Casting Spells
Keywords:
SPELL, SPELLCASTING, SPELL-CASTING, CASTING, COMMUNE, SUMMON, CAST
Category:
command
Syntax:
c 'spellname' <target>
cast 'spellname' <target>
commune 'spellname' <target>
summon 'spellname' <target>
Spell casters are divided into three different categories for IC, or In Character, reasons. These spells are cast via MUD code mechanics, RP-Combat works based on dice rolls.
- Mages and Spellslingers CAST spells to weave mana
- Clerics COMMUNE spells to commune with their deity
- Druids and Rangers SUMMON spells to summon the natural magic around them
For reasons of making everything more simplistic, all classes can use "c" to cast spells and not worry about the differing syntax.
Before you can cast a spell, you have to practice it. Generally, a spell can be practiced to 75 percent before you need to use it to raise it beyond that. The higher the percent of the spell, the higher chance you have of success when casting. Casting spells costs mana. When you cast an offensive spell, the victim usually gets a saving throw. The effect of the spell is reduced or eliminated if the victim makes the saving throw successfully. In order to find out what a spell does, check the help file for individual spells.
Some spells make require parameters, or targets of the spell, in order to be cast properly. Many spells which need targets will use an appropriate default target, especially during combat. When starting combat with a combat spell, a target is required. Casting defensive spells without a target defaults to the spellcaster when not in combat.
If the spell name is more than one word, then you must quote the spell name. If a spell is a single word, you do not need to use the quotes.
Example:
cast 'cure critical' Joe - quote around the two words
commune bless Joe - no quotes needed around a single word
c 'spellname' <target>
cast 'spellname' <target>
commune 'spellname' <target>
summon 'spellname' <target>
Spell casters are divided into three different categories for IC, or In Character, reasons. These spells are cast via MUD code mechanics, RP-Combat works based on dice rolls.
- Mages and Spellslingers CAST spells to weave mana
- Clerics COMMUNE spells to commune with their deity
- Druids and Rangers SUMMON spells to summon the natural magic around them
For reasons of making everything more simplistic, all classes can use "c" to cast spells and not worry about the differing syntax.
Before you can cast a spell, you have to practice it. Generally, a spell can be practiced to 75 percent before you need to use it to raise it beyond that. The higher the percent of the spell, the higher chance you have of success when casting. Casting spells costs mana. When you cast an offensive spell, the victim usually gets a saving throw. The effect of the spell is reduced or eliminated if the victim makes the saving throw successfully. In order to find out what a spell does, check the help file for individual spells.
Some spells make require parameters, or targets of the spell, in order to be cast properly. Many spells which need targets will use an appropriate default target, especially during combat. When starting combat with a combat spell, a target is required. Casting defensive spells without a target defaults to the spellcaster when not in combat.
If the spell name is more than one word, then you must quote the spell name. If a spell is a single word, you do not need to use the quotes.
Example:
cast 'cure critical' Joe - quote around the two words
commune bless Joe - no quotes needed around a single word