DAMAGE CHANTS
welcome to my mage page, here i will explain mages, show you some of my spells
i use, and tell u some nice
ways to use a mage. here is a nifty damage spell.
NOTE: on utopia we can link 8 pages.
c major page
c major rune mastery
c copy rune page
write page line Start.damage.spell
write page line victim.target
write page line global.target
write page line min.damage: 500
write page line max.damage: 1000
write page line message.1: fireball message
write page line message.2: A fireball immolates $N
write page line message.3: $n waves $s hands and a fireball engulfs $N
write page line next.page
write page (0-7) end.spell
DO YOU SEE LINE IN write page (0-7) end.spell I DONT THINK SO, so dont put it there
the 0-7 means to write one color of a bless, u would type write page 0 end.spell, and write page 1 end.spell , and so on
repeat this 7 more times, then make 1 more page, with the last page not containing next.page on it. this will inturn give u a linked damage chant, doing a decent amount of damage
ULTRA, AND SUPER DAMAGE CHANTS
Use start.super.damage.spell instead of start.damage.spell
for
Super spells. ( 8 pages max, once every 4 ticks ), nothing else should change
Use start.ultra.damage.spell instead of start.damage.spell
for
Ultra spells. ( 8 pages max, once every 12 ticks )
HEALING CHANTS
to make a healing chant, make a damage chant, but after global.target
(line below it), type write page line reversed
this
will give hps, instead of taking them away
BLESSES
write page line start.affect.spell
write page line victim.target
write page line global.target
write page line apply: str
write page line apply: con
write page line apply: int
write page line apply: wis
write page line apply: dex
write page line apply: hp
write page line apply: mana
write page line apply: move
write page line bonus: 100
write page line duration: 1000
write page line message.1 (message.1: is the message you will see when you chant it)
write page line message.2: (message.2: is the message that the person you are chanting will see [excluding you])
write page line message.3: (message.3: is the message any player in the room of the chanter will see)
write page line next.page
write page (0-7) end.spell
AFFECT SPELLS
affect:
blind --------- Blinds victim.
invis --------- Turns subject invisible.
detect.evil --------- Find evil people.
detect.invis --------- Makes invisible peeps visible to target.
detect.magic --------- Makes target notice magic things.
detect.hidden --------- See hidden people.
umbra --------- Places you out of most people's reach.
umbra.vision --------- See people in the Umbra (shadowsight still works)
sanct --------- Large damage reductions.
faerie.fire --------- Heavy AC penalties.
infravision --------- See monsters even in dark areas.
curse --------- Combat penalties and can't recall.
burning --------- Sets the victim on fire.
poison --------- Poison!
protect --------- Protection vs. evil people.
ethereal --------- Makes victim ethereal.
sneak --------- Lets target sneak.
hide --------- Hides target.
sleep --------- Sends someone into enchanted sleep.
charm --------- Victim is charmed by you.
fly --------- Fly!
passdoor --------- Walk through doors.
web --------- Target is webbed, with AC penalties.
contraception --------- Safe sex *=)
aura.no.magic --------- Makes target immune to Mage damage spells.
true.sight --------- True sight; see vanished peeps (based on blue magic).
tendrils --------- Entraps victim in tendrils of darkness.
rot --------- Rots victim's flesh.
fear --------- Makes victim scared.
jail.water --------- Entraps victim in a jail of water.
To use these various affects in a spell use the following:
write page line start.affect.spell
write page line victim.target
write page line global.target
write page line affect: (name of the affect)
write page line duration: (duration can last up to 1000)
write page (0-7) end.spell
ACTION SPELLS
Action spells arent used much, but when put to use, can help a ton.
Action:
move - Moves you to target.
mob: (exact short of mob)
- Creates a mobile.
object: (exact short of mob)
- Creates an object.
Example of a spell to move you to a target
Start.action.spell
victim.target
global.target
move
message.1:
message.2:
message.3:
end.spell
DIFFERENT PARTS OF THE SPELL
the different parts of a spell that determine what it does are
start.affect.spell (makes a spell that has an affect on it, ill list those a little later)
start.action.spell (does an action like move an object or a player)
start.damage.spell (starts off a damage chant)
____________________________________
the next part of the spell tells whether it is an object, a player, or the whole room
victim.target (is a player)
object.target (is an object)
area.affect (casts the spell on the room)
()()()()()()()()()()()()()()()()()()()()()()()()()()()()
the next part of the spell, tells whether it is to be done from the room or from anywhere
global.target (chanted anywhere)
NOTE: atm, damage chants ARE NOT global, but still include it in the chant, just in case it changes
so you wont have to remake your spells :).
dont put anything for the room
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the next part tells what is going on in the spell
for a damage spell, in this step you need the
min.damage 500 (minimum damage for a damage chant)
max.damage 1000 (max damage for a damage chant)
these are as high as they go, the spell wont work if u try any higher
--------------------------------------------
the next is the messages, see BLESSES, up top
===============================
next.page (tells the page to chant the next page in line after this one)
end.spell (tells the spell to stop there, unless next.page is on it)
+++++++++++++++++++++++++++++++++++++=
RUNE SPELLS
FIRE + DESTRUCTION + TARGETING - Double fireball
FIRE + DESTRUCTION + AREA - Flames a room, 50% affected char gets lit
FIRE + ENHANCEMENT + OBJECT - Resistance spell
AIR + DESTRUCTION + TARGETING - Global chill touch
AIR + TRANSFORMATION + TARGETING - Global-ish move drain. Hps stay max.
AIR + DESTRUCTION + AREA - Double call lightning
AIR + ENHANCEMENT + TARGETING - Fly
AIR + ENHANCMENT + OBJECT - Spellproof spell
EARTH + DESTRUCTION + AREA - Double earthquake
EARTH + ENHANCEMENT + SELF - Stone skin
EARTH + ENHANCEMENT + TARGETING - Global giant strength
EARTH + ENHANCEMENT + OBJECT - Fix (equipment)
WATER + CREATION + OBJECT - Create spring
WATER + DESTRUCTION + AREA - Double gas breath
WATER + ENHANCEMENT + SELF - Triple mana spell
WATER + CONTROL + TARGETING - Global jail of water
DARK + DESTRUCTION + TARGETING - Triple harm
DARK + TRANSPORTATION + TARGETING - Global curse
DARK + ENHANCEMENT + SELF - Frenzy
DARK + ENHANCEMENT + TARGETING - Global darkblessing
DARK + REDUCTION + TARGETING - Global poison
DARK + CONTROL + AREA - Sleep
LIGHT + CREATION + OBJECT - Continual light
LIGHT + DESTRUCTION + TARGETING - Triple colour spray
LIGHT + ENHANCEMENT + SELF - Sanctuary
LIGHT + ENHANCEMENT + TARGETING - Global bless
LIGHT + PROTECTION + SELF - Protection
LIGHT + PROTECTION + TARGETING - Armour
LIGHT + PROTECTION + AREA - Global shield
LIFE + CREATION + OBJECT - Triple create food
LIFE + DESTRUCTION + TARGETING - Double global dispel evil
LIFE + ENHANCEMENT + SELF - Triple refresh
LIFE + ENHANCMENT + TARGETING - Triple heal
LIFE + ENHANCEMENT + AREA - Global heal
LIFE + ENHANCEMENT + OBJECT - Enchant armour
LIFE + REDUCTION + TARGETING - Global double drain life
LIFE + TRANSFORMATION + SELF - Superheal (details below)
LIFE + INFORMATION + TARGETING - Global know alignment #
DEATH + SUMMONING + AREA - Triple guardian
DEATH + ENHANCMENT + OBJECT - Preserve
DEATH + REDUCTION + TARGETING - Weaken
MIND + ENHANCEMENT + SELF - True sight
MIND + REDUCTION + TARGETING - Global dispel magic
MIND + INFORMATION + TARGETING - Global read aura (ignores shield)
MIND + INFORMATION + OBJECT - Global identify spell
SPIRIT + CREATION + OBJECT - Double soulblade
SPIRIT + SUMMONING + AREA - Summon
SPIRIT + TRANSPORTATION + SELF - Teleport
SPIRIT + ENHANCEMENT + SELF - Pass door
SPIRIT + ENHANCEMENT + OBJECT - Enchant weapon
SPIRIT + REDUCTION + TARGETING - Global faerie fire
SPIRIT + CONTROL + AREA - Faerie fog
SPIRIT + PROTECTION + SELF - Aura no magic (immune to magic)
please remember, not all of these will work the way you want them to.
NOTE: on utopia (god of all muds) there have been 2 additions to the rune spells
these are quicken and stop, see if you can figure them out, for i will not tell
them on here.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
on most muds, your damage is affected by the spell level of your red.
max it and your bombs will do alot.
on utopia, the damage is based on your colors being maxed (700)
here is the color code for the numbers:
0 = purple
1 = red
2 = blue
3 = green
4 = yellow
5 = orange
6 = indigo
7 = violet
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SPHERES
Correspondence
Life
Forces
Entropy
Mind
Spirit
Prime
Time
Matter
Use Sphere (name of sphere) learn
to upgrade that sphere, they all max out at 5
NOTE: when you get all of the spheres, type these commands, to turn on the toggleable
skills:
telek, better, poly, dimma, and percep
Please remember i posted this because of all of the dumb wizards out there, please use my advice.
Thank you for visiting this
NOTE: A wizard wishing to join me in the magics of the mud, should have these basic things, if not more of their own creativity
quicken spell, stop spell, damage chant, super damage chant, ultra damage chant, water jail spell, dispel magic spell.