The spells on this page are organized by class and then alphabetically. The text in brackets indicates the group the spell is gained with and the lowest possible mana cost (if known). Most spells below level 60 start off costing 50 xp per level and then decrease in value at each new level until they reach their minimum value. Note that any attack spell that causes damage and is 100% practised has a chance of doing critical damage.
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armor (protective/5): Adds the armor affect to a single target. The armor affect gives -20AC for the duration of the spell.
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awe (beguiling/60): An all target spell that attempts to cause a stun affect on each target. Any targets that are not stunned have a chance of attacking the caster.
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barrier (protective/50): A group spell that adds the barrier affect to all members of the group. The barrier affect gives -50AC and halves damage from spells for the duration of the spell. May be cast in combat.
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blindness (maladictions/5): An attack spell that causes -4 to hit and reduces the parry, dodge and shield block chances. It also makes the target incapable of seeing resulting in them being unable to pick items up, attack a new target or otherwise manipulate items. Potions can still be seen while blind.
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burning hands (combat/10): A single target attack spell of flaming damage. Can cause firebreath blindness.
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calm (benediction, beguiling/30): An all target spell that attempts to add the calm effect to each target. The calm effect makes the target unable to initiate an attack and causes -4 to hit. If a target has the frenzy effect, calm must first dispel the frenzy effect before the calm affect can attempt to work.
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cancellation (protective/20): A single target spell that only works a target in ones own group (including yourself). Cancellation attempts to remove all current affects from the target and tests against each affect separately. Cancellation does not work on disease, firebreath, pestilence or poison. It also does not work on hero powers of any sort. Cancellation is similar to dispel magic but with a higher chance of working.
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charm person (beguiling/5): Charm person attempts to force a target to become charmed. A charmed target will follow it's owner around and obey certain simple orders. A charmed target does not count as part of a group for spells. A charmee cannot tank for your character as mobs automatically target you instead of it. Removal of the charm affect from the mob results in it automatically attacking you.
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chill touch (combat/8): A single target attack spell of chill damage. May also cause the frost affect.
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colour spray (combat/15): A single target attack spell of light damage. May also cause the blindness affect.
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continual light (creation/7): With no target, this spell creates a ball of light object that can be used as a light source. With an object as the target it will add the glowing affect to the object permanently.
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create food (creation/5): Creates an edible food item from a selection of foods.
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create keg (creation/5): Creates an alcoholic drink item from a selection of drinks.
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create spring (creation/20): Creates a magical fountain of pure water in the ground. Will not work in an air room.
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create rose (creation/30): Creates a rose object. Generally agreed to be the most useless spell in the mud.
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create water (creation/5): Creates pure water. Requires an empty drink object (or one partially filled with water) as the target.
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curse (maladictions/20): An attack spell that attempts to add the curse affect to a target. The curse affect is the reverse of the bless affect causing save and hit penalties to the target. The curse spell can be cast on an object. If there is a bless flag on the object it will remove that only. If there is an evil flag on the object it will have no affect. If there are no bless or evil flags on the object it will attempt to add a temporary evil flag to the object. This evil flag gives -1 save and improves protection or damage against good targets.
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detect evil (detection/5): Adds the detect evil affect to the caster. The detect evil affect enables the caster to see all evil flags on objects, mobiles and characters (an evil flag on a mobile or character indicates at least evil alignment).
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detect good (detection/5): Adds the detect good affect to the caster. The detect evil affect enables the caster to see all bless flags on objects and all good flags on mobiles and characters (a good flag indicates good alignment).
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detect hidden (detection/5): Adds the detect hidden affect to the caster. The detect hidden affect enables the caster to see all objects with dark flags (which therefore count as hidden). It also gives them the chance to spot mobiles and characters with the sneak flag on them.
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detect invis (detection/5): Adds the detect invis affect to the caster. The detect invis affect enables the caster to see all objects with invis flags and gives them a chance to see mobiles and characters with invis affects on them.
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detect magic (detection/5): Adds the detect magic affect to the caster. The detect magic affect enables the caster to see all magic flags on objects. Mages have the added option of being able to cast detect magic on a mobile or character and having a chance of seeing which spell affects the target is affected by.
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detect poison (detection/5): This spell can be cast on food and drink to tell if it is poisoned.
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dimension door (transportation/65): With no target, this spell will randomly teleport the caster from one room in an area to another. With a visible character in the same area as the target a success will teleport the caster to the target. Dimension door works even in norecall rooms.
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dispel magic (protective/15): A single target attack spell that attempts to remove all current affects from the target and tests against each affect separately. Dispel magic does not work on disease, firebreath, pestilence or poison. It also does not work on hero powers of any sort. Dispel magic is similar to cancellation but with a lower chance of working.
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disruption (songs/85): A single target attack spell of disrupt damage. It has a chance of destroying any items worn by the target in the same manner is disintegrate (tests against each individually).
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energy drain (maladictions/35): A single target attack spell of life drain damage. Life drain damage gives some of the damage done to the caster as hit points.
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farsight (detection/36): This spell allows the caster to see what is in the target's room as if they were there themselves. Does not work on mobiles that are immune to detection or in clan hall.
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floating disc (creation/40): Creates a floating disc in the floating item slot of the casting character. The player may load items onto the disc without weighing themselves down.
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fly (transportation/10): Adds the flying affect to a target. The flying affect allows the target to enter air, water and deep water rooms as well as giving protection against trip.
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gate (transportation/80): This spell transports the caster to within the area of the target mobile or character. Does not work on targets in norecall areas. Like all portal style spells, gate has a small chance (supposedly 5%) of instead teleporting the caster to anywhere in the mud when used.
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glitterdust (illusion/30): This spell works like faerie fog, but has the chance to also blind the target (apparently).
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harmony (songs/30): This spell adds the harmony affect to the caster. The harmony affect adds -20AC to the caster and also gives a hit bonus that increases with the casting level.
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hear light (songs/75): This spell adds the hear light affect to the target. The hear light affect is undispellable and allows the target to see as normal even when affected by something that would cause them to be blind. Does not work if the target is also deafened.
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hover (transportation/15): A group version of the fly spell, it affects all members of the casters group with the fly affect but does not last as long.
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identify (detection/12): Gives a range of statistics on the targetted object. This is extremely useful as it allows the caster to accurately compare the differences between items on the run (the compare command is poor at best and the ident command can only be used in select locations).
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invisibility (illusion/5): Adds the invis affect to the target. Invis makes the target invisible, but is nullified by attacking a target. Invisible mobiles and characters cannot be seen without the detect invis affect or a like ability and even then may be difficult to spot. Invisibility may be cast on an object in which case it adds a permanent invis flag to that item.
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know alignment (detection/9): This spell gives the caster a general idea of the targets alignment.
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lullaby (beguiling/40): An all target attack spell that attempts to add the sleep and slow affects to all valid targets. See sleep and slow spells for those affects.
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magic missile (combat/5): A single target attack spell of magic damage. This is one of the weakest spells in the game.
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mass invis (illusion/20): Adds the invis affect to all group members, but does not last as long as the invisibility spell. Invis makes the target invisible, but is nullified by attacking a target. Invisible mobiles and characters cannot be seen without the detect invis affect or a like ability and even then may be difficult to spot.
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pass door (transportation/20): Adds the pass door affect to the caster (seen as the translucent flag by other players). The pass door affect allows the target to move through most doors (some are pass door proofed) and reduces physical damage taken slightly (or so I understand).
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plague (maladictions/20): An attack spell that attempts to add the plague affect to the target. Plague may only be removed with cure disease or by the death of the target, it cannot be dispelled. Plague reduces the healing rate of the target and causes moderate damage, mana loss and movement loss at the start of each tick. This damage is usually only less than the healing rate if the caster is sleeping in a good bed.
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poison (maladictions/10): This spell can be used in two ways. If targetting a weapon it adds the poison flag temporarily and allows that weapon to make a poison attack with every successful hit. If targetting a mobile or character it counts as an attack spell and attempts to add the poison affect to the target. The poison affect give a penalty of up to -5 to Con, reduces healing damage and causes light damage at each tick.
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prism (transportation/35): A group version of the pass door spell, it affects all members of the casters group, but does not last as long.
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protection evil (protective/5): Adds the protection evil affect to the caster. The protection evil affect adds a -1 to saves and reduces damage by evil opponents by 20%.
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protection good (protective/5): Adds the protection good affect to the caster. The protection good affect adds a -1 to saves and reduces damage by good opponents by 20%.
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protection neutral (protective/5): Adds the protection neutral affect to the caster. The protection neutral affect adds a -1 to saves and reduces damage by neutral opponents by 20%.
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rhythm (songs/60): This spells adds the rhythm affect to the caster. The rhythm affect adds +3 Dex to the caster.
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sanctuary (protective/75): This spell adds the sanctuary affect to the target. The sanctuary affect halves all damage taken by the target.
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sending (transportation/50): Moves an item from the casters inventory to the targets inventory.
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shield (protective/12): Adds the shield affect to the target. The shield affect gives -20 AC.
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shocking grasp (combat/12): A single target attack spell of lightning damage.
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shout (songs/30): A single target attack spell of sound damage.
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siphon (songs/250): Moves the flags and special abilities of one weapon or piece of equipment (armor, lights, jewelry) to another item of the same type and the same or higher level. Very useful in the creation of powerful weapons and equipment.
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slow (maladictions/30): An attack spell that attempts to add the slow affect to the target. The slow affect reduces the targets chance of attacking first in combat and reduces their number of attacks.
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stone skin (protective/12): Adds the stone skin affect to the caster. The stone skin affect gives -40 AC.
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summon (transportation/50): Summons a target mobile or character to the casters room. If the target is a mobile it will initiate a combat. A target mobile may not be more than 3 levels higher than the caster. The nosummon command can toggle whether a player is affected by this spell or not.
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thunderclap (songs/75): An all target attack spell of sound damage. May cause deafness. The deafness affect reduces the chance of the target succesfully casting spells and defeats the hear light affect.
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teleport (transportation/35): Randomly moves the caster to another room in the mud. As such, it is highly erratic and dangerous for most circumstances.
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ventriloquate (illusion/5): Allows the caster to attempt to fool other characters into believing a certain mobile or character is saying something (chosen by the caster). A failed attempt or succesful resistance on the part of a character allows the other character to know who made who say what.
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weaken (maladictions/20): A single target attack spell that attempts to add the weakness flag to a target. The weakness flag causes up to a -5 Str penalty.
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word of recall (transportation/5): Has the same affect as the recall command, but when used it combat does not cause experience loss.
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animate dead (necromancy/100): This spell is used to turn the corpse of a mob into a zombie charmed by the caster. It will not work on the corpse of a mob that was more than 3 levels above that of the caster. The zombie is always one level lower than the original mob.
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armor (protective/5): Adds the armor affect to a single target. The armor affect gives -20AC for the duration of the spell.
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barrier (protective/50): A group spell that adds the barrier affect to all members of the group. The barrier affect gives -50AC and halves damage from spells for the duration of the spell. May be cast during combat.
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bless (benedictions/5): Adds the bless affect to a single target. The bless affect improves the hit chance and save chance of the target of the spell (if a mobile of character). Can also be cast on objects. If there is an evil flag on the object it will remove that only. If there is a bless flag already on the object it will have no effect. If there is no bless or evil flag on the object it will add a temporary bless flag that adds -1 save to the object for the duration of the spell and helps an unknown amount versus evil opponents.
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blindness (maladictions/5): An attack spell that causes -4 to hit and reduces the parry, dodge and shield block chances. It also makes the target incapable of seeing resulting in them being unable to pick items up, attack a new target or otherwise manipulate items. Potions can still be seen while blind.
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call lightning (weather/15): An all target attack spell of lightning damage. Can only be used outdoors during stormy weather.
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calm (benediction, beguiling/30): An all target spell that attempts to add the calm effect to each target. The calm effect makes the target unable to initiate an attack and causes -4 to hit. If a target has the frenzy effect, calm must first dispel the frenzy effect before the calm affect can attempt to work.
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cancellation (protective/20): A single target spell that only works a target in ones own group (including yourself). Cancellation attempts to remove all current affects from the target and tests against each affect separately. Cancellation does not work on disease, firebreath, pestilence or poison. It also does not work on hero powers of any sort. Cancellation is similar to dispel magic but with a higher chance of working.
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cause critical (harmful/20): A single target spell of unholy damage. Causes a negative alignment change with each successful use. More powerful than cause serious.
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cause light (harmful/15): A single target spell of unholy damage. Causes a negative alignment change with each successful use. The weakest of the harmful group of spells.
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cause serious (harmful/17): A single target spell of unholy damage. Causes a negative alignment change with each successful use. More powerful than cause light.
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cloud of shadow (necromancy/40): A single target attack spell that attempts to blind and curse each target. Currently, blind has a high chance of working and curse a low chance.
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continual light (creation/7): With no target, this spell creates a ball of light object that can be used as a light source. With an object as the target it will add the glowing affect to the object permanently.
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control weather (weather/25): Can be used with the arguments "better" and "worse" to make the weather for the whole mud better or worse. Most often used to make the weather bad enough to cast the spell call lightning.
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corrosive ward (guardian/300): A ward spell that totally blocks the damage from one attack of acid damage type before being nullified.
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create food (creation/5): Creates an edible food item from a selection of foods.
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create keg (creation/5): Creates an alcoholic drink item from a selection of drinks.
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create spring (creation/20): Creates a magical fountain of pure water in the ground. Will not work in an air room.
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create rose (creation/30): Creates a rose object. Generally agreed to be the most useless spell in the mud.
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create water (creation/5): Creates pure water. Requires an empty drink object (or one partially filled with water) as the target.
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cure critical (firstaid/30): Heals up to 90 hit points on one target. Note that it will do less than 90 hit points of healing on any target that has a higher level than that which the spell was cast at.
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cure blindness (curative/5): Attempts to remove the blindness affect from a target.
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cure disease (curative/20): Attempts to remove disease and pestilence affects from a target.
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cure light (firstaid/10): Heals up to 30 hit points on one target. Note that it will do less than 30 hit points of healing on any target that has a higher level than that which the spell was cast at.
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cure poison (curative/5): Attempts to remove the poison affect from a target.
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cure serious (firstaid/20): Heals up to 60 hit points on one target. Note that it will do less than 60 hit points of healing on any target that has a higher level than that which the spell was cast at.
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curse (maladictions/20): An attack spell that attempts to add the curse affect to a target. The curse affect is the reverse of the bless affect causing save and hit penalties to the target. The curse spell can be cast on an object. If there is a bless flag on the object it will remove that only. If there is an evil flag on the object it will have no affect. If there are no bless or evil flags on the object it will attempt to add a temporary evil flag to the object. This evil flag gives -1 save and improves protection or damage against good targets.
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death field (necromancy/150): An all targets attack spell of life drain damage (which means the caster recovers a small fraction of the damage he caused in hit points). Has a base damage to compete with the best in the game.
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demonfire (attack/20): A single target attack spell of flame damage. It may cause the curse affect. It is so evil that each use reduces the casters alignment by 50. If the caster has an alignment higher than -350 it will turn on the caster and attempt to curse the caster instead.
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detect evil (detection/5): Adds the detect evil affect to the caster. The detect evil affect enables the caster to see all evil flags on objects, mobiles and characters (an evil flag on a mobile or character indicates at least evil alignment).
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detect good (detection/5): Adds the detect good affect to the caster. The detect evil affect enables the caster to see all bless flags on objects and all good flags on mobiles and characters (a good flag indicates good alignment).
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detect hidden (detection/5): Adds the detect hidden affect to the caster. The detect hidden affect enables the caster to see all objects with dark flags (which therefore count as hidden). It also gives them the chance to spot mobiles and characters with the sneak flag on them.
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detect invis (detection/5): Adds the detect invis affect to the caster. The detect invis affect enables the caster to see all objects with invis flags and gives them a chance to see mobiles and characters with invis affects on them.
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detect magic (detection/5): Adds the detect magic affect to the caster. The detect magic affect enables the caster to see all magic flags on objects. Mages have the added option of being able to cast detect magic on a mobile or character and having a chance of seeing which spell affects the target is affected by.
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detect poison (detection/5): This spell can be cast on food and drink to tell if it is poisoned.
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dispel evil (attack/15): A single target attack spell of holy damage. The more evil the target the more damage it does. Good targets are unaffected.
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dispel good (attack/15): A single target attack spell of unholy damage. The more good the target the more damage it does. Evil targets are unaffected.
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dispel magic (protective/15): A single target attack spell that attempts to remove all current affects from the target and tests against each affect separately. Dispel magic does not work on disease, firebreath, pestilence or poison. It also does not work on hero powers of any sort. Dispel magic is similar to cancellation but with a lower chance of working.
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earthquake (attack/15): An all target attack spell (unknown damage type).
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energy drain (maladictions/35): A single target attack spell of life drain damage. Life drain damage gives some of the damage done to the caster as hit points.
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faerie fire (weather/5): A single target attack spell that attempts to inflict the faerie fire affect on a target. The faerie fire affect worsens a targets armor class by 2 points per casting level (incredibly useful).
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faerie fog (weather/12): This spell affects the entire room and attacks to remove any invis and sneak affects from all targets in the room, thus revealing all targets.
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farsight (detection/36): This spell allows the caster to see what is in the target's room as if they were there themselves. Does not work on mobiles that are immune to detection or in clan halls.
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flame ward (guardian/300): A ward spell that totally blocks the damage from one attack of fire damage type before being nullified.
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flamestrike (attack/20): A single target attack spell of flame damage.
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floating disc (creation/40): Creates a floating disc in the floating item slot of the casting character. The player may load items onto the disc without weighing themselves down.
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fly (transportation/10): Adds the flying affect to a target. The flying affect allows the target to enter air, water and deep water rooms as well as giving protection against trip.
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fortify (guardian/30): Adds the fortify affect to a single target. The fortify affect increases massively the resistance of the target to disease and poison.
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frenzy (benedictions/30): Adds the frenzy affect to a single target. The frenzy affect increases the targets hit and damage bonuses at the cost of a like decrease in armor class. This affect increases with the casting level of the spell.
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frost ward (guardian/300): A ward spell that totally blocks the damage from one attack of frost damage type before being nullified.
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gate (transportation/80): This spell transports the caster to within the area of the target mobile or character. Does not work on targets in norecall areas. Like all portal style spells, gate has a small chance (supposedly 5%) of instead teleporting the caster to anywhere in the mud when used.
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harm (harmful/35): A single target attack spell of unholy damage. Causes a negative alignment change with each successful use. More powerful than cause critical.
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heal (healing/45): This spell heals the target for up to 150 hit points. Note that it will do less than 150 hit points of healing on any target that has a higher level than that which the spell was cast at.
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heat metal (attack/25): This is a single target attack spell that attempts to heat any metal equipment on the target, causing the items to burn the target and possibly force the target to remove the item and drop it on the ground.
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holy word (benedictions/100): This is an all target spell that drains all movement points from the caster in addition to the regular cost. The affect varies by alignment. Characters of the same alignment as the caster recieve a bless and frenzy at the casting level of the spell. Characters of differing alignments may be cursed and hit with a holy/unholy attack.
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hover (transportation/15): A group version of the fly spell, it affects all members of the casters group with the fly affect but does not last as long.
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identify (detection/12): Gives a range of statistics on the targetted object. This is extremely useful as it allows the caster to accurately compare the differences between items on the run (the compare command is poor at best and the ident command can only be used in select locations).
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know alignment (detection/9): This spell gives the caster a general idea of the targets alignment.
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life field (healing/150): This spell heals the target for up to 200 hit points. Note that it will do less than 200 hit points of healing on any target that has a higher level than that which the spell was cast at.
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light mantle (guardian/200): A ward spell that totally blocks the damage from one attack of negative damage type before being nullified.
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lightning bolt (battle, weather/12): A single target attack spell of lightning damage. All lightning damage attacks may destroy potions in the targets inventory and may also cause a stun affect.
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lightning ward (guardian/300): A ward spell that totally blocks the damage from one attack of lightning damage type before being nullified.
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mass healing (healing/100): This spell heals all members of the casters group for up to 150 hit points. Note that it will do less than 150 hit points of healing on any target that has a higher level than that which the spell was cast at.
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nexus (transportation/150): Opens a two-way portal from the caster to the target. May have it's duration extended immensely by holding a particular item type while casting the spell. A portal has a 5% chance of accidentally teleporting a character to somewhere else in the mud instead of the intended destination when used. You may not target anything in a norecall zone with this spell.
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pass door (transportation/20): Adds the pass door affect to the caster (seen as the translucent flag by other players). The pass door affect allows the target to move through most doors (some are pass door proofed) and reduces physical damage taken slightly (or so I understand).
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pestilence (maladictions/200): A very nasty version of the plague spell, it adds the pestilence affect to the target. Pestilence may only be removed with cure disease or by the death of the target, it cannot be dispelled. Pestilence reduces the healing rate of the target and also causes immense damage, mana loss and movement loss at the start of each tick. It is quite possible to get large negative mana and movement values due to this affect. The damage caused is always greater than the recovery (unless perhaps you are a troll!).
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plague (maladictions/20): An attack spell that attempts to add the plague affect to the target. Plague may only be removed with cure disease or by the death of the target, it cannot be dispelled. Plague reduces the healing rate of the target and causes moderate damage, mana loss and movement loss at the start of each tick. This damage is usually only less than the healing rate if the caster is sleeping in a good bed.
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poison (maladictions/10): This spell can be used in two ways. If targetting a weapon it adds the poison flag temporarily and allows that weapon to make a poison attack with every successful hit. If targetting a mobile or character it counts as an attack spell and attempts to add the poison affect to the target. The poison affect give a penalty of up to -5 to Con, reduces healing damage and causes light damage at each tick.
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portal (transportation/100): Upons up a one-way portal from the caster to the target. May have it's duration extended immensely by holding a particular item type while casting the spell. A portal has a 5% chance of accidentally teleporting a character to somewhere else in the mud instead of the intended destination when used. You may not target anything in a norecall zone with this spell.
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prism (transportation/35): A group version of the pass door spell, it affects all members of the casters group, but does not last as long.
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protection evil (protective/5): Adds the protection evil affect to the caster. The protection evil affect adds a -1 to saves and reduces damage by evil opponents by 20%.
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protection good (protective/5): Adds the protection good affect to the caster. The protection good affect adds a -1 to saves and reduces damage by good opponents by 20%.
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protection neutral (protective/5): Adds the protection neutral affect to the caster. The protection neutral affect adds a -1 to saves and reduces damage by neutral opponents by 20%.
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ray of truth (attack/20): A single target attack spell of light damage. May cause blindness. If you cast this spell with less than 350 alignment, it will turn on you and attempt to cause blindness to you instead.
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reconstruction (healing/90): This spell heals the target for up to 300 hit points. Note that it will do less than 300 hit points of healing on any target that has a higher level than that which the spell was cast at.
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refresh (enhancement, healing/12): This spell recovers the casting level worth of movement points on the target.
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remove curse (benedictions/5): Cast on an object, this spell attempts to remove all curse flags from the object. Cast on a mobile or character, the spell attempts to remove one curse affect or the curse flags from one item worn on in their inventory.
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restoration (healing/60): This spell heals the target for up to 200 hit points. Note that it will do less than 200 hit points of healing on any target that has a higher level than that which the spell was cast at.
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roiling darkness (necromancy/60): An all targets attack spell of unholy damage. It may also cause any of a range of maladictive affects (only one each time) including poison, disease, weakness, blindess and curse.
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sanctuary (protective/75): This spell adds the sanctuary affect to the target. The sanctuary affect halves all damage taken by the target.
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sending (transportation/50): Moves an item from the casters inventory to the targets inventory.
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shield (protective/12): Adds the shield affect to the target. The shield affect gives -20 AC.
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slow (maladictions/30): An attack spell that attempts to add the slow affect to the target. The slow affect reduces the targets chance of attacking first in combat and reduces their number of attacks.
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smite (harmful/75): A single target attack spell of holy/unholy damage. Has a low hit chance but will momentarily stun the target if successful in a manner similar to the bash skill.
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spiritual vestment (guardian/150): The clerical version of the mages eldritch shield. Adds the spiritual vestment affect to the caster. Will convert half the damage taken by the caster to mana loss instead.
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stone skin (protective/12): Adds the stone skin affect to the caster. The stone skin affect gives -40 AC.
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summon (transportation/50): Summons a target mobile or character to the casters room. If the target is a mobile it will initiate a combat. A target mobile may not be more than 3 levels higher than the caster. The nosummon command can toggle whether a player is affected by this spell or not.
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sunburst (attack/160): An all target attack spell of light damage. May cause blindness.
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teleport (transportation/35): Randomly moves the caster to another room in the mud. As such, it is highly erratic and dangerous for most circumstances.
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weaken (maladictions/20): A single target attack spell that attempts to add the weakness flag to a target. The weakness flag causes up to a -5 Str penalty.
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word of recall (transportation/5): Has the same affect as the recall command, but when used it combat does not cause experience loss.
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acid blast (battle/20): A single target attack spell of acid damage. Acid damage can also reduce the AC bonus on a piece of armor worn by the target.
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acid breath (draconian/80): An all target attack spell of acid damage. Acid damage can also reduce the AC bonus on a piece of armor worn by the target.
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animate dead (necromancy/100): This spell is used to turn the corpse of a mob into a zombie charmed by the caster. It will not work on the corpse of a mob that was more than 3 levels above that of the caster. The zombie is always one level lower than the original mob.
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armor (protective/5): Adds the armor affect to a single target. The armor affect gives -20AC for the duration of the spell.
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awe (beguiling/): An all target spell that attempts to cause a stun affect on each target. Any targets that are not stunned have a chance of attacking the caster.
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barrier (protective/50): A group spell that adds the barrier affect to all members of the group. The barrier affect gives -50AC and halves damage from spells for the duration of the spell. May be cast during combat.
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blindness (maladictions/5): An attack spell that causes -4 to hit and reduces the parry, dodge and shield block chances. It also makes the target incapable of seeing resulting in them being unable to pick items up, attack a new target or otherwise manipulate items. Potions can still be seen while blind.
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blur (illusion/50): Adds the blur affect to the caster. The blur affect counts as an additional chance to avoid an attack (similar to dodge, parry or shield block) for the duration of the spell.
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bristledart (battle/30): A single target attack spell of piercing damage.
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burning hands (combat/10): A single target attack spell of flaming damage. Can cause firebreath blindness.
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call lightning (weather/15): An all target attack spell of lightning damage. Can only be used outdoors during stormy weather.
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cancellation (protective/20): A single target spell that only works a target in ones own group (including yourself). Cancellation attempts to remove all current affects from the target and tests against each affect separately. Cancellation does not work on disease, firebreath, pestilence or poison. It also does not work on hero powers of any sort. Cancellation is similar to dispel magic but with a higher chance of working.
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chain lightning (war/50): This unusual spell leaps between targets for up to 16 hits. As long as there are at least two valid targets other than the caster it will not hit the caster. If there is only one valid target other than the caster it will also hit the caster. If there is no other valid targets after the spell hits the caster it will ground out before reaching the full 16 hits. This is a lightning damage spell.
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charm person (beguiling/5): Charm person attempts to force a target to become charmed. A charmed target will follow it's owner around and obey certain simple orders. A charmed target does not count as part of a group for spells. A charmee cannot tank for your character as mobs automatically target you instead of it. Removal of the charm affect from the mob results in it automatically attacking you.
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chill touch (combat/8): A single target attack spell of chill damage. May also cause the frost affect.
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cloud of shadow (necromancy/40): A single target attack spell that attempts to blind and curse each target. Currently, blind has a high chance of working and curse a low chance.
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colour spray (combat/15): A single target attack spell of light damage. May also cause the blindness affect.
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cone of cold (battle/25): A single target attack spell of chill damage. May also cause the frost affect.
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continual light (creation/7): With no target, this spell creates a ball of light object that can be used as a light source. With an object as the target it will add the glowing affect to the object permanently.
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control weather (weather/25): Can be used with the arguments "better" and "worse" to make the weather for the whole mud better or worse. Most often used to make the weather bad enough to cast the spell call lightning.
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corrosive ward (guardian/300): A ward spell that totally blocks the damage from one attack of acid damage type before being nullified.
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create food (creation/5): Creates an edible food item from a selection of foods.
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create keg (creation/5): Creates an alcoholic drink item from a selection of drinks.
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create spring (creation/20): Creates a magical fountain of pure water in the ground. Will not work in an air room.
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create rose (creation/30): Creates a rose object. Generally agreed to be the most useless spell in the mud.
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create water (creation/5): Creates pure water. Requires an empty drink object (or one partially filled with water) as the target.
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curse (maladictions/20): An attack spell that attempts to add the curse affect to a target. The curse affect is the reverse of the bless affect causing save and hit penalties to the target. The curse spell can be cast on an object. If there is a bless flag on the object it will remove that only. If there is an evil flag on the object it will have no affect. If there are no bless or evil flags on the object it will attempt to add a temporary evil flag to the object. This evil flag gives -1 save and improves protection or damage against good targets.
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detect evil (detection/5): Adds the detect evil affect to the caster. The detect evil affect enables the caster to see all evil flags on objects, mobiles and characters (an evil flag on a mobile or character indicates at least evil alignment).
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detect good (detection/5): Adds the detect good affect to the caster. The detect evil affect enables the caster to see all bless flags on objects and all good flags on mobiles and characters (a good flag indicates good alignment).
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detect hidden (detection/5): Adds the detect hidden affect to the caster. The detect hidden affect enables the caster to see all objects with dark flags (which therefore count as hidden). It also gives them the chance to spot mobiles and characters with the sneak flag on them.
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detect invis (detection/5): Adds the detect invis affect to the caster. The detect invis affect enables the caster to see all objects with invis flags and gives them a chance to see mobiles and characters with invis affects on them.
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detect magic (detection/5): Adds the detect magic affect to the caster. The detect magic affect enables the caster to see all magic flags on objects. Mages have the added option of being able to cast detect magic on a mobile or character and having a chance of seeing which spell affects the target is affected by.
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detect poison (detection/5): This spell can be cast on food and drink to tell if it is poisoned.
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dimension door (transportation/65): With no target, this spell will randomly teleport the caster from one room in an area to another. With a visible character in the same area as the target a success will teleport the caster to the target. Dimension door works even in norecall rooms.
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disintegrate (war/50): A single target attack spell (exact damage type unknown). Has a chance of destroying any piece of equipment worn by the target (tests against each individually).
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dispel magic (protective/15): A single target attack spell that attempts to remove all current affects from the target and tests against each affect separately. Dispel magic does not work on disease, firebreath, pestilence or poison. It also does not work on hero powers of any sort. Dispel magic is similar to cancellation but with a lower chance of working.
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eldritch bolt (war/100): A single target attack spell that strips a large number of mana from the target and may also remove eldritch shield.
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eldritch shield (guardian/150): Adds the eldritch shield affect to the caster. The eldritch shield affect changes half the damage taken to mana loss instead (very useful if you have far more mana than you can use!).
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electrify (enchantment/200): Adds the shocking flag to a target weapon temporarily. The shocking flag causes lightning damage and has a chance of destroying potions carried in the targets inventory. It also seems to be able to destroy jewelry that is equipped or in the targets inventory.
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empower (enchantment/100): Used on wands and staves it increases the number of charges and casting level of the item at the cost of a one level increase in the items usable level. It is possible to get a very good success resulting in a better increase in the number of charges and casting level. It is possible to drain a wand/stave to zero charges or make it explode if you try and empower it more than you are capable of. The higher your level the more charges you can add safely.
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enchant armor (enchantment/100): Used on armor it increases the AC bonus of the target at the cost of a one level increase in the armors usable level. It is possible to get a very good success resulting in a better AC bonus. It is possible to fade the enchantment from an item (removing all special abilities!) or destroy it entirely if you attempt to enchant beyond your ability. The higher your level the higher the AC bonus you can add safely.
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enchant weapon (enchantment/100): Used on a weapon it increases the hit and dam bonuses of the target at the cost of a one level increase in the weapons usable level. It is possible to get a very good success resulting in a better AC bonus and adding a magic flag to the weapon. The magic flag makes it possible to hurt mobiles that are immune to normal weapons. It is also possible to get a super success that adds the soulburner flag to the weapon. The soulburner flag drains mana from an opponent in combat and adds some of it to your own. It is possible to fade the enchantment from a weapon (removing all special abilities!) or destroy it entirely if you attempt to enchant beyond your ability. The higher your level the higher the hit and dam bonus you can add safely.
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energy drain (maladictions/35): A single target attack spell of life drain damage. Life drain damage gives some of the damage done to the caster as hit points.
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faerie fire (weather/5): A single target attack spell that attempts to inflict the faerie fire affect on a target. The faerie fire affect worsens a targets armor class by 2 points per casting level (incredibly useful).
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faerie fog (weather/12): This spell affects the entire room and attacks to remove any invis and sneak affects from all targets in the room, thus revealing all targets.
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farsight (detection/36): This spell allows the caster to see what is in the target's room as if they were there themselves. Does not work on mobiles that are immune to detection or in clan halls.
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fire breath (draconian/140): This is an all target attack spell of fire damage. It may cause the firebreath affect and destroy any potions or scrolls in the targets inventory. The firebreath affect is similar to blindness but it undispellable.
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fire shield (guardian/150): Adds the fire shield affect to the target. The fire shield affect causes fire damage to any mobile or character attacking the target in combat.
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fireball (battle/15): This is a single (?) target attack spell of fire damage.
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fireproof (enchantment, protective/10): This spell can be used to add the burn_proof flag to a target object temporarily. Burn_proof prevents an object from being affected by fire or acid.
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flame ward (guardian/300): A ward spell that totally blocks the damage from one attack of fire damage type before being nullified.
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flamestrike (attack/): A single target attack spell of flame damage.
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flametongue (enchantment/200): Adds the flaming flag to a weapon temporarily. The flaming flag causes fire damage to any target hit by the weapon and may also cause the firebreath affect.
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floating disc (creation/40): Creates a floating disc in the floating item slot of the casting character. The player may load items onto the disc without weighing themselves down.
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fly (transportation/10): Adds the flying affect to a target. The flying affect allows the target to enter air, water and deep water rooms as well as giving protection against trip.
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forcebolt (war/75): A single target attack spell (unknown damage type). Has a low chance of success, but induces a stun affect similar to the bash skill.
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frost breath (draconian/100): An all target attack spell of frost damage. May also cause the frost affect and destroy potions (and sometimes jewelry?). The frost affect decreases the strength of the target by up to 5..
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frost ward (guardian/300): A ward spell that totally blocks the damage from one attack of frost damage type before being nullified.
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frostbrand (enchantment/200): This spell adds the frost flag to a weapon temporarily. The frost flag does frost damage to any target hit by the weapon and may also cause the frost affect.
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gas breath (draconian/120): An all target attack spell of ? damage. Has a high chance of causing the poison affect in targets hit by it.
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gate (transportation/80): This spell transports the caster to within the area of the target mobile or character. Does not work on targets in norecall areas. Like all portal style spells, gate has a small chance (supposedly 5%) of instead teleporting the caster to anywhere in the mud when used.
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giant strength (enhancement/20): This spell adds the giant strength affect to the target. The giant strength affect improves the strength of the target with the benefit capping at 4 (at low casting levels it may only be 2 or 3).
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glitterdust (illusion/30): This spell works like faerie fog, but has the chance to also blind the target (apparently).
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harm (harmful/): A single target attack spell of unholy damage. Causes a negative alignment change with each successful use. More powerful than cause critical.
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haste (enhancement/30): Adds the haste affect to the target. The haste affect adds up to 4 Dex to the target as well as increasing the chance of attacking first each combat round and increasing the number of attacks the target can make each combat round. On the down side, the haste affect halves healing rates during it's duration.
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hover (transportation/15): A group version of the fly spell, it affects all members of the casters group with the fly affect but does not last as long.
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identify (detection/12): Gives a range of statistics on the targetted object. This is extremely useful as it allows the caster to accurately compare the differences between items on the run (the compare command is poor at best and the ident command can only be used in select locations).
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improved invis (illusion/250): Adds the improved invis affect to the caster. Improved invis makes the caster invisible and cannot be nullified by attacking a target. Invisible mobiles and characters cannot be seen without the detect invis affect or a like ability and even then may be difficult to spot.
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infravision (enhancement/5): Adds the infravision affect to the caster. The infravision affect allows the caster to see in the dark without a light source.
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intangibility (shadows/): Adds the intangibility affect to the caster. The intangibility affect gives -50 AC in addition to duplicating the pass door affect.
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invisibility (illusion/5): Adds the invis affect to the target. Invis makes the target invisible, but is nullified by attacking a target. Invisible mobiles and characters cannot be seen without the detect invis affect or a like ability and even then may be difficult to spot. Invisibility may be cast on an object in which case it adds a permanent invis flag to that item.
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know alignment (detection/9): This spell gives the caster a general idea of the targets alignment.
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lightning bolt (battle, weather/12): A single target attack spell of lightning damage. All lightning damage attacks may destroy potions in the targets inventory and may also cause a stun affect.
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lightning breath (draconian/130): An all target attack spell of lightning damage. All lightning damage attacks may destroy potions in the targets inventory and may also cause a stun affect.
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lightning ward (guardian/300): A ward spell that totally blocks the damage from one attack of lightning damage type before being nullified.
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magic missile (combat/5): A single target attack spell of magic damage. This is one of the weakest spells in the game.
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mass invis (illusion/20): Adds the invis affect to all group members, but does not last as long as the invisibility spell. Invis makes the target invisible, but is nullified by attacking a target. Invisible mobiles and characters cannot be seen without the detect invis affect or a like ability and even then may be difficult to spot.
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meteor swarm (war/75): This brutal attack spell hits all targets in the room for 4 attacks (divided amongst all with a maximum of one hit per target). Damage type flame/bash. Has a chance of disregarding protection spells entirely when determining damage.
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nexus (transportation/150): Opens a two-way portal from the caster to the target. May have it's duration extended immensely by holding a particular item type while casting the spell. A portal has a 5% chance of accidentally teleporting a character to somewhere else in the mud instead of the intended destination when used. You may not target anything in a norecall zone with this spell.
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pass door (transportation/20): Adds the pass door affect to the caster (seen as the translucent flag by other players). The pass door affect allows the target to move through most doors (some are pass door proofed) and reduces physical damage taken slightly (or so I understand).
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petrify (beguiling/80): This useful spell makes the target completely unable to perform any actions for a short period of time (1 or 2 ticks). During this time, the target may not be attacked and any affects do not wear off. Disease, poison and pestilence have no effect during this time.
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plague (maladictions/20): An attack spell that attempts to add the plague affect to the target. Plague may only be removed with cure disease or by the death of the target, it cannot be dispelled. Plague reduces the healing rate of the target and causes moderate damage, mana loss and movement loss at the start of each tick. This damage is usually only less than the healing rate if the caster is sleeping in a good bed.
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poison (maladictions/10): This spell can be used in two ways. If targetting a weapon it adds the poison flag temporarily and allows that weapon to make a poison attack with every successful hit. If targetting a mobile or character it counts as an attack spell and attempts to add the poison affect to the target. The poison affect give a penalty of up to -5 to Con, reduces healing damage and causes light damage at each tick.
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portal (transportation/100): Upons up a one-way portal from the caster to the target. May have it's duration extended immensely by holding a particular item type while casting the spell. A portal has a 5% chance of accidentally teleporting a character to somewhere else in the mud instead of the intended destination when used. You may not target anything in a norecall zone with this spell.
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prism (transportation/35): A group version of the pass door spell, it affects all members of the casters group, but does not last as long.
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protection evil (protective/5): Adds the protection evil affect to the caster. The protection evil affect adds a -1 to saves and reduces damage by evil opponents by 20%.
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protection good (protective/5): Adds the protection good affect to the caster. The protection good affect adds a -1 to saves and reduces damage by good opponents by 20%.
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protection neutral (protective/5): Adds the protection neutral affect to the caster. The protection neutral affect adds a -1 to saves and reduces damage by neutral opponents by 20%.
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ray of truth (attack/): A single target attack spell of light damage. May cause blindness. If you cast this spell with less than 350 alignment, it will turn on you and attempt to cause blindness to you instead.
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recharge (enchantment/60): Restores a substantial number of charges in a wand or stave. May be used an unlimited amount of times (as opposed to the stock rom version which cannot). There is a chance that a wand that is too powerful for the caster may explode or fade.
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refresh (enhancement, healing/12): This spell recovers the casting level worth of movement points on the target.
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repulsion (beguiling/50): This spell attempts to move the target out of the same room as the caster and an adjacent one.
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roiling darkness (necromancy/60): An all targets attack spell of unholy damage. It may also cause any of a range of maladictive affects (only one each time) including poison, disease, weakness, blindess and curse.
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sanctuary (protective/75): This spell adds the sanctuary affect to the target. The sanctuary affect halves all damage taken by the target.
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scimitar (enhancement/100): Creates a temporary scimitar object in the caster floating item slot that allows an extra attack that never misses in combat.
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sending (transportation/50): Moves an item from the casters inventory to the targets inventory.
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shield (protective/12): Adds the shield affect to the target. The shield affect gives -20 AC.
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shocking grasp (combat/12): A single target attack spell of lightning damage.
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sleep (beguiling/15): An attack spell that attempts to add the sleep affect to the target. Cannot be used during combat. The sleep affect puts the target in a sleeping state for the duration of the affect. A sleeping target can be maladicted without a fight beginning. The frenzy and insomnia affects prevent the sleep affect.
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slow (maladictions/30): An attack spell that attempts to add the slow affect to the target. The slow affect reduces the targets chance of attacking first in combat and reduces their number of attacks.
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stone skin (protective/12): Adds the stone skin affect to the caster. The stone skin affect gives -40 AC.
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summon (transportation/50): Summons a target mobile or character to the casters room. If the target is a mobile it will initiate a combat. A target mobile may not be more than 3 levels higher than the caster. The nosummon command can toggle whether a player is affected by this spell or not.
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teleport (transportation/35): Randomly moves the caster to another room in the mud. As such, it is highly erratic and dangerous for most circumstances.
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ventriloquate (illusion/5): Allows the caster to attempt to fool other characters into believing a certain mobile or character is saying something (chosen by the caster). A failed attempt or succesful resistance on the part of a character allows the other character to know who made who say what.
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weaken (maladictions/20): A single target attack spell that attempts to add the weakness flag to a target. The weakness flag causes up to a -5 Str penalty.
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word of recall (transportation/5): Has the same affect as the recall command, but when used it combat does not cause experience loss.
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armor (protective/5): Adds the armor affect to a single target. The armor affect gives -20AC for the duration of the spell.
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barrier (protective/50): A group spell that adds the barrier affect to all members of the group. The barrier affect gives -50AC and halves damage from spells for the duration of the spell. May be cast during combat.
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blindness (maladictions/5): An attack spell that causes -4 to hit and reduces the parry, dodge and shield block chances. It also makes the target incapable of seeing resulting in them being unable to pick items up, attack a new target or otherwise manipulate items. Potions can still be seen while blind.
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blur (illusion/50): Adds the blur affect to the caster. The blur affect counts as an additional chance to avoid an attack (similar to dodge, parry or shield block) for the duration of the spell.
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bloodmantle (shadows/60): Gives -50 AC.
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cancellation (protective/20): A single target spell that only works a target in ones own group (including yourself). Cancellation attempts to remove all current affects from the target and tests against each affect separately. Cancellation does not work on disease, firebreath, pestilence or poison. It also does not work on hero powers of any sort. Cancellation is similar to dispel magic but with a higher chance of working.
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charm person (beguiling/5): Charm person attempts to force a target to become charmed. A charmed target will follow it's owner around and obey certain simple orders. A charmed target does not count as part of a group for spells. A charmee cannot tank for your character as mobs automatically target you instead of it. Removal of the charm affect from the mob results in it automatically attacking you.
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continual light (creation/7): With no target, this spell creates a ball of light object that can be used as a light source. With an object as the target it will add the glowing affect to the object permanently.
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create food (creation/5): Creates an edible food item from a selection of foods.
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create keg (creation/5): Creates an alcoholic drink item from a selection of drinks.
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create spring (creation/20): Creates a magical fountain of pure water in the ground. Will not work in an air room.
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create rose (creation/30): Creates a rose object. Generally agreed to be the most useless spell in the mud.
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create water (creation/5): Creates pure water. Requires an empty drink object (or one partially filled with water) as the target.
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curse (maladictions/20): An attack spell that attempts to add the curse affect to a target. The curse affect is the reverse of the bless affect causing save and hit penalties to the target. The curse spell can be cast on an object. If there is a bless flag on the object it will remove that only. If there is an evil flag on the object it will have no affect. If there are no bless or evil flags on the object it will attempt to add a temporary evil flag to the object. This evil flag gives -1 save and improves protection or damage against good targets.
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deathblossom (shadows/500): This spell counts as a powerful backstab with the attacks spread against all targets in the room. Unlike the backstab skill it can be used against a spooked target or during combat. It does not work on a target that is very badly damaged (less than 33% total hit points or so). In addition to the mana cost it reduces the casters movement points by a sizeable percentage of the maximum with each usage.
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detect evil (detection/5): Adds the detect evil affect to the caster. The detect evil affect enables the caster to see all evil flags on objects, mobiles and characters (an evil flag on a mobile or character indicates at least evil alignment).
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detect good (detection/5): Adds the detect good affect to the caster. The detect evil affect enables the caster to see all bless flags on objects and all good flags on mobiles and characters (a good flag indicates good alignment).
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detect hidden (detection/5): Adds the detect hidden affect to the caster. The detect hidden affect enables the caster to see all objects with dark flags (which therefore count as hidden). It also gives them the chance to spot mobiles and characters with the sneak flag on them.
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detect invis (detection/5): Adds the detect invis affect to the caster. The detect invis affect enables the caster to see all objects with invis flags and gives them a chance to see mobiles and characters with invis affects on them.
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detect magic (detection/5): Adds the detect magic affect to the caster. The detect magic affect enables the caster to see all magic flags on objects. Mages have the added option of being able to cast detect magic on a mobile or character and having a chance of seeing which spell affects the target is affected by.
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detect poison (detection/5): This spell can be cast on food and drink to tell if it is poisoned.
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dispel magic (protective/15): A single target attack spell that attempts to remove all current affects from the target and tests against each affect separately. Dispel magic does not work on disease, firebreath, pestilence or poison. It also does not work on hero powers of any sort. Dispel magic is similar to cancellation but with a lower chance of working.
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energy drain (maladictions/35): A single target attack spell of life drain damage. Life drain damage gives some of the damage done to the caster as hit points.
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farsight (detection/36): This spell allows the caster to see what is in the target's room as if they were there themselves. Does not work on mobiles that are immune to detection or in clan halls.
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floating disc (creation/40): Creates a floating disc in the floating item slot of the casting character. The player may load items onto the disc without weighing themselves down.
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fly (transportation/10): Adds the flying affect to a target. The flying affect allows the target to enter air, water and deep water rooms as well as giving protection against trip.
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gate (transportation/80): This spell transports the caster to within the area of the target mobile or character. Does not work on targets in norecall areas. Like all portal style spells, gate has a small chance (supposedly 5%) of instead teleporting the caster to anywhere in the mud when used.
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glitterdust (illusion/30): This spell works like faerie fog, but has the chance to also blind the target (apparently).
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hover (transportation/15): A group version of the fly spell, it affects all members of the casters group with the fly affect but does not last as long.
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identify (detection/12): Gives a range of statistics on the targetted object. This is extremely useful as it allows the caster to accurately compare the differences between items on the run (the compare command is poor at best and the ident command can only be used in select locations).
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intangibility (shadows/75): Adds the intangibility affect to the caster. The intangibility affect gives -50 AC in addition to duplicating the pass door affect.
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invisibility (illusion/5): Adds the invis affect to the target. Invis makes the target invisible, but is nullified by attacking a target. Invisible mobiles and characters cannot be seen without the detect invis affect or a like ability and even then may be difficult to spot. Invisibility may be cast on an object in which case it adds a permanent invis flag to that item.
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know alignment (detection/9): This spell gives the caster a general idea of the targets alignment.
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mass invis (illusion/20): Adds the invis affect to all group members, but does not last as long as the invisibility spell. Invis makes the target invisible, but is nullified by attacking a target. Invisible mobiles and characters cannot be seen without the detect invis affect or a like ability and even then may be difficult to spot.
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panoply (shadows/65): Gives -50 AC. Undispellable.
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pass door (transportation/20): Adds the pass door affect to the caster (seen as the translucent flag by other players). The pass door affect allows the target to move through most doors (some are pass door proofed) and reduces physical damage taken slightly (or so I understand).
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plague (maladictions/20): An attack spell that attempts to add the plague affect to the target. Plague may only be removed with cure disease or by the death of the target, it cannot be dispelled. Plague reduces the healing rate of the target and causes moderate damage, mana loss and movement loss at the start of each tick. This damage is usually only less than the healing rate if the caster is sleeping in a good bed.
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poison (maladictions/10): This spell can be used in two ways. If targetting a weapon it adds the poison flag temporarily and allows that weapon to make a poison attack with every successful hit. If targetting a mobile or character it counts as an attack spell and attempts to add the poison affect to the target. The poison affect give a penalty of up to -5 to Con, reduces healing damage and causes light damage at each tick.
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prism (transportation/35): A group version of the pass door spell, it affects all members of the casters group, but does not last as long.
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protection evil (protective/5): Adds the protection evil affect to the caster. The protection evil affect adds a -1 to saves and reduces damage by evil opponents by 20%.
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protection good (protective/5): Adds the protection good affect to the caster. The protection good affect adds a -1 to saves and reduces damage by good opponents by 20%.
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protection neutral (protective/5): Adds the protection neutral affect to the caster. The protection neutral affect adds a -1 to saves and reduces damage by neutral opponents by 20%.
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sanctuary (protective/75): This spell adds the sanctuary affect to the target. The sanctuary affect halves all damage taken by the target.
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sending (transportation/50): Moves an item from the casters inventory to the targets inventory.
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shadowcall (shadows/200): Adds the vampiric flag to a weapon temporarily. The vampiric flag causes additional energy drain damage. Energy drain damage imparts a small portion of the damage done to the user as hit points.
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shield (protective/12): Adds the shield affect to the target. The shield affect gives -20 AC.
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sleep (beguiling/15): An attack spell that attempts to add the sleep affect to the target. Cannot be used during combat. The sleep affect puts the target in a sleeping state for the duration of the affect. A sleeping target can be maladicted without a fight beginning. The frenzy and insomnia affects prevent the sleep affect.
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slow (maladictions/30): An attack spell that attempts to add the slow affect to the target. The slow affect reduces the targets chance of attacking first in combat and reduces their number of attacks.
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stone skin (protective/12): Adds the stone skin affect to the caster. The stone skin affect gives -40 AC.
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summon (transportation/50): Summons a target mobile or character to the casters room. If the target is a mobile it will initiate a combat. A target mobile may not be more than 3 levels higher than the caster. The nosummon command can toggle whether a player is affected by this spell or not.
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ventriloquate (illusion/5): Allows the caster to attempt to fool other characters into believing a certain mobile or character is saying something (chosen by the caster). A failed attempt or succesful resistance on the part of a character allows the other character to know who made who say what.
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weaken (maladictions/20): A single target attack spell that attempts to add the weakness flag to a target. The weakness flag causes up to a -5 Str penalty.
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word of recall (transportation/5): Has the same affect as the recall command, but when used it combat does not cause experience loss.
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armor (protective/5): Adds the armor affect to a single target. The armor affect gives -20AC for the duration of the spell.
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barrier (protective/50): A group spell that adds the barrier affect to all members of the group. The barrier affect gives -50AC and halves damage from spells for the duration of the spell. May be cast during combat.
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blindness (maladictions/5): An attack spell that causes -4 to hit and reduces the parry, dodge and shield block chances. It also makes the target incapable of seeing resulting in them being unable to pick items up, attack a new target or otherwise manipulate items. Potions can still be seen while blind.
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cancellation (protective/20): A single target spell that only works a target in ones own group (including yourself). Cancellation attempts to remove all current affects from the target and tests against each affect separately. Cancellation does not work on disease, firebreath, pestilence or poison. It also does not work on hero powers of any sort. Cancellation is similar to dispel magic but with a higher chance of working.
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continual light (creation/7): With no target, this spell creates a ball of light object that can be used as a light source. With an object as the target it will add the glowing affect to the object permanently.
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create food (creation/5): Creates an edible food item from a selection of foods.
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create keg (creation/5): Creates an alcoholic drink item from a selection of drinks.
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create spring (creation/20): Creates a magical fountain of pure water in the ground. Will not work in an air room.
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create rose (creation/30): Creates a rose object. Generally agreed to be the most useless spell in the mud.
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create water (creation/5): Creates pure water. Requires an empty drink object (or one partially filled with water) as the target.
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curse (maladictions/20): An attack spell that attempts to add the curse affect to a target. The curse affect is the reverse of the bless affect causing save and hit penalties to the target. The curse spell can be cast on an object. If there is a bless flag on the object it will remove that only. If there is an evil flag on the object it will have no affect. If there are no bless or evil flags on the object it will attempt to add a temporary evil flag to the object. This evil flag gives -1 save and improves protection or damage against good targets.
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dispel magic (protective/15): A single target attack spell that attempts to remove all current affects from the target and tests against each affect separately. Dispel magic does not work on disease, firebreath, pestilence or poison. It also does not work on hero powers of any sort. Dispel magic is similar to cancellation but with a lower chance of working.
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floating disc (creation/40): Creates a floating disc in the floating item slot of the casting character. The player may load items onto the disc without weighing themselves down.
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fly (transportation/10): Adds the flying affect to a target. The flying affect allows the target to enter air, water and deep water rooms as well as giving protection against trip.
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gate (transportation/80): This spell transports the caster to within the area of the target mobile or character. Does not work on targets in norecall areas. Like all portal style spells, gate has a small chance (supposedly 5%) of instead teleporting the caster to anywhere in the mud when used.
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hover (transportation/15): A group version of the fly spell, it affects all members of the casters group with the fly affect but does not last as long.
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pass door (transportation/20): Adds the pass door affect to the caster (seen as the translucent flag by other players). The pass door affect allows the target to move through most doors (some are pass door proofed) and reduces physical damage taken slightly (or so I understand).
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plague (maladictions/20): An attack spell that attempts to add the plague affect to the target. Plague may only be removed with cure disease or by the death of the target, it cannot be dispelled. Plague reduces the healing rate of the target and causes moderate damage, mana loss and movement loss at the start of each tick. This damage is usually only less than the healing rate if the caster is sleeping in a good bed.
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poison (maladictions/10): This spell can be used in two ways. If targetting a weapon it adds the poison flag temporarily and allows that weapon to make a poison attack with every successful hit. If targetting a mobile or character it counts as an attack spell and attempts to add the poison affect to the target. The poison affect give a penalty of up to -5 to Con, reduces healing damage and causes light damage at each tick.
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protection evil (protective/5): Adds the protection evil affect to the caster. The protection evil affect adds a -1 to saves and reduces damage by evil opponents by 20%.
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protection good (protective/5): Adds the protection good affect to the caster. The protection good affect adds a -1 to saves and reduces damage by good opponents by 20%.
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protection neutral (protective/5): Adds the protection neutral affect to the caster. The protection neutral affect adds a -1 to saves and reduces damage by neutral opponents by 20%.
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sanctuary (protective/75): This spell adds the sanctuary affect to the target. The sanctuary affect halves all damage taken by the target.
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sending (transportation/50): Moves an item from the casters inventory to the targets inventory.
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shield (protective/12): Adds the shield affect to the target. The shield affect gives -20 AC.
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slow (maladictions/30): An attack spell that attempts to add the slow affect to the target. The slow affect reduces the targets chance of attacking first in combat and reduces their number of attacks.
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stone skin (protective/12): Adds the stone skin affect to the caster. The stone skin affect gives -40 AC.
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weaken (maladictions/20): A single target attack spell that attempts to add the weakness flag to a target. The weakness flag causes up to a -5 Str penalty.
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word of recall (transportation/5): Has the same affect as the recall command, but when used it combat does not cause experience loss.