The following is a list of spells and what they do.
Note: when you use the 'spells' command to display the spells
that your character has learned, two values are displayed in parentheses
(x/y) next to each spell name. In the following descriptions, 'x' refers
to the number from the 'spells' display. The 'y' value is the number of
magic points required to cast the spell. When a spell is listed as an 'area
affect' that means that when it is cast by a player it affects all monsters,
and when it is cast by a monster it affects all players. Whenever an offensive
spell is cast, the attackee has a chance to dodge the spell. Your odds
of dodging a spell are computed based on your Psychic ability vs. the psychic
ability of the attacker. Any spell that calculates it's affects based on
the caster's level uses either the caster's psychic ability if being cast
naturally, or in the case of magic items, the level of the monster from
which the item was obtained.
Note: the magic oriented classes (sorcerer, mystic and cleric)
have available to them the special ability of entering a trance (via the
'trance' command). While in a trance, their psychic ability is available
to other players in the same room. See the documentation for the trance
command for further details.
*Aggravation (player-vs-player only):
Causes a player to aggravate monsters. I.E. all monsters encountered by
said player will automatically attack him/her. Duration is 'x'.
*Blast (players/monsters): Inflicts
damage points upon the target (more powerful than lightning).
*Bringing (other players): Causes other players to teleport to your location.
The Spell will fail if any of the following are true:
- The target is protected by the shield spell.
- The target is higher level than you.
- The target is in safe haven or a guild hall.
*Circle (self): Allows you to fight
within a pentacle of protection. The spell has a 66% chance of success.
If the spell succeeds, monsters will not be able to initiate attacks against
you for 'x' seconds (they will fight back if attacked however). If the
spell fails, you are rendered utterly unconscious for 'x' seconds.
*Curse (other players/monsters) Causes
the target to lose one point from a randomly determined basic attribute
(strength, dexterity, intelligence, constitution or psychic ability). This
loss is permanent. If you are carrying a talisman, the talisman will sacrifice
itself to save your stat.
*Dispel_magic (other players/monsters):
Causes the target's shield spell (if any) to dissipate. If the target is
not protected by shield, then all of the remaining magic points of the
target are drained to 0. Additionally, any timed spells on the target will
immediately expire. The dispel magic spell is not affected by the shield
spell (i.e. if your target has cast shield, it won't give them any better
odds of dodging your dispel magic spell).
*Elicitation (monsters/players/items):
Displays more information about a target than just looking at it would
reveal. Elicitation is a quiet/non-timed spell. I.E. it does not affect
your action timer and does not cause monsters to detect you when you cast
it.
*Enchant (weapons/armor/shields): Adds
combat bonuses to weapons and AC bonuses to armor and shields. This is
a good way to increase the value of items before you sell them. Metallic
armor can be enchanted higher than non-metallic armor.
*Enhancement (weapons/armor/shields):
Adds combat bonuses to weapons and AC bonuses to armor and shields. Enhancement
has a higher 'x' value than enchant and hence can add higher bonuses. This
is a good way to increase the value of items before you sell them. Metallic
armor can be enhanced higher than non-metallic armor.
*Exhaustion (players/monsters): Inflicts
massive fatigue point loss upon the target.
*Fear (monsters/other players): Causes
a monster or other player to run away (leave the room).
*Fireball (players/monsters): Inflicts
damage points upon the target (more powerful than blast).
*Haste (self/other players): Makes you
move twice as fast (the time it takes to do something is cut in half).
Duration is 'x'.
*Healing (self/other players): Restores
body points. If you cast this spell and it says "Nothing happens",
it means that that player wasn't injured to begin with. Also slows down
the affects of being poisoned (gives you a few more seconds of life).
*Invisibility (self/other players):
Causes a player to "vanish". When someone is invisible they have
the following advantages:
1. Can walk into a room and not make monsters aware of their presence.
2. +5 combat bonus.
3. +5 armor class.
4. Can pick up things from the ground even if blocking monsters are around.
5. Cannot be attacked/seen by other players.
6. Can always exit a room without being stopped by belligerent monsters.
Note: An opposing player or monster who casts 'see invisible'
negates the advantages (as listed above). Permanent monsters are always
aware of players, invisible or not. Although normal monsters do not initially
know about you when you're invisible, they *will* become aware of you as
soon as you do something in their presence (even though they can't see
you, they can still hear you). Duration is 'x' seconds.
*Invulnerability (self/other players):
Adds 10 to your armor class. Duration is 'x'.
*Key (special exits): Locks/Unlocks
a non-magical door. Most keys and door locks are generic, i.e. most keys
will work with most doors. However, there are certain special doors that
require a specific key in order to be unlocked.
*Languor (monsters/other players): Slows
someone down. All of their actions take twice as long. Duration: x seconds.
*Levitation (self): Allows you to float
above the ground. The advantage is that you lose no fatigue for movement.
The disadvantage is that you can't reach items on the ground.
*Lightning (players/monsters): Inflicts
damage points upon the target (less powerful than blast).
*Magic_key (special exits): Locks/Unlocks
a door or magic door. Most keys and door locks are generic, i.e. most keys
will work with most doors. However, there are certain special doors that
require a specific key in order to be unlocked.
*Mania (self): This spell sets the target
off into a maniacal rage. While the rage lasts, the player's combat bonus
is doubled. The downside is that fatigue is used at slightly more than
twice the normal rate- (Sturdiness does not help one so enraged regain
fatigue any faster than the normal rate). Also, while under mania it is
not possible to restore fatigue points via the restoration or vigor spells.
Duration is 'x'.
*Mesmerization (players/monsters): Sets
the target's action timer to 'x' seconds. (i.e., they won't be able to
perform a timeable action for x seconds).
*Pass_door (special exits): Teleports
you through a special exit (such as a locked door). There are certain "special"
locked doors that you cannot pass through. These doors require specific
keys as the only way to gain admittance.
*Protection (self/other players): This
spell makes you impervious to traps. It also protects you from people trying
to use the 'spy' spell on you. Duration is 'x'.
*Purification (self/other players):
Removes poison from your body (certain monsters excrete deadly poison when
they hit you, if you don't remove it, you DIE).
*Return (self): Devices containing this
spell allow you to record your current location (via one 'use') and then
return to that location on the subsequent 'use' of that item. Works the
same way when casting the spell naturally. Cannot be cast on other players.
*Restoration (self/other players): Restores
body AND fatigue points (body points first, then fatigue). If you cast
this spell and it says "Nothing happens", it means that that
player wasn't injured or tired. Also slows down the affects of being poisoned
(you won't die quite so fast).
*Revelation (area affect): This spell
is basically a completely effective 'search' command; you will find all
hidden exits and/or players in the room.
*See_invisible (self/other players):
Allows one to see someone who is under a spell of invisibility. Duration
is 'x'.
*Seeking (other players): Causes you
to teleport to the location of the specified player. The spell will fail
if any of the following are true:
- The target is protected by the shield spell.
- The target is in their guild hall.
*Shield (self/other players): Increases
your odds of dodging offensive spells. Has no affect against the dispel
magic spell.
*Sleep (area affect): Causes all the
monsters in the room (who fail their dodges) to fall asleep. Duration is
'x'. Any monsters who dodge will attack you. Monsters who fall asleep and
later awaken will attack you. Sleeping monsters have a chance of waking
up when attacked. If a monster casts this spell, the above is true in regards
to all players in the room. If a player is sent to sleep, he can do absolutely
nothing until awoken. Sleeping players receive the message "Zzzzzz...."
(snoring, right?) when they attempt to enter commands while asleep.
*Spying (other players): Similar to
visioning, this spell allows you to see what's going on in the room of
the specified player (wherever they may be). You cannot spy on someone
who is under the effects of the 'protection' spell.
*Stealth (self/other players): Allows
you to perform an action while hidden and have the chance of monsters not
spotting you. Duration is 'x'. (Quite possibly the most powerful spell
in the game).
*Strength (self/other players): Doubles
your strength, thus allowing you to carry heavier burdens and increasing
your combat bonus. While under it's effects you can carry twice as much
weight (though you are still limited to 20 total items). Duration is 'x'.
*Sturdiness (self/other players): Increases
your natural healing/fatigue restoration rate to 1 point/second. Also renders
you impervious to being poisoned. Duration is 'x'. (Note: the fatigue/healing
restoration aspects of this spell are rendered useless if the user is also
under the effects of the 'mania' spell).
*Summoning (area effect): Summons a
randomly chosen monster to your room. The monster (no matter what it's
disposition in normal life) is chaotic and aggravated. If cast using the
"cast" command, the level of the monster summoned will be with
within + or - 'x' levels of the caster. If cast using a magic device, the
level of the monster summoned will be within + or - 'x' levels of the monster
the magic device originally came from. Summoning increases the encounter
rate in a room (similar to yelling). A summoned monster will always pursue
you.
*Teleportation (self/other players):
Teleports a player to a randomly chosen destination. This is generally
considered an offensive spell, since there's no telling where you might
wind up.
*Vigor (self/other players): Restores
fatigue points. If you cast this spell and it says "Nothing happens",
it means that that player wasn't fatigued. Also slows down the affects
of being poisoned (you won't die quite as fast).
*Visioning (direction): Cast this spell
on an exit in your room (north, south, etc.) and your mind will receive
a mental image of what is in that room. (If the room that you cast the
spell upon is a guild area, you will only see the items in that room if
someone is actually in the room).
*Weakness (monsters/other players):
Causes target to become weak and tired. While under the affects of weakness,
the target will not "naturally" regenerate body points or fatigue.
They can regenerate via other spells though.
This info was taken from:
Salacious
Crumb's Ultimate Swords of Chaos Page Check it out~!