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Skill

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Casting Time

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Specialization (click to show helpfile)

acid ball 72 3 Attacks Tor recall lens;w;s;w 11;n
SKILL acid ball: Available at level 72, requires acid fists.
Specializations: sorcery
Casting time: 3 Attacks
Syntax: cast 'acid ball'        
Syntax: cast 'fireball'        
Syntax: cast 'cone of cold'    
Syntax: cast 'lightning storm' 
Syntax: cast 'gas cloud'
Syntax: cast 'thunderclap' 

These sorcery spells are area effect attacks.  They will affect everyone
in the room with the caster who is not considered 'safe'.  The primary 
target (if there is one), will take more damage than everyone else who
is affected.  Targets get a saving throw to take less damage.  If they
fail this save, they may be affected by a carrier attack as well, as may
any item left in the room.
Categories: spell sorcery 
Last updated by: Arawn, 03/05/2010
acid blast 34 2 Attacks Tor recall lens;w;s;w 11;n
SKILL acid blast: Available at level 34, requires acid spray.
Specializations: sorcery
Casting time: 2 Attacks
Syntax: cast 'incinerate'     
Syntax: cast 'ice shard'      
Syntax: cast 'eldritch bolt'  
Syntax: cast 'lightning bolt' 
Syntax: cast 'acid blast'     

These spells are more potent sorceries. Each one deals damage to an 
opponent, who gets a saving throw to reduce the damage. If the saving 
throw is missed, a carrier attack may also be applied to the target.
Categories: spell sorcery 
Last updated by: Arawn, 06/16/2010
acid fists 57 1 Attacks Tor recall lens;w;s;w 11;n
SKILL acid fists: Available at level 57, requires acid blast.
Specializations: sorcery
Casting time: 1 Attacks
Syntax: cast 'acid fists'
Syntax: cast 'fire fists'
Syntax: cast 'ice fists'
Syntax: cast 'shocking fists'
 
These spells surround the caster's hands (or claws) with the appropriate 
magical aura. Successful unarmed attacks will inflict extra damage, and 
possibly affect the victim with secondary effects based on the spell.
 
Casting a new fist spell will replace a previously cast one.
 
POISON FISTS may stack with other fist spells. The other fist spells do not
stack with one another, unless it is a spell stacking with a racially
provided affect or one gained from a piece of equipment.
Categories: spell sorcery 
Last updated by: Matreya, 07/22/2008
acid spray 18 1 Attacks Tor recall lens;w;s;w 11;n
SKILL acid spray: Available at level 18, requires magic missile.
Specializations: sorcery
Casting time: 1 Attacks
Syntax: cast 'acid spray'     
Syntax: cast 'burning hands'  
Syntax: cast 'chill touch'    
Syntax: cast 'shocking grasp' 
 
These are the basic sorcery damage spells, each one deals damage to the target,
who gets a saving throw to take less damage.
 
Categories: spell sorcery 
Last updated by: Arawn, 03/05/2010
adrenaline control 14 Marval recall lens;w;s;w 11;u
SKILL adrenaline control: Available at level 14, requires mind over body.
Specializations: psionics
Syntax: psionic 'adrenaline control' 
 
This psionic power gives the user control over their adrenaline, 
raising their body's stamina.
 
This will let you push your body a bit more than you probably should.
Categories: psionics 
Last updated by: Matreya, 07/22/2008
aerobatics 1 SELF TAUGHT
 SKILL aerobatics: Available at level 1
Specializations: animal
This skill represents the ability to perform complex aerial tricks while
flying.  It's checked automatically, and provides a bonus to-hit and
to-not-be-hit while flying.
Categories: skill animal combat 
Last updated by: Matreya, 07/22/2008
air shield 62 Marval recall lens;w;s;w 11;u
SKILL air shield: Available at level 62, requires tk shield.
Specializations: psionics
Syntax: psi 'air shield'  
 
This psi skill creates a shield of telekinetic air movement, which deflects
incoming ranged attacks, whether thrown or fired. Should a projectile be
fired from within a room, deflection is not guaranteed at that range.
 
An air shield will also deflect the airborne blood from a BLOODBATH spell. 
Categories: psionics 
Last updated by: Evarius, 09/18/2012
alchemy 60 Charlettar recall lens;e 2;n 2;use axe;n 2;w;s
SKILL alchemy: Available at level 60, requires herbalism.
Specializations: enchanting, crafter, witchcraft
Syntax: alchemy  ''   
   (parameter)
 
Alchemy allows an alchemist to make either potions, pills, or salves, using
herbs. It requires a TOOL, typically, an alchemy set or kit. The herbs can
be found with the HERBALISM skill.
 
Within the syntax,  indicates which herbs in your inventory to use.
Their quality helps to determine the maximum potency of the item created.
 
The spell name is the name of the spell that the item will contain. It must
be a spell that is ordinarily cast on yourself, or a friend.
  
Item type is one of: potion, pill, or salve
 
Item level is the lowest level able to use the item. The item's level
cannot be lower than the level of the spell it holds -5.
Spell level is the power the item contains.
 
Both spell level and item level are restricted by the following criteria:
Cannot be higher than the alchemist's alchemy skill.
Cannot be higher than the alchemist's skill in the desired spell.
Cannot exceed the quality of the herbs.
Cannot exceed the caster's level.
 
A +5 level maximum is granted if alchemy is done in a laboratory room.
 
An optional parameter can be added for spells that would normally need
extra arguments. For instance, to make a CURE DISEASE pill, you would
need a parameter to specify which disease to heal.  In this case, the
parameter would need to be "self plague". (The 'self' takes the place of
the target of the spell).
 
The finished product is a 'crafted item' and as such, can be restrung for
free once with the DETAIL command.
Categories: skill enchanting crafting witchcraft 
Last updated by: Evarius, 09/10/2011
animal aspect 51 Full Round Neistah recall lens;w;s;w 7;s
SKILL animal aspect: Available at level 51, requires animal eyes.
Specializations: druid
Casting time: Full Round
Syntax: cast 'animal aspect' 
 
This spell allows a druid to absorb the characteristics of a target
animal. The characteristic absorbed is fairly random, but related
to the animal in question.
Categories: spell druid 
Last updated by: Matreya, 08/22/2008
animal eyes 31 Full Round Neistah recall lens;w;s;w 7;s
SKILL animal eyes: Available at level 31, requires inhabit familiar.
Specializations: druid
Casting time: Full Round
Syntax: cast 'animal eyes' 
 
This spell allows the caster to get a glimpse of the world through
the eyes of an animal.
Categories: spell druid 
Last updated by: Evarius, 03/22/2010
animal friendship 3 Full Round Neistah recall lens;w;s;w 7;s
SKILL animal friendship: Available at level 3
Specializations: druid
Casting time: Full Round
Syntax: cast 'animal friendship'
 
This spell makes the caster appear friendly to animals, so they won't
attack the caster unless provoked.
Categories: spell druid 
Last updated by: Evarius, 09/07/2011
animal handling 13 Neistah recall lens;w;s;w 7;s
SKILL animal handling: Available at level 13, requires animal friendship.
Specializations: barbarism
Syntax: pet  
 
Animal Handling is the skill to turn an animal into your PET. You must be 
at least 10 levels higher than the animal you are trying to pet. To pet an 
animal: SUBDUE it, BIND it, and then type 'pet '.
 
Certain affects, such as sanctuary, will be lost when a mob is petted.
 
Not all animals can be made into pets. Certain attributes they possess may
render them 'inappropriate' as pets. In addition, sentient beings and
the undead cannot be made into pets at all. 
 
Animal Handling does not allow you to exceed the 1 pet rule either.
 
You can rid of unwanted pets with the 'dismiss pet' command.
Categories: skill barbarism druid pet 
Last updated by: Evarius, 03/06/2011
animal lore 23 Neistah recall lens;w;s;w 7;s
 SKILL animal lore: Available at level 23, requires animal handling.
Specializations: barbarism
Syntax: animallore 
Syntax: animallore 
 
This skill gives information about different animal types that are found 
in the world of Lensmoor. It covers the range of commonly known races.
Categories: barbarism 
Last updated by: Evarius, 09/30/2010
animal summoning 25 1 Attacks Neistah recall lens;w;s;w 7;s
 SKILL animal summoning: Available at level 25, requires animal friendship.
Specializations: druid
Casting time: 1 Attacks
Syntax: cast 'animal summoning'
 
This spell attempts to summon nearby animals to the caster's aid. The summoned
creatures are not controlled in any way, but if the caster is fighting,
they will aid the caster in the fight.
Categories: spell druid 
Last updated by: Matreya, 08/22/2008
animal training 32 Neistah recall lens;w;s;w 7;s
 SKILL animal training: Available at level 32, requires animal handling.
Specializations: barbarism
Syntax: pet train 
Syntax: pet train remove 
Syntax: pet train
 
Animal Training allows you to teach your PET new skills or cure them of bad
habits (pet train remove ). Type 'pet train' for a list of skills a 
pet can learn (you do not need to know the skill to view this list).
 
Adding or removing a skill from a pet will cost the trainer 1 practice
session per skill.
 
Animal Training also allows you to give your pet multi-command orders.
See HELP ORDER for more info.
Categories: skill barbarism pet 
Last updated by: Evarius, 11/02/2011
animate dead 50 Full Round Rakash Grimo Top of Necromancer's Tower
SKILL animate dead: Available at level 50, requires control undead.
Specializations: necromancy
Casting time: Full Round
Syntax: cast 'animate dead'  
 
This spell reanimates a recently deceased creature into a zombie and binds
it to the caster's control. Eventually, this control will wear off. If at
any point the zombie is killed, it cannot be reanimated a second time.
Categories: spell necromancy 
Last updated by: Evarius, 09/23/2010
animate golem 50 Full Round Xilan recall lens;w;s;w 10;2
SKILL animate golem: Available at level 50, requires enchant item.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'animate golem'  
 
This spell breathes life into a crafted golem or figurine. Golems are much 
larger and stronger than the equivalent figurine. Different materials 
produce golems with different properties. 
 
The golem's keyword is the same as the item it was crafted from, unless a 
naming conflict exists, in which case it becomes "golem". 
 
Golems and figurines are produced from various materials using various 
crafts. See: WOODWORKING, GLASSBLOWING, STONEWORKING, POTTERY, BLACKSMITH 
 
A golem can be turned back into an item with the "Deactivate " 
command. To issue commands to a golem, see help ORDER.
Categories: spell enchanting 
Last updated by: Evarius, 12/02/2011
animate shadow 66 1 Attacks Jasper recall lens;w;s;w 6;n
SKILL animate shadow: Available at level 66, requires shadow shield.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'animate shadow'  
 
This spell causes the target's shadow to come to life, attacking him or 
her. The target gets a saving throw, and if successful, the shadow will 
turn on the caster! 
 
Remember that this is an AGGRESSIVE spell, and will start combat. 
 
Also, use it VERY sparingly in newbie/lowbie areas (level 30 and under). If 
you do use them there, you must clean up after yourself. DO NOT leave these 
aggressive mobs in newbie/lowbie areas or along newbie/lowbie routes. 
 
See also help NEWBIEFRIENDLY. 
 
Until future notice, the mobs summoned by this spell will disappear if attacked
by a player.
Categories: spell illusions 
Last updated by: Dahani, 07/07/2012
anti-magic aura 64 Marval recall lens;w;s;w 11;u
SKILL anti-magic aura: Available at level 64, requires tk shield.
Specializations: psionics
Syntax: psionic 'anti-magic aura'  
 
This skill creates a magic dampening field around the psionicist. This 
shell can prevent the magical effects of weapons from working, either for
or against the psionicist. Success is not a certain thing either, the 
psionicist's skill with this power will help determine whether an attack 
gets through.
 
Due to the nature of this field, the psionicist's spells require more mana 
to cast while this power is in effect. 
Categories: psionics 
Last updated by: Evarius, 05/22/2011
appraise 10 the hand recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
SKILL appraise: Available at level 10
Specializations: thieving
Syntax: appraise 
Syntax: appraise shop 
 
The appraise skill allows a player to get a rough estimate as to the true
value of some object. Objects for sale at shops can be appraised also.
 
Appraise will also allow you to know the true origin of any letters
or crafted items.
Categories: skill thieving shop 
Last updated by: Evarius, 11/24/2011
armor 2 Full Round Raena recall lens;w;s;w 4;n
SKILL armor: Available at level 2
Specializations: protection
Casting time: Full Round
Syntax: cast 'armor' 
 
This spell improves its target's armor class. Similar spells include:
SHIELD and STONE SKIN.
 
---------------------------------------------------------------------------
Armor (object) is what protects you from damage. The more armor you have,
the more protected you are. Armor is divided into 5 different categories,
and is worn on different parts of the body.
 
Pierce:  How well protected you are from piercing attacks
Blunt :  How well protected you are from blunt attacks
Slash :  How well protected you are from slashing attacks
Magic :  How well protected you are from magical attacks
Global:  Added protection against all forms of attack. This is the kind of
         defense you usually get from spells.
 
When IDENTIFYING armor, the values listed beside 'Armor' refer to the
maximum protection it can potentially provide. 'Modified Armor' refers to
how much protection it currently provides to you. If the armor is damaged
from combat or is too high level for you, it will be modified accordingly.
 
Damaged armor can usually be REPAIRED -- see helpfile for more details.
 
It is also possible for armor to be made into EQUIPMENT SETS by the 
immortal who built them. When wearing all pieces of a specific set, you
will be given a bonus. What the bonus is may be mentioned when you wear the 
the set, but it may be left for a player to discover the set bonus.
Categories: spell protection score 
Last updated by: Evarius, 10/01/2010
armorsmith 15 Ralph recall lens;e 11;n;e 6;s 2;e 12;n 7;e;n;w;n;w;n;e;n 6;w 3;n
SKILL armorsmith: Available at level 15
Specializations: crafter
Syntax: armorsmith    
Syntax: armorsmith   
 
Armorsmith is the CRAFTING skill that allows a smith to create different
pieces of combat-worthy armor. Only certain materials can be used. The 
finished product's weight and its durability will be determined by what
material it is made out of.
 
The Wear Locations are: arms  body  feet  hands  head  legs  shield
 
If a crafted piece of armor has not been detailed yet, its AC (ARMOR CLASS)
properties can be altered. However, these properties can only be raised at
the expense of equally lowering another property and you cannot reduce a
property lower than the armor's level/4.
 
The AC properties are: bash*  slash  pierce  exotic*
 
* It's an inconsistency, but bash/exotic is actually blunt/magic protection.
Categories: skill crafting 
Last updated by: Evarius, 02/03/2013
astral form 40 Full Round Bethanee recall lens;w;s;w 9;s
SKILL astral form: Available at level 40, requires pass door.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'astral form'
Syntax: cast 'astral form' familiar 
 
The astral form spell allows you to cross the boundaries between the real
world, and the spirit world, turning you into a ghost of sorts. 
 
While moving in the astral plane, you can only be harmed by magical
attacks. You are able to pass through most surfaces, and are not bound by
gravity. It is harder for those in the real world to detect you, and you
receive a heightened awareness to invisible and magical fields. While
astral, you do not use vitality when moving or running.
 
There are some drawbacks though. Except for what you take to the astral 
plane with you, you are unable to affect any physical objects while in 
spirit form.
 
You can use the 'vis astral' command to end your astral journey before the
spell expires.
Categories: spell conjurer movement 
Last updated by: Evarius, 11/28/2011
astrology 31 Bethanee recall lens;w;s;w 9;s
SKILL astrology: Available at level 31, requires lore.
Specializations: divining, witchcraft
Syntax: astrology (target)
 
A person's birthday is significant in how they fit into the universe. The
astrology skill allows the user to endow recipients with the gifts of their
birth date. Each day of the week has a different significance as well as 
each month. A more successful use of the skill can gain benefits from both. 
 
If no target is specified, astrology will default to the user.
 
Note: Anyone can recite the knowledge of what their sign does. Knowing the
skill is only necessary for gaining magical benefits.
 
See help CALENDAR to get an idea of possible birth dates.
Categories: skill divining witchcraft 
Last updated by: Evarius, 01/12/2013
augury 26 Graah-kt recall lens;e 9;s 3;e 6;n 2
SKILL augury: Available at level 26, requires trophy.
Specializations: necromancy, divining, witchcraft
Syntax: augury 
 
Augury is the art of telling the future by reading the entrails of
various creatures.  The augurer can attempt to read the future by
concentrating on the guts of a victim, and as is often the case, belief
in the reading will have a real affect on how events turn out.
Categories: skill necromancy divining witchcraft 
Last updated by: Matreya, 08/22/2008
aura attunement 45 Marval recall lens;w;s;w 11;u
 SKILL aura attunement: Available at level 45, requires aura sight.
Specializations: psionics
Syntax: psionic 'aura attunement' 
 
Aura attunement allows you to strongly imprint your aura on an item. Among 
other things, this provides combat bonuses for weapons attuned to their
users. This affect is NOT permanent, it lasts until you log off.
 
See also help 'AURA LOCATOR'
Categories: psionics 
Last updated by: Arawn, 04/05/2017
aura locator 47 Marval recall lens;w;s;w 11;u
SKILL aura locator: Available at level 47, requires aura attunement.
Specializations: psionics
Syntax: psionic 'aura locator'
 
Aura locator informs you of the location of all items you are strongly 
attuned to. This includes expressly attuned items, as well as 'personal'
items, such as your corpse and beacon.
 
See also help AURA ATTUNEMENT.
Categories: psionics 
Last updated by: Evarius, 04/27/2012
aura mask 33 Full Round Bethanee recall lens;w;s;w 9;s
SKILL aura mask: Available at level 33, requires invisibility.
Specializations: illusions, bard
Casting time: Full Round
Syntax: cast 'aura mask'
Syntax: cast 'aura mask' 
 
The Aura Mask spell hides the caster's AURA, allowing them to avoid having 
their ALIGNMENT detected through basic means. 
 
This effect can also prevent magical items from rebelling against the user 
due to their alignment. However, it can only mask a limited degree of good 
or evil. Those who are strongly aligned to good or evil may still have 
problems with their equipment.
Categories: spell illusions bard 
Last updated by: Evarius, 09/23/2010
aura sense 32 Mirdrin Tikol (under lake, in cavern)
SKILL aura sense: Available at level 32, requires sense life.
Specializations: psionics
Syntax: psionic 'aura sense' 
Syntax: psionic 'aura sight' 
 
These skills allow the psionicist to read the aura from an item.
 
Aura Sense reads the aura to reveal who the last person to drop the item 
was and whether there is a strong connection between the item and a person.
 
Aura Sight reads the aura to allow the psionicist to look into the room 
where the last person to touch the item currently is. 
 
Note: Although an AURA MASK can prevent an aura from being left on an item,
a SCRY SHIELD will not protect against this form of psionic power.
Categories: psionics 
Last updated by: Evarius, 09/22/2012
aura sight 43 Mirdrin Tikol (under lake, in cavern)
SKILL aura sight: Available at level 43, requires aura sense.
Specializations: psionics
Syntax: psionic 'aura sense' 
Syntax: psionic 'aura sight' 
 
These skills allow the psionicist to read the aura from an item.
 
Aura Sense reads the aura to reveal who the last person to drop the item 
was and whether there is a strong connection between the item and a person.
 
Aura Sight reads the aura to allow the psionicist to look into the room 
where the last person to touch the item currently is. 
 
Note: Although an AURA MASK can prevent an aura from being left on an item,
a SCRY SHIELD will not protect against this form of psionic power.
Categories: psionics 
Last updated by: Evarius, 09/22/2012
axe 1 Felamar recall lens;w;s;w 4;s
SKILL axe: Available at level 1
Specializations: weaponmaster, barbarism
Each weapon skill applies to a specific group of armaments and determines
how well a character fights with a particular weapon.
 
If a character has the PARRY skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at 
both his weapon and his opponent's.
 
Your weapon skill can also modify the amount of damage you deal: It will be
increased if your weapon skill is greater than the to-hit cap (90%) and
decreased for very low skill levels. The boost or penalty is a percentage
of the damage you deal normally, based on how much over (or under) the
threshold your modified skill is.
 
The weapon skills consist of the following:
 
axe         the use of axes, ranging from hand to great (but not halberds).
dagger      the use of knives and daggers, and other stabbing weapons.
flail       skill in ball-and-chain type weapons.
mace        this skill includes clubs and hammers as well as maces.
polearm     the use of pole weapons (except spears), including halberds.
spear       this skill covers both spears and staves, but not polearms.
sword       the warrior's standby, from rapier to claymore.
whip        the use of whips, chains, and bullwhips.
exotic      the use of strange, magical weapons.
bow         the use of bows and crossbows as ranged weapons.
sling       the use of slings as ranged weapons.
 
(The exotic skill cannot be purchased and is dependent solely upon level)
  
For additional information on weapons: 
See help SHOOT (for help on ranged weapons)
See help WEAPON FLAGS (for help on weapon flags and their effects)
See help ADVANCED WEAPON SKILLS (for a list of skills that require weapons)
Categories: skill weapon weaponmaster paladin barbarism combat 
Last updated by: Azshanna, 10/07/2019
backstab 20 1 Attacks a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
SKILL backstab: Available at level 20, requires sneak.
Specializations: thieving, assassination
Use time: 1 Attacks
Syntax: backstab 
 
The backstab skill is a means of initiating combat with a sneaky attack 
that targets a victim's vulnerable spot on their back. 
 
Extra damage is dealt if backstabbing is successful.
 
Daggers are usually used for backstabbing, but it can be done with any
type of weapon; larger weapons suffer penalties to making this attack.
Categories: skill thieving assassination combat 
Last updated by: Matreya, 07/22/2008
bandage 25 Sirac Top of Cleric's Tower
SKILL bandage: Available at level 25, requires diagnose.
Specializations: healing
Syntax: bandage  
 
The bandage skill allows a character to use bandaging to help heal 
themselves or a friend. The skill takes time (hence a movement loss) to use 
and is not failsafe. Failures can end up aggravating the target's wounds. 
Bandaging is only useful to a point. If a character is too badly damaged, 
you may need to resort to other means of healing. 
 
You must have bandages or a similar tool in order to use this skill. 
Categories: skill healing 
Last updated by: Matreya, 07/22/2008
bar room 35 Full Round Eberre recall lens;w;s;w 7;n
SKILL bar room: Available at level 35, requires mage lock.
Specializations: protection
Casting time: Full Round
Syntax: cast 'bar room'
 
The 'bar room' spell creates a shimmering force shield that prevents
non-magical movement, both into and out of a room.
 
A barred room affects all mobs and criminals, but depending on its caster,
the field will also affect (or not affect) others:
  
 a) When cast by a mob, it will affect everyone.
  
 b) When cast by a npk, it will not affect other players or their charmies.
 
 c) When cast by a pk char, it will also affect in-range pkers and their
    charmies (heroes will count as lvl 91s and can bar lvl 86s; charmies
    will be barred based on their owner's level, not their own level).
 
Be careful in casting this spell. Restricting other people's movements or
trapping them in a room is considered an aggressive act. 
 
To remove a bar, you may use the KNOCK spell to bring it down, or try to 
disenchant it with the DISENCHANT AREA spell.
 
To prevent magical movement in a room, see help PLANAR SEAL.
Categories: spell protection room 
Last updated by: Evarius, 07/02/2011
barkskin 47 Full Round Neistah recall lens;w;s;w 7;s
SKILL barkskin: Available at level 47, requires breathe water.
Specializations: druid
Casting time: Full Round
Syntax: cast 'barkskin'
Syntax: cast 'barkskin' familiar
 
This spell makes the caster's skin hard and bark-like, providing a resistance 
to blunt attacks, but at the same time making the caster more vulnerable to 
fire-based attacks. ENTs will not find much use for this spell as their 
skin is already made of bark.
Categories: spell druid 
Last updated by: Evarius, 03/21/2010
bash 4 1 Attacks Hakor recall lens;w 4;n 2;e 5
SKILL bash: Available at level 4, requires shield block.
Specializations: barbarism, animal
Use time: 1 Attacks
Syntax: bash 
Syntax: bash 
 
The bash skill is a brute-force attack designed to knock opponents to their
knees. Successful use of this skill depends on many factors, including:
one's bashing skill, weight, and the opponent's size. Bashing a dragon is
not generally a wise idea. 
 
Bash can also be used to open closed doors. Not all doors can be bashed in,
and the 'basher' is likely to take some damage when bashing a door.
Categories: skill barbarism animal combat 
Last updated by: Matreya, 07/22/2008
batter 51 2 Attacks Felamar recall lens;w;s;w 4;s
SKILL batter: Available at level 51, requires beat.
Specializations: barbarism
Use time: 2 Attacks
Syntax: beat   
Syntax: batter 
Syntax: maul   
 
These are advanced mace skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the 
opponent you are directly fighting.
 
Beat deals twice the normal damage, but takes an attack to recover.
 
Batter uses the weight of the weapon to force its way through parry 
attempts.  It also deals twice the normal damage, taking an attack to 
recover, but cannot be parried.
 
Maul hits three times as hard as normal, but takes three attacks to recover.
Categories: barbarism skill weapon 
Last updated by: Evarius, 10/27/2013
battlecry 28 1 Attacks Roth recall lens;w 4;n 2;e 5;s
SKILL battlecry: Available at level 28
Specializations: barbarism
Use time: 1 Attacks
Syntax: battlecry 
 
This skill allows the warrior to emit a mighty warcry, boosting the morale 
of his or her entire group. The increased morale will also result in either 
an increased chance to hit or an increased amount of damage done.

Categories: skill barbarism group 
Last updated by: Arawn, 08/21/2014
beacon 27 Full Round Omelia recall lens;w;s;w 9;n
SKILL beacon: Available at level 27, requires minor gate.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'beacon' 
 
This spell creates a long iron stake, that the caster can use as a beacon 
to guide their teleportation. The beacon can be left somewhere, and casting 
this spell a second time will transport the caster back to the beacon. 
 
In some situations, the caster will be unable to leave their current room. 
The beacon will stay in place. In other situations, it may be hard to get a 
fix on the beacon's position. In these cases, the beacon will be returned 
to the caster. 
 
The beacon lasts for one successful return trip. 
 
Leaving a beacon lying around in a well traveled area is an invitation for 
someone to move it to a place less desirable. Sorry, but that is the price
you pay for instant transport sometimes. 
Categories: spell conjurer 
Last updated by: Evarius, 09/11/2011
beast fusion 70 Full Round Mirdrin Tikol (under lake, in cavern)
SKILL beast fusion: Available at level 70, requires borrow attribute.
Specializations: necromancy
Casting time: Full Round
Syntax: cast 'beast fusion'  
 
This spell merges 2 bound creatures together into a warped, mutated beast.
If the caster is powerful enough, they can control the mutant, but there is
a chance that the mutant will break free of its controller's power.  
Categories: spell necromancy pet 
Last updated by: Matreya, 07/22/2008
beat 23 2 Attacks Felamar recall lens;w;s;w 4;s
SKILL beat: Available at level 23, requires mace.
Specializations: barbarism
Use time: 2 Attacks
Syntax: beat   
Syntax: batter 
Syntax: maul   
 
These are advanced mace skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the 
opponent you are directly fighting.
 
Beat deals twice the normal damage, but takes an attack to recover.
 
Batter uses the weight of the weapon to force its way through parry 
attempts.  It also deals twice the normal damage, taking an attack to 
recover, but cannot be parried.
 
Maul hits three times as hard as normal, but takes three attacks to recover.
Categories: barbarism skill weapon 
Last updated by: Evarius, 10/27/2013
beauty 15 Full Round Bethanee recall lens;w;s;w 9;s
SKILL beauty: Available at level 15
Specializations: bard, glamour
Casting time: Full Round
Syntax: cast 'beauty'
Syntax: cast 'beauty' familiar
 
Beauty is in the eye of the beholder, but this spell will raise your
character's CHARISMA, giving all the benefits associated with a 
glamourous life.
Categories: spell bard glamour 
Last updated by: Evarius, 09/30/2010
berserk 40 2 Attacks Roth recall lens;w 4;n 2;e 5;s
SKILL berserk: Available at level 40, requires battlecry.
Specializations: barbarism, animal
Use time: 2 Attacks
Syntax: berserk 
 
Berserking is the ability to enter an insane rage during combat. In 
addition to replenishing some of your health, its effects are not 
altogether unlike the FRENZY spell -- a huge surge of combat prowess, 
coupled with a disregard for personal safety. 
 
While berserk, if you make a kill, you may lose control of your rage and 
automatically attack the next available target. Similarly, after a kill,
your rage may also subside.
 
Note: going berserk removes your SUBDUE status if it applies.
Categories: skill combat barbarism animal 
Last updated by: Evarius, 01/03/2012
bind familiar 6 Full Round Bethanee recall lens;w;s;w 9;s
SKILL bind familiar: Available at level 6, requires animal friendship.
Specializations: druid, witchcraft
Casting time: Full Round
Syntax: cast 'bind familiar'  
 
This spell binds a small PET to you, and creates a mental link between the 
caster and the familiar. The target of this spell must be no more than 
level 15, and once bound, it can no longer level. 
 
Because of the mental link between caster and familiar, the caster can 
control his or her familiar at great ranges. In addition, the caster gets 
to see the world through the eyes of the familiar when ordering it to do 
things. If the familiar is in the same room as the caster, the caster's 
mana costs will be shared with the familiar. 
 
The downside is that if the mental link is broken suddenly, as when the 
familiar is killed, it causes such trauma to the caster that they 
immediately lose half of their remaining hit points. 
 
To control a familiar, "order familiar ". See also help SEND WILL.

There are also a number of spells that you can cast on familiars.
Please see help FAMILIAR SPELLS for a list of them.
 
Please note that familiars are controlled animals. They do not gain any 
magical ability to speak and should not talk. As animals, they should not 
be restrung to resemble animated shadows, the undead, sentients, or 
anything else that would not normally be tamable. 
 
Any type of possession is now logged. Feel free to use possessed mobs to
run around, explore, or to interact ICly, but please do not talk ooc type
channels with said possessed mob. ANY abuse of them to cause OOC problems
(such as harrassing others or spamming channels) will result in loss of
all casting ability.
Categories: spell druid witchcraft pet 
Last updated by: Evarius, 06/08/2012
bind person 10 1 Attacks the hand recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
SKILL bind person: Available at level 10
Specializations: assassination
Use time: 1 Attacks
Syntax: bind  
 
Binding is a way for you to take control of a character you have subdued.
It involves tying the victim up, so that all they can do is follow you, and
attempt to escape. (help ESCAPE) 
 
If your bind skill is high enough, you will automatically attempt to bind 
anyone you successfully subdue. This skill is also checked to allow you to 
take the possessions of subdued victims. Only NPC's are subject to this 
looting. Anyone can free a bound character using the FREE or DISMISS 
commands.

Also note that characters MUST have rope in their inventory in order to 
bind a subdued mob! Rope can be purchased in shops on both continents:

     - The General Store in Chancy
     - Adventurer's Supplies in New Lensmoor
     - Saly's Supplies in Semdea
 
Binding a player character is a hostile act that cannot be taken towards a 
non-PK player, and will earn a KILLER or OUTLAW flag just as attacking 
would.
 
There is also an AUTO BIND option.
Categories: skill assassination auto settings 
Last updated by: Evarius, 01/20/2012
black ice 90 2 Attacks Asgath Brewon Top of Warlock's Tower
SKILL black ice: Available at level 90, requires mummy rot.
Specializations: necromancy
Casting time: 2 Attacks
Syntax: cast 'black ice'  
 
This powerful spell causes the victim's blood to start freezing within 
their veins. The victim loses strength, dexterity, constitution, as their 
body temperature lowers, and their body is slowly consumed from the inside 
as their heart forces small chunks of ice through their veins. 
 
Warning: if the delayed damage caused by this spell kills someone, the game
does not award the kill to the caster. This limitation can interfere with
quests and pk. Use this spell at your own risk!
Categories: spell necromancy 
Last updated by: Evarius, 09/19/2009
bless 7 Full Round a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
SKILL bless: Available at level 7
Specializations: protection, paladin
Casting time: Full Round
Syntax: cast 'bless' (target)
Syntax: cast 'bless' 
Syntax: cast 'mass bless' (target)
 
The bless spells improve the to-hit roll and saving throw versus spell of 
the target character. 
 
Bless can be cast on a single person or item to temporarily bless it while 
Mass Bless will bless all items currently worn by the target of the spell. 
 
Bless and Mass Bless are DIVINE SPELLS, meaning your character must 
belong to, and follow the commandments of one of your land's deities in 
order for it to work.
 
Note: Mass Bless cannot be cast during combat.
Categories: spell protection paladin divine 
Last updated by: Evarius, 05/16/2011
          
        
bless weapon 56 Full Round a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
SKILL bless weapon: Available at level 56, requires bless.
Specializations: enchanting, paladin
Casting time: Full Round
Syntax: cast 'bless weapon' 
Syntax: cast 'curse weapon' 
 
These spells align a weapon, making it either holy or unholy, and as such,
doing a great deal more damage to the opposing alignment.
 
Neither of these spells will work on already aligned weapons.
 
These are both DIVINE SPELLS, you can only cast them when in the good
graces of your immortal.
Categories: spell enchanting paladin necromancy divine weapon 
Last updated by: Evarius, 09/30/2010
blindfighting 27 Roth recall lens;w 4;n 2;e 5;s
SKILL blindfighting: Available at level 27, requires sneak.
Specializations: assassination
This skill reduces the penalty for fighting an unseen opponent. It does not 
allow targeted attack types to be used against unseen opponents however, 
see SPATIAL AWARENESS for that. A deafened character cannot blindfight, as 
the skill utilizes sounds to know where the opponent is. This skill is 
checked automatically when needed. 
Categories: skill assassination combat 
Last updated by: Evarius, 09/23/2010
blindness 15 1 Attacks a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
SKILL blindness: Available at level 15
Specializations: witchcraft, glamour
Casting time: 1 Attacks
Syntax: cast 'blindness' 
 
This spell renders the target character blind, or in other words, unable to
see. See help CURE BLIND for a spell to remove blindness.
Categories: spell witchcraft glamour 
Last updated by: Evarius, 09/24/2010
blink 60 Full Round Mirdrin Tikol (under lake, in cavern)
SKILL blink: Available at level 60, requires teleport.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'blink'
 
Blink embues the caster's body with frenetic energy. This energy causes the
caster to randomly blink out of harm's way during a fight. 
 
Each potential blink costs the caster mana, however, and when the caster
runs out of mana, they can no longer blink. In addition the disorienting
affects of blinking reduce the caster's hit roll.
 
Blink may also be cancelled with the VISIBLE command (i.e. vis blink).
Categories: spell conjurer 
Last updated by: Matreya, 07/22/2008
bloodbath 61 1 Attacks Rakash Grimo Top of Necromancer's Tower
SKILL bloodbath: Available at level 61, requires harm.
Specializations: necromancy
Casting time: 1 Attacks
Syntax: cast 'bloodbath'  
 
Bloodbath uses the blood in a recently dead corpse to heal everyone in the 
room with the caster. The amount of healing is determined by the potency of 
the blood. 
 
A side effect of being covered in blood is a marked decrease in charisma. 
 
Note: Please do not use bloodbath in safe rooms to antagonize people. It
is just plain rude, and can get you in trouble.
Categories: spell necromancy 
Last updated by: Evarius, 10/30/2011
blur 40 Omelia recall lens;w;s;w 9;n
SKILL blur: Available at level 40, requires mind shield.
Specializations: psionics
Syntax: psionic 'blur'  
 
The psionicist blurs his outline, making it harder for opponents to land 
their attacks against him. 
Categories: psionics 
Last updated by: Evarius, 11/02/2010
borrow attribute 50 1 Attacks Rakash Grimo Top of Necromancer's Tower
SKILL borrow attribute: Available at level 50, requires drain life.
Specializations: necromancy
Casting time: 1 Attacks
Syntax: cast 'borrow attribute' 
 
This spell randomly drains the target of one attribute, while raising the
caster's attribute by the amount stolen.  The magic of this spell prevents
it from working on one already borrowing (or lending) an attribute.
Categories: spell necromancy 
Last updated by: Evarius, 11/24/2011
bow 4 Felamar recall lens;w;s;w 4;s
SKILL bow: Available at level 4
Specializations: weaponmaster
Each weapon skill applies to a specific group of armaments and determines
how well a character fights with a particular weapon.
 
If a character has the PARRY skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at 
both his weapon and his opponent's.
 
Your weapon skill can also modify the amount of damage you deal: It will be
increased if your weapon skill is greater than the to-hit cap (90%) and
decreased for very low skill levels. The boost or penalty is a percentage
of the damage you deal normally, based on how much over (or under) the
threshold your modified skill is.
 
The weapon skills consist of the following:
 
axe         the use of axes, ranging from hand to great (but not halberds).
dagger      the use of knives and daggers, and other stabbing weapons.
flail       skill in ball-and-chain type weapons.
mace        this skill includes clubs and hammers as well as maces.
polearm     the use of pole weapons (except spears), including halberds.
spear       this skill covers both spears and staves, but not polearms.
sword       the warrior's standby, from rapier to claymore.
whip        the use of whips, chains, and bullwhips.
exotic      the use of strange, magical weapons.
bow         the use of bows and crossbows as ranged weapons.
sling       the use of slings as ranged weapons.
 
(The exotic skill cannot be purchased and is dependent solely upon level)
  
For additional information on weapons: 
See help SHOOT (for help on ranged weapons)
See help WEAPON FLAGS (for help on weapon flags and their effects)
See help ADVANCED WEAPON SKILLS (for a list of skills that require weapons)
Categories: skill weapon weaponmaster paladin barbarism combat 
Last updated by: Azshanna, 10/07/2019
brawling 1 SELF TAUGHT
 SKILL brawling: Available at level 1
Specializations: barbarism, animal
This skill represents the knowledge of how to hit an opponent when unarmed. 
Unlike HAND TO HAND this doesn't do a great deal of damage, but it will 
allow you to land a hit or two when you have no weapons. 
Categories: skill barbarism animal combat 
Last updated by: Matreya, 07/22/2008
breathe water 12 Full Round Raena recall lens;w;s;w 4;n
SKILL breathe water: Available at level 12
Specializations: druid
Casting time: Full Round
Syntax: cast 'breathe water'  
 
Lensmoor has some rooms that are 'underwater'. If you remain in these 
rooms, you will start to run out of AIR, and then start drowning. You can 
die underwater, if you do not come up for air periodically. The breathe 
water spell will allow you to traverse these rooms without worry. 
Categories: spell druid 
Last updated by: Matreya, 07/22/2008
burning hands 10 1 Attacks Kalyphar recall lens;w;s;w 10;n
SKILL burning hands: Available at level 10, requires magic missile.
Specializations: sorcery
Casting time: 1 Attacks
Syntax: cast 'acid spray'     
Syntax: cast 'burning hands'  
Syntax: cast 'chill touch'    
Syntax: cast 'shocking grasp' 
 
These are the basic sorcery damage spells, each one deals damage to the target,
who gets a saving throw to take less damage.
 
Categories: spell sorcery 
Last updated by: Arawn, 03/05/2010
call lightning 23 3 Attacks Neistah recall lens;w;s;w 7;s
SKILL call lightning: Available at level 23, requires control weather.
Specializations: druid
Casting time: 3 Attacks
Syntax: cast 'call lightning' 
 
This spell works only when the caster is outdoors, and only when the 
weather is bad. It calls down lightning bolts from the Gods. 
Categories: spell druid 
Last updated by: Evarius, 11/05/2011
called shot 32 Roth recall lens;w 4;n 2;e 5;s
SKILL called shot: Available at level 32, requires feint.
Specializations: weaponmaster, assassination
Syntax: call 
 
Called Shot allows you to target a specific body location for your next
attack. It can either be used during combat, or beforehand, in preparation
for a fight. However, once a location has been selected, it must be cleared
before another one can be chosen. 
 
Selectable Locations:  arm      hand   head    foot   leg   torso  vitals
                       branch   root   trunk
                       tail     wing
                       shield*
 
* attempts to break your opponent's shield
 
Note: Depending on their race, opponents may not necessarily have the
selected body part. If that is the case, you will be told when you when
you have made an attempt on a non-existent location.

Categories: skill combat weaponmaster assassination 
Last updated by: Evarius, 06/13/2010
calm 52 1 Attacks Raena recall lens;w;s;w 4;n
SKILL calm: Available at level 52, requires sleep.
Specializations: bard, witchcraft, glamour
Casting time: 1 Attacks
Syntax: cast 'calm' 

An often overlooked but most useful ability of the practiced user of magic
is the calm spell, which can put an end to all violence in a room. Calmed
creatures will not attack of their own volition, and are at a disadvantage
in combat as long as the spell soothes their minds. The more violent activity
there is in a room, the harder the spell, and it is all or nothing -- either 
all combat in the room is ended (with the exception of those who are immune
to magic, and those who have gone insane with rage) or none is.
Categories: spell bard witchcraft glamour 
Last updated by: Evarius, 09/24/2010
camp 15 Neistah recall lens;w;s;w 7;s
SKILL camp: Available at level 15, requires forage.
Specializations: barbarism
Syntax: camp
Syntax: camp extinguish
 
Provided that there is wood in the vicinity, the camp skill is used to hunt
around for small kindling and to use it to build a campfire.
 
While it burns, the campfire offers slightly accelerated healing for those
who rest, sleep, or sit at it.
 
For campers who are worried about forest fires, the extinguish option puts
out the campfire without waiting for it to burn out first.
Categories: skill barbarism 
Last updated by: Evarius, 05/22/2011
cancel magic 50 2 Attacks Eberre recall lens;w;s;w 7;n
SKILL cancel magic: Available at level 50, requires disenchant area.
Specializations: magic
Casting time: 2 Attacks
Syntax: cast 'cancellation' (target)
Syntax: cast 'cancel magic'  
 
The Cancellation spell can only be used on the caster or on those who have
ENABLED the caster. When cast, this spell will attempt to get rid of all
the spells (both harmful and benign) affecting its target.
 
Cancel Magic is a selective version of the Cancellation spell. It allows
the caster to get rid of one specific spell affecting the target.
Categories: spell magic 
Last updated by: Evarius, 01/14/2013
cancellation 28 1 Attacks Eberre recall lens;w;s;w 7;n
SKILL cancellation: Available at level 28, requires dispel magic.
Specializations: magic
Casting time: 1 Attacks
Syntax: cast 'cancellation' (target)
Syntax: cast 'cancel magic'  
 
The Cancellation spell can only be used on the caster or on those who have
ENABLED the caster. When cast, this spell will attempt to get rid of all
the spells (both harmful and benign) affecting its target.
 
Cancel Magic is a selective version of the Cancellation spell. It allows
the caster to get rid of one specific spell affecting the target.
Categories: spell magic 
Last updated by: Evarius, 01/14/2013
cantrip 5 Full Round Bethanee recall lens;w;s;w 9;s
SKILL cantrip: Available at level 5
Specializations: illusions
Casting time: Full Round
Syntax: cast 'cantrip'  
 
This spell does little but annoy the victim. Many different cantrips exist, 
all functioning with this spell. A cantrip is a non-aggressive act, and 
will not initiate combat. 
 
Current Cantrips include:
 
1) blush   5) chains      9) gas    13) rat      17) someone   21) voices
2) bugs    6) cold       10) itch   14) shoulder 18) spiders   22) warm
3) burp    7) cough      11) laugh  15) smoke    19) sweet
4) buzz    8) footsteps  12) pain   16) sneeze   20) tapping
Categories: spell illusions 
Last updated by: Evarius, 03/20/2010
capture soul 70 Full Round Mirdrin Tikol (under lake, in cavern)
SKILL capture soul: Available at level 70, requires animate dead.
Specializations: necromancy
Casting time: Full Round
Syntax: cast 'capture soul' 
 
This spell binds one of the many restless spirits that have not yet made 
their way to the next world to the service of the necromancer casting this 
spell. 
 
This spell is incredibly demanding on casters, requiring all of their 
remaining mana unless they are specialized in necromancy, or are a liche.
 
See help INFUSE SOUL to upgrade captured souls.
Categories: spell necromancy 
Last updated by: Evarius, 01/03/2013
cause critical 33 2 Attacks Tor recall lens;w;s;w 11;n
SKILL cause critical: Available at level 33, requires cause serious.
Specializations: necromancy
Casting time: 2 Attacks
Syntax: cast 'cause light'    
Syntax: cast 'cause serious'  
Syntax: cast 'cause critical' 
Syntax: cast 'harm'           
 
All of these spells inflict damage upon its victim. The higher-level spells
do more damage.
 
Harm is a DIVINE SPELL, meaning your character must belong to, and follow
the commandments of a deities in order for it to work.
Categories: spell necromancy divine 
Last updated by: Evarius, 05/09/2011
cause light 3 0 Attacks Tor recall lens;w;s;w 11;n
SKILL cause light: Available at level 3
Specializations: necromancy
Casting time: 0 Attacks
Syntax: cast 'cause light'    
Syntax: cast 'cause serious'  
Syntax: cast 'cause critical' 
Syntax: cast 'harm'           
 
All of these spells inflict damage upon its victim. The higher-level spells
do more damage.
 
Harm is a DIVINE SPELL, meaning your character must belong to, and follow
the commandments of a deities in order for it to work.
Categories: spell necromancy divine 
Last updated by: Evarius, 05/09/2011
cause serious 18 1 Attacks Tor recall lens;w;s;w 11;n
SKILL cause serious: Available at level 18, requires cause light.
Specializations: necromancy
Casting time: 1 Attacks
Syntax: cast 'cause light'    
Syntax: cast 'cause serious'  
Syntax: cast 'cause critical' 
Syntax: cast 'harm'           
 
All of these spells inflict damage upon its victim. The higher-level spells
do more damage.
 
Harm is a DIVINE SPELL, meaning your character must belong to, and follow
the commandments of a deities in order for it to work.
Categories: spell necromancy divine 
Last updated by: Evarius, 05/09/2011
chain lightning 42 3 Attacks Tor recall lens;w;s;w 11;n
SKILL chain lightning: Available at level 42, requires lightning bolt.
Specializations: sorcery
Casting time: 3 Attacks
Syntax: cast 'chain lightning'  
 
Chain lightning is a deadly spell, producing a powerful bolt of lightning
that arcs from target to target in the room, until its force is fully 
expended. It is most effective when used on groups of creatures. Should the
lightning fail to inflict damage at some point in the chaining, it will
be considered tapped, and will cease to arc.
 
Allies of the caster may be hit by this spell if they are members of a 
clan, while the caster himself will not be struck unless no other viable 
target remains.
Categories: spell sorcery 
Last updated by: Evarius, 11/05/2011
change sex 21 1 Attacks Bethanee recall lens;w;s;w 9;s
SKILL change sex: Available at level 21, requires beauty.
Specializations: bard, glamour
Casting time: 1 Attacks
Syntax: cast 'change sex'  
 
The Change Sex spell will randomly re-assign the gender of its victims, 
rendering them infertile for the purposes of MATING while active.
Categories: spell bard glamour 
Last updated by: Retnax, 05/06/2015
charm animal 36 Full Round Neistah recall lens;w;s;w 7;s
 SKILL charm animal: Available at level 36, requires animal summoning.
Specializations: druid, witchcraft
Casting time: Full Round
Syntax: cast 'charm person' 
Syntax: cast 'charm animal' 
 
Both of these spells target mobs only, and not all mobs can be charmed. 
Charm animal works only on non-sentient targets while charm person works
only on sentient ones.
 
If successful, these spells cause the victim to follow you, and to take 
orders from you. Use the ORDER command to order your charmed followers.
 
Please Note: You are responsible for the actions of your followers. 
Conversely, other people who attack your followers will be penalized as
if they had attacked you directly. See help CRIMINAL FLAGS for more info.
 
Also, please do not leave your high level charmies in lowbie areas. Many 
of them are aggressive and would attack lowbies on the spot. The game is 
supposed to be newbie/lowbie friendly (Lowbie = level 30 areas and below).
 
Related Help Files: CONTROL UNDEAD - essentially charming the undead.
Categories: spell druid witchcraft bard glamour 
Last updated by: Evarius, 05/23/2011
charm person 45 Full Round Bethanee recall lens;w;s;w 9;s
SKILL charm person: Available at level 45, requires rebellion.
Specializations: bard, witchcraft, glamour
Casting time: Full Round
Syntax: cast 'charm person' 
Syntax: cast 'charm animal' 
 
Both of these spells target mobs only, and not all mobs can be charmed. 
Charm animal works only on non-sentient targets while charm person works
only on sentient ones.
 
If successful, these spells cause the victim to follow you, and to take 
orders from you. Use the ORDER command to order your charmed followers.
 
Please Note: You are responsible for the actions of your followers. 
Conversely, other people who attack your followers will be penalized as
if they had attacked you directly. See help CRIMINAL FLAGS for more info.
 
Also, please do not leave your high level charmies in lowbie areas. Many 
of them are aggressive and would attack lowbies on the spot. The game is 
supposed to be newbie/lowbie friendly (Lowbie = level 30 areas and below).
 
Related Help Files: CONTROL UNDEAD - essentially charming the undead.
Categories: spell druid witchcraft bard glamour 
Last updated by: Evarius, 05/23/2011
chill touch 14 1 Attacks Tor recall lens;w;s;w 11;n
SKILL chill touch: Available at level 14, requires magic missile.
Specializations: sorcery
Casting time: 1 Attacks
Syntax: cast 'acid spray'     
Syntax: cast 'burning hands'  
Syntax: cast 'chill touch'    
Syntax: cast 'shocking grasp' 
 
These are the basic sorcery damage spells, each one deals damage to the target,
who gets a saving throw to take less damage.
 
Categories: spell sorcery 
Last updated by: Arawn, 03/05/2010
chop 23 2 Attacks Felamar recall lens;w;s;w 4;s
SKILL chop: Available at level 23, requires polearm.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: chop   
Syntax: hook   
Syntax: pierce 
 
These are advanced polearm skills. They are focused attacks, intended to
work only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
 
Chop uses the blade of the polearm to greater effect, dealing twice normal 
damage, but taking an attack to recover.
 
Hook uses the back edge of the polearm to yank the defender's shield out of 
position.  It deals twice the normal damage, taking an attack to recover,
and cannot be blocked with a shield.
 
Pierce uses the point of the polearm and its momentum to deliver a powerful
blow.  It deals three times the normal damage, but takes two attacks to 
recover.
Categories: weaponmaster skill weapon 
Last updated by: Evarius, 04/06/2012
clairvoyance 37 Full Round Omelia recall lens;w;s;w 9;n
SKILL clairvoyance: Available at level 37, requires locate person.
Specializations: divining
Casting time: Full Round
Syntax: cast 'clairvoyance'  
 
Successful use of the clairvoyance spell allows one to see the room their 
target is in. 
 
Scrying spells may be grounds for hostile action, up to and including your 
character being PKed for spying on someone.
Categories: spell divining 
Last updated by: Evarius, 12/02/2011
cleave 74 3 Attacks Felamar recall lens;w;s;w 4;s
 SKILL cleave: Available at level 74, requires hew.
Specializations: barbarism
Use time: 3 Attacks
Syntax: hack   
Syntax: hew    
Syntax: cleave 
 
These skills are advanced axe skills. They are focused attacks, intended
to work only with your primary weapon. During combat, they will default
to the opponent you are directly fighting.
 
Hack allows an axe-armed warrior to deal double the normal damage, in 
exchange for skipping their next attack. 
 
Hew allows the axeman to focus his weapon's momentum, making parrying it
impossible.  It also deals twice normal damage in a single blow, and takes
an attack to recover.
  
Cleave is a mighty swing that deals three times the normal damage, but will 
cause the attacker to lose two subsequent attacks.
Categories: barbarism weapon skill 
Last updated by: Evarius, 08/23/2011
cloak of cover 12 Full Round Jasper recall lens;w;s;w 6;n
SKILL cloak of cover: Available at level 12, requires phantasmal force.
Specializations: illusions
Casting time: Full Round
Syntax: cast 'cloak of cover'
 
This spell creates an illusory veil over the caster, preventing anyone
unable to penetrate illusions from seeing what the caster is wearing.
 
This spell will also prevent major identify being used on the caster.
Categories: spell illusions 
Last updated by: Dahani, 10/27/2013
cloak of fear 77 Full Round a vampire recall lens;u;n 17;ne 30;ne 11;d;n 12;w 4
SKILL cloak of fear: Available at level 77, requires fear.
Specializations: necromancy, witchcraft
Casting time: Full Round
Syntax: cast 'cloak of fear'
 
This spell surrounds the caster with an aura similar to the FEAR
spell. This aura affects anyone attempting to attack the caster with 
a fear effect, and has a chance to cause opponents to hesitate during
fights, losing some of their attacks.
Categories: spell necromancy witchcraft 
Last updated by: Matreya, 08/22/2008
colour spray 29 2 Attacks Tor recall lens;w;s;w 11;n
SKILL colour spray: Available at level 29, requires faerie fog.
Specializations: illusions
Casting time: 2 Attacks
Syntax: cast 'colour spray' 
 
This spell uses the illusionist's control over light to deal 
damage to a target, and possibly blind them in the process.
Categories: spell illusions 
Last updated by: Evarius, 09/23/2010
cone of cold 60 3 Attacks Tor recall lens;w;s;w 11;n
SKILL cone of cold: Available at level 60, requires ice fists.
Specializations: sorcery
Casting time: 3 Attacks
Syntax: cast 'acid ball'        
Syntax: cast 'fireball'        
Syntax: cast 'cone of cold'    
Syntax: cast 'lightning storm' 
Syntax: cast 'gas cloud'
Syntax: cast 'thunderclap' 

These sorcery spells are area effect attacks.  They will affect everyone
in the room with the caster who is not considered 'safe'.  The primary 
target (if there is one), will take more damage than everyone else who
is affected.  Targets get a saving throw to take less damage.  If they
fail this save, they may be affected by a carrier attack as well, as may
any item left in the room.
Categories: spell sorcery 
Last updated by: Arawn, 03/05/2010
confuse 26 1 Attacks Marval recall lens;w;s;w 11;u
SKILL confuse: Available at level 26, requires stun.
Specializations: psionics
Use time: 1 Attacks
Syntax: psionic 'confuse'  
 
This power disorients the victim, making their skills harder for them to 
use. It can also do a minimal amount of damage. 
Categories: psionics 
Last updated by: Matreya, 08/22/2008
continual light 4 0 Attacks Teralle recall lens;w;s;w 12;n
SKILL continual light: Available at level 4
Specializations: magic, bard
Casting time: 0 Attacks
Syntax: cast 'continual light'
Syntax: cast 'continual light' 

This spell creates a ball of light, which you can use as a floating light
source. The ball of light will last indefinitely. It may also be used on an 
object to give it an enchanted glow. If there is a magical DARKNESS in the
room, the spell can also be used to remove it.
Categories: spell magic bard 
Last updated by: Evarius, 02/03/2013
          
        
control undead 37 Full Round Rakash Grimo Top of Necromancer's Tower
SKILL control undead: Available at level 37
Specializations: necromancy
Casting time: Full Round
Syntax: cast 'control undead' 
 
This DIVINE SPELL allows the caster to take control of an undead creature,
if possible.
 
Please do not leave your high level charmies in lowbie areas. Many of them 
are aggressive and would attack lowbies on the spot. The game is supposed 
to be newbie/lowbie friendly. Lowbie = level 30 areas and below.
Categories: spell divine necromancy 
Last updated by: Evarius, 12/04/2011
control weather 19 Full Round Neistah recall lens;w;s;w 7;s
SKILL control weather: Available at level 19, requires gust of wind.
Specializations: druid
Casting time: Full Round
Syntax: cast 'control weather' 

This spell temporarily makes the weather either better or worse.

The room you cast this in must be OUTDOORS. All OUTDOOR rooms within the area
will be affected by this spell.
Categories: spell druid 
Last updated by: Azshanna, 10/17/2019
cover 30 Neistah recall lens;w;s;w 7;s
SKILL cover: Available at level 30, requires track.
Specializations: thieving, assassination
Syntax: cover
 
This skill allows users to cover up their tracks, making it harder for them
to be TRACKED.
 
There is a SKILL CONTEST between cover and track.
Categories: skill thieving assassination 
Last updated by: Evarius, 09/30/2010
create food 7 Full Round Teralle recall lens;w;s;w 12;n
SKILL create food: Available at level 7, requires create rose.
Specializations: druid
Casting time: Full Round
Syntax: cast 'create food'

This spell randomly creates an edible food item.
Categories: spell druid 
Last updated by: Matreya, 08/22/2008
create rose 5 Full Round Teralle recall lens;w;s;w 12;n
SKILL create rose: Available at level 5
Specializations: druid, bard
Casting time: Full Round
Syntax: cast 'create rose' 
 
A romantic spell that creates a fragrant red rose, with utterly no game use 
whatsoever. The rose may be DETAILED, as if it were a crafted item, but 
should remain some sort of flower. 
 
If you want to use a created rose to test out a description or LML codes, 
that is fine. But do not sell or give away these items, or in any way 
attempt to deceive someone by passing a created rose off as something else. 
If you want to use an item in your roleplay, or as an article of clothing, 
find an item that most closely matches what the detailed item is.
 
It is not ok to abuse create rose to make fake items.
 
People caught abusing this privilege may have their spell removed or be
unable to detail/restring any items in the future.
Categories: spell druid bard 
Last updated by: Dahani, 11/29/2013
create spring 24 Full Round Teralle recall lens;w;s;w 12;n
SKILL create spring: Available at level 24, requires create water.
Specializations: druid
Casting time: Full Round
Syntax: cast 'create spring'

This spell brings forth a magical spring from the ground, which has the
same properties as a fountain.
Categories: spell druid 
Last updated by: Matreya, 08/22/2008
create tree 35 Full Round Teralle recall lens;w;s;w 12;n
SKILL create tree: Available at level 35, requires create spring.
Specializations: druid
Casting time: Full Round
Syntax: cast 'create tree' 
 
This spell creates a fruit tree, loaded with yummy fruit. The number of 
fruits is determined by the caster's level, skill level, and a bit of 
randomness. 
 
Fruit-types are: pear, apple, orange, banana, plum, tangerine, lemon, lime.
 
If no type is specified, pear will be selected as the default type.
Categories: spell druid 
Last updated by: Evarius, 05/07/2012
create water 9 Full Round Teralle recall lens;w;s;w 12;n
SKILL create water: Available at level 9, requires create food.
Specializations: druid
Casting time: Full Round
Syntax: cast 'create water' 

This spell replenishes a drink container with water.
Categories: spell druid 
Last updated by: Evarius, 09/30/2010
critical strike 45 a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
SKILL critical strike: Available at level 45, requires enhanced damage.
Specializations: assassination
Both the ENHANCED DAMAGE and the CRITICAL STRIKE skills aim at increasing a 
character's effective damage whenever they land a hit on an opponent. The 
likelihood of receiving this damage bonus is based on how high the 
character has these skills at. 
 
Both skills are automatically checked during combat.
Categories: skill combat assassination 
Last updated by: Matreya, 08/22/2008
cure blindness 12 1 Attacks Chaliste recall lens;w;s;w 5;n
SKILL cure blindness: Available at level 12, requires cure serious.
Specializations: healing
Casting time: 1 Attacks
Syntax: cast 'cure blindness' 
 
This spell cures BLINDNESS in one so unfortunate.
Categories: spell healing 
Last updated by: Evarius, 04/11/2010
cure critical 16 2 Attacks Zsarmin recall lens;s 14;e;s 5;w 4;n 4;w 2;n;e;n 2;e;n;enter gateway;e (wanders)
SKILL cure critical: Available at level 16, requires cure serious.
Specializations: healing, paladin
Casting time: 2 Attacks
Syntax: cast 'cure light'    
Syntax: cast 'cure serious'  
Syntax: cast 'cure critical' 
Syntax: cast 'heal'          
Syntax: cast 'true heal'     
 
These spells heal damage, with the higher-level ones being more effective.
 
HEAL is a DIVINE SPELL, meaning your character must belong to, and follow 
the commandments of a deity in order for it to work.
 
TRUE HEALING is a more potent version of the heal spell. In addition to its
curative powers, it can also negate the effects of poison. It is also a
divine spell.
 
Related Helpfiles: MASS HEALING, and BANDAGE.

[Hit Return to continue, Q to exit]
Categories: spell healing paladin divine 
Last updated by: Matreya, 08/22/2008
cure deafness 20 1 Attacks Chaliste recall lens;w;s;w 5;n
SKILL cure deafness: Available at level 20, requires cure blindness.
Specializations: healing
Casting time: 1 Attacks
Syntax: cast 'cure deafness' 
 
This spell will remove the effects of deafness from someone affected by a
DEAFEN or THUNDERCLAP spell.
Categories: spell healing 
Last updated by: Evarius, 04/11/2010
cure disease 18 1 Attacks Sirac Top of Cleric's Tower
SKILL cure disease: Available at level 18, requires detect disease.
Specializations: healing
Casting time: 1 Attacks
Syntax: cast 'cure disease'  (type)
Syntax: cast 'cure disease' 

Cure disease will remove the affects of disease from the target. As there
are different types of diseases, you must specify the type you wish to
cure. DIAGNOSE skill will help to tell which disease is affecting
someone.

Cure disease will also remove traces of illness from food or drink.

See also: PLAGUE
Categories: spell healing 
Last updated by: Matreya, 08/22/2008
          
        
cure light 2 0 Attacks Chaliste recall lens;w;s;w 5;n
SKILL cure light: Available at level 2
Specializations: healing, paladin
Casting time: 0 Attacks
Syntax: cast 'cure light'    
Syntax: cast 'cure serious'  
Syntax: cast 'cure critical' 
Syntax: cast 'heal'          
Syntax: cast 'true heal'     
 
These spells heal damage, with the higher-level ones being more effective.
 
HEAL is a DIVINE SPELL, meaning your character must belong to, and follow 
the commandments of a deity in order for it to work.
 
TRUE HEALING is a more potent version of the heal spell. In addition to its
curative powers, it can also negate the effects of poison. It is also a
divine spell.
 
Related Helpfiles: MASS HEALING, and BANDAGE.
Categories: spell healing paladin divine 
Last updated by: Matreya, 08/22/2008
cure poison 16 1 Attacks Zsarmin recall lens;s 14;e;s 5;w 4;n 4;w 2;n;e;n 2;e;n;enter gateway;e (wanders)
SKILL cure poison: Available at level 16, requires detect poison.
Specializations: healing
Casting time: 1 Attacks
Syntax: cast 'cure poison' 
Syntax: cast 'cure poison' 
 
This spell removes the effect of poison from either a person, or from
poisoned food, drink, or weapons.
 
It can also cure one's DELUSIONS.
Categories: spell healing 
Last updated by: Matreya, 08/22/2008
cure serious 8 1 Attacks Chaliste recall lens;w;s;w 5;n
SKILL cure serious: Available at level 8, requires cure light.
Specializations: healing, paladin
Casting time: 1 Attacks
Syntax: cast 'cure light'    
Syntax: cast 'cure serious'  
Syntax: cast 'cure critical' 
Syntax: cast 'heal'          
Syntax: cast 'true heal'     
 
These spells heal damage, with the higher-level ones being more effective.
 
HEAL is a DIVINE SPELL, meaning your character must belong to, and follow 
the commandments of a deity in order for it to work.
 
TRUE HEALING is a more potent version of the heal spell. In addition to its
curative powers, it can also negate the effects of poison. It is also a
divine spell.
 
Related Helpfiles: MASS HEALING, and BANDAGE.
Categories: spell healing paladin divine 
Last updated by: Matreya, 08/22/2008
curse 31 2 Attacks a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
 SKILL curse: Available at level 31
Specializations: necromancy, witchcraft
Casting time: 2 Attacks
Syntax: cast 'curse' 
Syntax: cast 'curse' 
Syntax: cast 'mass curse'
 
These spells are used to reduce the to-hit roll and save versus spells of 
the target. The recipient of the spell is also rendered unclean in the eyes 
of the Gods and unable to RECALL. 
 
Curse is effective against a single opponent, while Mass Curse can render 
all your foes unclean.
 
Curse and Mass Curse are DIVINE SPELLS, meaning your character must belong 
to and follow the commandments of one of your land's deities in order for 
it to work. For a similar spell, see help ATTUNE. 
Categories: spell necromancy witchcraft divine 
Last updated by: Evarius, 03/29/2010
          
        
curse weapon 56 Full Round a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
SKILL curse weapon: Available at level 56, requires curse.
Specializations: necromancy, enchanting
Casting time: Full Round
Syntax: cast 'bless weapon' 
Syntax: cast 'curse weapon' 
 
These spells align a weapon, making it either holy or unholy, and as such,
doing a great deal more damage to the opposing alignment.
 
Neither of these spells will work on already aligned weapons.
 
These are both DIVINE SPELLS, you can only cast them when in the good
graces of your immortal.
Categories: spell enchanting paladin necromancy divine weapon 
Last updated by: Evarius, 09/30/2010
dagger 1 Felamar recall lens;w;s;w 4;s
SKILL dagger: Available at level 1
Specializations: weaponmaster, assassination
Each weapon skill applies to a specific group of armaments and determines
how well a character fights with a particular weapon.
 
If a character has the PARRY skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at 
both his weapon and his opponent's.
 
Your weapon skill can also modify the amount of damage you deal: It will be
increased if your weapon skill is greater than the to-hit cap (90%) and
decreased for very low skill levels. The boost or penalty is a percentage
of the damage you deal normally, based on how much over (or under) the
threshold your modified skill is.
 
The weapon skills consist of the following:
 
axe         the use of axes, ranging from hand to great (but not halberds).
dagger      the use of knives and daggers, and other stabbing weapons.
flail       skill in ball-and-chain type weapons.
mace        this skill includes clubs and hammers as well as maces.
polearm     the use of pole weapons (except spears), including halberds.
spear       this skill covers both spears and staves, but not polearms.
sword       the warrior's standby, from rapier to claymore.
whip        the use of whips, chains, and bullwhips.
exotic      the use of strange, magical weapons.
bow         the use of bows and crossbows as ranged weapons.
sling       the use of slings as ranged weapons.
 
(The exotic skill cannot be purchased and is dependent solely upon level)
  
For additional information on weapons: 
See help SHOOT (for help on ranged weapons)
See help WEAPON FLAGS (for help on weapon flags and their effects)
See help ADVANCED WEAPON SKILLS (for a list of skills that require weapons)
Categories: skill weapon weaponmaster paladin barbarism combat 
Last updated by: Azshanna, 10/07/2019
dancing lights 16 1 Attacks Jasper recall lens;w;s;w 6;n
SKILL dancing lights: Available at level 16, requires faerie fire.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'dancing lights'  
 
This spell summons globes of multi-colored light that dance around a 
victim's vision, and reduce their ability to hit successfully in combat. 
Categories: spell illusions 
Last updated by: Matreya, 08/22/2008
dancing weapon 62 Full Round Xilan recall lens;w;s;w 10;2
SKILL dancing weapon: Available at level 62, requires enchant weapon.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'dancing weapon' 
 
This spell imbues your weapon with a 'life' of its own, causing it to leap 
from your hand, and fight at your side. The weapon will obey simple 
commands. It will fall to the ground after taking 'lethal' damage, 
reverting to a normal weapon again. 
 
A dancing weapon may vanish at the end of the spell, or when the weapon is 
killed, as the magicks animating it, consume it. 
Categories: spell enchanting weapon 
Last updated by: Evarius, 09/30/2010

(
danger sense 25 Marval recall lens;w;s;w 11;u
 SKILL danger sense: Available at level 25, requires sense life.
Specializations: psionics
Syntax: psionic 'danger sense'  
 
This skill is mainly of use in PK. It alerts the psionicist when any member 
of another CLAN enters the zone that they are in. 
 
It can also let the psionicist know when a 'scrying' type effect is used on 
them and possibly who the scryer is.
Categories: psionics 
Last updated by: Matreya, 08/22/2008
darkness 30 1 Attacks Jasper recall lens;w;s;w 6;n
SKILL darkness: Available at level 30, requires smokescreen.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'darkness'
 
The darkness spell summons a magical darkness to a room, that lasts until a 
CONTINUAL LIGHT spell is cast in the room. 
 
Those caught casting this spell in lowbie areas (Chancy, New Lensmoor, 
Semdea, or Antrippa City mainly) just to bother newbies, will be punished 
accordingly. Please eliminate the darkness when you are done with it before 
leaving. (help continual light) 
Categories: spell illusions room 
Last updated by: Evarius, 02/23/2009
deafen 23 1 Attacks high priest of Kithanor recall lens;e 11;n;e 6;s 2;e 12;s 2;w 4
SKILL deafen: Available at level 23, requires blindness.
Specializations: witchcraft, glamour
Casting time: 1 Attacks
Syntax: cast 'deafen'  
 
This spell will try to deafen the victim. 
 
Deaf people cannot hear says, shouts, or yells. They suffer a dexterity 
penalty and are unable to use the BLINDFIGHTING skill. It is also harder 
for them to get the magic words to spells right. Spellsongs do not affect 
the deaf as they cannot hear the magic. 
 
See help CURE DEAF to remove deafness and help READ LIPS for a skill to
hear some things even while deaf.
Categories: spell witchcraft glamour 
Last updated by: Evarius, 09/24/2010
defend 32 Roth recall lens;w 4;n 2;e 5;s
 SKILL defend: Available at level 32, requires guard.
Specializations: protection
Syntax: defend  (toggles the defend mode on/off)
 
While in defend mode, you will receive additional chances to SHIELD BLOCK,
PARRY, and DODGE incoming blows.
 
In exchange, you will forego all but one of your automatic melee attacks.
Between rounds, you will also be limited to actions with casting times
of 2 or less.
 
Related Help Files: AZSHANNAS GUARD, SIDESTEP
Categories: skill combat protection 
Last updated by: Evarius, 04/03/2012
delusions 65 1 Attacks Mirdrin Tikol (under lake, in cavern)
SKILL delusions: Available at level 65, requires major wyrd.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'delusions' 
Syntax: cast 'delusions' 
 
Delusions plagues the victim with intense, mind altering affects.
The victim is disoriented, and their chance to hit is reduced 
significantly. The victim will also experience 'visions'. If not
concentrating, the victim will not see the world as it really is.
 
Delusions can also be used to give a food or drink item delusional
characteristics.
 
See help CURE POISON to remove delusions.
Categories: spell illusions 
Last updated by: Evarius, 03/24/2010
destroy undead 56 3 Attacks priestess of Carissa recall lens;e 11;n;e 6;s 2;e 12;s 2;e 3
SKILL destroy undead: Available at level 56, requires turn undead.
Specializations: druid, paladin
Casting time: 3 Attacks
Syntax: cast 'destroy undead' 
 
This DIVINE SPELL attempts to outright destroy undead beings if they are
mobiles (PCs undead take damage instead).
 
The spell only gives half XP.
Categories: spell divine druid paladin 
Last updated by: Evarius, 09/30/2010
detect disease 15 Full Round Luna recall lens;w;s;w 8;n
SKILL detect disease: Available at level 15
Specializations: healing, divining
Casting time: Full Round
Syntax: cast 'detect disease'
Syntax: cast 'detect disease' familiar
 
This spell endows the caster with the ability to notice diseased objects
and individuals.
Categories: spell healing divining 
Last updated by: Evarius, 10/30/2011
detect evil 8 Full Round Luna recall lens;w;s;w 8;n
SKILL detect evil: Available at level 8, requires know alignment.
Specializations: divining, paladin
Casting time: Full Round
Syntax: cast 'detect evil'
Syntax: cast 'detect evil' familiar

This spell enables the caster to detect evil characters, which will
reveal a characteristic (Red Aura).
Categories: spell divining paladin 
Last updated by: Evarius, 04/03/2010
detect good 9 Full Round Luna recall lens;w;s;w 8;n
SKILL detect good: Available at level 9, requires know alignment.
Specializations: divining
Casting time: Full Round
Syntax: cast 'detect good'
Syntax: cast 'detect good' familiar
 
This spell enables the caster to detect good characters, which will
reveal a characteristic (Golden Aura).
Categories: spell divining 
Last updated by: Evarius, 04/03/2010
detect hidden 7 Full Round Luna recall lens;w;s;w 8;n
 SKILL detect hidden: Available at level 7, requires infravision.
Specializations: divining
Casting time: Full Round
Syntax: cast 'detect hidden'
Syntax: cast 'detect hidden' familiar
 
This spell enables the caster to detect hidden creatures, doors and objects.
Categories: spell divining 
Last updated by: Matreya, 08/22/2008
detect illusion 4 Full Round Jasper recall lens;w;s;w 6;n
SKILL detect illusion: Available at level 4
Specializations: illusions, divining
Casting time: Full Round
Syntax: cast 'detect illusion'
Syntax: cast 'detect illusion' familiar
 
This spell will allow the caster to know illusions when he or she
sees them.
 
There is a SKILL CONTEST between DETECT ILLUSION and DISPLACEMENT.
Categories: spell illusions divining 
Last updated by: Evarius, 08/16/2011
detect invisible 12 Full Round Luna recall lens;w;s;w 8;n
SKILL detect invisible: Available at level 12, requires detect hidden.
Specializations: divining
Casting time: Full Round
Syntax: cast 'detect invis'
Syntax: cast 'detect invis' familiar

This spell enables the caster to detect INVISIBLE objects and characters.
Categories: spell divining 
Last updated by: Evarius, 10/30/2011
detect magic 4 Full Round Luna recall lens;w;s;w 8;n
SKILL detect magic: Available at level 4
Specializations: divining, magic
Casting time: Full Round
Syntax: cast 'detect magic'
Syntax: cast 'detect magic' familiar

This spell enables the caster to detect magical objects.
Categories: spell divining magic 
Last updated by: Evarius, 03/24/2010
detect neutral 10 Full Round Luna recall lens;w;s;w 8;n
SKILL detect neutral: Available at level 10, requires know alignment.
Specializations: divining
Casting time: Full Round
Syntax: cast 'detect neutral'
Syntax: cast 'detect neutral' familiar
 
This spell allows the caster to detect those of neutral alignment,
who give off a (Pale Aura).
Categories: spell divining 
Last updated by: Evarius, 04/03/2010
detect poison 13 Full Round Luna recall lens;w;s;w 8;n
SKILL detect poison: Available at level 13
Specializations: healing, divining
Casting time: Full Round
Syntax: cast 'detect poison'
Syntax: cast 'detect poison' familiar

This spell allows the caster to detect the presence of POISON in weapons,
and in food, drink, and other consumables as well.
Categories: spell healing divining 
Last updated by: Evarius, 09/30/2010
detect traps 7 Neistah recall lens;w;s;w 7;s
SKILL detect traps: Available at level 7
Specializations: thieving, assassination
Syntax: settrap  (dart/snare)
Syntax: settrap 
Syntax: remtrap 
Syntax: remtrap 
Syntax: detecttrap
 
Traps are nasty things that hurt people (in one way or another). They
can be placed on any exit, or on containers. When someone goes through
a trapped exit, or opens or unlocks a trapped container, the trap goes
off, and is then considered used. 
 
DETECT TRAPS allows you a chance to see any traps in the room and any 
trapped containers present as well. Although you may check for traps
manually, the skill is automatically checked when you encounter a trap. 
 
REMOVE TRAPS attempts to remove a trap from an exit or container. If the
skill check is unsuccessful, there is a chance that the trap will spring. 
 
SET TRAPS attempts to lay a trap on an exit. They can either be snares 
(the default) or poisoned darts. Traps on containers are poisoned needles.
 
* Setting and removing traps both require a tool.
* Traps that hit out of level players do not result in a killer flag.
 
Please do not set traps on commonly used paths or objects in newbie areas
(ones level 30 and below).
 
For information on armor sets, please see help ARMOR.
Categories: spell thieving assassination 
Last updated by: Dahani, 02/11/2010
          
        
detect watch 18 Full Round Topaki recall lens;w;s;w 11;d
SKILL detect watch: Available at level 18, requires minor watch.
Specializations: divining
Casting time: Full Round
Syntax: cast 'detect watch'
Syntax: cast 'dispel watch'

These spells are used to determine watches in a room. Detect watch will
announce all watches in a given room, while dispel watch will remove all
watches.
Categories: spell divining 
Last updated by: Matreya, 08/22/2008
diagnose 15 Sirac Top of Cleric's Tower
SKILL diagnose: Available at level 15
Specializations: healing
Syntax: diagnose  
 
Successful use of this skill will return a plethora of information 
regarding the current condition of its target. 
Categories: skill healing 
Last updated by: Matreya, 08/22/2008
dimension door 64 Marval recall lens;w;s;w 11;u
SKILL dimension door: Available at level 64, requires spatial awareness.
Specializations: psionics
Syntax: psionic 'dimension door'  
 
This psionic ability allows the psionicist to open a crease in space,
which they can step through, transferring them a great distance in the
specified direction. This is a method of wilderness travel, and will
take you from your location in an area into the wilderness, a distance
from where that area is located in the wilderness. 
 
Failing this skill will lead to random locations in the wilderness.
 
Up to 100 rooms may be travelled at a time.
Categories: psionics wilderness 
Last updated by: Evarius, 05/30/2011
dirt kicking 12 2 Attacks a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
SKILL dirt kicking: Available at level 12, requires kick.
Specializations: barbarism
Use time: 2 Attacks
Syntax: dirt  (to initiate combat)
Syntax: dirt          (during combat)
 
Considered by some to be a cowardly skill, dirt kicking gives the clever
combatant a chance to blind his opponent by casting dirt into his eyes. The
blindness does not last long, but can provide an edge in combat. Dexterity
helps in hitting or avoiding a dirt kick.
Categories: skill combat barbarism 
Last updated by: Evarius, 11/14/2011
disarm 15 2 Attacks Hakor recall lens;w 4;n 2;e 5
 SKILL disarm: Available at level 15, requires sword.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: disarm 
 
Disarm is a somewhat showy and unreliable skill, designed to relieve your 
opponent of his weapon. The best possible chance of disarming occurs when 
you are skilled both in your own and your opponent's weapon. 
Categories: skill weaponmaster combat 
Last updated by: Matreya, 08/22/2008
disguise 17 a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
SKILL disguise: Available at level 17, requires sneak.
Specializations: assassination, bard
Syntax: disguise 
Syntax: disguise race  
Syntax: disguise
 
The disguise skill allows the user to change their description that is seen 
when they are standing in a room. The player must specify a disguise. To 
remove the disguise, typing disguise again without a parameter will remove 
the disguise. Disguise with a parameter will change the current disguise. 
Disguises are lost in combat. There may be times where a disguise will 
prevent certain actions from happening. You can specify a race to be 
disguised as, but this has some limits. A disguise kit of some sort is 
needed to apply a disguise. 
 
This command should not be used to mislead players regarding any auras or 
flags used in the game. It is to describe how you physically appear and 
should be realistic. Names similar to other players should not be included 
in your disguise. Disguises should be in THEME.
 
Note: disguises are logged. Please do not spam it.
Categories: skill assassination bard 
Last updated by: Evarius, 11/14/2011
dispel enchantment 68 2 Attacks Eberre recall lens;w;s;w 7;n
SKILL dispel enchantment: Available at level 68, requires enchant item.
Specializations: enchanting
Casting time: 2 Attacks
Syntax: cast 'dispel enchantment' 
Syntax: cast 'dispel enchantment' 
 
This spell attempts to remove any spell-based enchantments from an object.
Both beneficial and harmful enchantments are removed. 
 
Cast at a person, this spell will choose one item they are wearing and
try to remove the enchantments on that item. This selection is random.
Categories: spell enchanting 
Last updated by: Matreya, 08/22/2008
          
        
dispel evil 28 1 Attacks Eberre recall lens;w;s;w 7;n
SKILL dispel evil: Available at level 28, requires protection evil.
Specializations: protection, paladin
Casting time: 1 Attacks
Syntax: cast 'dispel evil' 

This spell invokes the wrath of the Gods on an evil victim. It can be very
dangerous for casters who are not pure of heart.
Categories: spell protection paladin 
Last updated by: Matreya, 08/22/2008
dispel good 29 1 Attacks Eberre recall lens;w;s;w 7;n
SKILL dispel good: Available at level 29, requires protection good.
Specializations: protection
Casting time: 1 Attacks
Syntax: cast 'dispel good'  
 
Dispel good brings forth evil energies that inflict horrific torment on the 
pure of heart. Good-aligned characters use this dark magic at their own 
peril. 
Categories: spell protection 
Last updated by: Matreya, 08/22/2008
dispel illusion 32 1 Attacks Jasper recall lens;w;s;w 6;n
SKILL dispel illusion: Available at level 32, requires detect illusion.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'dispel illusion'
 
This spell will destroy all illusions in the room with the caster.
Categories: spell illusions 
Last updated by: Matreya, 08/22/2008
dispel magic 24 2 Attacks Eberre recall lens;w;s;w 7;n
SKILL dispel magic: Available at level 24, requires detect magic.
Specializations: magic
Casting time: 2 Attacks
Syntax: cast 'dispel magic'  
 
Dispel magic is an aggressive spell that will attempt to strip away a spell 
affecting its victim. 
 
The chance to successfully dispel is based on the level of the spell. 
Failed attempts will lower the affect's level significantly. Permanent 
spells (such as a mobile's sanctuary) will be much harder to remove. Not 
all spells may be dispelled, notable examples are poison, curse and plague. 
 
Related Spells: CANCELLATION and CANCEL MAGIC (same helpfile). 
Categories: spell magic 
Last updated by: Matreya, 08/22/2008
dispel neutral 30 1 Attacks Eberre recall lens;w;s;w 7;n
SKILL dispel neutral: Available at level 30, requires protection neutral.
Specializations: protection
Casting time: 1 Attacks
Syntax: cast 'dispel neutral'  
 
This spell inflicts damage on those of neutral alignment. It is dangerous 
for those who are neutral themselves to cast this spell. 
Categories: spell protection 
Last updated by: Matreya, 08/22/2008
dispel watch 44 Full Round Topaki recall lens;w;s;w 11;d
SKILL dispel watch: Available at level 44, requires pass watch.
Specializations: divining
Casting time: Full Round
Syntax: cast 'detect watch'
Syntax: cast 'dispel watch'

These spells are used to determine watches in a room. Detect watch will
announce all watches in a given room, while dispel watch will remove all
watches.
Categories: spell divining 
Last updated by: Matreya, 08/22/2008
displacement 56 Full Round Jasper recall lens;w;s;w 6;n
SKILL displacement: Available at level 56, requires improved invisibility.
Specializations: illusions
Casting time: Full Round
Syntax: cast 'displacement'
 
The displacement spell creates an image of the caster that appears to be 
between 4 and 6 feet from the caster's actual location. This hampers most 
foes' abilities to hit the caster, and can make the first attack on the 
caster to miss completely if the attacker's detect illusion fails the 
SKILL CONTEST between the defender's displacement.
Categories: spell illusions 
Last updated by: Evarius, 08/16/2011
distilling 2 Ragnaard Firebeard recall lens;e 2;n 2;use axe;n 2;w 2;n
SKILL distilling: Available at level 2
Specializations: crafter
Syntax: distill    
Syntax: distill list
 
Distilling is the crafting skill of converting water into other beverages.
Grain is used in the process if the beverage is alcoholic. A container full
of water is needed, and it must be capable of holding at least 10 servings.
 
For alcoholic beverages, the more potent the alcohol, the more grains are
required. The distiller's skill and quality of the grains also help to
determine the amount of grains that are required.
 
For non-alcoholic beverages, the same syntax is also used to distill them.
Although no grain will actually be used up, for technical reasons you will 
still need grain in order to make the syntax work.
 
Note: The liquid may be detailed afterwards (syntax: detail ).
Categories: skill crafting 
Last updated by: Evarius, 12/04/2011
divert 37 1 Attacks Roth recall lens;w 4;n 2;e 5;s
SKILL divert: Available at level 37, requires target.
Specializations: assassination
Use time: 1 Attacks
Syntax: divert 
 
This skill allows someone to divert a mob's attacks to someone else in
their group. The target must also be attacking the mob that is attacking
you in order to get the mob to attack that player.
Categories: skill assassination combat 
Last updated by: Evarius, 04/03/2012
divining 30 Full Round Luna recall lens;w;s;w 8;n
SKILL divining: Available at level 30, requires view the past.
Specializations: divining
Casting time: Full Round
Syntax: cast 'divining'  
 
The divining spell allows you to know information about a target who is on 
the same continent as you. 
 
Scrying spells may be grounds for hostile action, up to and including your 
character being PKed for spying on another.
 
Some of the information from this spell gives things like Name and Level.
These are set by the immortal who created them and some of the names, like
@questcopy, are ooc information for the immortals. This does not indicate
anything else about the mob except an ooc data source for staff. The level
shown is the base mob level, before any affects or actions have been enacted
and does not reflect the TRUE level of the mob.
Categories: spell divining 
Last updated by: Azshanna, 08/31/2018
dodge 3 Zek recall lens;w;s;w 5;s
SKILL dodge: Available at level 3
Specializations: thieving, assassination, animal
In the words of one wise warrior, 'the best way to block a blow is to not
be where it lands'.  The dodge skill honors this tradition, by improving the
character's natural agility to the point where many blows will miss the 
target. The chance of dodging is also affected by the dexterity of the
attacker and the target. 
 
This skill is automatically checked in combat.
Categories: skill thieving assassination animal combat 
Last updated by: Matreya, 08/22/2008
double ended 46 Roth recall lens;w 4;n 2;e 5;s
 SKILL double ended: Available at level 46, requires dual wield.
Specializations: weaponmaster
This skill allows the user to gain the full benefit of a double-ended 
weapon, adding an extra attack. All double ended weapons are two-handed. 
 
This skill is automatically checked during combat when a double-ended 
weapon is used.
Categories: skill weaponmaster combat 
Last updated by: Matreya, 08/22/2008
drain life 40 3 Attacks a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
SKILL drain life: Available at level 40, requires gravebind.
Specializations: necromancy
Casting time: 3 Attacks
Syntax: cast 'drain life' 

Drain life is a higher level offensive spell that not only damages your 
opponent, but transfers the damage it deals to the caster, healing them 
in the process.
Categories: spell necromancy 
Last updated by: Matreya, 08/22/2008
dreams 10 Marval recall lens;w;s;w 11;u
SKILL dreams: Available at level 10, requires meditation.
Specializations: psionics
Syntax: psionic 'dreams' activate 
Syntax: psionic 'dreams' deactivate
 
This power attunes the psionic to his dreams, allowing your consciousness
to wander randomly while you sleep. If a target is specified, it represents
the dreamer's ability to focus your dreams on a given individual, and the 
likelihood of dreaming about that person is increased. Dreaming is a more 
restful sleep, and allows the recovery of mana faster.
 
When you dream, you will be asleep. When you awaken, dreaming will be 
cancelled, however, this is not always an instantaneous cancellation.
Don't post typos about how when you were woken in some strange way; it
just didn't get cancelled instantly.
Categories: psionics 
Last updated by: Matreya, 08/22/2008
dreamtravel 45 Marval recall lens;w;s;w 11;u
SKILL dreamtravel: Available at level 45, requires dreams.
Specializations: psionics
Syntax: psionic 'dreamtravel' 
 
While sleeping, this psionic ability allows the psionicist to travel
through the dreamrealm, to the location last dreamed of. 
 
Certain restrictions apply: if dreaming of an individual who could not 
normally be gated to dreamtravel will not work. Additionally, travel 
to the wilderness is not possible this way.
Categories: psionics 
Last updated by: Evarius, 04/03/2012
dual wield 22 Hakor recall lens;w 4;n 2;e 5
SKILL dual wield: Available at level 22
Specializations: weaponmaster
Syntax: second  - to wield a weapon in your off-hand. 
 
Dual Wield is the skill of being able to fight with two one-handed weapons 
at once. 
 
While anyone can wield two weapons at once, only those skilled in dual 
wield can actually score hits with both of them during combat. 
 
Note: You will not be able to wear a shield or hold an object while using 
two weapons. 
Categories: skill combat weaponmaster 
Last updated by: Evarius, 09/02/2012
earthquake 26 2 Attacks Neistah recall lens;w;s;w 7;s
SKILL earthquake: Available at level 26, requires control weather.
Specializations: druid
Casting time: 2 Attacks
Syntax: cast 'earthquake'
 
This spell must be cast in a room of solid terrain. It inflicts damage on
every non-flying enemy character in the room. Beware that other characters
who are not yet fighting may attack you as a result!
 
---------------------------------------------------------------------------
 
Reboots are the other type of earthquake on Lensmoor. They are set to run
on a more or less daily schedule to perform maintenance on the MUD. They
may also be manually initiated by an imm, for instance for code changes.
 
When a reboot countdown is started, you will see this message:
You feel a slight tremor.
 
The reboot occurs when the timer hits 0 and no one is in the editor. If no 
one is questing, fighting, or in the editor, it may come sooner, but you 
will be given a minimum of 30 seconds to react to one. 
 
While the reboot timer is counting down, you will not be able to use 
delayed commands (e.g. combine, crafting). 
 
When a reboot occurs, the earth will "tremble" and everything freezes until 
the earth "stops shaking". Reboots end quests, fights, and dissolve groups. 
You will lose charmies not in the room with you, and your group position 
will also be reset to the front, if it was in the back before. With the 
exception of objects in playershop storerooms, anything not in your 
inventory or in your chest will disappear. 
 
Your character and the objects in your inventory and CLOSED chest will 
automatically be saved. If your CHEST happens to be open, it will be closed 
for you. However, this safeguard will not work in the event of a crash 
(unintended reboot), and everything in an open chest will be lost. 
 
Note: Putting %E in your PROMPT will display the countdown and the 'Last 
HUP' in UPTIME can tell when the last reboot occurred.
 
Categories: spell druid newbie 
Last updated by: Gimtor, 01/29/2012
eavesdrop 23 the hand recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
SKILL eavesdrop: Available at level 23
Specializations: thieving, assassination
Syntax: eavesdrop 
Syntax: eavesdrop  stop 
 
This skill allows you to listen into adjacent rooms. While you remain in 
place, you can hear parts of conversations in the adjacent room as if you 
were there. Closed doors make it much harder to hear what is being said, 
but do not completely prevent it. 
 
Limits: Anyone in the config OOC mode cannot be heard. Rooms that are
private are also protected from this skill. 
 
To stop listening in a particular direction, you must type eavesdrop stop.
You may only listen in one direction at a time.
Categories: skill thieving assassination 
Last updated by: Matreya, 08/22/2008
eldritch bolt 78 4 Attacks Tor recall lens;w;s;w 11;n
SKILL eldritch bolt: Available at level 78, requires acid ball.
Specializations: sorcery
Casting time: 4 Attacks
Syntax: cast 'incinerate'     
Syntax: cast 'ice shard'      
Syntax: cast 'eldritch bolt'  
Syntax: cast 'lightning bolt' 
Syntax: cast 'acid blast'     

These spells are more potent sorceries. Each one deals damage to an 
opponent, who gets a saving throw to reduce the damage. If the saving 
throw is missed, a carrier attack may also be applied to the target.
Categories: spell sorcery 
Last updated by: Arawn, 06/16/2010
elemental ward 75 Full Round Sirac Top of Cleric's Tower
SKILL elemental ward: Available at level 75, requires minor ward.
Specializations: protection
Casting time: Full Round
Syntax: cast 'elemental ward' 
 
An elemental ward will create an immunity against one of the four elemental
damage types:  acid, cold, lightning, or fire.   
 
Multiple castings of this spell will replace previous castings.
Categories: spell protection 
Last updated by: Matreya, 08/22/2008
enchant armor 50 Full Round Xilan recall lens;w;s;w 10;2
SKILL enchant armor: Available at level 50, requires enchant item.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'enchant armor' 

The enchant armor spell imbues armor with powerful protective magics.
Each successful enchant increases the strength of the armor by 1
or 2 points, and raises its level by two.
 
Under normal (non-hero) circumstances, armor can only get so strong before it
gets brittle and risks being destroyed by hits. Don't over-enchant.
 
See Also: Help ENCHANT ITEM, ENCHANT WEAPON
Categories: spell enchanting crafting 
Last updated by: Azshanna, 10/29/2019
enchant item 45 Full Round Xilan recall lens;w;s;w 10;2
SKILL enchant item: Available at level 45, requires harden.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'enchant item'  'enchantment' ()
Syntax: cast 'enchant item'  LIST
 
This spell allows the caster to place a permanent enchantment on a crafted
item that has not been DETAILed yet. Possible enchantments are limited by
where the item is worn and its level. The spell will inform you if a given
enchantment cannot be done; no items will ever be destroyed this way.
 
A list of all possible enchantments is given with the spell's LIST option.
This does not take mana to access. Help OBJECT FLAGS has more information.
 
Some enchantments (+STATS) are compoundable (multiple castings increases
the effect), while others are fixed. Enchantments that replicate spells
(e.g. invisibility) require the caster to know the appropriate spell.
 
Each enchantment requires a continual power source. This is either uncut

[Hit Return to continue, Q to exit]

gems (ones that are mined) or PERMANENT* base mana from the caster (this
does not alter your trainable mana cap).
 
If gems are specified, they must be of sufficient quality to support the 
highest level of the enchantment on the item. Mana spent to power an
enchantment is equivalent to the quality of gem required. 
 
* If you wish to use mana to power this spell you must put 'none' in the
syntax in place of .  Remember this is a PERMANENT mana loss!
 
See Also: Help ENCHANT ARMOR, ENCHANT WEAPON
Categories: spell enchanting crafting 
Last updated by: Azshanna, 10/29/2019
enchant weapon 55 Full Round Xilan recall lens;w;s;w 10;2
SKILL enchant weapon: Available at level 55, requires enchant item.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'enchant weapon'  'enchantment' () 
Syntax: cast 'enchant weapon'  LIST 
 
This spell allows the caster to place a permanent enchantment on a newly 
crafted weapon. This enchantment must be cast before the weapon is 
DETAILed. The spell will inform you if a given enchantment cannot be done, 
no items will ever be destroyed this way. 
 
A list of all possible enchantments is given with the LIST option on the 
spell. This does not take mana to access. 
 
Each enchantment requires a continual power source. This is either uncut 
gems that can be obtained mining, or, PERMANENT (base) mana from the 
caster. If gems are specified, they must be of sufficient quality to 
support the highest level of the enchantment on the item. Mana spent to 
power an enchantment is equivalent to the quality of gem required.

If you wish to use mana to power this spell you must put  in the
syntax in place of the gems.  Remember this is a PERMANENT mana loss!

See Also: Help ENCHANT ITEM, ENCHANT ARMOR
Categories: spell enchanting crafting 
Last updated by: Azshanna, 10/29/2019
energy drain 23 3 Attacks a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
SKILL energy drain: Available at level 23
Specializations: necromancy
Casting time: 3 Attacks
Syntax: cast 'energy drain' 

This spell saps the experience points, mana, and movement points of its
target.
 
This is a racial ability available only to LICHES.
Categories: skill necromancy racial 
Last updated by: Evarius, 09/24/2010
enfuse 17 Marval recall lens;w;s;w 11;u
SKILL enfuse: Available at level 17, requires mind over body.
Specializations: psionics
Syntax: psionic 'enfuse' 
 
This psionic power allows you to transfer some or all of your MANA into
another character.
Categories: psionics 
Last updated by: Matreya, 08/22/2008
enhance weapon 75 Full Round Xilan recall lens;w;s;w 10;2
 SKILL enhance weapon: Available at level 75, requires mage blade.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'enhance weapon'   
 
This spell will enhance a weapon, so that it deals more damage. Each 
enhancement will require the use of gems, or PERMANENT (base) mana from the 
caster. The spell will then attempt to enhance the weapon. The more a 
weapon has been enhanced, the less likely further enhancements are to work, 
and over-enhancing may actually reduce the damage the weapon does. 
 
HERO only items are able to withstand more enhancing than others. The 
caster's skill determines the highest level of item that they can enhance 
with this spell.
 
If you wish to use mana to power this spell you must put  in the
syntax in place of the gems.  Remember this is a PERMANENT mana loss!
 
Note:  Enhance weapon is not player teachable.
Note2: Enhance weapon does not work on old weapon types.
Categories: spell enchanting crafting weapon 
Last updated by: Evarius, 10/01/2012
enhanced damage 25 a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
 SKILL enhanced damage: Available at level 25
Specializations: barbarism, paladin
Both the ENHANCED DAMAGE and the CRITICAL STRIKE skills aim at increasing a 
character's effective damage whenever they land a hit on an opponent. The 
likelihood of receiving this damage bonus is based on how high the 
character has these skills at. 
 
Both skills are automatically checked during combat.
Categories: skill combat assassination 
Last updated by: Matreya, 08/22/2008
entangle 21 1 Attacks Neistah recall lens;w;s;w 7;s
SKILL entangle: Available at level 21
Specializations: druid
Casting time: 1 Attacks
Syntax: cast 'entangle' 
 
This spell encourages the surrounding plantlife to grow and wrap itself 
around a victim, restricting his or her movement and preventing him/her 
from fleeing. There must be plantlife nearby for this spell to succeed. 
Categories: spell druid 
Last updated by: Evarius, 03/22/2010
Entish Language 1 Sintil recall lens;e 11;n;e 6;n;e 10;s 2;e
SKILL Entish Language: Available at level 1

LANGUAGE LANGUAGES
Lensmoor has a number of languages. You may or may not understand what 
someone else says if they use a language you don't understand. 
 
Languages are taught by certain mobs. Each player starts the game knowing 
one of two 'common' tongues (Lensmoorian or Antrippan) and possibly some 
other racial languages. The SAY, YELL, and SHOUT commands work based on 
languages. If you do not specify a language with which you are speaking 
with "say/yell/shout [language]," you are assumed to be using your default 
language. You can choose your default language using the SPEAK command. 
 
If you know the language that someone is using, you will be able to read 
the message and be told which language was used. If you do not know the 
language that someone is using, you will only see the untranslated message. 
If someone is using your default language, you will be able to read the 
message but not be told that any specific language is being used. 
 
The available languages are: Lensmoorian, Antrippan, Entish, Gnomish,
Elven, Selkian, Xorrton, Faesh, Alaemn, Orcish, Haikjadeash, Gandorian, 

[Hit Return to continue, Q to exit]

Goblinic, Skulkish, Quicklin, Arachnish, Felinx, Nymphish, Centaurian,
Merchantile, and Sign.
 
Some remort races may have their own unique language. There are also 
alignment-specific languages, GOETIC and ELDAK.
 
You can check what languages you know in your SCORE sheet. To see what
language you are currently speaking, you can type SPEAK without a language
or set your PROMPT to display your language with %l.
 
Note:  remort race and alignment languages cannot be taught by others
Note2: languages do not take up any skill cap.
 
Related Helpfiles:
- help LINGUISTICS a spell that may enable you to understand a language
Categories: language rp quest 
Last updated by: Evarius, 01/16/2013
envenom 18 a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
 SKILL envenom: Available at level 18, requires dagger.
Specializations: assassination
Syntax: envenom 
Syntax: envenom claws

Food, drink, and weapons may be envenomed, with varying effects. Poisoned
food or drink puts a mild poison spell on the consumer, and is unlikely to
be more than a minor inconvenience (after all, the typical adventurer could
drink sewer water with only a trace of the runs).  A poisoned weapon, on
the other hand, can inflict serious damage on an opponent as the poison 
burns through his bloodstream.  But be careful, blade venom evaporates 
quickly and is rendered almost powerless by repeated blows in combat.
Races with claws may envenom their claws as well as their weapons.

In order to use envenom, some sort of contact poison is needed (a tool).
Categories: skill assassination 
Last updated by: Evarius, 11/28/2011
escape 1 2 Attacks Pandora recall lens;s 2;w 3;n 3;e;s 3;d;n;w;s
SKILL escape: Available at level 1
Specializations: thieving, assassination
Use time: 2 Attacks
Syntax: escape
 
The escape skill is the only one that can be used by bound characters to
free themselves by trying to break the bonds that hold them.
 
Aside from using CHANNELS to enlist help from someone else to free them, a
bound character cannot use any other commands.
  
The basic flee is a panic in attempt to prevent being pummeled further.
This fleeing is initiated by the FLEE command, when your hit points
drop below your WIMPY level, or when you go linkdead while fighting.

Related Help Files: FREE - the command that others can use to free a
bound character.
Categories: skill thieving assassination 
Last updated by: Azshanna, 02/14/2015
extinguish 13 1 Attacks a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
SKILL extinguish: Available at level 13, requires continual light.
Specializations: magic
Casting time: 1 Attacks
Syntax: cast 'extinguish' 
Syntax: cast 'extinguish' 
 
Extinguish is a spell designed to destroy the target's lightsource. If 
successful, the light is extinguished permanently. 
 
This is an aggressive spell. The light from CONTINUAL LIGHT is very hard to 
extinguish. 
 
Alternatively, extinguish can prevent an item carried by the caster from
glowing, or extinguish one of the caster's own lights.
Categories: spell magic 
Last updated by: Matreya, 08/22/2008
          
        
faerie fire 8 1 Attacks Kalyphar recall lens;w;s;w 10;n
SKILL faerie fire: Available at level 8, requires phantasmal force.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'faerie fire' 

This spell surrounds its victim with a pink, ARMOR CLASS-decreasing AURA.
The amount it decreases is level-based.
 
As an OBJECT FLAG, faerie fire provides the aura, but not the AC penalty.
Categories: spell illusions 
Last updated by: Evarius, 09/25/2010
faerie fog 21 Full Round Luna recall lens;w;s;w 8;n
SKILL faerie fog: Available at level 21, requires dancing lights.
Specializations: illusions
Casting time: Full Round
Syntax: cast 'faerie fog'

This spell reveals all manner of invisible, hidden, and sneaking creatures in
the same room as you.
Categories: spell illusions 
Last updated by: Evarius, 03/28/2010
false countenance 78 1 Attacks Jasper recall lens;w;s;w 6;n
SKILL false countenance: Available at level 78, requires misdirect.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'false countenance'
 
This spell is the apex of illusionary powers. Through the bending of both
perception and space, the illusionist creates a false countenance, a local
illusionary effect that inverts reality for the viewers. The result of this
is a highly disorienting effect that can result in an attacker striking
him or herself, rather than the illusionist.
Categories: spell illusions 
Last updated by: Matreya, 08/22/2008
farcast 30 1 Attacks Tor recall lens;w;s;w 11;n
SKILL farcast: Available at level 30, requires throw.
Specializations: sorcery
Use time: 1 Attacks
Syntax: farcast  ''  
 
This skill allows the caster to throw spells into adjacent rooms. Only 
certain missile-type spells can be farcast. 
 
They are: magic missile, colour spray, ice shard, incinerate,
lightning bolt, acid blast, and eldritch bolt.
Categories: skill sorcery 
Last updated by: Evarius, 04/13/2010
farming 2 John recall lens;e 11;n;e 6;s 2;e 12;n 7;e;n;w;n;w;n;e;n 6;w 4;s
SKILL farming: Available at level 2
Specializations: crafter
Syntax: farm 
Syntax: farm consider
 
The farming skill allows you to harvest grain, shear the sheep, or collect
the bee's wax from the fields. The consider command is able to display
which of the resources is available, and the quality and quantity that can
be found.
 
The farming skill assumes that farm work is done each season. In winter,
the gathered grain is assumed to be that which has been set aside after the 
harvest. (In other words, tracking seasonal harvesting was something that
didn't seem worth the CPU cycles to implement).
 
Before you go farming, you should read the helpfile on LITTERING first.
Categories: skill crafting wilderness 
Last updated by: Evarius, 12/18/2011
farsight 16 Full Round Luna recall lens;w;s;w 8;n
 SKILL farsight: Available at level 16
Specializations: divining
Casting time: Full Round
Syntax: cast 'farsight'
Syntax: cast 'farsight' 
 
The farsight spell expands the caster's consciousness, allowing him or her
to see far away beings like they were in the same room.  It takes intense
concentration, often leaving the caster helpless for several minutes.
The spell may be used for a general scan that reaches a short distance in
all directions, or with a directional component to see creatures much
farther away. When cast in the wilderness, farsight will provide a much
larger map of your surroundings.
Categories: spell divining 
Last updated by: Evarius, 12/04/2011
fast healing 15 Bethanee recall lens;w;s;w 9;s
 SKILL fast healing: Available at level 15
Specializations: psionics
The fast healing skill improves wound healing rates, when resting, or 
sleeping. Fast healing is checked automatically.
 
There is also an advantage sharing the same name as this skill. See
'help ADVANTAGE LIST' for info on that.
Categories: psionics 
Last updated by: Dahani, 03/29/2010
fear 30 1 Attacks a vampire recall lens;u;n 17;ne 30;ne 11;d;n 12;w 4
SKILL fear: Available at level 30, requires weaken.
Specializations: necromancy, witchcraft
Casting time: 1 Attacks
Syntax: cast 'fear' 
Syntax: cast 'fear'
 
There are 2 versions of fear. The first version sends a powerful
wave of fear at one target, causing him or her to flee the area.
 
The second version is less powerful, but has a chance to affect
everyone in the room with the caster. 
 
The success of this spell is based on the CHARISMA of the caster,
and the difference between the caster's level and the target's.
Categories: spell necromancy witchcraft 
Last updated by: Matreya, 08/23/2008
feign death 14 1 Attacks Jasper recall lens;w;s;w 6;n
SKILL feign death: Available at level 14, requires ventriloquate.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'feign death'
 
This spell is a complex illusion that creates the image of the caster dying 
in combat, combined with moving the caster to limbo. The caster remains in 
limbo until he or she types something, or the spell expires. This spell can 
only be cast while fighting. 
Categories: spell illusions 
Last updated by: Matreya, 08/23/2008
feint 24 Roth recall lens;w 4;n 2;e 5;s
SKILL feint: Available at level 24, requires disarm.
Specializations: weaponmaster
Syntax: feint 
 
This skill allows skilled fighters to fake an attack in one direction, 
luring their opponent's guard out of the way for a followup strike. 
 
Feint will look for your next attack on an opponent, rather than the next 
attack on the opponent. A successful feint will replace both your to-hit 
roll and your opponent's active defenses (parry/block/dodge). Subsequently, 
your next attack will automatically land, dealing slightly more damage, as 
your opponent is out of position for the attack.
Categories: skill combat weaponmaster 
Last updated by: Evarius, 05/26/2011
fire fists 49 1 Attacks Tor recall lens;w;s;w 10;s
SKILL fire fists: Available at level 49, requires incinerate.
Specializations: sorcery
Casting time: 1 Attacks
Syntax: cast 'acid fists'
Syntax: cast 'fire fists'
Syntax: cast 'ice fists'
Syntax: cast 'shocking fists'
 
These spells surround the caster's hands (or claws) with the appropriate 
magical aura. Successful unarmed attacks will inflict extra damage, and 
possibly affect the victim with secondary effects based on the spell.
 
Casting a new fist spell will replace a previously cast one.
 
POISON FISTS may stack with other fist spells. The other fist spells do not
stack with one another, unless it is a spell stacking with a racially
provided affect or one gained from a piece of equipment.
Categories: spell sorcery 
Last updated by: Matreya, 07/22/2008
fireball 64 3 Attacks Kalyphar recall lens;w;s;w 10;n
SKILL fireball: Available at level 64, requires fire fists.
Specializations: sorcery
Casting time: 3 Attacks
Syntax: cast 'acid ball'        
Syntax: cast 'fireball'        
Syntax: cast 'cone of cold'    
Syntax: cast 'lightning storm' 
Syntax: cast 'gas cloud'
Syntax: cast 'thunderclap' 

These sorcery spells are area effect attacks.  They will affect everyone
in the room with the caster who is not considered 'safe'.  The primary 
target (if there is one), will take more damage than everyone else who
is affected.  Targets get a saving throw to take less damage.  If they
fail this save, they may be affected by a carrier attack as well, as may
any item left in the room.
Categories: spell sorcery 
Last updated by: Arawn, 03/05/2010
fireproof 26 Full Round Xilan recall lens;w;s;w 10;2
 SKILL fireproof: Available at level 26, requires resize.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'fireproof'  
 
The fireproof spell temporarily creates a protective aura around an object. 
 
This aura will protect the items from the harmful effects of fire, some 
acid affects, and the HEAT METAL spell. It will not grant an immunity, 
but rather an additional save. 
 
New castings will override older castings, refreshing the duration of the
protection aura. The spell can also be used with MASS ENCHANT to protect 
all of your worn items at once.
Categories: spell enchanting 
Last updated by: Evarius, 05/16/2011
          
        
flail 1 Felamar recall lens;w;s;w 4;s
SKILL flail: Available at level 1
Specializations: weaponmaster
Each weapon skill applies to a specific group of armaments and determines
how well a character fights with a particular weapon.
 
If a character has the PARRY skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at 
both his weapon and his opponent's.
 
Your weapon skill can also modify the amount of damage you deal: It will be
increased if your weapon skill is greater than the to-hit cap (90%) and
decreased for very low skill levels. The boost or penalty is a percentage
of the damage you deal normally, based on how much over (or under) the
threshold your modified skill is.
 
The weapon skills consist of the following:
 
axe         the use of axes, ranging from hand to great (but not halberds).
dagger      the use of knives and daggers, and other stabbing weapons.
flail       skill in ball-and-chain type weapons.
mace        this skill includes clubs and hammers as well as maces.
polearm     the use of pole weapons (except spears), including halberds.
spear       this skill covers both spears and staves, but not polearms.
sword       the warrior's standby, from rapier to claymore.
whip        the use of whips, chains, and bullwhips.
exotic      the use of strange, magical weapons.
bow         the use of bows and crossbows as ranged weapons.
sling       the use of slings as ranged weapons.
 
(The exotic skill cannot be purchased and is dependent solely upon level)
  
For additional information on weapons: 
See help SHOOT (for help on ranged weapons)
See help WEAPON FLAGS (for help on weapon flags and their effects)
See help ADVANCED WEAPON SKILLS (for a list of skills that require weapons)
Categories: skill weapon weaponmaster paladin barbarism combat 
Last updated by: Azshanna, 10/07/2019
floating disc 5 Full Round Teralle recall lens;w;s;w 12;n
SKILL floating disc: Available at level 5
Specializations: magic
Casting time: Full Round
Syntax: cast 'floating disc'
 
This spell creates a floating field of force, which follows the caster 
around. It requires an open float location on the character. 
 
The disc can be used to store objects without adding to the weight you are 
carrying. A disc has a storage capacity of 10 pounds per level of the 
caster, with a maximum item weight at 5 pounds per level.
 
A disc lasts no more than twice the caster's level in hours, and usually 
less. The only ways to remove a disc are to die, destroy it with a spell
(e.g. shatter), or allow it to run out of energy.
 
When the disc disappears, items from it will be placed into your inventory.
Should a disc expire while you are running, your running will be stopped.
A disc will flicker approximately a minute before it is about to expire. 
Categories: spell magic 
Last updated by: Evarius, 01/07/2013
flog 23 2 Attacks Felamar recall lens;w;s;w 4;s
SKILL flog: Available at level 23, requires whip.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: flog    
Syntax: lash    
Syntax: scourge 
 
These are advanced whip skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
 
Flog uses the weight of the whip to deal twice the normal damage. It takes
an attack to recover from using this skill.
 
Lash uses the speed of the whip to prevent opponents from dodging out of
the way.  It also deals twice normal damage, and requires an attack to 
recover.
 
Scourge uses the whip to bite into the victim's flesh, inflicting three
times normal damage, but requiring two attacks to recover.
Categories: weaponmaster weapon skill 
Last updated by: Evarius, 08/23/2011
flurry 41 1 Attacks Roth recall lens;w 4;n 2;e 5;s
SKILL flurry: Available at level 41, requires second attack.
Specializations: weaponmaster, barbarism
Use time: 1 Attacks
Syntax: flurry 
 
With a burst of energy, this skill allows you to launch an attack against 
every opponent in direct combat with you, seemingly simultaneously. It is a 
taxing feat to perform, demanding more as the attempted attacks increase. 
Categories: skill combat weaponmaster barbarism 
Last updated by: Matreya, 08/23/2008
fly 12 Full Round Raena recall lens;w;s;w 4;n
SKILL fly: Available at level 12
Specializations: glamour
Casting time: Full Round
Syntax: cast 'fly'  
 
This spell temporarily gifts its target with the power of magical flight.
 
Flying reduces the strain travelling takes on one's vitality. It also 
enables one to travel to places inaccessible by foot. However, there is a
a slight risk to flying. Should you lose flight while mid air, the fall 
will render you prone and dazed.
 
Related Help Files: WALK, LEVITATE, AEROBATICS.
Categories: spell glamour 
Last updated by: Evarius, 03/17/2012
forage 7 Bethanee recall lens;w;s;w 9;s
SKILL forage: Available at level 7, requires scout.
Specializations: barbarism
Syntax: forage
 
The forage skill allows you to find food out in the wilderness.
Categories: skill barbarism wilderness 
Last updated by: Evarius, 09/30/2010
forget 15 Full Round Bethanee recall lens;w;s;w 9;s
 SKILL forget: Available at level 15
Specializations: bard, glamour
Casting time: Full Round
Syntax: cast 'forget' 
 
The forget spell erases a mobile's memory. Trackers and mobiles
that remember their last victim will forget who they are angry at.
When cast on players, this spell doesn't do a great deal.
Categories: spell bard glamour 
Last updated by: Evarius, 08/30/2011
gas cloud 59 3 Attacks Tor recall lens;w;s;w 11;n
SKILL gas cloud: Available at level 59, requires poison fists.
Specializations: sorcery
Casting time: 3 Attacks
Syntax: cast 'acid ball'        
Syntax: cast 'fireball'        
Syntax: cast 'cone of cold'    
Syntax: cast 'lightning storm' 
Syntax: cast 'gas cloud'
Syntax: cast 'thunderclap' 

These sorcery spells are area effect attacks.  They will affect everyone
in the room with the caster who is not considered 'safe'.  The primary 
target (if there is one), will take more damage than everyone else who
is affected.  Targets get a saving throw to take less damage.  If they
fail this save, they may be affected by a carrier attack as well, as may
any item left in the room.
Categories: spell sorcery 
Last updated by: Arawn, 03/05/2010
gate 34 Full Round Omelia recall lens;w;s;w 9;n
SKILL gate: Available at level 34, requires beacon.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'gate'  
 
The Gate spell is considered to be powerful transportation magic. It 
instantaneously opens up a personal, one-time, one-way portal between your 
character and someone else in the continent you are on. It will transport 
you and any pet you might have, but not other members of your group. 
 
Mobs receive a save against Gate and not all of them can be gated to. Mobs
and players more than 3 levels higher than you cannot be gated to at all.
Any hero or immortal is also immune to Gate, as well as any player who has
config no gate set.
 
God rooms, private rooms, and no recall rooms cannot be gated to. And 
finally, No Recall rooms cannot be gated out of.
Categories: spell conjurer movement 
Last updated by: Matreya, 08/23/2008
gemcraft 53 Zsarmin recall lens;s 14;e;s 5;w 4;n 4;w 2;n;e;n 2;e;n;enter gateway;e (wanders)
SKILL gemcraft: Available at level 53, requires metalworking.
Specializations: crafter
Syntax: gemcraft     
Syntax: gemcraft 
 
Gemcraft allows the crafter to either cut raw gems into true gems, or,
to combine true gems, and a setting material into pieces of jewelry.
True gems are MANASTONES.

If the material selected is a gem, the gem cutting will be done, 
otherwise, a piece of jewelry is made. With the jewelry, the wear
locations possible are: eyes  ears  neck  wrist  finger
 
The level (based on crafter skill, and material quality) determines
how well this piece can be later enchanted. 
 
As with all crafts, the finished product, either jewelry or gem, can
be DETAILed, and a tool is required to work on the gems.
 
Warning: Gemcrafting raw gems will consume all units in a pile.
Categories: skill crafting 
Last updated by: Evarius, 10/23/2012
giant strength 11 Full Round Raena recall lens;w;s;w 4;n
SKILL giant strength: Available at level 11, requires grow.
Specializations: glamour
Casting time: Full Round
Syntax: cast 'giant strength' 
 
This spell heightens the muscles of its recipient, boosting their STRENGTH.
Categories: spell glamour 
Last updated by: Evarius, 09/24/2010
glance 11 SELF TAUGHT
SKILL glance: Available at level 11, requires peek.
Specializations: thieving
Syntax: glance 
 
The glance skill is used by shady types to look at others in the room
without their knowledge.
Categories: skill thieving 
Last updated by: Matreya, 08/23/2008
glassblowing 2 Kimblyn recall lens;e 11;n;e 6;s 2;e 12;n 7;e;n;w;n;w;n;e;n 6;w 2;s
SKILL glassblowing: Available at level 2
Specializations: crafter
Syntax: blacksmith     '' 
Syntax: glassblow       '' 
Syntax: pottery         '' 
Syntax: leatherwork  '' 
Syntax: stonework      '' 
Syntax: waxcraft         '' 
Syntax:      show
 
These CRAFTING skills work very similarly. The crafter specifies the type
of object they want to make, and the level to make the item at. If an 
invalid item type is selected, a list of available choices will be shown.
The level is limited by the crafter's skill and the quality of the
material used, whichever is lower.
 
As with any crafted item, you can DETAIL the item when it is created, and
appropriate tools are required for each craft.
 

[Hit Return to continue, Q to exit]

All of these commands will accept "show" as an argument, and show all the
items that can be produced with the skill.
 
Furniture are things like a bed or chair, you can sit on them.
Furniture2 are things like a desk, you can sit at them as well as
put objects on them.
Categories: skill crafting 
Last updated by: Azshanna, 09/16/2015
graft weapon 17 Full Round Asgath Brewon Top of Warlock's Tower
SKILL graft weapon: Available at level 17, requires recharge.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'graft weapon' 
 
This spell grafts the caster's weapon to their hand, making it unable to 
be disarmed. Any damage the weapon takes while grafted is also dealt to the
graftee, and if the weapon is destroyed, you may be stuck holding a piece
of useless metal.
 
The item selected must be currently wielded or held.
Categories: spell enchanting 
Last updated by: Evarius, 03/28/2010
grapple 42 3 Attacks a veteran recall lens;w 11;s 5;e 2;n
SKILL grapple: Available at level 42, requires bash.
Specializations: barbarism
Use time: 3 Attacks
Syntax: grapple 
 
This command causes you to try and restrain an opponent's movement and 
action in combat. A grappled opponent cannot do anything besides try and 
escape as long as they are grappled. 
 
Of course, the grappler can't do much more than maintain their control. 
Each turn the target has a chance to escape the hold, while the grappler 
has a chance to deal some damage to the held target. 
 
Grappling is only possible after a fight has started, people won't let you 
get close otherwise. Furthermore, the grappler must have both hands free, 
to wrestle with. The length of an opponent's weapon is considered when 
determining if grappling is successful. 
Categories: skill barbarism 
Last updated by: Matreya, 08/23/2008
gravebind 34 2 Attacks a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
 SKILL gravebind: Available at level 34, requires weaken.
Specializations: necromancy
Casting time: 2 Attacks
Syntax: cast 'gravebind'  
 
Besides doing damage, this spell can make the target abandon their will to 
live, preventing them from naturally healing for the duration of the spell.

This spell will reduce, but not eliminate, regeneration on boss quests.

Categories: spell necromancy 
Last updated by: Arawn, 04/11/2017
grow 8 Full Round Raena recall lens;w;s;w 4;n
SKILL grow: Available at level 8, requires shrink.
Specializations: glamour
Casting time: Full Round
Syntax: cast 'grow'
Syntax: cast 'grow' familiar
 
This spell increases the caster's SIZE by one increment per casting.
Categories: spell glamour 
Last updated by: Evarius, 06/08/2012
guard 10 Hakor recall lens;w 4;n 2;e 5
SKILL guard: Available at level 10, requires rescue.
Specializations: protection
Syntax: guard 
 
The guard skill allows you to protect another member of your group. If you 
are guarding someone and they are in a fight, you will attempt to RESCUE 
them automatically, rather than simply assist them. You are set to guard 
whomever you are following. 
 
The vanguard skill is similar. It extends your ability to protect your 
entire group, rather than just one other person who you are following. 

The guard command toggles whether you are guarding or not. If you only know
the guard skill, you will only try to protect the person you're following. 
If you know vanguard, you will always attempt to guard your group, even 
if you are following one specific person.

Categories: skill protection group 
Last updated by: Evarius, 12/02/2011
guiding focus 52 Omelia recall lens;w;s;w 9;n
SKILL guiding focus: Available at level 52, requires precognition.
Specializations: psionics
Syntax: psionic 'guiding focus'  
 
This psionic power guides the psionicist's hand during combat, allowing 
them to land more hits.
Categories: psionics 
Last updated by: Evarius, 08/14/2009
hack 23 2 Attacks Felamar recall lens;w;s;w 4;s
SKILL hack: Available at level 23, requires axe.
Specializations: barbarism
Use time: 2 Attacks
Syntax: hack   
Syntax: hew    
Syntax: cleave 
 
These skills are advanced axe skills. They are focused attacks, intended
to work only with your primary weapon. During combat, they will default
to the opponent you are directly fighting.
 
Hack allows an axe-armed warrior to deal double the normal damage, in 
exchange for skipping their next attack. 
 
Hew allows the axeman to focus his weapon's momentum, making parrying it
impossible.  It also deals twice normal damage in a single blow, and takes
an attack to recover.
  
Cleave is a mighty swing that deals three times the normal damage, but will 
cause the attacker to lose two subsequent attacks.
Categories: barbarism weapon skill 
Last updated by: Evarius, 08/23/2011
haggle 18 SELF TAUGHT
SKILL haggle: Available at level 18, requires appraise.
Specializations: thieving, bard
Haggling is an indispensable skill to a trader. It is automatically used 
whenever a character makes a transaction with a merchant.
 
It allows a character to attempt to match wits with a merchant in order to
seek a better price for the merchandise that they wish to sell or to obtain
a lower cost for things that they wish to buy.
 
Unfortunately, most merchants are already very skilled at haggling;
untrained adventurers should best guard their treasures closely.
Categories: skill thieving bard shop 
Last updated by: Matreya, 08/23/2008
hail storm 32 2 Attacks Neistah recall lens;w;s;w 7;s
SKILL hail storm: Available at level 32, requires call lightning.
Specializations: druid
Casting time: 2 Attacks
Syntax: cast 'hail storm' 
 
This spell directs a small hail storm at the victim, pelting him or
her with many large hail pellets.
Categories: spell druid 
Last updated by: Matreya, 08/23/2008
hand to hand 22 Hakor recall lens;w 4;n 2;e 5
SKILL hand to hand: Available at level 22, requires brawling.
Specializations: barbarism, animal
Hand to hand is the skill required to fight without a weapon, using bare
hands only. Unarmed fighting is not as effective as using a weapon, and
holding a shield or other item will reduce your chances of success when
fighting unarmed.
 
To clarify this skill a little, "Hand to hand" is not the art of hitting
someone with your fist. It is the art of hitting them with your fists SO
HARD that it is as if they had been hit with a weapon.
 
It requires both hands to work this way (that's why you can't second
something and use it) and, it is level 22, because level 2 characters CAN
hit people, they just can't hit them as if they were armed.
Categories: combat barbarism animal skill 
Last updated by: Evarius, 12/21/2011
harden 39 Full Round Xilan recall lens;w;s;w 10;2
SKILL harden: Available at level 39, requires lighten.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'harden'  
 
Harden temporarily makes an object magically hard and resistant to 
breakage. 
 
New castings will override older castings, refreshing the duration of the
magical hardening. The spell can also be used with MASS ENCHANT to harden
all of your worn items at once.
Categories: spell enchanting 
Last updated by: Evarius, 05/16/2011
          
        
harm 47 3 Attacks a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
SKILL harm: Available at level 47, requires cause critical.
Specializations: necromancy
Casting time: 3 Attacks
Syntax: cast 'cause light'    
Syntax: cast 'cause serious'  
Syntax: cast 'cause critical' 
Syntax: cast 'harm'           
 
All of these spells inflict damage upon its victim. The higher-level spells
do more damage.
 
Harm is a DIVINE SPELL, meaning your character must belong to, and follow
the commandments of a deities in order for it to work.
Categories: spell necromancy divine 
Last updated by: Evarius, 05/09/2011
haste 26 Full Round Raena recall lens;w;s;w 4;n
SKILL haste: Available at level 26, requires speed.
Specializations: glamour
Casting time: Full Round
Syntax: cast 'haste' 
 
The HASTE spell increases the speed and agility of its recipient, allowing
for an extra attack and improving evasive abilities during combat.
 
However, it produces a great strain on one's system, such that recuperative 
abilities are halved.
 
The HASTE affect is also the direct opposite of the SLOW one (if both 
affects are active, they will negate each other).
Categories: spell glamour 
Last updated by: Evarius, 09/24/2010
heal 32 3 Attacks Sirac Top of Cleric's Tower
SKILL heal: Available at level 32, requires cure critical.
Specializations: healing
Casting time: 3 Attacks
Syntax: cast 'cure light'    
Syntax: cast 'cure serious'  
Syntax: cast 'cure critical' 
Syntax: cast 'heal'          
Syntax: cast 'true heal'     
 
These spells heal damage, with the higher-level ones being more effective.
 
HEAL is a DIVINE SPELL, meaning your character must belong to, and follow 
the commandments of a deity in order for it to work.
 
TRUE HEALING is a more potent version of the heal spell. In addition to its
curative powers, it can also negate the effects of poison. It is also a
divine spell.
 
Related Helpfiles: MASS HEALING, and BANDAGE.
Categories: spell healing paladin divine 
Last updated by: Matreya, 08/22/2008
healing winds 52 Full Round Sheila recall lens;e 11;n;e 6;s 2;e 12;n 7;e;n;w;n;w;n;e;n 6;w;n
SKILL healing winds: Available at level 52, requires heal.
Specializations: healing
Casting time: Full Round
Syntax: cast 'healing winds'
 
This spell summons a healing wind that whips around the caster for a short 
time.  While the winds still have energy, they will heal damage.  Each 
healing reduces the winds power slightly, until they eventually blow out.

The affects command will show how many charges are left in the winds.

Categories: spell healing 
Last updated by: Arawn, 04/05/2017
heat metal 26 2 Attacks Kalyphar recall lens;w;s;w 10;n
SKILL heat metal: Available at level 26, requires burning hands.
Specializations: sorcery
Casting time: 2 Attacks
Syntax: cast 'heat metal'  
 
Heat metal is an attack spell, with effects that vary according to the 
armor of the victim. It heats up a metal item that the target is either 
wearing or carrying, causing him or her to drop it if possible, taking 
serious burns in the process (possibly fatal if the equipment is too heavy 
to remove easily).
 
Note1: This spell does no damage to creatures who are immune to fire.
Note2: Indurium items will not be dropped, but the burns will result in 
       extra damage instead.
Categories: spell sorcery 
Last updated by: Evarius, 09/16/2012
herbalism 15 Neistah recall lens;w;s;w 7;s
SKILL herbalism: Available at level 15, requires forage.
Specializations: enchanting, druid, crafter
Syntax: herbalism
Syntax: herbalism collect
 
Herbalism is the CRAFTING skill used to collect alchemic herbs out in the
wilderness. If no arguments are specified, it will find whatever herbs
exist and determines the quality of the available herbs.
 
Herbs are found in swamp and forested areas of the wilderness.
Categories: skill crafting enchanting druid wilderness 
Last updated by: Evarius, 10/01/2010
heroism 75 1 Attacks Raena recall lens;w;s;w 4;n
SKILL heroism: Available at level 75, requires calm.
Specializations: paladin, glamour
Casting time: 1 Attacks
Syntax: cast 'heroism'  
 
This spell imbues its target with a noble sense of purpose and honor. 
Consequently, they become immune to FEAR, and are better able to resist
many spells.
Categories: spell paladin glamour 
Last updated by: Evarius, 09/24/2010
hew 51 2 Attacks Felamar recall lens;w;s;w 4;s
SKILL hew: Available at level 51, requires hack.
Specializations: barbarism
Use time: 2 Attacks
Syntax: hack   
Syntax: hew    
Syntax: cleave 
 
These skills are advanced axe skills. They are focused attacks, intended
to work only with your primary weapon. During combat, they will default
to the opponent you are directly fighting.
 
Hack allows an axe-armed warrior to deal double the normal damage, in 
exchange for skipping their next attack. 
 
Hew allows the axeman to focus his weapon's momentum, making parrying it
impossible.  It also deals twice normal damage in a single blow, and takes
an attack to recover.
  
Cleave is a mighty swing that deals three times the normal damage, but will 
cause the attacker to lose two subsequent attacks.
Categories: barbarism weapon skill 
Last updated by: Evarius, 08/23/2011
hide 3 the hand recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
SKILL hide: Available at level 3
Specializations: thieving, assassination
Syntax: hide
Syntax: sneak
 
Both HIDE and SNEAK aim at allowing the user to remain undetected from 
those without the DETECT HIDDEN effect.
 
HIDE has a higher chance of being performed, relative to SNEAK. However,
hiding only lasts as long as the user remains stationary, while sneaking
will remain in effect even when the user is in motion. HIDE also lasts
indefinitely, while SNEAK has a limited duration.
 
Both affects are automatically removed when the user enters combat or
uses the RUN command.

There is a SKILL CONTEST for both HIDE and SNEAK between someone's INT to
notice them. The lack of DETECT HIDDEN provides a penalty to notice the
hidden, while having it provides a bonus. Also, the longer a sneaker
remains in a room, the more likely that they will be discovered.

Related Helpfiles:
SEARCH: a command to reveal those that are hidden/sneaking.
VISIBLE: a command to cancel these effects from oneself.
POINT: a command to 'out' a hidden person.
Categories: skill thieving assassination 
Last updated by: Evarius, 01/10/2012
hook 51 2 Attacks Felamar recall lens;w;s;w 4;s
SKILL hook: Available at level 51, requires chop.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: chop   
Syntax: hook   
Syntax: pierce 
 
These are advanced polearm skills. They are focused attacks, intended to
work only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
 
Chop uses the blade of the polearm to greater effect, dealing twice normal 
damage, but taking an attack to recover.
 
Hook uses the back edge of the polearm to yank the defender's shield out of 
position.  It deals twice the normal damage, taking an attack to recover,
and cannot be blocked with a shield.
 
Pierce uses the point of the polearm and its momentum to deliver a powerful
blow.  It deals three times the normal damage, but takes two attacks to 
recover.
Categories: weaponmaster skill weapon 
Last updated by: Evarius, 04/06/2012
hunt 21 the hand recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
 SKILL hunt: Available at level 21, requires track.
Specializations: assassination
Syntax: track 
Syntax: track (clears your current target)
 
Track is a skill used by hunters to find their prey. Successful tracking 
will tell you the next step to take to find your prey in the least number 
of steps. Once you have reached your target, you will automatically stop
tracking it. The range trackable is determined by your skill at tracking.
 
The COVER skill can be used to disrupt tracking.
 
There is a SKILL CONTEST between track and cover.

The HUNT skill is used for tracking other players or their charmies.  
This uses the same track command, but the Hunt skill replaces the Track 
skill for skill test purposes.

Categories: skill assassination 
Last updated by: Arawn, 06/20/2011
hush 65 2 Attacks Asgath Brewon Top of Warlock's Tower
SKILL hush: Available at level 65, requires silence.
Specializations: magic, bard
Casting time: 2 Attacks
Syntax: cast 'hush'
 
This spell casts a silence over an entire room. Talking, channels, and
spellcasting are all affected by this silence.
Categories: spell room magic bard 
Last updated by: Matreya, 08/23/2008
ice fists 45 1 Attacks Tor recall lens;w;s;w 10;s
SKILL ice fists: Available at level 45, requires ice shard.
Specializations: sorcery
Casting time: 1 Attacks
Syntax: cast 'acid fists'
Syntax: cast 'fire fists'
Syntax: cast 'ice fists'
Syntax: cast 'shocking fists'
 
These spells surround the caster's hands (or claws) with the appropriate 
magical aura. Successful unarmed attacks will inflict extra damage, and 
possibly affect the victim with secondary effects based on the spell.
 
Casting a new fist spell will replace a previously cast one.
 
POISON FISTS may stack with other fist spells. The other fist spells do not
stack with one another, unless it is a spell stacking with a racially
provided affect or one gained from a piece of equipment.
Categories: spell sorcery 
Last updated by: Matreya, 07/22/2008
ice shard 30 2 Attacks Tor recall lens;w;s;w 11;n
SKILL ice shard: Available at level 30, requires chill touch.
Specializations: sorcery
Casting time: 2 Attacks
Syntax: cast 'incinerate'     
Syntax: cast 'ice shard'      
Syntax: cast 'eldritch bolt'  
Syntax: cast 'lightning bolt' 
Syntax: cast 'acid blast'     

These spells are more potent sorceries. Each one deals damage to an 
opponent, who gets a saving throw to reduce the damage. If the saving 
throw is missed, a carrier attack may also be applied to the target.
Categories: spell sorcery 
Last updated by: Arawn, 06/16/2010
identify 13 Full Round Luna recall lens;w;s;w 8;n
SKILL identify: Available at level 13
Specializations: divining, bard
Casting time: Full Round
Syntax: cast 'identify' 
 
This spell reveals information about the object.
 
Note: there are mobs in the game who can identify objects for you (for a
price). Find out about them through IC means.
Categories: spell divining bard 
Last updated by: Evarius, 07/24/2011
          
        
improved invisibility 45 Full Round Jasper recall lens;w;s;w 6;n
SKILL improved invisibility: Available at level 45, requires aura mask.
Specializations: illusions
Casting time: Full Round
Syntax: cast 'invisibility' 
Syntax: cast 'improved invis'
 
The INVIS spell makes the target character invisible. Invisible characters
will become visible whenever they attack or are attacked.
 
THE INVIS spell may also be cast on an object to render it invisible, or 
to render invisible items visible again.
 
The IMPROVED INVIS spell makes the caster invisible, and allows them to
make attacks while remaining invisible.
 
The VISIBLE command will allow one to become visible when any of these
spells are in effect.
 
The DETECT INVISIBLE spell is used to see the invisible.
Categories: spell illusions 
Last updated by: Evarius, 12/05/2012
incinerate 38 2 Attacks Kalyphar recall lens;w;s;w 10;n
SKILL incinerate: Available at level 38, requires heat metal.
Specializations: sorcery
Casting time: 2 Attacks
Syntax: cast 'incinerate'     
Syntax: cast 'ice shard'      
Syntax: cast 'eldritch bolt'  
Syntax: cast 'lightning bolt' 
Syntax: cast 'acid blast'     

These spells are more potent sorceries. Each one deals damage to an 
opponent, who gets a saving throw to reduce the damage. If the saving 
throw is missed, a carrier attack may also be applied to the target.
Categories: spell sorcery 
Last updated by: Arawn, 06/16/2010
infravision 2 Full Round Luna recall lens;w;s;w 8;n
SKILL infravision: Available at level 2
Specializations: divining
Casting time: Full Round
Syntax: cast 'infravision' 
 
This spell enables the target character to see warm-blooded creatures even
while in the dark, and exits of a room as well.
 
Infrared is the natural ability of infravision that some races have.
Categories: spell divining 
Last updated by: Matreya, 08/24/2008
infuse soul 90 Full Round a vampire recall lens;u;n 17;ne 30;ne 11;d;n 12;w 4
SKILL infuse soul: Available at level 90, requires soul drain.
Specializations: necromancy
Casting time: Full Round
Syntax: cast 'infuse soul'  
 
This spell makes a soul captured with 'CAPTURE SOUL' more potent and able 
to cast spells on its own. 
Categories: spell necromancy 
Last updated by: Evarius, 03/25/2010
inhabit familiar 13 Full Round Bethanee recall lens;w;s;w 9;s
 SKILL inhabit familiar: Available at level 13, requires bind familiar.
Specializations: druid, witchcraft
Casting time: Full Round
Syntax: cast 'inhabit familiar'
Syntax: cast 'possession' 
 
These two spells allow you to leave your body and inhabit and control
the body of another. Inhabit familiar allows you to control your familiar
(see: BIND FAMILIAR), while possession allows control over anyone who is
under your charm.
 
Possession requires that the victim be in the room with you. Inhabiting 
a familiar can be done remotely.
 
Each of these abilities uses the RETURN command to return to your own body.
 
Any type of possession is now logged. Feel free to use possessed mobs to
run around, explore, or to interact ICly. Please do not talk ooc type
channels with said possessed mob. ANY abuse of them to cause OOC problems
(such as harrassing others or spamming channels) will result in loss of
all casting ability.
Categories: spell druid necromancy witchcraft pet 
Last updated by: Evarius, 07/19/2011
invisibility 21 Full Round Jasper recall lens;w;s;w 6;n
 SKILL invisibility: Available at level 21, requires cloak of cover.
Specializations: illusions
Casting time: Full Round
Syntax: cast 'invisibility' 
Syntax: cast 'improved invis'
 
The INVIS spell makes the target character invisible. Invisible characters
will become visible whenever they attack or are attacked.
 
THE INVIS spell may also be cast on an object to render it invisible, or 
to render invisible items visible again.
 
The IMPROVED INVIS spell makes the caster invisible, and allows them to
make attacks while remaining invisible.
 
The VISIBLE command will allow one to become visible when any of these
spells are in effect.
 
The DETECT INVISIBLE spell is used to see the invisible.
Categories: spell illusions 
Last updated by: Evarius, 12/05/2012
jab 51 2 Attacks Felamar recall lens;w;s;w 4;s
SKILL jab: Available at level 51, requires thrust.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: thrust 
Syntax: jab    
Syntax: lunge  
 
These are advanced spear skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
 
Thrust is a powerful attack, dealing twice the standard damage, but taking
a subsequent attack to recover. 
 
Jab is a variation on this.  Performed quickly, it gives the defender no
opportunity to dodge.  It also deals twice normal damage, and takes an
attack to recover.
 
Lunge puts the entire weight of the attacker behind the spear, dealing 
triple damage, but taking two rounds to recover.
Categories: weaponmaster weapon skill 
Last updated by: Evarius, 08/23/2011
joust 11 1 Attacks Apria recall lens;w;s;w 15
SKILL joust: Available at level 11, requires ride.
Specializations: weaponmaster, paladin
Use time: 1 Attacks
Syntax: joust  
 
This skill allows the mounted warrior to charge at an opponent in an
adjacent room, doing increased damage based on the level of his or her
mount if the attack is successful.
Categories: skill weaponmaster paladin pet 
Last updated by: Evarius, 10/01/2010
kick 9 1 Attacks Zek recall lens;w;s;w 5;s
SKILL kick: Available at level 9, requires bash.
Specializations: barbarism, animal
Use time: 1 Attacks
Syntax: kick 
 
Kicking allows the adventurer to deliver a powerful kick. However, a
failed kick may throw an unwary fighter off balance.
 
Kick deals some extra damage based on the DEXTERITY of the kicker.
Categories: skill barbarism animal 
Last updated by: Evarius, 12/11/2011
knock 20 1 Attacks Xilan recall lens;w;s;w 10;2
SKILL knock: Available at level 20
Specializations: enchanting
Casting time: 1 Attacks
Syntax: cast 'knock' 
Syntax: cast 'knock' 
Syntax: cast 'knock'  
 
The knock spell magically opens doors, even locked ones. As with all doors, 
some may resist this spell. 
 
Also, this spell can unbar a room. Either the one you're in, or the one in
the direction being knocked.
 
Used on an object, the knock spell will remove the MAGE LOCK affect.
---------------------------------------------------------------------------
Syntax: knock 
 
A non-magic knock command makes a noise on a door, alerting those within to
your presence.

Categories: spell enchanting commands movement 
Last updated by: Evarius, 11/28/2011
          
        
know alignment 3 0 Attacks Luna recall lens;w;s;w 8;n
SKILL know alignment: Available at level 3
Specializations: divining
Casting time: 0 Attacks
Syntax: cast 'know alignment'  
 
This spell reveals the ALIGNMENT of its target. AURA MASKED individuals
are shielded from the effects of this spell.
Categories: spell divining 
Last updated by: Dahani, 08/02/2010
lacerate 74 3 Attacks Felamar recall lens;w;s;w 4;s
 SKILL lacerate: Available at level 74, requires slice.
Specializations: weaponmaster
Use time: 3 Attacks
Syntax: slash    
Syntax: slice    
Syntax: lacerate 
 
These are advanced sword skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
 
Slash deals twice the normal damage, requiring a subsequent attack to 
recover.
 
Slice is a fast attack.  Performed correctly, the opponent cannot dodge 
it.  It also deals twice the normal damage, and requires an attack to 
recover.
 
Lacerate is a potent attack that deals three times normal damage. It takes
two attacks to recover.
Categories: weaponmaster weapon skill 
Last updated by: Evarius, 08/23/2011
lash 51 2 Attacks Felamar recall lens;w;s;w 4;s
 SKILL lash: Available at level 51, requires flog.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: flog    
Syntax: lash    
Syntax: scourge 
 
These are advanced whip skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
 
Flog uses the weight of the whip to deal twice the normal damage. It takes
an attack to recover from using this skill.
 
Lash uses the speed of the whip to prevent opponents from dodging out of
the way.  It also deals twice normal damage, and requires an attack to 
recover.
 
Scourge uses the whip to bite into the victim's flesh, inflicting three
times normal damage, but requiring two attacks to recover.
Categories: weaponmaster weapon skill 
Last updated by: Evarius, 08/23/2011
leadership 38 Hakor recall lens;w 4;n 2;e 5
SKILL leadership: Available at level 38
Specializations: bard
Leadership is the skill of organizing groups and best using the abilities 
of all members. 
 
If a character with the leadership skill is the leader of a group, then all 
other members of that group receive a hit roll bonus, as the leader is able 
to organize the group's attack positions effectively. In addition, if the 
leader passes a skill check, the group will be able to recover morale 
while in combat.


Leadership skill will also allow you to ORDER charmies more efficiently. 

Categories: skill bard group 
Last updated by: Arawn, 08/21/2014
levitate 15 Marval recall lens;w;s;w 11;u
SKILL levitate: Available at level 15, requires mind over body.
Specializations: psionics
Syntax: psionic 'levitate'  
 
This psionic ability allows the user to levitate and move their own body 
through the air. It is very similar to FLYING, but it also allows you to 
maintain flight while sitting, webbed, etc.
Categories: psionics 
Last updated by: Evarius, 09/18/2012
life orb 25 Full Round Teralle recall lens;w;s;w 12;n
SKILL life orb: Available at level 25, requires floating disc.
Specializations: magic
Casting time: Full Round
Syntax: cast 'life orb'  
 
This spell creates a small glowing orb that hovers around the target until 
the target would normally take lethal damage. The orb then heals the 
target. The caster invests an amount of their own life force into the orb 
upon casting the spell, and this is what is used to heal the target. If the 
orb expires without having been used, this life is lost. 
Categories: spell magic 
Last updated by: Dahani, 08/02/2010
lighten 32 Full Round Xilan recall lens;w;s;w 10;2
 SKILL lighten: Available at level 32, requires fireproof.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'lighten'  
 
For the duration of this spell, lightened objects will weigh half their
normal weight. It cannot be cast on materials though.
 
The spell can also be cast with MASS ENCHANT to lighten all of your worn
items at once.
Categories: spell enchanting 
Last updated by: Evarius, 05/16/2011
lightning bolt 22 2 Attacks Tor recall lens;w;s;w 11;n
SKILL lightning bolt: Available at level 22, requires shocking grasp.
Specializations: sorcery
Casting time: 2 Attacks
Syntax: cast 'incinerate'     
Syntax: cast 'ice shard'      
Syntax: cast 'eldritch bolt'  
Syntax: cast 'lightning bolt' 
Syntax: cast 'acid blast'     

These spells are more potent sorceries. Each one deals damage to an 
opponent, who gets a saving throw to reduce the damage. If the saving 
throw is missed, a carrier attack may also be applied to the target.
Categories: spell sorcery 
Last updated by: Arawn, 06/16/2010
lightning storm 68 3 Attacks Tor recall lens;w;s;w 11;n
SKILL lightning storm: Available at level 68, requires shocking fists.
Specializations: sorcery
Casting time: 3 Attacks
Syntax: cast 'acid ball'        
Syntax: cast 'fireball'        
Syntax: cast 'cone of cold'    
Syntax: cast 'lightning storm' 
Syntax: cast 'gas cloud'
Syntax: cast 'thunderclap' 

These sorcery spells are area effect attacks.  They will affect everyone
in the room with the caster who is not considered 'safe'.  The primary 
target (if there is one), will take more damage than everyone else who
is affected.  Targets get a saving throw to take less damage.  If they
fail this save, they may be affected by a carrier attack as well, as may
any item left in the room.
Categories: spell sorcery 
Last updated by: Arawn, 03/05/2010
linguistics 13 Full Round a hermit recall lens;n 13;w 2;s 2
SKILL linguistics: Available at level 13
Specializations: divining
Casting time: Full Round
Syntax: cast 'linguistics'
Syntax: cast 'linguistics' familiar
 
This spell enables the caster to SPEAK and understand most languages.
 
Syntax for speaking in other languages: say/sayto [language] 
Categories: spell divining language 
Last updated by: Matreya, 08/25/2008
locate object 19 Full Round Luna recall lens;w;s;w 8;n
SKILL locate object: Available at level 19, requires farsight.
Specializations: divining
Casting time: Full Round
Syntax: cast 'locate object' 
        cast 'locate person' 
        cast 'locate object' area 
        cast 'locate person' area 

Locate object reveals the location of all objects with the given name.
Items higher level than you are more difficult to locate, and not all
items can be located.

Locate person will determine the location of all people and animals with 
the given name that the caster can see. A SCRY SHIELD will prevent this 
spell from determining a location, resulting in a 'somewhere' status.
Categories: spell object mob divining 
Last updated by: Evarius, 09/16/2012
locate person 24 Full Round Luna recall lens;w;s;w 8;n
SKILL locate person: Available at level 24, requires locate object.
Specializations: divining
Casting time: Full Round
Syntax: cast 'locate object' 
        cast 'locate person' 
        cast 'locate object' area 
        cast 'locate person' area 

Locate object reveals the location of all objects with the given name.
Items higher level than you are more difficult to locate, and not all
items can be located.

Locate person will determine the location of all people and animals with 
the given name that the caster can see. A SCRY SHIELD will prevent this 
spell from determining a location, resulting in a 'somewhere' status.
Categories: spell object mob divining 
Last updated by: Evarius, 09/16/2012
lore 10 Bethanee recall lens;w;s;w 9;s
SKILL lore: Available at level 10
Specializations: bard
Lore is a general skill, consisting of knowledge of myths and legends. It
works whenever you EXAMINE an object, giving you a chance to remember 
some aspect of its power or usage. This could be in the form of its 
alignment, damage, capacity, or magical effects.
 
For keys, lore also has a chance to reveal what area they are from.
Categories: skill bard 
Last updated by: Evarius, 11/04/2011
lumberjack 2 a woodcutter recall lens;e 11;n;e 6;s 2;e 12;n 7;e;n;w;n;w;n;e;n 6;e 3
SKILL lumberjack: Available at level 2
Specializations: crafter
Syntax: lumberjack
Syntax: lumberjack consider

Lumberjacking allows you to cut down trees in the wilderness to obtain 
wood. In order to cut down trees, you must have lumberjacking tools. The 
'consider' part of the skill takes less time than cutting down a tree, and 
allows you to determine the relative amount and quality of wood available. 
 
Before you lumberjack, you should read the helpfile on LITTERING first.
Categories: skill crafting wilderness 
Last updated by: Evarius, 12/18/2011
lunge 74 3 Attacks Felamar recall lens;w;s;w 4;s
SKILL lunge: Available at level 74, requires jab.
Specializations: weaponmaster
Use time: 3 Attacks
Syntax: thrust 
Syntax: jab    
Syntax: lunge  
 
These are advanced spear skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
 
Thrust is a powerful attack, dealing twice the standard damage, but taking
a subsequent attack to recover. 
 
Jab is a variation on this.  Performed quickly, it gives the defender no
opportunity to dodge.  It also deals twice normal damage, and takes an
attack to recover.
 
Lunge puts the entire weight of the attacker behind the spear, dealing 
triple damage, but taking two rounds to recover.
Categories: weaponmaster weapon skill 
Last updated by: Evarius, 08/23/2011
luthier 45 Alon recall lens;s 8;e 3;n 4;u 3;n;d 2;e (wanders)
SKILL luthier: Available at level 45, requires music.
Specializations: bard, crafter
Syntax: luthier  ''   
 (parameters)
 
Syntax: magecraft   ''  
 (wear) (parameters)
 
 
LUTHIER is the craft of creating instruments while MAGECRAFT is the craft
of creating wands, staffs, and 'caster' items. Each requires a tool.
 
Instruments may only be made of wood, silver, bone, leather, or brass.
Staffs may only be made of wood, while casters of a variety of materials.
 
The spell is which spell the item will cast, the item level is the level of 
the finished item, and the spell level is the power the spell is cast with.
 
(Note: You must belong in a FAITH in order to craft objects that contain
DIVINE SPELLS. However, you do not have to belong in one to use them.)
 
Charges are determined by the spell level, gaining an additional charge for
each level the spell level is lowered. No item should hold more than 20 
charges, casters hold no more than 5. The number of charges also determines
how long it will take to make the item.
 
The 'type' for magecraft is which of the three item types to select. Caster 
items must also have a wear location specified.
 
Parameters are for spells like control weather, allowing the specification 
of a command line. See HELP ALCHEMY for an example. Luthier can use "none" 
as a spell name, to indicate the manufacture of a non-magical instrument. 
Like other crafted items, the DETAIL command can be used on the finished 
product.
Categories: skill enchanting crafting 
Last updated by: Evarius, 04/29/2018
mace 1 Felamar recall lens;w;s;w 4;s
SKILL mace: Available at level 1
Specializations: weaponmaster, barbarism
Each weapon skill applies to a specific group of armaments and determines
how well a character fights with a particular weapon.
 
If a character has the PARRY skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at 
both his weapon and his opponent's.
 
Your weapon skill can also modify the amount of damage you deal: It will be
increased if your weapon skill is greater than the to-hit cap (90%) and
decreased for very low skill levels. The boost or penalty is a percentage
of the damage you deal normally, based on how much over (or under) the
threshold your modified skill is.
 
The weapon skills consist of the following:
 
axe         the use of axes, ranging from hand to great (but not halberds).
dagger      the use of knives and daggers, and other stabbing weapons.
flail       skill in ball-and-chain type weapons.
mace        this skill includes clubs and hammers as well as maces.
polearm     the use of pole weapons (except spears), including halberds.
spear       this skill covers both spears and staves, but not polearms.
sword       the warrior's standby, from rapier to claymore.
whip        the use of whips, chains, and bullwhips.
exotic      the use of strange, magical weapons.
bow         the use of bows and crossbows as ranged weapons.
sling       the use of slings as ranged weapons.
 
(The exotic skill cannot be purchased and is dependent solely upon level)
  
For additional information on weapons: 
See help SHOOT (for help on ranged weapons)
See help WEAPON FLAGS (for help on weapon flags and their effects)
See help ADVANCED WEAPON SKILLS (for a list of skills that require weapons)
Categories: skill weapon weaponmaster paladin barbarism combat 
Last updated by: Azshanna, 10/07/2019
mage blade 60 Full Round Xilan recall lens;w;s;w 10;2
SKILL mage blade: Available at level 60, requires enchant weapon.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'mage blade' 
 
Mage Blade is a powerful weapon enchantment that endows a weapon with a
spell. This spell is released from the weapon when the weapon strikes
its victim. The spell affects the weapon that is currently wielded, and
cannot affect weapons that are already magical. The spell wears out with
time, but can be recast.
 
Not all spells can be mage bladed and you will need to know the spell to
mage blade a weapon.
Categories: spell enchanting weapon 
Last updated by: Evarius, 09/30/2010
mage lock 32 Full Round Xilan recall lens;w;s;w 10;2
SKILL mage lock: Available at level 32
Specializations: protection
Casting time: Full Round
Syntax: cast 'mage lock'  
 
Mage lock allows the caster to magically seal an exit or container so that 
it cannot be opened by any means short of the KNOCK spell. 
 
Try not to mage lock commonly used paths or items in newbie areas (level 30 
and below), or otherwise impede the free movement of newbies. 
Categories: spell protection 
Last updated by: Evarius, 02/14/2009
magecraft 45 Zsarmin recall lens;s 14;e;s 5;w 4;n 4;w 2;n;e;n 2;e;n;enter gateway;e (wanders)
SKILL magecraft: Available at level 45, requires staves.
Specializations: enchanting, crafter
Syntax: luthier  ''   
 (parameters)
 
Syntax: magecraft   ''  
 (wear) (parameters)
 
 
LUTHIER is the craft of creating instruments while MAGECRAFT is the craft
of creating wands, staffs, and 'caster' items. Each requires a tool.
 
Instruments may only be made of wood, silver, bone, leather, or brass.
Staffs may only be made of wood, while casters of a variety of materials.
 
The spell is which spell the item will cast, the item level is the level of 
the finished item, and the spell level is the power the spell is cast with.
 
(Note: You must belong in a FAITH in order to craft objects that contain
DIVINE SPELLS. However, you do not have to belong in one to use them.)
 
Charges are determined by the spell level, gaining an additional charge for
each level the spell level is lowered. No item should hold more than 20 
charges, casters hold no more than 5. The number of charges also determines
how long it will take to make the item.
 
The 'type' for magecraft is which of the three item types to select. Caster 
items must also have a wear location specified.
 
Parameters are for spells like control weather, allowing the specification 
of a command line. See HELP ALCHEMY for an example. Luthier can use "none" 
as a spell name, to indicate the manufacture of a non-magical instrument. 
Like other crafted items, the DETAIL command can be used on the finished 
product.
Categories: skill enchanting crafting 
Last updated by: Evarius, 04/29/2018
magic missile 2 0 Attacks Tor recall lens;w;s;w 11;n
SKILL magic missile: Available at level 2
Specializations: sorcery
Casting time: 0 Attacks
Syntax: cast 'magic missile' 
 
This spell fires off a magic missile at its victim with the intent of
inflicting some damage. However, it does not always cause damage.
 
At higher levels, this spell will fire off multiple missiles at once.
However, each additional missile beyond the first will also require a
skill check.
Categories: spell sorcery 
Last updated by: Evarius, 09/10/2012
major ward 85 Full Round Sirac Top of Cleric's Tower
SKILL major ward: Available at level 85, requires elemental ward.
Specializations: protection
Casting time: Full Round
Syntax: cast 'major ward' 
 
A Major Ward will provide its caster with some resistance against one of
the following damage types:
 
    acid     cold        disease    energy    fire
    light    lightning   negative   mental    poison
 
Casting this spell again will replace the original one.
Categories: spell protection 
Last updated by: Evarius, 12/02/2011
major watch 56 Full Round Topaki recall lens;w;s;w 11;d
SKILL major watch: Available at level 56, requires dispel watch.
Specializations: divining
Casting time: Full Round
Syntax: cast 'minor watch'  
Syntax: cast 'watch word'  
Syntax: cast 'major watch'  

The watch spells allow the caster to leave a 'watch' on an exit to a room.
Whenever someone passes that exit, the caster is given some knowledge
about this.

The higher level spells are more likely to survive countermeasures, and
a major watch will actually trigger a fiery magical attack on people
passing it. (This will not affect anyone that will result in a killer flag
to the caster)
 
Watches last a number of minutes based on the caster's level, if they're
not set off.
Categories: spell divining 
Last updated by: Evarius, 12/03/2008
mangle 74 3 Attacks Felamar recall lens;w;s;w 4;s
SKILL mangle: Available at level 74, requires smash.
Specializations: weaponmaster
Use time: 3 Attacks
Syntax: thwack 
Syntax: smash  
Syntax: mangle 
 
These are advanced flail skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
 
Thwack is a focused blow that deals double damage, but forfeits the 
attacker's next attack to recover their balance.
 
Smash uses the chain of the flail to get around a defender's shield.  It
also deals twice normal damage, and takes a round to recover, but cannot be
blocked by a shield.
 
Mangle generates three times normal damage, but takes two attacks to 
recover.
Categories: weaponmaster weapon skill 
Last updated by: Evarius, 08/23/2011
mass curse 41 2 Attacks a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
SKILL mass curse: Available at level 41, requires curse.
Specializations: necromancy
Casting time: 2 Attacks
Syntax: cast 'curse' 
Syntax: cast 'curse' 
Syntax: cast 'mass curse'
 
These spells are used to reduce the to-hit roll and save versus spells of 
the target. The recipient of the spell is also rendered unclean in the eyes 
of the Gods and unable to RECALL. 
 
Curse is effective against a single opponent, while Mass Curse can render 
all your foes unclean.
 
Curse and Mass Curse are DIVINE SPELLS, meaning your character must belong 
to and follow the commandments of one of your land's deities in order for 
it to work. For a similar spell, see help ATTUNE. 
Categories: spell necromancy witchcraft divine 
Last updated by: Evarius, 03/29/2010
          
        
mass enchant 46 Full Round Xilan recall lens;w;s;w 10;2
SKILL mass enchant: Available at level 46, requires harden.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'mass enchant'  
 
This spell mass casts another enchantment spell onto all of your equipment. 
The type parameter indicates what spell you are mass casting. Currently, 
LIGHTEN, FIREPROOF and HARDEN are supported for mass enchanting.
Categories: spell enchanting 
Last updated by: Zyanya, 06/29/2010
mass healing 48 4 Attacks Sintil recall lens;e 11;n;e 6;n;e 10;s 2;e
SKILL mass healing: Available at level 48, requires heal.
Specializations: healing
Casting time: 4 Attacks
Syntax: cast 'mass healing' 

The mass healing spell, as its name might suggest, performs a healing spell
on all members of your group.  It also throws in a refresh spell for good
measure.

Mass Healing is a DIVINE SPELL, meaning your character must belong to, and
follow the commandments of one of Lensmoor's deities in order for it to
work.
Categories: spell healing divine group 
Last updated by: Evarius, 11/28/2011
mass sustain 53 Full Round the master mage rec lens;e 4;w 3;n 2 (wanders)
 SKILL mass sustain: Available at level 53, requires sustain.
Specializations: magic
Casting time: Full Round
Syntax: cast 'sustain' 
Syntax: cast 'mass sustain'
 
Sustain allows you to extend the duration of a spell affecting you. You
must know the spell in order to sustain it.
 
Mass sustain will increase the duration of almost all the spells currently
in effect. Each spell sustained drains mana from the caster and the spell
will stop if the caster runs out of mana.
 
If a spell is currently at or over 50 hours it can not be sustained further.
Categories: spell magic 
Last updated by: Dahani, 01/17/2013
maul 74 3 Attacks Felamar recall lens;w;s;w 4;s
SKILL maul: Available at level 74, requires batter.
Specializations: barbarism
Use time: 3 Attacks
Syntax: beat   
Syntax: batter 
Syntax: maul   
 
These are advanced mace skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the 
opponent you are directly fighting.
 
Beat deals twice the normal damage, but takes an attack to recover.
 
Batter uses the weight of the weapon to force its way through parry 
attempts.  It also deals twice the normal damage, taking an attack to 
recover, but cannot be parried.
 
Maul hits three times as hard as normal, but takes three attacks to recover.
Categories: barbarism skill weapon 
Last updated by: Evarius, 10/27/2013
meditation 6 Bethanee recall lens;w;s;w 9;s
SKILL meditation: Available at level 6
Specializations: psionics
This skill is similar to FAST HEALING, but relies on the concentration and 
mantras to increase MANA and WILLPOWER recovery when the character is 
sleeping or resting. Meditation is automatically checked. 
 
NOTE: The SOCIAL "meditate" is just that, a social. It has no bearing 
whatsoever on the skill of meditation. Typing meditate over and over does 
not make the skill MEDITATION go up, nor does it help with mana recovery.
Categories: psionics socials 
Last updated by: Evarius, 12/04/2011
mind link 31 Sintil recall lens;e 11;n;e 6;n;e 10;s 2;e
SKILL mind link: Available at level 31, requires telepathic scan.
Specializations: psionics
Syntax: psionic 'mind link' 
Syntax: psionic 'mind link' deactivate 
 
This psi power creates a mind link between the psionicist and a target in 
the room. Once established, the two may use the THINKTO command without
further WILLPOWER costs. The psionicist will also know the surface thoughts 
of the target (entered with the THINK command).
 
Any number of mind links can be established, but each one adds to the total 
upkeep cost for the power. When the power is deactivated, all links drop. 
Categories: psionics rp 
Last updated by: Evarius, 06/02/2011
mind over body 10 Marval recall lens;w;s;w 11;u
 SKILL mind over body: Available at level 10, requires meditation.
Specializations: psionics
Syntax: psionic 'mind over body'  
 
This psionic ability lets the user ignore the effects of HUNGER, THIRST, 
and bad WEATHER. Their concentration is unaffected by such small things.
Categories: psionics 
Last updated by: Matreya, 08/25/2008
mind shield 30 Mirdrin Tikol (under lake, in cavern)
SKILL mind shield: Available at level 30, requires confuse.
Specializations: psionics
Syntax: psionic 'mind shield'  
 
This psionic power creates a mental shield to help protect the user from 
psionic attacks.
 
It also will have a chance to stop unwanted TELEPATHY (unwanted =
not enabled, and not mind-linked).
Categories: psionics 
Last updated by: Matreya, 08/25/2008
mindcast 55 1 Attacks Bethanee recall lens;w;s;w 9;s
 SKILL mindcast: Available at level 55, requires telepathy.
Specializations: psionics
Use time: 1 Attacks
Syntax: psi 'mindcast' ''  
 
The psionicist has learned to harness the power of magic with but a thought,
casting spells with neither word nor gesture.
 
Those with an active TELEPATHIC SCAN may hear the psionic thoughts involved
in doing this.
Categories: magic psionics 
Last updated by: Evarius, 10/02/2011
mining 5 a gnome miner Tikol (wanders)
SKILL mining: Available at level 5
Specializations: crafter
Syntax: prospect
Syntax: mine 
 
The mining skill allows you to obtain raw material from the ground. Of the
two commands, prospecting allows you to see what minerals are present in a
room, while mining gets them out.
 
The prospect command will reveal information about the mineral present, as
well as what sort of quality and amount is present.
 
The mine command requires that you enter the full name of the type of 
material you wish to mine. The prospect command will tell you this name.
So, for example, to mine gold ore, you must type "mine gold ore" and not
"mine gold", as you are unlikely to find pure gold in the ground. 
 
Prospecting requires no special tools. Mining equipment is necessary to
mine successfully. 

Before you go mining, you should read the helpfile on LITTERING first.
Categories: skill crafting wilderness 
Last updated by: Evarius, 12/18/2011
minor gate 21 Full Round Omelia recall lens;w;s;w 9;n
SKILL minor gate: Available at level 21, requires teleport.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'minor gate'  
 
This spell transports you to your target, provided they're in the same 
general area as you are. 
 
Some targets can not be gated to for various reasons, others will have
a chance to "save" against you.
Categories: spell conjurer 
Last updated by: Matreya, 08/25/2008
minor ward 65 Full Round Sirac Top of Cleric's Tower
 SKILL minor ward: Available at level 65, requires scry shield.
Specializations: protection
Casting time: Full Round
Syntax: cast 'minor ward' 
 
Utilizing the caster's existing knowledge of spells and magic in general,
casters can devise a 'Minor Ward' as a successful defense against a spell
that specifically targets them.
 
Limitations: a 'Minor Ward' cannot shield the caster from the full extent
of an area effect. In addition, certain spells (ATTUNE and DISPEL MAGIC)
simply cannot be warded against.
 
A second casting of this spell will replace the original ward with a fresh
one, regardless of the spell that is chosen to ward against.
Categories: spell protection 
Last updated by: Evarius, 12/30/2012
minor watch 15 Full Round Topaki recall lens;w;s;w 11;d
SKILL minor watch: Available at level 15
Specializations: divining
Casting time: Full Round
Syntax: cast 'minor watch'  
Syntax: cast 'watch word'  
Syntax: cast 'major watch'  

The watch spells allow the caster to leave a 'watch' on an exit to a room.
Whenever someone passes that exit, the caster is given some knowledge
about this.

The higher level spells are more likely to survive countermeasures, and
a major watch will actually trigger a fiery magical attack on people
passing it. (This will not affect anyone that will result in a killer flag
to the caster)
 
Watches last a number of minutes based on the caster's level, if they're
not set off.
Categories: spell divining 
Last updated by: Evarius, 12/03/2008
minor wyrd 15 1 Attacks Sidirian Tikol Valley (south of lake)
SKILL minor wyrd: Available at level 15, requires cantrip.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'minor wyrd' 
Syntax: cast 'wyrd' 
Syntax: cast 'major wyrd' 
 
If no targets are chosen, this spell will be cast on the the caster.
 
The wyrd magicks are spells that invoke the primal powers of nature. They 
can be quite powerful and unpredictable. In general, the wyrd will help the 
caster of the spell, but this is not always the case. Chaos is a major 
player in this spell, anything is likely to happen. Don't complain when it 
does! 
 
If cast on an invalid target (i.e. a safe target) the wyrd can help a 
subject that was intended to be harmed. When cast on self, or a member of 
the caster's group or clan, the wyrd will have mostly beneficial effects. 
Cast on others with no affiliation to the caster, the wyrd will have mostly 
detrimental effects. 
Categories: spell illusions 
Last updated by: Evarius, 12/02/2011
mirror image 10 Full Round Jasper recall lens;w;s;w 6;n
SKILL mirror image: Available at level 10, requires phantasmal force.
Specializations: illusions
Casting time: Full Round
Syntax: cast 'mirror image' 
 
This spell creates a mirror image of the caster. This mirror image is 
simply an image, and is destroyed easily by any damage. However, any attack 
against the caster will hit a mirror, if one exists. 
Categories: spell illusions 
Last updated by: Matreya, 08/25/2008
misdirect 67 1 Attacks Jasper recall lens;w;s;w 6;n
SKILL misdirect: Available at level 67, requires displacement.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'misdirect' 
 
This spell misdirects the target, making it harder for them to land their
spells.
Categories: spell illusions 
Last updated by: Arawn, 06/15/2009
mummy rot 35 1 Attacks a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
SKILL mummy rot: Available at level 35, requires plague.
Specializations: necromancy
Casting time: 1 Attacks
Syntax: cast 'mummy rot'  
 
This nasty spell inflicts the victim with a debilitating skin rot. The 
first signs of rot are a minor skin rash, that causes a loss of charisma, 
but with time, the disease will start to reduce the strength, dexterity, 
and constitution of the victim, as well as the charisma. This illness is 
long lasting, and often quite resilient to cures.
Categories: spell necromancy 
Last updated by: Matreya, 08/25/2008
music 4 1 Attacks Vree recall lens;s 8;e 3;n 4;u 3;n
SKILL music: Available at level 4
Specializations: bard
Use time: 1 Attacks
Syntax: play ()
 
The play command is used to play music. To play music, you must have an 
instrument. Some instruments don't do a lot, apart from make music, but 
others can cast powerful spells. 
 
The play command is also used with minstrel mobs to get them to play
their songs.
 
The music skill determines success in invoking the magic of an instrument.
This is the only type of use which will grant skill increases.

LUTHIER is the crafting skill used to create instruments.
 
A whistle can be played to call your pet to you.
Categories: skill use object bard 
Last updated by: Arawn, 06/19/2017
natural weaponry 1 Pandora recall lens;s 2;w 3;n 3;e;s 3;d;n;w;s
 SKILL natural weaponry: Available at level 1
Specializations: barbarism, animal
Syntax: chomp  (uses fangs to bite an opponent) 
Syntax: gore   (uses tusks to gore an opponent)
Syntax: horn   (uses horns to pierce an opponent)
Syntax: tail   (uses a tail to tail whip an opponent)
Syntax: wing   (uses wings to graze an opponent)
 
These natural weaponry attacks can only be used in close-combat situations
(this means that you cannot start a fight with them). A specific body part
is required to perform each attack.
 
Additional Notes:
 
CHOMP: poisonous races are also able to deliver POISON with this attack.
 
CLAWS: are automatically used in a normal unarmed attack. See help PUNCH
to toggle between using claws and fists. You may also ENVENOM claws.
 
Races that naturally have horns, tusks, fangs or a tail will be able to
occasionally deliver an automatic attack with them during combat.
 
Races with Natural Weaponry:
 
1) alaemn    (claws)                5) haikjadeam    (fangs)
2) arachnaia (fangs)                6) selkie        (claws)
3) demons    (horns)                7) shapeshifters (can grow any)
4) dragons   (claws, fangs, tail)   8) trolls        (claws, fangs)
Categories: combat skill barbarism animal 
Last updated by: Evarius, 04/25/2017
navigation 7 SELF TAUGHT
SKILL navigation: Available at level 7, requires scout.
Specializations: conjurer
Syntax: navigate '' 
 
This skill will tell you, if possible, what direction an area lies from
your current location. This works best in the WILDERNESS. 
 
Note: For areas with shared keywords (e.g. castle), in your syntax, you may
need to surround the area name in single quotes in order to navigate to the 
correct area. Otherwise, the game will search for the first area that
partially matches the first keyword in your syntax.
Categories: skill conjurer wilderness 
Last updated by: Evarius, 05/11/2013
nexus 46 Full Round Omelia recall lens;w;s;w 9;n
SKILL nexus: Available at level 46, requires portal.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'nexus' 

This spell is virtually identical to portal (see help PORTAL), with the
only difference being that while portal creates a one-way gate, a nexus 
spell makes a two-sided gate.  It also lasts longer than the lower-powered
portal spell.
Categories: spell conjurer 
Last updated by: Matreya, 08/25/2008
nightmares 60 Mirdrin Tikol (under lake, in cavern)
SKILL nightmares: Available at level 60, requires dreams.
Specializations: psionics
Syntax: psionic 'nightmares'  
 
Only usable on a sleeping victim, nightmares plagues their rest with 
recurring nightmares, reducing the benefit of their sleep, and sapping 
their mana. Although nightmares can only be applied to a sleeping victim, 
the effects of nightmares will be with them for a time after, affecting 
subsequent sleep as well. 
 
The use of nightmares is considered an aggressive action, resulting in 
criminal flags when appropriate. The victim may be anywhere in the world 
where they could be scryed. 
 
A side effect of the nightmares is that the psychic impression of the 
psionic is left in the mind of the victim. The victim may see the psionic 
as if he or she were DREAMing. Other than this, no indication of who 
inflicted the nightmares on the victim is given. 
Categories: psionics 
Last updated by: Matreya, 08/25/2008
palm 15 the hand recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
SKILL palm: Available at level 15, requires steal.
Specializations: thieving
Syntax: palm  
 
The palm skill allows a character to try and take an object lying in the 
room without being seen. If the skill check is failed, then people will 
notice whoever is attempting this suspicious-looking action.
Categories: skill thieving 
Last updated by: Matreya, 08/25/2008
          
        
parry 3 Zek recall lens;w;s;w 5;s
SKILL parry: Available at level 3
Specializations: weaponmaster, paladin
If at first you fail to dodge, block it.  Parry is useful for deflecting 
melee attacks and is successful more often than dodge, though it cannot
deflect ranged attacks, such as arrows. Parry requires a weapon for full
success; the hand-to-hand skill may also be used, but results in reduced
damage instead of no damage.  The best chance of parrying occurs when the
defender is skilled in both his and his opponent's weapon type.
 
Parry is also automatically checked during combat.
Categories: skill combat weaponmaster paladin 
Last updated by: Evarius, 03/24/2012
pass door 33 Full Round Raena recall lens;w;s;w 4;n
SKILL pass door: Available at level 33, requires invisibility.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'pass door'
Syntax: cast 'pass door' familiar

This spell enables the caster to pass through many closed doors,
but not all of them.  Magically sealed doors, for example, will not
respond to this spell.
Categories: spell conjurer movement 
Last updated by: Evarius, 12/02/2011
pass watch 33 Full Round Topaki recall lens;w;s;w 11;d
SKILL pass watch: Available at level 33, requires watch word.
Specializations: divining
Casting time: Full Round
Syntax: cast 'pass watch'
Syntax: cast 'pass watch' familiar

This spell allows the caster to move unseen past watches.
Categories: spell divining 
Last updated by: Matreya, 08/25/2008
peek 5 the hand recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
SKILL peek: Available at level 5
Specializations: thieving
Syntax: peek 
 
The peek skill is useful for seeing what a player or mobile is carrying,
the better to use the steal command with.  More intelligent characters are
harder to peek at.  Peek will also let you judge roughly how many coins the
player or mobile is carrying.
Categories: skill thieving 
Last updated by: Eladar, 07/07/2013
peer 25 a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
 SKILL peer: Available at level 25, requires glance.
Specializations: thieving
Syntax: peer 
 
This is the skill of peering into adjacent rooms. Because there is also
a peer SOCIAL, you must type the full direction name (north, south, etc)
or this skill will default to the social. Those without the skill will
also default to the social.
Categories: skill thieving socials 
Last updated by: Evarius, 12/04/2011
pentagram 61 Asgath Brewon Top of Warlock's Tower
SKILL pentagram: Available at level 61, requires planar gate.
Specializations: conjurer
Syntax: pentagram 
 
This skill is the art of crafting a protective pentagram, for use in 
summoning dimensional creatures. A creature summoned into a pentagram will 
be unable to leave the pentagram until it is controlled. 
 
A pentagram requires 10 units of silver to create. This is consumed in its 
creation. 
Categories: skill conjurer 
Last updated by: Matreya, 08/25/2008
perform 10 Vree recall lens;s 8;e 3;n 4;u 3;n
SKILL perform: Available at level 10, requires music.
Specializations: bard
Syntax: perform 
 
The perform skill lets your character perform some act of skill in the 
streets. If well received, the character is likely to receive a few coins 
thrown from onlookers. If badly received, they may be driven out of town or 
worse. 
Categories: skill bard 
Last updated by: Evarius, 09/24/2010
petrify 50 4 Attacks the master mage rec lens;e 4;w 3;n 2 (wanders)
SKILL petrify: Available at level 50, requires stone to flesh.
Specializations: witchcraft, glamour
Casting time: 4 Attacks
Syntax: cast 'petrify' 
Syntax: cast 'stone to flesh' 
 
PETRIFY turns its victim into stone, if they fail their saving throw.
It has a maximum duration of about 4 minutes.
 
STONE TO FLESH is used to return someone from a petrified state before the
spell's duration expires.
 
Petrified characters can use limited communication commands, and are
immune to almost all damage, but cannot do anything else until their
petrification wears off.
Categories: spell witchcraft healing glamour 
Last updated by: Evarius, 12/05/2011
phantasmal beast 34 Full Round Jasper recall lens;w;s;w 6;n
SKILL phantasmal beast: Available at level 34, requires phantasmal mount.
Specializations: illusions
Casting time: Full Round
Syntax: cast 'phantasmal force' 
Syntax: cast 'phantasmal mount'
Syntax: cast 'phantasmal beast'
 
These spells are spells that rely on illusions to accomplish things. 
 
Phantasmal Force will create an illusion in the room you are in. You 
specify what the illusion is. Some people will know the illusion for what
it is, if they make their saving throw. 
 
Phantasmal Mount creates an illusionary winged horse that you can ride
(provided you can ride). The Mount is always large enough to be ridden,
but is not a good fighter. 
 
Phantasmal Beast creates an illusionary monster who will fight for you.
Being an illusion, the beast cannot sustain much damage. 
Categories: spell illusions 
Last updated by: Evarius, 05/26/2011
phantasmal force 6 1 Attacks Jasper recall lens;w;s;w 6;n
SKILL phantasmal force: Available at level 6
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'phantasmal force' 
Syntax: cast 'phantasmal mount'
Syntax: cast 'phantasmal beast'
 
These spells are spells that rely on illusions to accomplish things. 
 
Phantasmal Force will create an illusion in the room you are in. You 
specify what the illusion is. Some people will know the illusion for what
it is, if they make their saving throw. 
 
Phantasmal Mount creates an illusionary winged horse that you can ride
(provided you can ride). The Mount is always large enough to be ridden,
but is not a good fighter. 
 
Phantasmal Beast creates an illusionary monster who will fight for you.
Being an illusion, the beast cannot sustain much damage. 
Categories: spell illusions 
Last updated by: Evarius, 05/26/2011
phantasmal mount 20 Full Round Jasper recall lens;w;s;w 6;n
SKILL phantasmal mount: Available at level 20, requires mirror image.
Specializations: illusions
Casting time: Full Round
Syntax: cast 'phantasmal force' 
Syntax: cast 'phantasmal mount'
Syntax: cast 'phantasmal beast'
 
These spells are spells that rely on illusions to accomplish things. 
 
Phantasmal Force will create an illusion in the room you are in. You 
specify what the illusion is. Some people will know the illusion for what
it is, if they make their saving throw. 
 
Phantasmal Mount creates an illusionary winged horse that you can ride
(provided you can ride). The Mount is always large enough to be ridden,
but is not a good fighter. 
 
Phantasmal Beast creates an illusionary monster who will fight for you.
Being an illusion, the beast cannot sustain much damage. 
Categories: spell illusions 
Last updated by: Evarius, 05/26/2011
photosynthesis 15 Marval recall lens;w;s;w 11;u
SKILL photosynthesis: Available at level 15, requires mind over body.
Specializations: psionics
Syntax: psionic 'photosynthesis'  
 
This psionic power allows the psionicist to draw energy from light 
to reduce the need for food and water.  This also allows the psionicist
to regenerate their mana pool at a faster rate.
Categories: psionics 
Last updated by: Matreya, 08/25/2008
pick lock 10 the hand recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
SKILL pick lock: Available at level 10
Specializations: thieving
Syntax: pick 
Syntax: pick 
 
Lock-picking is a skill used to bypass physically locked doors or objects. 
Not all locks can possibly ever be picked. However, for the success rate of 
those that can be, a character's intelligence and the difficulty of the 
lock itself is taken into consideration.
 
A tool, such as a set of lockpicks, or any others that supports the pick
locking skill is required to perform it.
Categories: skill thieving 
Last updated by: Matreya, 08/25/2008
          
        
pierce 74 3 Attacks Felamar recall lens;w;s;w 4;s
 SKILL pierce: Available at level 74, requires hook.
Specializations: weaponmaster
Use time: 3 Attacks
Syntax: chop   
Syntax: hook   
Syntax: pierce 
 
These are advanced polearm skills. They are focused attacks, intended to
work only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
 
Chop uses the blade of the polearm to greater effect, dealing twice normal 
damage, but taking an attack to recover.
 
Hook uses the back edge of the polearm to yank the defender's shield out of 
position.  It deals twice the normal damage, taking an attack to recover,
and cannot be blocked with a shield.
 
Pierce uses the point of the polearm and its momentum to deliver a powerful
blow.  It deals three times the normal damage, but takes two attacks to 
recover.
Categories: weaponmaster skill weapon 
Last updated by: Evarius, 04/06/2012
plague 21 1 Attacks a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
 SKILL plague: Available at level 21
Specializations: necromancy
Casting time: 1 Attacks
Syntax: cast 'plague'  (type) 
 
The plague spell infests the target with a magical disease of great 
virulence, sapping its strength and causing horrific suffering, possibly 
leading to death. It is a risky spell to use, as the contagion can spread 
like wildfire if the victim makes it to a populated area. 
 
There are different types of plague that can be spread, that can be 
specified, however, discovering what these are is left to the plaguer. 

Kills from plague are credited to the first person to land the affect.
 
There is also a cap on how many plagues that can be cast on someone. They
can pick up more than this from infected people though. Each subsequent
plague will also be harder to land.
 
Please note that it IS NOT acceptable to spread plagues in newbie areas 
(any area under level 30 on the area list). Players caught doing so are 
subject to a heavy penalty.
 
See also CURE DISEASE and MUMMY ROT.
Categories: spell necromancy 
Last updated by: Evarius, 02/12/2009
planar dominance 76 Full Round Asgath Brewon Top of Warlock's Tower
SKILL planar dominance: Available at level 76, requires planar seal.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'planar dominance' 
 
This spell allows the caster to try to gain control of a planar creature
that has been summoned.
Categories: spell conjurer 
Last updated by: Matreya, 08/25/2008
planar gate 55 Full Round Asgath Brewon Top of Warlock's Tower
SKILL planar gate: Available at level 55, requires astral form.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'planar gate' 
 
This spell opens a gate to another plane. The most expected result of
this is that an inhabitant of that plane will come through the gate. 
Other things can come through the gate though. 
 
Generally, creatures from other planes are hostile towards their summoners.
For this reason, use of a PENTAGRAM is suggested.
 
The planes that gates can be opened to are:
fire, water, air, earth, light, dark, death
Categories: spell conjurer 
Last updated by: Evarius, 04/24/2010
planar seal 65 Full Round Omelia recall lens;w;s;w 9;n
SKILL planar seal: Available at level 65, requires planar gate.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'planar seal'
 
A planar seal creates a magical shield in the fabric of the universe,
preventing it from being opened. Since teleportation, recalling, etc...
relies on opening holes in dimensional barriers, a planar seal will prevent
these forms of travel. 
 
Who a planar seal affects follows the same format as the BAR ROOM spell.
 
Be careful in casting this spell. Like BAR ROOM, restricting someone's
movements and trapping them in a room is considered an act of aggression.
Categories: spell conjurer room 
Last updated by: Evarius, 07/02/2011
plunge 67 3 Attacks Felamar recall lens;w;s;w 4;s
SKILL plunge: Available at level 67, requires stab.
Specializations: assassination
Use time: 3 Attacks
Syntax: stab   
Syntax: plunge 
 
These are advanced dagger skills. They are focused attacks, intended to
work only with your primary weapon. During combat, they will default to
the opponent you are directly fighting.
 
Stab puts more of the attacker's weight into the strike, dealing double
damage, but requiring an attack to recover.
 
Plunge plunges the dagger deep into the opponent's body. It deals three
times normal damage, but requires two attacks to recover.
Categories: assassination weapon skill 
Last updated by: Evarius, 08/23/2011
poison 32 1 Attacks a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
 SKILL poison: Available at level 32
Specializations: sorcery, witchcraft
Casting time: 1 Attacks
Syntax: cast 'poison' 
Syntax: cast 'poison' 
 
This spell reduces the strength of the victim by two, as well as reducing 
the victim's regeneration rate. It may also be used to poison food, drink, 
or a weapon in a fashion similar to envenom (help ENVENOM), but with 
drastically reduced effectiveness.
 
Kills from poison are credited to the first person to land the affect.
 
See also help CURE POISON.
Categories: spell sorcery witchcraft 
Last updated by: Evarius, 09/30/2010
          
        
poison fists 47 1 Attacks high priest of Kithanor recall lens;e 11;n;e 6;s 2;e 12;s 2;w 4
SKILL poison fists: Available at level 47, requires poison.
Specializations: sorcery
Casting time: 1 Attacks
Syntax: cast 'poison fists'
 
The poison fist spell coats your hands or claws with a contact POISON,
without harming yourself while the poison is active.
 
See also help ENVENOM for a skill to poison objects, including weapons.
Categories: spell sorcery 
Last updated by: Evarius, 05/08/2012
polearm 1 Felamar recall lens;w;s;w 4;s
SKILL polearm: Available at level 1
Specializations: weaponmaster
Each weapon skill applies to a specific group of armaments and determines
how well a character fights with a particular weapon.
 
If a character has the PARRY skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at 
both his weapon and his opponent's.
 
Your weapon skill can also modify the amount of damage you deal: It will be
increased if your weapon skill is greater than the to-hit cap (90%) and
decreased for very low skill levels. The boost or penalty is a percentage
of the damage you deal normally, based on how much over (or under) the
threshold your modified skill is.
 
The weapon skills consist of the following:
 
axe         the use of axes, ranging from hand to great (but not halberds).
dagger      the use of knives and daggers, and other stabbing weapons.
flail       skill in ball-and-chain type weapons.
mace        this skill includes clubs and hammers as well as maces.
polearm     the use of pole weapons (except spears), including halberds.
spear       this skill covers both spears and staves, but not polearms.
sword       the warrior's standby, from rapier to claymore.
whip        the use of whips, chains, and bullwhips.
exotic      the use of strange, magical weapons.
bow         the use of bows and crossbows as ranged weapons.
sling       the use of slings as ranged weapons.
 
(The exotic skill cannot be purchased and is dependent solely upon level)
  
For additional information on weapons: 
See help SHOOT (for help on ranged weapons)
See help WEAPON FLAGS (for help on weapon flags and their effects)
See help ADVANCED WEAPON SKILLS (for a list of skills that require weapons)
Categories: skill weapon weaponmaster paladin barbarism combat 
Last updated by: Azshanna, 10/07/2019
polymorph 61 2 Attacks Neistah recall lens;w;s;w 7;s
SKILL polymorph: Available at level 61, requires true form.
Specializations: witchcraft, glamour
Casting time: 2 Attacks
Syntax: cast 'polymorph'  
Syntax: cast 'polymorph'  random
 
This spell changes the race of the victim! This is considered a hostile 
act, as most people like their shape. Only animals may be selected as 
potential races (you can't turn someone into a sentient race, or an undead 
thing). Please note you cannot polymorph genies at all. 
 
This spell has a short duration, but the only known cure is a kiss from a 
beautiful, or handsome, member of the opposite sex. 
 
Warning: Do not leave the game polymorphed. The animal you leave as may 
have a lower mana cap than you do, and if you leave as it, your mana cap 
will be lowered, replacing it with trains as if you had gone over.
Categories: spell witchcraft glamour 
Last updated by: Evarius, 05/16/2011
portal 38 Full Round Omelia recall lens;w;s;w 9;n
SKILL portal: Available at level 38, requires gate.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'portal' 
 
The portal spell is similar to GATE, but creates a lasting one-way portal
to the target creature, instead of transporting the caster. Portals are 
entered using 'ENTER' or 'go' command, as in 'go portal'. Portals cannot be
made to certain destinations, nor used to escape from gate-proof rooms.
 
Pre-existing Portals In Lensmoor, there are several kinds of portals. Some
use keywords to activate them while some require you to be standing on a
piece of furniture. For example: You may run across a ladder, which is 
often a portal. To use it, you would have to type 'climb ladder'. Portals 
can also be level specific here, so if you are at level 10 and run across 
a level 35 portal, you won't be able to enter it.
 
Warning! There is no way to tell where a portal will lead. Enter with
caution as it may take you into a dangerous situation.
Categories: spell conjurer movement object newbie exploration 
Last updated by: Evarius, 01/01/2012
possession 85 Full Round Bethanee recall lens;w;s;w 9;s
SKILL possession: Available at level 85, requires animate dead.
Specializations: necromancy, witchcraft
Casting time: Full Round
Syntax: cast 'inhabit familiar'
Syntax: cast 'possession' 
 
These two spells allow you to leave your body and inhabit and control
the body of another. Inhabit familiar allows you to control your familiar
(see: BIND FAMILIAR), while possession allows control over anyone who is
under your charm.
 
Possession requires that the victim be in the room with you. Inhabiting 
a familiar can be done remotely.
 
Each of these abilities uses the RETURN command to return to your own body.
 
Any type of possession is now logged. Feel free to use possessed mobs to
run around, explore, or to interact ICly. Please do not talk ooc type
channels with said possessed mob. ANY abuse of them to cause OOC problems
(such as harrassing others or spamming channels) will result in loss of
all casting ability.
Categories: spell druid necromancy witchcraft pet 
Last updated by: Evarius, 07/19/2011
pottery 2 Kyalia recall lens;e 11;n;e 6;s 2;e 12;n 7;e;n;w;n;w;n;e;n 6;w 2;n
SKILL pottery: Available at level 2
Specializations: crafter
Syntax: blacksmith     '' 
Syntax: glassblow       '' 
Syntax: pottery         '' 
Syntax: leatherwork  '' 
Syntax: stonework      '' 
Syntax: waxcraft         '' 
Syntax:      show
 
These CRAFTING skills work very similarly. The crafter specifies the type
of object they want to make, and the level to make the item at. If an 
invalid item type is selected, a list of available choices will be shown.
The level is limited by the crafter's skill and the quality of the
material used, whichever is lower.
 
As with any crafted item, you can DETAIL the item when it is created, and
appropriate tools are required for each craft.
 

[Hit Return to continue, Q to exit]

All of these commands will accept "show" as an argument, and show all the
items that can be produced with the skill.
 
Furniture are things like a bed or chair, you can sit on them.
Furniture2 are things like a desk, you can sit at them as well as
put objects on them.
Categories: skill crafting 
Last updated by: Azshanna, 09/16/2015
pounce 19 1 Attacks SELF TAUGHT
SKILL pounce: Available at level 19, requires natural weaponry.
Specializations: barbarism, animal
Use time: 1 Attacks
Syntax: pounce  
 
The pounce skill allows four legged races (e.g. dragons, shapeshifters) to
move and attack simultaneously. This skill is equivalent to JOUSTING.
 
The POLYMORPH spell can be used to turn into an animal to use this skill.
 
Pounce used without any arguments or without a direction specified will
use the pounce social.
Categories: skill barbarism animal socials 
Last updated by: Evarius, 04/13/2012
precognition 35 Omelia recall lens;w;s;w 9;n
SKILL precognition: Available at level 35, requires danger sense.
Specializations: psionics
Syntax: psionic 'precognition' 
 
The psionicist attunes himself to possible futures, allowing him to see
where his enemies blows may strike.  This enables him to deflect or avoid
the blows more often.
Categories: psionics 
Last updated by: Matreya, 08/25/2008
protection cantrips 1 Full Round Eberre recall lens;w;s;w 7;n
SKILL protection cantrips: Available at level 1
Specializations: protection
Casting time: Full Round
Syntax: cast 'protection cantrips' 
 
This spell protects the target from the prankish nature of CANTRIPS.
Categories: spell protection 
Last updated by: Evarius, 03/26/2010
protection evil 13 Full Round Benevolent Angel recall lens;n 6;w 6;u;w;d;w 3;swing rope;w;n;w 2;s;w 3;u;w 3;u;w;u;e 2;invoke;e;u
SKILL protection evil: Available at level 13, requires bless.
Specializations: protection, paladin
Casting time: Full Round
Syntax: cast 'protection evil' (familiar)
Syntax: cast 'protection good' (familiar)
Syntax: cast 'protection neutral' (familiar)
 
The protection spells reduce damage taken from attackers of the 
corresponding ALIGNMENT. They may not be cast on others.
 
For the most part, only one protection can be used at a time. If you have
more than one, they will all cease to work. However, races with natural
protection may benefit from an additional protection affect and neutrals
may benefit from all protections at once.
 
The protection spells are DIVINE SPELLS, meaning that your character must
belong to, and follow the commandments of one of Lensmoor's deities in
order for them to work.
Categories: spell protection paladin alignment 

[Hit Return to continue, Q to exit]

Last updated by: Evarius, 10/11/2011
psi bolt 70 4 Attacks Mirdrin Tikol (under lake, in cavern)
SKILL psi bolt: Available at level 70, requires psi drain.
Specializations: psionics
Use time: 4 Attacks
Syntax: psionic 'psi bolt'  
 
This psionic power directs an intense burst of psionic energy at its 
victim, doing physical damage. 
Categories: psionics 
Last updated by: Matreya, 08/25/2008
psi drain 50 1 Attacks Marval recall lens;w;s;w 11;u
SKILL psi drain: Available at level 50, requires blur.
Specializations: psionics
Use time: 1 Attacks
Syntax: psionic 'psi drain'  
 
This psionic power drains the victim's mana, and does a small amount of 
physical damage also. 
Categories: psionics 
Last updated by: Matreya, 08/25/2008
psychic detection 55 Marval recall lens;w;s;w 11;u
SKILL psychic detection: Available at level 55, requires psychic nettles.
Specializations: psionics
Syntax: psionic 'psychic detection'  
 
This skill allows one to open up their mind to any incoming probes in 
exchange for receiving information on who is scrying them and where that 
person is. All types of scrying will be successful regardless of any 
shielding or PSYCHIC NETTLES, leaving one's mind vulnerable to mental 
attacks. 
Categories: psionics 
Last updated by: Matreya, 08/25/2008
psychic disruption 28 2 Attacks Marval recall lens;w;s;w 11;u
SKILL psychic disruption: Available at level 28, requires sense psionics.
Specializations: psionics
Use time: 2 Attacks
Syntax: psionic 'psychic disruption'  
 
This psychic ability is similar to DISPEL MAGIC; but, instead of magical
affects, it attempts to knock out one of the target's activated psionic
powers. If an attempt fails, the level of the affected power will be
drastically lowered.
Categories: psionics 
Last updated by: Evarius, 04/10/2010
psychic nettles 30 Marval recall lens;w;s;w 11;u
SKILL psychic nettles: Available at level 30, requires danger sense.
Specializations: psionics
Syntax: psionic 'psychic nettles'  
 
This ability sets up a passive shield that can entrap and shock people who 
attempt to trespass into your mind. 
 
The chance of success on this skill is rather low, but it is painful when 
someone gets caught in the snare.
 
You cannot be hit by nettles if you are engaged in combat.
Categories: psionics 
Last updated by: Evarius, 08/06/2011
psychic scream 80 4 Attacks Mirdrin Tikol (under lake, in cavern)
SKILL psychic scream: Available at level 80, requires psi bolt.
Specializations: psionics
Use time: 4 Attacks
Syntax: psionic 'psychic scream'

This psionic power broadcasts a slightly lower-power psi bolt at every
valid target in the room.


Categories: psionics 
Last updated by: Arawn, 09/19/2014
purify 45 Full Round Xilan recall lens;w;s;w 10;2
SKILL purify: Available at level 45, requires harden.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'purify'  
 
This spell will halve a quantity of material, improving the quality of the 
material. The material can never be raised to a higher quality than the 
caster's skill with this spell. 
Categories: spell enchanting material 
Last updated by: Evarius, 10/14/2010
push 20 1 Attacks Pandora recall lens;s 2;w 3;n 3;e;s 3;d;n;w;s
SKILL push: Available at level 20, requires bash.
Specializations: barbarism
Use time: 1 Attacks
Syntax: push 
Syntax: push  
Syntax: push  
 
Push is a multi-faceted verb. Some levers, buttons, etc. may need to be 
pushed to achieve a specialized effect at certain locations. At any time, a
person can push an item around. This moves the item and the pusher in that
direction. Please note that items may be damaged as they are being pushed.
  
Finally, there is the push skill. This allows one character to shove 
another in the specified direction, moving the shoved character. This is an
offensive action, and the victim gets a chance to resist. 
Categories: skill barbarism use object mob 
Last updated by: Evarius, 11/29/2011
          
        
pyrokinetics 25 2 Attacks Marval recall lens;w;s;w 11;u
 SKILL pyrokinetics: Available at level 25, requires levitate.
Specializations: psionics
Use time: 2 Attacks
Syntax: psionic 'pyrokinetics' 
 
This skill allows the psionicist to burst the victim into flames.
Categories: psionics 
Last updated by: Evarius, 04/29/2011
rage 64 1 Attacks Roth recall lens;w 4;n 2;e 5;s
 SKILL rage: Available at level 64, requires berserk.
Specializations: barbarism, animal
Use time: 1 Attacks
Syntax: rage
 
This skill allows the combatant to fly into a rage, gaining multiple
attacks against their foe. This skill is exhausting, making the 
fighter tired. This skill cannot be used in conjunction with subdue 
or defend, as they require control that is not possible while raging.
Categories: skill barbarism animal 
Last updated by: Matreya, 08/27/2008
read lips 7 the hand recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
SKILL read lips: Available at level 7
Specializations: thieving
This skill (automatically used) allows you to see what is said in
says and whispers, even when deaf.
Categories: skill thieving communication 
Last updated by: Evarius, 10/14/2010
rear 21 1 Attacks Apria recall lens;w;s;w 15
SKILL rear: Available at level 21, requires joust.
Specializations: barbarism, paladin
Use time: 1 Attacks
Syntax: rear 
 
This skill allows a skilled rider to cause their mount to stomp on their 
opponent in combat. 
 
Note: If you are configured to ignore hits/misses made by others, you might 
not see the damage message done by rear, since it is your mount making that 
attack, not you.
Categories: skill barbarism paladin pet 
Last updated by: Evarius, 09/17/2012
rebellion 33 1 Attacks Bethanee recall lens;w;s;w 9;s
 SKILL rebellion: Available at level 33, requires suggest.
Specializations: bard, glamour
Casting time: 1 Attacks
Syntax: cast 'rebellion' 
 
This spell affects all the charmies (but not the pet) of the victim. It 
fills them with a strong desire to break free of their master's control.
There is a chance that former charmies will attack their former master.
Categories: spell bard glamour 
Last updated by: Evarius, 09/24/2010
recall 1 Omelia recall lens;w;s;w 9;n
SKILL recall: Available at level 1
Syntax: recall
Syntax: recall Lensmoor
Syntax: recall Chancy
Syntax: recall Semdea
Syntax: recall Antrippa
 
RECALL prays to the Gods for miraculous transportation from where you are
back to your HOMETOWN. If you specify an argument, you will go there
instead. You may not recall between continents, i.e. recall lensmoor and
recall chancy do not work on the Antrippan continent and recall semdea
and recall antrippa do not work on the Lensmoorian continent. 
 
If you RECALL during combat, you will have a chance of failing (more than
for fleeing). This chance is based on your recall skill, although a 100%
recall does not guarantee 100% success.
 
RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by 
a CURSE may not recall at all. 

[Hit Return to continue, Q to exit]

 
See help HOMETOWN for help on changing your hometown.
 
It is also worth noting that you will not gain any skill increases if you
recall under normal, non-combat situations.
Categories: movement newbie skill 
Last updated by: Evarius, 01/21/2012
recharge 9 Full Round Xilan recall lens;w;s;w 10;2
SKILL recharge: Available at level 9
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'recharge' 
Syntax: tap 
 
The recharge spell can be used to fill a manastone with power. Each 
manastone can hold a finite amount of mana that is proportional to its 
worth. If a manastone is overcharged, it will disintegrate, but it is 
possible to tell when a stone is full. The stored mana can be retrieved by 
using the tap command. 
 
Similarly, the recharge spell will restore charges on instruments that, 
when PLAYED, cast magical spells. However, the instrument must not be 
completely depleted of charges. If the instrument is completely depleted, 
it cannot be recharged.
 
Please note that once a manastone has been DONATED, it can no longer be
recharged.

Casters, staves, and wands can also be recharged. There is variability in
how many charges you may get per recharge cast.
Categories: spell enchanting object use 
Last updated by: Evarius, 12/04/2011
reflect damage 90 Full Round Sirac Top of Cleric's Tower
SKILL reflect damage: Available at level 90, requires sanctuary.
Specializations: protection
Casting time: Full Round
Syntax: cast 'reflect damage'
 
This spell sets up a reflective aura that reflects a portion of all
damage the caster takes back on its source.
 
Note: reflect damage is not player teachable.
Categories: spell protection 
Last updated by: Evarius, 09/24/2011
refresh 5 0 Attacks Chaliste recall lens;w;s;w 5;n
SKILL refresh: Available at level 5, requires cure light.
Specializations: healing
Casting time: 0 Attacks
Syntax: cast 'refresh'          
Syntax: cast 'refresh critical' 
 
Refresh will refresh a character who is exhausted.  It will also remove
sleeping affects.
 
Refresh critical is a more potent version of refresh, recovering more energy
for the target.
Categories: spell healing 
Last updated by: Matreya, 08/27/2008
remove traps 15 Neistah recall lens;w;s;w 7;s
SKILL remove traps: Available at level 15, requires detect traps.
Specializations: thieving
Syntax: settrap  (dart/snare)
Syntax: settrap 
Syntax: remtrap 
Syntax: remtrap 
Syntax: detecttrap
 
Traps are nasty things that hurt people (in one way or another). They
can be placed on any exit, or on containers. When someone goes through
a trapped exit, or opens or unlocks a trapped container, the trap goes
off, and is then considered used. 
 
DETECT TRAPS allows you a chance to see any traps in the room and any 
trapped containers present as well. Although you may check for traps
manually, the skill is automatically checked when you encounter a trap. 
 
REMOVE TRAPS attempts to remove a trap from an exit or container. If the
skill check is unsuccessful, there is a chance that the trap will spring. 

SET TRAPS attempts to lay a trap on an exit. They can either be snares 
(the default) or poisoned darts. Traps on containers are poisoned needles.
 
* Setting and removing traps both require a tool.
* Traps that hit out of level players do not result in a killer flag.
 
Please do not set traps on commonly used paths or objects in newbie areas
(ones level 30 and below).
 
For information on armor sets, please see help ARMOR.
Categories: spell thieving assassination 
Last updated by: Dahani, 02/11/2010
          
        
rend 74 3 Attacks Pandora recall lens;s 2;w 3;n 3;e;s 3;d;n;w;s
SKILL rend: Available at level 74, requires shred.
Specializations: barbarism, animal
Use time: 3 Attacks
Syntax: tear  
Syntax: shred 
Syntax: rend  
 
These are advanced natural weaponry skills. They are focused attacks,
intended to work when you have both claws available. During combat, they
will default to the opponent you are directly fighting.
 
Tear uses the claws to cut through the victim.  It deals double the normal 
damage, but takes an attack to recover.
 
Shred uses the claws to gain purchase behind a defender's shield and pull 
it out of the way.  It also deals double damage, taking an attack to 
recover, but cannot be blocked.
 
Rend puts far more strength into the point of attack.  It deals triple 
damage, but takes two attacks to recover.
Categories: barbarism animal skill 
Last updated by: Evarius, 08/30/2011
rescue 2 1 Attacks Zek recall lens;w;s;w 5;s
SKILL rescue: Available at level 2
Specializations: protection
Use time: 1 Attacks
Syntax: rescue  
 
A friend in need is a friend indeed. And when in combat, a warrior with the 
rescue skill is just the friend you need. Rescue allows you to intercede in 
combat, protecting weaker characters from bodily harm. Hopefully the favor 
will be returned. Success in rescuing depends on the skill rating, as well 
as a comparison of level, dexterity, and speed between the character and 
the target. (note: you rescue a fellow group member, never an opponent)
Categories: skill protection combat 
Last updated by: Evarius, 04/03/2012
resize 14 Full Round Xilan recall lens;w;s;w 10;2
SKILL resize: Available at level 14, requires recharge.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'resize'  [size]
 
This spell will resize an item.  For each size increase, one unit of the 
material the item is made of is required. For size decreases, no material 
is needed. 

If you specify a size, it will resize the item to that size, otherwise,
it will resize it to the caster's size.

--------------------------------------------------------------------------- 
There is a mob, a warewright, who will resize for you for a fee. There is 
one per continent in New Lensmoor and Antrippa City.
 
Syntax: resize  
 
Size = tiny, small, medium, large, huge, giant.
 
Cost/size increment:
50 plat for indurium, 5 plat for platinum, 50 gold for anything else.
 
Only works on objs in your inventory. Must be carrying the money required.
 
No resizing of arcadium allowed.
 
For bugs and feedback with this mob, please send them to Evarius.
Categories: spell enchanting 
Last updated by: Evarius, 11/03/2011
          
        
ride 5 Apria recall lens;w;s;w 15
SKILL ride: Available at level 5
Specializations: paladin
Syntax: mount 
Syntax: dismount
Syntax: buck
 
* The ride skill allows the rider to control large animals, and also stay 
mounted during combat. 
 
* Uncharmed or wild animals are much more difficult to control, and the 
chances of successfully riding the animal are reduced significantly. A 
mount is considered willing if it's in your group, or is charmed or your 
pet. 
 
* Riding uses your mount's vitality and allows you access to the mount's 
movement features (flying, swimming, etc). 
 
* The mount must be larger in size than you are, and must be ridable. (This 
is set for each ridable creature.) 

* You can do slightly more damage when mounted, but it's also a little more 
difficult for you to hit things. 
 
* The DISMOUNT command is used to get off your mount. The BUCK command is 
used by mounts to remove unwanted riders. 
 
* To allow another player to use you as a willing mount, (only some races 
can do this) they must be on your ENABLE list. 
Categories: skill paladin pet commands movement 
Last updated by: Evarius, 04/03/2012
riposte 45 Roth recall lens;w 4;n 2;e 5;s
SKILL riposte: Available at level 45, requires feint.
Specializations: weaponmaster
The riposte skill allows an advanced fighter the chance to follow up on a
successful parry with a quick return strike of their own.
 
This skill is automatically checked during combat.
 
In order for riposte to work, the parrying weapon (the primary weapon being 
wielded) must not weigh more than half of what the heaviest weapon the
character can wield weighs.
Categories: skill weaponmaster 
Last updated by: Matreya, 08/27/2008
rockslide 27 1 Attacks Neistah recall lens;w;s;w 7;s
SKILL rockslide: Available at level 27, requires earthquake.
Specializations: druid
Casting time: 1 Attacks
Syntax: cast 'rockslide' 
 
Rockslide causes walls to crumble, rocks to fall, or trees to fall, 
blocking off an exit. Up and down exits cannot be blocked in this 
manner, as the material will fall. If possible, the exit is blocked in
both directions. 
Categories: spell druid 
Last updated by: Evarius, 09/30/2010
runes 15 a hermit recall lens;n 13;w 2;s 2
SKILL runes: Available at level 15, requires scrolls.
Specializations: magic, bard
The runes skill is used to read certain magical writing known as runes.
Those skilled in rune reading can decipher the runes that appear on
certain signs and objects, while others only see the strange symbols.
 
This skill is automatically checked when your character reads some runes.
Categories: skill magic bard 
Last updated by: Matreya, 08/27/2008
sanctuary 55 Full Round Sheila recall lens;e 11;n;e 6;s 2;e 12;n 7;e;n;w;n;w;n;e;n 6;w;n
SKILL sanctuary: Available at level 55, requires stone skin.
Specializations: protection
Casting time: Full Round
Syntax: cast 'sanctuary' (target) 
 
Surrounding its target with a protective white aura, the sanctuary spell is
a potent magical defense used to halve any type of damage dealt.
 
As a DIVINE SPELL, casters must follow a deity and abide by their
alignment restrictions.
Categories: spell protection divine 
Last updated by: Matreya, 08/27/2008
scourge 74 3 Attacks Felamar recall lens;w;s;w 4;s
SKILL scourge: Available at level 74, requires lash.
Specializations: weaponmaster
Use time: 3 Attacks
Syntax: flog    
Syntax: lash    
Syntax: scourge 
 
These are advanced whip skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
 
Flog uses the weight of the whip to deal twice the normal damage. It takes
an attack to recover from using this skill.
 
Lash uses the speed of the whip to prevent opponents from dodging out of
the way.  It also deals twice normal damage, and requires an attack to 
recover.
 
Scourge uses the whip to bite into the victim's flesh, inflicting three
times normal damage, but requiring two attacks to recover.
Categories: weaponmaster weapon skill 
Last updated by: Evarius, 08/23/2011
scrolls 5 1 Attacks Sintil recall lens;e 11;n;e 6;n;e 10;s 2;e
SKILL scrolls: Available at level 5
Specializations: magic
Use time: 1 Attacks
Magical items require training to use properly. If your character lacks the 
necessary skill to use an item, he will fail, possibly destroying it. The 
item skills are as follows:
 
scrolls       The reading of magical scrolls and books (see 'help RECITE')
staves        The use of staves and similar devices (see 'help BRANDISH')
wands         The use of wands and similar items (see 'help ZAP') 
Categories: skill magic enchanting use object 
Last updated by: Evarius, 12/09/2011
scry shield 25 Full Round Bethanee recall lens;w;s;w 9;s
SKILL scry shield: Available at level 25, requires protection cantrips.
Specializations: protection
Casting time: Full Round
Syntax: cast 'scry shield' 
 
Scry shield protects the target from all sorts of distant viewing. It
prevents CLAIRVOYANCE, DIVINING, and a few other things. This protection
can be penetrated.
 
There is also a SKILL CONTEST between the caster's and target's scry shield
skill.
Categories: spell protection 
Last updated by: Evarius, 03/26/2010
second attack 30 Hakor recall lens;w 4;n 2;e 5
SKILL second attack: Available at level 30, requires dual wield.
Specializations: paladin
Second attack and third attack are skills that give you a chance
to make extra attacks each combat round. 
 
This chance is affected by whether you are HASTED as well.
 
These skills do not guarantee getting an extra attack every round.
Categories: skill 
Last updated by: Lilith, 05/29/2014
send will 17 1 Attacks Marval recall lens;w;s;w 11;u
SKILL send will: Available at level 17, requires sense life.
Specializations: psionics
Use time: 1 Attacks
Syntax: psionic 'send will' 
 
This skill allows the psionic to send their will to their FAMILIAR, even 
while asleep, allowing the familiar to continue to do the master's bidding
as the master rests.
Categories: psionics pet 
Last updated by: Matreya, 08/27/2008
sense anger 7 Marval recall lens;w;s;w 11;u
SKILL sense anger: Available at level 7, requires meditation.
Specializations: psionics
Syntax: psionic 'sense anger'  
 
This psionic ability lets the user sense hostile emotions, and gives some 
warning about aggressive mobiles, and members of other clans in nearby 
rooms. It is used with the SCAN or EXITS command. 
 
Be warned that this skill works unreliably on the undead.
Categories: psionics 
Last updated by: Eladar, 07/07/2013
sense life 15 Marval recall lens;w;s;w 11;u
SKILL sense life: Available at level 15, requires sense anger.
Specializations: psionics
Syntax: psionic 'sense life'  
 
This ability allows the user to sense life forms. It can often detect those 
that are otherwise hidden, but will not let you know who they are exactly.
Categories: psionics 
Last updated by: Matreya, 08/27/2008
sense psionics 20 1 Attacks Mirdrin Tikol (under lake, in cavern)
SKILL sense psionics: Available at level 20, requires sense life.
Specializations: psionics
Use time: 1 Attacks
Syntax: psionic 'sense psionics'
 
This power enables the user to detect the nearby use of other psionic
powers.
Categories: psionics 
Last updated by: Matreya, 08/27/2008
set traps 35 Neistah recall lens;w;s;w 7;s
SKILL set traps: Available at level 35, requires remove traps.
Specializations: assassination
Syntax: settrap  (dart/snare)
Syntax: settrap 
Syntax: remtrap 
Syntax: remtrap 
Syntax: detecttrap
 
Traps are nasty things that hurt people (in one way or another). They
can be placed on any exit, or on containers. When someone goes through
a trapped exit, or opens or unlocks a trapped container, the trap goes
off, and is then considered used. 
 
DETECT TRAPS allows you a chance to see any traps in the room and any 
trapped containers present as well. Although you may check for traps
manually, the skill is automatically checked when you encounter a trap. 
 
REMOVE TRAPS attempts to remove a trap from an exit or container. If the
skill check is unsuccessful, there is a chance that the trap will spring. 
 
SET TRAPS attempts to lay a trap on an exit. They can either be snares 
(the default) or poisoned darts. Traps on containers are poisoned needles.
 
* Setting and removing traps both require a tool.
* Traps that hit out of level players do not result in a killer flag.
 
Please do not set traps on commonly used paths or objects in newbie areas
(ones level 30 and below).
 
For information on armor sets, please see help ARMOR.
Categories: spell thieving assassination 
Last updated by: Dahani, 02/11/2010

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shadow shield 42 Full Round Jasper recall lens;w;s;w 6;n
 SKILL shadow shield: Available at level 42, requires darkness.
Specializations: illusions
Casting time: Full Round
Syntax: cast 'shadow shield'
Syntax: cast 'shadow shield' familiar
 
This spell causes the caster's shadow to rise from the ground, surrounding
the caster, and protecting him or her from damage. Each blow the shadow
takes diminishes its strength, but the shield will last indefinitely until
it is destroyed.
Categories: spell illusions 
Last updated by: Evarius, 03/26/2010
shatter 70 1 Attacks Mirdrin Tikol (under lake, in cavern)
SKILL shatter: Available at level 70, requires enchant item.
Specializations: enchanting
Casting time: 1 Attacks
Syntax: cast 'shatter'  
Syntax: cast 'detonate'  
 
Both these spells attempt to destroy an object: If the object is in someone
else's possession, they will drop its condition to 0%; if the object is in 
your own possession, they will permanently remove it from the game.
 
The primary difference between the two spells is that shatter simply 
destroys the object, while detonate causes it to explode, harming the
object's owner.
 
Note: Objects get a save to resist explosions, based on their level, and
any magic affecting them.
 
Note2: Holy symbols cannot be shattered/detonated if they are in someone
else's possession.
Categories: spell enchanting 
Last updated by: Evarius, 11/08/2011
          
        
shield 24 Full Round Raena recall lens;w;s;w 4;n
SKILL shield: Available at level 24, requires armor.
Specializations: protection
Casting time: Full Round
Syntax: cast 'shield' (target)
Syntax: cast 'stone skin'
Syntax: cast 'stone skin' familiar
 
These spells boost its recipient's armor class.
 
While the SHIELD spell provides less protection than the STONE SKIN one,
the former can be cast upon others, unlike the latter.
Categories: spell protection 
Last updated by: Evarius, 12/23/2008
shield bash 24 1 Attacks Roth recall lens;w 4;n 2;e 5;s
SKILL shield bash: Available at level 24, requires shield block.
Specializations: barbarism
Use time: 1 Attacks
Syntax: shieldbash 
 
This skill allows the warrior to use his or her shield as a battering
weapon. 
 
Shield bashing will score extra damage based on your STRENGTH. It also has 
a chance to work automatically, upon successful SHIELD BLOCKS.
Categories: skill barbarism combat 
Last updated by: Evarius, 05/16/2011
shield block 2 Zek recall lens;w;s;w 5;s
SKILL shield block: Available at level 2
Specializations: barbarism
Shield block is a rather fancy name for the art of parrying with a shield.
Characters with no shield block skill will not be able to defend themselves
well with a shield. Beware, axes and maces can break shields.
 
This skill is automatically checked in combat when you are wearing a shield.
Categories: skill barbarism combat 
Last updated by: Matreya, 08/27/2008
shocking fists 53 1 Attacks Tor recall lens;w;s;w 10;s
 SKILL shocking fists: Available at level 53, requires chain lightning.
Specializations: sorcery
Casting time: 1 Attacks
Syntax: cast 'acid fists'
Syntax: cast 'fire fists'
Syntax: cast 'ice fists'
Syntax: cast 'shocking fists'
 
These spells surround the caster's hands (or claws) with the appropriate 
magical aura. Successful unarmed attacks will inflict extra damage, and 
possibly affect the victim with secondary effects based on the spell.
 
Casting a new fist spell will replace a previously cast one.
 
POISON FISTS may stack with other fist spells. The other fist spells do not
stack with one another, unless it is a spell stacking with a racially
provided affect or one gained from a piece of equipment.
Categories: spell sorcery 
Last updated by: Matreya, 07/22/2008
shocking grasp 6 1 Attacks Tor recall lens;w;s;w 11;n
SKILL shocking grasp: Available at level 6, requires magic missile.
Specializations: sorcery
Casting time: 1 Attacks
Syntax: cast 'acid spray'     
Syntax: cast 'burning hands'  
Syntax: cast 'chill touch'    
Syntax: cast 'shocking grasp' 
 
These are the basic sorcery damage spells, each one deals damage to the target,
who gets a saving throw to take less damage.
 
Categories: spell sorcery 
Last updated by: Arawn, 03/05/2010
shred 51 2 Attacks Pandora recall lens;s 2;w 3;n 3;e;s 3;d;n;w;s
SKILL shred: Available at level 51, requires tear.
Specializations: barbarism, animal
Use time: 2 Attacks
Syntax: tear  
Syntax: shred 
Syntax: rend  
 
These are advanced natural weaponry skills. They are focused attacks,
intended to work when you have both claws available. During combat, they
will default to the opponent you are directly fighting.
 
Tear uses the claws to cut through the victim.  It deals double the normal 
damage, but takes an attack to recover.
 
Shred uses the claws to gain purchase behind a defender's shield and pull 
it out of the way.  It also deals double damage, taking an attack to 
recover, but cannot be blocked.
 
Rend puts far more strength into the point of attack.  It deals triple 
damage, but takes two attacks to recover.
Categories: barbarism animal skill 
Last updated by: Evarius, 08/30/2011
shrink 5 Full Round Raena recall lens;w;s;w 4;n
SKILL shrink: Available at level 5
Specializations: glamour
Casting time: Full Round
Syntax: cast 'shrink'
Syntax: cast 'shrink' familiar
 
This spell reduces the caster's SIZE. The caster will be able to use
any weapon they were previously wielding, but size penalties may
occur due to the new size.
Categories: spell glamour 
Last updated by: Evarius, 09/24/2010
silence 55 2 Attacks Eberre recall lens;w;s;w 7;n
SKILL silence: Available at level 55, requires extinguish.
Specializations: magic, bard
Casting time: 2 Attacks
Syntax: cast 'silence'  
 
Silence is used to prevent a target from making any noise. This means that 
the victim is unable to cast spells verbally, or communicate easily, but is 
also hard to notice moving about. 
 
See also help SOMATICS and help VOCALIZE.
Categories: spell magic bard 
Last updated by: Matreya, 08/27/2008
slash 23 2 Attacks Felamar recall lens;w;s;w 4;s
SKILL slash: Available at level 23, requires sword.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: slash    
Syntax: slice    
Syntax: lacerate 
 
These are advanced sword skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
 
Slash deals twice the normal damage, requiring a subsequent attack to 
recover.
 
Slice is a fast attack.  Performed correctly, the opponent cannot dodge 
it.  It also deals twice the normal damage, and requires an attack to 
recover.
 
Lacerate is a potent attack that deals three times normal damage. It takes
two attacks to recover.
Categories: weaponmaster weapon skill 
Last updated by: Evarius, 08/23/2011
sleep 40 Full Round Bethanee recall lens;w;s;w 9;s
 SKILL sleep: Available at level 40, requires slow.
Specializations: bard, witchcraft, glamour
Casting time: Full Round
Syntax: cast 'sleep' 
 
This spell causes its victim fall into a magical sleep. Victims will not be
able to wake on their own for the duration of the spell. Any hostile spell
cast upon the sleeper will result in them waking up.
 
For the sleep command, see help POSITIONS.
Categories: spell bard witchcraft glamour 
Last updated by: Evarius, 01/01/2012
slice 51 2 Attacks Felamar recall lens;w;s;w 4;s
SKILL slice: Available at level 51, requires slash.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: slash    
Syntax: slice    
Syntax: lacerate 
 
These are advanced sword skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
 
Slash deals twice the normal damage, requiring a subsequent attack to 
recover.
 
Slice is a fast attack.  Performed correctly, the opponent cannot dodge 
it.  It also deals twice the normal damage, and requires an attack to 
recover.
 
Lacerate is a potent attack that deals three times normal damage. It takes
two attacks to recover.
Categories: weaponmaster weapon skill 
Last updated by: Evarius, 08/23/2011
sling 4 Felamar recall lens;w;s;w 4;s
SKILL sling: Available at level 4
Specializations: weaponmaster
Each weapon skill applies to a specific group of armaments and determines
how well a character fights with a particular weapon.
 
If a character has the PARRY skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at 
both his weapon and his opponent's.
 
Your weapon skill can also modify the amount of damage you deal: It will be
increased if your weapon skill is greater than the to-hit cap (90%) and
decreased for very low skill levels. The boost or penalty is a percentage
of the damage you deal normally, based on how much over (or under) the
threshold your modified skill is.
 
The weapon skills consist of the following:
 
axe         the use of axes, ranging from hand to great (but not halberds).
dagger      the use of knives and daggers, and other stabbing weapons.
flail       skill in ball-and-chain type weapons.
mace        this skill includes clubs and hammers as well as maces.
polearm     the use of pole weapons (except spears), including halberds.
spear       this skill covers both spears and staves, but not polearms.
sword       the warrior's standby, from rapier to claymore.
whip        the use of whips, chains, and bullwhips.
exotic      the use of strange, magical weapons.
bow         the use of bows and crossbows as ranged weapons.
sling       the use of slings as ranged weapons.
 
(The exotic skill cannot be purchased and is dependent solely upon level)
  
For additional information on weapons: 
See help SHOOT (for help on ranged weapons)
See help WEAPON FLAGS (for help on weapon flags and their effects)
See help ADVANCED WEAPON SKILLS (for a list of skills that require weapons)
Categories: skill weapon weaponmaster paladin barbarism combat 
Last updated by: Azshanna, 10/07/2019
slip 13 the hand recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
 SKILL slip: Available at level 13, requires steal.
Specializations: thieving, assassination
Syntax: slip  
 
Slip is used to give an item to another character without their
knowledge. The target must be legal. Like with STEAL there is a 
chance of being detected.
 
If you are enabled by the person you slip something to, it will not
be considered a hostile act.
Categories: skill thieving assassination 
Last updated by: Evarius, 11/16/2010
slow 28 1 Attacks Xilan recall lens;w;s;w 10;2
 SKILL slow: Available at level 28, requires haste.
Specializations: bard, glamour
Casting time: 1 Attacks
Syntax: cast 'slow' 

When slow is cast on an unfortunate victim, it slows their movements,
making them easier to hit and reduces their rate of attack. The effect of
slow also doubles movement costs and halves healing rates, due to reduced
metabolism. 
 
The SLOW affect is the direct opposite of the HASTE one (if both affects
are active, they will negate each other).
Categories: spell bard glamour 
Last updated by: Evarius, 09/24/2010
smash 51 2 Attacks Felamar recall lens;w;s;w 4;s
SKILL smash: Available at level 51, requires thwack.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: thwack 
Syntax: smash  
Syntax: mangle 
 
These are advanced flail skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
 
Thwack is a focused blow that deals double damage, but forfeits the 
attacker's next attack to recover their balance.
 
Smash uses the chain of the flail to get around a defender's shield.  It
also deals twice normal damage, and takes a round to recover, but cannot be
blocked by a shield.
 
Mangle generates three times normal damage, but takes two attacks to 
recover.
Categories: weaponmaster weapon skill 
Last updated by: Evarius, 08/23/2011
smokescreen 23 1 Attacks Jasper recall lens;w;s;w 6;n
 SKILL smokescreen: Available at level 23, requires faerie fog.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'smokescreen'
 
This spell summons great billows of smoke that obscure the room the
caster is in, and several surrounding rooms.  The caster of this
spell flees when the spell is cast, into the smoke and darkness.
 
As this spell can make it frustrating for newbies, please abide by the
NEWBIEFRIENDLY rules and avoid casting it in newbie zones.
Categories: spell illusions room 
Last updated by: Dahani, 09/28/2010
sneak 5 the hand recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
SKILL sneak: Available at level 5, requires hide.
Specializations: thieving, assassination
Syntax: hide
Syntax: sneak
 
Both HIDE and SNEAK aim at allowing the user to remain undetected from 
those without the DETECT HIDDEN effect.
 
HIDE has a higher chance of being performed, relative to SNEAK. However,
hiding only lasts as long as the user remains stationary, while sneaking
will remain in effect even when the user is in motion. HIDE also lasts
indefinitely, while SNEAK has a limited duration.
 
Both affects are automatically removed when the user enters combat or
uses the RUN command.

There is a SKILL CONTEST for both HIDE and SNEAK between someone's INT to
notice them. The lack of DETECT HIDDEN provides a penalty to notice the
hidden, while having it provides a bonus. Also, the longer a sneaker
remains in a room, the more likely that they will be discovered.

Related Helpfiles:
SEARCH: a command to reveal those that are hidden/sneaking.
VISIBLE: a command to cancel these effects from oneself.
POINT: a command to 'out' a hidden person.
Categories: skill thieving assassination 
Last updated by: Evarius, 01/10/2012
soul drain 80 1 Attacks Rakash Grimo Top of Necromancer's Tower
SKILL soul drain: Available at level 80, requires capture soul.
Specializations: necromancy
Casting time: 1 Attacks
Syntax: cast 'soul drain'
 
This spell summons forth a cloud of evil that has severe effects on those
fighting in the room the spell is cast in. All those fighting in the cloud
will suffer its damaging effects, and the pain created will severely hamper
their fighting abilities. The caster is not immune to this.
 
The duration of this spell is dependent on the level of the caster. If,
however, the caster leaves the room before the spell's duration ends, the
cloud will dissipate prematurely.
Categories: spell necromancy room 
Last updated by: Evarius, 10/31/2011
spatial awareness 57 Marval recall lens;w;s;w 11;u
SKILL spatial awareness: Available at level 57, requires danger sense.
Specializations: psionics
Syntax: psionic 'spatial awareness' 
 
With this psionic power, the psionicist takes their ability to sense
the living and applies it on a smaller scale, allowing them to target
living creatures based on their auras, rather than sight. The psionicist
must be in close quarters with the target (i.e. combat) in order to
get the necessary readings.
Categories: psionics 
Last updated by: Evarius, 10/30/2011
spear 1 Felamar recall lens;w;s;w 4;s
SKILL spear: Available at level 1
Specializations: weaponmaster
Each weapon skill applies to a specific group of armaments and determines
how well a character fights with a particular weapon.
 
If a character has the PARRY skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at 
both his weapon and his opponent's.
 
Your weapon skill can also modify the amount of damage you deal: It will be
increased if your weapon skill is greater than the to-hit cap (90%) and
decreased for very low skill levels. The boost or penalty is a percentage
of the damage you deal normally, based on how much over (or under) the
threshold your modified skill is.
 
The weapon skills consist of the following:
 
axe         the use of axes, ranging from hand to great (but not halberds).
dagger      the use of knives and daggers, and other stabbing weapons.
flail       skill in ball-and-chain type weapons.
mace        this skill includes clubs and hammers as well as maces.
polearm     the use of pole weapons (except spears), including halberds.
spear       this skill covers both spears and staves, but not polearms.
sword       the warrior's standby, from rapier to claymore.
whip        the use of whips, chains, and bullwhips.
exotic      the use of strange, magical weapons.
bow         the use of bows and crossbows as ranged weapons.
sling       the use of slings as ranged weapons.
 
(The exotic skill cannot be purchased and is dependent solely upon level)
  
For additional information on weapons: 
See help SHOOT (for help on ranged weapons)
See help WEAPON FLAGS (for help on weapon flags and their effects)
See help ADVANCED WEAPON SKILLS (for a list of skills that require weapons)
Categories: skill weapon weaponmaster paladin barbarism combat 
Last updated by: Azshanna, 10/07/2019
spectral blade 55 1 Attacks Teralle recall lens;w;s;w 12;n
SKILL spectral blade: Available at level 55, requires phantasmal beast.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'spectral blade' 
 
This spell creates a weapon of appropriate level for its caster. The weapon 
created is the weapon the caster has the best skill in, defaulting to 
'bladed' weapons when skills are equal. 
 
The weapon created can only be used by the caster. 
Categories: spell illusions weapon 
Last updated by: Evarius, 09/30/2010
spell bomb 71 1 Attacks Sidirian Tikol Valley (south of lake)
SKILL spell bomb: Available at level 71, requires alchemy.
Specializations: enchanting
Casting time: 1 Attacks
Syntax: cast 'spell bomb' 
  
In order to cast spell bomb, both config NOKILLER and NOOUTLAW must be off.
 
This spell takes the energy of an offensive spell and forms it into a 
time-delayed 'bomb'. This bomb will detonate shortly (within 2 minutes),
casting the spell it contains on everyone in the room with it. 
Not all spells can be turned into a bomb.
 
NPK players and 'safe' mobs are unaffected by a spell bomb, but the spell's
caster will be hit, if he or she is in the room with it.
 
The bomb that is created can be 'thrown' into an adjacent room. The syntax
for this is: throw bomb 
 
The caster of spell bomb will know when a bomb goes off. A caster may only
have one spell bomb active at a time.
Categories: spell enchanting 
Last updated by: Evarius, 12/30/2012
spell singing 10 1 Attacks Vree recall lens;s 8;e 3;n 4;u 3;n
SKILL spell singing: Available at level 10, requires music.
Specializations: bard
Use time: 1 Attacks
Syntax: spellsing   (the name must be typed in full)
Syntax: spellsing  stop   (to manually end a song)
 
This bardic skill allows one to invoke magic through song. An instrument
must be held in order to play the song's tune, and mana is required to
invoke and sustain the song's magic for its duration.
 
Songs last up to a few rounds and are often group effects. Different songs
can (and usually do) counteract each other. However, multiple bards can 
sing the same song to possibly achieve a greater effect.
 
Each song also has its own minimal level requirement before it can be sung.
While some of them are considered common knowledge, the others must be
found in-game.
 
The common knowledge spellsongs are:
 
Hymn of Ilya     : level 10 - A continual group healing effect.
Laenara's Tale   : level 10 - Prevents aggressive mobs from attacking the 
                              bard's group.
Vyscordia's Pain : level 10 - Counteracts other songs in the room.
 
Note: you do not have to 'spellsing stop' to attempt a song again, or to
switch to another one.
Categories: skill bard group 
Last updated by: Azshanna, 10/17/2019
spellcraft 20 the master mage rec lens;e 4;w 3;n 2 (wanders)
SKILL spellcraft: Available at level 20
Specializations: magic
Spellcraft is a skill that allows one to understand the general nature of 
magic. Its uses are twofold. By understanding the nature of magic one with 
spellcraft can identify the magic words required to cast spells and so 
always has a chance of knowing which spells are cast, even if they don't 
know the spell themselves. In addition, the knowledge of spells in general 
allows one with spellcraft to get greater use out of their mana, providing 
a discount on the cost of casting spells, and also increases the chance of 
spell success in non-combat situations. 
Categories: skill magic 
Last updated by: Evarius, 04/02/2010
spy 36 a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
SKILL spy: Available at level 36, requires peer.
Specializations: thieving
Syntax: spy   
 
This shady skill allows you to look at a character in an adjacent room. If 
the skill check fails, the victim will see your attempt. 
Categories: skill thieving 
Last updated by: Matreya, 08/27/2008
stab 31 2 Attacks Felamar recall lens;w;s;w 4;s
 SKILL stab: Available at level 31, requires dagger.
Specializations: assassination
Use time: 2 Attacks
Syntax: stab   
Syntax: plunge 
 
These are advanced dagger skills. They are focused attacks, intended to
work only with your primary weapon. During combat, they will default to
the opponent you are directly fighting.
 
Stab puts more of the attacker's weight into the strike, dealing double
damage, but requiring an attack to recover.
 
Plunge plunges the dagger deep into the opponent's body. It deals three
times normal damage, but requires two attacks to recover.
Categories: assassination weapon skill 
Last updated by: Evarius, 08/23/2011
stalk 11 a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
 SKILL stalk: Available at level 11, requires sneak.
Specializations: thieving, assassination
Syntax: stalk 
 
The stalk skill allows you to follow a target without the target seeing
you following them. It usually helps to be sneaking at the time, or
they will see you entering the room after them.
Categories: skill thieving assassination 
Last updated by: Matreya, 08/27/2008
staves 10 1 Attacks the master mage rec lens;e 4;w 3;n 2 (wanders)
SKILL staves: Available at level 10, requires wands.
Specializations: enchanting, magic
Use time: 1 Attacks
Magical items require training to use properly. If your character lacks the 
necessary skill to use an item, he will fail, possibly destroying it. The 
item skills are as follows:
 
scrolls       The reading of magical scrolls and books (see 'help RECITE')
staves        The use of staves and similar devices (see 'help BRANDISH')
wands         The use of wands and similar items (see 'help ZAP') 
Categories: skill magic enchanting use object 
Last updated by: Evarius, 12/09/2011
steal 10 2 Attacks a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
SKILL steal: Available at level 10, requires peek.
Specializations: thieving
Use time: 2 Attacks
Syntax: steal   
Syntax: steal coins  
 
This command is used to transfer possessions from an unwilling target to
yourself. The thief makes a skill check (with modifiers). If successful,
they get the item targeted, or a random assortment of coins from the
victim. If caught stealing from another player, you will receive an OUTLAW
flag! If you are caught stealing from a mob, you will get a THIEF flag!
 
There is also a SKILL CONTEST between steal and the victim's intelligence.
It should be noted however that naked people don't make good thieves. Your
chances of success are affected by your state of dress.

You must be set PK and have a mininum of 1 RP Point to steal from other
players. You may steal from any higher level character or any lower level
character within PK range, however HEROES should NOT steal from NON-HEROES.

Subduing someone for the purpose of having more access to their belongings
is unacceptable. If you have someone subdued, you may roleplay with them,
or you may let them go. You may not continue to steal from them. 
 
Abuses of this will lead to punishment ranging from loss-of-level to
loss-of-character. 
 
  
Thieves
 If you happen to play a thief, there are a few things that you 
 should keep in mind when stealing.
 
  DOs -  
     Do remember this is a game, and sometimes doing what's RIGHT 
       isn't the same as doing what you're required to do.
     Do avoid stealing from someone who KNOWS you're there IC, and 
       knows you're going to steal from them, it borders on abusing 
       game mechanics.
     Do be considerate and truthful OOC, most players are a lot 
       less likely to get angry or blow up if they know that you are 
       probably doing what's right and not cheating them in some way.
 
  DON'Ts -
     Don't steal from someone to spite or harass them OOCly.
     Don't be rude when contacted respectfuly OOCly about stealing 
       from someone.
     Don't abuse game mechanics to make a steal.
     Don't use steal specifically to create a PK situation.
 
Players
  If you don't play a thief, but are PK, then these are things you 
  need to know.
 
  DOs -  
     Do keep in mind that just because someone stole from you 
       doesn't mean you had to have done anything to them. You had 
       something pretty, they wanted it.
     Do be respectful when contacting a thief about a steal OOCly. 
       If you really want them to talk to you, you had better show them
       you deserve their respect first.
     Do feel free to look for a possible non-lethal response to
       being stolen from, many great RP's spawn from steals.
     Do call a thief out if you know they are around. Letting them 
       know that YOU know they are there IC helps protect you.
 
  DON'Ts -
     Don't use OOC information to pinpoint a thief. Stealing is IC, 
       keep it that way. (That includes who list and level ranges).
     Don't contact a thief while upset about a steal.
     Don't assume all thieves are twinks, this just leads to you 
       getting angry and breaking rules yourself.
     Don't be afraid to talk to tpb a thief about a valid concern 
       you might have.
 
If thieves and non-thieves alike would follow this short list of dos and
don'ts, then we'd all get along a whole lot better!
Thank you to Nosrath for contributing to this helpfile!
Categories: skill thieving 
Last updated by: Azshanna, 07/18/2016
          
        
stone skin 40 Full Round Sheila recall lens;e 11;n;e 6;s 2;e 12;n 7;e;n;w;n;w;n;e;n 6;w;n
SKILL stone skin: Available at level 40, requires shield.
Specializations: protection
Casting time: Full Round
Syntax: cast 'shield' (target)
Syntax: cast 'stone skin'
Syntax: cast 'stone skin' familiar
 
These spells boost its recipient's armor class.
 
While the SHIELD spell provides less protection than the STONE SKIN one,
the former can be cast upon others, unlike the latter.
Categories: spell protection 
Last updated by: Evarius, 12/23/2008
stone to flesh 48 3 Attacks the master mage rec lens;e 4;w 3;n 2 (wanders)
SKILL stone to flesh: Available at level 48, requires true form.
Specializations: healing
Casting time: 3 Attacks
Syntax: cast 'petrify' 
Syntax: cast 'stone to flesh' 
 
PETRIFY turns its victim into stone, if they fail their saving throw.
It has a maximum duration of about 4 minutes.
 
STONE TO FLESH is used to return someone from a petrified state before the
spell's duration expires.
 
Petrified characters can use limited communication commands, and are
immune to almost all damage, but cannot do anything else until their
petrification wears off.
Categories: spell witchcraft healing glamour 
Last updated by: Evarius, 12/05/2011
stoneworking 5 a gnome miner Tikol (wanders)
SKILL stoneworking: Available at level 5
Specializations: crafter
Syntax: blacksmith     '' 
Syntax: glassblow       '' 
Syntax: pottery         '' 
Syntax: leatherwork  '' 
Syntax: stonework      '' 
Syntax: waxcraft         '' 
Syntax:      show
 
These CRAFTING skills work very similarly. The crafter specifies the type
of object they want to make, and the level to make the item at. If an 
invalid item type is selected, a list of available choices will be shown.
The level is limited by the crafter's skill and the quality of the
material used, whichever is lower.
 
As with any crafted item, you can DETAIL the item when it is created, and
appropriate tools are required for each craft.
 
All of these commands will accept "show" as an argument, and show all the
items that can be produced with the skill.
 
Furniture are things like a bed or chair, you can sit on them.
Furniture2 are things like a desk, you can sit at them as well as
put objects on them.
Categories: skill crafting 
Last updated by: Azshanna, 09/16/2015
stun 21 1 Attacks Marval recall lens;w;s;w 11;u
SKILL stun: Available at level 21, requires sense psionics.
Specializations: psionics
Use time: 1 Attacks
Syntax: psionic 'stun'  
 
This skill temporarily muddles your opponent's mind, making it so they are 
unable to think clearly for a few combat rounds. 
Categories: psionics 
Last updated by: Azshanna, 11/21/2016
suggest 28 Full Round Bethanee recall lens;w;s;w 9;s
SKILL suggest: Available at level 28, requires forget.
Specializations: bard, witchcraft, glamour
Casting time: Full Round
Syntax: cast 'suggest'   
 
This spell allows you to implant a single command in the victim's head. The 
command may only be one word, and certain suicidal commands will be ignored 
by the victim. 
 
If the spell is successful, the target will obey the command, if not, they 
will usually be hostile to the caster. 
Categories: spell bard witchcraft glamour 
Last updated by: Evarius, 09/30/2010
summon 39 Full Round a veteran recall lens;w 11;s 5;e 2;n
SKILL summon: Available at level 39, requires translocate.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'summon'  
 
This spell summons a character from anywhere else on your continent into 
your room. Characters who are fighting may not be summoned. As well, 
summoning another player who is in a different clan and out of level range 
for a legal PK is considered a hostile act and may result in a criminal 
flag. 
Categories: spell conjurer 
Last updated by: Matreya, 08/27/2008
summon group 47 Full Round a veteran recall lens;w 11;s 5;e 2;n
SKILL summon group: Available at level 47, requires summon.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'summon group' 
 
This spell can be used to summon all members of a group. NPC members are 
summoned if not fighting, PC members will be summoned if they are not set 
to no-summon, and not fighting. Some rooms block magical teleports. 
 
Summon group will bring a pet over from another continent, but no other 
group members. 
Categories: spell conjurer group 
Last updated by: Evarius, 12/02/2011
sun burst 22 2 Attacks Neistah recall lens;w;s;w 7;s
SKILL sun burst: Available at level 22, requires control weather.
Specializations: druid, paladin
Casting time: 2 Attacks
Syntax: cast 'sun burst'  
 
Sun burst focuses energy from the sun at the target. This light doesn't do
a lot against most targets, but it is painful against the undead, with a 
chance to blind them.
Categories: spell druid paladin 
Last updated by: Evarius, 11/01/2010
sustain 35 Full Round the master mage rec lens;e 4;w 3;n 2 (wanders)
SKILL sustain: Available at level 35, requires attune.
Specializations: magic
Casting time: Full Round
Syntax: cast 'sustain' 
Syntax: cast 'mass sustain'
 
Sustain allows you to extend the duration of a spell affecting you. You
must know the spell in order to sustain it.
 
Mass sustain will increase the duration of almost all the spells currently
in effect. Each spell sustained drains mana from the caster and the spell
will stop if the caster runs out of mana.
 
If a spell is currently at or over 50 hours it can not be sustained further.
Categories: spell magic 
Last updated by: Dahani, 01/17/2013
sustain area 73 Full Round the master mage rec lens;e 4;w 3;n 2 (wanders)
SKILL sustain area: Available at level 73, requires mass sustain.
Specializations: magic
Casting time: Full Round
Syntax: cast 'sustain area'
 
This spell increases the duration of area affect spells.
Categories: spell magic room 
Last updated by: Matreya, 08/27/2008
sword 1 Felamar recall lens;w;s;w 4;s
SKILL sword: Available at level 1
Specializations: weaponmaster, paladin
Each weapon skill applies to a specific group of armaments and determines
how well a character fights with a particular weapon.
 
If a character has the PARRY skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at 
both his weapon and his opponent's.
 
Your weapon skill can also modify the amount of damage you deal: It will be
increased if your weapon skill is greater than the to-hit cap (90%) and
decreased for very low skill levels. The boost or penalty is a percentage
of the damage you deal normally, based on how much over (or under) the
threshold your modified skill is.
 
The weapon skills consist of the following:
 
axe         the use of axes, ranging from hand to great (but not halberds).
dagger      the use of knives and daggers, and other stabbing weapons.
flail       skill in ball-and-chain type weapons.
mace        this skill includes clubs and hammers as well as maces.
polearm     the use of pole weapons (except spears), including halberds.
spear       this skill covers both spears and staves, but not polearms.
sword       the warrior's standby, from rapier to claymore.
whip        the use of whips, chains, and bullwhips.
exotic      the use of strange, magical weapons.
bow         the use of bows and crossbows as ranged weapons.
sling       the use of slings as ranged weapons.
 
(The exotic skill cannot be purchased and is dependent solely upon level)
  
For additional information on weapons: 
See help SHOOT (for help on ranged weapons)
See help WEAPON FLAGS (for help on weapon flags and their effects)
See help ADVANCED WEAPON SKILLS (for a list of skills that require weapons)
Categories: skill weapon weaponmaster paladin barbarism combat 
Last updated by: Azshanna, 10/07/2019
tailoring 5 Cerah recall lens;s 14;e;s 13;u;s;e;d;e 4;n 3;e 9;e 22;e 8;s
SKILL tailoring: Available at level 5
Specializations: crafter
Syntax: tailor    
Syntax: sew   
Syntax: sew show
 
Tailoring is the CRAFTING skill of creating clothing, using either fabric
or leather. As an extension of the skill, the 'sew' command is used for 
creating non-clothing items out of fabric.
 
The Wear Locations are:  finger  body  neck   feet   hands  head  eyes
                         legs    arms  about  waist  wrist  ears  hold
 
The Clothing Sizes are:  tiny, small, medium, large, huge or giant.
Categories: skill crafting 
Last updated by: Evarius, 10/01/2010
target 27 1 Attacks Roth recall lens;w 4;n 2;e 5;s
SKILL target: Available at level 27, requires hand to hand.
Specializations: barbarism
Use time: 1 Attacks
Syntax: target  
 
This skill is used to change where you are directing your attacks when you 
are already fighting. 
Categories: skill barbarism combat 
Last updated by: Evarius, 04/03/2012
teach 20 Bethanee recall lens;w;s;w 9;s
SKILL teach: Available at level 20
Syntax: teach  
 
Teach allows a player to teach a skill that they know to another character.
In order to teach someone, you must know the skill at 50% or higher. In
addition, you must share at least one language in common with your student 
or be under the influence of LINGUISTICS. Finally, your student must also 
accept the teaching, as it will cost them a practice session. 
 
The standard rules for skills apply, meaning that race specific skills 
cannot be taught outside of that race, and that the student must meet the
prerequisites to be able to learn the skill in question. In addition, not
everything can be taught by players. Where this applies, a note will be 
visible in the skill's helpfile.
 
The amount of your skill in a subject that you can impart to a student is
determined by your teach skill:
* If you have 100% teach, you can teach students to near your skill level.
* If you have over 100%, you can teach them higher.
* If you're specialized in the skill you are teaching, you can teach it to 
  any percent you want, no limit from your own knowledge of teach.
 
When teaching someone, you will have a chance to improve the skill you are
teaching. 
 
For the purposes of learning:
* Those taught by their spouse, someone they are apprenticed to, or a 
  fellow clanmember will learn more than normal. 
* Those taught by a member of a rival clan will benefit less from that 
  tutelage (loner counts as a clan in this instance). 
Categories: skill learning 
Last updated by: Evarius, 01/02/2012
tear 23 2 Attacks Pandora recall lens;s 2;w 3;n 3;e;s 3;d;n;w;s
SKILL tear: Available at level 23, requires natural weaponry.
Specializations: barbarism, animal
Use time: 2 Attacks
Syntax: tear  
Syntax: shred 
Syntax: rend  
 
These are advanced natural weaponry skills. They are focused attacks,
intended to work when you have both claws available. During combat, they
will default to the opponent you are directly fighting.
 
Tear uses the claws to cut through the victim.  It deals double the normal 
damage, but takes an attack to recover.
 
Shred uses the claws to gain purchase behind a defender's shield and pull 
it out of the way.  It also deals double damage, taking an attack to 
recover, but cannot be blocked.
 
Rend puts far more strength into the point of attack.  It deals triple 
damage, but takes two attacks to recover.
Categories: barbarism animal skill 
Last updated by: Evarius, 08/30/2011
telekinetics 38 1 Attacks Marval recall lens;w;s;w 11;u
SKILL telekinetics: Available at level 38, requires pyrokinetics.
Specializations: psionics
Use time: 1 Attacks
Syntax: psionic 'telekinetics'   
 
This psionic ability allows the psionicist to use his or her mind to hurl 
an object in the room at a target. No fine control is possible - you cannot 
actually fight with a telekinetically controlled item, but the force of the 
hurled item will do crushing damage to the victim. A higher level 
psionicist will get more force behind their throws and heavier objects 
thrown will tend to do more damage. 
 
There is a limit to how heavy of an object you can move.
Categories: psionics 
Last updated by: Evarius, 09/18/2012
          
        
telepathic scan 16 Mirdrin Tikol (under lake, in cavern)
SKILL telepathic scan: Available at level 16, requires telepathy.
Specializations: psionics
Syntax: psionic 'telepathic scan' 
 
This command allows the psionicist to pick up surface thoughts of 
those nearby (using the THINK or THINKTO commands).
 
Use of this power can subject the user to PSYCHIC NETTLES.
Categories: psionics rp 
Last updated by: Evarius, 06/02/2011
telepathy 12 1 Attacks Bethanee recall lens;w;s;w 9;s
SKILL telepathy: Available at level 12, requires meditation.
Specializations: psionics
Use time: 1 Attacks
Syntax: psionic 'telepathy'  
 
This command allows you to project your thoughts to another person.
A shortcut for this command is THINKTO.
 
To block unwanted telepathy, see help MIND SHIELD.
 
Please note, telepathy does not work on those in config OOC mode.
Categories: psionics rp 
Last updated by: Evarius, 05/16/2012
teleport 13 1 Attacks Omelia recall lens;w;s;w 9;n
SKILL teleport: Available at level 13
Specializations: conjurer
Casting time: 1 Attacks
Syntax: cast 'teleport' 
 
Provided that one is not in a no-recall room, the teleport spell will take
its caster to a random location on the continent that they are in.
Categories: spell conjurer 
Last updated by: Matreya, 08/27/2008
third attack 60 Roth recall lens;w 4;n 2;e 5;s
SKILL third attack: Available at level 60, requires second attack.
Second attack and third attack are skills that give you a chance
to make extra attacks each combat round. 
 
This chance is affected by whether you are HASTED as well.
 
These skills do not guarantee getting an extra attack every round.
Categories: skill 
Last updated by: Lilith, 05/29/2014
throw 5 1 Attacks Zek recall lens;w;s;w 5;s
SKILL throw: Available at level 5
Specializations: weaponmaster
Use time: 1 Attacks
Syntax: shoot   (direct an attack into an adjacent room)
Syntax: shoot  here        (direct an attack in the room you're in)
 
The throw skill allows you to throw weapons, using them as a missile. The
weapon must be balanced for throwing (it must have the throwable flag).
 
If the attack is successful, thrown weapons will end up in the victim's 
inventory. Otherwise, if they miss, the weapons will end up on the ground,
unless they have the Boomerang flag.
---------------------------------------------------------------------------
Syntax: throw   
 
To throw non-weapons, the command THROW is used.
 
There are weight restrictions on what can be thrown, and standard drop 
restrictions apply as well.
Categories: skill weaponmaster commands 
Last updated by: Evarius, 04/15/2012
thrust 23 2 Attacks Felamar recall lens;w;s;w 4;s
SKILL thrust: Available at level 23, requires spear.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: thrust 
Syntax: jab    
Syntax: lunge  
 
These are advanced spear skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
 
Thrust is a powerful attack, dealing twice the standard damage, but taking
a subsequent attack to recover. 
 
Jab is a variation on this.  Performed quickly, it gives the defender no
opportunity to dodge.  It also deals twice normal damage, and takes an
attack to recover.
 
Lunge puts the entire weight of the attacker behind the spear, dealing 
triple damage, but taking two rounds to recover.
Categories: weaponmaster weapon skill 
Last updated by: Evarius, 08/23/2011
thunderclap 43 2 Attacks Tor recall lens;w;s;w 11;n
SKILL thunderclap: Available at level 43, requires lightning bolt.
Specializations: sorcery
Casting time: 2 Attacks
Syntax: cast 'acid ball'        
Syntax: cast 'fireball'        
Syntax: cast 'cone of cold'    
Syntax: cast 'lightning storm' 
Syntax: cast 'gas cloud'
Syntax: cast 'thunderclap' 

These sorcery spells are area effect attacks.  They will affect everyone
in the room with the caster who is not considered 'safe'.  The primary 
target (if there is one), will take more damage than everyone else who
is affected.  Targets get a saving throw to take less damage.  If they
fail this save, they may be affected by a carrier attack as well, as may
any item left in the room.
Categories: spell sorcery 
Last updated by: Arawn, 03/05/2010
thwack 23 2 Attacks Felamar recall lens;w;s;w 4;s
SKILL thwack: Available at level 23, requires flail.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: thwack 
Syntax: smash  
Syntax: mangle 
 
These are advanced flail skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
 
Thwack is a focused blow that deals double damage, but forfeits the 
attacker's next attack to recover their balance.
 
Smash uses the chain of the flail to get around a defender's shield.  It
also deals twice normal damage, and takes a round to recover, but cannot be
blocked by a shield.
 
Mangle generates three times normal damage, but takes two attacks to 
recover.
Categories: weaponmaster weapon skill 
Last updated by: Evarius, 08/23/2011
tk shield 60 Marval recall lens;w;s;w 11;u
SKILL tk shield: Available at level 60, requires telekinetics.
Specializations: psionics
Syntax: psionic 'tk shield'  
 
This psi power creates a telekinetic shield around the user, reducing the 
damage taken from weapons. 
Categories: psionics 
Last updated by: Matreya, 08/27/2008
touch of death 85 4 Attacks Mirdrin Tikol (under lake, in cavern)
SKILL touch of death: Available at level 85, requires bloodbath.
Specializations: necromancy
Casting time: 4 Attacks
Syntax: cast 'touch of death'  
 
The touch of death spell has a small chance to kill its target outright. 
The actual percent is based on the difference between caster level, and 
victim level. 
 
In exchange for this, the powers of evil demand that the caster sacrifice 
half of their total hit points (temporarily) to cast it.
Categories: spell necromancy 
Last updated by: Dredor, 05/16/2012
track 5 Neistah recall lens;w;s;w 7;s
SKILL track: Available at level 5, requires scout.
Specializations: assassination
Syntax: track 
Syntax: track (clears your current target)
 
Track is a skill used by hunters to find their prey. Successful tracking 
will tell you the next step to take to find your prey in the least number 
of steps. Once you have reached your target, you will automatically stop
tracking it. The range trackable is determined by your skill at tracking.
 
The COVER skill can be used to disrupt tracking.
 
There is a SKILL CONTEST between track and cover.

The HUNT skill is used for tracking other players or their charmies.  
This uses the same track command, but the Hunt skill replaces the Track 
skill for skill test purposes.

Categories: skill assassination 
Last updated by: Arawn, 06/20/2011
trailblaze 10 Neistah recall lens;w;s;w 7;s
SKILL trailblaze: Available at level 10, requires track.
Specializations: barbarism
Syntax: trailblaze
Syntax: trailblaze 
 
When one is not in the wilderness, the trailblaze command (no arguments)
will attempt to direct a character to the shortest path to the WILDERNESS.
 
Once one is in the wilderness, the trailblaze command can be used to pick
out a path towards a particular type of TERRAIN (sector type).
 
The Sector Types are:
 
- deep water      - ocean
- desert          - plains
- forest          - swamp
- hills           - tundra
- mountains       - water
Categories: skill barbarism wilderness 
Last updated by: Evarius, 09/30/2010
translocate 27 Full Round Omelia recall lens;w;s;w 9;n
SKILL translocate: Available at level 27, requires teleport.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'translocate'   
 
The translocate spell is used to send an object to another person on the 
same continent. If you have ENABLED your target, a SCRY SHIELD will not
prevent you from translocating to them.
 
Note: it is normal for this spell to use some movement% along with mana.
Categories: spell conjurer 
Last updated by: Matreya, 08/27/2008
          
        
transmute liquid 44 Full Round Teralle recall lens;w;s;w 12;n
SKILL transmute liquid: Available at level 44, requires create spring.
Specializations: druid
Casting time: Full Round
Syntax: cast 'transmute liquid'  
 
This spell changes the contents of a drink container from one liquid
to another. It will neither add, nor remove, poison from the liquid.
Categories: spell druid 
Last updated by: Matreya, 08/27/2008
trip 2 1 Attacks Zek recall lens;w;s;w 5;s
SKILL trip: Available at level 2
Specializations: assassination
Use time: 1 Attacks
Syntax: trip  
 
Back by popular demand. Trip is a somewhat dastardly attack, and involves 
using any one of a number of methods to bring your opponent down to the 
ground. Tripping large foes is generally not a good idea, and agile 
ones will find the attack easy to avoid. 
 
Please note: If you are flying, you won't be able to TRIP, because you 
have no leverage. Also, if your opponent is flying, you won't be able to
trip them either.
Categories: skill combat assassination 
Last updated by: Eladar, 07/07/2013
trophy 13 a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
SKILL trophy: Available at level 13
Specializations: barbarism
Syntax: trophy 
 
The trophy skill allows a character to take a body part from a fallen foe 
and change it into a wearable trophy that grants power to the wearer; guts
are an exception, and cannot be turned into a trophy.
 
Please note that all trophies will eventually decay, even the best 
trophies do not last forever.
Categories: skill object barbarism 
Last updated by: Evarius, 10/30/2011
true form 33 1 Attacks Neistah recall lens;w;s;w 7;s
SKILL true form: Available at level 33, requires change sex.
Specializations: glamour
Casting time: 1 Attacks
Syntax: cast 'true form' 
 
This spell returns the victim to their natural form, and prevents them
from changing form again for the duration of the spell.
Categories: spell glamour 
Last updated by: Evarius, 03/26/2010
true healing 72 4 Attacks Zsarmin recall lens;s 14;e;s 5;w 4;n 4;w 2;n;e;n 2;e;n;enter gateway;e (wanders)
SKILL true healing: Available at level 72, requires mass healing.
Specializations: healing
Casting time: 4 Attacks
Syntax: cast 'cure light'    
Syntax: cast 'cure serious'  
Syntax: cast 'cure critical' 
Syntax: cast 'heal'          
Syntax: cast 'true heal'     
 
These spells heal damage, with the higher-level ones being more effective.
 
HEAL is a DIVINE SPELL, meaning your character must belong to, and follow 
the commandments of a deity in order for it to work.
 
TRUE HEALING is a more potent version of the heal spell. In addition to its
curative powers, it can also negate the effects of poison. It is also a
divine spell.
 
Related Helpfiles: MASS HEALING, and BANDAGE.

[Hit Return to continue, Q to exit]
Categories: spell healing paladin divine 
Last updated by: Matreya, 08/22/2008
true light 90 Full Round Sirac Top of Cleric's Tower
SKILL true light: Available at level 90, requires mass bless.
Specializations: protection, paladin
Casting time: Full Round
Syntax: cast 'true light' (target)
 
This spell bathes the victim in the purest of light, affecting them with
most of the beneficial spells in the game.
 
The caster of this spell needs to be exceptionally good in alignment, and
evil casters will find the light burning and painful. The target of the 
spell must also be good, or the light will not affect them.
 
This is a DIVINE SPELL, and the caster must belong to a good religion to 
use it.
Categories: spell protection paladin divine 
Last updated by: Evarius, 09/24/2010
true sight 43 Full Round Rakash Grimo Top of Necromancer's Tower
SKILL true sight: Available at level 43, requires clairvoyance.
Specializations: divining
Casting time: Full Round
Syntax: cast 'true sight'
Syntax: cast 'true sight' familiar
 
This spell enhances the caster's vision in many ways, allowing him or
her to detect good, neutral, evil and magical auras, as well as improved
perception of the illusionary, hidden and invisible.
Categories: spell divining 
Last updated by: Matreya, 08/27/2008
turn undead 31 2 Attacks priestess of Carissa recall lens;e 11;n;e 6;s 2;e 12;s 2;e 3
help 'turn undead'
SKILL turn undead: Available at level 31, requires sun burst.
Specializations: druid, paladin
Casting time: 2 Attacks
Syntax: cast 'turn undead' 
 
This DIVINE SPELL makes the caster very frightening to the undead, who will 
flee from him/her if they can. 
Categories: spell druid paladin divine 
Last updated by: Evarius, 09/30/2010
vanguard 49 Hakor recall lens;w 4;n 2;e 5
SKILL vanguard: Available at level 49, requires defend.
Specializations: protection
Syntax: guard 
 
The guard skill allows you to protect another member of your group. If you 
are guarding someone and they are in a fight, you will attempt to RESCUE 
them automatically, rather than simply assist them. You are set to guard 
whomever you are following. 
 
The vanguard skill is similar. It extends your ability to protect your 
entire group, rather than just one other person who you are following. 

The guard command toggles whether you are guarding or not. If you only know
the guard skill, you will only try to protect the person you're following. 
If you know vanguard, you will always attempt to guard your group, even 
if you are following one specific person.

Categories: skill protection group 
Last updated by: Evarius, 12/02/2011
ventriloquate 2 Full Round Jasper recall lens;w;s;w 6;n
 SKILL ventriloquate: Available at level 2
Specializations: illusions, bard
Casting time: Full Round
Syntax: cast 'ventriloquate'   
Syntax: cast 'ventriloquate'  
 
This spell throws your voice, making it appear that some other object or 
character in the room is saying your message. Victims who make their saving 
throw will know that someone is using ventriloquism, but not who. Victims 
who fail their saving throw will think that the object or character really 
did say your message. NPCs failing their save may be momentarily 
distracted. 
 
See also VOICE CHAT for info on the Ventrilo server.
Categories: spell illusions bard 
Last updated by: Evarius, 08/22/2011
          
        
view the past 22 Full Round Luna recall lens;w;s;w 8;n
SKILL view the past: Available at level 22, requires identify.
Specializations: divining
Casting time: Full Round
Syntax: cast 'view the past' 
Syntax: cast 'view the past'
 
This spell allows a glimpse into the past of someone recently killed, 
showing who killed them, and possibly why.  It can also show significant
events in the past of an item, mob, or room, if no argument is supplied
for the latter.
Categories: spell divining 
Last updated by: Zyanya, 08/20/2009
vigour 59 Marval recall lens;w;s;w 11;u
SKILL vigour: Available at level 59, requires adrenaline control.
Specializations: psionics
Syntax: psionic 'vigour' 
 
This power allows the psionicist to ignore the impact of old age, focusing
his or her mind to overcome the ravages of time.
Categories: psionics 
Last updated by: Evarius, 11/11/2012
wands 2 1 Attacks the master mage rec lens;e 4;w 3;n 2 (wanders)
SKILL wands: Available at level 2
Specializations: enchanting, magic
Use time: 1 Attacks
Magical items require training to use properly. If your character lacks the 
necessary skill to use an item, he will fail, possibly destroying it. The 
item skills are as follows:
 
scrolls       The reading of magical scrolls and books (see 'help RECITE')
staves        The use of staves and similar devices (see 'help BRANDISH')
wands         The use of wands and similar items (see 'help ZAP') 
Categories: skill magic enchanting use object 
Last updated by: Evarius, 12/09/2011
warming hands 10 Full Round Chaliste recall lens;w;s;w 5;n
SKILL warming hands: Available at level 10, requires refresh.
Specializations: healing
Casting time: Full Round
Syntax: cast 'warming hands' 
 
Warming hands allows the caster to lay warm hands upon the victim,
granting minor healing and refreshing, as well as removing lingering
cold effects.
Categories: spell healing 
Last updated by: Matreya, 08/27/2008
watch word 24 Full Round Topaki recall lens;w;s;w 11;d
SKILL watch word: Available at level 24, requires detect watch.
Specializations: divining
Casting time: Full Round
Syntax: cast 'minor watch'  
Syntax: cast 'watch word'  
Syntax: cast 'major watch'  

The watch spells allow the caster to leave a 'watch' on an exit to a room.
Whenever someone passes that exit, the caster is given some knowledge
about this.

The higher level spells are more likely to survive countermeasures, and
a major watch will actually trigger a fiery magical attack on people
passing it. (This will not affect anyone that will result in a killer flag
to the caster)
 
Watches last a number of minutes based on the caster's level, if they're
not set off.
Categories: spell divining 
Last updated by: Evarius, 12/03/2008
water bolt 20 0 Attacks a veteran recall lens;w 11;s 5;e 2;n
SKILL water bolt: Available at level 20, requires control weather.
Specializations: druid
Casting time: 0 Attacks
Syntax: cast 'water bolt' 
 
This spell directs a burst of pressurized water at the victim. It can
only be cast where natural water exists in abundance, but is a rather
effortless attack at those locations.
Categories: spell druid 
Last updated by: Evarius, 03/20/2010
weaken 21 1 Attacks a dead corpse recall lens;s;e 3;d;d;n 3;w;intone;n;w 4;s 3;w 2;n 2;w;enter casket;w
 SKILL weaken: Available at level 21, requires cause light.
Specializations: necromancy, witchcraft
Casting time: 1 Attacks
Syntax: cast 'weaken' 
 
This spell reduces the strength of the victim. The amount it lowers is
based on the caster's effective spellcasting level.
Categories: spell necromancy witchcraft 
Last updated by: Evarius, 05/30/2011
weaving 2 Cerah recall lens;s 14;e;s 13;u;s;e;d;e 4;n 3;e 9;e 22;e 8;s
SKILL weaving: Available at level 2
Specializations: crafter
Syntax: weave 
 
This skill allows a weaver, with a loom, to turn wool into fabric. The amount
of wool converted depends on the weaver, with larger amounts taking longer.
The amount of fabric obtained from weaving is determined by the weaver's 
skill, with a minimum of one unit per attempt. 
 
The condition of the fabric is the lower of the condition of the wool, and
the skill of the weaver.
 
See also: COMBINE and DIVIDE for how to separate amounts of material.
Categories: skill crafting 
Last updated by: Evarius, 10/01/2010
web 42 1 Attacks Sintil recall lens;e 11;n;e 6;n;e 10;s 2;e
SKILL web: Available at level 42, requires entangle.
Specializations: druid
Casting time: 1 Attacks
Syntax: cast 'web' 
 
The web spell attempts to entangle the target in a sticky web. Webbed victims
cannot flee from combat, and are unable to fly until the webbing wears off.
The webs also make it harder to fight and move around.
Categories: spell druid 
Last updated by: Matreya, 08/27/2008
whip 2 Felamar recall lens;w;s;w 4;s
SKILL whip: Available at level 2
Specializations: weaponmaster
Each weapon skill applies to a specific group of armaments and determines
how well a character fights with a particular weapon.
 
If a character has the PARRY skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at 
both his weapon and his opponent's.
 
Your weapon skill can also modify the amount of damage you deal: It will be
increased if your weapon skill is greater than the to-hit cap (90%) and
decreased for very low skill levels. The boost or penalty is a percentage
of the damage you deal normally, based on how much over (or under) the
threshold your modified skill is.
 
The weapon skills consist of the following:
 
axe         the use of axes, ranging from hand to great (but not halberds).
dagger      the use of knives and daggers, and other stabbing weapons.
flail       skill in ball-and-chain type weapons.
mace        this skill includes clubs and hammers as well as maces.
polearm     the use of pole weapons (except spears), including halberds.
spear       this skill covers both spears and staves, but not polearms.
sword       the warrior's standby, from rapier to claymore.
whip        the use of whips, chains, and bullwhips.
exotic      the use of strange, magical weapons.
bow         the use of bows and crossbows as ranged weapons.
sling       the use of slings as ranged weapons.
 
(The exotic skill cannot be purchased and is dependent solely upon level)
  
For additional information on weapons: 
See help SHOOT (for help on ranged weapons)
See help WEAPON FLAGS (for help on weapon flags and their effects)
See help ADVANCED WEAPON SKILLS (for a list of skills that require weapons)
Categories: skill weapon weaponmaster paladin barbarism combat 
Last updated by: Azshanna, 10/07/2019
wither 65 4 Attacks Rakash Grimo Top of Necromancer's Tower
SKILL wither: Available at level 65, requires drain youth.
Specializations: necromancy, witchcraft
Casting time: 4 Attacks
Syntax: cast 'wither' 
 
This spell is a more powerful version of the GRAVEBIND spell. While the
mana cost for this spell is very low, casting it ages the caster anywhere
from 1 to 3 years of age.
 
Dragons will not be aged when casting wither. See help DRAGON.
Categories: spell necromancy witchcraft 
Last updated by: Gimtor, 09/04/2012
woodworking 5 a carpenter recall lens;n 6;e 11
SKILL woodworking: Available at level 5
Specializations: crafter
Syntax: woodwork  '' 
Syntax: woodwork  show  (lists the types of items that can be woodworked)
Syntax: pulp     
 
Woodworking is a CRAFTING skill used to make non-weapon items out of wood.
 
The PULP command is an extension of the woodworking skill; it converts wood
into paper (that can be used to WRITE magical SCROLLS with).
 
Furniture are things like a bed or chair, you can sit on them.
Furniture2 are things like a desk, you can sit at them as well as
put objects on them.
Categories: skill crafting 
Last updated by: Evarius, 10/01/2010
write 58 a hermit recall lens;n 13;w 2;s 2
SKILL write: Available at level 58, requires runes.
Specializations: enchanting, crafter
Syntax: write  '' '' ''    
 
Write allows you to craft complex SCROLLS. Each scroll can contain up to 3 
spells and between 1 and 20 charges.
 
The amount of paper needed to hold a scroll is determined by multiplying 
the number of spells by the number of charges. Paper is obtained from wood 
with the PULP command. 
 
To leave a spell blank, just use the word 'none'. Spell 1 must be valid 
however. 
 
The level of the scroll must be no lower than the highest spell level, 
minus five. (il - item level). The spell cast-at level (sl - spell level) 
must be equal or lower than the item level. Neither of these can exceed a 
max_level determined by taking the lower of: the paper quality, the scribe's 
'write' skill, the scribe's skill at the spells being written, and the 
scribe's level. Writing in a laboratory room boosts the max level by five. 
 
The time to write a scroll is about 15 minutes (30 RL seconds) per page of 
paper used in that scroll. If the skill check fails, it will take much 
longer. Complex scrolls can take a great deal of time to craft.
Categories: skill enchanting crafting 
Last updated by: Evarius, 12/12/2011
Displaying 417 of 417 skills in the database