Magic User Spells
Usage: cast 'magic missile' <victim>
Accumulative: -
Duration: Instantaneous
Level: Level 1 magic user
Save: Versus lightning for half damage
The first offensive spell given to a magic user. It is also the
least powerful. It fires a bolt of magical force at the target.
Usage: cast 'ventriloquate' <victim | object>
<text>
Accumulative: -
Duration: Instantaneous
Level: Level 1 magic user
Save: Versus psionic to notice the illusion
For all people in the same room as the caster that fail their
saving throw, the spell will make the object or victim appear to
say the text written. People saving will only notice that someone
tried to make it sound that way, not who.
Example: cast 'ventriloquate' unclesam I've got 921,923 coins, don't even consider killing me.
Usage: cast 'detect invisibility' [self]
Accumulative: No, but renewable.
Duration: 5 hours per level
Level: Level 2 magic user
This spell enables you to see invisible items and beings.
Usage: cast 'detect magic' [self]
Accumulative: No, but renewable.
Duration: 5 hours per level/Until quit
Level: Level 2 magic user
This spell will let you see the magical aura surrounding magical
objects.
Usage: cast 'faerie fire' <victim>
Accumulative: No
Duration: Level dependent
Level: Level 2 magic user
The Faerie Fire spell makes it easier to hit the victim by
surrounding them in a glowing aura, thus making them a more
obvious target.
Usage: cast 'chill touch' <victim>
Accumulative: -
Duration: Instantaneous
Level: Level 3 magic user
Save: Versus cold for half damage
This spell coats the casters hands in ice, which transmits
intense cold to the touched victim. A victim failing its saving
throw will get its strength reduced by one.
Usage: cast 'purify food and water' <object>
Accumulative: -
Duration: Instantaneous
Level: Level 3 magic user
This spell will remove any poison from food and water.
Usage: cast 'invisibility' <victim | object>
Accumulative : No, but renewable.
Duration: 24 hours, permanent on objects.
Level: Level 4 magic user
The target of this spell becomes, uhm... well... invisible!
Attacking while invisible will immediately break the spell.
Usage: cast 'investigate aura' <victim>
Accumulative: -
Duration: Instantaneous
Level: Level 4 magic user
This spell will provide the caster with knowledge about what
spells, and their duration at higher level, are cast on the
victim.
Usage: cast 'wizards eye' <direction>
Accumulative: -
Duration: Instantaneous
Level: Level 4 magic user
The wizards eye will let you take a peek into the room in the
specified direction. It is not possible to use this spell through
a blocked exit, like a closed door.
Usage: cast 'armor' [self]
Accumulative: No, but renewable.
Duration: 24 Hours/Until quit
Level: Level 5 magic user
The Armor spell will improve your AC by 20.
Usage: cast 'burning hands' <victim>
Accumulative: -
Duration: Instantaneous
Level: Level 5 magic user
Save: Versus fire for half damage
This spell is more powerful than the magic missile spell. This
spell ignites the casters hands and blasts a stream of fire at
the target.
Usage: cast 'detect evil' [self]
Accumulative: No, but renewable.
Duration: 2 hours per level/Until quit
Level: Level 5 magic user
Detect evil will enable you to see the black aura surrounding
evil creatures and items.
Usage: cast 'locate object' <object>
Accumulative: -
Duration: Instantaneous
Level: Level 6 magic user
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.
Usage: cast 'shield' <victim>
Accumulative: No, but renewable.
Duration: 24 hours/Until quit
Level: Level 6 magic user
This spell will create a magic shield around you which will make
you safer from physical as well as well as from magical attacks.
It improves your AC by 5 and your Lightning Save by 5.
Usage: cast 'refresh' <target>
Accumulative: -
Duration: Instantaneous
Level: Level 6 magic user
This spell will remove all signs of tiredness from the target.
The spell restores all the targets movement points.
Usage: cast 'shocking grasp' <victim>
Accumulative: -
Duration: Instantaneous
Level: Level 7 magic user
Save: Versus lightning for half damage
This spell is more powerful than the burning hands spell. The
spell charges the casters hands with electricity which is then
channelled into the victim with a touch.
Usage: cast 'strength' <victim>
Accumulative: Yes
Duration: 2 * Level hours
Level: Level 7 magic user
A person will gain 1 to 4 strength points per spell. No person
can be affected by more than four strength spells at any time.
Note: Maximum strength is dependant on your race.
Usage: cast 'teleport' [self]
Accumulative: -
Duration: Instant
Level: Level 8 magic user
Teleport (with error) will instantly transfer you to another
location in the world. This location is random, and thus there
will always be a risk of landing in a fatal location.
Usage: cast 'blindness' <victim>
Accumulative: No.
Duration: 1 hour.
Level: Level 8 magic user
Save: Versus psionic to avoid being blinded.
Blindness will blind a victim failing its saving throw. A blinded
person will have -4 penalty to hitroll and a penalty of -40 on
AC.
Usage: cast 'know alignment'
Accumulative: -
Duration: Instantaneous
Level: Level 8 magic user
Save: Versus psionic
This spell will, unless the victim makes its save, let you take a
peek at the very soul of the victim, and therefore informing the
caster of the victims alignment.
Usage: cast 'curse' (victim | object)
Accumulative: No
Duration: 7 Days, permanent on objects.
Level: Level 9 magic user
Save: Versus psionic to avoid the effects of the curse
Curse cast on a person that fails the saving throw, will reduce
the hitroll by one, and reduce the saving throw versus psionic by
10.
Usage: cast 'lightning bolt' <victim>
Accumulative: -
Duration: Instantaneous
Level: Level 9 magic user
Save: Versus lightningl for half damage
This spell is more powerful than the shocking grasp spell. It
fires a long narrow ray of electrical energy at the target,
viciously shocking them.
Usage: cast 'far sight' <victim>
Accumulative: -
Duration: Instantaneous
Level: Level 9 magic user
This spell lets you take a peek at the victim, what he looks
like, both appearance and equipment, that is if the victim isn't
too powerful compared to the caster.
Usage: cast 'control weather' ('better' | 'worse')
Accumulative: Yes
Duration: -
Level: Level 10 magic user
This spell will change the state of the current weather. At beast
it can clear away the clouds leaving bright clear skies. At worst
it can create dark black clouds that blot out all sunlight and
vicious lightning storms.
Example: cast 'control weather' worse
Usage: cast 'drums of war' <victim>
Accumulative: No
Duration: 10 hours/Until quit
Level: Level 10 magic user
This spell will make all the members of the victims group attack
more wildly and therefore with greater effect. But as they will
be more savage they will defend more poorly.
Usage: cast 'colour spray' <victim>
Accumulative: -
Duration: Instantaneous
Level: Level 11 magic user
Save: Versus lightning for half damage
This spell blasts the victim with magical energy that is shaded
in all the colours of the rainbow.
Usage: cast 'group invisibility' <victim>
Accumulative: No
Duration: 24 hours
Level: Level 11 magic user
The Group Invisibility spell will make the victims group turn
invisible.
Note: This spell does not confer the ability for those in the group to see each other.
Usage: cast 'detect neutral' [self]
Accumulative: No, but renewable.
Duration: 1 hour per level/Until quit
Level: Level 11 magic user
Detect neutral will enable you to see the red aura surrounding
neutral persons and items.
Usage: cast 'enchant weapon' <weapon>
Accumulative: No
Duration: Permanent
Level: Level 12 magic user
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. Note
that an enchanted weapon will be restricted to the same level as
the level of the caster, and non-opposed alignment.
The enchantment will modify the weapon as follows:
If the weapon is one handed:
Level Hit Roll/Damage Roll
12-24 +1/+1
25-39 +2/+1
40-54 +2/+2
55-69 +3/+2
70 +3/+3
If the weapon is two handed:
Level Hit Roll Damage Roll
12-23 +1/+1
24-33 +2/+1
34-35 +2/+2
36-45 +3/+2
46-47 +3/+3
48-57 +4/+3
58-59 +4/+4
60-69 +5/+4
70 +5/+5
Usage: cast 'greater curse' (victim | object)
Accumulative: No
Duration: Half a day, permanent on objects.
Level: Level 12 magic user
Save: Versus psionic to avoid being seriously cursed
Greater curse cast on a person that fails the saving throw, will
reduce the hitroll, and reduce the saving throw versus lightning.
The reduction is level dependent.
Usage: cast 'energy drain' <victim>
Accumulative: -
Duration: Instantaneous
Level: Level 13 magic user
Save: Versus lightning for no drain
This spell does not give much damage, but victims failing their
saving throw will loose up to your level * 1000 XP points, loose
half their mana and half their movement. You will gain half the
mana lost (i.e. a quarter of victims mana), and the hit points
lost.
If the victim does save, nothing is gained, but the damage is
still inflicted.
If the victim is very low-level nothing is gained.
Beware that this spell is evil.
Usage: cast 'refresh group' <victim>
Accumulative: -
Duration: Instantaneous
Level: Level 13 magic user
This spell will remove all signs of tiredness in the feet of the
victims group. The spell restores all movement points to everyone
in the group.
Usage: cast 'charm person' <victim>
Accumulative: No
Duration: Several days depending on how intelligent the victim
is.
Level: Level 14 magic user.
Save: Versus psionic to resist the charm
Is is not possible to charm anyone that is already charmed, if
you're charmed yourself, or if the person is higher level than
you.
There is also a restriction based on how many hit-points the one
you try to charm have, versus how many hit-points you have. Some
monster and npc,
just are to powerful for you to handle.
The victim gets a saving throw versus "paralysation".
A charmed person will follow you, and not be able to attack you,
you can order charmed person using the order command. You will
only be able to
charm playerkillers if and only if you have declared yourself a
playerkiller. Thus you will not be able to charm a
non-playerkiller regardless of your own status.
The duration is 432/player's Intelligence or 432/npc's Level, if
of course you are successful with your charm.
Usage: cast 'identify' <object>
Accumulative: -
Duration: Instantaneous
Level: Level 14 magic user
This spell will let you know some stats about the object in
question. Also, your skill of identifying will increase with your
levels, and it might be harder to fully understand items that are
above your level.
Usage: cast 'fireball' <victim>
Accumulative: -
Duration: Instantaneous
Level: Level 15 magic user
Save: Versus fire for half damage
This is a powerful spell that launches a fiery ball at a target.
On contact with the target, the ball explodes and engulfs them in
roasting flames.
Usage: cast 'alarm'
Accumulative: -
Duration: Until caster runs out of mana or types
"blink".
Level: Level 15 magic user
Every time someone moves into the place you cast this spell you
will be notified. It costs mana constantly to uphold it.
Usage: cast 'weakness' <victim>
Accumulative: No
Duration: 1 hour per 2 levels
Level: Level 17 magic user
The weakness spell will let you weaken your opponent by reducing
their strength stat. The amount that your victims strength is
reduced by varies.
Usage: cast 'continual light'
Accumulative: -
Duration: Instantaneous
Level: Level 17 magic user
This spell will create a ball of the purest light one can imagine
that will never expire. But to create such a bright light the
spell will consume 10,000 gold coins as a material component.
Usage: cast 'far vision' <victim/object>
Accumulative: -
Duration: Instantaneous
Level: Level 20 magic user
This spell lets you take a peek at the location of the victim or
object.
Usage: cast 'detect good' [self]
Accumulative: No, but renewable.
Duration: 1 hour per 2 levels/Until quit
Level: Level 20 magic user
This spell will enable you to see the white aura surrounding good
creatures and items.
Usage: cast 'mind share' <victim>
Accumulative: No
Duration: Until movement/fighting/quit
Level: Level 20 magic user
This spell lets you link your mind to a victim's in order to cast
group spells. If you or the victim quits, moves or engages in
combat the link will break. You can only assist in casting spells
you have the right level for, i.e. a level 20 cannot assist in
casting a level 65 spell.
Usage: cast 'remove greater curse' <victim/object>
Accumulative: No
Duration: Instantaneous
Level: Level 23 magic user
This spell will let you remove a greater curse placed on a person
or on an object.
Usage: cast 'sun blast' <victim>
Accumulative: -
Duration: Instantaneous
Level: Level 25 magic user
Save: None
This is a powerful spell that is better than fireball, because
the victim doesn't get a saving throw, to avoid some of the
damage. The spell fires a ray of focused sunlight at the victim.
Usage: cast 'sleep' <person>
Accumulative: Yes (duration)
Duration: 4 hours + one hour per level
Level: Level 27 magic user
Save: Versus psionic to stay awake
If failing saving throw versus spell, the person will feel dizzy.
If you do it again he will feel so dizzy that he falls asleep. A
person who is affected by sleep can only be awakened if attacked.
Usage: cast 'feeble mind' <victim>
Accumulative: No
Duration: Level dependent
Level: Level 30 magic user
The Feeble Mind spell will lower the victim's intelligence and
the victim will also loose some of its casting ability.
Usage: cast 'barkskin' [self]
Accumulative: No, but renewable.
Duration: Level dependent/Until quit
Level: Level 30 magic user
The Barkskin spell will improve your AC by 30.
Usage: cast 'tarnish' <obj>
Accumulative: No
Duration: Depends on the number of persons who co-operate in
casting
Level: Level 30 magic user
This group spell can only be cast when the world is evil. It can
only be cast on non-magical weapons and if successful the weapon
will do considerably more damage to good targets for a while. The
weapon will eventually be destroyed as the power of the spell
consumes it.
Usage: cast 'ice missile' <victim>
Accumulative: -
Duration: Instantaneous.
Level: Level 30 magic user
Save: Versus cold
At last a secret has been smuggled out from the laboratories of
Glorath. The Ice Mage Glorath, once the most feared mage in the
lands, retired to the highest mountains to continue delving into
the arcane powers hidden within the ice. One of his most deadly
spells was the 'ice missile', a powerful ball of ice that, when
cast against an opponent, caused instant frostbite to the victim.
The thief Jarothan sole into his caverns one night and stole the
spell book containing the spell, bringing once again into the
lands that which was thought lost forever.
Usage: cast 'demon fire' <victim>
Accumulative: -
Duration: Instantaneous
Level: Level 35 magic user
Save: None
This is a powerful spell as it summons a blast of the fire that
demons are spawned from to erupt around the target, roasting them
alive!
Usage: cast 'recharge' <object>
Accumulative: Yes
Duration: Permanent
Level: Level 35 magic user
With this spell you can recharge a wand or staff. This is a risky
operation, however, as it may become over-strained and explode.
The chance of a successful recharge is greater the more charges
there are left, and knowledge of the spell in the item will also
make the operation easier. Usually only a limited number of
rechargings can be made before an item becomes totally powerless,
but it has been heard that this is not always so.
Usage: cast 'freeze time' scale
Accumulative: No
Duration: Depends on the number of persons who co-operate in
casting
Level: Level 65 magic user (group spell)
This group spell lets you lock the world alignment for some time.
This means donations will not have any effect on the world
alignment and it will not move towards balance automatically for
some time. It can only be cast on the scale in Riversy.
Usage: cast 'dispel magic' <victim/object>
Accumulative: -
Duration: Instantaneous
Level: Level 40 magic user
Dispel magic will remove the effects of magic from the victim or
object at which the spell is targeted at.
Note: This spell has been known to destroy magic
items.
Usage: cast 'ancient name'
Accumulative: -
Duration: Instantaneous
Level: Level 40 magic user
The ancient spell will enlighten you and let you know the ancient
name of that specific location you are at, but only if you are
familiar with the surrounding area.
The name sounds unique to everyone trying to get it.
Usage: cast 'meteor swarm'
Accumulative: -
Duration: Instantaneous.
Level: Level 45 Magic User
Save: None
This spell will will call forth some meteors that will inflict
damage upon all monsters in the room.
Note: You cannot cast this spell if there are playerkillers in the room, unless of course you are a playerkiller yourself.
Usage: cast 'mana transfer' <victim>
Accumulative: -
Duration: Instantaneous
Level: Level 45 magic user
For a long time spell casters have been searching for ways to aid
each other in the recovery from long fights. It took centuries to
refine the skills required for such a difficult task, and still
it is not perfect. This spell will allow the caster to transfer
some of his or her magical essence to another being.
Usage: cast 'hell fire' <victim>
Accumulative: -
Duration: Instantaneous.
Level: Level 45 magic user.
Save: None
This spell will make the victim suffer by engulfing them in from
fire from hell. Being something from below it is quite some
spell, doing a lot of damage with no saving throw.
Usage: cast 'teleport group'
Accumulative: -
Duration: Instantaneous
Level: Level 50 magic user
This spell will teleport all members of the casters group to a
randomly chosen place.
NOTE: Due to misuse it is now only possible to
cast this spell on yourself.
Usage: cast 'stone skin' [self]
Accumulative: No, but renewable.
Duration: Level dependent/Until quit
Level: Level 50 magic user
The stone skin spell will improve your AC by 40.
Usage: cast 'fire gate' <victim>
Accumulative: -
Duration: One tick, or until one of the casters enters the gate,
moves or is engaged in combat.
Level: Level 50 magic user.
Save: None
This spell lets two mages open a gate through the magical
spheres. The first mage casts the spell at the second mage, who
then has to respond in order to open the gate. When others walk
through they are damaged a little.
Usage: cast 'portal' <the ancient name of the location>
Accumulative: -
Duration: Instantaneous
Level: Level 55 magic user
The portal spell will open up a portal to another location in the
realm. You will need to know the ancient name of that location to
make it succeed.
Usage : cast 'fire strike' <victim>
Accumulative: -
Duration : Instantaneous.
Level: Level 55 magic user.
Save: None
This spell hits the target with a ray of flame that burns hotter
than the fires of hell!
Usage: cast 'fire blast' <victim>
Accumulative: -
Duration: Instantaneous.
Level: Level 65 magic user.
Save: None
This spell will make the victim suffer from a blast of fire so
hot, it is like being thrown into the sun itself! It is one of
the most powerful spells a magic user can cast.
Usage: cast 'mental strike' <victim>
Accumulative: -
Duration: Instantaneous.
Level: 70 magic user.
Save: Versus psionic for half damage
This spell will make the victim suffer both mentally and
physically. It is the most powerful offensive spell a magic user
can cast.
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