'MAGIC'
Magic is a strong and dangerous force in Serin. Mage and cleric guilds
place a much stronger emphasis on magic over physical prowess, wielding it
with considerable lethality. Others rely on potions.
Using magic: Use the CAST command prefix to invoke your spells. Magical
components (such as potions, scrolls and staves) do not require casting -
just use them. e.g. QUAFF potion, RECITE scroll Protecting yourself: All
offensive spells are subject to a saving throw. Characters have some
natural resistance to spells, so that being unprotected is not totally
defenceless - they will have about a 50% chance to work. You may increase
your resistivity by wearing SAVE VS SPELL - the lower the value, the better.
The rift between good and evil is such that the two opposing sides usually
cannot cast beneficial spells upon each other. The one exception to this
rule is the healer guild, which teaches the virtues of mercy and kindness.
Once they have earned sufficient REPUTATION with their deity, healers can
offer their services for followers of all paths, with discretion.
The scholars have split spells into several types, so if you require
protection, make sure you're using the appropriate kind.
See: AFFLICTIVE MENTAL MALEDICTIVE PROTECTIVE CURATIVE RESTORATIVE
11.8.
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