Affect Spells
Ok, following on from Damage spells, lets go to affect spells!  These follow much of the same format as Damage Spells with a few new things added in!  The tables below will help you in adding affects to your spells.  Two of the most common affect spells are the Bless and Train.  Examples of these will be displayed on the sample spell page at the end of this primer.

now to add affects to your spells you need to add the following:

apply: >str/dex/wis/int/con/hit/dam/ac/hp/mana/move/save< bonus: >num<

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.

duration: <num>

The bonus variable is in % change. So 100 is the maximum. It acts with the apply variables to
change those stats.

Bonus 100 gives up to:

hp/mana/moves 500 points
AC -500 points
HR/DR 50 points
Duration is in MUD hours (1 hour about every 30 IRL secs).
Any number of affects can be set, but each one has to have it's own line and every affect raises the
mana cost of the spell.  Again, these spells can be reversed. The classic being a reversed bless so it costs less to train hp/mana.
On to Action Spells
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