cast spellcasting Magic
Syntax: cast <spell> <target> The <target> is optional on most spells. In many cases spells will use smart targetting (especially during combat), meaning that if you: cast 'cure light' and don't specify the target, it will target yourself rather than your enemy. Combat spells on the other hand will automatically target your opponent. If the spell name is more than one word, then you must quote the spell name. Example: cast 'cure critical'. Quoting is optional for single-word spells. You can abbreviate spell names as well (so c 'cure cri' will work) When you cast an offensive spell, the victim usually gets a saving throw. The effect of the spell is reduced or eliminated if the victim makes the saving throw successfully. Some skills and spells modify saves, such as the unicorn or inquisition stance. The skill in a spell determines the chance of spell failure (0-50%), mana cost (100-200%), casting time (100-200%) and spell level (50-100%). It is possible to cast non-combat spells (such as sanctuary) during combat. However, the caster can make no physical attacks while casting, and suffers a chance of spell failure for each opponent attacking him. It is also possible to cast a spell at reduced spell level. The syntax for this is cast <spell> @level <target>. There are some standard formulas for spell damage outlined below: 1) Spell damage is a function of casting cost, and spell lag, proportional to sqrt(lag * cost) * (33 + spell level) You can find the values for spells using the "showskill <spell name>" command. 2) Area spells are multiplied by a factor of 0.6, and some individual spells may apply different factors. 3) Touch spells which require an attack roll (burning hands, chill touch, shocking grasp) have a factor of 1.4 and add a burning/freezing/shock effect.