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#bottles

* + 99 bottles of beer on the wall\*\*

This song creates a delicious bottle of beer. Yum.

#absorption

* + absorption\*\*

Slightly reduces the amount of damage taken. It is similar to sanctuary, but can
only be cast on one's self.

#acidblast

* + acid blast\*\*

Taking an ability from the draconian arts, the combat spellbooks offer the
growing caster the spell of acid blast. This spell, when cast, spews forth
from the caster's hands literally as a gout of acid.

#acutevision

* + acute vision\*\*

Acute vision is a skill that allows those who have it to be able to see
characters who are hiding, sneaking, camouflaged, or using quiet
movement. It is a benefit of the training one undergoes while
becoming certain reclasses and works automatically for those who have it.
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#alterarmor

* + alter armor\*\*

This transmuter spell will instantly turn any piece of leather armor or tougher
(ie. non-cloth) into a pulsating cloth armor wearable by other mages. However, the item
cannot afterwards be worn by anyone outside of Conclave. A very small chance
is aloted to a transmuter while casting to make this piece non pulsating
this allowing the item to be worn by anyone.
You can actually change it to -any- armor type (chain, plate, leather) by
adding that word to the end (ie. c 'alter armor' gauntlets plate)

#alterbeast

* + alter beast\*\*

Cast upon an animal of any variety, alter beast transforms that animal into
a 'gnarth', of type depending on the animal variety it is cast upon. For example
casting it upon a cat will turn it into a fel-gnarth. They cannot be equipped
with items but some have special skills.

There are only very specific monsters one can cast this spell on in the
world.

#alterelements

* + alter elements\*\*

Alter elements allows a skilled transmuter to turn silver into gold. No one
is quite sure what the conversion rate is between the two elements.
Though it is known, its not worth using.

#alterself

* + alter self\*\*

Alter self is useful for disguising yourself as a mob. When cast
successfully, you take on the appearance of the mob that you chose.
In PK there are ways to see around this, where for example will show
you in the room you are in, if someone walks in, they will see the mob.

#alchemy

* + alchemy\*\*

The alchemist attempts to change one thing to another, and when applied
to magical potions, he is able to modify the very tendrils of magic emnating
from the potion, to suite his own ends. Of course, the alchemist must be
quite familiar with the spell he wishes to place upon a potion, and some
spells are simply incapable of having such a feat performed upon them.
When one wishes to change a potion to another, he must hold the intial
potion to be changed.

Syntax:
alchemy <spellname>
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#ancientvow

* + ancient vow\*\*

Syntax: cast 'ancient vow'
Ancient Vow is a battlemage spell that draws on mystical energy to
create a small group of fairly weak, but strong-hitting undead warriors
who stand sentinel in the room it's cast in. They will occasionally
attack anyone from a clan that your're at war with when they wander
into the room. Beware though, if they attack someone you get
hostile regardless of where you are.

#anklesmash

* + ankle smash\*\*

Charlatans, well known for their trickery and devious abilities, use many
different tactics to help defeat their opponents in battle. One of these is
the ability to drive their own feet down into an opponent's feet or ankles,
thus causing the opponent to cry out in pain, and lose some ability to move
with speed and agility in battle.
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#animateobject

* + animate object\*\*

Animate object allows the enchantor to bring ordinary objects to life in
order to aid them along their ways. There are many factors which determine
the usefullness of an animation.

#animatedead

* + animate dead\*\*

Syntax: cast 'animate dead'
Animate Dead simply raises a corpse from the ground, creating a zombie under
the command of the Necromancer. The corpse loses most of its abilities from
its former life, becoming a mindless zombie which will follow the orders of
the Necromancer until it is dismissed, dispelled, turned, or destroyed.

#alarm

* + alarm\*\*

Alarm is an Invoker spell that can be used to detect when someone enters a
room. Alarm will detect the first person to enter the room, regardless of
who that person is.
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#ambush

* + ambush\*\*

Syntax: ambush <target>
The ambush skill is available only to rangers who are camouflaged. It is a
surprise attack which allows great damage in the first round of combat against
a foe. The target may be a mob or, for those who are allowed to pkill, the
target may be a player.

#anatomy

* + anatomy\*\*

This skill is not a skill so much as knowledge of the anatomy of
most demi-human, and humanoid beings. With his/her knowledge of anatomy,
a Necromancer can 'harvest' body parts and organs from a corpse. Heads
can be detached, hearts removed, limbs severed and preserved for later
re-attachment to the victim of a vorpal attack. Also, many Necromancers
have found that their knowledge is useful for harvesting a trophy from
the victims of their attacks.

#antimagicshell

* + antimagic shell\*\*

This protective spell prevents any magical damage from hitting the wearer.
It does not protect the wearer's armor or equipment from being damaged
by magical means. It does leave the Invoker vulnarable however as they
cannot be affected by Sanctuary.

Example: The Druid spell Swarm can bypass this shell because even though
it is a spell it does physical damage.

#applypotion

* + apply potion\*\*

Syntax: Apply <potion> item
A warlock may choose to attempt to apply a gourd potion to an item
he holds, possibly infusing it with magic. Of course, cracking a
potion over an item like an egg is a messy process, and the witch or
warlock is likely to be affected by the brew as well, from spillage.

#armor

* + armor\*\*

This spell decreases (improves) the armor class of the target character
by 20 points.
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#assassinate

* + assassinate\*\*

Syntax: assassinate <name>
This skill can be used by assassins to initiate combat. For the attempt
to be successful, the assassin must be hiding when the attack is made.
This type of attack may only be made on reasonably healthy targets and
does damage similar to the thieves backstab skill but with a small chance
of killing the victim with a single blow. There is a stiff time delay
penalty if the attempt is unsuccessful.

#astrology

* + astrology\*\*

Astrology can be used in conjunction with the 'lunar' or 'look moons'
command to derive more information about the moons. Those who are very
proficient with astrology can discern the phase of moons that are not
visible, predict the rising of a given moon, and even predict solar and
lunar eclipses. High level astrologers can also see the specific game
effects of the moons when using the 'lunar' command.

Being a purely scholarly discipline, astrology is available only
to mages and clerics. Dragons may eventually learn it.

#auraofpain

* + aura of pain\*\*

Surrounds the battle mage with an aura that inflicts a small amount of
damage to anyone who strikes the battle mage. It does not return
damage if they are hit by a magical attack, just a physical one.
It also gives damage when being hit by small-damaging skills such
as trip or dirt kick or ground control.

#axe

* + axe\*\*

The use of axes, ranging from hand to great (but not halberds). Having
a weapon skill also improves one's parry ability when fighting someone
wielding that weapon type.
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#backstab

* + Backstab\*\*

Backstab is the favored attack of thieves, murderers, and other rogues. It
can be used with any weapon type, but is most effective with piercing weapons.
The damage inflicted by a backstab is determined by the attacker's level, his
weapon skill, his backstab skill, and the power of his opponent. You can
backstab until the monster you are facing is at big & nasty wounds, and get
two backstabs if you are affected by haste.

#barkskin

* + bark skin\*\*

This spell is used by rangers to thicken their skin, offering protection
much like the bark of a tree. This has the effect of improving the ranger's
armor class a bit more than the armor spell.

As tree bark is not as effective for armor as stone is, the spell is not
quite as effective as the stone skin spell.
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#bash

* + bash\*\*

The bash skill is a warrior talent, a brute-force attack designed to knock
your foe to his knees. Its success depends on many factors, including the
bash rating, your weight, and the size of your opponent. Bashing a dragon
is generally not a wise idea.

#beastform

* + beastform\*\*

Syntax: cast beastform <bear, moose, coyote>
Syntax: revert
By ingesting large quantities of the sacred mushroom and donning
the hide of a beast, the shaman may commune with the animal spirits.
With the proper chants, the spirit of a wild animal may infuse the
shaman and allow him to change his form into that of the beast.
Revert returns the shaman to his/her normal form.

#berserk

* + berserk\*\*

Only powerful warriors can master berserking, the ability to enter insane rage
in combat. Its effects are not altogether unlike the frenzy spell -- a huge
surge of combat prowess, coupled with a disregard for personal safety.
Berserking warriors are more resistant to the effects of magic.

#bindgolem

* + bind golem\*\*

Syntax: cast 'bind golem' <object>
This spell infuses the item cast upon, creating a golem of the appropriate
material type under the control of the invoker. There are various materials
that can be used to bring a golem to life from, ranging from the cheap woods
in the realm, to the most expensive eggs available.

#bindsoul

* + bind soul\*\*

Bind soul is a curious priest spell in that in landing, it may have one, or
multiple affects of which the priest has no choice in. It is said that it
can make a warrior less sure with his/her sword, weaker on the attack and/or
much slower than usual.

#bless

* + bless\*\*

Syntax: cast bless <character>
cast bless <object>
This spell improves the to-hit roll and saving throw versus spell of the
target character by 1 for every 8 levels of the caster. It may also be cast
on an object to temporarily bless it (blessed weapons, for example, are more
effective against demonic beings).
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#blizzra

* + blizzra\*\*

Syntax: cast 'blizzra' <direction> <target>
cast 'blizzra' <target>
Provided as a counterpart to the fireball, the blizzra spell offers much the
same potential for massive damage to an opponent. And, just as the fireball
finds particular effectiveness against those vulnerable to flame, so too
does the blizzra to those vulnerable to cold.
As well, it is possible to cast across distances, also allowing the caster
to direct the damage over ranges against opponents.

#blizzard

* + blizzard\*\*

A large snowstorm is conjured up by the elemental cleric, inflicting damage
on all opposed to him. The conjured blizzard is so powerful that damage
continues to afflict the victims of the storm for several rounds.

#blur

* + blur\*\*

The blur spell blurs your image, making you very hard to see and hit.
There are many rumors that say that being blurred has some other advantages
as well.

#blackcurse

* + black curse\*\*

This spell allows a necromancer to remove the presence of his victim's
god or goddess, rendering them helpless and weakened. While black curse is
in effect, the victim will find it very hard to heal, both magically and
naturally.
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#blindfighting

* + blind fighting\*\*

Under the tutelage of a master weaponsmaster, the dedicated combatant can
learn how to utilize his weapons so effectively in combat that he is
proficient with them even while blinded. The blind fighting skill negates
the disadvantages of losing vision in a fight by magic or smoke. A wide
variety of classes and reclasses may learn this fighting technique.

#blindness

* + blindness\*\*

This spell renders the target character temporarily blind.
The effects of blindness are multiple, including reduced skills, inability to
get items from containers, reduced hitroll, and so on.
It can only be cured by cancellation, dispel magic, the cure blindness
spell, death, or letting it run its course.

#boarding

* + boarding\*\*

Thanks to his/her innate knowledge of ships and naval battles, a skilled
swashbuckler can climb onto a ship that has not even docked yet, in the
same way as boarding it normally.

#blindness

* + bludgeon\*\*

Using quick strikes with a staff, a ranger is able to strike an opponent with
the weapon and has a small chance of also stunning the target.

#boneblight

* + bone blight\*\*

The bone blight is a Necromancer's curse, a horrid affliction that turns the
bones of the victim to soft, rubber tissue. It is incredibly painful, and
renders the victim particularly vulnerable to bludgeoning attacks.
It can generally be cured via a standard 'remove curse' casting.
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#breaking

* + breaking\*\*

#brew

* + brew\*\*

Brew is the trademark skill of the witch, and entails standing
around a bubbling cauldron stirring it until a magical potion
is created. Witches typically store their potions in eggshell-thin
gourds which can be either quaffed or tossed. (see 'toss')
Brewing a potion is not an exact process, and witches are known
to experiment with a wide variety of materials in their cauldrons
in order to try and control the resulting potion. Any materials
within the cauldron are melted during the process, which will only
work within a special cauldron.

#broadswing

* + broadswing\*\*

A little-known Shadowknight skill, similar to charge. Rumor has it that
the Shadowknight can attack someone a room away with this skill,
including potential to stun the target.

#butcher

* + butcher\*\*

Syntax: butcher corpse

Butcher is a skill known only to rangers, barbarians and shamans.
Butchering a corpse will turn the corpse into a number of edible steaks. If
there is more than one corpse in a room, you can use the second syntax
(replacing "n" with a number.) To specify which corpse is to be butchered.

Corpses must be empty of all equipment before they can be butchered.
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#burninghands

* + burning hands\*\*

Syntax: cast 'burning hands' <target>
Adding to the growing list of spells which one learning the combat arts
shall receive, burning hands helps to broaden the knowledge offered by the
lesser spell of chill touch. This spell as well, offers a slightly
increased potential for damage than that of chill touch.

#camouflage

* + camouflage\*\*

Camouflage is the art of hiding yourself in natural surroundings. Only
Rangers are able to use this skill, and even they can only use it in outdoors
settings. Like the hide skill, it is not possible to determine whether or
not your attempts to camouflage yourself have been successful, and any
movement will reveal your location.

This skill is very useful in combination with the ambush skill and is
required for an ambush attempt to be successful.

#camping

* + camping\*\*

Camping allows a ranger to make a comfortable place for themselves when in an
appropriate place for camping. Everyone in a ranger camp benefits from the
comfortable setting and both mental and physical healing seem to occur at
faster than normal rates.

The camp skill is available only to rangers. When used, it forces the ranger
into a resting position, and the campsite loses its effectiveness when the
ranger breaks camp by standing up.
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#calllightning

* + call lightning\*\*

This spell works only out of doors, and only when the weather is bad.
It calls down lightning bolts from the Gods on everything in the room.

#calltoarms

* + call to arms\*\*

A song available only to skalds. It deals damage and has a chance to
deafen a single target.

#callwild

* + call wild\*\*

Syntax: cast 'call wild' bear
cast 'call wild' wolf
cast 'call wild' wolverine
cast 'call wild' cougar
cast 'call wild' panther
This spell, available only to rangers and druids, enables them to call
wild animals to their aid. Once these creatures have served their
purpose, they may be dismissed.

#calm

* + calm\*\*

One of the most useful and often overlooked abilities of the master cleric
is the calm spell, which can put an end to all violence in a room. Calmed
creatures will not attack of their own volition, and are at a disadvantage
in combat as long as the spell soothes their minds.
The more violent activity there is in a room, the harder the spell, and it
is all or nothing -- either all combat in the room is ended (with the
exception of those who are immune to magic) or none is.

#caltraps

* + caltraps\*\*

Caltraps is a specialized skill learned only by assassins. The skill
consists of throwing sharp spikes to the ground at an opponent's feet.
Although the skill is not particularly damaging to the opponent, the
surprise of stepping on sharp spikes where there was only clear space
moments before does tend to make your opponent move a little more carefully,
thus making him easier to hit. Caltraps may be used during combat or as a
means of initiating combat.
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#cancellation

* + cancellation\*\*

Syntax: cast 'dispel magic' <character>
cast 'cancellation' <character>
Both of these spells remove magical effects from the target. Dispel magic
has a reduced chance of working, and is considering an attack spell.
Cancellation can only be used on allies, but is much more effective and does
not provoke attack. Unfortunately, the spells do not discriminate between
harmful and benign spells.

The chance of dispelling is based on the level of the spell. Permanent spells
(such as mobile sanctuary) are much harder to remove. Not all spells may
be dispelled, notable examples are poison and plague.

#causecritical

* + cause critical\*\*

This cleric spell inflicts moderate amounts of damage on the victim.

#causelight

* + cause light\*\*

This cleric spell inflicts very light amounts of damage on the victim.

#causeserious

* + cause serious\*\*

This cleric spell inflicts mediocre amounts of damage on the victim.

#causedecay

* + cause decay\*\*

#causefatality

* + cause fatality\*\*

This cleric-based attack spell does excellent damage, as well as having a chance
to slay the target outright.
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#chainlightning

* + chain lightning\*\*

Chain lightning is a deadly spell, producing a powerful bolt of lightning
that arcs from target to target in the room, until its force is fully
expended. Allies of the caster may be hit by this spell if they are members
of a clan, while the caster himself will not be struck unless no other
viable target remains.

Chain lightning is most effective when used on groups of creatures.

#changesex

* + change sex\*\*

This spell changes the sex of the victim (temporarily).

#chantofaccuracy

* + chant of accuracy\*\*

A chant that increases the hit roll of everyone in the skald's group that
are also in the same room as the skald.
The amount of +hit added is equal to the skald's level divided by 5.

#charge

* + charge\*\*

Syntax: charge <direction> <target>
charge <target>
charge
Charge is an attack skill used when riding a mount and wielding a
polearm. It therefore requires that you know both the riding and polearm
skills before you can use it. Only Warriors, Paladins, Barbarians and
Crusaders have what it takes to learn this skill. You may charge a target
to initiate combat. You may charge without a target if combat is already
underway. You can also charge from a adjacent room.

#charmperson

* + charm person\*\*

Syntax: cast 'charm person' <victim>
This spell, if successful, causes the victim to follow you and to take
orders from you.
Use ORDER to order your charmed followers.
Note: You can no longer order charmed players to do anything.
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#chilltouch

* + chill touch\*\*

Syntax: cast 'chill touch' <target>
Those training in combat magics move forward to the casting of the touch of
cold after they have been provided the knowledge of magic missiles. This
spell offers a slightly more damaging offensive ability.

An added bonus, at least for the caster, is that the chilling touch may also
adversely affect the target, causing them to shiver enough in combat to
worsen their abilities.

#circle

* + circle\*\*

The circling tactic is a manuever of the Bladesong in which the bladesinger
nimbly disorients the victim by quickly circling them. It's been told that
though all bladesingers learn this method, that Shalonesti elves are often
just slightly more profiecient in it's movements.
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#circlestab

* + circlestab\*\*

Syntax: circlestab <victim>
The circle stab is an art of the bladesong which allows the bladesinger to
stab the opponent after they have already disoriented them. The circle stab
is performed through a quick movement and the bladesinger uses their
sheathed weapon and not their primary weapon. The bladesinger has from time
to time been able to knock loose a victim's shield, however, from time to
time their sheathed weapon has also been known to get stuck in the victim's
shield.

#cliathshammer

* + cliath's hammer\*\*

This spell is cast by the master runesmiths of Thaxanos and Wargar, bringing
a huge, divine hammer down upon the runesmith's foes. It deals decent damage to
all foes in the room, but more useful is the stun effect that it occasionally hits
upon the enemies, making skills and spells fail and making them flee less
easy.

#cleanse

* + cleanse\*\*

Similar to cancellation (though it's a skill, rather than a spell), 'cleanse'
allows a barbarian to purge themselves of effects, both harmful and beneficial.
It carries significant amounts of lag when it fails, however.

#clone

* + clone\*\*

Syntax: cast clone <object>
The invoker drains his own energies to create a duplicate of an item.
Containers may not be cloned, and the drain of cloning subtracts one
perma-stat point.

#colorspray

* + color spray\*\*

Syntax: cast 'color spray' <target>
An odd spell, in its own way, though useful for the caster at times, the
color spray offers an advanced level of offensive damage against opponents
in battle.
Additionally, it is possible that the effects of the myriad of color spread
forth from the spell may blind an opponent.

#coneofcold

* + cone of cold\*\*

Syntax: cast 'cone of cold'
By drawing on enormous amounts of energy, the Invoker calls into being a
cone of bitter cold wind and precipitation from the iciest parts of the
world. The temperatures affect all that are in the same room as the
Invoker, save for those the invoker is grouped with.
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#coneoffire

* + cone of fire\*\*

Syntax: cast 'cone of fire'
By drawing on enormous amounts of energy, the Invoker calls into being a
cone of extreme heat and flame from the bowels of the realm. The
temperatures affect all that are in the same room as the Invoker, save for
those the invoker is grouped with.

#coneoflightning

* + cone of lightning\*\*

Syntax: cast 'cone of lightning'
By drawing on enormous amounts of energy, the Invoker calls into being a
cone of lightning from the skies above. The strikes of lightning affect all
that are in the same room as the Invoker, save for those the invoker is
grouped with.

#continuallight

* + continual light\*\*

Syntax: cast 'continual light'
cast 'continual light' <object>
This spell creates a ball of light, which you can hold as a light source.
The ball of light will last indefinitely. It may also be used on an object
to give it an enchanted glow.

#controlweather

* + control weather\*\*

Syntax: cast 'control weather' better
cast 'control weather' worse
This spell makes the weather either better or worse. Changes in weather,
being the domain of the goddess Turpa, are difficult to achieve, and tend to
take a great deal of effort.
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#corpsehost

* + corpse host\*\*

Syntax: c 'corpse host' corpse
Using the preserved host of a recently deceased creature, the caster can
transfer his life force into the corpse, and do his business through the
animated body of the victim.

The Necromancer's actual body remains wherever he left it, in a state of
suspended animation, until the caster either returns voluntarily to his own
body, or the host corpse is destroyed.

To return from a corpse you are hosting, you must 'incorporate'.

#courage

* + courage\*\*

A runesmith spell, 'courage' is cast upon others in order to give them
slightly greater combat prowess.

#createcauldron

* + create cauldron\*\*

Syntax: cast 'create cauldron'
The primary component for all potion brewing by warlock or witch is the
great cauldron to brew the potion in. The 'create cauldron' spell calls a
huge iron cauldron into being from which gourds can be created.

#createfood

* + create food\*\*

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

#createspring

* + create spring\*\*

This spell brings forth a magical spring from the ground, which has the same
properties as a fountain. It is temporary.
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#createwater

* + create water\*\*

Syntax: cast 'create water' <drink-container>
This spell replenishes a drink container with water.

#createrose

* + create rose\*\*

Syntax: cast 'create rose'
A romantic spell that creates a fragrant red rose, with utterly no game use
whatsoever.

#createholy

* + create holy symbol\*\*

Syntax: cast 'create holy symbol'
Clerics may use this spell to forge a symbol of their faith. When worn, this
symbol serves to strengthen the clerics abilities. The symbol may not be taken
from the cleric in any fashion, nor may the cleric willingly give it to another
character.

#createranger

* + create ranger staff\*\*

Syntax: cast 'create ranger staff'
While rangers tend to favor the staff over other possible weapons, the best
of all staves for a ranger to use is one of his or her own making. With
nature skills and the use of this spell, powerful weapons may be made.
The value of weapons produced by rangers does, of course, vary with the
level and skill of the ranger who creates it.
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#createrunestaff

* + create runestaff\*\*

Runesmiths cannot cast spells without holding a runestaff. This spell
enables them to create one in order to use. Runestaffs are basic,
statless weapons that cannot be dropped.

#createtree

* + create tree\*\*

Does nothing except create a tree in the room that cannot really be
interacted with. Similar to create rose.

#creaturelore

* + creaturelore\*\*

Syntax: creaturelore <monster>
This skill enables a skilled tracker to determine a given monster's various
stats and attributes, including weaknesses, the skills it can use, and things
like its current strength.
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#criticalshot

* + critical shot\*\*

Those deciding to practice with the bow require lessons in a number of
skills, as well as various pieces of equipment to make such practice useful.
Obviously, a bow is needed. As well though, one needs arrows that can be
fired, and a quiver to hold the arrows in when not in use.

An arrow can be fired from a bow directly at a target, or from a distance,
ranged against an enemy farther away. Also, there are varying degrees of
critical damage that can be attempted when shooting an arrow toward an
enemy. Skill in these more damaging critical hits does not improve unless
lesser shooting skills have already been learned.

To shoot an arrow, have your bow, and arrow ready, and type shoot target.
Should you desire to range your shot, simply add the direction you wish to
aim, and fire away (shoot <direction> <target>). Obviously, should you wish
to attempt the more damaging critical hits, you may exchange the command
shoot with any of the critical commands.

#crucify

* + crucify\*\*

Syntax: c 'crucify' <target>
Crucification is the dedication of your enemy's corpse to your god. The
corpse must be emptied of all its worldly possessions before it can be
crucified.

Crucified corpses cannot currently be taken down by any normal means.
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#cureblindness

* + cure blindness\*\*

Syntax: cast 'cure blindness' <character>
This spell cures blindness in one so unfortunate. Its chance of being successful depends on the casting level of the cure vs. the level of the blindness itself.

#curebugbite

* + cure bugbearbite\*\*

Syntax: cast 'cure bugbite' <character>
This spell helps to remove the toxic affects afflicting a character who has
received a bugbear's bite.

#curecritical

* + cure critical\*\*

This spell heals damage dealt upon the target, in slightly more than a 2:1 ratio
of hp:mana. It is less effective at low levels.

#curedeafness

* + cure deafness\*\*

Syntax: c 'cure deafness' <target>
Cure deafness allows a priest to cure those that are temporarily deaf
(generally through magic).

#curedisease

* + cure disease\*\*

Syntax: cast 'cure disease' <character>
This spell may cure various diseases that have afflicted a character, such as plague.
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#curefatigue

* + cure fatigue\*\*

Syntax: cast 'cure fatigue' <character>
This spell restores vitality to a character afflicted by the poison of the
hobgoblin.

#curelight

* + cure light\*\*

This spell cures a very small amount of damage dealt to the target.

#curepoison

* + cure poison\*\*

Syntax: cast 'cure poison' <character>
This spell cures general poisons that have afficted a given character.

#cureserious

* + cure serious\*\*

This spell cures a moderate amount of damage dealt to the target.

#curse

* + curse\*\*

Syntax: cast 'curse' <character>
Syntax: cast 'curse' <object>

This spell reduces the character's to-hit roll and save versus spells.
It also renders the character unclean in the eyes of the Gods and
unable to RECALL. Curse may be used to fill equipment with evil power,
allowing (for example) weapons to do more damage to particularly holy
opponents.
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#cutthroat

* + cut throat\*\*

Command: Cutthroat <target>
A hidden Nightshade may use this skill to start a battle with unusually high
damage. The skill does require some time and a still target for it to work. It
won't work on mobs or players more then 8 levels above you.

#dagger

* + dagger\*\*

The use of daggers, knives, kukris, kris, stilettos, etc. Having a weapon skill
also improves one's parry ability when fighting someone wielding that weapon
type.

#damned

* + damned\*\*

#dangersense

* + danger sense\*\*

Danger Sense Allows you to sense what your opponent is going to do before
they do it so you can dodge or deflect their blow.

Available to bards and bard reclasses.

#darkessence

* + dark essence\*\*

[to Top]

#darkheal

* + dark heal\*\*

A Shadowknight spell similar to heal, but has some quirks about it that
make it alternately better and alternately worse.

#darkbolt

* + dark bolt\*\*

A Shadowknight-only that fires a bolt of corrupted lightning at the
target, occasionally landing a fairly minor weaken spell upon them.

#darkempower

* + dark empower\*\*

syntax: c 'dark empower' <weapon>
Similar to the paladin's Empower Weapon spell, the shadowknight
may infuse a weapon with unholy energy. The exact effect of doing so
is a mystery to all but the shadowknights themselves.

#darkenergy

* + dark energy\*\*

#darkimmunity

* + dark immunity\*\*

A mysterious Shadowknight spell, Dark Immunity is rumored to have a wide
variety of different effects, though few people know the truth of it.

#darkness

* + darkness\*\*

Syntax: cast 'darkness'
Casting darkness in a room plunges everybody in that room into a sphere of
darkness. The sphere will stay with the people in the room for a limited
time, even if they go their separate ways.

#darkvision

* + darkvision\*\*

Darkvision is a skill which allows those who have it to see in the dark.
This frees these characters from any need to carry a light source to
see at night and in dark rooms.
[to Top]

#deathshroud

* + death shroud\*\*

Syntax: cast 'death shroud'
The Death Shroud is perhaps the most powerful spell under the Necromancy
flag. It creates an icy black aura around the Necromancer, which stifles
life and causes fear in most creatures. The shroud can be used both
actively and passively.

Anybody whom the Necromancer touches with hostile intent will be struck with
the Shroud, and suffer an immediate loss of life, and a temporary system
shock. Those who attempt to harm the Necromancer will find their weapons
passing cleanly through the aura, and never touching the Necromancer.

Furthermore, those who attempt to magick or touch the Necromancer without
his or her permission will be struck with the Shroud as though the
Necromancer actively cursed them with it.

The Shroud is an incredibly powerful tool, and requires a series of
conditions to be true before it can be successfully cast (such as time of day).

#demonfire

* + demonfire\*\*

Syntax: cast 'demonfire' <target>
Demonfire is a spell of blackest evil, and as such can only be used
correctly by those who follow the paths of darkness. It conjures forth
demonic spirits to inflict terrible wounds on the enemies of the caster.

#destruction

* + destruction\*\*

#detectevil

* + detect evil\*\*

This spell enables the caster to detect evil characters, which will
reveal a characteristic red aura.

#detectgood

* + detect good\*\*

This spell enables the caster to detect good characters, which will
reveal a characteristic golden aura.
[to Top]

#detecthidden

* + detect hidden\*\*

Syntax: cast 'detect hidden'
This spell enables the caster to detect sneaking creatures.

#detectinvis

* + detect invis\*\*

Syntax: cast 'detect invis'
This spell enables the caster to detect invisible objects and characters.

#detectmagic

* + detect magic\*\*

Syntax: cast 'detect magic'
This spell enables the caster to detect magical objects. In addition, when the caster looks at another creature, it will display about how much mana they have remaining.

#detectpoison

* + detect poison\*\*

Syntax: cast 'detect poison' <object>
This spell detects the presence of poison in food or drink.

#detectundead

* + detect undead\*\*

A self-explanatory spell, the 'detect undead' spell reveals to the
Necromancer all undead beings in his vicinity. This is especially helpful
in locating vampires, who otherwise can blend in easily with the living.
[to Top]

#dig

* + dig\*\*

Dig is a skill which allows you to dig up
items that are buried OR dig out exits
which may exist. Please note that a shovel
will GREATLY improve your chances of finding
buried items.

Bury is a command which allows you to bury an
object. Be careful, You might not be able to
dig up the object later on.

#dirgeofdetection

* + dirge of detection\*\*

Grants everyone in the skald's group, and in the same room as the skald,
detect hidden and detect invisible.

#dirtkicking

* + dirt kicking\*\*

Considered by some to be a cowardly skill, dirt kicking gives the clever
combatant a chance to blind his opponent by casting dirt into his eyes. The
blindness does not last long, but can provide an edge in combat. Dexterity
helps in hitting or avoiding a dirt kick. This skill is particualrly nasty when
coupled with the disarm skill, since people cannot pick up their weapons
again immediately afterwards.

In addition, spellcasters cannot gate out of combat if they are dirtkicked.

#disarm

* + disarm\*\*

Disarm is a somewhat showy and unreliable skill, designed to relieve your
opponent of his weapon. The best possible chance of disarming occurs when you
are skilled with both your own and your opponent's weapon. You cannot pick up
a disarmed weapon unless you are its owner.
[to Top]

#disenchant

* + disenchant\*\*

Syntax: cast 'disenchant' <item>
A disenchantment allows the enchantor to fade any magical effects that have
been placed on the weapon or armor. It has been rumoured that this effect
is similiar to the effects of enchantment fading.

#disjunction

* + disjunction\*\*

Syntax: c 'disjunction' <target>

Disjunction is a spell available to transmuters. It causes significant
damage, while at the same time attempting to dispel your opponent's magical
protection.

#dispelcurse

* + dispel curse\*\*

Syntax: c 'dispel curse' <object>
Dispel curse allows the priest to permenatly remove a curse from a given
object.

#dispelevil

* + dispel evil\*\*

Syntax: cast 'dispel evil' <victim>
This spell invokes the wrath of the Gods on an evil victim. It can be very
dangerous for casters who are not pure of heart.
[to Top]

#dispelfog

* + dispel fog\*\*

Syntax: cast 'dispel fog'
This spell is used to disperse walls of fog that may be present in any given
room. The counter to the 'fog' spell.

#dispelgood

* + dispel good\*\*

Syntax: cast 'dispel good' <victim>
Dispel good brings forth evil energies that inflict horrific torment on the
pure of heart. Good-aligned characters use this dark magic at their peril.

#dispelmagic

* + dispel magic\*\*

Syntax: cast 'dispel magic' <character>
cast 'cancellation' <character>
Both of these spells remove magical effects from the target. Dispel magic
has a reduced chance of working, and is considering an attack spell.
Cancellation can only be used on allies, but is much more effective and does
not provoke attack. Unfortunately, the spells do not discriminate between
harmful and benign spells.

The chance of dispelling is based on the level of the spell. Permanent spells
(such as mobile sanctuary) are much harder to remove. Not all spells may
be dispelled, notable examples are poison and plague.

#dispelneutral

* + dispel neutral\*\*

syntax: cast 'dispel neutral' <target>
Dispel neutral calls forth the neutral energies of the universe to inflict
horrific torment on all of those whose alignment is not within the sphere of
neutrality. Good and evil-aligned characters who use this powerful magic do
so at their peril.
[to Top]

#dispelprotection

* + dispel protection\*\*

Syntax: cast 'dispel protection' target
The trained invoker has the ability to strip an opponent of many types of
protective spells. In this case, the casting of the dispel attempts to
strip the target of their protections against various alignments.

#displacement

* + displacement\*\*

c 'displacement' <target>
Displacement if successful allows a priest to send a victim back to their
point of recall.

#divineintervention

* + divine intervention\*\*

Divine intervention allows a priest to lower the magical ability of it's
victim causing their casting to to be of less power than normal.

#divineprotection

* + divine protection\*\*

By praying for divine protection, the Paladin asks for the favor of his
deity in shielding him from harmful weapons and magics of his enemies. The
Paladin finds that his protection (AC) has been lowered to assist in the
dodging of harmful attacks. This spell can be used for the protection of
the Paladin only.

#dodge

* + dodge\*\*

In the words of one wise warrior, 'the best way to block a blow is to not
be where it lands'. The dodge skill honors this tradition, by improving the
character's natural agility to the point where many blows will miss the
target. The chance of dodging is also affected by the dexterity of the
attacker and the target. Any class may learn dodging.
[to Top]

#dragonkick

* + dragon kick\*\*

Syntax: dragon kick <target>
An especially powerful kicking skill, available only to dragons.
The command may be used without a target if combat is already in
progress.

#dualwield

* + dual wield\*\*

syntax: wield <primary weapon>
//secondary// <secondary weapon>
Under the tutelage of a weapons expert, a combatant may learn how to wield a
weapon in each hand during combat to increase the overall amount of attacks
each round of attack. Obviously, with a weapon in each hand, there is no
possibility of holding a shield. Since most people favor one hand more than
the other, the combatant typically finds that he can hold a heavy weapon
with his proficient hand and a lighter weapon with the other. Rangers and
swashbucklers, however, have the single ability to dual wield weapons of
the same weight.

Note: If the primary weapon is somehow removed, the secondary weapon
automatically switches to the the primary hand.

#earthquake

* + earthquake\*\*

This spell inflicts damage on every enemy character in the room. Beware
that other characters who are not yet fighting may attack you as a result!
[to Top]

#eclipsebeing

* + eclipse being\*\*

#embalm

* + embalm\*\*

Syntax: cast embalm <object>
Embalm is a low level spell, used to preserve pieces of flesh and organs
that are harvested off of corpses for later use by necromancers.
The embalm spell halts rot and decay on the item, ensuring that it will
remain freshly harvested when the Necromancer is ready to put it to use.

#empath

* + empath\*\*

Syntax: c 'empath' <target>
The Empathic Wound Transfer spell, or 'empath, ' as the Necromancers have
dubbed it, is the closest that mages come to being able to heal. The Empath
spell removes damage taken by a target creature, and transfers it to the
Necromancer.

This is a dangerous practice, as the Necromancer can't control exactly how
much damage he takes on, and a few careless spellcasters have wound up dead
from overcasting this spell.
[to Top]

#empowerweapon

* + empower weapon\*\*

syntax: cast 'empower weapon' <weapon>
One of the strongest powers given to a Paladin is the ability to infuse
a weapon with the power of divine strength. The weapon is typically infused
with power to resemble an enchanted weapon but is also blessed by the
Paladin's deity. Occasionally the deity of the Paladin chooses to imbue the
weapon with holy power in order to help the Paladin on his divine mission to
vanquish the evil forces opposing the ethos of Goodness.

#enchantarmor

* + enchant armor\*\*

Syntax cast 'enchant armor' <object>
The enchant armor spell imbues armor with powerful protective magics. It is
not nearly as reliable as enchant weapon, being far more prone to destructive
effects. Each successful enchant increases the plus of the armor by 1 or 2
points, and raises its level by one. Enchantors tend to land this spell much
easier than other casters. An item cannot go above level 50 when enchanting.

#enchantgem

* + enchant gem\*\*

Syntax: cast 'enchant gem' <object>
Enchant gem allows the enchantor to magically enhance an ordinary jewel so
that it has the properties of a warp stone.

#enchantweapon

* + enchant weapon\*\*

Syntax: cast 'enchant weapon' <weapon>
This spell magically enchants a weapon, increasing its to-hit and to-dam
bonuses by one or two points. Multiple enchants may be cast, but as the
weapon grows more and more powerful, it is more likely to be drained or
destroyed by the magic. Also, every successful enchant increases the level
of the weapon by one...and there is no turning back. Unless you have
restore weapon, that is.
[to Top]

#enchantingtouch

* + enchanting touch\*\*

Syntax: cast 'enchanting touch' <victim>
Enchanting touch allows the enchantor to enchant a person's soul and imbue
their combat abilities. Its strength can vary depending on the enchantor,
and perhaps when the spell is cast.

#endurance

* + endurance\*\*

Endurance allows the priest to put a blessing on a person that increases
their natural health ability. The amount of increase varies from cast to
cast.

#energydrain

* + energy drain\*\*

Syntax: cast 'energy drain' <target>
This spell saps the mana and movement points of its target.
Necromancers get a special bonus when casting this spell and it is more
difficult to save against when cast by necromancers.

#enhanceconstitution

* + enhance constitution\*\*

Increases the hit points of the battle mage. This spell is much like
endurance, but can only be cast on one's self. After the spell wears
off, there is still a lag before the spell can be recast (always 90 ticks).

#enhanceseed

* + enhance seed\*\*

This spell will enhance the growing capability of a seed.
[to Top]

#enhanceddamage

* + enhanced damage\*\*

Characters can become skilled enough in combat that they are
able to inflict more damage than other classes. Enhanced damage is checked
for with each hit, although with a low skill, the chance of receiving a bonus
is very low indeed. Nearly any character can acquire Enhanced Damage but
it tends to be very, very expensive for non-fighting classes.

#enhancedrecovery

* + enhanced recovery\*\*

Syntax: c 'enhanced recovery' <target>
Enhanced recovery is a powerful tool of the priest which allows him/her to
increase the rate at which a individual recovers their health, movement and
mana.

#enlarge

* + enlarge\*\*

Syntax: cast 'enlarge'
cast 'reduce'

These spells enlarge or reduce the size of the caster.

#entangle

* + entangle\*\*

Syntax: cast entangle <target>
This is a ranger's and druid's means of trapping a target in vines,
spiderwebs, and other naturally occurring things. The victim is stopped in
his tracks and is unable to perform any action.

Because the ranger or druid must be able to find something to use to
entangle a victim, the spell will only be successful in certain sectors.
[to Top]

#entertaincrowd

* + entertain crowd\*\*

This amusing jongleur skill allows a skilled acrobat to dazzle a crowd of
people in the room with his or her skills. Every person who enjoys the
spectacle receives a bonus to their hitroll for a short duration afterwards.
Everyone receives +5 to their hit roll.
[to Top]

#envenom

* + envenom\*\*

The envenom skill is a cowardly skill practiced only by thieves, designed to
win a battle through alchemy and treachery rather than skill or strength.
Or, put another way, it's a skill used by the smart to kill the foolish.
Food, drink, and weapons may be envenomed, with varying effects. Poisoned
food or drink puts a mild poison spell on the consumer, and is unlikely to
be more than a minor inconvience (after all, the typical adventurer could
drink sewer water with only a trace of the runs). A poisoned weapon, on
the other hand, can inflict serious damage on an opponent as the poison
burns through his bloodstream. But be careful, blade venom evaporates
quickly and is rendered almost powerless by repeated blows in combat.

#escape

* + escape\*\*

Syntax: escape <direction>
Escaping is an art used by Nightshades inside of cities OR in dark rooms
to easily escape into any direction they choose.

#exotic

* + exotic\*\*

Skill in the use of strange, impromptu, or otherwise magical weapons. This
is not really a "skill" per se; when wielding an exotic weapon your skill
is determined solely by your level.
[to Top]

#eyegouge

* + eye gouge\*\*

The need to slow an opponent, to cause them enough pain to weaken their
skills, is a primary concern to a charlatan in battle. Thus, they use a
tactic of trickery known as gouging the eyes as a part of their repertoire
of skills.

A charlatan may attempt to gouge the eyes of an opponent at many times
during battle. If successful, the opponent's eyes tear up, and they are
unable to act as efficiently with their weapons while engaged in combat.

#fake

* + fake\*\*

A useful trick that charlatans have available to them is the ability to
'fake out' an opponent. In this manner, a charlatan, at times, may attempt
to fool an opponent into believing that they are casting a spell, or using a
skill, that they may not actually have available to them.

#faeriefire

* + faerie fire\*\*

This spell temporarily increases (makes worse) the armor class of its victim. For each
level of the caster, the victim's armor class is increased by one point.

#faerieflames

* + faerie flames\*\*

Faerie flames is a priest spell that is a combination of faerie fire and
faerie fog. A priest can create a fog which seeks to draw out those hiding
and then surround them by a glowing outline.
[to Top]

#faeriefog

* + faerie fog\*\*

This spell reveals all manner of invisible, hidden, and sneaking creatures
in the same room as you. It does not always work, so much be cast repeatedly.

#falseimage

* + false image\*\*

The false image spells does just that. It creates a false image of
yourself. A very worthwhile spell while attempting to lose those who hunt
you, or perhaps to lead them into a trap.

#farsight

* + farsight\*\*

Farsight allows a caster to see the presence of other mortals within the
surrounding area's of the one that individual is in.

#fasthealing

* + fast healing\*\*

The fast healing skill improves wound healing rates, whether walking, resting,
or sleeping. It represents knowledge of healing herbs or just general
toughness and stamina. Fast healing is checked every tick, and it is
possible for it to fail. All class may learn this skill, but mages find it
very difficult to master, due to their bookish lifestyle. The skill occurs
automatically, so there is no command syntax.
[to Top]

#fasting

* + fasting\*\*

A powerful shadowknight spell, Fasting allows the shadowknight to force
the victim to be unable to eat, drink, or quaff any pills or potions. Widely
feared and respected when used in conjunction with the dispel magic
spell.

#fear

* + fear\*\*

By putting this hex on an opponent, the witch or warlock instills an
incredible and unreasoning panic in them. One affected with the fear spell
will find it very difficult to fight, as the slightest touch sends them
running away, screaming with fright.

NOTE: After the effects of fear wear off, one must reset the wimpy setting.

#feigndeath

* + feign death\*\*

This spell gives the caster the look of his own corpse. When remaining
still, the Necromancer appears to be his own corpse.

This spell has no specific use, it is a beginner's spell, which aspiring
Necromancers use to hone their skill in the Art.

#findfamiliar

* + find familiar\*\*

Syntax: cast 'find familiar' cat
cast 'find familiar' raven
A witch or warlock may summon a small pet as a travelling companion and for
aid in magical concentration. Witches tend to prefer the company of a black
cat, while warlocks are often seen with a raven perched on their shoulder.

However, either may choose the pet they desire.
[to Top]

#findwater

* + find water\*\*

Syntax: find water
Find water is a skill available only to rangers and shamans. They may use
their knowledge of natural surroundings to find small springs or other
sources of water that might remain hidden from other adventurers.

#firebomb

* + fire bomb\*\*

#fireball

* + fireball\*\*

Syntax: cast 'fireball' <direction> <target>
cast 'fireball' <target>
The first of the truly offensive combat spells, the fireball can deal
massive damage against an opponent, and is particularly effective against
those that are vulnerable to flame.
Additionally, it is the first of the combat spells that a caster may cast
across a distance, allowing foes at farther ranges to be affected.

#fireproof

* + fireproof\*\*

Syntax: cast 'fireproof' <object>
The fireproof spell creates a short-lived protective aura around an object,
to protect it from the harmful effects of acid and flame. Items protected
by this spell are not harmed by acid, fire, or the heat metal spell.

Although inexpensive to use, the spell's short duration makes it impractical
for protecting large numbers of objects.
[to Top]

#firestorm

* + firestorm\*\*

Syntax: cast 'firestorm'
A large firestorm is conjured up by the elemental cleric, inflicting damage
on all opposed to him. The conjured storm is so powerful that the fire
continues to afflict the victims for several rounds after the spell has been
cast.

#fixcards

* + fix cards\*\*

A charlatan wouldn't be a charlatan without cards. A day doesn't go by that
a charlatan would turn down a card game. So good are they at playing, that
many have learned how to fix the cards themselves while playing, quite
possibly forcing the deck so that they are able to draw exactly the card
they are seeking.

#flamestrike

* + flamestrike\*\*

With the aid of his deity, the caster calls upon a column of pure fire to
descend upon a foe, causing large amounts of damage. Objects on the person
of the recipient are subject to the effects of the column of flames as well.

#flail

* + flail\*\*

Skill in ball-and-chain type weapons. Having a weapon skill also allows one to
parry attacks from that weapon easier.
[to Top]

#flare

* + flare\*\*

Syntax: flare <target>

A single-target blind skill. A nightshade may temporarily blind an
opponent with this skill.
It lasts for a few rounds, theres is only 1 round of lag for failure or success,
and there is no penalty for flaring a target that is already blind.

#flashbomb

* + flash bomb\*\*

Syntax: flash bomb <target>
This is the knowledge of making and using bombs. The bombs are thrown at
the feet of your opponent, enraging them and doing a little damage. There
is a chance that the bomb will not go off. It also blinds each target in
the room.

#floatingdisc

* + floating disc\*\*

Syntax: cast 'floating disc'
This useful spell creates a floating field of force which follows the caster
around, allowing him or her to pile treasure high with no fear of weight
penalties.

It lasts no more than twice the casters level in hours, and usually less.
It can hold 10 pounds per level of the caster, with a maximum of five pounds
per item.

The spell requires an open float location on the character, and the only way
to remove the disc is to die or allow it to run out of energy.
[to Top]

#fly

* + fly\*\*

This spell enables the target character to fly. There are some areas where
passage may not be enabled simply by flying, for example - an underwater
cave might require the use of swimming to get through. You cannot rest
sleep or ride a mount while flying. It is less effective than actual winged
flying, like a dragon uses.

#fog

* + fog\*\*

This spell fills the room you are in with a dense fog, obscuring the view of
all but the most acute of visions.

#forget

* + forget\*\*

The transmuter causes knowledge of critical skills and spells to slip
elusively from his enemy. The enemy may be named as a target, or the spell
will default to the current foe if the caster is engaged in combat.

#fortitude

* + fortitude\*\*

#fourthattack

* + fourth attack\*\*

Given that the Barbarian cares nothing for magic, he is unfettered by the
time restraints needed for the study and practice of casting. Instead, a
Barbarian may choose to devote his time to the study of weaponry and
fighting. This additional training comes in handy as the Barbarian becomes
so adept at fighting that he can often recieve a fourth attack in combat.
Nightshades may also take fourth attack.
[to Top]

#frenzy

* + frenzy\*\*

The frenzy spell fills the target with righteous fury, greatly increasing
his or her attack skill and damaging capacity. Unfortunately, this divine
wrath is coupled with a tendency to ignore threats to personal safety,
making the character easier to hit.

Frenzy provides immunity to the calm spell (see 'help calm'), and may only
be used on those of the caster's alignment.

#frostshroud

* + frost shroud\*\*

This transmuter spell will cause the enemy to become chill and shivering,
giving a -hitroll debuff for a temporary amount of time.

#furnace

* + furnace\*\*

A powerful runesmith spell that enables the runesmith to temporarily
become immune to all fire damage.

#giantstrength

* + giant strength\*\*

The caster can enhance the physical strength of a target, either himself or
another, with this spell, giving the recipient the strength of a mighty
giant. You cannot go above the target's max strength.

#graftflesh

* + graft flesh\*\*

The 'graft flesh' spell can be used to raise an undead helper much like
animate dead. The difference is that grafted zombies hit hard but die
quick.
A necromancer that has all the body parts required can place them on the
ground and cast graft flesh to raise a grafted zombie. Due to the
intricacies of death and opposite charges and such you must have arms from
different enemies as well as legs.
[to Top]

#gate

* + gate\*\*

syntax: cast gate <target>
The gate spell is a powerful transportation magic that opens up a portal
between your character and another person or creature somewhere else in the
world. This portal will transport you and any pet you might have, but not
other members of your group. Monsters receive a save against gate, and
monster or players more than 3 levels higher than you can not be gated to at
all. God rooms, private rooms, and no recall rooms cannot be gated to, and
no recall rooms cannot be gated out of. Finally, any god or hero is also
immune to gate, as well as any player who has no summon set. Clan members
may not be gated to except by their fellow Clan members. Gate is not powerfull
enought to cross the vast oceans to another continent.

#greenleaf

* + greenleaf\*\*

Causes certain amusing effects on the target, such as blurred vision and
hallucination as well as the inability to pick up or wear items. It used to never
fail when cast but now has a proper saves check.

#gore

* + gore\*\*

Syntax: gore <target>
This is a minotaur only skill that allows a minotaur to lower his head
and attempt to run his opponents through with his or her horns. It can land
a stun-type effect similar to bash.

#groundcontrol

* + ground control\*\*

Syntax: gcon <target>
Ground control is the act of throwing your opponent to the ground,
temporarily stunning them. Beware, it is possible to have your throw used
against you.
[to Top]

#haggle

* + haggle\*\*

Haggling is an indispensable skill to the trader. It allows a character to
match wits with a merchant, seeking to get a better price for merchandise,
or to buy at the lowest possible cost. Unfortunately, most merchants are
already very skilled at haggling, so the untrained adventurer had best
guard his treasure closely. Thieves are natural masters at haggling,
although other classes may learn it as well.

#halt

* + halt\*\*

Halt allows the bandit to cut the straps off of a saddled horse sending
the rider to the ground.

#handtohand

* + hand to hand\*\*

Hand to hand combat is a rare skill in the lands of Algoron. Learning
this style of fighting gives the player a weapon even when disarmed --
bare hands. Trained hand to hand experts are far more effective than many
swordsmen. Clerics and warriors are the best at this skill, although
thieves and mages may also learn it.

#harm

* + harm\*\*

A very powerful damage spell, dealing damage that's dependant on the
current health of the target.
[to Top]

#harvest

* + harvest\*\*

Syntax: harvest <part> <corpse>
Example: harvest heart 2.corpse
This command would remove the heart from the second corpse
listed in the room. Brains, heads, hearts, arms, legs, feet, hands, and
eyes can all be harvested from corpses. Necromancers with the Anatomy
skill are the only individuals with sufficient knowledge and skill to be
able to perform this task.

#haste

* + haste\*\*

The haste spell increases the speed and agility of the recipient, allowing
an extra attack (or even a backstab) in combat, and improving evasive
abilities in combat.

However, it produces a great strain on the system, such that recuperative
abilities are halved. Haste is capable of negating the slow spell.

#headbutt

* + headbutt\*\*

Headbutting is a skill which has been profected by the Battleragers.
It's been told that only a Battlerager that is in a total state of rage can
headbutt effectivly. On top of causing the victim extreme discomfort it's
been rumored that a skilled rager can \_sometimes\_ knock a victim out cold if
hit correctly.
[to Top]

#heal

* + heal\*\*

A powerful healing spell. It is not as efficient as cure critical, but much faster
since 100 hp is returned all the time. In addition it is much more effective
at low levels, since cure critical is less powerful the lower level the caster is.

#heartblight

* + heart blight\*\*

Syntax: cast 'heart blight' <target>
cast 'heart blight'
This spell causes incredible damage, as the heart of the victim becomes
diseased by the power of the caster. Power such as this could only be
granted by the gods; therefore, this spell is only available to clerics.

#heatblast

* + heat blast\*\*

syntax: cast 'heat blast' <target>
Nurtured in the climate of the scorching desert, the brass dragon has
adapted to itself the ability to breath a wave of extreme heat against his
opponent. Much like the exposure to the harsh conditions of the desert, the
wave of immense heat can take a horrible toll on the opponent and all other
individuals in the vicinity of the dragon. Those who survive encounters
with brass dragons report that upon being hit with the heat blast, they find
themselves suffering from extreme heat exhaustion and suffer quite painful
burns.
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#heatmetal

* + heat metal\*\*

Heat metal is a powerful clerical attack spell, with effects that vary
according to the armor of the victim. It heats up the metal equipment
(assumed to be all weapons and armor at this point in time) on the target,
causing him or her to drop them if possible, taking serious burns in the
process (possibly fatal if the equipment is too heavy to remove easily).

This spell does no damage to creatures who are immune to fire. Using this
spell when you are EQless is illegal.

#herbs

* + herbs\*\*

Syntax: herbs
Herbs or Herbal is skill available to the classes of Ranger, Druid, and
Shaman which allow them to look for herbs of healing and medicinal use to
store them for later use for themselves or others. Since herbs only grow in
certain regions, herbs can not be found everywhere, but those in tune with
nature know where to look for them.

#hide

* + hide\*\*

Hide and sneak are similar skills, both related to remaining undetected.
Hide has a very high chance of success, but only works for as long as the
character remains stationary. Hide will not show up in your affects (which
only shows spell affects, not skills), and if you were successfully hidden
the act of checking your affects will reveal your presence to others.

Sneak may be used when moving (including to sneak by monsters), but has a
lower chance of success. Warriors, thieves, druids, paladins, assassins,
barbarians may learn these skills.
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#hiltthrust

* + hilt thrust\*\*

Hilt thrusting is a skill that allows warcry'd barbarians to shove the hilt
of their weapon into a victim's stomach causing them to lose their breath
for a bit as well as leaving a bit of pain on them. Generally after someone
has felt that blow they are very cautious for it afterwards

#hex

* + hex\*\*

This spell allows a Shaman to curse the inner soul of a victim, leaving
their life capacity in a lower state. There is a rumour that the Shaman's
hex has different effects depending on the state of the Shaman.

#holyflame

* + holy flame\*\*

Syntax: c 'holy flame' <victim> OR c 'holy flame' <direction> <target>
A holy flame is a tool of the priest in which he/she can send a wrath of
holy flames powerful enough to travel in a given direction.

#holypresence

* + holy presence\*\*

A priest can bestow a holy presence upon a worthy individual which helps to
protect that person from physical harm.
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#holysteed

* + holy steed\*\*

Crusaders are granted a special blessing by the gods that allows them to
call upon a steed of holy faith as their mount. The steeds themselves are
noticeably different than normal mounts, as they should be, because of the
blessings which provided them.

Steeds of the followers of good faiths tend to be white.
Those of the neutral faiths tend to be grey.
And those of the darker worship tend to be black.

#holyword

* + holy word\*\*

Syntax: cast 'holy word'
Holy word involves the invocation of the full power of a cleric's god, with
disastrous effects upon enemies, coupled with powerful blessings on allies.

All creatures of like alignment in the room are blessed and filled with
righteous divine wrath, while those of opposite morals (or both good and
evil in the case of neutrality) are struck down by holy (or unholy might)
and cursed.

The cleric suffers greatly from the strain of this spell, being left unable
to move and drained of vitality. Experience loss is no longer associated
with the spell.

#hunt

* + hunt\*\*

By following tracks and sniffing the air, rangers using hunt can track other
players. They are able to determine in which direction the other person is.
It does not work outside of the area the ranger is currently in.
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