MAGE
Mages are adventurers who have the ability to cast spells. Mage spells are primarily offensive and combative in nature. The more powerful the mage, the more spells they have, and the more effect each one has.
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Magic missile | Level 1 |
Throws a magical missile what causes damage to victim.
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Brew | Level 1 |
Very useful skill for making useful potions. Not all spells will
work with these commands. Not all spells are meant to be brewed
so some may not work.
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Ventriloquate | Level 1 |
For all people in the same room as the caster that fail a saving throw, the spell will make the object or victim appear to say the text written. People saving will only notice that someone tried to make it sound that way, not who. | |
Detect Magic | Level 2 |
This spell will let you see the magical aura surrounding magical objects. | |
Detect Invisibility | Level 2 |
This spell enables you to see invisible items and players. | |
Chill touch | Level 3 |
This spell is more powerful than the magic missile spell. A victim failing its saving throw will get its strength reduced by one. | |
Continual light | Level 4 |
This spell creates a ball of light which may be used as a light source.
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Faerie fire | Level 4 |
This spell makes a ring of light appear around the victim enabling its
opponents to see and attack it better.
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Invisibility | Level 4 |
Self Explanatory. Attacking while invisible will immediately break the spell. |
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Refresh | Level 5 |
This spell bestows more endurance upon the recipient.
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Armor | Level 5 |
Armor spell creates a protective field on its target | |
Corruption | Level 5 |
If you are evil or neutral this spell is a great way to start off a battle
by punishing the good for being good.
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Burning hands | Level 5 |
This spell is more powerful than the chill touch spell. | |
Locate object | Level 6 |
If possible you will know exactly where an object is, or the name of the person carrying it. If more than one object by the same name exists, you will get a listing of several objects. The maximum number of objects you can simultaneously locate is your level divided by 2. | |
Fear | Level 6 |
This spell causes fear in the hearts of the brave. Works best
when you need a break from fighting a particularly tough mob.
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Fly | Level 7 |
This spell allows the target to walk on air. Thus, he will not get tired
as quickly and will be able to cross bodies of water.
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Infravision | Level 7 |
This spell will cause the victim to be more aware of living beings around him.
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Weaken | Level 7 |
This spell causes the victim to become weaker and thus more wimpy.
The more powerful the caster, the weaker the victim would become.
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Shocking grasp | Level 7 |
This spell is more powerful than the burning hands spell.
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Strength | Level 7 |
A person will gain 1 strength point per spell (2 points if level of caster is greater than 18, 3 points if level of caster is greater than 25) up to their maximum. | |
Know alignment | Level 8 |
This spell enables the caster to see the target's aura.
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Blindness | Level 8 |
Blindness will blind a victim failing its saving throw.
A blinded person will have -4 penalty to both hitroll and AC.
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Teleport | Level 8 |
Teleport (with error) will instantly transfer you to another location in the world. This location is random, and thus there will always be a risk of landing in a fatal location. Mob teleport will send the mob to an adjacent room, if it exists. The adjacent room must be within the same zone from which the teleport originated. The door need not be opened for a successful teleport. | |
Conjure elemental | Level 9 |
Causes an elemental to come to your aid.
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Lightning bolt | Level 9 |
This spell is more powerful than the shocking grasp spell.
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Control weather | Level 10 |
This spell will change the "course" of the current weather. | |
Identify | Level 10 |
This spell cast on yourself will tell you your stats and exact age. Cast on
an object, this spell will tell the caster what attributes, type of item
it is, and if it is magic and what type of magic it is.
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Dispel Magic | Level 11 |
This spell attempts to remove almost all magic from the target.
An extremely nasty spell vs those that rely on magic for survival.
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Haste | Level 11 |
This spell speeds up a characters fighting abilities. It adds 1 attack
per round over and above normal attacks.
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Colour spary | Level 11 |
This spell is more powerful than the lightning bolt spell. | |
Curse | Level 12 |
Curse cast on a person that fails the saving throw will reduce their hitroll by one and reduce their saving throw versus paralyzation by one. | |
Enchant weapon | Level 12 |
This spell will enchant non-magical (non-modifying) weapons only. By non-modifying weapons we refer to weapons that might alter any ability such as for example damage. The only way to know if a weapon is suitable for enchantment is to fully identify it. The enchantment will modify the weapon as: Level Hit Roll Damage 0..17 +1 +1 18..19 +2 +1 20..24 +3 +2 25..29 +4 +3 30..31 +5 +4 | |
Shield | Level 13 |
This alteration spell creates a magical force shield surrounding
the victim, thus improving his armor rating.
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Energy drain | Level 13 |
This spell does not give much damage, but victims failing their
saving throws will loose up to 40,000 XP points. The caster gains
a quarter of this XP.
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Crystal ball | Level 13 |
This spell allows the casting mage to look into his/her crystal ball and
spy on a player or a mob.
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Sleep | Level 14 |
If failing saving throw versus spell, the person will fall asleep. A person who is affected by sleep can only be awakened if attacked, or if a mage/cleric cast dispel magic on that person or mob, then the person will wake. | |
Mass invisibility | Level 15 |
This spell makes every creature in the room, not including the caster,
invisible.
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True seeing | Level 15 |
This spell enhances the characters vision allowing him/her to see
invisible, detect magic, detect evil, infravision and sense hidden
life forms.
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Fireball | Level 15 |
This spell is the second most powerful spell a magic user can cast.
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Refresh critic | Level 15 |
This spell is a more powerful version of refresh. It costs more mana points
and restores more movement points.
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Hands of Wind | Level 16 |
This spell attempts to cast the victim out of the room.
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Stone skin | Level 18 |
This alteration spell causes the caster's skin to turn as hard as
gratite, thus improving his armor rating.
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Sandstorm, | Level 20 |
The caster of this spell commands the wind to pick up within the desert and
causes major damage to the victim.
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Duplicate | Level 20 |
This MAGE skill allows a mage to conjure a duplicate of an item in
their inventory. The duplicated item must be the mages level or lower. The
resulting clone will last a period of time relative to the level of the
mage and that of the item. The clone will have an eq level equal to the
level of the original item +1. Duplicating magical devices has a 50% chance
of destroying the original.
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Vitalize mana | Level 20 |
Vitalize mana is a very useful spell. When you vitalize mana, your physical
energy (moves), will be transferred to mental energy (mana). You'll get
one mana point for every 2 move points.
You will, naturally, need to rest after this spell, since its completely
physically exhausting.
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Frost bite | Level 20 |
Frost Bite is an area attack spell. If successful with a mob failing its
saves, the spell will draw the warmth from it's body, thus doing damage to
it.
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Recharge | Level 23 |
Recharges a wand or staff. The wand must be in the caster's inventory.
Upon success, the wand or staff will be recharged to contain a number
of charges equaling at least the current charge (but no more than the
maximum charges possible). Failure will result in the item exploding,
and therefore, injuring the caster.
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Portal | Level 25 |
Opens a magical gate from the caster to the victim. Victim can be another
player or a monster. Only one gate may exist in any one room at a time.
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Acid blast | Level 25 |
Acid blast creates a powerful blast of acid that does between HP of caster
divided by 4 and HP of caster divided by 8 with a min 10 damage. This spell
also has a chance of damaging the victim's equipment.
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Regeneration | Level 25 |
Regeneration doubles the rate of the natural regeneration of hit points
and moves. At the same time, it doubles the rate at which other spells
run out, both good and bad.
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Megavolts | Level 25 |
Megavolts is an attack spell, which when successfully cast, will electrocute
the victim. Megavolts does more than twice the damage of the most powerful
fireball spell at its max damage.
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Energy blast | Level 29 |
Energy blast is a room attack spell. Average order of damage to each
mob is about the average of a megavolts spell when successful.
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Meteor swarm | Level 30 |
Third most powerful spell that a magic user can cast.
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Sun ray | Level 33 |
Sun ray is an attack spell. Damage is anywhere from 200 to 400 hit points.
There is an additional damage bonus if the room is outside.
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Wail of Banshee | Level 35 |
This spell calls upon the spirit of a deadly Banshee from the lands of old
Ireland. The spirit posesses the caster long enough to emit a piercing wail
which harms and often kills every being in the room.
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