Those of you that have read the SPELLSHELP file in Mud2 will notice similarities with this article. I make no excuses for that, this article aims to explain the magic system whilst also retaining the same information, in addition to my own, that SPELLSHELP does.
Once you've touched the touchstone, and lived, you'll then find yourself able to use magic. By typing SCORE (SC for short) or QUICKSCORE (QS for short) youll now see a new variable which shows your remaining magic 'points'. This goes up when you sleep for a while, and goes down when you cast spells. Incidentally, there are certain items that can help your magic increase without sleeping. I wont tell you what they are, but at least it gives you some food for thought. Should you ever use up all the MAGIC your persona has you'll revert back to a non-magic-user and have to 'do the Touchstone' again. Dont say I didnt warn you. :)
What level you are determines what spells you can use. Ie. Every Necromancer has the same set of spells to use, every Warlock has the same set. As you advance through the levels youll find more and more spells available for your use. Once you've hit level 10 (Mage), you will then have access to all, yes ALL, of the spells that are available.
From within Mud2 there are two help files that can assist.
a) SPELLS
b) SPELLSHELP
Typing either of these commands whilst in the game will provide you with
information on magic. SPELLS lists all the spells that 'are available to a
magic-user of your level'. NOT all the spells, just the ones that are available
to you at that level. There are, as you will find out, more spells the higher you
progress up through the levels. You CAN attempt unlisted spells, but the chances of
them actually working are slim compared to those listed in your SPELLS list. Below
I have listed an example of what you could see after typing SPELLS when you are a
Sorcerer. Don't worry too much about what '%', 'Automatic' and 'Cost' mean. I'll
cover that in detail a bit later. One little tip, if a spell is written in mixed capitals
and lower case, then just typing the capitals will still cast the spell. Eg: WHere. Typing
WH FIREFLY will cast WHERE FIREFLY. You probably knew that, but if you didnt itll
make your life easier.
*********************
SPELL------------%-----AUTOMATIC---COST
BLIND 5 7 7
CHANCE 11 1 1
CHANGE 8 4 4
CRIPPLE 5 7 7
DEAFEN 5 7 7
DIAGnose 8 4 10
DISable 5 7 28
DUMB 5 7 7
GLOW 10 2 2
IGNite 7 5 5
ILlusion 5 7 7
RePair 8 4 4
ReSite 10 2 2
SITE 10 2 2
UNBLIND 6 6 6
UNCRIPPLE 6 6 6
UNDEAFEN 6 6 6
UNDUMB 6 6 6
UNGLOW 10 2 2
uninVISible [2] 10 2 7
uninVISible [2] 10 7 7
UNSITE 10 2 2
WHere [1] 11 1 1
Notes:
[1] A form of WHERE will work in the Elizabethan Tearoom for
everyone.
[2] If you uninVISible yourself, the 10%/2/2 version is taken; if
you uninVISible , the 10%/7/7 one is taken for EVERY invisible object
of class , with an extra magical cost of 5 whether any are invisible or
not.
Note that this can work out rather expensive!
**********************
The next command, SPELLSHELP, is a bit of a mind blower to most people who
have little experience of using magic. Ive not included it here as it is readily
available from within Mud2 itself. I suggest that you read it at least once.For the sake of the following explantion's I will use the SPELLS list above.
Take care and be nice to each other.
Motmai. The now 'dead' Warlock. :)