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STARTING CLASS / Healing · Support

Cleric

A well-timed heal is a turning point.

The way of the Cleric.

Carry a party through the moments that should have ended it. Restore your allies, shelter them with divine magic, and bring a scattered group back together.

Balance recovery, protection, and travel utility. Healing Grace rewards healing grouped players with experience, giving support a place in progression.

GO A LITTLE DEEPER

Skills, spells & class features.

A quick description first.
Open an entry for the full player-help text.

LV 1cure woundsHeals one target; grows stronger at 5 and 9.HEALING

PLAYER HELP · cure wounds

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Help Tag      : cure_wounds
Help Keywords : cure wounds, cure_wounds
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CURE WOUNDS

Level:     C1, P4, Mk2
Cost:      8 - 20 Mana (M)

Effect:    Restores hit points to yourself or an ally. Cure Wounds automatically
grows stronger in both healing power and mana cost as you gain levels:

  Tier 1 : Heals 2d8 + level bonus   ( 8 mana)
  Tier 2 : Heals 3d8 + level bonus   (15 mana)
  Tier 3 : Heals 5d8 + level bonus   (20 mana)

Progression by Class:
  Cleric  : Level 1 (8 mana)  -> Level 5 (15 mana)  -> Level 9 (20 mana)
  Paladin : Level 4 (8 mana)  -> Level 8 (15 mana)  -> Level 12 (20 mana)
  Monk    : Level 2 (8 mana)  -> Level 8 (15 mana)  -> Level 15 (20 mana)

Notes:
  - Clerics receive an additional bonus to healing based on level.
  - Monks must walk the Light (alignment above 350) to cast this spell.

Usage:     cast 'cure wounds' <target>

Class abbreviations: HELP CLASS CODES.
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LV 3healing gracePassive: experience for healing grouped players.HEALING

PLAYER HELP · healing grace

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Help Tag      : healing_grace
Help Keywords : healing grace, healing_grace
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HEALING GRACE

Level:     C3
Cost:      passive

Cleric only. Level 3. Passive skill. No mana cost.

Learn at your guild: practice healing grace

Healing Grace rewards a cleric for restoring HP to other grouped players
fighting hostile monsters. It works automatically once learned. Practice
proficiency scales the reward; the guild's usual training cap applies.

XP = actual HP restored x opposing monster level x proficiency / 100,
rounded down. An unlearned skill awards no XP.

Self-healing, pets, items, overhealing, and Beacon bonus healing give no
healing experience. Healing outside combat gives no healing experience.

See also: CLERIC, HEAL, "BEACON OF LIGHT"


Class abbreviations: HELP CLASS CODES.
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LV 4dispel magicCures blindness, poison and curses.HEALING

PLAYER HELP · dispel magic

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Help Tag      : dispel_magic
Help Keywords : "DISPEL MAGIC"
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DISPEL MAGIC

Level:     C4, P7, Mk18, Dr20
Cost:      10 Mana (M)

Dispel Magic removes blindness, poison, and curses from a person. It can
also lift a curse from an object or clear poison from food and drink.
Blindness caused by a cursed item may return until the item is removed.

Usage: cast 'dispel magic' <person | object>

See also: POISON, CURSE, BLINDNESS

Class abbreviations: HELP CLASS CODES.
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LV 11death's doorBrings a dying creature back to 0 hit points.HEALING

PLAYER HELP · death's door

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Help Tag      : death's_door
Help Keywords : death's door, death's_door
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DEATH'S DOOR

Level:     C11, P11, A11
Cost:      5 Mana (M)

Cleric only.
This spell will take a living creature that is stunned (or worse)
from negative hp to 0 hp.

Format: cast 'deaths door' <victim>



Class abbreviations: HELP CLASS CODES.
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LV 20restoreA full heal.HEALING

PLAYER HELP · restore

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Help Tag      : restore
Help Keywords : restore, restore
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RESTORE

Level:     C20, P28
Cost:      90 Mana (M)

Usage       : cast 'heal' <victim>
              cast 'restore' <victim>
              cast 'group heal' [<victim>]
              cast 'group restore' [<victim>]
Accumulative: No
Duration    : Instantaneous

Depending on the power and class of the caster, heal will do a minimum
of 100 points healing.  Restore will do a minimum of 400 points healing,
both spells fully heal the victim if he/she/it needs less than their minimum
power.  Restore also recharges movement points.

Casters get an added bonus above the minimum for cast spells:

Heal (non-cleric casters): 2d(level)
Heal (clerics)           : 2d(2*level) plus cleric cure bonus
Restore (clerics)        : 3d(level/2)
Potions and scrolls restore a clean 100 hit points.


A blinded victim will be cured by heal or restore.  A poisoned victim
will be cured by a restore.

Group Heal and Group Restore affect every member of your group (regardless
of who the victim).

See Also: "Dispel Magic"

Usage:     cast 'restore' <target>

Class abbreviations: HELP CLASS CODES.
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LV 21rejuvenateRestores movement points.HEALING

PLAYER HELP · rejuvenate

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Help Tag      : rejuvenate
Help Keywords : rejuvenate, rejuvenate
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REJUVENATE

Level:     C21, P21
Cost:      35 Mana (M)

Cleric only.
This spell causes the victims movement points to be restored.

Format: cast 'rejuvenate' <victim>



Class abbreviations: HELP CLASS CODES.
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LV 22group healHeals everyone in your group.HEALING

PLAYER HELP · group heal

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Help Tag      : group_heal
Help Keywords : group heal, group_heal
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GROUP HEAL

Level:     C22
Cost:      60 Mana (M)

Usage       : cast 'heal' <victim>
              cast 'restore' <victim>
              cast 'group heal' [<victim>]
              cast 'group restore' [<victim>]
Accumulative: No
Duration    : Instantaneous

Depending on the power and class of the caster, heal will do a minimum
of 100 points healing.  Restore will do a minimum of 400 points healing,
both spells fully heal the victim if he/she/it needs less than their minimum
power.  Restore also recharges movement points.

Casters get an added bonus above the minimum for cast spells:

Heal (non-cleric casters): 2d(level)
Heal (clerics)           : 2d(2*level) plus cleric cure bonus
Restore (clerics)        : 3d(level/2)
Potions and scrolls restore a clean 100 hit points.


A blinded victim will be cured by heal or restore.  A poisoned victim
will be cured by a restore.

Group Heal and Group Restore affect every member of your group (regardless
of who the victim).

See Also: "Dispel Magic"

Usage:     cast 'group heal'

Class abbreviations: HELP CLASS CODES.
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LV 23regenerateThe target regenerates hit points faster.HEALING

PLAYER HELP · regenerate

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Help Tag      : regenerate
Help Keywords : regenerate, regenerate
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REGENERATE

Level:     C23
Cost:      55 Mana (M)

Cleric only.
This spell causes it's victim to regenerate hitpoints at an
accelerated rate.

Format: cast 'regenerate' <victim>

Duration: 1 + level of caster / 8 hours

See also: RESTORE



Class abbreviations: HELP CLASS CODES.
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LV 25remove paralysisEnds hold or petrification.HEALING

PLAYER HELP · remove paralysis

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Help Tag      : remove_paralysis
Help Keywords : remove paralysis, remove_paralysis
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REMOVE PARALYSIS

Level:     C25
Cost:      20 Mana (M)

Cleric only.
This spell removes paralysis caused by "hold" or "petrification".

Format: cast 'remove paralysis' <victim>

See also:  HOLD  and  PETRIFICATION



Class abbreviations: HELP CLASS CODES.
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LV 25beacon of lightMarks a group member to share in your healing.HEALING

PLAYER HELP · beacon of light

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Help Tag      : beacon_of_light
Help Keywords : beacon of light, beacon_of_light
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BEACON OF LIGHT

Level:     C25
Cost:      50 Mana (M)

Cleric only. Level 25. 50 mana.

Format: cast 'beacon of light' <player>

Mark one grouped player with a beacon, including yourself if desired.
When your healing spells restore HP to other party members, the marked
player receives bonus healing equal to 10% of the HP actually restored.
You and the marked player must remain in the same room and group for the
bonus to work. Healing is capped at the target's maximum HP.

Only one beacon may be active per cleric. Another cleric cannot place a
beacon on an already marked player. Recasting moves or refreshes your mark.
Duration is 2 + cleric level + Wisdom game hours.
The beacon ends when either player quits and does not survive a restart.

Cures, heal, restore, and group heal qualify. Group heal applies its normal
healing first; the beacon then receives a bonus from healing the other
recipients. Items and beacon bonuses cannot trigger bonus healing.

See also: CLERIC, HEAL, "GROUP SUMMON", "GROUP SANCTUARY"


Class abbreviations: HELP CLASS CODES.
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LV 30resurrectReturns experience a dead player lost.HEALING

PLAYER HELP · resurrect

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Help Tag      : resurrect
Help Keywords : resurrect, resurrect
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RESURRECT

Level:     C30
Cost:      120 Mana (M)

Cleric only.
This is one of the most powerful and costly spells that a cleric
can cast.  If the spell is successful, a dead PC should have lost
experience regenerated.
(This spell is not completely worked out...give us a little time.)

Format: cast 'resurrect' <victim>



Class abbreviations: HELP CLASS CODES.
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LV 1armorImproves armor class.PROTECTION

PLAYER HELP · armor

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Help Tag      : armor
Help Keywords : armor, armor
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ARMOR

Level:     M5, C1, P4, A5, Mk2
Cost:      15 Mana (M)


Usage       : cast 'armor' [player]
            : cast 'group armor' [player]
Accumulative: No
Duration    : 24, 36, or 48 Hours depending on class and nature of caster.

The Armor spell will improve your AC by up to 30 points, depending on the
nature of the caster.

Group Armor will affect every member of the group.

See Also: AC


Usage:     cast 'armor' <target>

Class abbreviations: HELP CLASS CODES.
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LV 5blessBetter hitroll and saves.PROTECTION

PLAYER HELP · bless

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Help Tag      : bless
Help Keywords : bless, bless
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BLESS

Level:     C5, P8
Cost:      5 Mana (M)

Usage       : cast 'bless' <victim | object>
Accumulative: No
Duration    : 3 to 6 Hours, permanent for objects.

Bless on a victim will improve the victims saving throw versus spells
by 2, and furthermore improve the hitroll by up to 7, depending on the
nature of the caster.

Clerics:
~~~~~~~
Hitroll: + [2 + (Level of caster-minimum spell level) / 5]
Duration: 10 - hitroll modify, in hours.

"Canned Magic"/Other Classes:
~~~~~~~~~~~~~~~~~~~~~
Hitroll: +1
Duration: 6 hours


Bless on an item currently has no defined action. It is only possible
to bless non-evil items, and the object blessed may weight no more
than five pounds per level of caster.

See Also: -

Usage:     cast 'bless' <target>

Class abbreviations: HELP CLASS CODES.
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LV 8group armorArmor for your whole group.PROTECTION

PLAYER HELP · group armor

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Help Tag      : group_armor
Help Keywords : group armor, group_armor
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GROUP ARMOR

Level:     C8, P12, Mk10
Cost:      30 Mana (M)


Usage       : cast 'armor' [player]
            : cast 'group armor' [player]
Accumulative: No
Duration    : 24, 36, or 48 Hours depending on class and nature of caster.

The Armor spell will improve your AC by up to 30 points, depending on the
nature of the caster.

Group Armor will affect every member of the group.

See Also: AC


Usage:     cast 'group armor'

Class abbreviations: HELP CLASS CODES.
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LV 8protection from evilWards off the attacks of evil creatures.PROTECTION

PLAYER HELP · protection from evil

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Help Tag      : protection_from_evil
Help Keywords : protection from evil, protection_from_evil
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PROTECTION FROM EVIL

Level:     C8, P14
Cost:      10 Mana (M)

Usage       : cast 'protection from evil' <victim>
              cast 'protection from good' <victim>
Accumulative: No
Duration    : 24 hours

These spells prevent aggressive mobiles from attacking you first.

See Also: -

Usage:     cast 'protection from evil' <target>

Class abbreviations: HELP CLASS CODES.
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LV 8protection from goodWards off the attacks of good creatures.PROTECTION

PLAYER HELP · protection from good

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Help Tag      : protection_from_good
Help Keywords : protection from good, protection_from_good
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PROTECTION FROM GOOD

Level:     C8, A14
Cost:      10 Mana (M)

Usage       : cast 'protection from evil' <victim>
              cast 'protection from good' <victim>
Accumulative: No
Duration    : 24 hours

These spells prevent aggressive mobiles from attacking you first.

See Also: -

Usage:     cast 'protection from good' <target>

Class abbreviations: HELP CLASS CODES.
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LV 15sanctuaryHalves the damage the target takes.PROTECTION

PLAYER HELP · sanctuary

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Help Tag      : sanctuary
Help Keywords : sanctuary, sanctuary
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SANCTUARY

Level:     C15, P19, A18
Cost:      100 Mana (M)

Effect:    Surrounds the target with a protective aura that reduces
incoming damage and protects against charm.

Usage:     cast 'sanctuary' <target>

Class abbreviations: HELP CLASS CODES.
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LV 18stone skinA brief, strong armor class bonus.PROTECTION

PLAYER HELP · stone skin

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Help Tag      : stone_skin
Help Keywords : stone skin, stone_skin
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STONE SKIN

Level:     C18
Cost:      40 Mana (M)

Clerics and Magic Users.
This spell causes the victim's skin to turn as tough as stone, thus
lowering their AC by 15 to 25 points, depending on the nature and class of the
caster.  It is of VERY limited duration which depends upon the level of the
caster and the final state of the AC of the victim.

Format: cast 'stone skin' victim

See also: ARMOR



Class abbreviations: HELP CLASS CODES.
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LV 21aid+10 hit points and +1 damroll.PROTECTION

PLAYER HELP · aid

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Help Tag      : aid
Help Keywords : aid, aid
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AID

Level:     C21, P24
Cost:      20 Mana (M)

Cleric only.
This spell adds 10 hit points and 1 to the damage roll of the target.

Duration:  4+level of caster /  4    hours.

Format:  cast 'aid' <player>



Class abbreviations: HELP CLASS CODES.
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LV 24magical vestmentInvisible armor: 20 points of armor class.PROTECTION

PLAYER HELP · magical vestment

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Help Tag      : magical_vestment
Help Keywords : magical vestment, magical_vestment
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MAGICAL VESTMENT

Level:     C24
Cost:      25 Mana (M)

(Cleric)
This spell creates an invisible magical armor around the victim and lowers
the AC by 20 pts.

Format: cast 'magical vestment' <victim>



Class abbreviations: HELP CLASS CODES.
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LV 30group sanctuarySanctuary for your whole group.PROTECTION

PLAYER HELP · group sanctuary

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Help Tag      : group_sanctuary
Help Keywords : group sanctuary, group_sanctuary
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GROUP SANCTUARY

Level:     C30
Cost:      300 Mana (M)

Cleric only. Level 30. 300 mana.

Format: cast 'group sanctuary'

Grant normal sanctuary to your group in the room, including its pets.
This does not stack with existing sanctuary.

See also: CLERIC, SANCTUARYSPELL, "GROUP SUMMON"


Class abbreviations: HELP CLASS CODES.
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LV 3cause woundsWounds one target; grows stronger with level.OFFENSE

PLAYER HELP · cause wounds

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Help Tag      : cause_wounds
Help Keywords : cause wounds, cause_wounds
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CAUSE WOUNDS

Level:     C3, A4
Cost:      15 - 20 Mana (M)

Effect:    Inflicts direct spiritual damage to one target. Cause Wounds automatically
grows stronger in both destructive power and mana cost as you gain levels:

  Tier 1 : Deals 2d6 + level bonus   (15 mana)
  Tier 2 : Deals 3d7 + level bonus   (20 mana)
  Tier 3 : Deals 4d8 + level bonus   (20 mana)

Progression by Class:
  Cleric      : Level 3 (15 mana) -> Level 7 (20 mana) -> Level 11 (20 mana)
  Antipaladin : Level 4 (15 mana) -> Level 8 (20 mana) -> Level 12 (20 mana)

Notes:
  - Clerics receive an additional damage bonus equal to half their level.
  - Antipaladins add a quarter of their level to damage.

Usage:     cast 'cause wounds' <target>

Class abbreviations: HELP CLASS CODES.
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LV 6blindnessBlinds the target.OFFENSE

PLAYER HELP · blindness

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Help Tag      : blindness
Help Keywords : blindness, blindness
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BLINDNESS

Level:     M8, C6, A7, Mk12
Cost:      25 Mana (M)

Usage       : cast 'blindness' <victim>
Accumulative: No.
Duration    : 2 hours minimum

Blindness will blind a victim failing its saving throw.
A blinded person will have -4 penalty to both hitroll and AC.

See Also: AC

Usage:     cast 'blindness' <target>

Class abbreviations: HELP CLASS CODES.
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LV 9poisonPoisons a creature, food or drink.OFFENSE

PLAYER HELP · poison

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Help Tag      : poison
Help Keywords : poison, poison
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POISON

Level:     C9, A12
Cost:      20 Mana (M)

Usage       : cast 'poison' <victim | food | drink>
Accumulative: Yes on persons.
Duration    : 2*level hours, or permanent on food and drinks.

Casting poison on food or drink (containers) will poison it.
Eating poisoned food/drinks will poison the person eating or
drinking.

A person who is poisoned will suffer 2 points of damage every
hour, and gain less points than usual.

See Also: "detect poison" or "cure poison"

Usage:     cast 'poison' <target>

Class abbreviations: HELP CLASS CODES.
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LV 13earthquakeShakes every foe in the room.OFFENSE

PLAYER HELP · earthquake

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Help Tag      : earthquake
Help Keywords : earthquake, earthquake
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EARTHQUAKE

Level:     C13, A19, Dr28
Cost:      25 Mana (M)

Usage       : cast 'earthquake'
Accumulative: -
Duration    : Instantaneous
Level       : Level 7 cleric.
Save        : -
Min Dam     : 2d8 + level of caster * 2

This spell will damage everybody in the room except the caster and those
grouped with him.  Be extremely cautious when using this spell since it can
damage players around you.  Pure clerics receive a damage multiplier of
1+(level of caster - spell level)/30.

See Also: -

Usage:     cast 'earthquake'

Class abbreviations: HELP CLASS CODES.
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LV 13rebukeStrikes a foe regardless of alignment.OFFENSE

PLAYER HELP · rebuke

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Help Tag      : rebuke
Help Keywords : rebuke, rebuke
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REBUKE

Level:     C13, P23, A23
Cost:      25 Mana (M)

Effect:    Calls down judgment on one foe, regardless of either character's alignment.

Damage:
  - Targets below the caster's level take a flat 100 damage (save for half).
  - Targets equal or higher level take (caster level)d4 damage (save for half).

Usage:     cast 'rebuke' <target>

Class abbreviations: HELP CLASS CODES.
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LV 15call lightningLightning from a stormy sky.OFFENSE

PLAYER HELP · call lightning

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Help Tag      : call_lightning
Help Keywords : call lightning, call_lightning
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CALL LIGHTNING

Level:     C15, P22, A22, Dr21
Cost:      15 Mana (M)

Usage       : cast 'call lightning' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 12 cleric.
Save        : Versus spell for half damage.
Min Dam     : 12d8+8

This spell will use the "force of nature" to make a lightning strike the
victim. It is therefore only possible to call lightning outside, and it has to
be raining (or worse).

Pure clerics receive a bonus multiplier of 1+(level of caster - spell level)/30.

See Also: WEATHER and CONTROL WEATHER

Usage:     cast 'call lightning' <target>

Class abbreviations: HELP CLASS CODES.
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LV 18banishmentSends demons, devils, elementals and spirits home.OFFENSE

PLAYER HELP · banishment

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Help Tag      : banishment
Help Keywords : banishment, banishment
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BANISHMENT

Level:     C18, P23, A23
Cost:      25 Mana (M)

Cleric only.
Mobiles that are devils, demons, elementals or spirits are banished
from the world, back to their own plane of existence.


****** THIS SPELL IS NOT YET OPERATIONAL ******

Format: cast 'banishment' <victim>



Class abbreviations: HELP CLASS CODES.
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LV 19harmLeaves the target barely alive.OFFENSE

PLAYER HELP · harm

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Help Tag      : harm
Help Keywords : harm, harm
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HARM

Level:     C19, A20
Cost:      75 Mana (M)

Usage       : cast 'harm' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 19 cleric.
Save        : Versus spell for half damage.

This spell removes all but 1d4 hitpoints from the victim. The
maximum number of damage points are 100. It is not possible to
kill using this spell (but almost).

See Also: -

Usage:     cast 'harm' <target>

Class abbreviations: HELP CLASS CODES.
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LV 20calmEnds the fighting in a room.OFFENSE

PLAYER HELP · calm

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Help Tag      : calm
Help Keywords : calm, calm
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CALM

Level:     C20
Cost:      25 Mana (M)

Cleric only.
This is a combat spell.  When this spell is cast, all creatures in the room
will immediately stop fighting, and all aggressive mobiles will become
non-aggressive.  The chances of this spell being successful depend on
the level of the caster and mobile.

Format:  cast 'calm'



Class abbreviations: HELP CLASS CODES.
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LV 30flamestrikeA column of holy fire.OFFENSE

PLAYER HELP · flamestrike

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Help Tag      : flamestrike
Help Keywords : flamestrike, flamestrike
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FLAMESTRIKE

Level:     C30, A30
Cost:      35 Mana (M)

Cleric only.
This spell conjures a column of fire from the high heavens and fries the victim.
It does a similar amount of damage to three "fireballs".

Format: cast 'flamestrike' <victim>

See also:  FIREBALL



Class abbreviations: HELP CLASS CODES.
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LV 2create foodConjures a meal.SERVANTS, UTILITY AND TRAVEL

PLAYER HELP · create food

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Help Tag      : create_food
Help Keywords : create food, create_food
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CREATE FOOD

Level:     C2, P5, A5
Cost:      5 Mana (M)

Usage       : cast 'create food'
Accumulative: -
Duration    : Instantaneous

This spell instantly creates an edible magic mushroom. The mushroom
will filling for the next (5+level) hours, up to a maximum of 24 hours.

See Also: -

Usage:     cast 'create food'

Class abbreviations: HELP CLASS CODES.
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LV 2create waterFills a container with water.SERVANTS, UTILITY AND TRAVEL

PLAYER HELP · create water

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Help Tag      : create_water
Help Keywords : create water, create_water
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CREATE WATER

Level:     C2, P5, A5
Cost:      5 Mana (M)

Usage       : cast 'create water' <drink container>
Accumulative: No
Duration    : Instantaneous

Expect disastrous results if cast upon a drink container which contains
another liquid than water. Empty or water containers will be filled
depending on the level of the caster.

Double amount of water will be created if it is raining (or worse).

See Also: -

Usage:     cast 'create water' <target>

Class abbreviations: HELP CLASS CODES.
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LV 3detect poisonFinds poison in food, drink or a creature.SERVANTS, UTILITY AND TRAVEL

PLAYER HELP · detect poison

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Help Tag      : detect_poison
Help Keywords : "DETECT POISON"
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DETECT POISON

Level:     M21, C3, P6, A6, Mk6
Cost:      5 Mana (M)

Sense whether you or another creature is suffering from poison. This reveals
the condition without curing it; choose a creature to examine its blood.

Usage: cast 'detect poison' [target]

See also: MONK, "CLEANSING PALM", POISON


Class abbreviations: HELP CLASS CODES.
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LV 4true sightSee the invisible, the hidden and alignments.SERVANTS, UTILITY AND TRAVEL

PLAYER HELP · true sight

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Help Tag      : true_sight
Help Keywords : "TRUE SIGHT"
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TRUE SIGHT

Level:     M2, C4, P3, A3, Mk3, Dr3
Cost:      15 Mana (M)

True Sight lets you see invisible and hidden creatures, find your way in
darkness, and perceive the alignments of those around you. Cast it on
yourself or an ally; casting it again refreshes the duration.

Usage: cast 'true sight' [target]

See also: "GROUP TRUE SIGHT"

Class abbreviations: HELP CLASS CODES.
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LV 10summonBrings a creature to you.SERVANTS, UTILITY AND TRAVEL

PLAYER HELP · summon

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Help Tag      : summon
Help Keywords : SUMMON
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SUMMON

Level:     C10, P20, A20, Mk22
Cost:      70 Mana (M)

Draw another player to your room from elsewhere in the world. They must allow
summoning with NOSUMMON, and cannot be more than three levels above you.
Immortals and creatures cannot be summoned this way.

Some places ward against summoning. A player still following the tutorial is
also protected from it.

Usage: cast 'summon' <player>

See also: MONK, NOSUMMON, TELEPORT


Class abbreviations: HELP CLASS CODES.
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LV 12animate deadRaises a corpse as a zombie or wight.SERVANTS, UTILITY AND TRAVEL

PLAYER HELP · animate dead

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Help Tag      : animate_dead
Help Keywords : animate dead, animate_dead
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ANIMATE DEAD

Level:     C12, P13, A13
Cost:      40 Mana (M)

When cast on a corpse, the corpse will be reanimated in the form
of a zombie (common) or wight (rare).  These are UNDEAD, low level
mobiles that will take orders from the caster.


Format: cast 'animate dead' <corpse>

See also: REANIMATE


Class abbreviations: HELP CLASS CODES.
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LV 12word of recallReturns you to your temple.SERVANTS, UTILITY AND TRAVEL

PLAYER HELP · word of recall

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Help Tag      : word_of_recall
Help Keywords : "WORD OF RECALL"
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WORD OF RECALL

Level:     C12
Cost:      10 Mana (M)

Return to your hometown from outside a fight. During combat, the hurried
recall can send you to a random location instead.

Usage: cast 'word of recall'

See also: "GROUP RECALL", TELEPORT


Class abbreviations: HELP CLASS CODES.
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LV 12group true sightTrue sight for your whole group.SERVANTS, UTILITY AND TRAVEL

PLAYER HELP · group true sight

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Help Tag      : group_true_sight
Help Keywords : "GROUP TRUE SIGHT"
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GROUP TRUE SIGHT

Level:     M10, C12, P11, A11, Mk11
Cost:      30 Mana (M)

Group True Sight grants the spell to you, your grouped allies, and your
controlled pets in the same room.

Usage: cast 'group true sight'

See also: "TRUE SIGHT"

Class abbreviations: HELP CLASS CODES.
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LV 13gateOpens a gate for a servant; stronger at 17 and 21.SERVANTS, UTILITY AND TRAVEL

PLAYER HELP · gate

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Help Tag      : gate
Help Keywords : gate, gate
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GATE

Level:     C13
Cost:      35 - 50 Mana (M)

Effect:    Rifts the planes to summon a demonic servant to obey the caster's commands.
As the caster rises in level, Gate automatically summons more powerful
servants with an increased mana cost:

  Tier 1 : Calls a lesser demonic servant         (35 mana)
  Tier 2 : Calls an intermediate demonic servant   (40 mana)
  Tier 3 : Calls a greater demonic servant        (50 mana)

Progression by Class:
  Cleric : Level 13 (35 mana) -> Level 23 (40 mana) -> Level 27 (50 mana)

Notes:
  - The summoned creature is drawn at random from the planar tier.
  - A demon that resists the summoner's will strikes at the caster and departs.

Usage:     cast 'gate'

Class abbreviations: HELP CLASS CODES.
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LV 15group recallReturns your whole group to the temple.SERVANTS, UTILITY AND TRAVEL

PLAYER HELP · group recall

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Help Tag      : group_recall
Help Keywords : "GROUP RECALL"
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GROUP RECALL

Level:     C15, Mk19
Cost:      25 Mana (M)

Call the grouped players in your room back to their hometowns. Each returns to
their own home; creatures are not recalled by this spell. Fighting can disrupt
the recall and send the caster to an unpredictable destination.

Usage: cast 'group recall'

See also: MONK, "WORD OF RECALL", GROUP


Class abbreviations: HELP CLASS CODES.
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LV 17control weatherMakes the weather better or worse.SERVANTS, UTILITY AND TRAVEL

PLAYER HELP · control weather

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Help Tag      : control_weather
Help Keywords : control weather, control_weather
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CONTROL WEATHER

Level:     C17
Cost:      25 Mana (M)

Usage       : cast 'control weather' <'better' | 'worse'>
Accumulative: Yes
Duration    : -

This spell will change the "course" of the current weather.
Example:

> cast 'control weather' worse

See Also: -

Usage:     cast 'control weather'

Class abbreviations: HELP CLASS CODES.
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LV 22reanimateRaises a corpse as a wraith.SERVANTS, UTILITY AND TRAVEL

PLAYER HELP · reanimate

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Help Tag      : reanimate
Help Keywords : reanimate, reanimate
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REANIMATE

Level:     C22, A28
Cost:      45 Mana (M)

This spell is more powerful than "animate dead".  Either a wraith
(common) or coffer corpse (rare) is created from the corpse and
accepts instructions from the caster.  The wraiths or coffer corpses
are much more powerful than the mobiles created with "animate
dead"

Format:  cast "reanimate" <corpse>

See also: ANIMATE DEAD



Class abbreviations: HELP CLASS CODES.
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LV 26aerial servantAn invisible air servant does your bidding.SERVANTS, UTILITY AND TRAVEL

PLAYER HELP · aerial servant

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Help Tag      : aerial_servant
Help Keywords : aerial servant, aerial_servant
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AERIAL SERVANT

Level:     C26, A24
Cost:      75 Mana (M)

Cleric only.
This spell summons a fairly powerful creature from the elemental
planes, which will do the cleric's bidding.  The servant resembles
an air elemental and is invisible.

Format:  cast "aerial servant"



Class abbreviations: HELP CLASS CODES.
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LV 28group summonBrings your group and their pets to you.SERVANTS, UTILITY AND TRAVEL

PLAYER HELP · group summon

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Help Tag      : group_summon
Help Keywords : group summon, group_summon
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GROUP SUMMON

Level:     C28
Cost:      140 Mana (M)

Cleric only. Level 28. 140 mana.

Format: cast 'group summon'

Summon eligible party members and their controlled pets to your location.
Normal summon protections apply, and members who are fighting are skipped.

See also: CLERIC, SUMMON, NOSUMMON, "GROUP SANCTUARY"


Class abbreviations: HELP CLASS CODES.
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LV 16healOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · heal

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Help Tag      : heal
Help Keywords : heal, heal
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HEAL

Level:     C16, P20
Cost:      50 Mana (M)

Usage       : cast 'heal' <victim>
              cast 'restore' <victim>
              cast 'group heal' [<victim>]
              cast 'group restore' [<victim>]
Accumulative: No
Duration    : Instantaneous

Depending on the power and class of the caster, heal will do a minimum
of 100 points healing.  Restore will do a minimum of 400 points healing,
both spells fully heal the victim if he/she/it needs less than their minimum
power.  Restore also recharges movement points.

Casters get an added bonus above the minimum for cast spells:

Heal (non-cleric casters): 2d(level)
Heal (clerics)           : 2d(2*level) plus cleric cure bonus
Restore (clerics)        : 3d(level/2)
Potions and scrolls restore a clean 100 hit points.


A blinded victim will be cured by heal or restore.  A poisoned victim
will be cured by a restore.

Group Heal and Group Restore affect every member of your group (regardless
of who the victim).

See Also: "Dispel Magic"

Usage:     cast 'heal' <target>

Class abbreviations: HELP CLASS CODES.
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Player-help reference refreshed October 29, 2026. Balance and unlock details can change as the game develops.