'CALL LIGHTNING'

Syntax: cast 'call lightning'

This spell works only out of doors, and only when the weather is bad.

It calls on the power of the Gods to invoke lightning bolts that will

strike the caster's enemies.

 

CAMOUFLAGE

Syntax: camouflage

This skill enables you to conceal yourself using natural terrain features.

It is similar to the HIDE skill in many respects, but its chance of success

depends greatly on the type of terrain in which you are currently located.

 

CANT

Syntax: cant <message

All of these commands send messages to other players.

 

CANT sends a message to all players in your room, but it will only be

understood by those who have learned Cant. You must practice the skill

yourself to be able to use this command.

 

 

CANTRIP

Syntax: cast cantrip <character <action [<character]

The CANTRIP spell is a minor glamour similar in nature to the VENTRILOQUATE

spell. The target of the spell, rather than appearing to say something, will

appear to do something. The <action may be any social (including POSE but

excluding EMOTE). If a second character is specified, the action will be

directed towards that person.

 

CAST

Syntax: cast <spell <target

Before you can cast a spell, you have to practice it. The more you practice,

the higher chance you have of success when casting. Casting spells costs mana.

The mana cost decreases as your level increases.

The <target is optional. Many spells which need targets will use an

appropriate default target, especially during combat.

If the spell name is more than one word, then you must quote the spell name.

Example: cast 'cure critic' frag. Quoting is optional for single-word spells.

You can abbreviate the spell name.

When you cast an offensive spell, the victim usually gets a saving throw.

The effect of the spell is reduced or eliminated if the victim makes the

saving throw successfully.

Bards are something of a special case. Bards don't actually cast spells; they

either sing or play them. For the sake of convenience, however, they may use

the cast command, and the system will assume they are either doing one or the

other (depending on whether they have a musical instrument at hand).

See also the help sections for individual spells.

 

CAUSE CRITICAL'

Syntax: cast 'cause critical' <character

These spells inflict damage on the victim. The higher-level spells do

more damage.

 

'CAUSE LIGHT'

Syntax: cast 'cause light' <character

 

These spells inflict damage on the victim. The higher-level spells do

more damage.

 

'CAUSE SERIOUS'

Syntax: cast 'cause critical' <character

These spells inflict damage on the victim. The higher-level spells do

more damage.

 

 

'CELL ADJUSTMENT'

Syntax: cast 'cell adjustment'

A skilled sorcerer can also perform CELL ADJUSTMENT, which can remove

curses, diseases, and poisons from his or her body.

 

'CHAIN LIGHTNING'

Syntax: cast 'chain lightning' <character

This spell conjures forth a highly charged lightning bolt which, after

striking its intended target, will arc to others in the room. The bolt will

continue to cause damage on those it arcs to until it eventually peters out.

Extreme care needs to be exercised when using this spell, as it may strike

the caster when no targets are available.

 

'CHANGE ALLEGIANCE'

Syntax: cast 'change allegiance' <character

This spell will confuse the character upon whom it is cast to the point where

they come to regard the caster as their friend, and will happily accept orders

for them a short time. It can be used even in the midst of heated combat, but

doesn't last for very long. Characters who emerge from the effects of the

spell are unlikely to be well disposed towards the caster.

 

CHANGES

Here is a list of recent code changes.

04/12 New elementalist spell: BANISH ELEMENTAL.

04/12 Increased the effectiveness of IOCAINE.

04/12 Coded a Christmas present for Necromancers.

03/12 Modified the WEAKEN spell to affect its victim's maximum hit points.

03/12 Stopped proportional adjustment of HP/mana/moves for item affects.

03/12 Fixed crash bug arising when PCs attempt to use the MPCAST command.

02/12 Shopkeepers now only sell the items they trade in.

02/12 Stopped charmed creatures from being ordered to use the PUT command.

02/12 Fixed that mean ole crash bug.

02/12 Fixed problem with AMBUSH (thanks Inachi).

02/12 Recovered from the Office Christmas party enough to start coding again.

28/11 Revised the LAVA spell (thanks Lan).

27/11 Affects that modify your maximum hit points, mana, or movement will now

proportionately adjust your current scores in these stats as well.

27/11 Fixed a bug in the string editor's global replace function that would

occasionally hang, and eventually crash, the MUD.

27/11 Restructured the is_safe() routine and rewrote the DISCORD spell.

26/11 RETALIATION will now function if a mobile uses MPKILL or MPKILLALL.

26/11 Stopped MUD from crashing when NPCs use DESCRIPTION (thanks Sayyadina).

25/11 Stopped MAGIC WHISTLE out of safe rooms.

25/11 Fixed problems with room editor caused by exit randomising code.

24/11 Added two new battlefields.

22/11 Change to exclude color codes from the length check on titles.

22/11 Coded a Christmas Present for Assassins.

22/11 Stopped new players from ageing and getting hungry and thirsty.

21/11 Changed the IDENTIFY spell so that the "take" wear-flag doesn't show.

21/11 Modified the KNOW skill to show a bit more information.

21/11 Coded a Christmas Present for Enchanters.

20/11 Rewrote the "gold stealing" mob function.

20/11 Changed the LIST command to allow specification of objects to be listed.

19/11 New bard spell: QUICKEN.

19/11 Stopped EARTHSPEAK from revealing names of unseen creatures.

19/11 Preparatory work on clan bankruptcy.

19/11 Coded a Christmas Present for Bards.

19/11 Wrote an exit randomization routine compatible with the online builder.

18/11 Resets to randomize exits can now be created using the builder RESETS

command (they don't do anything yet, but they will soon!)

18/11 Coded a Christmas Present for Elementalists.

18/11 Changed the HERO channel to BLDTALK (for builders) instead.

17/11 You can now TAP a mana source during combat (thanks Zephron).

17/11 Added a few new liquid types.

16/11 Revised code associated with mana stores.

15/11 Clans at war now only get half the normal income from their areas.

14/11 Totally rewrote the TELEPORT spell after the Tantabar/Brynn episode.

13/11 Fixed a nasty bug corrupting the reset list in MEDIT/OEDIT DELETE.

13/11 Fixed a *very* nasty bug corrupting the area list in AEDIT CREATE.

12/11 Added a visibility status option to the PROMPT command.

12/11 Reworked the AREAS command to make it more robust.

12/11 New CLAN AREAS command.

12/11 Stopped areas loading with warzone flags when not controlled (again!)

11/11 New necromancer spell: WRAITHVERGE (Hexen really is a very cool game...)

11/11 Fixed small bug with message when trail is lost using TRACK.

10/11 Minor bug fix to NPCs giving gold through mobprogs.

09/11 Removed ICE SHARDS as a prerequisite to ICE STORM (thanks Cimmerian).

08/11 Fixed crash bug associated with OEDIT extra description add.

08/11 Enhanced the existing automatic reboot/shutdown feature.

08/11 Coded new routine to save and load mud information such as wizlocks,

numlocks, automatic reboot/shutdown times, and so on.

08/11 New immortal command: MUDINFO.

07/11 Changed reset code to help stop tin whistles appearing in duffle bags!

07/11 New warrior skill: GAUGE.

07/11 Tidied up the code for the TRANSFER and MPTRANSFER commands.

06/11 Donning a DISGUISE now breaks all REPLY links (thanks Syx).

06/11 Corrected the interaction between DISGUISE and BACKGROUND (thanks Syx).

05/11 New elementalist spell: ICE SHARDS (Elwyn's been playing Hexen again...)

05/11 Put a 2 round lag on RECITE, to bring it into line with BRANDISH & ZAP.

05/11 The chance of success for filling the 2nd and 3rd spell "slots" of a

scroll using SCRIBE has been significantly reduced, to increase the

rarity and value of scrolls that have all 3 "slots" filled.

05/11 Modified DISGUISE to check PC disguise names using the login name parser.

05/11 Bugs detected by the server are now broadcast over IMMINFO.

05/11 Changed all bug reports throughout the code to use a common format.

05/11 Charmed characters can no longer be ordered to use the following

commands: CLAN, DELETE, DROP, GIVE, PUT (thanks Braelin).

05/11 Stopped poisoning of weapons during combat.

 

 

CHANNEL CHANNELS

Syntax: channels

Syntax: channels +<channel

Syntax: channels -<channel

With no options, CHANNELS shows you your current channels. With a plus or

minus sign and an option, CHANNELS turns that channel on or off.

 

CHARGE

Syntax: charge <direction

CHARGE is a headlong attack taking place in a particular direction. When using

the skill, you will move in the specified direction and automatically attack

everything in the room you arrive in, inflicting substantial amounts of damage.

You will then be in combat with any survivors.

 

'CHARM PERSON'

Syntax: cast 'charm person' <character

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.

This spell has no effect upon undead creatures.

 

CHAT

Syntax: chat <message

These commands send messages through communication channels to other players.

You can use the CHANNELS command to hear, or not hear, any of these channels.

Following is a description of each, and the proper etiquette for their use.

CHAT sends a message to all interested players in the world. '.' is a synonym

for CHAT. Discussions taking place on CHAT, while still informal, must be in

character (e.g. don't talk about the football, or compare notes on different

models of car).

 

'CHILL TOUCH'

Syntax: cast 'chill touch' <character

CHILL TOUCH inflicts damage on the victim and also reduces the victim's

strength by one. SPECTRAL HAND is similar in effect but is significantly

more powerful. Neither spell has any effect upon the undead.

 

 

CIRCLE

Syntax: circle

A skilled thief can CIRCLE behind an opponent and stab them in the back,

but only if they are sufficiently distracted during a battle.

 

CITY CITIES

There are seven cities in Dragon Realms. Within these cities you may

adventure, buy and sell and train your skills and spells. Not all cities offer

all commodities however and you will not find trainers for your class in every

city. To learn more about each of the cities, type "help" and the name of the

city. The seven cities are: Haven, Argenta, Xersia, Azure, Opal, Zepherus and

Tallis.

 

'CLAN COMMAND'

Syntax: clan show <clan name (Anybody)

Syntax: clan account (Clan Rank 1)

Syntax: clan resign (Clan Rank 1)

Syntax: clan deposit <amount (Clan Rank 1)

Syntax: clan areas (Clan Rank 9)

Syntax: clan withdraw <amount (Clan Rank 9)

Syntax: clan demote <character (Clan Rank 10)

Syntax: clan enrol <character (Clan Rank 10)

Syntax: clan expel <character (Clan Rank 10)

Syntax: clan members (Clan Rank 10)

Syntax: clan promote <character (Clan Rank 10)

Syntax: clan truce <clan name (Clan Rank 10)

Syntax: clan war <clan name (Clan Rank 10)

The CLAN command controls clan activities, and has many different options.

Many of these are the exclusive perogative of the clan leader, who at Rank 10

gains overall responsibility for the clan. The different options have the

following effects.

Account Shows the current balance of the clan's bank account.

Areas Shows a rundown on the income and defenses of areas the clan controls.

Demote Demotes a clan member, who need not be logged in, down one rank.

Deposit Places the specified amount of gold in the clan's bank account.

Enrol Enrols an unclanned person into the clan. The person to be enrolled

must follow the clan leader for the command to be successful.

Expel Expels a clan member, who need not be logged in, from the clan.

Members Displays a list of the clan's members at each rank.

Promote Promotes a clan member, who need not be logged in, up one rank.

Resign Removes you from the clan to which you belong.

Show Displays general information about a clan.

Truce Creates a temporary truce with a clan you are currently at war with.

The enemy clan leader must be in the same room with you for the

command to succeed. When both leaders establish a truce, the war

between the clans will end.

War Establishes a state of war between your clan and the one you specify.

For further information, see CLAN WAR.

Withdraw Takes the specified amount of gold from the clan's bank account.

 

CLANS

There are currently seven clans in Dragon Realms. These clans struggle to hold

and acquire territory, which brings to the clan wealth and prestige. A clan is

a group of players who work towards the same goals, assist each other with

information and equipment and often group together to explore new areas.

As Dragon Realms aims to be a roleplaying game, each clan has a certain style

which may appeal more to one sort of character than another. You will start

the game as a member of [HAVEN], the clan for new players, and remain in this

clan until you exceed level 10. While you are in [HAVEN], other players will

not be able to attack you and you will not be able to attack other players.

Once you reach level 11, you will be removed from [HAVEN] and may then decide

to join another clan, or to remain unallied. You do not have to join a clan

and may continue in the game as a clanless player, although this will limit

the roleplaying aspect of the game for you.

The clan names are [DRAGON], [FEAR], [RED GAUNTLET], [ARCANA], [HAVEN],

[INQUISITOR] and [NOBLE]. See help on each of these names to learn more about

them. Note that you must include the [] brackets when doing so.

 

classes

Classes are an arbitrary way of collecting together related skills that

your character can learn. Your choice of class is a fundamental step in

deciding what sort of character you want to play. The following classes

are available for you to choose from:

Assassin Hardened killers with expertise in stealth and use of poisons.

Bard Charismatic wanderers with musical spell-casting abilities.

Cleric Faithful and devoted servants of a divine being.

Elementalist Mages whose spells are based on the four alchemical elements.

Enchanter Mages who specialise in enchanting other objects/creatures.

Necromancer Mages whose powers derive from death and putrefaction.

Ranger Self-reliant wanderers with extensive survival skills.

Sorcerer Mages whose abilities spring from concentrated mind power.

Thief Rogues who prosper through stealth, guile, and cunning.

Warrior Trained fighters with extensive grounding in combat.

 

Cleric

The CLERIC class is a spellcasting class similar to certain religious orders

of knighthood in the Middle Ages; the Teutonic Knights, the Knights Templar,

and the Hospitalers. These orders combined military and religious training

with a code of protection and service. Members were trained as knights and

devoted themselves to the service of the Church. Their magic is primarily

defensive rather than offensive in nature. Archbishop Turpin (of "The Song

of Roland") is a good historical example of a cleric.

 

CLOSE

Syntax: close <object|direction

 

OPEN and CLOSE open and close an object or a door.

 

 

CLOUDKILL

Syntax: cast cloudkill

The CLOUDKILL spell summons up a poisonous cloud of gas that will poison and

possibly kill everything in the room but the caster. It will affect other

players, but they will normally not die from the spell. No experience

accrues from kills made using this spell.

 

COLOR

Syntax: color

COLOR toggles the color feature built into the MUD. The color codes used are

standard ANSI color codes, but if these are not compatible with your setup then

you can use the COLOR command to turn them off.

See CONFIGURE to find out whether color is on or off.

 

'COLOR SPRAY'

Syntax: cast 'color spray' <character

These spells inflict damage on the victim. The higher-level spells do

more damage.

 

'COLOR USE'

You may add color to your title and description using special symbols that

the game will translate into ANSI color codes. Each code must precede the

text you wish to affect. Be sure to end the string with $x (back to normal).

Symbol Color Bold Color (add $Z to color code)

$A Plum Fuschia

$G Kelly green Chartreuse

$K Black Dark grey

$Y Rust brown Bright yellow

$R Deep red Bright red

$B Navy blue Royal blue

$C Deep teal Sky blue

$W Light grey White

To turn bold off, you must use $x, then recode your color. The codes affect

every text string following them, until it encounters the next $ command. Be

sure to end your string with a $x.

 

'COMBAT MIND'

Syntax: cast 'combat mind' <character

A sorcerer using COMBAT MIND has a very keen understanding of his or her

enemies and their fighting tactics. As a result, the sorcerer has an

increased chance of hitting his or her enemies, and knows how to minimize the

damage received from their blows. Because sorcerers are telepathic, this

knowledge can also be shared with the his or her companions.

 

COMBINE

Syntax: combine

COMBINE toggles your seeing combined format of identical items

in the room.

See CONFIGURE to find out which toggle is on and which is off.

 

 

'COMMAND UNDEAD'

Syntax: cast 'command undead' <character

This spell enables you to take control of the actions of a member of the

undead. It is not effective upon the living.

 

COMMANDS

Syntax: commands

COMMANDS shows you all of the commands (except socials) available to you.

 

 

COMPARE

Syntax: compare <object-1 <object-2

Syntax: compare <object

COMPARE compares two objects in your inventory. If both objects are weapons,

it will report the one with the better average damage. If both objects are

armor, it will report the one with the better armor class.

COMPARE with one argument compares an object in your inventory to the object

you are currently wearing or wielding of the same type.

COMPARE doesn't consider any special affects on the objects, so it might

not be completely accurate. An IDENTIFY spell is more accurate than COMPARE.

 

'COMPLETE HEALING'

Syntax: cast 'complete healing'

These spells cure damage on the target character. The higher-level spells

heal more damage. Mass Heal will heal everyone in the caster's group,

including the caster. The sorcerer disciplines, like many other skills, are

limited to the sorcerer alone.

 

COMPOSE COMPOSITION

Syntax: compose (To display compositions)

Syntax: compose <name (To remove a composition)

Syntax: compose <name <spell <title (To create a composition)

The COMPOSE command is used to create pieces of music that you may play as

spells; it requires the bardic COMPOSITION skill. Your compositions form

part of a repertoire of songs whose size is limited, but which increases as

you go up in level. Once you have composed a piece of music, you can use it

at any time thereafter, unless you remove it from your repertoire.

A composition functions in an identical manner to the spell on which which it

is based. However, original compositions played by a bard have great potency,

so rather than affecting an individual target they will take effect upon all

characters in the room.

Compositions have a name, which identifies them for purposes of spell casting.

Unlike spells, which can be invoked by default using the "cast" command,

compositions can only be invoked through either the "sing" or "play" command.

The title you assign to the composition is what nearby characters will see

when you play it. You can use this to enhance your role-playing.

Bear in mind that your skill with composition at the time you compose a piece

determines its overall maturity and power whenever you perform it. If you

subsequently learn more about composition, it may pay to revisit some of your

earlier, immature pieces, and rework them with the benefit of your new insight.

 

 

CONCENTRATE

Syntax: concentrate

This ability allows you to summon forth tremendous powers of concentration.

Your spells will fail less often while you are concentrating, but they will

cost double the normal amount of mana. You can switch the ability off once it

is in effect by typing "concentrate" again.

 

CONFIG CONFIGURE

Syntax: config

Syntax: config +<option

Syntax: config -<option

The CONFIG command configures some of your character behavior. With no

options, CONFIG shows you your current settings (identical to the AUTO

command). With a plus or minus sign and an option, CONFIG turns that

option on or off.

The options are:

ABBREV You abbreviate names unless you start them with a '@'.

AUTOEXIT You automatically see exits.

AUTOGOLD You automatically get gold coins.

AUTOLOOT You automatically loot corpses.

AUTOSAC You automatically sacrifice corpses.

AUTOSPLIT You automatically split gold coins.

BLANK You have a blank line before your prompt.

BRIEF You see brief descriptions only.

COLOR You will see all the pretty colors.

COMBINE You see object lists in combined format.

HUNT You will hunt down fleeing opponents.

LOOKPAGER The pager is active when you look at other characters.

NOFOLLOW You can't be followed by other players.

NOSUMMON You can't be summoned.

NOTIPS You don't see a tip when you enter the game.

PROMPT You have a prompt.

ROOMBLANK You see a blank line after the room and the objects in it.

SHOWCLAN Your clan shows on the WHO list.

SPEEDWALK You will use the speedwalk feature.

TELNETGA You receive a telnet GA sequence.

You can also type AUTOEXIT, AUTOGOLD, AUTOLOOT, AUTOSAC, AUTOSPLIT, BLANK,

BRIEF, COLOR, COMBINE, HUNT, LOOKPAGER, NOFOLLOW, NOSUMMON, NOTIPS, PROMPT,

ROOMBLANK, SHOWCLAN, or SPEEDWALK directly from the prompt to toggle the

status of these options.

 

 

'CONJURE ELEMENTAL'

Syntax: cast 'conjure elemental' <'air'|'earth'|'fire'|'water'

The CONJURE ELEMENTAL spell allows you to conjure forth an elemental of the

type you indicate. Elementals are unwilling servants at best, demanding

constant concentration and attention by the spell caster to prevent them

from attacking. The size of the elemental that arrives to do your bidding

is dependent on your level, the terrain in which it is summoned, and the

vagaries of chance.

 

 

CONSECRATE

Syntax: consecrate <object

These commands are used by players belonging to clans. Both involve the use

of clan symbols (see BESEECH).

If you CONSECRATE your clan's symbol within an area, your clan effectively

takes control of the area, becoming its "owner". In order to do this, you

must purge the area of ALL mobiles (excepting shopkeepers, healers, trainers

and the like). The consecration will not work if this is not done first.

Once your clan symbol is consecrated, the area becomes yours and you will

enjoy the benefits associated with owning it (see CLAN TERRITORY).

The DESECRATE command is used to wrest an area from the control of another

clan. You must find where their clan symbol has been consecrated, and then

desecrate it. Before you can do so, you must declare war on the clan that

currently holds the area, and then drive ALL players from that clan out of

the area. The desecration will not work unless this is done first.

You cannot consecrate your clan's symbol in an area currently controlled by

another clan; you must desecrate their symbol first.

 

CONSIDER

Syntax: consider <character

CONSIDER tells you what your chances are of killing a character, as well as

a comparison of your relative health. Of course, it's only a rough estimate.

 

Constitution

Your CONSTITUTION encompasses your character's physique, fitness, health, and

physical resistance to hardship, injury and disease. It affects the following

major things.

1. The hit points you gain per level.

2. The movement you gain per level (more so than dexterity).

3. Your hit point regeneration per tick.

 

 

'CONTINUAL LIGHT'

Syntax: cast 'continual light'

This spell creates a ball of light, which you can hold as a light source.

The ball of light will last indefinitely.

 

'CONTROL ELEMENTAL'

Syntax: cast 'control elemental' <character

The CONTROL ELEMENTAL spell allows you to control an elemental once it

has been summoned. You need to practice this spell in conjunction with

CONJURE ELEMENTAL, otherwise you will never be able to control the elementals

that you summon. You get one "free" attempt to control an elemental when it

first arrives. If this fails, you must either fight the creature or bring it

under control by casting the CONTROL ELEMENTAL spell yourself.

 

 

'CONTROL FLAMES'

Syntax: cast 'control flames' <character

This spell causes the flames in your light source to leap out and strike an

enemy. And if you don't think your light source uses a flame, well, you're

wrong. You just aren't looking close enough.

 

'CONTROL WEATHER'

Syntax: cast 'control weather' better

Syntax: cast 'control weather' worse

This spell makes the weather either better or worse.

 

'COVER TRACKS'

The COVER TRACKS skill allows you to obscure signs of your passing, making you

extremely difficult to find using the TRACK skill. Once practiced, it operates

automatically.

 

'CREATE FOOD'

Syntax: cast 'create food'

This spell creates a Magic Mushroom, which you or anyone else can eat.

 

'CREATE SPRING'

Syntax: cast 'create spring'

This spell brings forth a magical spring from the ground, which has the

same properties as a fountain.

 

'CREATE WATER'

Syntax: cast 'create water' <drink-container

This spell replenishes a drink container with water.

 

'CRITICAL HIT'

This skill gives you a small chance of striking your opponents in areas

of the body which are especially vulnerable to attack. Damage inflicted

on a critical hit is considerably higher than normal. Once practiced, the

ability operates automatically.

 

'CRYSTAL BALL'

Syntax: cast 'crystal ball' <character

This spell allows the caster to peer into a crystal ball and see

the room the target character is in, regardless of where in the

world that happens to be.

 

CTELL

Syntax: ctell <message

 

CTELL sends a message to all players in your clan. It may only be used if

you actually belong to a clan.

 

 

'CURE BLINDNESS'

Syntax: cast 'cure blindness' <character

This spell cures blindness in one so unfortunate.

 

'CURE CRITICAL'

Syntax: cast 'cure critical' <character

These spells cure damage on the target character. The higher-level spells

heal more damage. Mass Heal will heal everyone in the caster's group,

including the caster. The sorcerer disciplines, like many other skills, are

limited to the sorcerer alone.

 

'CURE DISEASE'

Syntax: cast 'cure disease' <character

This spell cures plague or sickness in one so unfortunate.

 

'CURE LIGHT'

Syntax: cast 'cure light' <character

These spells cure damage on the target character. The higher-level spells

heal more damage. Mass Heal will heal everyone in the caster's group,

including the caster. The sorcerer disciplines, like many other skills, are

limited to the sorcerer alone.

 

'CURE POISON'

Syntax: cast 'cure poison' <character

This spell cures poison in one so unfortunate.

 

'CURE SERIOUS'

Syntax: cast 'cure serious' <character

These spells cure damage on the target character. The higher-level spells

heal more damage. Mass Heal will heal everyone in the caster's group,

including the caster. The sorcerer disciplines, like many other skills, are

limited to the sorcerer alone.

 

CURSE

Syntax: cast curse <character

This spell reduces the character's to-hit roll by 1 and save versus spells

by 1. It also renders the character unclean in the eyes of the Gods and

unable to RECALL.

 

 

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