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)

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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.

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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.

 

Requirements for Wizard

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