SPELL_ACHILLESARMOR=SPELL_ACHILLES_ARMOR SPELL_ACHILLES_ARMOR=<ABILITY>\ Usage : CAST "ACHILLES ARMOR" [TARGET NAME] \n\r\ Example : cast "achilles armor" bob\n\r\ This spell creates an almost impenetrable field around the target. The \ target becomes immune to almost every type of damage, except for one \ single type. Unfortunately, that type they are not immune to changes \ with every casting, is unknown to the caster, and will KILL the target \ if they are struck by that type. WELL_DRESSED=SPELL_WELL_DRESSED SPELL_WELLDRESSED=SPELL_WELL_DRESSED SPELL_WELL_DRESSED=\ An affect common to wearing exquisite clothing, that results in extra Charisma. SPELL_ACIDARROW=SPELL_ACID_ARROW SPELL_ACID_ARROW=<ABILITY>\ Usage : CAST "ACID ARROW" [TARGET NAME]\n\r\ Example : cast "acid arrow" orc\n\r\ This spell will conjur up an arrow of acid, which will hit and splash \ upon the target, doing additional acid damage each round. SPELL_ACIDFOG=SPELL_ACID_FOG SPELL_ACID_FOG=<ABILITY>\ Usage : CAST ACID FOG\n\r\ Example : cast "acid fog"\n\r\ Causes a powerful horrendous cloud of burning acid to descend upon the \ casters enemies. While they remain in the cloud, those affected \ continue to take damage. SPELL_ACIDSPRAY=SPELL_ACID_SPRAY SPELL_ACID_SPRAY=<ABILITY>\ Usage : CAST "ACID SPRAY" [TARGET]\n\r\ Example : cast "acid spray" orc\n\r\ The caster conjures a spray of acid that assaults the target. The acid will then \ eat away at the target`s flesh for a time after the initial attack. SPELL_ADDLIMB=SPELL_ADD_LIMB SPELL_ADD_LIMB=<ABILITY>\ Usage : CAST "ADD LIMB" [TARGET NAME] \n\r\ Example : cast "add limb" bob\n\r\ This spell causes the target to grow a third arm, allowing them \ to wear additional rings, or hold additional items. SPELL_ADVANCEMENT=<ABILITY>\ Usage : CAST ADVANCEMENT [TARGET NAME] \n\r\ Example : cast advancement bob\n\r\ Increases the level, temporarily, of the target, by one. This extra level \ can be used to gain new spells through training or scrolls, or cast spells \ above the target`s level. SPELL_ALARM=<ABILITY>\ Usage : CAST ALARM [TARGET NAME] \n\r\ Example : cast alarm chest\n\r\ This spell can be cast on any object sitting on the room. When the object \ is touched, picked up, rummaged through, or moved, the spell will notify \ the caster. The alarm is dispelled after it goes off. SPELL_ALTERSUBSTANCE=SPELL_ALTER_SUBSTANCE SPELL_ALTER_SUBSTANCE=<ABILITY>\ Usage : CAST "ALTER SUBSTANCE" [TARGET NAME] [MATERIAL NAME]\n\r\ Example : cast "alter substance" sword cotton\n\r\ The caster causes the target item to temporarily take on a new substance. \ The substance type must be specified during casting. SPELL_ALTERNATEREALITY=SPELL_ALTERNATE_REALITY SPELL_ALTERNATE_REALITY=<ABILITY>\ Usage : CAST "ALTERNATE REALITY" [TARGET NAME]\n\r\ Example : cast "alternate reality" orc\n\r\ Drawing on the frenzy of combat, the mage is able to convince the target \ that his or her enemies are really friends and vis-versa. This has the \ effect of making the target change sides in a fight. SPELL_ANALYZEDWEOMER=SPELL_ANALYZE_DWEOMER ANALYZE_ITEM=SPELL_ANALYZE_DWEOMER SPELL_ANALYZE_DWEOMER=<ABILITY>\ Usage : CAST "ANALYZE ITEM" [TARGET NAME] \n\r\ Example : cast "analyze item" sword\n\r\ This spell gives the caster a sense of an items material type and \ other classifications, as well as any magical or other effects. SPELL_ANCHOR=<ABILITY>\ Usage : CAST "ANCHOR" [TARGET NAME] \n\r\ Example : cast "anchor" bob\n\r\ This spell allows the target to become immune to summoning and gate spells. SPELL_ANIMATEITEM=SPELL_ANIMATE_ITEM SPELL_ANIMATE_ITEM=<ABILITY>\ Usage : CAST "ANIMATE ITEM" [TARGET NAME] [EMOTE STRING]\n\r\ Example : cast "animate item" sword glows with a blinding power.\n\r\ This spell causes \ the item to immediately animate in the way denoted by the emote string. SPELL_ANIMATEWEAPON=SPELL_ANIMATE_WEAPON SPELL_ANIMATE_WEAPON=<ABILITY>\ Usage : CAST "ANIMATE WEAPON" [TARGET NAME] \n\r\ Example : cast "animate weapon" sword\n\r\ This spell can be cast on any weapon. It will cause the weapon to fly \ around the caster, attacking any of the casters enemies. Leaving the \ room will end the spell. SPELL_ANTIPLANTSHELL=SPELL_ANTI_PLANT_SHELL SPELL_ANTI_PLANT_SHELL=<ABILITY>\ Usage : CAST "ANTI PLANT SHELL" [TARGET]\n\r\ Example : cast "anti plant shell" bob\n\r\ This spell creates a force field around the target into which an aggressive \ plant may not advance. The field will repel plant monsters and keep them at \ bay, but will collapse under continuous assault. SPELL_ARCANEMARK=SPELL_ARCANE_MARK SPELL_ARCANE_MARK=<ABILITY>\ Usage : CAST "ARCANE MARK" [ITEM] [MSG]\n\r\ Example : cast "arcane mark" gloves "these are my gloves"\n\r\ This spell will scribe a magical marking upon the specified item. Reading \ the message back requires only that you LOOK at it. SPELL_ARCANEPOSSESSION=SPELL_ARCANE_POSSESSION SPELL_ARCANE_POSSESSION=<ABILITY>\ Usage : CAST "ARCANE POSSESSION" [ITEM]\n\r\ Example : cast "arcane possession" gloves\n\r\ This spell will zap anyone who tries to wear, hold, or wield the item \ other than the owner. SPELL_ARMSLENGTH=SPELL_ARMS_LENGTH SPELL_ARMS_LENGTH=<ABILITY>\ Usage : CAST "ARMS LENGTH"\n\r\ Example : cast "arms length"\n\r\ This spell gives the caster a predictive warning whenever their opponent \ in combat is about to advance on them, allowing the caster to retreat before \ they do. This spell only lasts a brief time, and is best cast when already \ in combat, and when the caster is at range from their target. When not at \ range from the enemy, the enemy has no reason to advance on the caster, and so \ this spell would have no effect. It is also best to turn AUTOMELEE off before \ casting this spell, lest the casters own advances cancel out the effects of the \ spell. SPELL_ASTRALSTEP=SPELL_ASTRAL_STEP SPELL_ASTRAL_STEP=<ABILITY>\ Usage : CAST "ASTRAL STEP" [DIRECTION] (...)\n\r\ Example : cast "astral step" east\n\r\ This spell allows the caster to pass through doors by going through the astral \ plane of existence. The more expertise the caster has, the more doors he or \ she can pass through in a single casting. SPELL_AUGURY=<ABILITY>\ Usage : CAST "AUGURY" [DIRECTION]\n\r\ Example : cast "augury" north\n\r\ This spell divines the wisdom of travelling in a particular direction. SPELL_AWE=<ABILITY>\ Usage : CAST AWE\n\r\ Example : cast "awe"\n\r\ This spell allows the caster to become so awe-inspiring that there's a chance lower \ level aggressive creatures won't initiate combat against him or her, though they can, of course, \ fight back. Creatures which are extremely below the caster in level will always \ fall prey to this spell. SPELL_AWEOTHER=SPELL_AWE_OTHER SPELL_AWE_OTHER=<ABILITY>\ Usage : CAST "AWE OTHER" [TARGET NAME] [OTHER NAME]\n\r\ Example : cast "awe other" bob "an orc"\n\r\ This spell forces the target to become in awe of of whoever the caster wishes. This \ will prevent the target creature from initiating combat against \ the "other" creature named by the caster, though they can, of course, fight back. SPELL_BIGMOUTH=SPELL_BIG_MOUTH SPELL_BIG_MOUTH=<ABILITY>\ Usage : CAST "BIG MOUTH"\n\r\ Example : cast "big mouth"\n\r\ This spell causes the caster's mouth to grow to an enormous size, allowing \ the caster to EAT any creature that is half his weight or smaller. Eaten \ creatures face a horrible digestive fate! SPELL_BLADEMOUTH=<ABILITY>\ Usage : CAST BLADEMOUTH [TARGET NAME] \n\r\ Example : cast blademouth orc\n\r\ If successful, this spell causes the target`s mouth to be filled with blades. \ Any attempt by the target to speak will cause damage. SPELL_BLINDNESS=SPELL_BLIND SPELL_BLIND=<ABILITY>\ Usage : CAST BLIND [TARGET NAME] \n\r\ Example : cast blind orc\n\r\ If successful, this spell makes the target blind. This means they \ have a lot of trouble seeing. SPELL_BLINK=<ABILITY>\ Usage : CAST BLINK [TARGET NAME] \n\r\ Example : cast blink bob\n\r\ If successful, this spell makes the target begin to vanish and reappear \ nearby, possibly putting him or her in and out of range of missile or \ melee weapons. SPELL_BLUR=<ABILITY>\ Usage : CAST BLUR [TARGET NAME] \n\r\ Example : cast blur bob\n\r\ This spell causes the target to go out of focus. The target becomes \ slightly harder to hit in combat, even more slightly protected against \ certain magical attacks. SPELL_BRAINWASH=<ABILITY>\ Usage : CAST BRAINWASH [TARGET NAME] [MESSAGE]\n\r\ Example : cast brainwash orc I am a jelly donut.\n\r\ This spell causes the target to so fully believe the message given that \ they will repeat it whenever they talk to anyone else. SPELL_BREADCRUMBS=<ABILITY>\ Usage : CAST "BREADCRUMBS"\n\r\ Example : cast "breadcrumbs"\n\r\ Allows the caster to remain aware of the trail from the room he or she \ started in to the room in which he or she presently stands. SPELL_BURNINGHANDS=SPELL_BURNING_HANDS SPELL_BURNING_HANDS=<ABILITY>\ Usage : CAST "BURNING HANDS" [TARGET NAME] \n\r\ Example : cast "burning hands" orc\n\r\ A fan of flames ignite before the casters hands, aimed at the target. \ This has the effect of hurting the target in many cases. SPELL_CAUSESTINK=SPELL_CAUSE_STINK SPELL_CAUSE_STINK=<ABILITY>\ Usage : CAST "CAUSE STINK" [TARGET NAME] \n\r\ Example : cast "cause stink" monster\n\r\ This spell makes the target smell really really bad. SPELL_CHAINLIGHTENING=SPELL_CHAIN_LIGHTNING SPELL_CHAIN_LIGHTNING=<ABILITY>\ Usage : CAST "CHAIN LIGHTNING"\n\r\ Example : cast "chain lightning"\n\r\ This spell causes a huge, branching arch of electricity to jump from \ person to person in the room until it is spent. This may include the \ caster and his group members. SPELL_CHANGESEX=SPELL_CHANGE_SEX SPELL_CHANGE_SEX=<ABILITY>\ Usage : CAST "CHANGE SEX" [TARGET NAME] \n\r\ Example : cast "change sex" bob\n\r\ Changes the sex of the target temporarily. This \ spell is permanent on young babies, however. SPELL_CHANNELEDMISSILES=SPELL_CHANNELED_MISSILES SPELL_CHANNELED_MISSILES=<ABILITY>\ Usage : CAST "CHANNELED MISSILES" [TARGET NAME] \n\r\ Example : cast "channeled missiles" bob\n\r\ The caster begins channeling painful flashes of magical energy towards \ the target. The higher the level of the caster, the greater the number of \ missiles generated by this spell. As a channeling spell, missiles will continue \ firing towards the target until the caster takes any action to cancel the spell, \ or the target is killed. SPELL_CHANTSHIELD=SPELL_CHANT_SHIELD SPELL_CHANT_SHIELD=<ABILITY>\ Usage : CAST "CHANT SHIELD" [TARGET NAME] \n\r\ Example : cast "chant shield" bob\n\r\ This spell allows the target to become almost immune to Druidic chants. SPELL_CHARM=<ABILITY>\ Usage : CAST CHARM [TARGET NAME] \n\r\ Example : cast charm orc\n\r\ Causes the target to view the caster as a loyal ally and friend. The target \ will follow the caster as a group member, and becomes susceptible to the \ 'order' command. SPELL_CHARMWARD=SPELL_CHARM_WARD SPELL_CHARM_WARD=<ABILITY>\ Usage : CAST "CHARM WARD" [TARGET NAME] \n\r\ Example : cast "charm ward" orc\n\r\ Example : cast "charm ward" room\n\r\ Causes the target to become protected from the affects of charming. If the \ target is a room, the entire room will negate all charm spells in it. If \ the caster owns the room, or the caster is following the owner, the spell \ effect will be permanent. SPELL_CHOKE=<ABILITY>\ Usage : CAST CHOKE [TARGET NAME] \n\r\ Example : cast choke orc\n\r\ The target becomes unable to breathe, and begins to suffocate! SPELL_CLAIREAUDIENCE=<ABILITY>\ Usage : CAST CLAIREAUDIENCE [TARGET NAME] \n\r\ Example : cast claireaudience orc\n\r\ Causes the target to echo everything they say into the ears of the \ caster, allowing the caster to know everything the target says. SPELL_CLAIREVOYANCE=<ABILITY>\ Usage : CAST CLAIREVOYANCE [TARGET NAME] \n\r\ Example : cast clairvoyance orc\n\r\ This spell allows the caster to see everything which the target \ actively looks at, including all new rooms the target enters. SPELL_CLANDONATE=SPELL_CLAN_DONATE SPELL_CLAN_DONATE=<ABILITY>\ Usage : CAST "CLAN DONATE" [TARGET NAME] ("[CLAN NAME]") \n\r\ Example : cast "clan donate" scroll\n\r\ Example : cast "clan donate" scroll "super clan"\n\r\ When cast on an item, this spell will send it to the room designated \ by the casters clan boss as the donation room. If you are a member \ of several clans, you may also specify the clan name. SPELL_CLANEXPERIENCE=SPELL_CLAN_EXPERIENCE SPELL_CLAN_EXPERIENCE=<ABILITY>\ Usage : CAST "CLAN EXPERIENCE" [AMT] ([CLAN NAME])\n\r\ Example : cast "clan experience" 100\n\r\ Example : cast "clan experience" 100 "rough riders"\n\r\ This spell drains an amount of experience from the caster and grants \ it to their clan, or the specified clan if they belong to more than one. SPELL_CLANHOME=SPELL_CLAN_HOME SPELL_CLAN_HOME=<ABILITY>\ Usage : CAST "CLAN HOME" ("[CLAN NAME]") \n\r\ Example : cast "clan home"\n\r\ Example : cast "clan home" super clan\n\r\ This spell sends the caster back to the room designated by the casters \ clan boss as the home room. An optional clan name can be specified. SPELL_CLANWARD=SPELL_CLAN_WARD SPELL_CLAN_WARD=<ABILITY>\ Usage : CAST "CLAN WARD" [RANK]/REVOKE \n\r\ Example : cast "clan ward" TREASURER\n\r\ This spell must be used in a room that is owned by the casters clan. \ When cast, it will prevent anyone from entering the room who is a \ member of the casters clan, but is BELOW the given rank. The spell \ effect is permanent until revoked by the same spell. \ For the given example, that casting would restrict the room to \ treasurers and above in rank. This spell only restricts your \ fellow clan members, and can be sneaked past. See also Improved Clan Ward. SPELL_IMPROVEDCLANWARD=SPELL_IMPROVED_CLAN_WARD SPELL_IMPROVED_CLAN_WARD=<ABILITY>\ Usage : CAST "IMPROVED CLAN WARD" [RANK]/REVOKE \n\r\ Example : cast "improved clan ward" TREASURER\n\r\ This spell must be used in a room that is owned by the casters clan. \ When cast, it will prevent anyone from entering the room who is a \ member of the casters clan, but is BELOW the given rank. The spell \ effect is permanent until revoked by the same spell. \ For the given example, that casting would restrict the room to \ treasurers and above in rank. This spell only restricts your \ fellow clan members, and can NOT be sneaked past. SPELL_CEQACID=CLANENCHANT_ACID SPELL_CLANENCHANT_ACID=<ABILITY>\ Usage : CAST "CLANENCHANT ACID" [TARGET] [POWER] ("[CLAN]")\n\r\ Example : cast "clanenchant acid" breastplate 5\n\r\ Example : cast "clanenchant acid" breastplate 5 "my clan"\n\r\ When cast on an item, this spell will use up some of the clan's \ experience (how much depends on power put into the casting) to \ magically enhance the item with ACID magic. For what the different \ types of effects are, see HELP CLAN EQUIPMENT. SPELL_CEQCOLD=CLANENCHANT_COLD CLANENCHANT_COLD=<ABILITY>\ Usage : CAST "CLANENCHANT COLD" [TARGET] [POWER] ("[CLAN]")\n\r\ Example : cast "clanenchant cold" breastplate 5\n\r\ Example : cast "clanenchant cold" breastplate 5 "my clan"\n\r\ When cast on an item, this spell will use up some of the clan's \ experience (how much depends on power put into the casting) to \ magically enhance the item with COLD magic. For what the different \ types of effects are, see HELP CLAN EQUIPMENT. SPELL_CEQDISEASE=CLANENCHANT_DISEASE CLANENCHANT_DISEASE=<ABILITY>\ Usage : CAST "CLANENCHANT DISEASE" [TARGET] [POWER] ("[CLAN]")\n\r\ Example : cast "clanenchant disease" breastplate 5\n\r\ Example : cast "clanenchant disease" breastplate 5 "my clan"\n\r\ When cast on an item, this spell will use up some of the clan's \ experience (how much depends on power put into the casting) to \ magically enhance the item with DISEASE damaging blasts, and \ disease resistances. For what the different \ types of effects are, see HELP CLAN EQUIPMENT. SPELL_CEQELECTRIC=CLANENCHANT_ELECTRIC CLANENCHANT_ELECTRIC=<ABILITY>\ Usage : CAST "CLANENCHANT ELECTRIC" [TARGET] [POWER] ("[CLAN]")\n\r\ Example : cast "clanenchant electric" breastplate 5\n\r\ Example : cast "clanenchant electric" breastplate 5 "my clan"\n\r\ When cast on an item, this spell will use up some of the clan's \ experience (how much depends on power put into the casting) to \ magically enhance the item with ELECTRIC magic. For what the different \ types of effects are, see HELP CLAN EQUIPMENT. SPELL_CEQFIRE=CLANENCHANT_FIRE CLANENCHANT_FIRE=<ABILITY>\ Usage : CAST "CLANENCHANT FIRE" [TARGET] [POWER] ("[CLAN]")\n\r\ Example : cast "clanenchant fire" breastplate 5\n\r\ Example : cast "clanenchant fire" breastplate 5 "my clan"\n\r\ When cast on an item, this spell will use up some of the clan's \ experience (how much depends on power put into the casting) to \ magically enhance the item with FIRE magic. For what the different \ types of effects are, see HELP CLAN EQUIPMENT. SPELL_CEQGAS=CLANENCHANT_GAS CLANENCHANT_GAS=<ABILITY>\ Usage : CAST "CLANENCHANT GAS" [TARGET] [POWER] ("[CLAN]")\n\r\ Example : cast "clanenchant gas" breastplate 5\n\r\ Example : cast "clanenchant gas" breastplate 5 "my clan"\n\r\ When cast on an item, this spell will use up some of the clan's \ experience (how much depends on power put into the casting) to \ magically enhance the item with GAS magic. For what the different \ types of effects are, see HELP CLAN EQUIPMENT. SPELL_CEQMIND=CLANENCHANT_MIND CLANENCHANT_MIND=<ABILITY>\ Usage : CAST "CLANENCHANT MIND" [TARGET] [POWER] ("[CLAN]")\n\r\ Example : cast "clanenchant mind" breastplate 5\n\r\ Example : cast "clanenchant mind" breastplate 5 "my clan"\n\r\ When cast on an item, this spell will use up some of the clan's \ experience (how much depends on power put into the casting) to \ magically enhance the item with MIND damaging blasts, and \ resistances. For what the different \ types of effects are, see HELP CLAN EQUIPMENT. SPELL_CEQPARALYSIS=CLANENCHANT_PARALYSIS CLANENCHANT_PARALYSIS=<ABILITY>\ Usage : CAST "CLANENCHANT PARALYSIS" [TARGET] [POWER] ("[CLAN]")\n\r\ Example : cast "clanenchant paralysis" breastplate 5\n\r\ Example : cast "clanenchant paralysis" breastplate 5 "my clan"\n\r\ When cast on an item, this spell will use up some of the clan's \ experience (how much depends on power put into the casting) to \ magically enhance the item with PARALYSIS damaging blasts, and \ resistances. For what the different \ types of effects are, see HELP CLAN EQUIPMENT. SPELL_CEQPOISON=CLANENCHANT_POISON CLANENCHANT_POISON=<ABILITY>\ Usage : CAST "CLANENCHANT POISON" [TARGET] [POWER] ("[CLAN]")\n\r\ Example : cast "clanenchant poison" breastplate 5\n\r\ Example : cast "clanenchant poison" breastplate 5 "my clan"\n\r\ When cast on an item, this spell will use up some of the clan's \ experience (how much depends on power put into the casting) to \ magically enhance the item with POISON damaging blasts, and \ resistances. For what the different \ types of effects are, see HELP CLAN EQUIPMENT. SPELL_CEQWATER=CLANENCHANT_WATER CLANENCHANT_WATER=<ABILITY>\ Usage : CAST "CLANENCHANT WATER" [TARGET] [POWER] ("[CLAN]")\n\r\ Example : cast "clanenchant water" breastplate 5\n\r\ Example : cast "clanenchant water" breastplate 5 "my clan"\n\r\ When cast on an item, this spell will use up some of the clan's \ experience (how much depends on power put into the casting) to \ magically enhance the item with WATER magic. For what the different \ types of effects are, see HELP CLAN EQUIPMENT. CLANENCHANTMENT=CLAN_EQUIPMENT CLANEQUIPMENT=CLAN_EQUIPMENT CLAN_EQUIPMENT=\ Clan Equipment is regular equipment that is enchanted with the power of \ a clan using up clan experience. Weapons do additional damage when striking. \ Armor adds resistances to the wearer. Staves and wands gain magical powers to \ do damage to targets. Shields will do magical damage against melee attackers. \ Be aware though - attempts at use by the wrong hands will disperse the magic. \ These affects can only be applied by the appointed clan enchanter with the right \ skills. CLAN_ENCHANT=SPELL_CLANENCHANT ENCHANT=SPELL_CLANENCHANT CLAN_ENCHANTER=SPELL_CLANENCHANT CLANENCHANT=SPELL_CLANENCHANT SPELL_CLANENCHANT=\ There are numerous clanenchant spells, such as \ "ClanEnchant Acid", "ClanEnchant Cold", "ClanEnchant Disease", \ "ClanEnchant Electric", "ClanEnchant Fire", "ClanEnchant Gas", \ "ClanEnchant Mind", "ClanEnchant Paralysis", "ClanEnchant Poison", \ and "ClanEnchant Water". A mage may only know one of the clan \ enchanting spells at a time. They require the use of clan \ experience points, and are cast to enchant armor and weapons \ with magical ability. SPELL_CLARIFYSCROLL=SPELL_CLARIFY_SCROLL SPELL_CLARIFY_SCROLL=<ABILITY>\ Usage : CAST "CLARIFY SCROLL" [TARGET NAME] \n\r\ Example : cast "clarify scroll" scroll\n\r\ When cast on a magical scroll, the letters and symbols on the paper \ gain new clarity. The scroll then may be re-used more often. SPELL_CLOG=SPELL_CLOG_MOUTH SPELL_CLOG_MOUTH=<ABILITY>\ Usage : CAST "CLOG MOUTH" [TARGET NAME] \n\r\ Example : cast "clog mouth" dragon\n\r\ This spell causes the target`s mouth to become clogged with gunk. \ The target remains able to use any breath weapons, but is unable to put \ anything into its mouth, such as food or drink. SPELL_CLONE=<ABILITY>\ Usage : CAST "CLONE"\n\r\ Example : cast "clone"\n\r\ This spell causes the caster to split into two different but identical \ people. There is a 50% chance, however, that the clone will turn out \ with an opposed alignment to the caster. In this case, the clone will \ become aggressive to the caster immediately. SPELL_CLOUDKILL=<ABILITY>\ Usage : CAST CLOUDKILL\n\r\ Example : cast cloudkill\n\r\ Causes an evil, murderous cloud to form over all of the enemies of the \ caster. Will kill enemies much weaker than the casters spell, and damage \ stronger enemies. SPELL_COGNIPORTIVE=<ABILITY>\ Usage : CAST COGNIPORTIVE [TARGET ITEM] \n\r\ Example : cast "cogniportive" sword\n\r\ This spell causes the target item to create a mystical link with the place \ of its origin. The Mage may then conjur him or herself to that place by \ simply uttering the words "home sword" to the item (where sword, you should \ insert the name of your item). Cogniportive has unpredictable results with \ crafted items, being so new to the world. SPELL_COLORSPRAY=SPELL_COLOR_SPRAY SPELL_COLOR_SPRAY=<ABILITY>\ Usage : CAST "COLOR SPRAY" [TARGET NAME] \n\r\ Example : cast "color spray" monster\n\r\ The caster sprays forth a huge cone of flashing lights and colors into the \ eyes of his or her enemies. If the caster is a much much higher level than an \ enemy, then the target will fall unconscious. If the caster is much higher level \ than an enemy, then the target will be stunned and blind for a time. Otherwise, if \ the caster is the same, lower, or only slightly higher level than the target, then \ the target will simply be dazed for a tick or two. SPELL_COMBATPRECOGNITION=SPELL_COMBAT_PRECOGNITION SPELL_COMBAT_PRECOGNITION=<ABILITY>\ Usage : CAST "COMBAT PRECOGNITION"\n\r\ Example : cast "combat precognition"\n\r\ This powerful spell allows the caster to see attacks against him or her \ before they happen, and in many cases, to react to avoid them. SPELL_COMMAND=<ABILITY>\ Usage : CAST COMMAND [TARGET NAME] [COMMAND TO PERFORM]\n\r\ Example : cast command orc give sword bob\n\r\ This spell forces the target to perform some task for the caster. The \ may give any valid CoffeeMud command to the target, but may not order \ the target to follow anyone. SPELL_COMPREHENDLANGS=SPELL_COMPREHEND_LANGUAGES SPELL_COMPREHEND_LANGUAGES=<ABILITY>\ Usage : CAST COMPREHEND LANGUAGES \n\r\ Example : cast "comprehend languages"\n\r\ This spell allows the caster to understand any spoken language, but not \ to speak it, or interact with shopkeepers in it. SPELL_CONFUSION=<ABILITY>\ Usage : CAST CONFUSION [TARGET NAME] \n\r\ Example : cast "confusion" bob\n\r\ This spell causes the target become confused during combat, which may \ cause him or her to attack a different target, or no target, spontaneously. SPELL_CONJUREAMMUNITION=SPELL_CONJURE_AMMUNITION SPELL_CONJURE_AMMUNITION=<ABILITY>\ Usage : CAST "CONJURE AMMUNITION" [WEAPON]/[MOB/PLAYER]\n\r\ Example : cast "conjure ammunition" bow\n\r\ This spell conjures ammunition appropriate to the target item or \ person. The ammunition is then mystically conjured from elsewhere \ to the ground. The amount of small ammunition increases with level and \ expertise. SPELL_CONJURENEXUS=SPELL_CONJURE_NEXUS SPELL_CONJURE_NEXUS=<ABILITY>\ Usage : CAST "CONJURE NEXUS"\n\r\ Example : cast "conjure nexus"\n\r\ This spell summons the great Nexus of Mana to the room in which this spell \ is cast. For the duration of the spell, anyone in this room rejuvenates \ mana at twice the normal rate. There may only be one Nexus in the game. SPELL_CONTINUALLIGHT=SPELL_CONTINUAL_LIGHT SPELL_CONTINUAL_LIGHT=<ABILITY>\ Usage : CAST "CONTINUAL LIGHT" [TARGET NAME]\n\r\ Example : cast "continual light" bob\n\r\ Example : cast "continual light" sword\n\r\ This spell evokes a bright light into the target item or above the target \ mob. The item or mob will retain this light almost indefinitely. SPELL_COUNTERSPELL=<ABILITY>\ Usage : CAST "COUNTERSPELL" [TARGET NAME] \n\r\ Example : cast "counterspell" bob\n\r\ This spell allows the target to resist or be immune to the very next \ arcane spell cast at him or her. SPELL_DARKNESS=<ABILITY>\ Usage : CAST DARKNESS \n\r\ Example : cast darkness\n\r\ Causes a pitch-black darkness to fill the room. DARKNESS_GLOBE=SPELL_DARKNESSGLOBE SPELL_DARKNESS_GLOBE=SPELL_DARKNESSGLOBE SPELL_DARKNESSGLOBE=<ABILITY>\ Usage : CAST "DARKNESS GLOBE" \n\r\ Example : cast "darkness globe"\n\r\ Causes an enormous globe of darkness to follow the caster around, enveloping \ everyone in the room, and making the room as dark as a moonless night whereever \ the caster is. SPELL_DAYDREAM=<ABILITY>\ Usage : CAST "DAYDREAM" [DREAM TO GIVE TO IDLE/AWAKE]\n\r\ Example : cast "daydream" about flowers and blood.\n\r\ This spell allows the caster to implant a daydream into the mind of all \ awake but idle players. SPELL_DEADENSMELL=SPELL_DEADEN_SMELL SPELL_DEADEN_SMELL=<ABILITY>\ Usage : CAST "DEADEN SMELL" [TARGET NAME] \n\r\ Example : cast "deaden small" nosemonster\n\r\ This spell makes the target unable to smell anything. SPELL_DEAFNESS=SPELL_DEAFEN SPELL_DEAFEN=<ABILITY>\ Usage : CAST DEAFEN [TARGET NAME] \n\r\ Example : cast deafen orc\n\r\ Causes the target to become deaf, unable to hear anything. SPELL_DEATHWARNING=SPELL_DEATH_WARNING SPELL_DEATH_WARNING=<ABILITY>\ Usage : CAST "DEATH WARNING" [COMMAND]\n\r\ Example : cast "death warning" flee north\n\r\ Upon casting this spell, the caster becomes sensitive to prophetic warnings \ of his or her death. Should the warning be received, the caster will have \ but a few moments to act, even possibly preventing the death. When casting \ the spell, the caster needs to think clearly about what he or she will want \ to do should the warning arrive. SPELL_DELAY=<ABILITY>\ Usage : CAST DELAY [SPELL NAME] [PARAMETERS]\n\r\ Example : cast delay fireball orc\n\r\ Allows the caster to cast a spell on a delayed basis. The caster specifies \ the arcane spell to cast, and any parameters required by that spell while \ casting delay. 20 seconds following the casting of delay, the spell effect \ will occur in the room in which delay was cast. SPELL_DELIRIUM=<ABILITY>\ Usage : CAST "DELIRIUM" [TARGET NAME]\n\r\ Example : cast "delirium" orc\n\r\ This spell causes the target to become very confused about who is actually \ doing or saying what around them. They will believe that someone else is \ actually present, doing the things that are actually being done by others. SPELL_DELUDE=<ABILITY>\ Usage : CAST DELUDE\n\r\ Example : cast delude\n\r\ Causes the attitudes of the caster to change dramatically. Good casters \ become evil, evil casters become good, and neutral casters randomly \ become one or the other. While this effect is temporary, it can \ affect experience gains and spells of alignment detection. SPELL_DEMONGATE=SPELL_DEMON_GATE SPELL_DEMON_GATE=<ABILITY>\ Usage : CAST DEMON GATE\n\r\ Example : cast "demon gate"\n\r\ This spell will conjur up a hideous demon from the depths of the abyss. The \ creature will immediately begin attacking the casters enemies, or, if no \ enemies are present, will group with the caster until an enemy is found or \ the spell wears off. There is a small chance every time this spell is cast \ that the demon will attack the caster. The demon will vanish upon vanquishing \ a foe, or when the spell expires, whichever comes first. SPELL_DESTROYOBJECT=SPELL_DESTROY_OBJECT SPELL_DESTROY_OBJECT=<ABILITY>\ Usage : CAST "DESTROY OBJECT" [TARGET NAME] \n\r\ Example : cast "destroy object" sword\n\r\ Causes the target object to vanish into oblivion. SPELL_DETECTAMBUSH=SPELL_DETECT_AMBUSH SPELL_DETECT_AMBUSH=<ABILITY>\ Usage : CAST "DETECT AMBUSH"\n\r\ Example : cast "detect ambush"\n\r\ Allows the caster to sense hidden and aggressive creatures as they \ wander around, before they actually enter. SPELL_DETECTGOLD=SPELL_DETECT_GOLD SPELL_DETECT_GOLD=<ABILITY>\ Usage : CAST "DETECT GOLD"\n\r\ Example : cast "detect gold"\n\r\ Allows the caster to sense the emanations coming from gold coins all around. SPELL_DETECTHIDDEN=SPELL_DETECT_HIDDEN SPELL_DETECT_HIDDEN=<ABILITY>\ Usage : CAST "DETECT HIDDEN"\n\r\ Example : cast "detect hidden"\n\r\ Allows the caster to see hidden creatures and objects. SPELL_DETECTINVISIBLE=SPELL_DETECT_INVISIBLE SPELL_DETECT_INVISIBLE=<ABILITY>\ Usage : CAST "DETECT INVISIBLE"\n\r\ Example : cast "detect invisible"\n\r\ Allows the caster to see invisible creatures and objects. SPELL_DETECTMAGIC=SPELL_DETECT_MAGIC SPELL_DETECT_MAGIC=<ABILITY>\ Usage : CAST "DETECT MAGIC"\n\r\ Example : cast "detect magic"\n\r\ Allows the caster to tell magical objects and creatures from mundane ones. \ It will also allow the caster to be able to determine the nature of a \ spell effect whenever a target is looked at. SPELL_DETECTMETAL=SPELL_DETECT_METAL SPELL_DETECT_METAL=<ABILITY>\ Usage : CAST "DETECT METAL"\n\r\ Example : cast "detect metal"\n\r\ Allows the caster to sense metal vibrations (including those from mithril \ or gold) coming from items the caster sees. SPELL_DETECTPOISON=SPELL_DETECT_POISON SPELL_DETECT_POISON=<ABILITY>\ Usage : CAST "DETECT DETECT POISON" [TARGET NAME]\n\r\ Example : cast "detect poison" orc\n\r\ Example : cast "detect poison" drink\n\r\ Allows the caster to sense poison in a creature or item. SPELL_DETECTSCRYING=SPELL_DETECT_SCRYING SPELL_DETECT_SCRYING=<ABILITY>\ Usage : CAST "DETECT SCRYING" [TARGET NAME] \n\r\ Example : cast "detect scrying" mob\n\r\ This spell gives the caster a sense of whether anyone is watching \ or listening to the target magically. SPELL_DETECTSENTIENCE=SPELL_DETECT_SENTIENCE SPELL_DETECT_SENTIENCE=<ABILITY>\ Usage : CAST "DETECT SENTIENCE" [TARGET NAME]\n\r\ Example : cast "detect sentience"\n\r\ Allows the caster to detect the whereabouts of all sentient beings \ in the same area of the caster. SPELL_DETECTTRAPS=SPELL_DETECT_TRAPS SPELL_DETECT_TRAPS=<ABILITY>\ Usage : CAST "DETECT TRAPS" \n\r\ Example : cast "detect traps"\n\r\ This spell gives the caster a sense of whether there are any traps \ in the room. Examining an item, exit, or person will give the caster such a \ sense. SPELL_DETECTUNDEAD=SPELL_DETECT_UNDEAD SPELL_DETECT_UNDEAD=<ABILITY>\ Usage : CAST "DETECT UNDEAD"\n\r\ Example : cast "detect undead"\n\r\ Allows the caster to detect the cold dark hearts of the undead. SPELL_DETECTWATER=SPELL_DETECT_WATER SPELL_DETECT_WATER=<ABILITY>\ Usage : CAST "DETECT WATER"\n\r\ Example : cast "detect water"\n\r\ Allows the caster to smell water sources all around. SPELL_DETECTWEAKNESSES=SPELL_DETECT_WEAKNESSES SPELL_DETECT_WEAKNESSES=<ABILITY>\ Usage : CAST "DETECT WEAKNESSES"\n\r\ Example : cast "detect weaknesses"\n\r\ The caster gains important tactical knowledge about the weaknesses of his or her \ current combat opponent, gaining bonuses to both attack and damage against that \ target. This spell can only be cast while in combat, and is dispelled when the target \ is dead. SPELL_DISENCHANT=<ABILITY>\ Usage : CAST DISENCHANT [TARGET NAME] \n\r\ Example : cast "disenchant" sword\n\r\ Objects affected by enchantments can be brought back to \ mundane status by this spell, including wands, potions, \ pills, and weapons/armor enchanted using the spells \ Enchant Armor or Enchant Weapon. SPELL_DISENCHANTWAND=SPELL_DISENCHANT_WAND SPELL_DISENCHANT_WAND=<ABILITY>\ Usage : CAST "DISENCHANT WAND" [TARGET NAME] \n\r\ Example : cast "disenchant" wand\n\r\ Wands are rendered into useless lumps by this spell. SPELL_DISGUISEOTHER=SPELL_DISGUISE_OTHER SPELL_DISGUISE_OTHER=<ABILITY>\ Usage : CAST "DISGUISE OTHER" [TARGET] [MOB NAME] \n\r\ Example : cast "disguise other" bob zombie\n\r\ This spell allows the caster to disguise the target as the given mob for \ a short time. SPELL_DISGUISESELF=SPELL_DISGUISE_SELF SPELL_DISGUISE_SELF=<ABILITY>\ Usage : CAST "DISGUISE SELF" [MOB NAME] \n\r\ Example : cast "disguise self" zombie\n\r\ This spell allows the caster to disguise him or herself as the given mob for \ a short time. SPELL_DISGUISEUNDEAD=SPELL_DISGUISE_UNDEAD SPELL_DISGUISE_UNDEAD=<ABILITY>\ Usage : CAST "DISGUISE UNDEAD" [TARGET NAME] \n\r\ Example : cast "disguise undead" zombie\n\r\ This spell makes the target undead creature appear to be an average human joe, \ and eliminates any nasty smell emotes. DISINTIGRATE=SPELL_DISINTEGRATE DISENTIGRATE=SPELL_DISINTEGRATE DISENTEGRATE=SPELL_DISINTEGRATE SPELL_DISINTEGRATE=<ABILITY>\ Usage : CAST DISINTEGRATE [TARGET NAME] \n\r\ Example : cast disintegrate sword\n\r\ Example : cast disintegrate orc\n\r\ If this spell is successful, the target is completely disintegrated and \ destroyed. If cast at a living creature, that creature dies just before \ it vanishes. SPELL_DISMISSAL=<ABILITY>\ Usage : CAST DISMISSAL [TARGET NAME] \n\r\ Example : cast dismissal orc\n\r\ If successful, this spell conjurs the target back to its "home" room. If \ cast at a summoned creature, this spell will banish the creature instantly. \ Success is dependent on the level of the creature. When cast at a player, \ it will have the effect of "recall". SPELL_DISPELDIVINATION=SPELL_DISPEL_DIVINATION SPELL_DISPEL_DIVINATION=<ABILITY>\ Usage : CAST "DISPEL DIVINATION" [TARGET NAME] \n\r\ Example : cast "dispel divination" bob\n\r\ This spell can be cast on any object or creature affected by any divination \ spell. The level of the caster must higher or within a good distance of the level of \ the caster of the spell being dispelled to be successful. Only one spell \ at a time is dispelled. A random divination spell on the target is dispelled. SPELL_DISPELMAGIC=SPELL_DISPEL_MAGIC DISPELL_MAGIC=SPELL_DISPEL_MAGIC SPELL_DISPEL_MAGIC=<ABILITY>\ Usage : CAST "DISPEL MAGIC" [TARGET NAME] \n\r\ Example : cast "dispel magic" bob\n\r\ This spell can be cast on any object or creature affected by any arcane \ (Mage) spell. The level of the caster must be higher than the level of \ the caster of the spell being dispelled to be successful. Only the most \ recently cast spell can be removed. SPELL_DISTANTVISION=SPELL_DISTANT_VISION SPELL_DISTANT_VISION=<ABILITY>\ Usage : CAST "DISTANT VISION" [PLACE NAME]\n\r\ Example : cast "distant vision" temple of mota\n\r\ Allows the caster to "see" the place specified by the spell. The 'place name' \ must be contained in the short description shown of the place being divined. SPELL_DIVINEBEAUTY=SPELL_DIVINE_BEAUTY SPELL_DIVINE_BEAUTY=<ABILITY>\ Usage : CAST "DIVINE BEAUTY" [RACE NAME]\n\r\ Example : cast "divine beauty" dragon\n\r\ This spell causes the target to become the most perfectly beautiful \ and confident-seeming incarnation of their present form. SPELL_DIVININGEYE=SPELL_DIVINING_EYE SPELL_DIVINING_EYE=<ABILITY>\ Usage : CAST "DIVINING EYE" [DIVINATION SPELL NAME] [SPELL PARAMETERS]\n\r\ Example : cast "divining eye" telepathy orc\n\r\ This spell requires the prior use of the spell "prying eye". It allows the \ caster to cast other divination spells through the prying eye, wherever it \ may presently be. SPELL_DRAGONFIRE=<ABILITY>\ Usage : CAST DRAGONFIRE\n\r\ Example : cast dragonfire\n\r\ Blasting flames burst from the mouth of the caster, scorching any and all \ enemies in the same room. SPELL_DREAM=<ABILITY>\ Usage : CAST "DREAM" [DREAM TO GIVE TO ALL SLEEPING]\n\r\ Example : cast "dream" about flowers and blood.\n\r\ This spell allows the caster to implant a dream into the mind of all \ sleeping players and monsters. SPELL_DUPLICATE=<ABILITY>\ Usage : CAST "DUPLICATE" [TARGET NAME]\n\r\ Example : cast "duplicate" sword\n\r\ The caster causes the target item split and become two identical items \ which are the same as the original. This spell requires all the mana \ of the caster, and experience based on the level, weight, and value of the item. \ Also, the duplicate item will automatically be rendered disenchanted and mundane. SPELL_EARTHQUAKE=<ABILITY>\ Usage : CAST EARTHQUAKE\n\r\ Example : cast earthquake\n\r\ This spell causes the ground to shake and rumble under the feet of all \ enemies of the caster in the same room. All creatures affected by \ the earthquake lose their footing, making them much more attractive \ targets. SPELL_ELEMENTALSTORM=SPELL_ELEMENTAL_STORM SPELL_ELEMENTAL_STORM=<ABILITY>\ Usage : CAST "ELEMENTAL STORM" [TARGET NAME] \n\r\ Example : cast "elemental storm" orc\n\r\ This spell causes a shower of different elemental attacks to assault the \ target. The attacks are relatively weak, but are varied and dangerous! SPELL_ENCHANTARMOR=SPELL_ENCHANT_ARMOR SPELL_ENCHANT_ARMOR=<ABILITY>\ Usage : CAST "ENCHANT ARMOR" [TARGET NAME] \n\r\ Example : cast "enchant armor" helmet\n\r\ This spell causes any piece of armor to become permanently enchanted. \ Enchanted armor gives a better level of protection for the wearer. \ This spell is very draining on the caster, however, causing the caster \ to lose 50 experience points. The caster must also be at full mana \ to cast. SPELL_ENCHANTARROWS=SPELL_ENCHANT_ARROWS SPELL_ENCHANT_ARROWS=<ABILITY>\ Usage : CAST "ENCHANT ARROWS" [TARGET NAME] \n\r\ Example : cast "enchant arrows" arrows\n\r\ This spell causes a single bundle of arrows to become permanently enchanted. \ Enchanted arrows will hit better and do more damage in combat. The spell \ is draining on the caster, however, causing the caster to lose 5 experience \ points per casting, and requires full mana. SPELL_ENCHANTWAND=SPELL_ENCHANT_WAND SPELL_ENCHANT_WAND=<ABILITY>\ Usage : CAST "ENCHANT WAND" [SPELL NAME] [TARGET NAME] \n\r\ Example : cast "enchant wand" "resist cold" stick\n\r\ This spell allows the caster to place any spell he or she knows onto an empty wand. \ Once placed on the wand, the spell may be cast off it using the command word. \ Enchanting is very draining on the caster however. The caster will lose some \ experience points for casting this spell. Enchanting also requires that \ the caster be at full mana. SPELL_ENCHANTWEAPON=SPELL_ENCHANT_WEAPON SPELL_ENCHANT_WEAPON=<ABILITY>\ Usage : CAST "ENCHANT WEAPON" [TARGET NAME] \n\r\ Example : cast "enchant weapon" sword\n\r\ This spell causes any weapon to become permanently enchanted. \ Enchanted weapons are easier to hit with, and do more damage. \ This spell is very draining on the caster, however, causing the caster \ to lose 50 experience points. The caster must also be at full mana \ to cast. SPELL_HUNGER=SPELL_ENDLESS_HUNGER SPELL_ENDLESS_HUNGER=<ABILITY>\ Usage : CAST "ENDLESS HUNGER" [TARGET NAME] \n\r\ Example : cast "endless hunger" orc\n\r\ The target of this spell becomes extremely hungry, for the duration of the spell. \ They may also suffer some of the effects of hunger during combat. SPELL_ENDLESSROAD=SPELL_ENDLESS_ROAD SPELL_ENDLESS_ROAD=<ABILITY>\ Usage : CAST "ENDLESS ROAD" [TARGET NAME]\n\r\ Example : cast "endless road" orc\n\r\ This spell causes the target to become confused about which way he or she \ is actually going. Whenever the target tries to leave the room, they will \ find themselves right back where they started. SPELL_ENLARGE=SPELL_ENLARGE_OBJECT SPELL_ENLARGE_OBJECT=<ABILITY>\ Usage : CAST "ENLARGE OBJECT" [TARGET NAME] \n\r\ Example : cast "enlarge object" chest\n\r\ This spell causes an object to become temporarily enormous. Large \ enough to be unmovable by most creatures and players. SPELL_ENLIGHTENMENT=<ABILITY>\ Usage : CAST "ENLIGHTENMENT" [TARGET NAME]\n\r\ Example : cast "enlightenment" bob\n\r\ This spell grants the target increased intelligence. SPELL_ENSNARE=<ABILITY>\ Usage : CAST ENSNARE\n\r\ Example : cast ensnare\n\r\ This spell will cause the feet of every enemy of the caster in the same room \ to become ensnared in magical energy. The targets will be unable to \ fly or move around the room until they can break free. SPELL_ENTHRALL=<ABILITY>\ Usage : CAST ENTHRALL [TARGET NAME] \n\r\ Example : cast enthrall orc\n\r\ Causes the target to view the caster as a loyal ally and friend. The target \ will follow the caster as a group member, and becomes susceptible to the \ 'order' command. This spell is a vastly improved version of the charm spell, \ being easier to cast on more powerful creatures. SPELL_ERASE_SCROLL=SPELL_ERASE SPELL_ERASE=<ABILITY>\ Usage : CAST ERASE [TARGET NAME] \n\r\ Example : cast erase scroll\n\r\ This spell removes the markings on any target object containing \ writing. This includes scrolls, which lose their spells after \ being erased with this spell. However, erased scrolls retain \ their magical energy, which might benefit any new spells placed \ on the scroll with the 'scribe' spell. SPELL_EXHAUSTION=<ABILITY>\ Usage : CAST EXHAUSTION [TARGET NAME] \n\r\ Example : cast exhaustion bob\n\r\ This spell causes the target to suffer immediate fatigue. SPELL_FABRICATE=<ABILITY>\ Usage : CAST "FABRICATE" [NEW OBJECT]\n\r\ Example : cast "fabricate" longsword\n\r\ The caster causes the target item to temporarily materialize in his or her hands. \ Casting this spell requires the expenditure of a little of the mages experience to \ accomplish, and tends to render magical items mundane. SPELL_FAERIEFIRE=SPELL_FAERIE_FIRE SPELL_FAERIE_FIRE=<ABILITY>\ Usage : CAST "FAERIE FIRE" [TARGET NAME] \n\r\ Example : cast "faerie fire" orc\n\r\ This spell causes a bright purple aura to surround the target. The \ target loses any benefit to invisibility, and becomes easier to \ hit besides. SPELL_FAERIEFOG=SPELL_FAERIE_FOG SPELL_FAERIE_FOG=<ABILITY>\ Usage : CAST "FAERIE FOG"\n\r\ Example : cast "faerie fog"\n\r\ A misty purple fog fills the area around the caster. Any invisible \ creatures or items become visible to everyone else. SPELL_FAKEARMOR=SPELL_FAKE_ARMOR SPELL_FAKE_ARMOR=<ABILITY>\ Usage : CAST "FAKE ARMOR" (PLATE/LEATHER/CHAIN) (SHIRT/.../BOOTS)\n\r\ Example : cast "fake armor" plate leggings\n\r\ This spell creates a piece of armor of the material and type specified \ by the caster. The armor will appear to be perfectly normal, and even \ enchanted to those with "detect magic". In combat, the armor will appear \ to absorb damage for the wearer, when in fact it will disappear as soon \ as it is hit. SPELL_FAKEFOOD=SPELL_FAKE_FOOD SPELL_FAKE_FOOD=<ABILITY>\ Usage : CAST "FAKE FOOD"\n\r\ Example : cast "fake food"\n\r\ This spell creates a few pieces of a random bit of food. The food \ appears completely normal, but is not nourishing. SPELL_FAKESPRING=SPELL_FAKE_SPRING SPELL_FAKE_SPRING=<ABILITY>\ Usage : CAST "FAKE SPRING"\n\r\ Example : cast "fake spring"\n\r\ This spell creates an illusionary spring. Drinking from it or \ attempting to fill a waterskin will appear to work, when in fact \ no water is consumed or filling. SPELL_FAKEWEAPON=SPELL_FAKE_WEAPON SPELL_FAKE_WEAPON=<ABILITY>\ Usage : CAST "FAKE WEAPON" (SWORD/MACE/STAFF/.../AXE)\n\r\ Example : cast "fake weapon" sword\n\r\ This spell creates a weapon specified by the caster, which appears perfectly \ normal, and will seem to do massive damage during combat, but which actually \ does no damage. SPELL_FARSIGHT=<ABILITY>\ Usage : CAST FARSIGHT ([DIRECTION(S)]) \n\r\ Example : cast farsight\n\r\ Example : cast farsight east\n\r\ Example : cast farsight east west north\n\r\ This spell allows the caster to see the contents of any room or area \ adjacent to the caster. It does not allow the caster to see through \ doors, or walls, however. Without an argument, this spell will \ give a short impression of the places directly away from the caster. SPELL_FATIGUE=<ABILITY>\ Usage : CAST "FATIGUE" [TARGET NAME] \n\r\ Example : cast "fatigue" orc\n\r\ This spell causes the target to become fatigued. They will do worse \ in combat, and recover mana more slowly until they rest. SPELL_FEAR=<ABILITY>\ Usage : CAST FEAR\n\r\ Example : cast fear\n\r\ This spell causes all of the casters enemies to flee before him or her. SPELL_FEATHERFALL=SPELL_FEATHER_FALL SPELL_FEATHER_FALL=<ABILITY>\ Usage : CAST "FEATHER FALL" [TARGET NAME] n\r\ Example : cast "feather fall" orc\n\r\ This spell causes the target to become as light as a feather. If the target \ is falling, or expects to be, this spell will prevent him or her from taking \ any damage from the fall. SPELL_FEEBLEMIND=<ABILITY>\ Usage : CAST FEEBLEMIND [TARGET NAME] \n\r\ Example : cast feeblemind evilmage\n\r\ This spell causes the target to become utterly stupid. The target \ is thus unable to form words, cast spells, or remember their name. Melee \ fighting ability is unaffected, however. SPELL_FEELTHEVOID=SPELL_FEEL_THE_VOID SPELL_FEEL_THE_VOID=<ABILITY>\ Usage : CAST "FEEL THE VOID" [TARGET NAME]\n\r\ Example : cast "feel the void" orc\n\r\ This spell will convince the target that they are completely deprived \ of sight, hearing, smell, touch, and taste. SPELL_FEIGNDEATH=SPELL_FEIGN_DEATH SPELL_FEIGN_DEATH=<ABILITY>\ Usage : CAST "FEIGN DEATH" [TARGET NAME] \n\r\ Example : cast "feign death" bob\n\r\ This spell causes the target to become invisible. At the same time, a \ corpse resembling the target falls where the target was standing. SPELL_FEIGNINVISIBILITY=SPELL_FEIGN_INVISIBILITY SPELL_FEIGN_INVISIBILITY=<ABILITY>\ Usage : CAST "FEIGN INVISIBILITY" [TARGET NAME]\n\r\ Example : cast "feign invisibility" bob\n\r\ Casting this spell will cause the target to think that he/she is under the \ effects of an improved invisibility spell. SPELL_FINDDIRECTIONS=SPELL_FIND_DIRECTIONS SPELL_FIND_DIRECTIONS=<ABILITY>\ Usage : CAST "FIND DIRECTIONS" ([AREA NAME]) \n\r\ Example : cast "find directions" midgaard\n\r\ Provided the caster is not too far away, this spell will cause travelling \ directions to the given area to appear in his or her mind. All directions \ will be from the casters current location. SPELL_FINDFAMILIAR=SPELL_FIND_FAMILIAR SPELL_FIND_FAMILIAR=<ABILITY>\ Usage : CAST "FIND FAMILIAR"\n\r\ Example : cast "find familiar"\n\r\ This spell will conjur up a "pet" for the caster with specific powers. The \ spell requires 100 experience and all mana to cast. The pet which results \ from the spell exists only as long as the pet is able to follow the caster. \ The pet will, in addition to typical follower duties, grant stat and other \ bonuses specific to the race of the pet. The type of pet, which is random, \ may be: a dog, a turtle, a cat, a bat, a rat, a snake, an owl, a rabbit, \ or a raven. The special abilities granted, respectively are: \ +1 str and detect hidden, +1 str and water breathing, +1 dex and resist paralyze, \ +1 dex and resist blindness, +1 con and resist disease, +1 con and resist \ poison, +1 wis and infravision, +1 charisma and "Awe", and +1 int and \ resistence to undead/negative energies. SPELL_FIREBALL=<ABILITY>\ Usage : CAST FIREBALL [TARGET NAME] \n\r\ Example : cast fireball orc\n\r\ This spell creates a flaming ball of fire to shoot from the casters hand \ towards the target. The extreme heat hurts the target very badly. SPELL_FLAGPORTATION=<ABILITY>\ Usage : CAST FLAGPORTATION ([CLAN NAME]")\n\r\ Example : cast flagportation\n\r\ Example : cast flagportation super clan\n\r\ This spell will teleport the caster and his or her group to a random clan flag \ on the map. The caster must be a clan enchanter or other high member of \ the clan for this spell to work. A clan name can optionally be specified. FLAME_SHIELD=SPELL_FLAMESHIELD SPELL_FLAMESHIELD=<ABILITY>\ Usage : CAST FLAMESHIELD [TARGET NAME] \n\r\ Example : cast flameshield bob\n\r\ This spell evokes a flaming field to surround the target. Anyone trying to \ touch or engage in melee combat with the target thus becomes vulnerable \ to the scorching flames. SPELL_FLAMINGARROWS=SPELL_FLAMING_ARROWS SPELL_FLAMING_ARROWS=<ABILITY>\ Usage : CAST "FLAMING ARROWS" [TARGET ARROWS]\n\r\ Example : cast "flaming arrows" arrows\n\r\ Causes the targeted arrows to turn into pointed shafts of burning hot coal \ that do extra burning damage on hit. SPELL_FLAMINGENSNAREMENT=SPELL_FLAMING_ENSNAREMENT SPELL_FLAMING_ENSNAREMENT=<ABILITY>\ Usage : CAST "FLAMING ENSNAREMENT"\n\r\ Example : cast flaming ensnarement\n\r\ This spell will cause the feet of every enemy of the caster in the same room \ to become ensnared in flaming tentacles errupting from the ground. The targets \ will be unable to fly or move around the room until they can break free. They \ will also take fire damage every round until they break free or the spell \ expires. SPELL_FLAMINGSWORD=SPELL_FLAMING_SWORD SPELL_FLAMING_SWORD=<ABILITY>\ Usage : CAST "FLAMING_SWORD" [TARGET NAME] \n\r\ Example : cast "flaming sword" sword\n\r\ This spell conjures a sword enveloping flame to surround the target sword. \ The flame will allow the weapon to do extra flaming damage whenever it hits a \ target. However, the flames are so hot that the sword will be consumed when the \ spell completes. SPELL_FLESHSTONE=SPELL_FLESH_STONE FLESH_TO_STONE=SPELL_FLESH_STONE SPELL_FLESH_STONE=<ABILITY>\ Usage : CAST "FLESH STONE" [TARGET NAME] \n\r\ Example : cast "flesh stone" orc\n\r\ This spell turns the target into a great stone statue. SPELL_FLOATINGDISC=SPELL_FLOATING_DISC SPELL_FLOATING_DISC=<ABILITY>\ Usage : CAST "FLOATING DISC" [TARGET NAME] \n\r\ Example : cast "floating disc" chest\n\r\ The target of this spell is any object which the caster does not wish \ to carry around. The target object begins to float alongside the caster. SPELL_FLY=<ABILITY>\ Usage : CAST FLY [TARGET NAME] \n\r\ Example : cast fly bob\n\r\ This spell causes the target`s feet to leave the ground. The target may then \ fly up into the air, or float just off the ground, unable to be tripped. SPELL_FOOLSGOLD=SPELL_FOOLS_GOLD SPELL_FOOLS_GOLD=<ABILITY>\ Usage : CAST "FOOLS GOLD" [AMOUNT OF GOLD]\n\r\ Example : cast "fools gold" 1000\n\r\ This spell creates a pile of gold in the amount specified. Although the \ savvy shopkeepers will not be fooled, other players very well might be. \ The pile cannot be divided, but will appear to be regular gold. When \ picked up, however, the gold will not be added to the players total. The \ caster, of course, is never fooled by this spell. SPELL_FORCEFULHAND=SPELL_FORCEFUL_HAND SPELL_FORCEFUL_HAND=<ABILITY>\ Usage : CAST "FORCEFUL HAND"\n\r\ Example : cast "forceful hand"\n\r\ During combat, this spell creates a floating hand that pushes back the \ casters target enemy and holds them back for a short time. SPELL_PREDICTWEATHER=SPELL_FORECAST_WEATHER FORECASTWEATHER=SPELL_FORECAST_WEATHER FORECAST_WEATHER=SPELL_FORECAST_WEATHER SPELL_FORECAST_WEATHER=<ABILITY>\ Usage : CAST "FORECAST WEATHER"\n\r\ Example : cast "forecast weather"\n\r\ For the duration of the spell, the caster is able to accurately predict the \ next weather conditions for a given area, so long as the caster is outside. SPELL_FORGET=<ABILITY>\ Usage : CAST FORGET [TARGET NAME] \n\r\ Example : cast forget orc\n\r\ Causes the target to spontaneously forget abilities, spells, songs, or prayers \ for the duration of the spell. SPELL_FORKEDLIGHTNING=SPELL_FORKED_LIGHTNING SPELL_FORKED_LIGHTNING=<ABILITY>\ Usage : CAST "FORKED LIGHTNING"\n\r\ Example : cast "forked lightning"\n\r\ This spell causes a huge, branching arch of electricity to strike all \ enemies in the same room as the caster. SPELL_FRAILTY=<ABILITY>\ Usage : CAST FRAILTY [TARGET NAME] \n\r\ Example : cast frailty orc\n\r\ Causes the target take double damage from all physical sources, for the duration \ of the spell. SPELL_FREEMOVEMENT=SPELL_FREE_MOVEMENT SPELL_FREE_MOVEMENT=<ABILITY>\ Usage : CAST "FREE MOVEMENT" [TARGET NAME] \n\r\ Example : cast "free movement" bob\n\r\ This spell allows the target to become immune to spells which would hold or \ prevent movement. SPELL_FRENZY=<ABILITY>\ Usage : CAST FRENZY [TARGET NAME] \n\r\ Example : cast frenzy bob\n\r\ This spell causes the target to enter a state of blind combative frenzy. \ Thus enchanted, the target gains temporary hit points, hits more often \ and does more damage in combat, but also becomes easier to hit. SPELL_FRIENDS=<ABILITY>\ Usage : CAST FRIENDS [TARGET NAME] \n\r\ Example : cast friends bob\n\r\ The target of this spell will seem more charismatic and attractive, even \ to shopkeepers. SPELL_FROST=<ABILITY>\ Usage : CAST FROST [TARGET NAME] \n\r\ Example : cast frost orc\n\r\ This spell causes a burning blast of frost to assault the target. SPELL_FUTUREDEATH=SPELL_FUTURE_DEATH SPELL_FUTURE_DEATH=<ABILITY>\ Usage : CAST "FUTURE DEATH" [TARGET]\n\r\ Example : cast "future death" orc\n\r\ The caster causes the target to see the manner in which he or she will \ die at some point in the future. The vision is so vivid and real, that \ the target actually dies! SPELL_GATE=<ABILITY>\ Usage : CAST GATE [MOB NAME] \n\r\ Example : cast gate dracolich\n\r\ This spell requires the name of some creature in the world. Their energy \ is then harmlessly used to create a gate between themselves and the caster \ and the casters group, who are then transported through the gate to the \ target. SPELL_GEAS=<ABILITY>\ Usage : CAST "GEAS" [TARGET NAME] [INSTRUCTIONS...]\n\r\ Example : cast "geas" orc kill bob\n\r\ Example : cast "geas" orc bring the great longsword\n\r\ Example : cast "geas" orc find my keys\n\r\ This spell puts a geas on the target, making them wander the \ world with the single minded purpose of completing the quest \ given to them by the caster, or at least for a few mud-days. SPELL_GHOSTSOUND=SPELL_GHOST_SOUND SPELL_GHOST_SOUND=<ABILITY>\ Usage : CAST "GHOST SOUND"\n\r\ Example : cast "ghost sound" \n\r\ This spell causes all who enter the room where this spell is cast to hear \ strange noises, some of which may be alarming. SPELL_GIANTSTRENGTH=SPELL_GIANT_STRENGTH SPELL_GIANT_STRENGTH=<ABILITY>\ Usage : CAST "GIANT STRENGTH" [TARGET NAME] \n\r\ Example : cast "giant strength" bob\n\r\ Causes the target`s muscles to become HUGE. How strong the target becomes \ depends on his or her class. MINOR_IMAGE=SPELL_MINORIMAGE SPELL_MINORIMAGE=<ABILITY>\ Usage : CAST "MINOR IMAGE"\n\r\ Example : cast "minor image"\n\r\ This spell causes an illusion of the caster to appear in the room. The \ illusion will last for a brief time and then vanish. It won't do anything, \ and will vanish if attacked or has a spell cast upon it. SPELL_MINORGLOBE=SPELL_GLOBE SPELL_GLOBE=<ABILITY>\ Usage : CAST "GLOBE" [TARGET NAME] \n\r\ Example : cast "globe" bob\n\r\ This spell allows the target to become immune to spells and prayers at or below \ level 8. SPELL_GRACEOFTHECAT=SPELL_GRACE_OF_THE_CAT SPELL_GRACE_OF_THE_CAT=<ABILITY>\ Usage : CAST "GRACE OF THE CAT" [TARGET NAME] \n\r\ Example : cast "grace" bob\n\r\ Causes the target`s reflexes to improve tremendously. How graceful the target \ becomes depends on his or her class. SPELL_GRAVITYSLAM=SPELL_GRAVITY_SLAM SPELL_GRAVITY_SLAM=<ABILITY>\ Usage : CAST "GRAVITY SLAM" [TARGET NAME]\n\r\ Example : cast "gravity slam" orc\n\r\ The caster causes the target to drift upwards momentarily, and then to \ slam back to the ground. This does horrible damage to the target, and even \ more so to creatures already flying. SPELL_GREASE=<ABILITY>\ Usage : CAST GREASE [TARGET NAME] \n\r\ Example : cast grease orc\n\r\ Creates a puddle of slippery grease on and beneath the target. The target may \ fumble their weapon, fall to the floor, or both. SPELL_GREATERENCHANTARMOR=SPELL_GREATER_ENCHANT_ARMOR SPELL_GREATER_ENCHANT_ARMOR=<ABILITY>\ Usage : CAST "GREATER ENCHANT ARMOR" [TARGET NAME] \n\r\ Example : cast "greater enchant armor" hat\n\r\ This spell causes any armor to become permanently enchanted. \ Enchanted armor is more protective of the wearer. \ This spell is very draining on the caster, however, causing the caster \ to lose 250 experience points. The caster must also be at full mana \ to cast. Greater Enchant Armor allows armor to be enchanted many \ more times than the normal Enchant Armor spell. SPELL_GREATERENCHANTWEAPON=SPELL_GREATER_ENCHANT_WEAPON SPELL_GREATER_ENCHANT_WEAPON=<ABILITY>\ Usage : CAST "GREATER ENCHANT WEAPON" [TARGET NAME] \n\r\ Example : cast "greater enchant weapon" sword\n\r\ This spell causes any weapon to become permanently enchanted. \ Enchanted weapons are easier to hit with, and do more damage. \ This spell is very draining on the caster, however, causing the caster \ to lose 250 experience points. The caster must also be at full mana \ to cast. Greater Enchant Weapon allows a weapon to be enchanted many \ more times than the normal Enchant Weapon spell. SPELL_MAJORGLOBE=SPELL_GREATER_GLOBE SPELL_GREATER_GLOBE=<ABILITY>\ Usage : CAST "GREATER GLOBE" [TARGET NAME] \n\r\ Example : cast "globe" bob\n\r\ This spell allows the target to become immune to spells and prayers of level \ 15 and below. GREATER_IMAGE=SPELL_GREATERIMAGE SPELL_GREATERIMAGE=<ABILITY>\ Usage : CAST "GREATER IMAGE" [TARGET]\n\r\ Example : cast "greater image" Bob\n\r\ This spell causes an illusion of the target to appear in the room. The \ illusion will last for a time and then vanish. It won't do anything, \ and will vanish if attacked or has a spell cast upon it, but will look \ exactly like the caster if examined. SPELL_GREATERINVISIBILITY=SPELL_GREATER_INVISIBILITY SPELL_GREATER_INVISIBILITY=<ABILITY>\ Usage : CAST "GREATER INVISIBILITY" [RACE NAME]\n\r\ Example : cast "greater invisibility" dragon\n\r\ Example : cast "greater invisibility" sword\n\r\ This spell allows the caster to make creatures and items invisible. Lasts \ slightly longer than Improved Invisibility, and Invisibility, and does not \ dispel during combat. Use the VISIBLE command to revoke this spell from yourself. SPELL_GROUPSTATUS=SPELL_GROUP_STATUS SPELL_GROUP_STATUS=<ABILITY>\ Usage : CAST "GROUP STATUS"\n\r\ Example : cast "group status"\n\r\ For the duration of this spell, the caster is aware of changes in the status of \ his or her group members, including low hit points, death, and any malicious \ spell or other effects. SPELL_GROW=<ABILITY>\ Usage : CAST "GROW" [TARGET NAME] \n\r\ Example : cast "grow" bob\n\r\ This spell causes the target to grow to an enormous size! This has the effect \ of making them stronger, but also less dextrous. SPELL_GUSTOFWIND=SPELL_GUST_OF_WIND SPELL_GUST=SPELL_GUST_OF_WIND SPELL_GUST_WIND=SPELL_GUST_OF_WIND SPELL_GUST_OF_WIND=<ABILITY>\ Usage : CAST GUST OF WIND \n\r\ Example : cast "gust of wind"\n\r\ Causes a powerful thrust of wind to blow against the casters enemies, which \ has the effect of moving them one advancement away from the caster and the \ casters allies. SPELL_HARDENBULLETS=SPELL_HARDEN_BULLETS SPELL_HARDEN_BULLETS=<ABILITY>\ Usage : CAST "HARDEN BULLETS" [TARGET BULLETS]\n\r\ Example : cast "harden bullets" bullets\n\r\ Causes the targeted bullets to become harder and denser, doing extra bashing \ damage when they strike their target. SPELL_HASTE=<ABILITY>\ Usage : CAST HASTE [TARGET NAME] \n\r\ Example : cast haste bob\n\r\ This spell makes the target move more quickly, giving the target at least one \ extra action or attack. SPELL_HEARTHOUGHTS=SPELL_HEAR_THOUGHTS SPELL_HEAR_THOUGHTS=<ABILITY>\ Usage : CAST "HEAR THOUGHTS"\n\r\ Example : cast "hear thoughts"\n\r\ This spell allow the caster to hear some of the thoughts of the nearest \ several creatures in the rooms surrounding the caster. The number of creatures \ heard expands with expertise. The thoughts heard will usually be related to \ the behaviors and actions of the creatures. This spell does not work on boring \ creatures, but does work on behaving animals. It can only reveal the true name, \ class, and race of players. SPELL_HEATMETAL=SPELL_HEAT_METAL SPELL_HEAT_METAL=<ABILITY>\ Usage : CAST "HEAT METAL" [TARGET NAME] \n\r\ Example : cast "heat metal" orc\n\r\ Any and all metal objects being held or worn by the target become extremely hot. \ It then becomes very likely that these objects will be removed and dropped by \ the target. SPELL_HELPINGHAND=SPELL_HELPING_HAND SPELL_HELPING_HAND=<ABILITY>\ Usage : CAST "HELPING HAND" [TARGET NAME] \n\r\ Example : cast "helping hand" bob\n\r\ This spell sends a floating hand to the target, who will attempt to lead the \ target to the caster by gesturing. If the target refuses to follow, the hand \ will eventually give up. SPELL_HOLD=<ABILITY>\ Usage : CAST HOLD [TARGET NAME] \n\r\ Example : cast hold orc\n\r\ This spell makes the target immobile, and unable to fight or perform any \ physical actions. SPELL_HUNGERLESS=<ABILITY>\ Usage : CAST HUNGERLESS [TARGET NAME] \n\r\ Example : cast hungerless bob\n\r\ The caster causes the target to lose all feeling of hunger for the \ duration of the spell. SPELL_ICELANCE=SPELL_ICE_LANCE SPELL_ICE_LANCE=<ABILITY>\ Usage : CAST "ICE LANCE" [TARGET NAME]\n\r\ Example : cast "ice lance" orc\n\r\ From a ranged position, this spell will cause a long shard of ice to fire \ unerringly to the target, piercing them for terrible damage. SPELL_ICESHEET=SPELL_ICE_SHEET SPELL_ICE_SHEET=<ABILITY>\ Usage : CAST "ICE SHEET"\n\r\ Example : cast "ice sheet"\n\r\ This spell causes the ground (or the water if on a lake or ocean) to turn into \ a sheet of ice. Everyone in the room may slip and fall without sufficient \ dexterity. If this spell is cast underwater, everyone is instantly frozen \ solid for the duration of the spell. SPELL_ICESTORM=SPELL_ICE_STORM SPELL_ICE_STORM=<ABILITY>\ Usage : CAST ICE STORM\n\r\ Example : cast "ice storm"\n\r\ Causes a ferocious ice storm to beat down on all of the enemies of the \ caster. SPELL_IDENTIFYOBJECT=SPELL_IDENTIFY_OBJECT SPELL_IDENTIFY_OBJECT=<ABILITY>\ Usage : CAST "IDENTIFY OBJECT" [TARGET NAME] \n\r\ Example : cast "identify object" sword\n\r\ This spell allows the caster to determine the secret identity and/or powers of \ an object. SPELL_IGNITE=<ABILITY>\ Usage : CAST IGNITE [TARGET NAME] \n\r\ Example : cast ignite evilmage\n\r\ Example : cast ignite wood\n\r\ This spell causes a target item to ignite (if it's possible), or all the \ items in the target`s inventory to ignite (if possible). Metals, Stone, \ and other materials will not burn. SPELL_ILLUSORYDISEASE=SPELL_ILLUSORY_DISEASE SPELL_ILLUSORY_DISEASE=<ABILITY>\ Usage : CAST "ILLUSORY DISEASE" [TARGET NAME]\n\r\ Example : cast "illusory disease" orc\n\r\ This spell causes the target to feel and believe they are horribly diseased. \ Aside from unnecessary coughing and sneezing, it will make them feel and act \ much weaker in combat. SPELL_ILLUSORYWALL=SPELL_ILLUSORY_WALL SPELL_ILLUSORY_WALL=<ABILITY>\ Usage : CAST "ILLUSORY WALL" [DIRECTION]\n\r\ Example : cast "illusory wall" e\n\r\ This spell creates an illusionary barrier in the specifed direction. The \ exit will still be visible with "detect invisible", however. SPELL_IMMUNITY=<ABILITY>\ Usage : CAST "IMMUNITY" [TARGET NAME]\n\r\ Example : cast "IMMUNITY" bob\n\r\ This target of this spell becomes completely immune to one of the elementals, \ including fire, electricity, air, gas, acid, or cold, chosen at random when the \ spell is cast. SPELL_IMPROVEDINVISIBILITY=SPELL_IMPROVED_INVISIBILITY SPELL_IMPROVED_INVISIBILITY=<ABILITY>\ Usage : CAST "IMPROVED INVISIBILITY" [TARGET NAME] \n\r\ Example : cast "improved invisibility" bob\n\r\ This spell causes the target to become invisible. Unlike the normal "Invisibility" \ spell, those affected by this spell remain invisible even during combat. \ Use the VISIBLE command to revoke this spell from yourself. SPELL_IMPROVEDPOLYMORPH=SPELL_IMPROVED_POLYMORPH SPELL_IMPROVED_POLYMORPH=<ABILITY>\ Usage : CAST IMPROVED POLYMORPH [TARGET NAME] [NEW RACE]\n\r\ Example : cast "improved polymorph" Zara lizard\n\r\ This spell changes the race of the target into the race specified, for the \ duration of the spell. The difficulty in succeeding will also depend on \ how strong or weak the new race is, which means that if a race is much more \ powerful, or much weaker than the target`s current race, the spell has a smaller \ chance of succeeding. Mages are unable to cast this spell on him/herself, relying \ on Polymorph Self when they want to feel less like themselves. SPELL_IMPROVEDREPAIRINGAURA=SPELL_IMPROVED_REPAIRING_AURA SPELL_IMPROVED_REPAIRING_AURA=<ABILITY>\ Usage : CAST "IMPROVED REPAIRING AURA" [TARGET NAME] \n\r\ Example : cast "improved repairing aura" shirt\n\r\ Example : cast "improved repairing aura" bob\n\r\ This spell will cause the affected item to automagically repair itself when \ it takes damage. It can also be targeted at a person to enchant a random \ item. The magic works very slowly at first, but gains in speed \ and power as the mage does. If the item completes its repair while the \ spell is still active, it will switch to a nearby damaged item to \ complete its time. SPELL_INCREASEGRAVITY=SPELL_INCREASE_GRAVITY SPELL_INCREASE_GRAVITY=<ABILITY>\ Usage : CAST INCREASE GRAVITY \n\r\ Example : cast "increase gravity"\n\r\ The caster causes gravity in the increase dramatically. Anyone flying will be grounded and double \ in weight. Only those with exceptional strength will be able to advance, retreat, or leave the room. SPELL_INFRAVISION=<ABILITY>\ Usage : CAST INFRAVISION [TARGET NAME] \n\r\ Example : cast infravision bob\n\r\ The target gains the ability to see heat sources in the dark. SPELL_INSATIABLETHIRST=SPELL_INSATIABLE_THIRST SPELL_INSATIABLE_THIRST=<ABILITY>\ Usage : CAST "INSATIABLE THIRST" [TARGET NAME] \n\r\ Example : cast "insatiable thirst" orc\n\r\ The target of this spell becomes extremely thirsty, for the duration of the spell. \ They may also suffer some of the effects of dehydration during combat. SPELL_INSECTPLAGUE=SPELL_INSECT_PLAGUE SPELL_INSECT_PLAGUE=<ABILITY>\ Usage : CAST "INSECT PLAGUE" \n\r\ Example : cast "insect plague"\n\r\ The caster conjures up a large swam of insects to act as a plague upon the land. \ Aside from occasionally stinking a random inhabitant in the room, the swarm will \ eat out any vegetative resources in the room, destroy any farming crops, and \ render useless any foraging attempts. SPELL_INVISIBILITY=<ABILITY>\ Usage : CAST INVISIBILITY\n\r\ Example : cast invisibility\n\r\ The caster of this spell becomes invisible, and may move around undetected. \ The spell expires if the caster goes into combat, however. \ Use the VISIBLE command to revoke this spell from yourself. SPELL_INVISIBILITYSPHERE=SPELL_INVISIBILITY_SPHERE SPELL_INVISIBILITY_SPHERE=<ABILITY>\ Usage : CAST "INVISIBILITY SPHERE"\n\r\ Example : cast "invisibility sphere"\n\r\ The caster of this spell becomes the center of a large sphere of invisibility that encompasses \ the entire room. All items and mobs in the same room as the caster become invisible, and lose \ that invisibility when they leave. Use the VISIBLE command to revoke this spell from yourself. SPELL_IRONGRIP=SPELL_IRON_GRIP SPELL_IRON_GRIP=<ABILITY>\ Usage : CAST "IRON GRIP" [TARGET NAME] \n\r\ Example : cast "iron grip" bob\n\r\ This spell turns the target`s weapon hand into iron, making them unable to let go of \ their weapon for any reason. This spell is an effective against the fighter/thief \ disarm skill. SPELL_IRRITATION=<ABILITY>\ Usage : CAST "IRRITATION" [TARGET NAME] \n\r\ Example : cast "irritation" orc\n\r\ This spell causes the target to have a horrible skin irritation, making them wince \ and scratch themselves. In combat, this has the effect of making them slightly easier \ to hit, and slightly less effective as an attacker. SPELL_KEENEDGE=SPELL_KEEN_EDGE SPELL_KEEN_EDGE=<ABILITY>\ Usage : CAST "KEEN EDGE" [TARGET NAME]\n\r\ Example : cast "keen edge" sword\n\r\ This spell will causes the target weapon to take on a extremely keen edge, \ thus enhancing its ability to both hit and do damage. SPELL_KINETICBUBBLE=SPELL_KINETIC_BUBBLE SPELL_KINETIC_BUBBLE=<ABILITY>\ Usage : CAST "KINETIC BUBBLE" [TARGET NAME] \n\r\ Example : cast "kinetic bubble" bob\n\r\ This spell evokes a magical bubble around the target. Any nearby physical \ attacks against the target will reflect back some of the damage taken to the \ attacker. SPELL_KINETICPULSE=SPELL_KINETIC_PULSE SPELL_KINETIC_PULSE=<ABILITY>\ Usage : CAST "KINETIC PULSE" [TARGET NAME] \n\r\ Example : cast "kinetic pulse" bob\n\r\ This spell evokes an powerful kinetic wave against the target. The target is \ harmed by the pulse, but will also likely be pushed away from the caster. KNOCK=SPELL_KNOCK SPELL_KNOCK=<ABILITY>\ Usage : CAST KNOCK [DIRECTION] \n\r\ Example : cast knock door\n\r\ Example : cast knock east\n\r\ This spell may be cast on any locked object, such as a door, chest, or other \ lidded container. If effective, the locked object becomes unlocked and open. SPELL_KNOWALIGNMENT=SPELL_KNOW_ALIGNMENT SPELL_KNOW_ALIGNMENT=<ABILITY>\ Usage : CAST "KNOW ALIGNMENT" [TARGET NAME] \n\r\ Example : cast "know alignment" orc\n\r\ This spell gives the caster a sense of the target`s alignment. SPELL_KNOWBLISS=SPELL_KNOW_BLISS SPELL_KNOW_BLISS=<ABILITY>\ Usage : CAST "KNOW BLISS" [TARGET NAME] \n\r\ Example : cast "know bliss" orc\n\r\ This spell causes the target to recall a pleasant memory with amazing \ clarity. The memory causes the target to relive the memory in a \ dreamlike state, causing them to wander aimlessly, and lose all desire \ for aggressive action. Taking damage will cancel the spell, however. SPELL_KNOWFATE=SPELL_KNOW_FATE SPELL_KNOW_FATE=<ABILITY>\ Usage : CAST "KNOW FATE" [TARGET NAME] ([ALIAS])\n\r\ Example : cast "know fate" orc mycombatcommands\n\r\ This spell gives the caster a very blurry vision of a possible future \ of what would happen were the caster alone, and the target alone to \ engage in combat. The caster can optionally specify an alias listing \ the string of skills and other commands to be repeatedly executed during \ combat. SPELL_KNOWORIGIN=SPELL_KNOW_ORIGIN SPELL_KNOW_ORIGIN=<ABILITY>\ Usage : CAST "KNOW ORIGIN" [TARGET NAME] \n\r\ Example : cast "know origin" sword\n\r\ Example : cast "know origin" monster\n\r\ This spell gives the caster a sense of an item or monsters origination. SPELL_KNOWPAIN=SPELL_KNOW_PAIN SPELL_KNOW_PAIN=<ABILITY>\ Usage : CAST "KNOW PAIN" [TARGET NAME] \n\r\ Example : cast "know pain" orc\n\r\ This spell causes the target to recall a painful memory with amazing \ ferociousness. The memory causes actual damage to the target. SPELL_KNOWVALUE=SPELL_KNOW_VALUE SPELL_KNOW_VALUE=<ABILITY>\ Usage : CAST "KNOW VALUE" [TARGET NAME] \n\r\ Example : cast "know value" sword\n\r\ This spell gives the caster a sense of an items market value. SPELL_LAUGHTER=<ABILITY>\ Usage : CAST LAUGHTER [TARGET NAME] \n\r\ Example : cast "laughter" bob\n\r\ This spell causes the target to double over in extreme laughter, unable to \ move or perform any other action for the duration of the spell. LEAD_FOOT=SPELL_LEDFOOT SPELL_LEAD_FOOT=SPELL_LEDFOOT SPELL_LEDFOOT=<ABILITY>\ Usage : CAST "LEAD FOOT" [TARGET NAME] \n\r\ Example : cast "lead foot" orc\n\r\ If successful, this spell makes the target's feet so heavy, they can not be \ lifted. This means they have a lot of trouble walking. LESSER_IMAGE=SPELL_LESSERIMAGE SPELL_LESSERIMAGE=<ABILITY>\ Usage : CAST "LESSER IMAGE"\n\r\ Example : cast "lesser image"\n\r\ This spell causes an illusion of the caster to appear in the room. The \ illusion will last for a brief time and then vanish. It won't do anything, \ and will vanish if attacked or has a spell cast upon it, but will look \ exactly like the caster if examined. SPELL_LEVITATE=<ABILITY>\ Usage : CAST LEVITATE [TARGET NAME] \n\r\ Example : cast levitate evilmage\n\r\ Example : cast levitate wood\n\r\ This spell causes a target item or mob to float a few feet up in the air. \ Although this helps in falling situations, the target mob will find themselves \ unable to move around, being stuck where they are in their levitated position. SPELL_LIGHT=<ABILITY>\ Usage : CAST LIGHT\n\r\ Example : cast light\n\r\ This spell evokes a bright light above the head of the caster. The light follows \ the caster wherever he or she goes, allowing the caster to see in dark places. SPELL_LIGHTBLINDNESS=SPELL_LIGHT_BLINDNESS SPELL_LIGHT_BLINDNESS=<ABILITY>\ Usage : CAST LIGHT BLINDNESS [TARGET NAME] \n\r\ Example : cast "light blindness" orc\n\r\ If successful, this spell makes the target hyper sensitive to light. \ In dark areas, the target is able to see clearly, but is blinded in well lit \ areas. SPELL_LIGHTSENSITIVITY=SPELL_LIGHT_SENSITIVITY SPELL_LIGHT_SENSITIVITY=<ABILITY>\ Usage : CAST LIGHT SENSITIVITY [TARGET NAME] \n\r\ Example : cast "light sensitivity" orc\n\r\ If successful, this spell makes the target sensitive to the light. \ In dark areas, the target is able to see clearly, but has lower attack \ and defense skill in well lit areas, as well as being unable to examine \ things closely. SPELL_LIGHTENITEM=SPELL_LIGHTEN_ITEM SPELL_LIGHTEN_ITEM=<ABILITY>\ Usage : CAST "LIGHTEN ITEM" [TARGET NAME] \n\r\ Example : cast "lighten item" chest\n\r\ This spell causes an object to become temporarily light. Light \ enough to be movable by most creatures and players. SPELL_LIGHTHOUSE=<ABILITY>\ Usage : CAST LIGHTHOUSE\n\r\ Example : cast "lighthouse"\n\r\ This spell causes the caster to have a spinning lighthouse above his or her head. \ The directional light will provide light to the room the caster is in, and one other \ room, in a rotating direction. If the caster is on the deck of a ship, the lighthouse \ spell will enlighten the entire outside deck, the room the ship is in, and one other \ room, in a rotating direction. SPELL_LIGHTNING=SPELL_LIGHTNING_BOLT SPELL_LIGHTNING_BOLT=<ABILITY>\ Usage : CAST "LIGHTNING BOLT" [TARGET NAME] \n\r\ Example : cast "lightning bolt" orc\n\r\ This spell causes an arching bolt of lightning to shoot from the caster towards \ the target. This tends to have a negative effect on the target`s health. SPELL_LIMITED_WISH=SPELL_LIMITEDWISH SPELL_LIMITEDWISH=<ABILITY>\ Usage : CAST "LIMITED WISH" (FOR)([TARGET NAME]) (...) \n\r\ Example : cast "limited wish" for hassan to turn into a frog\n\r\ Example : cast "limited wish" to be recalled\n\r\ Example : cast "limited wish" to teleport to smurfy road\n\r\ Example : cast "limited wish" for more strength\n\r\ Example : cast "limited wish" for 1000 gold coins\n\r\ Example : cast "limited wish" for the one ring\n\r\ Example : cast "limited wish" to be immune to fire\n\r\ Example : cast "limited wish" to be higher level\n\r\ This, almost most powerful of magic spells, causes most of the spellcasters wishes \ to come true. The cost to cast the spell is all of the casters mana \ plus 50 experience points, and will require a lengthy recovery before \ it can be cast again. The cost for having the wish granted may \ range from nothing more, to further experience drains, to the loss \ of a level, and/or a point of permanent Constitution. Wishing \ for changes in level to players or items is the most costly, as it will \ cause the caster to lose at least as many levels as he wishes \ the target to gain or lose. Limited Wish is twice as costly in \ experience points as the full Wish spell, and while it may be cast on another target, if they \ are in the room when the wish is cast, the most powerful wishes cast on others \ will fail due to being beyond the power of the limited wish. SPELL_LIMBRACK=SPELL_LIMB_RACK SPELL_LIMB_RACK=<ABILITY>\ Usage : CAST "LIMB RACK" [TARGET NAME]\n\r\ Example : cast "limb rack" orc\n\r\ This spell causes the target`s limbs to be stretched and pulled from their \ sockets. When the limbs are removed, the target dies. SPELL_LOCATEOBJECT=SPELL_LOCATE_OBJECT SPELL_LOCATE_OBJECT=<ABILITY>\ Usage : CAST "LOCATE OBJECT" [OBJECT NAME] \n\r\ Example : cast "locate" one ring\n\r\ This spell gives the caster a clear sense of where a particular object may \ be found in the whole world. SPELL_LOWERRESISTS=SPELL_LOWER_RESISTANCE SPELL_LOWER_RESISTS=SPELL_LOWER_RESISTANCE SPELL_LOWER_RESISTANCE=<ABILITY>\ Usage : CAST "LOWER RESISTANCE" [TARGET NAME] \n\r\ Example : cast "lower resistance" orc\n\r\ Causes the target to instantly lose the benefits of any abjuration or \ resistance spells, and to become more susceptible to spells and other \ affects requireing saving throws. SPELL_MAGEARMOR=SPELL_MAGE_ARMOR SPELL_MAGE_ARMOR=<ABILITY>\ Usage : CAST "MAGE ARMOR"\n\r\ Example : cast "mage armor"\n\r\ This spell causes the caster to become adorned with powerful magical armor. This \ armor has no effect on spell casting. SPELL_MAGECLAWS=SPELL_MAGE_CLAWS SPELL_MAGE_CLAWS=<ABILITY>\ Usage : CAST MAGE CLAWS\n\r\ Example : cast "mage claws"\n\r\ This spell causes the casters hands to turn into brutal jagged claws. When \ fighting unarmed, the mage will do mildly horrible damage with his bare hands SPELL_MAGICBULLETS=SPELL_MAGIC_BULLETS SPELL_MAGIC_BULLETS=<ABILITY>\ Usage : CAST "MAGIC BULLETS" [TARGET BULLETS]\n\r\ Example : cast "magic bullets" bullets\n\r\ Enchants the targeted bullets to become magically more deadly, doing extra bashing \ damage when they strike their target. SPELL_MAGICITEM=SPELL_MAGIC_ITEM SPELL_MAGIC_ITEM=<ABILITY>\ Usage : CAST "MAGIC ITEM" [SPELL NAME] [TARGET NAME] \n\r\ Example : cast "magic item" "Giant Strength" sword\n\r\ This spell allows magic to be permanently melded with a mundane item \ that has no existing effects on it. Casting the spell requires \ all of the casters mana, and costs experience starting at 1100 (and going up \ depending on the level of the spell). However, when completed, the item \ is permanently magical. Armor will endow the wearer with the spell \ whenever the armor is worn. Weapons will deliver the spell as damage. \ Potions and Pills can also be created from this spell, though creating \ potions using Alchemy is far less expensive. SPELL_MAGICMISSILE=SPELL_MAGIC_MISSILE SPELL_MAGIC_MISSLE=A common misspelling of MAGIC MISSILE. MAGIC_MISSLE=A common misspelling of MAGIC MISSILE. SPELL_MAGIC_MISSILE=<ABILITY>\ Usage : CAST "MAGIC MISSILE" [TARGET NAME] \n\r\ Example : cast "magic missile" orc\n\r\ This spell conjures painful flashes of magical energy, shooting them towards \ the target. The higher the level of the caster, the greater the number of \ missiles generated by this spell. SPELL_MAGICMOUTH=SPELL_MAGIC_MOUTH SPELL_MAGIC_MOUTH=<ABILITY>\ Usage : CAST "MAGIC MOUTH" [TARGET] [TOUCH/HOLD/WIELD/WEAR/ENTER] [MESSAGE]\n\r\ Example : cast "magic mouth" sword wield "Let's go kill something!"\n\r\ This is a complicated spell that allows an object to impart a message when \ affected in a certain way. The first argument is the target of the spell, which \ is any inanimate object. The second argument describes the circumstances \ under which the object speaks, whether when touched (such as getting, getting from, \ or putting into), held or wielded, worn, or whenever anyone enters the same room. \ The third argument is what the object should say when the conditions have been \ met. The object will only impart the message once before the spell expires. SPELL_MAGICALAURA=SPELL_MAGICAL_AURA SPELL_MAGICAL_AURA=<ABILITY>\ Usage : CAST "MAGICAL AURA" [TARGET NAME] \n\r\ Example : cast "magical aura" sword\n\r\ The target of this spell, whether object or creature, gains an aura of magic \ about them. This has the effect of making them appear magical to spells such \ as "Detect Magic". SPELL_MAJMANASHIELD=SPELL_MAJOR_MANA_SHIELD SPELL_MAJOR_MANA_SHIELD=<ABILITY>\ Usage : CAST "MAJOR MANA SHIELD"\n\r\ Example : cast "major mana shield"\n\r\ This spell causes the caster to become adorned with a powerful aura of mana. \ This aura will absorb 75% of all hit point damage as mana instead. SPELL_MANABURN=SPELL_MANA_BURN SPELL_MANA_BURN=<ABILITY>\ Usage : CAST "MANA BURN" [TARGET NAME] \n\r\ Example : cast "mana burn" orc\n\r\ The target of this spell instantly loses some of their mana, and continues \ to use up mana at roughly twice the normal rate. SPELL_MANASHIELD=SPELL_MANA_SHIELD SPELL_MANA_SHIELD=<ABILITY>\ Usage : CAST "MANA SHIELD"\n\r\ Example : cast "mana shield"\n\r\ This spell causes the caster to become adorned with an aura of mana. \ This aura will absorb half of all hit point damage as mana instead. SPELL_MARKERPORTAL=SPELL_MARKER_PORTAL SPELL_MARKER_PORTAL=<ABILITY>\ Usage : CAST "MARKER PORTAL"\n\r\ Example : cast "marker portal"\n\r\ This spell opens a swirling energy portal to the room in which the caster \ has placed their marker with the "SUMMON MARKER" spell. \ The portal will only stay open for a \ short time, and may be entered using the "ENTER" command. SPELL_MARKERSUMMONING=SPELL_MARKER_SUMMONING SPELL_MARKER_SUMMONING=<ABILITY>\ Usage : CAST "MARKER SUMMONING"\n\r\ Example : cast "marker summoning"\n\r\ This spell will summon to the caster all the monsters and items \ in the room where the caster has placed their marker with the \ "SUMMON MARKER" spell. The chance of success is lowered if there \ are too many items and/or the monsters there are much higher \ level than the caster. SPELL_MASSDISINTEGRATE=SPELL_MASS_DISINTEGRATE SPELL_MASS_DISINTEGRATE=<ABILITY>\ Usage : CAST "MASS DISINTEGRATE"\n\r\ Example : cast "mass disintegrate"\n\r\ If this spell is successful, then all enemies and items in the room are \ complete disintegrated and destroyed. Living creatures will die just before \ vanishing. However, this spell is not always successful, especially against \ non-weak enemies. SPELL_MASSFEATHERFALL=SPELL_MASS_FEATHERFALL SPELL_MASS_FEATHERFALL=<ABILITY>\ Usage : CAST "MASS FEATHERFALL"\n\r\ Example : cast "mass featherfall"\n\r\ This spell causes the caster, and those in the same room or group as the caster to \ float gently whenever falling. SPELL_MASSFLY=SPELL_MASS_FLY SPELL_MASS_FLY=<ABILITY>\ Usage : CAST "MASS FLY"\n\r\ Example : cast "mass fly"\n\r\ This spell causes the caster, and those in the same room or group as the caster to \ fly around. SPELL_MASSHASTE=SPELL_MASS_HASTE SPELL_MASS_HASTE=<ABILITY>\ Usage : CAST "MASS HASTE"\n\r\ Example : cast "mass HASTE"\n\r\ This spell causes the caster, and those in the same room or group as the caster to \ act more quickly, gaining more attacks per round. SPELL_MASSHOLD=SPELL_MASS_HOLD SPELL_MASS_HOLD=<ABILITY>\ Usage : CAST "MASS HOLD"\n\r\ Example : cast "mass hold"\n\r\ This spell will immobilize of the casters enemies, or non-group members in the same \ room. SPELL_MASSINVISIBILITY=SPELL_MASS_INVISIBILITY SPELL_MASS_INVISIBILITY=<ABILITY>\ Usage : CAST "MASS INVISIBILITY"\n\r\ Example : cast "mass invisibility"\n\r\ This spell causes the caster, and those in the same room or group as the caster to \ become invisible. Like the "Invisibility" spell, entering combat will cancel \ the spell. Use the VISIBLE command to revoke this spell from yourself. SPELL_MASSREPAIRINGAURA=SPELL_MASS_REPAIRING_AURA SPELL_MASS_REPAIRING_AURA=<ABILITY>\ Usage : CAST "MASS REPAIRING AURA" [TARGET NAME] \n\r\ Example : cast "mass repairing aura" shirt\n\r\ Example : cast "mass repairing aura" bob\n\r\ This spell will cause the affected item to automagically repair itself when \ it takes damage. It can also be targeted at a person or room to automatically \ repair all damaged items on or in them. The magic works very slowly at first, but gains in speed \ and power as the mage does. SPELL_MASSSLEEP=SPELL_MASS_SLEEP SPELL_MASS_SLEEP=<ABILITY>\ Usage : CAST "MASS SLEEP"\n\r\ Example : cast "mass sleep"\n\r\ This spell will put all of the casters enemies, or non-group members in the same \ room, to sleep. SPELL_MASSSLOW=SPELL_MASS_SLOW SPELL_MASS_SLOW=<ABILITY>\ Usage : CAST "MASS SLOW"\n\r\ Example : cast "mass slow"\n\r\ This spell will make all of the casters enemies, or non-group members in the same \ room, move more slowly in combat. SPELL_MASSWATERBREATH=SPELL_MASS_WATERBREATH SPELL_MASS_WATERBREATH=<ABILITY>\ Usage : CAST "MASS WATERBREATH"\n\r\ Example : cast "mass waterbreath"\n\r\ This spell causes the caster, and those in the same room or group as the caster to \ be able to breathe when under water. SPELL_MELD=<ABILITY>\ Usage : CAST MELD [ITEM ONE] [ITEM TWO]\n\r\ Example : cast "meld" leggings belt\n\r\ This spell melds two compatible objects together, making them one. When cast on \ weapons, the melded weapon becomes two handed. When melding armor, only adjacently \ worn armor pieces may be melded. This spell can have a detrimental impact on \ magical affects of the objects. SPELL_MEND=<ABILITY>\ Usage : CAST "MEND" [TARGET NAME]\n\r\ Example : cast "mend" sword\n\r\ Allows the caster to mend damaged items and blunt weapons, making them whole and \ as new. SPELL_METEORSTORM=SPELL_METEOR_STORM SPELL_METEOR_STORM=<ABILITY>\ Usage : CAST "METEOR STORM"\n\r\ Example : cast "meteor storm"\n\r\ This spell causes a shower of heavy rocks to strike all \ enemies in the same room as the caster. SPELL_MINDBLOCK=SPELL_MIND_BLOCK SPELL_MIND_BLOCK=<ABILITY>\ Usage : CAST "MIND BLOCK" [TARGET NAME] \n\r\ Example : cast "mind block" bob\n\r\ This spell allows the target to become immune to certain illusions, enchantments, and \ mind-affecting spells and affects. SPELL_MINDFOG=SPELL_MIND_FOG SPELL_MIND_FOG=<ABILITY>\ Usage : CAST "MIND FOG" [TARGET NAME] \n\r\ Example : cast "mind fog" bob\n\r\ This spell causes the target to lose all common sense and wisdom for the duration \ of the spell. This has no appreciable affect in combat, though will irritate \ clerics terribly. SPELL_MINDLIGHT=SPELL_MIND_LIGHT SPELL_MIND_LIGHT=<ABILITY>\ Usage : CAST "MIND LIGHT"\n\r\ Example : cast "mind light"\n\r\ For the duration of the spell, all inhabitants of the room in which this spell \ was cast will gain mana at an accelerated rate, so long as the caster remains. SPELL_MINMANASHIELD=SPELL_MINOR_MANA_SHIELD SPELL_MINOR_MANA_SHIELD=<ABILITY>\ Usage : CAST "MINOR MANA SHIELD"\n\r\ Example : cast "minor mana shield"\n\r\ This spell causes the caster to become adorned with a weak aura of mana. \ This aura will absorb a quarter of all hit point damage as mana instead. SPELL_MIRAGE=<ABILITY>\ Usage : CAST "MIRAGE"\n\r\ Example : cast "mirage" \n\r\ This spell causes the room in which this spell is cast to appear to be some \ other place in the same area. Even characters and items in the other area \ will appear in the mirage. SPELL_MIRRORIMAGE=SPELL_MIRROR_IMAGE SPELL_MIRROR_IMAGE=<ABILITY>\ Usage : CAST "MIRROR IMAGE"\n\r\ Example : cast "mirror image"\n\r\ This spell causes numerous illusionary copies of the caster to follow him or her \ around. The caster thus becomes more difficult to determine in combat. SPELL_MISSTEP=<ABILITY>\ Usage : CAST "MISSTEP" [TARGET NAME]\n\r\ Example : cast "misstep" orc\n\r\ This spell causes the target to become extremely clumzy, losing almost \ all the benefits of their dexterity. SPELL_SUMMONMONSTER=SPELL_MONSTER_SUMMONING SPELL_MONSTER_SUMMON=SPELL_MONSTER_SUMMONING SPELL_MONSTER_SUMMONING=<ABILITY>\ Usage : CAST "MONSTER SUMMONING"\n\r\ Example : cast "monster summoning"\n\r\ This spell will cause a random creature (depending on the casters level) \ to appear. The creature will be utterly loyal to the caster, joining his \ or her group, and obeying his or her commands (if the creature understands \ the casters language) for the duration of the spell. SPELL_MUTE=<ABILITY>\ Usage : CAST MUTE [TARGET NAME] \n\r\ Example : cast mute orc\n\r\ Causes the target to become mute, unable to speak or cast verbal spells. SPELL_MYSTICLOOM=SPELL_MYSTIC_LOOM SPELL_MYSTIC_LOOM=<ABILITY>\ Usage : CAST "MYSTIC LOOM"\n\r\ Example : cast "mystic loom"\n\r\ This spell causes a magical loom to appear ready and willing to weave raw \ ingredients into cloth as per the Textiling skill. It will use any cloth \ it can find available, on the ground, in containers, or in inventories. \ With ranging expertise, it can even span rooms looking for ingredients. SPELL_MYSTICSHINE=SPELL_MYSTIC_SHINE SPELL_MYSTIC_SHINE=<ABILITY>\ Usage : CAST "MYSTIC SHINE" [TARGET]\n\r\ Example : cast "mystic shine" sword\n\r\ This spell causes a magical shine to appear on the surface of the target \ metallic item. The shine will be so bright as to act as a light source, \ as well as repelling any darkness magic within the item. SPELL_NATURALCOMMUNION=SPELL_NATURAL_COMMUNION SPELL_NATURAL_COMMUNION=<ABILITY>\ Usage : CAST "NATURAL COMMUNION"\n\r\ Example : cast "natural communion"\n\r\ This spell brings the caster into communion with his or her surroundings. \ Actually being outside when the spell is cast will increase chances of success. \ The spell will reveal to the caster any available natural resources and animals \ in the surronding rooms. With expertise, the sphere is enlarged. SPELL_NIGHTMARE=<ABILITY>\ Usage : CAST "NIGHTMARE" [TARGET NAME]\n\r\ Example : cast "nightmare" orc\n\r\ This spell causes the target to be drawn into their worst possible \ nightmare state. They will scream and throw fits, unable to deal with \ reality (or combat) for the duration of the nightmare. SPELL_OBSCURESELF=SPELL_OBSCURE_SELF SPELL_OBSCURE_SELF=<ABILITY>\ Usage : CAST "OBSCURE SELF"\n\r\ Example : cast "obscure self"\n\r\ This spell causes the caster to become nondescript, and not very noticable. The \ caster is neither invisible nor hidden, but just beneath notice. Others will \ be aware of the caster, but only vaguely. SPELL_PASSDOOR=SPELL_PASS_DOOR PASSDOOR=SPELL_PASS_DOOR SPELL_PASS_DOOR=<ABILITY>\ Usage : CAST "PASS DOOR" [DIRECTION]\n\r\ Example : cast "pass door" east\n\r\ This spell allows the caster to move through a locked or \ closed door as if it wasn't even there. SPELL_PERMANENCY=<ABILITY>\ Usage : CAST PERMANENCY [TARGET NAME] \n\r\ Example : cast permanency orc\n\r\ This spell makes permanent any spell which the caster has already cast \ on the target which does have a duration. For instance, enlarge, sleep, armor, \ or similar spells can be made permanent with this spell. This spell \ drains mana permanently from the caster. Permanency cast on rooms or exits \ will not survive reboots unless the owner is the one who casts it. SPELL_PHANTASM=<ABILITY>\ Usage : CAST "PHANTASM" [RACE NAME]\n\r\ Example : cast phantasm dragon\n\r\ This spell causes an illusionary creature of the type given to appear. The \ creature will protect the caster, taking up a position between the caster \ and his or her enemy. Any damage done will be completely believed by the \ enemies (meaning it is real), and spells will be useless against the \ phantasm. However, any physical damage done to the creature will cause \ it to disappear. SPELL_PHANTOMHOUND=SPELL_PHANTOM_HOUND SPELL_PHANTOM_HOUND=<ABILITY>\ Usage : CAST "PHANTOM HOUND"\n\r\ Example : cast "phantom hound" \n\r\ This spell creates an illusionary beast to appear during combat. The beast \ will immediately engage the casters enemy, taking all damage for the caster. \ The beast will appear to do great damage, but all damage is illusionary. The \ beast disappears when the enemy is vanquished, if the beast is disbelieved, \ or if the beast takes too much damage. SPELL_PLANESHIFT=<ABILITY>\ Usage : CAST "PLANESHIFT" [PLANE NAME]\n\r\ Example : cast "planeshift" nirvana\n\r\ This spell allows the caster and his/her group to shift into another \ plane of existence for a period of time. Unless the caster is perfectly \ proficient, the chances of actually reaching the intended plane is small. \ The caster should be ready for unusual environmental, including planes \ where there is no air to breathe. If perfectly successful, the new plane \ will appear identical to the area from which the spell was cast, except \ that the laws and rules of the plane will apply. To return home, the \ caster should travel to the "Prime Material" plane. SPELL_POCKET=<ABILITY>\ Usage : CAST POCKET [TARGET NAME] [CONTAINER]\n\r\ Example : cast pocket orc\n\r\ This spell changes the target into a tiny light ceramic version of its former \ self and puts it in the given container. Anyone who removes the little item \ from the container will cause all the original items to pop right back out again. \ Creatures so converted are not killed. Success with this magic requires that \ the caster be more powerful than the item or mob being pocketed. SPELL_POLYMORPH=<ABILITY>\ Usage : CAST POLYMORPH [TARGET NAME] \n\r\ Example : cast polymorph orc\n\r\ This spell changes the race of the target to a random race, for the duration \ of the spell. SPELL_POLYMORPHOBJECT=SPELL_POLYMORPH_OBJECT SPELL_POLYMORPH_OBJECT=<ABILITY>\ Usage : CAST "POLYMORPH OBJECT" [TARGET NAME] [NEW OBJECT]\n\r\ Example : cast "polymorph object" chair longsword\n\r\ The caster causes the target item to temporarily take on a whole new identity. \ The new object must be roughly the same size as the original object. The newly \ created object will be made out of the same material as the original object. \ This spell requires a small amount of the casters experience, and tends to render \ magical items mundane. SPELL_POLYMORPHSELF=SPELL_POLYMORPH_SELF SPELL_POLYMORPH_SELF=<ABILITY>\ Usage : CAST "POLYMORPH SELF" [NEW RACE]\n\r\ Example : cast "polymorph self" lizard\n\r\ This spell changes the race of the caster into the race specified, for the \ duration of the spell. The difficulty in succeeding will also depend on \ how strong or weak the new race is. PORTAL=SPELL_PORTAL SPELL_PORTAL=<ABILITY>\ Usage : CAST PORTAL [PLACE/ROOM NAME] \n\r\ Example : cast portal junction\n\r\ This spell opens a swirling energy portal to the specific room or \ place named in the spell. The 'place name' must be contained in the short \ description shown of the place. The portal will only stay open for a \ short time, and may be entered using the "ENTER" command. SPELL_PORTAL_OTHER=SPELL_PORTALOTHER PORTAL_OTHER=SPELL_PORTALOTHER SPELL_PORTALOTHER=<ABILITY>\ Usage : CAST "PORTAL OTHER" [PLAYER/MOB NAME] \n\r\ Example : cast "portal other" bob\n\r\ This spell opens a swirling energy portal from the person or mob \ named to the casters current room. The portal will only stay open for a \ short time, and may be entered using the "ENTER" command. There is no \ guarantee that the target will enter the portal, unless they want to. SPELL_PRAYERSHIELD=SPELL_PRAYER_SHIELD SPELL_PRAYER_SHIELD=<ABILITY>\ Usage : CAST "PRAYER SHIELD" [TARGET NAME] \n\r\ Example : cast "prayer shield" bob\n\r\ This spell allows the target to become almost immune to Clerical prayers. PRESTIDIGITATION=SPELL_PRESTIDIGITATION SPELL_PRESTIDIGITATION=<ABILITY>\ Usage : CAST "PRESTIDIGITATION" [EFFECT]\n\r\ Example : cast "prestidigitation" cast(s) a powerful spell\n\r\ This spell allows the caster to cast an illusory spell, or perform \ a magical illusory action. SPELL_PRODUCEFLAME=SPELL_PRODUCE_FLAME SPELL_PRODUCE_FLAME=<ABILITY>\ Usage : CAST PRODUCE FLAME\n\r\ Example : cast "produce flame"\n\r\ Causes the casters hands to erupt in magical flames. The flames provide a natural \ light source, but also scorch anyone struck by the flames in combat. They do not \ harm equipment or friends. SPELL_PRYINGEYE=SPELL_PRYING_EYE SPELL_PRYING_EYE=<ABILITY>\ Usage : CAST "PRYING EYE" [DIRECTION] ([DIRECTION]...) \n\r\ Example : cast "prying eye" north east north up west\n\r\ This spell causes a small floating eyeball to appear. It will be weak and \ vulnerable to attack, but can move freely through open walkways. The spell \ must be invoked with directions for the eye to follow. The caster will be able to \ see through the eye as it travels, seeing what it sees. When the eye finishes following \ its final direction, it will pause and float for a relatively brief time before vanishing. SPELL_PURGEINVISIBILITY=SPELL_PURGE_INVISIBILITY PURGE_INVISIBILITY=SPELL_PURGE_INVISIBILITY SPELL_PURGE_INVISIBILITY=<ABILITY>\ Usage : CAST "PURGE INVISIBIITY"\n\r\ Example : cast "purge invisibility"\n\r\ This spell causes an invisibility supressing wave to wash over the entire room, dispelling \ all invisibility magic that can be dispelled, and supressing for a time any that can not. SPELL_READMAGIC=SPELL_READ_MAGIC SPELL_READ_MAGIC=<ABILITY>\ Usage : CAST "READ MAGIC" [TARGET NAME] \n\r\ Example : cast "read magic" scroll\n\r\ This spell is required in order to be able to cast spells off of scrolls. After \ casting read magic on a scroll, the scroll may be 'read' normally for the \ purposes of copying or casting spells off of it. Seek help on the 'read' \ command for more information on scroll use. SPELL_RECHARGEWAND=SPELL_RECHARGE_WAND RECHARGE_WANDS=SPELL_RECHARGE_WAND SPELL_RECHARGE_WAND=<ABILITY>\ Usage : CAST "RECHARGE WAND" [TARGET NAME] \n\r\ Example : cast "recharge wand" mirror\n\r\ This spell allows the caster to recharge the magical properties of a magic \ wand. If a wand ceases to function due to overuse, this spell can make \ the wand usable again. SPELL_REFIT=<ABILITY>\ Usage : CAST "REFIT" [TARGET NAME]\n\r\ Example : cast "refit" sleeves\n\r\ Allows the caster to resize a piece of armor to fit another character. SPELL_REINFORCE=<ABILITY>\ Usage : CAST "REINFORCE" [TARGET NAME]\n\r\ Example : cast "reinforce" sword\n\r\ Allows the caster to reinforce undamaged weapons and armor, allowing them \ to be used longer before suffering wear and tear. SPELL_REPAIRINGAURA=SPELL_REPAIRING_AURA SPELL_REPAIRING_AURA=<ABILITY>\ Usage : CAST "REPAIRING AURA" [TARGET NAME] \n\r\ Example : cast "repairing aura" shirt\n\r\ Example : cast "repairing aura" bob\n\r\ This spell will cause the affected item to automagically repair itself when \ it takes damage. It can also be targeted at a person to enchant a random \ item. The magic works very slowly at first, but gains in speed \ and power as the mage does. SPELL_REPULSION=<ABILITY>\ Usage : CAST "REPULSION"\n\r\ Example : cast "repulsion"\n\r\ This spell repells enemies of the caster from the caster and his or \ her group. The affected creatures are unable to advance towards \ their targets until through time or strength, the repulsion is broken through. \ If the caster leaves the target`s room, or leaves combat, the repulsion is dispelled. SPELL_RESISTACID=SPELL_RESIST_ACID SPELL_RESIST_ACID=<ABILITY>\ Usage : CAST "RESIST ACID" [TARGET NAME] \n\r\ Example : cast "resist acid" bob\n\r\ This spell allows the target to become resistant (but not immune) to acid \ attacks. Attacks of this kind include spells, breath weapons, and other \ magical and non-magical attacks. SPELL_RESISTARROWS=SPELL_RESIST_ARROWS SPELL_RESIST_ARROWS=<ABILITY>\ Usage : CAST "RESIST ARROWS" [TARGET NAME] \n\r\ Example : cast "resist arrows" bob\n\r\ This spell allows the target to become immune to attacks from projectile \ weapons, including bows, cross bows, and the like. SPELL_RESISTBLUDGEONING=SPELL_RESIST_BLUDGEONING SPELL_RESIST_BLUDGEONING=<ABILITY>\ Usage : CAST "RESIST BLUDGEONING" [TARGET NAME] \n\r\ Example : cast "resist bludgeoning" bob\n\r\ This spell allows the target to become almost immune to bludgeoning \ attacks. SPELL_RESISTCOLD=SPELL_RESIST_COLD SPELL_RESIST_COLD=<ABILITY>\ Usage : CAST "RESIST COLD" [TARGET NAME] \n\r\ Example : cast "resist cold" bob\n\r\ This spell allows the target to become resistant (but not immune) to cold \ attacks. Attacks of this kind include spells, breath weapons, and other \ magical and non-magical attacks. SPELL_RESISTDISEASE=SPELL_RESIST_DISEASE SPELL_RESIST_DISEASE=<ABILITY>\ Usage : CAST "RESIST DISEASE" [TARGET NAME] \n\r\ Example : cast "resist disease" bob\n\r\ This spell allows the target to become resistant (but not immune) to diseases \ and similar organic attacks. Attacks of this kind include spells, and other \ magical and non-magical attacks. SPELL_NONDETECTION=SPELL_RESIST_DIVINATION SPELL_RESIST_DIVINATION=<ABILITY>\ Usage : CAST "RESIST DIVINATION" [TARGET NAME] \n\r\ Example : cast "resist divination" bob\n\r\ This spell allows the target to become immune to divination spells and affects. SPELL_RESISTELECTRICITY=SPELL_RESIST_ELECTRICITY SPELL_RESIST_ELECTRICITY=<ABILITY>\ Usage : CAST "RESIST ELECTRICITY" [TARGET NAME] \n\r\ Example : cast "resist electricity" bob\n\r\ This spell allows the target to become resistant (but not immune) to electrical \ attacks. Attacks of this kind include spells, breath weapons, and other \ magical and non-magical attacks. SPELL_RESISTFIRE=SPELL_RESIST_FIRE SPELL_RESIST_FIRE=<ABILITY>\ Usage : CAST "RESIST FIRE" [TARGET NAME] \n\r\ Example : cast "resist fire" bob\n\r\ This spell allows the target to become resistant (but not immune) to heat \ attacks. Attacks of this kind include spells, breath weapons, and other \ magical and non-magical attacks. SPELL_RESISTGAS=SPELL_RESIST_GAS SPELL_RESIST_GAS=<ABILITY>\ Usage : CAST "RESIST GAS" [TARGET NAME] \n\r\ Example : cast "resist gas" bob\n\r\ This spell allows the target to become resistant (but not immune) to gas \ attacks. Attacks of this kind include spells, breath weapons, and other \ magical and non-magical attacks. SPELL_RESISTINDIGNITIES=SPELL_RESIST_INDIGNITIES SPELL_RESIST_INDIGNITIES=<ABILITY>\ Usage : CAST "RESIST INDIGNITIES" [TARGET NAME] \n\r\ Example : cast "resist indignities" bob\n\r\ This spell allows the target to become almost immune to attacks which \ place the Mage in an undignified attacks, such as tripping, whomping, \ stealing, and swiping. SPELL_RESISTMAGICMISSILES=SPELL_RESIST_MAGIC_MISSILES SPELL_RESIST_MAGIC_MISSILES=<ABILITY>\ Usage : CAST "RESIST MAGIC MISSILES" [TARGET NAME] \n\r\ Example : cast "resist magic missiles" bob\n\r\ This spell allows the target to become resistant to the magic \ missiles. SPELL_RESISTPARALYZATION=SPELL_RESIST_PARALYSIS SPELL_RESIST_PARALYSIS=<ABILITY>\ Usage : CAST "RESIST PARALYSIS" [TARGET NAME] \n\r\ Example : cast "resist paralysis" bob\n\r\ This spell allows the target to become resistant (but not immune) to paralysis \ attacks. Attacks of this kind include spells and other magical and non-magical attacks. SPELL_RESISTPETRIFICATION=SPELL_RESIST_PETRIFICATION SPELL_RESIST_PETRIFICATION=<ABILITY>\ Usage : CAST "RESIST PETRIFICATION" [TARGET NAME] \n\r\ Example : cast "resist petrification" bob\n\r\ This spell allows the target to become immune to spells or affects which \ would turn them into stone. SPELL_RESISTPIERCING=SPELL_RESIST_PIERCING SPELL_RESIST_PIERCING=<ABILITY>\ Usage : CAST "RESIST PIERCING" [TARGET NAME] \n\r\ Example : cast "resist piercing" bob\n\r\ This spell allows the target to become almost immune to piercing \ attacks. SPELL_RESISTPOISON=SPELL_RESIST_POISON SPELL_RESIST_POISON=<ABILITY>\ Usage : CAST "RESIST POISON" [TARGET NAME] \n\r\ Example : cast "resist poison" bob\n\r\ This spell allows the target to become resistant (but not immune) to poisonous \ attacks. Attacks of this kind include spells, bites and other magical and non-magical attacks. SPELL_RESISTSLASHING=SPELL_RESIST_SLASHING SPELL_RESIST_SLASHING=<ABILITY>\ Usage : CAST "RESIST SLASHING" [TARGET NAME] \n\r\ Example : cast "resist slashing" bob\n\r\ This spell allows the target to become almost immune to slashing \ attacks. SPELL_BOOMERANG=SPELL_RETURNING SPELL_RETURNING=<ABILITY>\ Usage : CAST "RETURNING" [ITEM]\n\r\ Example : cast "returning" sword\n\r\ This spell will immediately cause the item to await the next person to \ get it. When the next person gets the item, the item will become that \ persons private posession. For the duration of the spell, whenever the \ item goes out of the persons possession, it will magically return. This \ spells is a great candidate for the Permanency spell. SPELL_REVERSEGRAVITY=SPELL_REVERSE_GRAVITY SPELL_REVERSE_GRAVITY=<ABILITY>\ Usage : CAST REVERSE GRAVITY \n\r\ Example : cast "reverse gravity"\n\r\ The caster causes gravity in the place to become reversed. Everything will \ fall upwards, and only those flying will be unaffected. SPELL_ROGUELIMB=SPELL_ROGUE_LIMB SPELL_ROGUE_LIMB=<ABILITY>\ Usage : CAST "ROGUE LIMB" [TARGET NAME] \n\r\ Example : cast "rogue limb" bob\n\r\ This spell causes one of the target`s limbs to begin to fight with them. SPELL_SCATTER=<ABILITY>\ Usage : CAST SCATTER [TARGET NAME] (NEAR/FAR)\n\r\ Example : cast scatter orc\n\r\ Example : cast scatter orc far\n\r\ Example : cast scatter orc near\n\r\ Example : cast scatter all sword near\n\r\ Example : cast scatter sword.3 far\n\r\ This spell causes a random item in the target mobs inventory, or the \ target item(s) in the casters inventory to be whisked away to another \ place. The destination defaults to a room in the same area as the \ caster. However, the caster can designate their same area with the \ "near" parameter, or a random area with the "far" parameter. SPELL_SCRIBE=<ABILITY>\ Usage : CAST SCRIBE [SPELL NAME] [TARGET NAME] \n\r\ Example : cast scribe "resist cold" scroll\n\r\ This spell allows the caster to place any spell he or she knows onto a scroll. \ Once placed on the scroll, the spell may be cast off it. Scribing is \ draining on the caster however. The caster will lose some experience points for \ casting this spell. Magical scribing also requires that the caster be at half \ mana or more. SPELL_SCRY=<ABILITY>\ Usage : CAST SCRY [TARGET NAME] \n\r\ Example : cast scry orc\n\r\ Causes the invoker to see and hear everything the target sees and hears, as \ if he or she was in the same room. Re-cast the spell to revoke it. SPELL_SEEAURA=SPELL_SEE_AURA SPELL_SEE_AURA=<ABILITY>\ Usage : CAST "SEE AURA" [TARGET NAME] \n\r\ Example : cast "see aura" orc\n\r\ This spell gives the caster a complete profile of the target. SPELL_SHAPEOBJECT=SPELL_SHAPE_OBJECT SPELL_SHAPE_OBJECT=<ABILITY>\ Usage : CAST "SHAPE OBJECT" [TARGET NAME] [LIKE WHAT]\n\r\ Example : cast "shape object" sword banana\n\r\ The item affected by this spell takes on the apparent shape desired by the caster. SPELL_SHATTER=<ABILITY>\ Usage : CAST "SHATTER" [TARGET NAME]\n\r\ Example : cast "shatter" sword\n\r\ Example : cast "shatter" orc\n\r\ Example : cast "shatter" monster\n\r\ The item affected by this spell begins to vibrate and resonate. The item \ suffers damage as a result, and the possibility of destruction. SPELL_SHELTER=<ABILITY>\ Usage : CAST SHELTER\n\r\ Example : cast shelter\n\r\ Shelter will instantaneously teleport the caster and his or her group into a \ magical, extra-planar location. The caster may remain in the shelter as long \ as he or she would like. To leave the shelter, the same caster must revoke \ the spell by casting it again. SPELL_SHIELD=<ABILITY>\ Usage : CAST SHIELD [TARGET NAME] \n\r\ Example : cast shield bob\n\r\ This spell invokes a protective shield around the target, giving the target \ an added bit of protection during melee combat. SPELL_SHOCKINGGRASP=SPELL_SHOCKING_GRASP SPELL_SHOCKING_GRASP=<ABILITY>\ Usage : CAST "SHOCKING GRASP" [TARGET NAME] \n\r\ Example : cast "shocking grasp" orc\n\r\ This spell causes a high charge of electricity to flow from the caster to his \ or her target, damaging the target. SPELL_SHOCKSHIELD=<ABILITY>\ Usage : CAST SHOCKSHIELD [TARGET NAME] \n\r\ Example : cast shockshield bob\n\r\ This spell evokes an electric field to surround the target. Anyone trying to \ touch or engage in melee combat with the target thus becomes vulnerable \ to the scorching sparks. SHODDY_AURA=SPELL_SHODDYAURA SPELL_SHODDY_AURA=SPELL_SHODDYAURA SPELL_SHODDYAURA=<ABILITY>\ Usage : CAST "SHODDY AURA" [TARGET NAME]\n\r\ Example : cast "shoddy aura" sword\n\r\ The item affected by this spell will appear to be shoddily made and in \ terrible condition. This will fool shopkeepers into turning it away, \ but won't fool magical or expert analysis of the item. SPELL_SHOVE=<ABILITY>\ Usage : CAST SHOVE [MOB NAME] [DIRECTION]\n\r\ Example : cast "shove" orc east\n\r\ Causes a powerful force to pick up the victim and carry them to an adjacent \ room or area and drop them off there. SPELL_SHRINK=<ABILITY>\ Usage : CAST "SHRINK" [TARGET NAME]\n\r\ Example : cast "shrink" orc\n\r\ Allows the caster to cause a monster or item to shrink to 10% of its \ previous size. Mass does not change, and neither does the \ size of the items carried. Dexterity, however, goes up tremendously, at \ the cost of some Strength. SPELL_SHRINKMOUTH=SPELL_SHRINK_MOUTH SHRUNKEN_MOUTH=SPELL_SHRINK_MOUTH SPELL_SHRINK_MOUTH=<ABILITY>\ Usage : CAST "SHRINK MOUTH" [TARGET NAME] \n\r\ Example : cast "shrink mouth" dragon\n\r\ This spell causes the target`s mouth to pucker up. \ The target remains able to use any breath weapons, but is unable to put \ eat anything. SPELL_SILENCE=<ABILITY>\ Usage : CAST SILENCE\n\r\ Example : cast silence\n\r\ When cast, this spell causes the entire room or place around the caster to become \ entirely quiet. Speaking, verbal spellcasting, and noisemaking becomes impossible. SPELL_SIMULACRUM=<ABILITY>\ Usage : CAST SIMULACRUM\n\r\ Example : cast simulacrum\n\r\ When cast, this spell causes an illusory copy of the caster to appear. The simulacrum will \ do anything the caster says, even if they aren't in the same room. The simulacrum neither \ does nor takes damage, nor can spells be cast upon it. It can not manipulate objects, but \ as it is an illusion, it can pass through doors. SPELL_SIPHON=<ABILITY>\ Usage : CAST SIPHON [TARGET NAME] \n\r\ Example : cast siphon bob\n\r\ Bestows the target of the spell with a thirst for the mana of others as well \ as a way to get that mana. The catch is that in order to siphon mana, the \ target of the spell must be attacked and successfully hit by a weapon. SPELL_SLEEP=<ABILITY>\ Usage : CAST SLEEP [TARGET NAME] \n\r\ Example : cast sleep orc\n\r\ If successful, this spell puts the target into a deep sleep, from which it is \ almost impossible to wake him or her. SPELL_SLOW=<ABILITY>\ Usage : CAST SLOW [TARGET NAME] \n\r\ Example : cast slow orc\n\r\ This spell makes the target move very slowly, effectively cutting in half the \ number of attacks allowed by the target. SPELL_SLOWPROJECTILES=SPELL_SLOW_PROJECTILES SPELL_SLOW_PROJECTILES=<ABILITY>\ Usage : CAST "SLOW PROJECTILES" \n\r\ Example : cast "slow projectiles"\n\r\ The caster causes any thrown or physical ranged attack weapons in the room \ to slow in flight. Because of this, they will only do half damage. SPELL_SOLVEMAZE=SPELL_SOLVE_MAZE SPELL_SOLVE_MAZE=<ABILITY>\ Usage : CAST "SOLVE MAZE" ([DIRECTION]) \n\r\ Example : cast "solve maze"\n\r\ Example : cast "solve maze" north\n\r\ If the caster is in a maze or similar form of area, this spell allows the \ caster to know the path from their current room to the exit from the maze \ in the direction specified (or a random exit if unspecified). SPELL_SONAR=<ABILITY>\ Usage : CAST "SONAR"\n\r\ Example : cast sonar\n\r\ This spell causes the caster's ears to begin "seeing" through sonic waves. \ This gives the caster the benefit of blindsight, except in cases where \ there is silence, or the caster is deaf. SPELL_SONGSHIELD=SPELL_SONG_SHIELD SPELL_SONG_SHIELD=<ABILITY>\ Usage : CAST "SONG SHIELD" [TARGET NAME] \n\r\ Example : cast "song shield" bob\n\r\ This spell allows the target to become almost immune to Bardic songs. SPELL_SPELLTURNING=SPELL_SPELL_TURNING SPELL_SPELL_TURNING=<ABILITY>\ Usage : CAST "SPELL TURNING"\n\r\ Example : cast "spell turning"\n\r\ This spell allows the caster to repell enemy spells cast at him or her. The \ spell may bounce off the caster and fire back towards the source of the spell. \ This spell will work, at most, once per combat round. SPELL_SPELLBINDING=<ABILITY>\ Usage : CAST "SPELLBINDING" [TRIGGER WORD] "[SPELL]" "[SPELL]" etc..\n\r\ Example : cast "spellbinding" fire! fireball "lightning bolt"\n\r\ Example : cast "spellbinding" help "flameshield" "mage armor"\n\r\ Example : cast "spellbinding" oops "feeblemind" "charm" "sleep"\n\r\ This spell allows the caster to bind one or more spells to a single \ magical trigger word. Holding the spells bound in this way will cost \ the caster 100 points of temporary max mana per bound spell plus double the \ mana cost of casting the bound spell in temporary max mana. \ Speaking the trigger word to the intended target will release the \ bound spells in one single moment, also releasing the max mana. \n\r\ \n\r\ This effect can be harmlessly revoked from the caster using the REVOKE skill. SPELL_SPIDERCLIMB=SPELL_SPIDER_CLIMB SPELL_SPIDER_CLIMB=<ABILITY>\ Usage : CAST SPIDER CLIMB\n\r\ Example : cast spider climb\n\r\ This spell makes the caster into a natural climber of even the smoothest \ and most sheer walls. The spell is exhausting though, even when just standing \ around. When not sitting or sleeping, this spell will inhibit health and mana rejuvenation. SPELL_SPOOK=<ABILITY>\ Usage : CAST SPOOK [TARGET NAME] \n\r\ Example : cast spook orc\n\r\ If successful, this spell causes the target to flee before the caster. SPELL_SPOTTERSORDERS=SPELL_SPOTTERS_ORDERS SPELL_SPOTTERS_ORDERS=<ABILITY>\ Usage : CAST "SPOTTERS ORDERS"\n\r\ Example : cast "spotters orders"\n\r\ The caster detects the weaknesses of his or her current combat target, and \ simultaneously makes a telepathic link with all of his or her group members in \ order to communicate that knowledge to them. The effect of this is that, so long \ as the caster focuses on his combat target and his group members remain in the room, \ they will benefit from the spell Detect Weaknesses and have enhanced attack and damage \ bonuses from the knowledge imparted to them. This spell requires that the \ caster be in combat, that the caster be in a group, and that his or her group be nearby. SPELL_SPYINGSTONE=SPELL_SPYING_STONE SPELL_SPYING_STONE=<ABILITY>\ Usage : CAST "SPYING STONE" [TARGET NAME]\n\r\ Example : cast "spying stone" fountain\n\r\ The caster causes the target item to grow a pair of translucent eyes. For the duration \ of the spell, the item will observe and hear everything that happens around it, recording it in \ magical memory. If the original caster then returns to the item and says "speak" to it, it \ will grow a mouth and repeat all that it has seen and heard. The item will have true sight \ and immunity to silencing spells. When the spell expires, it will become instantly mundane, \ forgetting all that it has known. SPELL_STINKINGCLOUD=SPELL_STINKING_CLOUD SPELL_STINKING_CLOUD=<ABILITY>\ Usage : CAST STINKING CLOUD\n\r\ Example : cast "stinking cloud"\n\r\ Causes a putrid cloud of green and orange gas to consume the casters \ opponents. Those in the cloud may advance or move to get out of it, \ but while they remain in the cloud, they will heave and puke, possibly \ taking damage. SPELL_STONEFLESH=SPELL_STONE_FLESH SPELL_STONE_FLESH=<ABILITY>\ Usage : CAST "STONE FLESH" [TARGET NAME] \n\r\ Example : cast "stone flesh" statue\n\r\ This spell effectively revokes the 'Flesh to Stone' spell from the target. SPELL_STONESKIN=<ABILITY>\ Usage : CAST [TARGET NAME] \n\r\ Example : cast stoneskin bob\n\r\ This spell causes the target`s skin to become as hard and impenetrable as stone. \ While affected by this spell, the target will be able to absorb, without any \ harm, the effects of 6 or more attacks, depending on the casters level, 25% of \ the time. SPELL_STORESPELL=SPELL_STORE_SPELL SPELL_STORE_SPELL=<ABILITY>\ Usage : CAST "STORE SPELL" [SPELL NAME] [ITEM]\n\r\ Example : cast "store spell" "resist fire" hat\n\r\ : sayto hat "hat"\n\r\ This spell allows the caster to store a known spell into an item. The spell \ may then be cast simply by holding (or wielding or wearing) the item, and \ speaking the name of the item to a target, or to the item itself using SAYTO. \ This is similar to a wand, but \ the item is only enchanted, not an actual wand. For this reason, it cannot \ be recharged as normal, but IS capable of storing the same spell multiple \ times using Store Spell. SPELL_SUMMON=<ABILITY>\ Usage : CAST SUMMON [TARGET NAME] \n\r\ Example : cast summon bob\n\r\ This spell will cause the target creature or player to appear before the \ caster, regardless of where they were before. SPELL_SUMMONARMY=SPELL_SUMMON_ARMY SPELL_SUMMON_ARMY=<ABILITY>\ Usage : CAST SUMMON ARMY\n\r\ Example : cast "summon army"\n\r\ This spell will conjur up an army of creatures to fight with the caster. \ The creatures will not be powerful, but will be numerous. The creatures \ will take up a position to protect the caster, and will vanish if there is \ no longer anything to fight. SPELL_SUMMONCOMPANION=SPELL_SUMMON_COMPANION SPELL_SUMMON_COMPANION=<ABILITY>\ Usage : CAST SUMMON COMPANION\n\r\ Example : cast summon companion\n\r\ This spell will cause one of the absent group members of the caster to be \ summoned to his or her present location. SPELL_SUMMONENEMY=SPELL_SUMMON_ENEMY SPELL_SUMMON_ENEMY=<ABILITY>\ Usage : CAST SUMMON ENEMY\n\r\ Example : cast "summon enemy"\n\r\ This spell will conjur up a duplicate of some creature in the world with \ an opposed alignment, but with equal or better level to the caster. The \ summoned enemy will become instantly hostile towards the caster. SPELL_SUMMONFLYER=SPELL_SUMMON_FLYER SPELL_SUMMON_FLYER=<ABILITY>\ Usage : CAST SUMMON FLYER\n\r\ Example : cast "summon flyer"\n\r\ This spell will conjur up a flying horse for the caster. \ Beware of herds. SPELL_SUMMONMARKER=SPELL_SUMMON_MARKER SPELL_SUMMON_MARKER=<ABILITY>\ Usage : CAST "SUMMON MARKER"\n\r\ Example : cast "summon marker"\n\r\ This spell summons the caster's magic marker to the room in which this \ spell is cast. The caster may only have one marker in the game. The marker \ lasts a long time, and may be used by other spells, such as MARKER SUMMONING, \ and MARKER PORTAL. SPELL_SUMMONSTEED=SPELL_SUMMON_STEED SPELL_SUMMON_STEED=<ABILITY>\ Usage : CAST SUMMON STEED\n\r\ Example : cast "summon steed"\n\r\ This spell will conjur up a riding horse for the caster. The type of horse, \ and the number who may ride it will improve with the level of the caster. \ Beware of herds, as they may fight amongst each other. SPELL_SUMMONINGWARD=SPELL_SUMMONING_WARD SPELL_SUMMONING_WARD=<ABILITY>\ Usage : CAST "SUMMONING WARD" [TARGET NAME] \n\r\ Example : cast "summoning ward" orc\n\r\ Example : cast "summoning ward" room\n\r\ Causes the target to become protected from summoning magic. If the \ target is a room, the entire room will negate all summon spells in it. If \ the caster owns the room, or the caster is following the owner, the spell \ effect will be permanent. SUPERIOR_IMAGE=SPELL_SUPERIORIMAGE SPELL_SUPERIORIMAGE=<ABILITY>\ Usage : CAST "SUPERIOR IMAGE" [TARGET]\n\r\ Example : cast "superior image" Bob\n\r\ This spell causes an illusion of the target to appear in the room. The \ illusion will last for a very long time and then vanish. It won't do anything, \ and will vanish if attacked or has a spell cast upon it, but will look \ exactly like the caster if examined. SPELL_TELEPATHY=<ABILITY>\ Usage : CAST TELEPATHY [TARGET] \n\r\ Example : cast telepathy orc\n\r\ This spell allow the caster to hear some of the thoughts of the target, \ which will usually be related to the behaviors and actions of the creature. \ This spell does not work on boring creatures, but does work \ on behaving animals. It can only reveal the true name, class, and race of players. SPELL_TELEPORT=<ABILITY>\ Usage : CAST TELEPORT [AREA NAME] \n\r\ Example : cast teleport shire\n\r\ This spell will teleport the caster and his or her group to a random location \ within the specified area. Use the 'areas' command to see a list of valid \ areas. SPELL_TELEPORTOBJECT=SPELL_TELEPORT_OBJECT SPELL_TELEPORT_OBJECT=<ABILITY>\ Usage : CAST "TELEPORT OBJECT" [OBJECT NAME] ([DESTINATION TYPE]) [DESTINATION NAME] \n\r\ Example : cast "teleport object" sword garden\n\r\ Example : cast "teleport object" sword bob\n\r\ Example : cast "teleport object" sword room garden\n\r\ Example : cast "teleport object" sword player bob\n\r\ This spell will teleport the targeted object to the same room as the \ specified destination person, place, or item by name. The object must be held by the caster. You \ may optionally specify, before the name of the destination, the type of \ destination. This may be area, room, player, mob, or item. SPELL_TELEPORTATIONWARD=SPELL_TELEPORTATION_WARD SPELL_TELEPORTATION_WARD=<ABILITY>\ Usage : CAST "TELEPORTATION WARD" [TARGET NAME] \n\r\ Example : cast "teleportation ward" orc\n\r\ Example : cast "teleportation ward" room\n\r\ Causes the target to become protected from teleportation magic such as Gate. \ If the target is a room, the entire room will negate all spells which attempt \ to teleport someone into it. If the caster owns the room, or the caster is \ following the owner, the spell effect will be permanent. SPELL_THIRSTLESS=<ABILITY>\ Usage : CAST THIRSTLESS [TARGET NAME] \n\r\ Example : cast thirstless bob\n\r\ The caster causes the target to lose all feeling of thirstiness for the \ duration of the spell. SPELL_TIMESTOP=SPELL_TIME_STOP SPELL_TIME_STOP=<ABILITY>\ Usage : CAST TIME STOP \n\r\ Example : cast time stop\n\r\ The caster causes time to come to a complete stop for everyone in the room \ (except him or herself). The caster is able to act normally, while all \ others are bound to stand around and do nothing. SPELL_TIMEPORT=<ABILITY>\ Usage : CAST "TIMEPORT" [TARGET NAME]\n\r\ Example : cast "timeport" orc\n\r\ The caster causes the target to travel forwards in time a few ticks. To \ everyone else, they will seem to disappear, and then reappear a little \ later. SPELL_TOADSTOOL=<ABILITY>\ Usage : CAST "TOADSTOOL" [TARGET NAME] \n\r\ Example : cast "toadstool" bob\n\r\ This spell causes the target to become a weak, harmless, level 1 toadstool. SPELL_TORTURE=<ABILITY>\ Usage : CAST "TORTURE" [TARGET NAME] \n\r\ Example : cast "torture" bob\n\r\ This spell causes the target to feel horrible pain. The target will \ repeatedly cry out in agony as they take damage. If others are present, \ they may also yell out information about themselves or their clan. SPELL_TOURETTES=<ABILITY>\ Usage : CAST TOURETTES [TARGET NAME] \n\r\ Example : cast "tourettes" orc\n\r\ The target of this spell catches the disease of tourettes syndrome. They \ will begin to spontaneously blurt out curses and obscenities to other \ players and creatures. This disease is contagious. SPELL_TRANSFORMATION=<ABILITY>\ Usage : CAST "TRANSFORMATION"\n\r\ Example : cast "transformation"\n\r\ This spell causes the caster to turn into a strong, brutish warrior. The \ caster will gain bonus strength, dexterity, and damage, though they will \ find their intelligence lacking. SPELL_TRUESIGHT=SPELL_TRUE_SIGHT SPELL_TRUE_SIGHT=<ABILITY>\ Usage : CAST "TRUE SIGHT"\n\r\ Example : cast "true sight"\n\r\ Allows the caster to see hidden, sneaking, and invisible creatures \ and things. While under the affect of this spell, the caster may \ also look directly at things or people to see through disguises \ and polymorphs. SPELL_UGLINESS=<ABILITY>\ Usage : CAST "UGLINESS"\n\r\ Example : cast "ugliness"\n\r\ This spell causes the caster to appear horribly ugly and offensive. SPELL_UNTRACEABLE=<ABILITY>\ Usage : CAST "UNTRACEABLE"\n\r\ Example : cast "untraceable"\n\r\ This spell causes the caster to be undetectable to trackers, hunters, \ assassination trackers, gate, and divination spells that \ attempt to find the casters location. SPELL_VENTRILOQUATE=<ABILITY>\ Usage : CAST VENTRILOQUATE [TARGET NAME] [MESSAGE]\n\r\ Example : cast ventriloquate spring "It's so nice to be wet!"\n\r\ This spell will create the illusion of an inanimate object speaking. The target \ may be any inanimate object, followed by the words that the object should \ appear to say. SPELL_WALLOFAIR=SPELL_WALL_OF_AIR SPELL_WALL_AIR=SPELL_WALL_OF_AIR SPELL_WALL_OF_AIR=<ABILITY>\ Usage : CAST "WALL OF AIR"\n\r\ Example : cast "wall of air"\n\r\ This combat spell will conjur up a wall between the caster and his or her \ enemies, when all are at a missile range from each other. Any missile \ weapons fired at the caster will enter the wall of air, and be swirled \ back around to the enemy. SPELL_WALLOFDARKNESS=SPELL_WALL_OF_DARKNESS SPELL_WALL_DARKNESS=SPELL_WALL_OF_DARKNESS SPELL_WALL_OF_DARKNESS=<ABILITY>\ Usage : CAST "WALL OF DARKNESS"\n\r\ Example : cast "wall of darkness"\n\r\ This combat spell will conjur up a wall between the caster and his or her \ enemies, when all are at a missile range from each other. Missile weapons \ and spells can not be targeted at the caster, since the darkness obscures \ any line of sight. SPELL_WALLOFFIRE=SPELL_WALL_OF_FIRE SPELL_WALL_FIRE=SPELL_WALL_OF_FIRE SPELL_WALL_OF_FIRE=<ABILITY>\ Usage : CAST "WALL OF FIRE"\n\r\ Example : cast "wall of fire"\n\r\ This combat spell will conjur up a wall between the caster and his or her \ enemies, when all are at a missile range from each other. Missile weapons \ and spells may still be used, but anyone entering the wall of fire (which \ remains at range 1 from the caster), will take damage from the flames. SPELL_WALLOFFORCE=SPELL_WALL_OF_FORCE SPELL_WALL_FORCE=SPELL_WALL_OF_FORCE SPELL_WALL_OF_FORCE=<ABILITY>\ Usage : CAST "WALL OF FORCE"\n\r\ Example : cast "wall of force"\n\r\ This combat spell will conjur up a wall between the caster and his or her \ enemies, when all are at a missile range from each other. The wall \ prevents anyone from entering or leaving it, while they are at range from \ the caster. Missile weapons and spells can neither enter nor leave the \ wall. SPELL_WALLOFICE=SPELL_WALL_OF_ICE SPELL_WALL_ICE=SPELL_WALL_OF_ICE SPELL_WALL_OF_ICE=<ABILITY>\ Usage : CAST "WALL OF ICE"\n\r\ Example : cast "wall of ice"\n\r\ This combat spell will conjur up a wall between the caster and his or her \ enemies, when all are at a missile range from each other. Missile weapons \ and spells may still be used, but only by destroying the wall may melee \ combat be entered into. When the wall of ice is destroyed, the shardes \ will damage all those still at range from the caster. SPELL_WALLOFSTONE=SPELL_WALL_OF_STONE SPELL_WALL_STONE=SPELL_WALL_OF_STONE SPELL_WALL_OF_STONE=<ABILITY>\ Usage : CAST "WALL OF STONE"\n\r\ Example : cast "wall of stone"\n\r\ This combat spell will conjur up a wall between the caster and his or her \ enemies, when all are at a missile range from each other. Missile weapons \ and spells may still be used, but only by destroying the wall may melee \ combat be entered into. SPELL_WARDAREA=SPELL_WARD_AREA SPELL_WARD_AREA=<ABILITY>\ Usage : CAST "WARD AREA" [SPELL NAME] [PARAMETERS]\n\r\ Example : cast "ward area" fireball all\n\r\ Allows the caster to cast a spell when then next person enters. The caster specifies \ the arcane spell to cast, and any parameters required by that spell while \ casting ward area. When the next person enters the room, the spell effect \ will occur. SPELL_WATCHFULHOUND=SPELL_WATCHFUL_HOUND SPELL_WATCHFUL_HOUND=<ABILITY>\ Usage : CAST "WATCHFUL HOUND"\n\r\ Example : cast "watchful hound"\n\r\ This combat spell will conjur up a hound that will watch over the caster while \ he or she sleeps. If an aggressive monster enters the room, the hound will \ bark and wake the caster up. The hound will also rescue the mage if he or she is attacked, \ but won't take many hits. SPELL_WATERBREATHING=SPELL_WATER_BREATHING SPELL_WATER_BREATHING=<ABILITY>\ Usage : CAST "WATER BREATHING" [TARGET NAME] \n\r\ Example : cast "water breathing" bob\n\r\ This spell will allow the target to breath underwater, eliminating the threat \ of drowning for the duration of the spell. SPELL_WATERCANNON=SPELL_WATER_CANNON SPELL_WATER_CANNON=<ABILITY>\ Usage : CAST "WATER CANNON" [TARGET NAME]\n\r\ Example : cast "water cannon" orc\n\r\ When casting this spell, the caster creates a portal to the Elemental plane \ of water and points it towards a target. The water gushing out of the portal \ acts as a massive water jet dealing damage and possibly knocking over the \ target. WEAKENED=SPELL_WEAKEN SPELL_WEAKEN=<ABILITY>\ Usage : CAST WEAKEN [TARGET NAME] \n\r\ Example : cast weaken orc\n\r\ This spell cuts the strength of the target in half, greatly weakening him or her. SPELL_WEAKNESSACID=SPELL_WEAKNESS_TO_ACID SPELL_WEAKNESS_ACID=SPELL_WEAKNESS_TO_ACID SPELL_WEAKNESS_TO_ACID=<ABILITY>\ Usage : CAST "WEAKNESS TO ACID" [TARGET NAME] \n\r\ Example : cast "weakness to acid" bob\n\r\ This spell makes the target vulnerable to acid-based attacks and \ to exposure to acidic substances. \ Attacks of this kind include spells, breath weapons, and other magical and \ non-magical attacks. SPELL_WEAKNESSCOLD=SPELL_WEAKNESS_TO_COLD SPELL_WEAKNESS_COLD=SPELL_WEAKNESS_TO_COLD SPELL_WEAKNESS_TO_COLD=<ABILITY>\ Usage : CAST "WEAKNESS TO COLD" [TARGET NAME] \n\r\ Example : cast "weakness to cold" bob\n\r\ This spell makes the target vulnerable to cold attacks and very cold conditions. \ Attacks of this kind include spells, breath weapons, and other magical and \ non-magical attacks. SPELL_WEAKNESSELECTRICITY=SPELL_WEAKNESS_TO_ELECTRICITY SPELL_WEAKNESS_ELECTRICITY=SPELL_WEAKNESS_TO_ELECTRICITY SPELL_WEAKNESS_TO_ELECTRICITY=<ABILITY>\ Usage : CAST "WEAKNESS TO ELECTRICITY" [TARGET NAME] \n\r\ Example : cast "weakness to electricity" bob\n\r\ This spell makes the target vulnerable to electric attacks and \ certain electrically charged conditions. \ Attacks of this kind include spells, breath weapons, and other magical and \ non-magical attacks. SPELL_WEAKNESSFIRE=SPELL_WEAKNESS_TO_FIRE SPELL_WEAKNESS_FIRE=SPELL_WEAKNESS_TO_FIRE SPELL_WEAKNESS_TO_FIRE=<ABILITY>\ Usage : CAST "WEAKNESS TO FIRE" [TARGET NAME] \n\r\ Example : cast "weakness to fire" bob\n\r\ This spell makes the target vulnerable to fire attacks. \ Attacks of this kind include spells, breath weapons, and other magical and \ non-magical attacks. SPELL_WEAKNESSGAS=SPELL_WEAKNESS_TO_GAS SPELL_WEAKNESS_GAS=SPELL_WEAKNESS_TO_GAS SPELL_WEAKNESS_TO_GAS=<ABILITY>\ Usage : CAST "WEAKNESS TO GAS" [TARGET NAME] \n\r\ Example : cast "weakness to gas" bob\n\r\ This spell makes the target vulnerable to gas-based attacks. \ Attacks of this kind include spells, breath weapons, and other magical and \ non-magical attacks. SPELL_WEB=<ABILITY>\ Usage : CAST WEB\n\r\ Example : cast web\n\r\ This spell will cause a wide spray of sticky web-like material to assault every \ enemy of the caster in the same room or place. The targets will be unable to \ move until they can break free. SPELL_WISH=<ABILITY>\ Usage : CAST WISH (FOR)([TARGET NAME]) (...) \n\r\ Example : cast wish for hassan to turn into a frog\n\r\ Example : cast wish to be recalled\n\r\ Example : cast wish to teleport to smurfy road\n\r\ Example : cast wish for more strength\n\r\ Example : cast wish for 1000 gold coins\n\r\ Example : cast wish for the one ring\n\r\ Example : cast wish for hassan to be immune to fire\n\r\ Example : cast wish for bob to be higher level\n\r\ This, the most powerful of magic spells, causes the spellcasters wish \ to come true. The cost to cast the spell is all of the casters mana \ plus 25 experience points, and will require a lengthy recovery before \ it can be cast again. The cost for having the wish granted may \ range from nothing more, to further experience drains, to the loss \ of a level, and/or a point of permanent Constitution. Wishing \ for changes in level to players or items is the most costly, as it will \ cause the caster to lose at least as many levels as he wishes \ the target to gain or lose. Unlike Limited Wish, even very powerful \ wishes may be cast another target, provided they are in the room when the wish is cast! \ Wish also costs half the experience drain that Limited Wish does. SPELL_WIZARDLOCK=SPELL_WIZARD_LOCK SPELL_WIZARD_LOCK=<ABILITY>\ Usage : CAST "WIZARD LOCK" [TARGET NAME] \n\r\ Example : cast "wizard lock" chest\n\r\ When cast on any object with a lid or lock, whether it be door or container, \ the object will become magically locked. This lock cannot be picked by \ thieves, or unlocked by any mundane means. When the caster revokes this \ spell, or the spell expires, the object will remain in its default locked \ state, but the lock will be mundane. The lock will always be permanent if \ the caster owns the room, or is following someone who owns the room. SPELL_WIZARDSCHEST=SPELL_WIZARDS_CHEST WIZARD_CHEST=SPELL_WIZARDS_CHEST SPELL_WIZARDS_CHEST=<ABILITY>\ Usage : CAST "WIZARDS CHEST" [TARGET NAME] \n\r\ Example : cast "wizards chest" chest\n\r\ This spell only works when cast on an open container with a lid and a lock. This \ spell will cause the container to lock up tight, and reopen only by the casters \ hand, or when the caster says the word "open" to the container. SPELL_WORDRECALL=SPELL_WORD_OF_RECALL SPELL_WORD_OF_RECALL=<ABILITY>\ Usage : CAST WORD OF RECALL\n\r\ Example : cast word of recall\n\r\ This spell is equivalent to the divine skill Recall. However, the spell \ does not cause any withdrawal penalties during combat. SPELL_YOUTH=<ABILITY>\ Usage : CAST YOUTH [TARGET]\n\r\ Example : cast youth bob\n\r\ This spell will cause the target to draw closer to the ideal age of young adulthood. \ It has no effect on children, or those for whom age is indeterminate.