Posted by The Wanderer on August 29, 1999 at 16:38:37:
In Reply to: The help files for all the new junk? Hello mr. novice skill poster. posted by Tat on August 29, 1999 at 16:25:41:
help familiar
FAMILIAR
Syntax: cast 'familiar'
This spell allows the caster to call forth a spirit in animal form to serve
them. The first casting of the spell determines what animal will come to
the mage for future castings as well. The mage has limited control of the
familiar (which can leave the mage's side) and can see through the familiar's
eyes if desired. Death of the familiar, however, causes great pain to the
mage. The FAMILIAR command with no arguments can be used after a familiar
is called to see what skills the familiar has. The FAMSEE command allows
the mage to toggle vision through the familiar's eyes.
help conjure smoke mephit
'CONJURE SMOKE MEPHIT'
Syntax: cast 'conjure smoke mephit'
This spell conjures lesser mephits from the Para-Elemental Plane of Smoke
who will gather around the cast in a swirling circle of smoke and heat. Being
mischievous by nature, the smoke mephits delight in spewing hot ash on any
who try to hide from them, revealing all who are hidden, invisible, or
camouflaged. Any who approach the mephit are brought out of hiding as well.
Mephits will not aid those that conjure them, but will defend themselves
if attacked.
<100%hp 100%m 77%mv> help conjure elemental
'CONJURE ELEMENTAL'
Syntax: cast 'conjure elemental'
This spell conjures an Elemental from one of the primary Inner (Elemental)
Planes (Air, Earth, Fire, Water). Once conjured, the Elemental may attempt
to destroy the conjurer unless proper wards are constructed. In order to
conjure Elementals of greater power, the conjurer has the option of sending
additional mana into the spell. It is essential that the caster's environment
be suitable for summoning the selected Elemental type.
<100%hp 100%m 87%mv> help bind elemental
'BIND ELEMENTAL'
Syntax: cast 'bind elemental'
Use of this spell allows the caster to gain the aid of a Water, Earth, Fire
or Air Elemental. The Elemental will follow the caster, aiding them in
combat, defending them if attacked. If the binding fails, the Elemental
will become enraged and attack the caster. Additional mana may be poured
into the binding to increase its effectiveness.
<100%hp 100%m 97%mv> help deny summoning
'DENY SUMMONING'
Syntax: cast 'deny summoning' [mana]
When casting this spell, the Conjurer can decide to extend its natural
duration by channeling additional mana into the shield. When cast, the
Conjurer surrounds himself with a mystical dimensional barrior in order
to make himself immune to the summoning spells of other. However, this
also means the mage loses all other means of inter-dimensional travel
during its duration.
<100%hp 100%m 100%mv> help celestial circle
CELESTIAL 'CELESTIAL CIRCLE'
Syntax: cast 'celestial circle' [mana]
This spell creates a circle of protection around the caster that wards
off creatures from the Inner Planes (Elementals, Para-Elementals, Quasi-
Elementals), holding them at bay when conjured. No protection is offered
against such creatures that can make the journey to the Material Realm
themselves. Additional mana can be channeled into the circle to enhance
its power.
<100%hp 100%m 100%mv> help dismissal
DISMISSAL
Syntax: cast 'dismissal'
This spell allows a Conjurer in the Prime Material Plane to send otherworldly
creatures back to their plane of origin. The "nearer" the target plane, the
easier it is to dismiss the being. Since it is difficult to force a being
to its plane of origin against its will, the caster has the option of sending
additional mana into the spell to increase its chances of success.
<100%hp 100%m 100%mv> help conjure angel
'CONJURE ANGEL'
Syntax: cast 'conjure angel' [mana]
Spiritual warriors of the Light are conjured from the Outer Planes by means
of this spell. Torn away from their other-worldly duties, they are eager
to return to their home plane, though their stay can be extended with the
expenditure of additional mana when conjured.
<100%hp 100%m 100%mv> help conjure demon
'CONJURE DEMON'
Syntax: cast 'conjure demon' [mana]
Conjured from the Abyss, Demons serve as the extra-dimensional mercenaries
of many mages. Hungry for the hunt, a bound demon will aid its master in
combat using magic and physical prowess to its best advantage. Demons are
wanton destroyers, however, and require a sacrifice to meet their
required payment for binding. If the sacrifice is not offered to them,
the Demon will turn on the binder at the end of its service. Expending
additional mana at the time of conjuration may conjure a Demon of greater
power, or extend the stay of lesser Demons.
<100%hp 100%m 100%mv> help lightbind
LIGHTBIND
Syntax: cast 'lightbind'
Using this spell the Conjurer can attempt to bind into service a good
being from the Outer Planes (eg. Archon, Angel). The caster can increase
the chance of successful binding by pouring additional mana into the spell.
Beings of the Light are often friendly with mortals of the Light and may
not require wards when conjured; beings that are unsuccessfully bound,
however, are often beligerant.
<100%hp 100%m 100%mv> help darkbind
DARKBIND
Syntax: cast 'darkbind'
Using this spell the caster can attempt to bind an evil being conjured from
the Outer Planes (eg. a Devil, Demon) into service. The caster can expend
greater mana to increase the chances of a successful binding. Evil beings
may require payment for their services, so caution must be used when
bargaining with them.
<100%hp 100%m 100%mv> help sending
SENDING
Syntax: cast 'sending'