
      • psionicist 17
      • necromancer 19
      • druid 15
      • monk 20
      • archmage 13
      • priest 15
      • assassin 19
      • knight 23
      • mystic 15
      • warlock 17
      • ranger 13
      • samurai 22
      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.

      fireshield

      25 mana · on yourself or a friend

      • warlock 36
      A red shield of flames surrounds the target: better armor, and those who strike them get burned.

      fissure

      200 mana

      • druid 67
      • ranger 78
      Syntax: cast 'fissure'
       
      Caster creates a huge hole in the ground damaging all unfriendly
      targets in the room

      flamestrike

      20 mana · on a foe

      • mage 45
      • cleric 45
      • thief 33
      • warrior 34
      • psionicist 30
      • necromancer 25
      • druid 26
      • monk 31
      • archmage 25
      • priest 38
      • assassin 31
      • knight 32
      • mystic 28
      • warlock 23
      • ranger 24
      • samurai 33
      Syntax: cast 'flamestrike' <victim>
       
      This spell inflicts damage on the victim.

      floating disc

      40 mana

      • mage 7
      • cleric 10
      • thief 12
      • warrior 14
      • psionicist 12
      • necromancer 12
      • druid 12
      • monk 10
      • archmage 6
      • priest 9
      • assassin 11
      • knight 13
      • mystic 11
      • warlock 11
      • ranger 11
      • samurai 9
      Syntax: cast 'floating disc'
       
      This useful spell creates a floating field of force which follows the caser
      around, allowing him or her to pile treasure high with no fear of weight
      penalties. It lasts no more than twice the casters 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.

      fly

      10 mana · on yourself or a friend

      • mage 14
      • cleric 18
      • thief 22
      • warrior 25
      • psionicist 12
      • necromancer 17
      • druid 16
      • monk 21
      • archmage 12
      • priest 16
      • assassin 20
      • knight 23
      • mystic 10
      • warlock 15
      • ranger 14
      • samurai 19
      Syntax: cast 'fly' <character>
       
      This spell enables the target character to fly.

      frenzy

      30 mana · on yourself or a friend

      • mage 71
      • cleric 63
      • thief 49
      • warrior 52
      • psionicist 37
      • necromancer 35
      • druid 35
      • monk 55
      • archmage 40
      • priest 34
      • assassin 47
      • knight 67
      • mystic 34
      • warlock 32
      • ranger 74
      • samurai 57
      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 (see 'help calm'), and may only be used on those of the caster's
      alignment.

      frost breath

      80 mana · on a foe

      • mage 68
      • psionicist 67
      • necromancer 61
      • druid 66
      • archmage 65
      • mystic 67
      • warlock 55
      • ranger 56
      Syntax: cast 'acid breath' <victim>
      Syntax: cast 'fire breath' <victim>
      Syntax: cast 'frost breath' <victim>
      Syntax: cast 'gas breath'
      Syntax: cast 'lightning breath' <victim>
       
      These spells are for the use of dragons. Acid, fire, frost, lightning
      And, gas damages every PC in the room. Fire and
      frost can break objects, and acid can damage armor.
       
      High level mages may learn and cast these spells as well.

      gas breath

      70 mana

      • mage 61
      • psionicist 62
      • necromancer 69
      • druid 69
      • archmage 56
      • mystic 62
      • warlock 64
      • ranger 59
      Syntax: cast 'acid breath' <victim>
      Syntax: cast 'fire breath' <victim>
      Syntax: cast 'frost breath' <victim>
      Syntax: cast 'gas breath'
      Syntax: cast 'lightning breath' <victim>
       
      These spells are for the use of dragons. Acid, fire, frost, lightning
      And, gas damages every PC in the room. Fire and
      frost can break objects, and acid can damage armor.
       
      High level mages may learn and cast these spells as well.

      gate

      80 mana

      • mage 50
      • cleric 50
      • thief 60
      • warrior 60
      • psionicist 50
      • necromancer 50
      • druid 50
      • monk 55
      • archmage 45
      • priest 45
      • assassin 55
      • knight 60
      • mystic 50
      • warlock 45
      • ranger 55
      • samurai 50
      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 in player who has no summon set. Clan members
      may not be gated to except by their fellow Clan members.
       
      RELATED: PORTAL NEXUS

      giant strength

      20 mana · on yourself or a friend

      • mage 15
      • cleric 19
      • thief 20
      • warrior 18
      • psionicist 16
      • necromancer 17
      • druid 18
      • monk 18
      • archmage 13
      • priest 17
      • assassin 18
      • knight 16
      • mystic 14
      • warlock 15
      • ranger 16
      • samurai 16
      Syntax: cast 'giant strength' <character>
       
      This spell increases the strength of the target character.

      guardian spirit

      150 mana

      • knight 67
      Calls a ghostly guardian that follows you and fights for you. One guardian at a time.

      hallucination

      30 mana · on a foe

      • mystic 52
      Fills the victim's eyes with wild colours: confused, they lose some intelligence for a while.

      harm

      35 mana · on a foe

      • mage 33
      • cleric 25
      • thief 37
      • warrior 37
      • psionicist 29
      • necromancer 27
      • druid 28
      • monk 29
      • archmage 31
      • priest 23
      • assassin 35
      • knight 35
      • mystic 27
      • warlock 25
      • ranger 26
      • samurai 31
      Syntax: cast 'cause light' <victim>
      Syntax: cast 'cause serious' <victim>
      Syntax: cast 'cause critical' <victim>
      Syntax: cast harm <victim>
       
      These spells inflict damage on the victim. The higher-level spells do
      more damage.

      haste

      30 mana · on yourself or a friend

      • mage 48
      • cleric 41
      • thief 28
      • warrior 34
      • psionicist 43
      • necromancer 42
      • druid 29
      • monk 25
      • archmage 19
      • priest 42
      • assassin 25
      • knight 32
      • mystic 43
      • warlock 35
      • ranger 40
      • samurai 28
      Syntax: cast 'haste' <target>
       
      The haste spell increases the speed and agility of the recipient, allowing
      an extra attack (or even a backstab or lunge) 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. (see 'help slow').

      heal

      50 mana · on yourself or a friend

      • mage 54
      • cleric 45
      • thief 51
      • warrior 52
      • psionicist 39
      • necromancer 41
      • druid 39
      • monk 44
      • archmage 41
      • priest 50
      • assassin 49
      • knight 50
      • mystic 37
      • warlock 39
      • ranger 38
      • samurai 46
      Syntax: cast 'cure light' <character>
      Syntax: cast 'cure serious' <character>
      Syntax: cast 'cure critical' <character>
      Syntax: cast 'heal' <character>
       
      These spells cure damage on the target character. The higher-level spells
      heal more damage.
       
      (see 'help healer' for details on the heal command)

      heat metal

      25 mana · on a foe

      • mage 60
      • cleric 60
      • thief 25
      • warrior 31
      • psionicist 12
      • necromancer 17
      • druid 12
      • monk 14
      • archmage 14
      • priest 56
      • assassin 29
      • knight 10
      • mystic 15
      • warlock 10
      • ranger 16
      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.

      hellfire

      200 mana · on a foe

      • warlock 90
      Calls the demons of Hell upon your victim, for heavy fire damage.

      hold person

      30 mana · on a foe

      • archmage 57
      • warlock 73
      Holds a player in place. It only works on players who chose to fight other players (PK), and fails one time in three.

      holy word

      200 mana

      • mage 56
      • cleric 42
      • thief 61
      • warrior 63
      • psionicist 59
      • necromancer 48
      • druid 45
      • monk 50
      • archmage 52
      • priest 39
      • assassin 58
      • knight 60
      • mystic 56
      • warlock 45
      • ranger 42
      • samurai 55
      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.

      ice storm

      200 mana · on a foe

      • mage 98
      • archmage 95
      A storm of ice falls on everyone you fight in the room.

      identify

      12 mana · on an object

      • mage 12
      • cleric 13
      • thief 20
      • warrior 21
      • psionicist 15
      • necromancer 14
      • druid 13
      • monk 17
      • archmage 10
      • priest 11
      • assassin 18
      • knight 19
      • mystic 13
      • warlock 12
      • ranger 11
      • samurai 19
      Syntax: cast identify <object>
       
      This spell reveals information about the object.

      infravision

      5 mana · on yourself or a friend

      • mage 9
      • cleric 13
      • thief 16
      • warrior 19
      • psionicist 12
      • necromancer 10
      • druid 11
      • monk 15
      • archmage 7
      • priest 11
      • assassin 14
      • knight 17
      • mystic 10
      • warlock 8
      • ranger 9
      • samurai 17
      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.

      invisibility

      5 mana · on yourself or a friend

      • mage 11
      • cleric 14
      • thief 21
      • warrior 23
      • psionicist 9
      • necromancer 12
      • druid 13
      • monk 17
      • archmage 9
      • priest 12
      • assassin 19
      • knight 21
      • mystic 7
      • warlock 10
      • ranger 11
      • samurai 19
      Makes the target, or an object, invisible to those who cannot detect it.

      know alignment

      9 mana · on yourself or a friend

      • mage 12
      • cleric 9
      • thief 18
      • warrior 24
      • psionicist 15
      • necromancer 11
      • druid 10
      • monk 10
      • archmage 7
      • priest 16
      • assassin 22
      • knight 13
      • mystic 9
      • warlock 8
      • ranger 12
      Syntax: cast 'know alignment' <character>
       
      This spell reveals the alignment of the target character.

      life drain

      20 mana · on a foe

      • mage 18
      • cleric 23
      • thief 26
      • warrior 29
      • psionicist 20
      • necromancer 22
      • druid 21
      • monk 25
      • archmage 15
      • priest 21
      • assassin 23
      • knight 26
      • mystic 18
      • warlock 18
      • ranger 19
      • samurai 27
      Syntax: cast 'life drain' <target>
       
      This necromancer-only spell drains the life out of target, giving part of
      it back to the caster.

      life stealer

      25 mana · on yourself or a friend

      • necromancer 65
      • warlock 62
      Syntax: cast 'life stealer' <target>
       
      Target gains the ability to steal life with every hit they do in combat.

      lightning bolt

      15 mana · on a foe

      • mage 16
      • cleric 18
      • thief 24
      • warrior 28
      • psionicist 19
      • necromancer 18
      • druid 15
      • monk 22
      • archmage 12
      • priest 17
      • assassin 22
      • knight 26
      • mystic 19
      • warlock 16
      • ranger 13
      • samurai 24
      Syntax: cast 'acid blast' <victim>
      Syntax: cast 'burning hands' <victim>
      Syntax: cast 'colour spray' <victim>
      Syntax: cast 'fireball' <victim>
      Syntax: cast 'lightning bolt' <victim>
      Syntax: cast 'magic missile' <victim>
      Syntax: cast 'shocking grasp' <victim>
       
      These spells inflict damage on the victim. The higher-level spells do
      more damage.

      lightning breath

      80 mana · on a foe

      • mage 58
      • psionicist 87
      • necromancer 60
      • druid 70
      • archmage 54
      • mystic 58
      • warlock 55
      • ranger 60
      Syntax: cast 'acid breath' <victim>
      Syntax: cast 'fire breath' <victim>
      Syntax: cast 'frost breath' <victim>
      Syntax: cast 'gas breath'
      Syntax: cast 'lightning breath' <victim>
       
      These spells are for the use of dragons. Acid, fire, frost, lightning
      And, gas damages every PC in the room. Fire and
      frost can break objects, and acid can damage armor.
       
      High level mages may learn and cast these spells as well.

      locate object

      20 mana

      • mage 13
      • cleric 17
      • thief 21
      • warrior 22
      • psionicist 12
      • necromancer 15
      • druid 16
      • monk 18
      • archmage 11
      • priest 15
      • assassin 19
      • knight 20
      • mystic 10
      • warlock 13
      • ranger 14
      • samurai 20
      Syntax: cast 'locate object' <name>
       
      This spell reveals the location of all objects with the given name.

      magic drain

      0 mana · on a foe

      • mage 1
      • cleric 1
      • thief 1
      • warrior 1
      • psionicist 1
      • necromancer 1
      • druid 1
      • monk 1
      • archmage 1
      • priest 1
      • assassin 1
      • knight 1
      • mystic 1
      • warlock 1
      • ranger 1
      • samurai 1
      Drains the victim's mana away.

      magic missile

      15 mana · on a foe

      • mage 1
      • cleric 5
      • thief 7
      • warrior 12
      • psionicist 3
      • necromancer 1
      • druid 3
      • monk 7
      • archmage 4
      • priest 6
      • assassin 10
      • knight 2
      • mystic 1
      • warlock 2
      • ranger 10
      Syntax: cast 'acid blast' <victim>
      Syntax: cast 'burning hands' <victim>
      Syntax: cast 'colour spray' <victim>
      Syntax: cast 'fireball' <victim>
      Syntax: cast 'lightning bolt' <victim>
      Syntax: cast 'magic missile' <victim>
      Syntax: cast 'shocking grasp' <victim>
       
      These spells inflict damage on the victim. The higher-level spells do
      more damage.

      mass healing

      100 mana

      • mage 51
      • cleric 44
      • thief 60
      • warrior 61
      • psionicist 53
      • necromancer 52
      • druid 48
      • monk 57
      • archmage 47
      • priest 41
      • assassin 57
      • knight 58
      • mystic 50
      • warlock 49
      • ranger 45
      • samurai 60
      Heals everyone in your group who stands in the room.

      mass invis

      20 mana

      • mage 25
      • cleric 31
      • thief 35
      • warrior 37
      • psionicist 27
      • necromancer 26
      • druid 26
      • monk 29
      • archmage 22
      • priest 28
      • assassin 32
      • knight 34
      • mystic 24
      • warlock 23
      • ranger 23
      • samurai 32
      Syntax: cast 'invisibility' <character>
      Syntax: cast 'invisibility' <object>
      Syntax: cast 'mass invis'
       
      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.
       
      The MASS INVIS spell makes all characters in the caster's group invisible,
      including the caster.

      mental blast

      35 mana · on a foe

      • psionicist 1
      • mystic 1
      Syntax: cast 'mental blast' <target>
       
      This is a psionicist-only spell that does damage based on the caster's
      level.

      mental disruption

      35 mana · on a foe

      • psionicist 43
      • mystic 36
      Disrupts the victim's mind: their movements become clumsy for a short while.

      meteor

      40 mana · on a foe

      • mage 54
      • archmage 48
      Syntax: cast 'meteor' <victim>
       
      This is a powerful mage-only spell.

      nexus

      150 mana

      • mage 80
      • cleric 80
      • thief 95
      • warrior 90
      • psionicist 80
      • necromancer 85
      • druid 80
      • monk 95
      • archmage 75
      • priest 80
      • assassin 90
      • knight 90
      • mystic 80
      • warlock 80
      • ranger 95
      • samurai 90
      Syntax: cast 'nexus' <target>
       
      This spell is virtually identical to portal (see 'help 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...

      pass door

      20 mana · on yourself

      • mage 29
      • cleric 34
      • thief 37
      • warrior 39
      • psionicist 27
      • necromancer 31
      • druid 32
      • monk 36
      • archmage 26
      • priest 31
      • assassin 34
      • knight 36
      • mystic 24
      • warlock 28
      • ranger 29
      • samurai 39
      Syntax: cast 'pass door'
       
      This spell enables the caster to pass through closed doors.

      permanency

      50 mana · on an object

      • warlock 52
      Binds the magic of an object so that it never fades.

      plague

      20 mana · on a foe

      • mage 23
      • cleric 19
      • thief 27
      • warrior 29
      • psionicist 24
      • necromancer 18
      • druid 22
      • monk 26
      • archmage 20
      • priest 17
      • assassin 24
      • knight 26
      • mystic 22
      • warlock 16
      • ranger 20
      • samurai 29
      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.

      planeshift

      100 mana · on yourself or a friend

      • mage 55
      • archmage 49
      Syntax: cast 'planeshift' <target>
       
      Target partially shifts into the astral plane, making them harder to hit.

      poison

      10 mana · on a foe

      • mage 17
      • cleric 12
      • thief 17
      • warrior 26
      • psionicist 21
      • necromancer 18
      • druid 19
      • monk 23
      • archmage 15
      • priest 10
      • assassin 15
      • knight 23
      • mystic 19
      • warlock 16
      • ranger 17
      • samurai 26
      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 envenom ('help envenom'), but with
      drastically reduced effectiveness.

      poke

      15 mana

      • mystic 32
      A psychic spell against another player: needs a body part of the victim.

      portal

      100 mana

      • mage 60
      • cleric 60
      • thief 80
      • warrior 80
      • psionicist 60
      • necromancer 65
      • druid 60
      • monk 75
      • archmage 55
      • priest 60
      • assassin 75
      • knight 80
      • mystic 60
      • warlock 60
      • ranger 75
      • samurai 70
      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...

      prayer

      100 mana · on yourself or a friend

      • priest 54
      You beg your god for healing: it restores hit points.

      protection evil

      5 mana · on yourself

      • mage 12
      • cleric 9
      • thief 17
      • warrior 21
      • psionicist 14
      • necromancer 12
      • druid 10
      • monk 15
      • archmage 10
      • priest 7
      • assassin 15
      • knight 19
      • mystic 12
      • warlock 10
      • ranger 8
      • samurai 17
      Syntax: cast 'protection evil' <target>
      cast 'protection good' <target>
       
      The protection spells reduce damage taken from attackers of the appropriate
      ethos, and improve saving throws against all forms of magic. They may not
      be cast on others, and one person cannot carry both defenses at the same
      time.

      protection good

      5 mana · on yourself

      • mage 12
      • cleric 9
      • thief 17
      • warrior 21
      • psionicist 14
      • necromancer 12
      • druid 10
      • monk 15
      • archmage 10
      • priest 7
      • assassin 15
      • knight 19
      • mystic 12
      • warlock 10
      • ranger 8
      • samurai 17
      Syntax: cast 'protection evil' <target>
      cast 'protection good' <target>
       
      The protection spells reduce damage taken from attackers of the appropriate
      ethos, and improve saving throws against all forms of magic. They may not
      be cast on others, and one person cannot carry both defenses at the same
      time.

      protective sphere

      50 mana · on yourself or a friend

      • cleric 53
      • priest 55
      Syntax: cast 'protective sphere' <target>
       
      Target gains a protective sphere around his body.

      psychic healing

      25 mana · on yourself or a friend

      • psionicist 1
      • mystic 1
      Syntax: cast 'psychic healing' <target>
       
      This is a psionicist-only spell that heals target based on the caster's
      level.

      psychic influence

      150 mana · on yourself or a friend

      • psionicist 60
      • mystic 50
      The psionicist's mind strengthens the target: a bonus to hit, to damage, to strength and to dexterity for a while.

      raven spy

      20 mana

      • druid 35
      • ranger 45
      Syntax: cast 'raven spy' <target>
       
      Caster can learn the location of any target.

      ray of truth

      50 mana · on a foe

      • mage 90
      • cleric 85
      • thief 90
      • warrior 90
      • psionicist 90
      • necromancer 90
      • druid 90
      • monk 90
      • archmage 90
      • priest 75
      • assassin 90
      • knight 90
      • mystic 90
      • warlock 90
      • ranger 90
      • samurai 90
      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.

      recharge

      60 mana · on an object

      • mage 12
      • cleric 17
      • thief 21
      • warrior 21
      • psionicist 16
      • necromancer 14
      • druid 15
      • monk 10
      • archmage 15
      • priest 19
      • assassin 19
      • knight 14
      • mystic 12
      • warlock 17
      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.

      refresh

      12 mana · on yourself or a friend

      • mage 8
      • cleric 5
      • thief 14
      • warrior 15
      • psionicist 10
      • necromancer 9
      • druid 6
      • monk 10
      • archmage 6
      • priest 3
      • assassin 12
      • knight 13
      • mystic 8
      • warlock 7
      • ranger 4
      • samurai 12
      Syntax: cast refresh <character>
       
      This spell refreshes the movement points of a character who is out of movement
      points.

      remote view

      20 mana

      • psionicist 50
      • mystic 50
      Syntax: cast 'remote view' <target>
       
      This spell allows the caster to see what room the target is in.

      remove curse

      5 mana · on yourself or a friend

      • mage 24
      • cleric 18
      • thief 33
      • warrior 34
      • psionicist 26
      • necromancer 21
      • druid 19
      • monk 22
      • archmage 16
      • priest 30
      • assassin 31
      • knight 24
      • mystic 19
      • warlock 21
      • ranger 25
      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 it's chance of success is significantly higher.

      safe haven

      300 mana

      Not learned by levelling: no class gains it on its way up.

        Calls forth a place of safety out of thin air.

        sanctuary

        75 mana · on yourself or a friend

        • mage 45
        • cleric 35
        • thief 37
        • warrior 40
        • psionicist 38
        • necromancer 48
        • druid 31
        • monk 28
        • archmage 28
        • priest 31
        • assassin 34
        • knight 36
        • mystic 41
        • warlock 31
        • ranger 31
        Syntax: cast sanctuary <character>
         
        The SANCTUARY spell reduces the damage taken by the character from any attack
        by one half.

        shapeshift

        75 mana · on yourself or a friend

        • druid 47
        • ranger 64
        Syntax: cast 'shapeshift' <target>
         
        Caster takes on the shape of target.

        shield

        12 mana · on yourself or a friend

        • mage 20
        • cleric 24
        • thief 30
        • warrior 35
        • psionicist 17
        • necromancer 22
        • druid 25
        • monk 28
        • archmage 18
        • priest 22
        • assassin 28
        • knight 32
        • mystic 15
        • warlock 20
        • ranger 23
        • samurai 32
        Syntax: cast shield
        Syntax: cast 'stone skin'
         
        These spells protect the caster by decreasing (improving) the caster's armor
        class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of
        armor.

        shocking grasp

        15 mana · on a foe

        • mage 14
        • cleric 16
        • thief 19
        • warrior 20
        • psionicist 15
        • necromancer 13
        • druid 16
        • monk 18
        • archmage 12
        • priest 14
        • assassin 17
        • knight 18
        • mystic 15
        • warlock 9
        • ranger 14
        • samurai 21
        Syntax: cast 'acid blast' <victim>
        Syntax: cast 'burning hands' <victim>
        Syntax: cast 'colour spray' <victim>
        Syntax: cast 'fireball' <victim>
        Syntax: cast 'lightning bolt' <victim>
        Syntax: cast 'magic missile' <victim>
        Syntax: cast 'shocking grasp' <victim>
         
        These spells inflict damage on the victim. The higher-level spells do
        more damage.

        sleep

        15 mana · on a foe

        • mage 10
        • cleric 13
        • thief 18
        • warrior 21
        • psionicist 12
        • necromancer 11
        • druid 9
        • monk 16
        • archmage 8
        • priest 11
        • assassin 16
        • knight 19
        • mystic 10
        • warlock 9
        • ranger 7
        • samurai 19
        Syntax: rest
        Syntax: sleep
        Syntax: stand
        Syntax: wake
         
        These commands change your position. When you REST or SLEEP, you
        regenerate hit points, mana points, and movement points faster.
        However, you are more vulnerable to attack, and if you SLEEP,
        you won't hear many things happen.
         
        Use STAND or WAKE to come back to a standing position. You can
        also WAKE other sleeping characters.

        slow

        30 mana · on a foe

        • mage 23
        • cleric 25
        • thief 29
        • warrior 33
        • psionicist 22
        • necromancer 24
        • druid 25
        • monk 28
        • archmage 20
        • priest 22
        • assassin 26
        • knight 30
        • mystic 19
        • warlock 21
        • ranger 22
        • samurai 31
        Syntax: cast 'slow' <target>
         
        Despite popular mythology, slow is not the opposite of haste, but is a spell
        with it's 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.

        spectral blade

        300 mana · on yourself or a friend

        • psionicist 90
        • mystic 80
        A translucent blade of blue energy hovers beside the target and fights along with them for a short while.

        stone skin

        12 mana · on yourself

        • mage 31
        • cleric 37
        • thief 45
        • warrior 50
        • psionicist 45
        • necromancer 68
        • druid 29
        • monk 32
        • archmage 28
        • priest 34
        • assassin 42
        • knight 45
        • mystic 62
        • warlock 32
        • ranger 35
        Syntax: cast shield
        Syntax: cast 'stone skin'
         
        These spells protect the caster by decreasing (improving) the caster's armor
        class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of
        armor.

        summon

        50 mana

        • mage 20
        • cleric 18
        • thief 34
        • warrior 29
        • psionicist 19
        • necromancer 20
        • druid 21
        • monk 27
        • archmage 18
        • priest 16
        • assassin 32
        • knight 27
        • mystic 17
        • warlock 18
        • ranger 19
        • samurai 39
        Syntax: cast 'summon demon'
         
        This spell allows the caster to summon a demon to fight for him or her. The
        caster must be of evil alignment.

        talon

        30 mana · on yourself or a friend

        • druid 24
        • ranger 27
        Syntax: cast talon
        cast talon <char>
        This spell transforms the hand of the target player (or yourself in the
        case of no specified target) into a talon, making it impossible for them
        to be disarmed in combat.

        telepathy

        75 mana · on yourself or a friend

        • psionicist 100
        • mystic 100
        Syntax: cast 'telepathy' <target>
         
        Target must be in the same room as the caster. When successfully cast,
        this spell allows the caster to intercept all tells that the target
        receives or sends.

        teleport

        35 mana · on yourself

        • mage 17
        • cleric 22
        • thief 25
        • warrior 29
        • psionicist 12
        • necromancer 18
        • druid 24
        • monk 27
        • archmage 15
        • priest 20
        • assassin 23
        • knight 27
        • mystic 10
        • warlock 16
        • ranger 22
        • samurai 29
        Syntax: cast <teleport>
         
        This spell takes you from your current location to a random location somewhere
        in the world.

        tickle

        20 mana

        • mystic 21
        A psychic spell against another player: needs a body part of the victim.

        ventriloquate

        5 mana

        • mage 2
        • cleric 6
        • thief 7
        • warrior 9
        • psionicist 3
        • necromancer 3
        • druid 5
        • monk 8
        • archmage 1
        • priest 5
        • assassin 6
        • knight 8
        • mystic 2
        • warlock 2
        • ranger 4
        • samurai 9
        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.

        weaken

        20 mana · on a foe

        • mage 12
        • cleric 14
        • thief 17
        • warrior 20
        • psionicist 15
        • necromancer 11
        • druid 15
        • monk 18
        • archmage 10
        • priest 12
        • assassin 15
        • knight 18
        • mystic 13
        • warlock 9
        • ranger 13
        • samurai 16
        Syntax: cast weaken <victim>
         
        This spell reduces the strength of the victim by two points.

        word of recall

        5 mana · on yourself

        • mage 10
        • cleric 10
        • thief 20
        • warrior 25
        • psionicist 10
        • necromancer 10
        • druid 10
        • monk 20
        • archmage 5
        • priest 5
        • assassin 15
        • knight 20
        • mystic 5
        • warlock 5
        • ranger 5
        • samurai 25
        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.

        wrath

        250 mana · on a foe

        • cleric 95
        • priest 90
        Syntax: cast 'wrath' <target>
         
        Cleric only damage spell.