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List of Spells
ABSOLVE
Usage: cast 'absolve' < target >
*
Basically this spell means that you get absolved of all your sins. It sets the target's alignment to more good. Casters even get pure good by getting an alignment of 1000. There are a few places in the Realms where you can be absolved of your sins completely. The way to do this is to say: 'Forgive me, for I have sinned' in the right location and your alignment will be 1000. The spell doesn't work to remove alignment from objects.
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ACID ARROW
Usage: cast 'acid arrow' < victim >
cast 'acid arrow' < direction>
*
Hitting the victim by acid arrows causes the victim's skin to burn away and so damaging him.
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AIR ELEMENTAL
Usage: cast 'air elemental'
*
This spell allows the caster to summon an elemental of air that will follow them and follow orders. The elementals cast random spells on the caster and they can be used as a temporal 'walking' container. They stop following when the caster quits, so don't forget to ask everything back.
*
Every 60 cha a player has, there is a chance of creating one extra elemental.
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ANIMATE DEAD
Usage: cast 'animate dead' corpse
*
With this spell the caster can turn corpses into level 5 zombies who will follow the caster around and take orders from him/her untill the caster quits or the zombie gets killed.
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ANTIDOTE 1
Usage: cast 'antidote 1' < person/food >
*
If the person or food/drinks is affected by poison 1 then they shall be cured from it if casted upon the person or on the food/drinks.
This spell doesn't work on stronger poisons.
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ANTIDOTE 2
Usage: quaff 'antidote 2'
*
If someone is affected by poison 2 then they shall be cured from it if they quaff an antidote 2 potion. Several places in the realm sell antidote 2 potions but they are timered though.
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ANTIDOTE 3
Usage: quaff 'antidote 3'
*
If someone is affected by poison 3 then they shall be cured from it by quaffing an antidote 3 potion. Some places in the realm sell antidote 3 potions but they are timered though.
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ARMOR
Usage: cast 'armor' < target >
*
Armor will lower your AC with a few points, making your defence higher.
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BATTLE RAGE
Usage: cast 'battle rage' < person >
*
A person in battle rage will have a higher AC, giving more speed and attack, but lowers the defence.
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BLESS
Usage: cast 'bless' < target >
*
The spell allows the caster to bless the target or themself with God's holy word, improving their hitroll in battle by +5 and also adds +35 to their move regeneration.
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BLINDNESS
Usage: cast 'blindness' < victim >
*
Blindness will blind a victim, failing its saving throw. A blinded person will have -4 penalty to both hitroll and AC.
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BURNING HANDS
Usage: cast 'burning hands' < victim >
*
This spell makes your hands burn which causes pain to the victim when they get hit. This spell is more powerful than chill touch.
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BURNING SKULL
Usage: cast 'burning skull' < victim >
*
With the powers of your mind, you put thoughts of fire in your victims mind and so damaging him.
NOTE: You need to be evil for this spell to work.
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CALL LIGHTNING
Usage: cast 'call lightning' < victim >
*
This spell allows the caster to draw a not so large lightning bolt from the clouds above and fry the victim.
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CHAIN LIGHTNING
Usage: cast 'chain lightning' < victim >
*
With this spell the caster calls up the electricity in the air to cast it towards the enemy trying to hurt him.
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CHARM
Usage: cast 'charm' < victim >
*
A charmed person will follow you, and not be able to attack you, you can order the charmed person using the order command. The charmed person will follow you untill they follow themselves or quit.
*
It is not possible to charm anyone that is already charmed, if you're charmed yourself, or if the person is higher level than yourself. The person will get a saving throw versus "paralyzation".
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CHILL TOUCH
Usage: cast 'chill touch' < victim >
*
This spell chills the victim. A victim failing its saving throw will get its strength reduced.
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CLONE
Usage: cast 'clone'
*
Summons a clone of yourself that will follow orders but cannot fight in battle. The clone will follow you untill it dies or untill you quit.
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COLOUR SPRAY
Usage: cast 'colour spray' < victim >
*
A succesful casted colourspray will blind the victim making it harder for him to hit you. This spell is more powerful than the lightning bolt spell.
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CONE OF COLD
Usage: cast 'cone of cold' < victim >
*
Hit by a cone of cold the victim will start shivering and it will chill him to the bone, slowing him down.
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CONFUSE
Usage: cast 'confuse' < victim >
Restraints: Spell can only be used at the beginning of a battle.
*
When successful, you envelope your victim in a cloud of toxic vapours that cause them to see double and miss many of their normal attacks. Victim attack points are lowered by 60.
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CONTROL WEATHER
Usage: cast 'control weather' worse
cast 'control weather' better
*
For some spells the weather controls the amount of damage that can be done. Control weather influences the weather so you can take the most advantage of those spells. Control weather only works when you're outside of course. Most casters have their prompt adjusted so it shows the weather conditions.
*
For example: using shocking grasp in stormy weather will cause more damage then using it in sunny weather.
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CORRUPT ARMOR
Usage: cast 'corrupt armor' < victim >
*
Corrupt armor will higher the victims AC, lowering the victim's defence.
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CREATE FOOD
Usage: cast 'create food'
*
Casting this spell will magicly create a fresh waybread. For you to eat to help ease your hunger.
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CREATE WATER
Usage : cast 'create water' < liquid container >
*
Empty liquidcontainers will be filled depending on the level of the caster. Expect disastrous results if cast upon a drink container which contains another liquid than water.
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CURE BLIND
Usage: cast 'cure blind' < target >
*
Cure blind removes blindness from the "blindness" spell not blindness caused by cursed items, etc.
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CURE CRITIC
Usage: cast 'cure critic' < target >
*
This spell allows the caster to heal some of the target's or their own wounds. The health of another person will cure more then the caster's own health though. Cure critic heals more then cure light.
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CURE LIGHT
Usage: cast 'cure light' < target >
*
This spell allows the caster to heal a small amount of the target's or their own wounds. The health of another person will cure more then the caster's own health though.
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CURSE
Usage: cast 'curse' < victim >/< object >
*
Casting curse towards your victim may reduce the victim's hitroll and damroll by one. This spell can also be used to curse objects making it unable to junk or sacrifice them. Sometimes it's useful to curse a container to prevent sacrificing your own container by accident.
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DEMONSHREAK
Usage: cast 'demonshreak' < victim >
*
This spell is probably the most strongest of all the Priest spells when attacking one-by-one. The spell lets out an extremely deafening noise that pierces the eardrums of the victim, sometimes making them bleed from the ears, and causing great pain to them.
NOTE: You must be evil to cast this spell.
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DETECT ALIGNMENT
Usage: cast 'detect alignment'
*
Allows the caster to detect the alignment of those around them. Evil align shows a red aura and good align shows a blue aura.
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DETECT INVISIBILITY
Usage: cast 'detect invisibility'
cast 'detect invisibility' < item >
*
This spell enables you to see invisible items and players. Detect invisibility can only be casted on yourself. For hidden objects you'll need the spell sense life.
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DETECT MAGIC
Usage: cast 'detect magic'
*
This spell allows you to see the magical aura or glow that surrounds magical objects.
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DETECT POISON
Usage: cast 'detect poison' < victim | food | drink >
*
The target for this spell can be a person, a food or a drink (liquidcontainer). When casted it will show whether a person/food/drink is affected with poison 1 or not.
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DEVINE MIND
Usage: cast 'devine mind'
*
Devine mind increases you charisma with 5 points so you'll do more damage when casting spells or spells will last longer.
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DISPEL EVIL
Usage: cast 'dispel evil' < victim >
*
This spell allows the caster to inflict pain upon victims with evil alignment.
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Usage: cast 'dispel good' < victim >
*
This spell will allow the caster to cause harm to good aligned victims.
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DISPEL SANCTUARY
Usage: cast 'dispel sanctuary' < victim >
*
This spell counteracts the sanctuary that a mob may be in, making them more vulnerable to attacks.
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EARTH ELEMENTAL
Usage: cast 'earth elemental'
*
This spell allows the caster to summon an elemental of earth that will follow them and follow orders. The elementals cast random spells on the caster and they can be used as temporal 'walking' container. They stop following when the caster quits, so don't forget to ask everything back.
*
Every 60 cha a player has, there is a chance of creating one extra elemental.
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EARTHQUAKE
Usage: cast 'earthquake'
*
This spell grants the caster the power to control the earth and create a massive earthquake that injures everyone in the room and causing them to attack the caster.
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ELECTRIC BLAST
Usage: cast 'electric blast' < victim >
cast 'electric blast' < direction > < victim >
*
This spell allows the caster to summon huge amounts of electricity and just let it burst out of them scorching everything surrounding them.
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EMBUE ARMOR
Usage: cast 'embue armor' < object >
*
A succesful embue armor doubles the AC value an object has. When the spell fails the AC from the object gets removed, changing the object from armor to worn.
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ENCHANT WEAPON
Usage: cast 'enchant weapon' < weapon >
*
This spell will enchant non-magical (non-modifying) weapons only. By non-modifying weapons we refer to weapons that might alter any ability such as for example damage. The only way to know if a weapon is suitable for enchantment is to fully identify it.
*
Enchantment will add hitroll and damroll to the weapon. A maximum of three each can be casted on the weapon.
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ENERGY DRAIN
Usage: cast 'energy drain' < victim >
*
This spell does not give much damage, but victims failing their saving throws will loose up to 40,000 XP points. You will gain a quarter of this XP. Casters have to be evil aligned to cast energy drain.
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EVIL EYE
Usage: cast 'evil eye' < target >
*
Basically evil eye means 'instant evil'. Cast on a target (player or mob) it will lower the target's alignment. Casters become even pure evil cause it changes their alignment to -1000. This can be useful in a PK situation,
because it may cause the opponent to be zapped by some of his equipment and drop it. It can also be used to help a friend or yourself to keep a desired evil alignment.
The spell doesn't work to remove alignment from objects.
Basically this is a player spell, but there are a few places in the Realms where you can be saturated by pure evil. The way to do this is to say: 'I wanna be evil, I wanna be bad' in the right location. (A Temple of Evil might be a good choice).
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FACEMELT
Usage: cast 'facemelt' < victim >
*
This spell allows the caster to use a magic acid that sears the skin right off the victims face, injuring them. The caster has to be evil aligned to use this spell.
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FIRE ELEMENTAL
Usage: cast 'fire elemental'
*
This spell allows the caster to summon an elemental of fire that will follow him and take orders. The elementals cast random spells on the caster and they can be used as temporal 'walking' containers. They stop following when the caster quits, so don't forgot to ask everything back.
*
Every 60 cha a player has, there is a chance of creating one extra elemental.
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FIRE SHIELD
Usage: cast 'fire shield' < target >
*
A fire shield around someone will protect that person more and will reflect damage on the attacker if that attacker uses a long weapon.
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FIREBALL
Usage: cast 'fireball' < victim >
*
This spell is the second most powerful spell a caster can cast. It materializes a ball of fire above the hands of the caster who then throws it at his victim.
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FLAME ARROW
Usage: cast 'flame arrow' < victim >
cast 'flame arrow' < direction > < victim >
*
With the powers of his mind the caster materializes an arrow of flames that he throws at a victim causing the victim to catch flames and so hurting him.
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FLIGHT
Usage: cast 'flight' < target >
*
Casting flight on a target will cause the target to fly. Flying persons can't fly above water so to undo flight type GROUND. Some zones are only accessable through air.
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FORSEE
Usage: cast 'forsee' < yourself >
*
Casting forsee on oneself allows you to "see into the future". This confers the benefit of increasing your reflexes, causing your defence and attack values to be slightly raised, while your abilty to do damage is also increased. This spell lasts a number of hours depending on your level and proficiency.
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FORTIFY BODY
Usage: cast 'fortify body' < target >
*
This spell increases your hitpoint by a certain amount. The amount of hp you receive from this spell is determined by your focus multiplier multiplied by 30. So that is FocusMulti X 30 = HP gain. For instance a 3.5multi X 30 gives you 105 HP.
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FORTIFY MIND
Usage: cast 'fortify mind' < target >
*
Fortify mind increases intelligence by 3 points, giving casters more mana when they level and increases damage done by attack spells.
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GATE
Usage: cast 'gate' < playername >
*
With gate the caster tries to teleport himself into the same room as his target namely another player. Default gate protect is on. People who allow other players to gate to their present location can toggle gate protect off by typing nogate.
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GROUP ARMOR
Usage: cast 'group armor'
*
This spell grants each member of the casters group the spell armor, lowering their AC and so improving their defence.
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GROUP HEAL
Usage: cast 'group heal'
*
This spell heals some of the hitpoints for everyone in the casters group.
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GROUP RECALL
Usage: cast 'group recall'
*
This spell instantly sends the caster and everyone in their group to recall.
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GROUP SHIELD
Usage: cast 'group shield'
*
This spell grants everyone in the caster's group the spell shield, giving them better defence.
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HARM
Usage: cast 'harm' < victim >
*
Calling upon the powers of death, the caster makes the victim experience great pain.
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HASTE
Usage: cast 'haste' < yourself >
*
Haste adds to your speed giving you the possibility of 2 more attacks when you fight.
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HEAL
Usage: cast 'heal' < target >
*
This spell will heal the caster or its target's hitpoints to a degree. It heals more hitpoints on other players than casting it on yourself. Healing is better then cure light or cure critic.
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HEARTH SQUEEZE
Usage: cast 'hearth squeeze' < victim >
*
This spell cannot be used on Androids, Robots or other mobs that obviously do not have a heart.
This spell will project an image of yourself into the body of your enemy where you can then attack it from within, by grasping its still beating and bloody heart in your hands and squeezing it with all your might. This will cause an amount of pain and damage as well as getting your hands all stained with blood. Not for those of you with weak stomachs.
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HOLD PERSON
Usage: cast 'hold person' < victim >
*
With this spell the caster tries to hold his victim so the victim can't flee to safety in the middle of a fight.
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HOLY SHIELD
Usage: cast 'holy shield' < target >
*
This shield surrounds the caster and increases the chance of evading a physical attack done to them.
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HOLY SHOUT
Usage: cast 'holy shout' < victim >
*
After mastering holy word, the caster can learn holy shout. The spell draws runes from the spirit and inflicts damage to everyone surrounding the caster.
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HOLY WORD
Usage: cast 'holy word' < victim >
*
The magic powers of the caster increases the strength of the casters words and so damages the victim.
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ICE SHIELD
Usage: cast 'ice shield' < target >
*
This spell forms a shield of ice around the target that may cause a person physically attacking the target to have a chance of becoming frozen.
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INFERNO
Usage: cast 'inferno' < victim >
cast 'inferno' < direction > < victim >
*
Summoning the runes of fire the caster creates an inferno that burns the surrounding victims.
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INFRAVISION
Usage: cast 'infravision'
*
This spell allows the caster to see the heat given off by objects, allowing the caster to see very well in dark conditions and in space.
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INVISIBILITY
Usage: cast 'invisibility' < target >
*
This spell allows the caster or its target to turn invisible and walk around unseen. But watch out for mobs and others that have detect invisible on! Some equipment also gives innate invisibility. If you enter a combat you become visible though, so don't forget to re-equip if you want to stay invisible once the combat is over.
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KNOCK
Usage: cast 'knock'
*
This spell can be cast indoors to send a blast of air into all exits around you possibly breaking open locked doors.
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LIFE TRANSFER
Usage: cast 'life transfer' < target >
*
With the power of his mind the caster tries to transfer some of his own health to that of the target, trying to keep the target alive. The more you tranfer the more the casters' own health goes down though so keep an eye on it.
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LIFESUCK
Usage: cast 'lifesuck' < victim >
*
With lifesuck the caster tries to steal some of the victims' health to add it to his own health.
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LIGHTNING BOLT
Usage: cast 'lightning bolt' < victim >
*
This spell allows the caster to draw a mighty lightning bolt from the clouds above and fry the victim.
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LOCATE OBJECT
Usage: cast 'locate object' < object >
*
If possible you will know exactly where an object is, or the name of the person using it. If more than one object by the same name exists, you will get a listing of several objects. The maximum number of objects you can simultaneously locate is your level divided by 2. Some items can't be located.
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MAGIC BUBBLE
Usage: cast 'magic bubble' < target >
*
While affected by a magic bubble, a player may neither cast spells or be affected by spells cast upon them. In essence, creating a "Magic dead" zone around them. Quaffing potions or wands won't work either.
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MAGIC MISSILE
Usage: cast 'magic missile' < victim >
cast 'magic missile' < direction > < victim >
*
Causes a bolt of magical energy to be thrown from the casters' hands at the victim, causing damage. The amount of damage being done depends on the percentage of mana the caster still has. The higher that percentage the more damage.
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MANA BLAST
Usage: cast 'mana blast' < victim >
*
This spell focuses on the caster's mana and releases it on the surrounding mobs around them, causing a great amount of damage spread equally amongst them.
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MANA SHIELD
Usage: cast 'mana shield' < target >
*
Persons affected by a mana shield only take half of the damage done by magic or spells.
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MANA TRANSFER
Usage: cast 'mana transfer' < target >
*
This spell transfers some of the casters' mana to the target.
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METEOR SHOWER
Usage: cast 'meteor shower' < victim >
*
Summoning the powers of air casters will create a shower of meteors to send to their surrounding victims to harm them.
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MIDAS TOUCH
Usage: cast 'midas touch' < victim >
*
A successful casted midas touch on the victim will turn him into gold, making it unable for the victim to flee into another room.
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MIND ELECTRICITY
Usage: cast 'mind electricity'
*
This spell allows that caster to summon the mighty element of electricity and adds the strength of electricity to their own magic, increasing their magic damage. Only one element can be summoned at the same time.
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MIND FIRE
Usage: cast 'mind fire'
*
This spell allows that caster to summon the mighty element of fire and adds the strength of the fire to their own magic, increasing their magic damage. Only one element can be summoned at the same time.
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MIND ICE
Usage: cast 'mind ice' < target >
*
This spell allows that caster to summon the mighty element of ice and adds the strength of the ice to their own magic, increasing their magic damage. Only one element can be summoned at the same time.
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MIND WATER
Usage: cast 'mind water' < target >
*
This spell allows the caster to focus their magic power on the mighty element of water, increasing the magic damage they do in battle. Only one element can be summoned at the same time.
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MINOR IDENTIFY
Usage: cast 'minor identify' < object >
*
Minor identify will give the caster a clue what an object is good for. To know the real stats on an object you better use an identify scroll.
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MIRROR SHIELD
Usage: cast 'mirror shield' < target >
*
Someone protected by a mirror shield will reflect some of the damage back to the attacker.
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NIGHTMARE
Usage: cast 'nightmare' < target >
*
You channel your mind into the mind of your opponent and fill it with horrific images of blood, gore and death - its own death! If successful you can cause your opponent to flee in terror. If the spell fails your target will attack and you'll be vulnerable to an extra attack of the target.
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NUMB MIND
Usage: cast 'numb mind' < target >
Duration: instantly
*
With your mental powers you try to numb your target, lowering their attack points with 45. Your target will take more damage, while they'll do less damage to you.
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PARALYZE
Usage: cast 'paralyze' < target >
*
To make sure your victim doesn't flee during battle you can paralyze the target. If your target however possesses the knowledge of trap aware, there's still a small change that he'll manage to escape during combat.
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POISONS
Usage: cast 'poison' < target/food/drink >
Duration: Instantly
*
With poison you'll cast poison 1 to the target, food or drink. Casting poison on food or drinks (liquid containers) will poison it. Eating poisoned food/drinks will poison the person eating or drinking.
*
There are several poisons in the game, and they are of different strength.
*
Poison 1 is str -2, slow regen, hp/7 damage per tick.
Poison 2 is str -4, no regen, hp/5 damage per tick.
Poison 3 is str -6, no regen, hp/3 damage per tick.
Poison 4 is str -8, and lethal, there is no antidote.
*
A person who is poisoned will suffer damage every hour, lose health, strength, movepoints and mana, and gain less points than usual.
Unless you keep quaffing healing potions, you will eventually die from poisoning. However, for each poison type (except type 4) there is also an antidote. You just need to quaff the right antidote, and you will be cured from the poison (or cast antidote 1 against poison 1 poisoning).
*
Both poisons and antidotes can be found only in some remote places of the realms like Fenizia and other places. Unfortunately both potions decay in time. The stronger the poison, the faster it self-destructs. Poison 1 will last 20 RL hours, poison 3 only 5.
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POLYMORPH
Usage: cast 'polymorph' < target >
*
A successful polymorph will turn your target into an animal, making it impossible for your target to speak, instead your victim will roar or howl. A polymorphed person will be able to enter combat but he'll see different damagemessages then usual. The victim will return into his/her original state after some time.
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PROTECTION FROM COLD
Usage: cast 'protection from cold' < target >
*
A person protected against cold will be more protected against spells of the ice type.
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PROTECTION FROM EVIL
Usage: cast 'protection from evil'
*
This spell reduces the damage done by evil aligned mobs.
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PROTECTION FROM FIRE
Usage: cast 'protection from fire' < target >
*
This spells gives you a shield of water which dissolves 25% of the damage of fire type attacks done to the person who's protected with this spell.
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PROTECTION FROM GOOD
Usage: cast 'protection from good' < target >
*
With this spell the target receives 25% less damage from any mob that is good aligned.
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PSI PANIC
Usage: cast 'psi panic' < target >
*
With your mental powers you try to get into your target's mind and put terrifying pictures in his/her mind, trying to make him/her run away from you.
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RECHARGE
Usage cast 'recharge' < item >
*
This spell recharges some of the remaining casts on wands or other objects that can cast spells. To see how many charges a wand has use an identify scroll on it. Sometimes recharging can go wrong, overloading your wand and thus destroying it.
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REMOVE ALIGNMENT
Usage: cast 'remove alignment' < item >
*
When successfull this spell will remove alignment restrictions from the object so you'll be able to wear it, no matter what alignment you have. If the spell fails however the item will become unwearable.
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REMOVE CURSE
Usage: cast 'remove curse' < object >
cast 'remove curse' < target >
*
This spell allows the caster to remove a curse put upon a player or an object that may be cursed, allowing the player to be able to drop the selected item that was cursed. So if you can't let go of an item, use this spell. :)
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SANCTUARY
Usage: cast 'sanctuary' < target >
*
This spell allows the caster to create a safehaven around themselves or their targets that makes all physical damage done to them reduced to the minimal damage that should be done by each type of blow. It will also help in regenerating your health.
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SENSE LIFE
Usage: cast 'sense life'
*
This spell allows the caster to see any mob or player that may be hidden in the room they are presently in.
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SHIELD
Usage: cast 'shield' < target >
*
This spell cuts projectile damage in half giving the target more defence.
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SHOCKING GRASP
Usage: cast 'shocking grasp' < victim >
*
With your mental powers you try to grasp your victim, putting them in shock, so you can get a good hold on them to injure them better.
Shocking grasp does the most damaged when used during stormy weather or in wet places like the sea or ocean.
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SLEEP
Usage: cast 'sleep' < target >
*
Sometimes it's useful to let your target fall asleep. For instance when you want to try to steal something from them, or if you want to get pass them before they attack you. You'll have to be fast to cast sleep on him first though cause you can't cast it during battle.
Once you start a battle with the sleeping target, they will automaticly wake up and fight back of course.
*
Usage: sleep
*
With the command sleep you'll fall asleep so you'd regenerate your hp, mana- and movepoints faster. Some rooms make you regenerate even faster or slower. Go to the the 4dimensions Inn to see a list of those rooms.
To wake up type wake and stand or rouse and stand. If a player in group was being casted asleep, you can wake them up yourself with rouse
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SLOWNESS
Usage: cast 'slowness' < target >
*
With slowness you can try to slow down your target so they'll hit you slower. This will give you more time to land a hit on the target yourself.
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SOULSMASH
Usage: cast 'soulsmash' < victim >
*
This spell allows the caster to use a magic hand that reaches into the soul of the victim and clenches it tightly, draining some of their life instantly.
NOTE: You need to be evil for this spell to work.
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STATIC SHIELD
Usage: cast 'static shield' < target >
*
A person protected with static shield will have its block chance doubled.
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STEELSKIN
Usage: cast 'steelskin' < target >
*
This spell lowers the spell defense of the target with 8 points and it also lowers the armor level or lowers AC by an amount that is determined by the caster's charisma.
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STONESKIN
Usage: cast 'stoneskin' < target >
*
Stoneskin will lower the target's AC with some points so they can take some more damage. It will however also slow the target down.
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STRENGTH
Usage: cast 'strength' < victim >
*
This spell magically infuses your muscles with raw energy, increasing your strength for a limited time.
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SUFFOCATE
Usage: cast 'suffocate' < target >
*
With the help of the elements of air you try to suffocate your victim. The victim will slowly lose hp while he's grasping for air. If your victim manages to get out of the grip he'll attack you though.
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SUMMON
Usage: cast 'summon' < victim >
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Casting this spell conjures your victim to your location. This spell will not work in room that can't be summoned to or if your victim is in a room that can't be summoned from. It also will not work if the victim has nosummon on.
*
Also, your victim can be no greater than 3 levels above you.
*
With the toggle NOSUMMON you can protect yourself from other players trying to summon you to their location.
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SWEET DREAMS
Usage: cast 'sweet dreams' < victim >
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This spell fills your target with overwhelming drowziness, lulling them to sleep immediately for a short time. If the spell fails however you'll be having sweet dreams yourself and you'll have to wait till it wears off.
Once you wake up from the most refreshing dream, you can wake up and move on with your adventures.
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TELEPORT
Usage: cast 'teleport' < victim >
*
This spell will instantly transport the caster's target elsewhere in the dimensions. One may be teleported to any room other than immortals rooms, crashproof rooms of player houses, clan headquarters or quest areas or zones. Note that even if you can teleport INTO an area, it does not necesserily mean you can teleport OUT of the same area.
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THORN SHIELD
Usage: cast 'thorn shield' < target >
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This spell creates a storm of thorns around you and has a chance to damage anyone that hits you with a short weapon.
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VITALIZE
Usage: cast 'vitalize' < victim >
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This spell transforms mystical energy to physical energy, replenishing your target's stamina and movement points.
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WATER ELEMENTAL
Usage: cast 'water elemental'
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This spell allows the caster to summon an elemental of water that will follow them and obey orders. The elemental will also cast various beneficial spells on player characters and serve as walking 'containers'. However, it cannot participate in combat and will stop following the caster when they quit.
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Every 60 cha a player has, there is a chance of creating one extra elemental.
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WATER TO WINE
Usage: cast 'water to wine' < drink container >
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Transforms water in your drink container to wine. Great for parties.
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WATERWALK
Usage: cast 'waterwalk'
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Endowing your feet with buoyancy, this spell allows you to travel upon the surface of water without the need of a boat.
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WEAKEN
Usage: cast 'weaken' < target >
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As the name implies, this magically lowers your target's strength.
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WORD OF RECALL
Usage: cast 'word of recall'
*
This spell will instantly send your target or yourself to the safe haven of Recall.
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|---|---|
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| Total Online | Uptime |
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