Not junk, I thank the immortals for thier hard work. And HERE is the help files you asked ! :

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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' [mana]

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' [mana]

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' [mana]

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' [mana]

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' [mana]

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'

This spell allows the caster to send an object to a remote target player
via a servitor of the planes. Depending on the nature and value of the
object, the servitor may elect to keep it for themselves and never be
seen again. Also, if the target is asleep or in combat when the servitor
arrives with the delivery, the servitor will forget its mission and vanish
with the object.

<100%hp 100%m 100%mv> help thaumaturgic circle
'THAUMATURGIC CIRCLE' THAUMATURGIC
Syntax: cast 'thaumaturgic circle'

Thaumaturgic circles are used to form circles of protection against beings
from the Outer Planes. The caster uses special inks and incantations to
empower the circle, which is drawn upon the ground. Demons, Angels, and
their ilk are warded by this protection.

<100%hp 100%m 100%mv> help phase door
'PHASE DOOR'
Syntax: cast 'phase door'

This spell allows the caster to temporarily step "out" of the Prime Material
Plane and step back in relatively nearby. The direction of the step is
chosen when the spell is cast.

<100%hp 100%m 100%mv> help projection
PROJECTION
Syntax: cast 'projection'

When this spell is cast, the Conjurer's spirit leaves their material body
to travel astrally through the Materal Realm. When in astral form, the
Conjurer cannot affect anything in the physical world, but can be sensed
by those nearby. Use of this spell is risky, as the body left behind is
completely defenseless and in a comatose state. If the caster's material
body is slain while the spirit is away, the effects are devestating. The
caster must also return to his/her body before the spell expires or the
material body will wither and die.

<100%hp 100%m 100%mv> help conjure archon
'CONJURE ARCHON'
Syntax: cast 'conjure archon' [mana]

When conjuring an Archon. the mage calls forth an emissary of Light from
the Outer Planes. The Archon will serve the caster, if bound, though it
will not fight for the caster unless directly attacked. Archons have the
ability to heal and protect those they are bound to, meeting their needs
whenever possible. If extra mana is channeled into the conjuration, the
Archon that arrives may be of greater strength or may remain in the
visited plane longer.

<100%hp 100%m 100%mv> help conjure devil
'CONJURE DEVIL'
Syntax: cast 'conjure devil' [mana]

Summoned from the depths of the Nine Hells, Devils serve mortal mages when
bound by maledicting opponents and assaulting them from afar (they will not
engage in physical combat unless directly assaulted themselves). Devils are
clever beings and will serve the mage in more devious ways, but may turn on
them in times of weakness, in an attempt to subdue and loot their master.
Additional mana may be channeled into the spell to conjure Devils of greater
power or to extend the Devil's stay on the caster's plane.

<100%hp 100%m 100%mv> help bind nightgaunt
'BIND NIGHTGAUNT'
Syntax: cast 'bind nightgaunt'

This spell binds a conjured nightgaunt (the servitor) to the caster and
the target prey. The nightgaunt will fly off and hunt down the target,
subduing it and returning it to the caster if possible.

<100%hp 100%m 100%mv> help conjure nightgaunt
'CONJURE NIGHTGAUNT'
Syntax: cast 'conjure nightgaunt'

This conjuration is used to summon nightgaunts, a servitor race from the
Outer Planes adept at abducting prey, which may be bound into capturing
enemies for the caster. When bound, the nightgaunt will locate the target,
engage them in battle and attempt to subdue them for transport back to the
caster. There are limits to how far the nightgaunt will be willing to
travel, and they can only be called at night. Nightgaunts are capricious
when unbound, and may attack their callers.

<100%hp 100%m 100%mv> help clairaudience
CLAIRAUDIENCE
Syntax: cast 'clairaudience'

By means of this spell, the caster can listen in on what is being said
by and around a target player at a distance. The spell cannot detect
conversations held privately, however.

<100%hp 100%m 100%mv> help clairvoyance
CLAIRVOYANCE
Syntax: cast 'clairvoyance'

This spell gives the caster the ability to view a target player from a
distance. As the caster's skill in remote viewing increases, they will be
able to see more details about the target, including the target's
surroundings and what the target is engaged in doing. The target may
sense they are being watched, though they will not know by whom.

<100%hp 100%m 100%mv> help contact other planes
No help on that word.

<100%hp 100%m 100%mv> help contact other planes
No help on that word.

<100%hp 100%m 100%mv> help 'contact other planes'
No help on that word.

<100%hp 100%m 100%mv> help other planes
No help on that word.

<100%hp 100%m 100%mv> help contact planes
No help on that word.

<100%hp 100%m 100%mv> help contact other
No help on that word.

<100%hp 100%m 100%mv> help contactotherplanes
No help on that word.

<100%hp 100%m 100%mv> pray help contact other planes help 'contact other planes' contactotherplanes dont work.
You pray to the heavens for help!

<100%hp 100%m 100%mv> help tesseract
TESSERACT
Syntax: cast 'tesseract'

By means of this spell, the Conjurer attempts to fold space in order to
travel great distances with a mere few steps. The geomantic combinations
increase in complexity as the Conjurer folds more and more space to allow
companions to travel with him, draining his strength geometrically with
each additional companion. Travel by these means is disorienting and taxing
and all who pass through such a fold are also disoriented as well. Should
the caster overstep his limits with this spell, the consequences are dire.

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