I-P

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* + Identify\*\*

Syntax: cast identify <object>
This spell reveals information about the object, more so than using lore.

* + Imbue\*\*

Syntax: cast imbue <target>
cast imbue
This spell allows clerics to increase the magic-casting abilities of themselves
(when used without a target) or any other target (when used with a target).
In game terms this means an increase in casting level.

#imposter

* + Imposter\*\*

Imposter is an Illusionist spell that allows the user to take the form of
another player. Use 'revert' to revert to your original self. Caution is
advised however, because the transition from a morphed form to your original
form has been known to be tough to do.

#improvedinvisibility

* + Improved Invisibility\*\*

Improved invisibility is the same as invisibility except that the spell
stays active even after combat. Only mages who study as Illusionists learn
this spell.

#infravision

* + Infravision\*\*

This spell enables the target character to see warm-blooded creatures even
while in the dark, and exits of a room as well.

#infuriate

* + Infuriate\*\*

This battlemage spell allows the bmage to effectively rescue the target,
quite similar to the skill but with a much higher chance of success.
It also, of courses, costs mana where the rescue skill does not.

#inspectroom

* + Inspect Room\*\*

The bandit, though not trained in acute vision has some ability to survey
the area and determine if people might be hiding by looking at signs in the
room. The bandit is generally very good at determining the number of people
that might be hiding.

* + Inspire\*\*
	+ Adds\*\* 3 hit, 3 dam, and -9ac to a crusader's group.

#instantregeneration

* + Instant Regeneration\*\*

This spell is available to battlemages, and can only be cast on one's self.
The spell allows the battlemage to regernerate instantaneously (i.e. hit
points are gained between ticks instead of just at the tick) for a very short
period of time.
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#instigate

* + Instigate\*\*

The proper charlatan, knowing that perhaps the easier way to defeat an
opponent is to not even lift a blade themselves, may seek to instigate
another on their behalf.

A successful instigate goads two other individuals into battle, causing a
great deal of entertainment for the charlatan, and possibly a good bit of
rage from those opponents that find themselves suddenly fighting each other.

#intimidate

* + Intimidate\*\*

This shadowknight spell enables the shadowknight to help his or her
group to hit more accurately than usual, similar to some bard songs
that do the same effect.

#interlacespirit

* + Interlace Spirit\*\*

Syntax: cast 'interlace spirit' <object>

Interlace spirit allows an enchantor to interlace his/her own spirit into
the given weapon or piece of armor. Interlace spirit does not remove
anything from the current object, but \_does\_ interlace your own spirit with
any other aura it already has.

It makes it unwearable by the opposing alignment.

#invis

* + Invisibility\*\*

The invisibility spell makes the target character invisible. Invisible
characters will become visible when they attack. It may also be cast on an
object to render the object invisible.
In order to become visible again, simply type "visible".
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#involuntarywizardry

* + Involuntary Wizardry\*\*

Syntax: cast 'involuntary wizardry' <victim>

Involuntary wizardry allows the caster to cause the victim to cast a random
spell upon themselves. If the victim cannot cast spells, then the
involuntary wizardry will be ineffective.

#jest

* + Jest\*\*

When jested by an enchantor the victim becomes so captivated with the
caster's presence that they cannot think for themselves or carry out any
other actions.

#jubileeofregeneration

* + Jubilee of Regeneration\*\*

Increases the hitpoint regeneration of everyone in the skald's group and
in the same room. This skald chant does not, however, come into affect
until one tick after the chant has been sung.

#kick

* + Kick\*\*

Kicking allows the adventurer to receive an extra attack in combat, a powerful
kick. However, a failed kick may throw an unwary fighter off balance. Fighters
and clerics are the most skilled at kicking, although thieves may also learn
it.

The damage a kick does is directly dependant on your character's size and
strength.
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#knowalignment

* + Know Alignment\*\*

This spell reveals the alignment of the target character. Simple, huh?

#knowlanguages

* + Know Languages\*\*

Syntax: cast 'know languages'
This spell enables the transmuter to be able to both speak and understand
all of the known languages of Algoron. The languages planned include:
common, elvish, dwarvish, goblin, gnomish, ogre, minotaur, yinnish, and
kender. Dragon will not be understandable.

#knowreligion

* + Know Religion\*\*

This spell reveals the religious background of the individual it is cast
upon.

#kurijitsu

* + Kurijitsu\*\*

Kurijitsu is the intensive study of the nerves in the body. This allows the
assassin to do more damage when attacking without a weapon.
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#leprosy

* + Leprosy\*\*

Syntax: c leprosy <target>
The shaman may opt to inflict an enemy with the loathsome disease
of leprosy, which causes the skin of the victim to begin to rot.
The afflicted will also be weakened as the flesh-eating bacteria begins
to break down his or her muscle tissue.

#lightningbolt

* + Lightning Bolt\*\*

Syntax: cast 'lightning bolt' <target>
cast 'lightning bolt' <direction> <target>

As is evidenced by its name, the casting of this spell calls down a massive
lightning bolt from the skies. This bolt of lightning can cause a great
deal of damage, and much like any other lightning, has potential side
effects.

The caster can also direct this spell toward opponents standing in distant
rooms.

#lifebane

* + Lifebane\*\*

Lifebane is a very strong poison used by Nightshades to envenom their
weapons. The lifebane poison is very lethal and long lasting. The shade
must purchase the poison from their trainer shop.

#lightshow

* + Light Show\*\*

A jongleur spell that can only be cast at night. The spell makes it so
no one can see what is in the room that the spell was cast in. It is similar
to fog.

#locateempower

* + Locate Empower\*\*

Syntax: c 'locate empower'

Locate empower is a spell which enables Paladins to find empowers held on
those across Algoron. Locate empower is unique from locate object, as it
finds the name of the weapon empowered, as well as who bears it.
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#locateobject

* + Locate Object\*\*

Syntax: cast 'locate object' <name>
This spell reveals the location of all objects with the given name. It does not
always land and does not reveal objects higher level than the caster.

#locateremains

* + Locate Remains\*\*

Syntax: cast 'locate remains' <name>

This low level Necromancy spell is surprisingly useful. A successful
casting of 'locate remains' will indicate where the corpse of a recently
deceased individual can be found. Whether this is on another creature, or
merely laying on the ground, the 'locate remains' spell pinpoints the
location of the victim's corpse.

This spell, used in conjunction with 'embalm' can provide the Necromancer
with a fresh, consistent supply of material for his Art.

#lore

* + Lore\*\*

Syntax: Lore <object>
Lore is a general skill, consisting of knowledge of myths and legends. Use
of the lore skill gives a chance of obtaining information on an object,
concerning its power and uses. It also may occasionally increase the value
of an object, because more will be known about its worth. All classes may
learn lore, although thieves are best at it, and warriors find it very hard
to use.
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#lullaby

* + Lullaby\*\*

A bard song that enables the singer to put someone temporarily to sleep.
In other words, it works exactly like the sleep spell.

#mace

* + Mace\*\*

This is a weapon skill, including maces, hammers, clubs, and other blunt
objects. Many mace weapons can also stun the target on a successful hit.
Having the mace skill also boosts one's parry against people using maces.

#magicmissile

* + Magic Missile\*\*

Syntax: cast 'magic missile' <target>

One newly trained in the arts of magical combat learns this spell quickly in
their studies. The casting of magic missile provides the barest of
offensive abilities in magical combat.

When cast, this spell appears before the target as a series of projectiles
of energy, flashing forth from the hands of the caster.
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#makejewelry

* + Makejewelry\*\*

Allows the barbarian to create jewelry items out of body parts harvested from corpses. Requires the butcher skill. These items can be given to anyone but only worn by barbarians.

Syntax: butcher <corpse> <body part>
Syntax: makejewelry <body part>

#mask

* + Mask\*\*

Allows the swashbuckler to wear and remove a mask, which hides their
name from various displays.

#masshealing

* + Mass Healing\*\*

Syntax: cast 'mass healing'
The mass healing spell, as its name might suggest, performs a healing spell
on all players in the room. It also throws in a refresh spell for good
measure.

#massinvis

* + Mass Invisibility\*\*

The mass invisibility spell makes all characters in the caster's group
invisible, including the caster. Otherwise it is the same as the invisibility
spell as if it were cast by a brandished staff.

#meditation

* + Meditation\*\*

This skill is similar to fast healing, but relies on the concentration and
mantras to increase mana recovery when the character is sleeping or resting.
Thieves and warriors, with their troubled minds and violent attitudes, have
much trouble learning to meditate.
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#mendwounds

* + Mend Wounds\*\*

Syntax: c 'mend wounds' <target>

Mend wounds is a very powerful heal spell handed down by the gods to a
priest. This healing spell not only heals health, but also ones ability to
move about.

#mentaldrain

* + Mental Drain\*\*

Syntax: c 'mental drain' <target>

When a victim is inflicted with a priests mental drain... All spells they
attempt to cast will cause strain on their magical ability causing it to
cost more mana.

#meteo

* + Meteo\*\*

Syntax: c 'meteo'

Meteo is perhaps the most powerful attack spell the gods have bestowed upon
priests. A shower of meteors from the heavens rains down upon the victims
who are not grouped with the priest. Any number of meteors can attack a
given victim.
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#mimic

* + Mimic\*\*

Syntax: mimic <person> <yell/say/etc> <text>
Allows a swashbuckler to mimic the voice of another.

#mindcrater

* + Mind Crater\*\*

#mirrorimage

* + Mirror Image\*\*

syntax: cast 'mirror image'
Mirror image creates several images of yourself. These images also mimic
your look, even after it changes. This spell is best used to throw off your
opponents and prevent them from getting the first attack.

#misdirection

* + Misdirection\*\*

Misdirection allows the Nightshade to flee while making their opponent
think that they fled into a different direction.

#moongaze

* + Moon Gaze\*\*

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#moonpull

* + Moon Pull\*\*

#moonshadow

* + Moon Shadow\*\*

#mudcoat

* + Mudcoat\*\*

By coating an item in thick mud, a barbarian is able to protect it against damage
by fire and lightning, in the same way that the 'fireproof' skill does.

#naturegrowth

* + Nature Growth\*\*

This spell allows a skilled druid or ranger to boost the constitution of the target,
temporarily. It cannot increase the target's con above their normal maximum.

#nerve

* + Nerve\*\*

Syntax: nerve <target>
This is a quick accupressure jab to the neck of your opponent. The
resulting damage to your opponent's nerves temporarily weakens them.
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#nexus

* + Nexus\*\*

Syntax: cast 'nexus' <target>
This spell is virtually identical to portal (see 'help portal'), with the
only difference being that while portal creates a one-way gate, a nexus
spell makes a two-sided gate. It also lasts longer than the lower-powered
portal spell. Both spells require an additional power source, the secret
of which has been lost... This spell can traverse the boundries of continents.

#nightmare

* + Nightmare\*\* (song)

#nightmeld

* + Nightmeld\*\*

A nightshade skill that allows them to hide better than most.

#noeyes

* + No Eyes\*\*

A short-duration blind song that cannot be cured with cure blind.

#nondetection

* + Nondetection\*\*

Syntax: cast 'nondetection'

This spell works in conjunction with the spell of invisibility to mask the
presence of the Invoker so much that normal spells of detection are useless
against the invocation.
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#nurishment

* + Nurishment\*\*

Syntax: c 'nurishment' <target>

Nourishment allows a priest to relieve all hunger and thirst from a
individual leaving them fully nourished.

#panicenemy

* + Panic Enemy\*\*

Panic enemy allows the bandit to attempt to send the enemy into a panic
which causes them to have trouble when fleeing and also might affect their
ability to hit.

#paralyze

* + Paralyze\*\*

An illusionists spell used on others to make them think their muscles are
failing. This spell seems to have a harder time landing on the smarter
races of Algoron than on those of little brain.

#parry

* + Parry\*\*

If at first you fail to dodge, block it. Parry is useful for deflecting
attacks, and is successful more often than dodge. Parry requires a weapon for
full success, the hand-to-hand skill may also be used, but results in reduced
damage instead of no damage. The best chance of parrying occurs when the
defender is skilled in both his and his opponent's weapon type.
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#passdoor

* + Pass Door\*\*

Syntax: cast 'pass door'
This spell enables the caster to walk through closed doors.

#peek

* + Peek\*\*

Syntax: peek <mob/player>
The peek skill is useful for seeing what a player or monster is carrying,
the better to use the steal command with. More intelligent characters are
harder to peek at. All characters may learn peek, but thieves are the most
common practitioners.

#permanency

* + Permanency\*\*

Syntax: cast 'permanency' <object>

This spell allows the transmuter to infuse his essence into the object,
making any temporary affects permanent. Unfortunately, the exertion is
extremely draining to the caster, and requires a great deal of time for rest
and regeneration before the spell may be cast again.

It is highly sought-after to make items permanently blessed and fireproofed.
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#picklock

* + Pick Lock\*\*

Syntax: pick <object>
Syntax: pick <door>
Lock picking is one of the prime skills of thieves, allowing them to gain
access to many secured areas. Lock picking chances are improved by
intelligence, and hindered by the difficulty of the lock. Other classes may
learn to pick locks, but they will never find it easy.

#piercingwinds

* + Piercing Winds\*\*

This bard song enables the bard to launch fierce, biting winds against anyone
in the room not currently in the same group as the bard himself. It can be
devastating at low levels.

#plague

* + Plague\*\*

Syntax: cast 'plague' <target>
The plague spell infests the target with a magical disease of great virulence,
sapping its strength and causing horrific suffering, possibly leading to
death. It is a risky spell to use, as the contagion can spread like
wildfire if the victim makes it to a populated area.
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#poison

* + Poison\*\*

Syntax: cast poison <victim>
Syntax: cast poison <object>
This spell reduces the strength of the victim by two, as well as reducing the
victim's regeneration rate. It may also be used to poison food, drink, or
a weapon in a fashion similar to envenom ('help envenom'), but with
drastically reduced effectiveness.

#poisondagger

* + Poison Dagger\*\*

Syntax: poisondagger <target>
This is a skill of assassins which enables them to permanently poison any
dagger type weapon that doesn't already have certain permanent effects
flags. The drawback is that the poison damages the weapon and will
eventually corrode it completely.

#poisonsmoke

* + Poison Smoke\*\*

This skill is similar to flash bomb. The skilled assassin can mix the
proper ingredients to release a cloud of poisonous gas when their bomb
explodes.

#polearm

* + Polearm\*\*

Skill in the use of pole weapons (except spears), including halberds, poleaxes,
bardiches, and other long, often two-handed weapons. Having this skill
also slightly increases one's ability to parry the attacks of a polearm.
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#polevault

* + Polevault Jump\*\*

Syntax: pvjump <direction>

Polevault jump allows a person to catapult themself over a room using a
staff. It does hurt when you fail, and of course it takes a bit more effort
than just walking but it is a very proven way to avoid a room full of people
wanting to wear your blood.

#portal

* + Portal\*\*

Syntax: cast 'portal' <target>
The portal spell is similar to gate, but creates a lasting one-way portal to
the target creature, instead of transporting the caster. Portals are
entered using 'enter' command, as in 'enter portal'. Portals cannot be made
to certain destinations, nor used to escape from gate-proof rooms. Portal
requires a special source of power to be used, unfortunately the secret of
this material component has been lost... Portals can traverse the boundries
of the continents. Use look in <portal> to see destination.

#possessfamiliar

* + Possess Familiar\*\*

Syntax: cast 'possess familiar' cat
cast 'possess familiar' raven
incorporate

This spell allows a witch or a warlock to take control of their pet,
inhabiting its body and seeing through its eyes. While possessing a
familiar the caster is free to roam, but must take care that their actual
body not be damaged while left unattended.

Naturally, the witch or warlock must have a familiar already for this spell
to work.

#potionsmash

* + Potionsmash\*\*

The bandit being a bit of a dirty fighter can try to snatch potions out
of a victim's inventory and smash them on the ground. Being an unexact
science, you never know how many potions a bandit might nab from you though
holding too many potions gets harder and harder.
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#powerswing

* + Powerswing\*\*

Syntax: powerswing <target>
When wielding a two-handed weapon, the barbarian is able to viciously smash at
a target, dealing considerable damage. The barbarian must be slightly injured
before he or she is enraged enough to use it.

#poultice

* + Poultice\*\*

Primitive witch doctors may bind and treat the wounds of their tribe
with a messy poultice of magical plants. While not as effective as true
clerical healing, this primitive healing art can be useful indeed.

#prayrecall

* + Prayrecall\*\*

Similar to the Word of Recall spell, the barbarian can use this skill
to transport himself to his or her bind stone. Though it cannot be used
in combat, it can be used during PK hostility.

#preventrecovery

* + Prevent Recovery\*\*

Syntax: c 'prevent recovery' <victim>

Prevent recovery allows a trained Necromancer to drain the life out of a
victim, leaving them unable to recover health, movement and or magic.
Prevent recovery has been found effective to counteraffect other spells in
the realms...
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#protectionfire#protectioncold

* + Protection Fire & Cold\*\*

Syntax: cast 'protection cold'
cast 'protection fire'

These protection spells call forth powerful defensive magics to shield the
wielder from attacks of either cold or flame respectively. The protection
spells reduce the damage taken from said attacks.

#protectionevil#protectiongood#protectionneutral

* + Protection Evil, Good, & Neutral\*\*

Syntax: cast 'protection evil'
cast 'protection good'
cast 'protection neutral'
The protection spells reduce damage taken from attackers of the appropriate
ethos, and improve saving throws against all forms of magic. They may not
be cast on others, and one person cannot carry both defenses at the same
time.

#pugil

* + Pugil\*\*

Using a staff, the attempt is made to do a quick combination hit with
alternate ends of the staff. The is done with a quick punching movement
from each hand.
When effective, this skill doubles the number of attacks a person can do
in a round (i.e. a person who would normally do 2 attacks per round has the
chance of doing 4 attacks per round). However, the amount of damage
done per hit is reduced.
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