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STARTING CLASS / Damage · Support

Mage

Arcane. Ice. Fire. Lightning.

The way of the Mage.

Attune to arcane power, fire, ice, or lightning. Shape the encounter with your chosen school, then turn preparation into a decisive spell.

Maintain one school at a time. Build around its sustained effects, wards, and payoff spells, then use portals and other utility to help the whole group.

GO A LITTLE DEEPER

Skills, spells & class features.

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

LV 1Magic MissileA reliable arcane bolt.ARCANE

PLAYER HELP · magic missile

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Help Tag      : magic_missile
Help Keywords : "MAGIC MISSILE", "magic missile"
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MAGIC MISSILE

Level:     M1
Cost:      10 Mana (M)

  Strike one enemy and, if it fails its save, mark it for five rounds. Arcane
  Exposure makes the foe take more spell damage.

Details: Damage grows with level and Intelligence, through 25 Intelligence.
         Saves halve direct damage. You may maintain one school across several
         foes. Changing schools clears your previous effects; other mages keep
         their own.

Usage: cast 'magic missile' <target>
See also: MAGE, "WAND MASTERY", "ARCANE RECLAMATION"
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LV 12Arcane PulseDamage a foe and extend your existing Arcane Exposure.ARCANE

PLAYER HELP · arcane pulse

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Help Tag      : arcane_pulse
Help Keywords : "ARCANE PULSE", "arcane pulse"
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ARCANE PULSE

Level:     M12
Cost:      20 Mana (M)

  Strike one enemy and, if it fails its save, extend your matching effect by
  two rounds, up to seven rounds remaining. Begin with your school's marking
  spell.

Details: Damage grows with level and Intelligence, through 25 Intelligence.
         Saves halve direct damage. Other mages keep their own effects.

Usage: cast 'arcane pulse' <target>
See also: MAGE, "WAND MASTERY", "ARCANE RECLAMATION"
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LV 18Arcane NovaStrike an area with arcane force.ARCANE

PLAYER HELP · arcane nova

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Help Tag      : arcane_nova
Help Keywords : "ARCANE NOVA", "arcane nova"
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ARCANE NOVA

Level:     M18
Cost:      50 Mana (M)

  Strike enemy creatures throughout your room and mark each that fails its
  save for five rounds. Arcane Exposure makes the foe take more spell damage.

Details: Damage grows with level and Intelligence, through 25 Intelligence.
         Saves halve direct damage. You may maintain one school across several
         foes. Changing schools clears your previous effects; other mages keep
         their own.

Usage: cast 'arcane nova'
See also: MAGE, "WAND MASTERY", "ARCANE RECLAMATION"
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LV 26DisintegrateConsume Arcane Exposure for a heavy strike.ARCANE

PLAYER HELP · disintegrate

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Help Tag      : disintegrate
Help Keywords : "DISINTEGRATE", "disintegrate"
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DISINTEGRATE

Level:     M26
Cost:      51 Mana (M)

  Unleash a powerful strike against an enemy bearing your matching effect,
  consuming that effect. All four finishing spells share a four-round
  recovery.

Details: Damage grows with level and Intelligence, through 25 Intelligence.
         Saves halve direct damage. Other mages keep their own effects.

Usage: cast 'disintegrate' <target>
See also: MAGE, "WAND MASTERY", "ARCANE RECLAMATION"
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LV 3Chill TouchChill a foe and hinder its defense.ICE

PLAYER HELP · chill touch

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Help Tag      : chill_touch
Help Keywords : "CHILL TOUCH", "chill touch"
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CHILL TOUCH

Level:     M3
Cost:      12 Mana (M)

  Strike one enemy and, if it fails its save, mark it for five rounds. Chill
  raises the foe's armor class, making blows easier to land.

Details: Damage grows with level and Intelligence, through 25 Intelligence.
         Saves halve direct damage. You may maintain one school across several
         foes. Changing schools clears your previous effects; other mages keep
         their own.

Usage: cast 'chill touch' <target>
See also: MAGE, "WAND MASTERY", "ARCANE RECLAMATION"
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LV 8Ice LanceDamage a foe and extend your existing Chill.ICE

PLAYER HELP · ice lance

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Help Tag      : ice_lance
Help Keywords : "ICE LANCE", "ice lance"
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ICE LANCE

Level:     M8
Cost:      21 Mana (M)

  Strike one enemy and, if it fails its save, extend your matching effect by
  two rounds, up to seven rounds remaining. Begin with your school's marking
  spell.

Details: Damage grows with level and Intelligence, through 25 Intelligence.
         Saves halve direct damage. Other mages keep their own effects.

Usage: cast 'ice lance' <target>
See also: MAGE, "WAND MASTERY", "ARCANE RECLAMATION"
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LV 21Ice StormStrike an area with ice.ICE

PLAYER HELP · ice storm

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Help Tag      : ice_storm
Help Keywords : "ICE STORM", "ice storm"
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ICE STORM

Level:     M21
Cost:      60 Mana (M)

  Strike enemy creatures throughout your room and mark each that fails its
  save for five rounds. Chill raises the foe's armor class, making blows
  easier to land.

Details: Damage grows with level and Intelligence, through 25 Intelligence.
         Saves halve direct damage. You may maintain one school across several
         foes. Changing schools clears your previous effects; other mages keep
         their own.

Usage: cast 'ice storm'
See also: MAGE, "WAND MASTERY", "ARCANE RECLAMATION"
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LV 19ShatterConsume Chill for a heavy strike.ICE

PLAYER HELP · shatter

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Help Tag      : shatter
Help Keywords : "SHATTER", "shatter"
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SHATTER

Level:     M19
Cost:      43 Mana (M)

  Unleash a powerful strike against an enemy bearing your matching effect,
  consuming that effect. All four finishing spells share a four-round
  recovery.

Details: Damage grows with level and Intelligence, through 25 Intelligence.
         Saves halve direct damage. Other mages keep their own effects.

Usage: cast 'shatter' <target>
See also: MAGE, "WAND MASTERY", "ARCANE RECLAMATION"
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LV 5Fire BoltIgnite a nearby foe.FIRE

PLAYER HELP · fire bolt

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Help Tag      : fire_bolt
Help Keywords : "FIRE BOLT", "fire bolt"
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FIRE BOLT

Level:     M5
Cost:      12 Mana (M)

  Strike one enemy and, if it fails its save, mark it for five rounds. Burning
  deals fire damage each round and makes physical hits hurt more.

Details: Damage grows with level and Intelligence, through 25 Intelligence.
         Saves halve direct damage. You may maintain one school across several
         foes. Changing schools clears your previous effects; other mages keep
         their own.

Usage: cast 'fire bolt' <target>
See also: MAGE, "WAND MASTERY", "ARCANE RECLAMATION"
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LV 14FireballDamage a foe and extend your existing Burning.FIRE

PLAYER HELP · fireball

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Help Tag      : fireball
Help Keywords : "FIREBALL", "fireball"
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FIREBALL

Level:     M14
Cost:      27 Mana (M)

  Strike one enemy and, if it fails its save, extend your matching effect by
  two rounds, up to seven rounds remaining. Begin with your school's marking
  spell.

Details: Damage grows with level and Intelligence, through 25 Intelligence.
         Saves halve direct damage. Other mages keep their own effects.

Usage: cast 'fireball' <target>
See also: MAGE, "WAND MASTERY", "ARCANE RECLAMATION"
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LV 16FireblastBlast an area with fire.FIRE

PLAYER HELP · fireblast

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Help Tag      : fireblast
Help Keywords : "FIREBLAST", "fireblast"
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FIREBLAST

Level:     M16
Cost:      55 Mana (M)

  Strike enemy creatures throughout your room and mark each that fails its
  save for five rounds. Burning deals fire damage each round and makes
  physical hits hurt more.

Details: Damage grows with level and Intelligence, through 25 Intelligence.
         Saves halve direct damage. You may maintain one school across several
         foes. Changing schools clears your previous effects; other mages keep
         their own.

Usage: cast 'fireblast'
See also: MAGE, "WAND MASTERY", "ARCANE RECLAMATION"
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LV 23EngulfConsume Burning for a heavy strike.FIRE

PLAYER HELP · engulf

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Help Tag      : engulf
Help Keywords : "ENGULF", "engulf"
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ENGULF

Level:     M23
Cost:      38 Mana (M)

  Unleash a powerful strike against an enemy bearing your matching effect,
  consuming that effect. All four finishing spells share a four-round
  recovery.

Details: Damage grows with level and Intelligence, through 25 Intelligence.
         Saves halve direct damage. Other mages keep their own effects.

Usage: cast 'engulf' <target>
See also: MAGE, "WAND MASTERY", "ARCANE RECLAMATION"
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LV 7Lightning BoltShock a foe with lightning.LIGHTNING

PLAYER HELP · lightning bolt

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Help Tag      : lightning_bolt
Help Keywords : "LIGHTNING BOLT", "lightning bolt"
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LIGHTNING BOLT

Level:     M7
Cost:      16 Mana (M)

  Strike one enemy and, if it fails its save, mark it for five rounds.
  Electrified weakens the foe's accuracy.

Details: Damage grows with level and Intelligence, through 25 Intelligence.
         Saves halve direct damage. You may maintain one school across several
         foes. Changing schools clears your previous effects; other mages keep
         their own.

Usage: cast 'lightning bolt' <target>
See also: MAGE, "WAND MASTERY", "ARCANE RECLAMATION"
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LV 10Lightning SpearDamage a foe and extend your existing Electrified.LIGHTNING

PLAYER HELP · lightning spear

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Help Tag      : lightning_spear
Help Keywords : "LIGHTNING SPEAR", "lightning spear"
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LIGHTNING SPEAR

Level:     M10
Cost:      24 Mana (M)

  Strike one enemy and, if it fails its save, extend your matching effect by
  two rounds, up to seven rounds remaining. Begin with your school's marking
  spell.

Details: Damage grows with level and Intelligence, through 25 Intelligence.
         Saves halve direct damage. Other mages keep their own effects.

Usage: cast 'lightning spear' <target>
See also: MAGE, "WAND MASTERY", "ARCANE RECLAMATION"
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LV 20Static FieldDisrupt foes in an area.LIGHTNING

PLAYER HELP · static field

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Help Tag      : static_field
Help Keywords : "STATIC FIELD", "static field"
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STATIC FIELD

Level:     M20
Cost:      50 Mana (M)

  Strike enemy creatures throughout your room and mark each that fails its
  save for five rounds. Electrified weakens the foe's accuracy.

Details: Damage grows with level and Intelligence, through 25 Intelligence.
         Saves halve direct damage. You may maintain one school across several
         foes. Changing schools clears your previous effects; other mages keep
         their own.

Usage: cast 'static field'
See also: MAGE, "WAND MASTERY", "ARCANE RECLAMATION"
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LV 17OverloadConsume Electrified; arcs to two engaged enemies.LIGHTNING

PLAYER HELP · overload

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Help Tag      : overload
Help Keywords : "OVERLOAD", "overload"
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OVERLOAD

Level:     M17
Cost:      47 Mana (M)

  Unleash a powerful strike against an enemy bearing your matching effect,
  consuming that effect. All four finishing spells share a four-round
  recovery. The discharge also hits up to two other enemies already fighting
  your group for part of its force.

Details: Damage grows with level and Intelligence, through 25 Intelligence.
         Saves halve direct damage. Other mages keep their own effects.

Usage: cast 'overload' <target>
See also: MAGE, "WAND MASTERY", "ARCANE RECLAMATION"
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LV 1Wand MasteryA wielded wand makes enemies less likely to save against your spells.UTILITY AND MASTERY

PLAYER HELP · wand mastery

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Help Tag      : wand_mastery
Help Keywords : "WAND MASTERY", "wand mastery"
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WAND MASTERY

Level:     M1
Cost:      none

  Wield a mage wand to make enemies less likely to resist your spells. Your
  wand follows your last school, and your own marks color its combat messages.

Details: The saving throw advantage grows with level and Intelligence. Wands
         use ordinary weapon damage dice.

Usage: wield <wand>
See also: MAGE, "MAGIC MISSILE"
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LV 10EvocationChannel three rounds to restore 60 percent mana while taking and dealing no damage.UTILITY AND MASTERY

PLAYER HELP · evocation

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Help Tag      : evocation
Help Keywords : "EVOCATION", "evocation"
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EVOCATION

Level:     M10
Cost:      none

  Channel for three rounds to restore twenty percent of your maximum mana each
  round. You take and deal no damage while channeling, and your pets deal no
  damage. Acting interrupts the channel; looking and other observations do
  not. Beginning evocation clears your school effects and starts a
  ninety-second recovery.

Usage: cast 'evocation'
See also: MAGE, "ARCANE RECLAMATION"
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LV 24Arcane AegisGive each nearby group member a separate damage-absorbing ward.UTILITY AND MASTERY

PLAYER HELP · arcane aegis

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Help Tag      : arcane_aegis
Help Keywords : "ARCANE AEGIS", "arcane aegis"
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ARCANE AEGIS

Level:     M24
Cost:      75 Mana (M)

  Give yourself and group members in your room separate wards that absorb
  incoming damage. Each ward lasts three rounds or until depleted. You must
  wait forty-five seconds before casting again.

Details: Each ward grows with level and Intelligence through 25. A weaker ward
         cannot replace a stronger active ward.

Usage: cast 'arcane aegis'
See also: MAGE, EVOCATION, "ARCANE BREACH"
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LV 29Arcane BreachDouble damage against an eligible shield for six rounds.UTILITY AND MASTERY

PLAYER HELP · arcane breach

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Help Tag      : arcane_breach
Help Keywords : "ARCANE BREACH", "arcane breach"
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ARCANE BREACH

Level:     M29
Cost:      45 Mana (M)

  Expose a shielded enemy for six rounds so your group deals double damage to
  its vulnerable shield pools. Shield resistances and layers still apply;
  excess damage does not spill into health. The extra shield damage grants no
  extra experience. Recovery takes thirty seconds.

Usage: cast 'arcane breach' <target>
See also: MAGE, "ARCANE AEGIS"
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LV 12Arcane ReclamationRecover mana after eligible group victories.UTILITY AND MASTERY

PLAYER HELP · arcane reclamation

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Help Tag      : arcane_reclamation
Help Keywords : "ARCANE RECLAMATION", "arcane reclamation"
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ARCANE RECLAMATION

Level:     M12
Cost:      none

  After a successful battle, reclaim a quarter of the mana spent on offensive
  spells in that encounter. You must receive eligible victory experience and
  your group must finish fighting. You need not land the killing blow.
  Fleeing, death and leaving grant no refund.

Details: Recovery has no percentage cap, but cannot raise mana above your
         maximum.

Usage: passive; no command required
See also: MAGE, EVOCATION
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LV 2informationOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · information

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Help Tag      : information
Help Keywords : information, information
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INFORMATION

Level:     M2, Mk10
Cost:      75 Mana (M)

Usage       : cast 'arcane insight' [victim | object]
Accumulative: No
Duration    : Instantaneous
Level       : Level 2 Mage  (25 Mana)

When cast upon a mobile (in or out of combat; if cast in combat with no
target specified, it automatically analyzes your current opponent), Arcane
Insight peers through the creature's magical aura and reveals a tactical
readout of:
  - Vitals & Combat Profile (Level, Alignment, HP, Mana, AC, Hitroll, Base
    Melee Damage)
  - Arcane Barriers (mob_shield layers in top-to-bottom priority order,
    their ACTIVE/QUEUED/SHATTERED state, current/max HP, and exact damage
    category & class/source vulnerabilities)
  - Defenses, Immunities & Resistances (puncture/bleed-only defenses,
    resistances/vulnerabilities, flat damage reductions, damage caps,
    damage absorption, reflection shields, and disarm immunity)
  - Combat Mechanics & Special Abilities (enrage timers, damage ramp,
    healing suppression, mana drain, target switching, disarming strikes,
    area attacks, pzar maximus, throws, entropy, pet slaying, and death
    effects)

When cast upon an object or player, it functions like a scroll of identify
(and continues to accept 'information' as a spell alias).

Usage:     cast 'information' <target>

Class abbreviations: HELP CLASS CODES.
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LV 2true sightOpen the player-help entry to learn more.OTHER ABILITIES

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 4invisibleOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · invisible

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Help Tag      : invisible
Help Keywords : INVISIBILITY, INVISIBLE
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INVISIBLE

Level:     M4, Mk10
Cost:      25 Mana (M)

Fade from ordinary sight for 24 hours. Observers with True Sight can still see
you, and attacking breaks the concealment. The spell also improves the armor
of a creature it conceals.

Usage: cast 'invisible' [target]

See also: MONK, "TRUE SIGHT", VISIBLE


Class abbreviations: HELP CLASS CODES.
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LV 5armorOpen the player-help entry to learn more.OTHER ABILITIES

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 6strengthOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · strength

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Help Tag      : strength
Help Keywords : strength, strength
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STRENGTH

Level:     M6
Cost:      30 Mana (M)

Usage       : cast 'strength' <victim>
Accumulative: Yes (strength)
Duration    : "Canned Magic": level of user.
               Mages:         2 * level of caster.

A person will gain 1 strength point per spell (2 points if level of
caster is greater than 18). Maximum strength is 18/100.

See Also: -

Usage:     cast 'strength' <target>

Class abbreviations: HELP CLASS CODES.
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LV 7locate objectOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · locate object

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Help Tag      : locate_object
Help Keywords : "LOCATE OBJECT"
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LOCATE OBJECT

Level:     M7, Mk12
Cost:      20 Mana (M)

Reach out for an object by name and sense the whereabouts of matching objects
throughout the world. You may learn the room it rests in, its carrier or its
enclosing container. The search reports at most half your level in matches.

Usage: cast 'locate object' <object>

See also: MONK, LOOK, WHERE


Class abbreviations: HELP CLASS CODES.
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LV 7sleepOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · sleep

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Help Tag      : sleep
Help Keywords : SLEEP, sleep
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SLEEP

Level:     M7, B7
Cost:      25 Mana (M)

Weaves an enchantment of drowsiness over a creature out of combat, putting it
into a deep, magical slumber. A sleeping victim cannot act or defend itself
until the spell wears off or it is attacked.

Usage: cast 'sleep' <target>
       sing 'sleep' <target>

Details:
Success depends on the target's saving throw versus spell. Duration increases
with the caster's level.

See also: MAGE, BARD, LULLABY, UNCONSCIOUS

Class abbreviations: HELP CLASS CODES.
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LV 8blindnessOpen the player-help entry to learn more.OTHER ABILITIES

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 10webOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · web

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Help Tag      : web
Help Keywords : web, web
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WEB

Level:     M10
Cost:      10 Mana (M)

Usage       : cast 'web' victim
Accumulative: -
Duration    : 1 + level of caster/8

This spell will raise the victims armor class by 40 points, lower
victim's dex by 3, lower victims movement points by 60.

Usage:     cast 'web' <target>

Class abbreviations: HELP CLASS CODES.
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LV 10group true sightOpen the player-help entry to learn more.OTHER ABILITIES

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 12monsum oneOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · monsum one

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Help Tag      : monsum_one
Help Keywords : monsum one, monsum_one
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MONSUM ONE

Level:     M12
Cost:      45 Mana (M)

Magic user only.
Anywhere from 1 to 4 creatures are summoned and forced to follow
the spell caster.  The level of the monsters is determined by the
level of the spell.

Format: cast 'monsum one/two/three'



Class abbreviations: HELP CLASS CODES.
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LV 12teleportOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · teleport

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Help Tag      : teleport
Help Keywords : TELEPORT
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TELEPORT

Level:     M12, Mk16
Cost:      35 Mana (M)

Leave your present surroundings and reappear in a random place in the world.
You cannot choose the destination, so an escape can carry you into fresh
danger.

Usage: cast 'teleport'

See also: MONK, SUMMON, "GROUP RECALL"


Class abbreviations: HELP CLASS CODES.
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LV 14magical scriptOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · magical script

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Help Tag      : magical_script
Help Keywords : magical script, magical_script
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MAGICAL SCRIPT

Level:     M14
Cost:      none

Description: Practice this ability at your guild.


Class abbreviations: HELP CLASS CODES.
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LV 15curseOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · curse

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Help Tag      : curse
Help Keywords : curse, curse
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CURSE

Level:     M15
Cost:      50 Mana (M)

Usage       : cast 'curse' (victim | object)
Accumulative: No
Duration    : 7 Days, permanent on objects.

Curse cast on a person that fails the saving throw, will reduce the
hitroll by one, and reduce the saving throw versus paralyzation by
one.

See Also: -

Usage:     cast 'curse' <target>

Class abbreviations: HELP CLASS CODES.
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LV 15town portalOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · town portal

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Help Tag      : town_portal
Help Keywords : town portal, town_portal
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TOWN PORTAL

Level:     M15
Cost:      50 Mana (M)

Description: Practice this ability at your guild.


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

PLAYER HELP · charm

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Help Tag      : charm
Help Keywords : charm, charm
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CHARM

Level:     M16
Cost:      65 Mana (M)

Usage       : cast 'charm person' <victim>
Accumulative: No
Duration    : (432/Intelligence points of person) hours

Is is not possible to charm anyone that is already charmed, if
you're charmed yourself, or if the person is higher level than
yourself. The person will get a saving throw versus "paralyzation".

A charmed person will follow you, and not be able to attack you, you
can order charmed person using the order command.

See Also: FOLLOW ORDER

Usage:     cast 'charm' <target>

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

PLAYER HELP · monsum two

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Help Tag      : monsum_two
Help Keywords : monsum two, monsum_two
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MONSUM TWO

Level:     M16
Cost:      60 Mana (M)

Magic user only.
Anywhere from 1 to 4 creatures are summoned and forced to follow
the spell caster.  The level of the monsters is determined by the
level of the spell.

Format: cast 'monsum one/two/three'



Class abbreviations: HELP CLASS CODES.
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LV 18group invisibilityOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · group invisibility

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Help Tag      : group_invisibility
Help Keywords : group invisibility, group_invisibility
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GROUP INVISIBILITY

Level:     M18
Cost:      60 Mana (M)

Description: Practice this ability at your guild.

Usage:     cast 'group invisibility'

Class abbreviations: HELP CLASS CODES.
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LV 19waterwalkOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · waterwalk

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Help Tag      : waterwalk
Help Keywords : WATERWALK
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WATERWALK

Level:     M19, Mk20
Cost:      10 Mana (M)

Tread safely across water without a boat or canoe. The spell lasts 24 hours
and can be placed on yourself or another creature.

Usage: cast 'waterwalk' [target]

See also: MONK, MOVEMENT, SWIM


Class abbreviations: HELP CLASS CODES.
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LV 20monsum threeOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · monsum three

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Help Tag      : monsum_three
Help Keywords : monsum three, monsum_three
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MONSUM THREE

Level:     M20
Cost:      75 Mana (M)

Magic user only.
Anywhere from 1 to 4 creatures are summoned and forced to follow
the spell caster.  The level of the monsters is determined by the
level of the spell.

Format: cast 'monsum one/two/three'



Class abbreviations: HELP CLASS CODES.
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LV 20thaumaturgyOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · thaumaturgy

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Help Tag      : thaumaturgy
Help Keywords : thaumaturgy, thaumaturgy
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THAUMATURGY

Level:     M20
Cost:      none

Description: Practice this ability at your guild.


Class abbreviations: HELP CLASS CODES.
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LV 21detect poisonOpen the player-help entry to learn more.OTHER ABILITIES

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 22conjure elementalOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · conjure elemental

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Help Tag      : conjure_elemental
Help Keywords : conjure elemental, conjure_elemental
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CONJURE ELEMENTAL

Level:     M22
Cost:      70 Mana (M)

Cleric and Magic User only.
This spell summons a creature from the elemental planes.
(Fire, Water, Air, Earth)  Each creature has unique properties
and are fairly powerful followers.  A mage may have only one
of a given type of elemental follower at any one time, as like
elementals will consume one another.

Format: cast 'conjure elemental'



Class abbreviations: HELP CLASS CODES.
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LV 24holdOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · hold

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Help Tag      : hold
Help Keywords : hold, hold
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HOLD

Level:     M24
Cost:      50 Mana (M)

(Mage)
This spell causes the victim to become paralyzed for 1+level/8 hours,
unless the victim is attacked or "remove paralysis" is cast.

Format: cast 'hold' <victim>

See also: REMOVE PARALYSIS



Class abbreviations: HELP CLASS CODES.
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LV 24inner gatewayOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · inner gateway

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Help Tag      : inner_gateway
Help Keywords : inner gateway, inner_gateway
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INNER GATEWAY

Level:     M24
Cost:      150 Mana (M)

Description: Practice this ability at your guild.

Usage:     cast 'inner gateway'

Class abbreviations: HELP CLASS CODES.
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LV 26enchant armorOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · enchant armor

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Help Tag      : enchant_armor
Help Keywords : enchant armor, enchant_armor
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ENCHANT ARMOR

Level:     M26
Cost:      150 Mana (M)

Usage       : cast 'enchant weapon' <weapon>
              cast 'enchant armor' <armor>
Accumulative: No
Duration    : Permanent

This spell will enchant non-magical (non-modifying) weapons and armors
only.  This means the items must not alter any abilities, and must not
have a MAGIC flag.  The only way to know for certain whether an item is
suitable for enchantment is to fully identify it.

The effects of these spells can vary, depending on the power and class of the
caster.  The minimum effects are:

enchant armor: -5 points to armor class and 1 better on saving spell throw
enchant weapon: +2 to hit and dam rolls.

Note: The item's glow reflects the caster's alignment. Enchanting does not
      add an alignment-based equipment restriction.


See Also: -

Usage:     cast 'enchant armor' <target>

Class abbreviations: HELP CLASS CODES.
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LV 26enchant weaponOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · enchant weapon

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Help Tag      : enchant_weapon
Help Keywords : enchant weapon, enchant_weapon
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ENCHANT WEAPON

Level:     M26
Cost:      150 Mana (M)

Usage       : cast 'enchant weapon' <weapon>
              cast 'enchant armor' <armor>
Accumulative: No
Duration    : Permanent

This spell will enchant non-magical (non-modifying) weapons and armors
only.  This means the items must not alter any abilities, and must not
have a MAGIC flag.  The only way to know for certain whether an item is
suitable for enchantment is to fully identify it.

The effects of these spells can vary, depending on the power and class of the
caster.  The minimum effects are:

enchant armor: -5 points to armor class and 1 better on saving spell throw
enchant weapon: +2 to hit and dam rolls.

Note: The item's glow reflects the caster's alignment. Enchanting does not
      add an alignment-based equipment restriction.


See Also: -

Usage:     cast 'enchant weapon' <target>

Class abbreviations: HELP CLASS CODES.
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LV 28directed teleportOpen the player-help entry to learn more.OTHER ABILITIES

PLAYER HELP · directed teleport

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Help Tag      : directed_teleport
Help Keywords : directed teleport, directed_teleport
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DIRECTED TELEPORT

Level:     M28
Cost:      125 Mana (M)

Description: Practice this ability at your guild.

Usage:     cast 'directed teleport' <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.