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1. casting spells
Syntax: cast <spell name or spell number> <target name>
cast <spell name or spell number> <mob vnum>
cast <spell name or spell number> <pet id.pet>
cast <spell name or spell number> group
cast haste fido ‑‑ to cast on a target with name fido
cast sanctuary 5341 ‑‑ to cast on mob vnum 5341
cast 'bone graft' 1.pet ‑‑ to cast on pet with id 1
cast fly group ‑‑ to cast fly on your pets and group members
cast 'gia str' ‑‑ also possible to type partial spell name

Before you cast a spell, you should practice it. Defense spells will have a
lower chance to cast successfully with a low spell proficiency, and attack
spells will do more damage the more proficient you are at casting them. For
example, acid blast will do 50% of its potential damage if it is only 50%
learned. However, when casting an offensive spell that the caster is not
proficient in, he or she will not lose concentration. Casting spells costs
mana, and mana can be recovered by quaffing certain potions.

The <target> argument is sometimes optional. Most attack spells will use an
appropriate default target once in combat. You can also cast the spell's
spell number instead of the spell name. To find a spell number, use the
showskill command, ie showskill sanctuary. The sn is listed at the top.

If the spell name is more than one word, then you must put the name in
single quotes. For example, cast 'magic hat' dragon. Quoting is optional
for single‑word spells and spell names can be abbreviated.

You can recast spells and reuse skills that you are currently affected by to
get a fresh version of the effect. Other players can also recast spells on
you as long as their version of the spell is the same level or higher. This
will give you a new duration at the least and usually a stronger spell
effect if their spell is higher level.


2. ranged casting spellcasting
Syntax: cast <spell name> <target> <directions list>
cast fireball fido 3w
cast 'acid blast' fido n2e
cast 'bone shard' cd

Experienced spellcasters can cast their spells further into the distance,
allowing them to attack their foes up to 3 rooms away. At 50% learned, the
range is 1 room away, at 75% 2 rooms, and at 100% 3 rooms. Of course,
casting spells at a longer range takes practice and the damage attack spells
inflict is reduced until the skill has been mastered. Foes who are able to
track may attempt to hunt down their assailant to take revenge. It is
possible to cast adverse spells (blindness, disease, etc.) as well as
attack spells, including AoE spells.