dawn/notes/
dawn/src/
dawn/src/docs/
#HELPFILEDATA
colourcode `
security 7
END

#HELPENTRIES
keyword -REALMS SPHERES SEASONS ELEMENTS~
category undefined~
see_also SPINFO MAGIC-SYSTEM~
text Spell casters must study certain sources of power, from the Realms, Spheres,
and Seasons/Elements of magic in order to be able to obtain and cast spells.
There are several unique classes of spellcasters, each with their own 
source of power. The mage draws power for spell casting from realms of magic.
The cleric draws power for prayers from spheres.  Druids draws power for 
summoning from the elements and seasons.`+
`+
Each spell requires certain sources of power as specified in each spell's 
help text.  You should practice your sources of power as high as possible to 
increase the chances that you will receive spells upon leveling.  It will 
also increase your chances of teaching and/or learning the appropriate 
spells as well.
 
`GREALMS:`w
Abjuration       Alteration         Charm           Conjuration
Enchantment      Evocation          Foretelling     Illusion
Necromancy       Phantasm           Summoning       Wild
Essence
 
`GSPHERES:`w
Body             Combat             Convocation     Creation
Death            Divination         Elemental       Healing
Mind             Nature             Protection      Time
Weather
 
`GELEMENTS/SEASONS`w
Air              Animal             Earth           Fire
Land             Moon               Plant           Sun
Water
Autumn           Spring             Summer          Winter
 
For help on what any of these are for, just type help & the name of what you 
are looking for.
~
END

keyword ABJURATION ALTERATION CHARM CONJURATION ENCHANTMENT ESSENCE EVOCATION FORETELLING ILLUSION NECROMANCY PHANTASM SUMMONING WILD~
category undefined~
see_also SPINFO MAGIC-SYSTEM~
text `+
Mages must learn spells from the different realms of magic.  Below is a 
listing of the various realms and their descriptions.`+
`+
`GREALMS:`=?`+
abjuration      spells of anti-magic, that protect and dispel`+
alteration      spells that change the physical nature of things`+
charm           spells that allow you to control others`+
conjuration     spells that create something from nothing`+
enchantment     spells that enhance weapons and armors`+
evocation       offensive magics used for combat`+
foretelling     spells of enhancing senses and divining`+
illusion        magics for concealing`+
necromancy      spells that affect life force and physical condition`+
phantasm        spells of trickery and summoning images`+
summoning       spells of transporting`+
wild            spells of unpredictable, chaotic nature`+
essence         spells of the essence of the elementals`+
`+
`RFor a list of the spells in these realms use SPINFO.`+
`+
~
END

keyword MAGIC SPELLS CSPINFO SPINFO SINFO~
category undefined~
see_also -REALMS MAGIC-SYSTEM SPINFO-KEY~
text `BSyntax:`w spinfo <spell realm or sphere>
        sinfo <part of spell name>
        cspinfo <class>
        help <spell name>
        help <realm or sphere name>
 
* Spinfo with no arugument will list all the available realms and spheres.
 
* Sinfo allows you to search for spells and returns the info from cspinfo
  and spinfo (ie sinfo poi)
 
* Spinfo with an arugument will list the spells in the specificed sphere or
  realm. (ie spinfo enchantment)
 
* cspinfo will list the spells available to a certain class.
  (ie cspinfo mag)
 
* help <realm or sphere name> Will explain what that realm or sphere is
  specificially about. (ie help 'enchantment')
 
* help <spell name> Will give help on what a particular spell does.
  (ie help 'acid blast')
~
END

keyword MOONS~
category undefined~
text The moon only has an affect on Mages, and Spellfilchers to a lesser extent.

The waxing and waning of the moons affects your spell casting abilities.  
The moons' affects will mainly only work during the night.  As the moons 
gets higher, your casting strength will increase.... and the other way 
around obviously.  Also certain times of the year have stronger moons, 
and every once and a while there is an eclipse.  All these things will 
have an effect.  The details are not disclosed on purpose, you are meant
to use your common sence to use the affects to your advantage.  

You can check the status of the moon at anytime during the night by typing 
weather and you must obviously be outdoors.
~
END

keyword MAGIC-SYSTEM SPELL-SYSTEM~
category undefined~
see_also REALMS MAGIC SPELL SPINFO MOONS~
text Under the new DOT codebase, spell casting classes have a much 
greater control over what spells they learn. Gone are the days of being 
guaranteed a certain spell simply by gaining a level. 
Now, each spell caster chooses different spell Spheres and Realms that 
dictate what spells will be available during their character's life. As 
you gain experience, other spheres and realms can be gained (see also 
help GAIN) to increase your character's spell casting ability. 
 
Also the time of month and year affects a mages and spellfilchers casting
ablities. (See help moons for more info)
 
- There are 3 ways you can gain a spell:
 
`GTeaching`=? - This is when you are taught a spell by another character who 
  already knows the spell. This method has the greatest chance of success.
 
`GStudying`=? - you can learn a spell by studying it from a scroll.
 
`GLevelling`=? - when you level a series of random checks are made to see if you 
  learn a new spell. The higher your level and the higher percentage you
  have all the realms and spheres for a certain spell practised, the better
  chance you have of learning it.
  Technically, it is possible for a second level mage to learn acid blast,
  but that would be a rare case indeed! (about 1 in 100,000)
 
`RNotes:`=? 
- You must have ALL the requirements `Yfor your class category`=?
  (`rrealm`=? for mage based, `Gsphere`=? for cleric based, `Belement&season`=? for druid)
- To see what realms and spheres give what spells type spinfo.
- To encourage role-playing and character interaction, the system is 
  designed to make it easier to gain a spell by being taught from another
  player.  (rather than by gaining levels)
- There are some spells that are classified as role-playing spells, You 
  can't get these spells by levelling, only teaching and studying.
- Mages and Clerics will almost alway start getting spells at a lower level
  levels than the classes that are not specifically a magic class.
  e.g. spellfilchers, paladins, rangers and druids.  So be aware that it
  can be 10-20 levels before you start gaining spells if you are a
  non dedicated magic user.
 
~
END

keyword SPINFO-KEY CSPINFO-KEY~
category undefined~
see_also SPINFO REALMS MAGIC-SYSTEM MOONS~
text `=?
`=lSyntax:`=?
    spinfo <realm|sphere name>
 
The key used in spell info (SPINFO) shows which classes can get which spells
and identifies roleplaying spells.  A roleplaying spell is one which you can
only gain by either roleplaying it into existence, or someone teaches you the
spell, you can not gain a roleplaying spell by leveling.
 
The key is as follows.
    M - Mage
    C - Cleric
    D - Druid
    P - Paladin
    R - Ranger
    S - Spellflicher
    ! - Will not attack pc's
    * - Roleplaying spell
    x - Spell is not attainable anymore that class, but once was... The 
        spell is still usable by those who had the spell before it was
        removed for balance reasons.        
 
NOTES: SPINFO does not tell you what level a class gets a certain spell at,
your class might get that spell by level 3 on average, or it might get that
spell at level 80 on average... the level is different for every class.
~
END

keyword BODY COMBAT CONVOCATION -CREATION -DEATH DIVINATION ELEMENTAL HEALING MIND NATURE PROTECTION TIME -WEATHER~
category undefined~
see_also SPINFO MAGIC-SYSTEM ~
text `+
Clerics must learn their spells from the different spheres of magic.  
Below is a listing of the various spheres and their descriptions.`+
`+
`GSPHERES:`=?`+
body            communes to control ones body`+
combat          communes used in combat`+
convocation     communes that call for direct divine intervention`+
creation        communes of to create the essentials of life`+
death           communes to drain or empower the life force`+
divination      communes that enhance perception`+
elemental       communes that alter the pure forces of nature`+
healing         communes to alter the physical health`+
mind            communes to control ones mind`+
nature          communes that shape nature`+
protection      communes that grant protection`+
time            communes to manipulate the time`+
weather         communes to manipulate the weather`+
`+
`RFor a list of the spells in these spheres use SPINFO.`=?`+
~
END

keyword AIR EARTH FIRE LAND MOON PLANT SUN WATER AUTUMN SPRING SUMMER WINTER ANIMAL~
category undefined~
see_also SPINFO MAGIC-SYSTEM~
text `+
Druids must learn their spells from the different elementals and seasons of 
magic.  Below is a listing of the various elements/seasons and their 
descriptions.`+
`+
`GELEMENTS:`=?`+
air             summons that call on the elements of air`+
animal          summons the powers of nature's animals`+
earth           summons that call on the elements of earth`+
fire            summons that call on the elements of fire`+
land            summons that offers resistance to the elements`+
moon            summons that call on the lunar power`+
plant           summons that call on the vegetation`+
sun             summons that call on the solar power`+
water           summons that call on the elements of water`+
`GSEASONS:`=?`+
autumn          summons related to the autumnal seasons`+
spring          summons related to the vernal seasons`+
summer          summons related to the summer seasons`+
winter          summons related to the winter seasons`+
`+
`RFor a list of the spells in these elements/seasons use SPINFO.`=?`+
`+
~
END

EOF~
#$