Ordo Zephyrius Mutatoris
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Joining the Azure Magi
On the main Almerian map, at coordinates 19, -33 there is an exit eastup into the Azure Magi guildhall. Presumably the Azure Magi live high in the mountains as it is close to the chaotic winds of the world -- otherwise I have no clue why they live up there.
the Azure Magi guildhall [n, wd] You see a wooden-framed white wooden bulletin board and Torlira the Master of the Wind. This relatively large room is where the Azure Magi make their home. The walls are all painted bright azure, and give off a warm glow. To the north is another section of the guildhall, while westdown leads out. Obvious exits are north and westdown. You see a wooden-framed white wooden bulletin board and Torlira the Master of the Wind. Torlira is a middle aged aviar of approximately forty years. Her proud face bears the marks of intelligence, experience and power. She is the leader of the Azure Magi, a guild of powerful aeromancers. She looks about nineteen and a half dimins tall, five and two fifths dimins wide and one and seven twentieths dimins long. She is in good shape and is resting. Snowy-white mists surround her. She wields an iron-banded oak quarterstaff in her hands. She wears a robe around her body. If you are not a member of a guild, you may receive information on the Azure Magi by typing 'help guild'. If you wish to join the Order of the Azure Magi, say 'pledge me to the Azure Magi'. To leave them, say 'I renounce the Azure Magi'. Azure Magi may say the command 'advance'. Torlira's limbs are named head, chest, right wing, left wing, right arm, left arm, right hand, left hand, right leg, left leg, right foot and left foot. Torlira was created by Rand; the source code was last updated Wed Mar 07 11:05:29 2007. The aviar race was created by Chaos and Nightmare; the source code was last updated Fri Jun 15 17:48:01 2007. Torlira is a middle aged aviar with vast amounts of intelligence, experience, and power. She is the leader of the Azure Magi and has been given the title of Master of the Wind. <pre> You say, "pledge me to the Red Magi" in lyrically-accented Anglic. Askeen looks you over. ,. ( . ) . " (" ) )' ,' ) . (` '` .; ) ' (( (" ) ;(, (( ( ;) " )" _"., ,._'_.,)_(..,( . )_ _' )_') (. _..( '.. Order of the Red Magi News The spells Summon Fire Spirit, Summon Fire Elemental, Sustain Fire Spirit, and Sustain Fire Elemental are now available. -- Chaos, February 1st 2007 Changed Flezra's instructor patterns from "teach me" to "instruct me in". Sorry if this screws up your aliases and what not, but got tired of spells vs. skills conflicts in her responses to 'Teach me x'. -- Xekrin, March 1st 2007 ( . ) ) ( ) . ' . ' . ' . ( , ) (. ) ( ', ) .' ) ( . ) , ( , ) ( . ). , ( . ( ) ( , ') .' ( , ) (_,) . ), ) _) _,') (, ) '. ) ,. (' ) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ You wear your tiny red linen robe around your body. You are now a first-degree specialist in arcane focus, arcane lore, Enochian, evocation, introspection, Latin, legerdemain, memory, prestidigitation, pyromancy, scholarship and telesmatic weapon. You are now a second-degree specialist in literacy. You are now a third-degree specialist in centering and channeling. Askeen smiles at you warmly. Askeen gives you the red robe which symbolizes his status as a Red Mage. Type 'help red magi' to receive information on your new abilities.
Guild Help Files
You are a member of the Red Magi of Lost Souls, a guild of powerful pyromancers dedicated to serving neutrality and all it stands for. The Red Magi use fire as a medium for their magickal art. Red Magi have very powerful spells, but they tend to take a bit longer to cast than other guilds, due to the fact that it takes time for that power to build up in the mage. Due to the delicate magical field needed for magi to weave their spells, they may only wear non-encumbering armour and overarmour (rings, amulets, robes, and so on). Also, magi may only wield daggers and staves, as it is unbecoming of a mage to wield any other type of weapon. Those of the Red Order also receive a red robe worn to indicate their membership. This robe is enchanted to offer greater protection against mundane damage than an ordinary robe, and has some minor wards against fire. A mage may know up to eight spells at any given time. These spells can be changed for other spells at the Red Magi Guildhall, for a price. There are many spells to choose from, for a list of spells type 'help spells'. Being a Red Mage, you now have several new skills that affect how well your spells will function. Type 'help red magi skills' for more information. For detailed information on casting spells, type 'help casting'. The Red Magi also have their own channel for communicating with one another. This channel is accessed via the commands 'redmage' or 'guild'.
Skill List
As a Red Magi you have been imbued with several new skills. Each of which affects how well you can cast certain spells. The skills are as follows: Pyromancy affects how the mage can affect and manipulate flames of any type. The Conjuring skill affects how well the mage can bring forth the power to drive hir spells. The skill of Enchanting affects how well the mage can imbue non-magical items, such as an ordinary flame, with magical properties. The Symbology skill deals with how well the mage understands symbols and the thought patterns accompanying them. Evocation affects how the mage can bring forth material objects where there once were none. The importance of each skill varies from spell to spell, while one spell may rely heavily on Pyromancy, another may rely mostly on Symbology. The more spells are cast by the mage, the faster the respective skills will increase.
Trainers
Flezra the Learned
- Location: Red Magi Guild Hall
Commands to say:
Teach me <spell> Rescind <spell> Desuspend me
Flezra's limbs are named head, chest, right arm, left arm, right hand, left hand, right leg, left leg, right foot and left foot. Flezra is an instructor and responds to the following verbal commands:
Availability inquiry: Flezra, what skills can you instruct me in? Cost inquiry: Flezra, what would it cost to instruct me in <subject>? Instruction request: Flezra, instruct me in <subject(s)>.
Flezra was created by Fixy; the source code was last updated Fri Mar 02 00:19:22 2007. The human race was created by Lost Souls; the source code was last updated Sat Mar 17 12:13:22 2007.
Flezra intones, =I can instruct you in the Anglic language, the ability to focus one's will in arcane combat, arcane lore, centering, channeling, conjuring, enchanting, the Enochian language, evocation, legend lore, legerdemain, linguistics, literacy, meditation, memory, metaphysics, prestidigitation, pyromancy, rune lore, scholarship, symbology and the use of telesmatic weapons.= to you.
Casting
Casting a spell is fairly simple. You must have the required spiritual points, endurance and of course the components. To find out how much of these things you need, read the help file on the spell. For example, to find out what requirements there are for the spell "Detect Magic", type 'help detect magic'.
To cast the spell "Detect Magic", the command would be: 'say detect magic in enochian', as detailed in the help file. Note that spells are cast by 'say'ing them; but not only that, saying them in the Enochian language.
Enochian is taught by both Raistlin and Flezra.
To see a list of all the spells available to the Red Magi, type 'help spells'. To see which spells you know, type 'spells'. For a documentation on which skills affect your casting, type 'help red magi skills'. See also 'help containment fields'.
Containment Fields
Red Magi have the ability to cast their spells into small spheres, containment fields which can be released at any time. To cast a spell into a containment field, all you need do is cast the spell with no arguments with the word "contain" in front of it. For example, to cast Fire Spikes into a containment field, one would use: say contain fire spikes in enochian This will cast the Fire Spikes spell into a containment sphere which will float around the mage until sie decides to release it. Containment spheres require four spell points per ten seconds each to maintain. A mage may have at most three containment spheres, however most mages will not be able to manage more than one or two at first. To release a containment sphere, simply cast it as normal except instead of 'say <spell> in enochian', use 'release <spell>'. So release the above contained Fire Spikes spell on a rat which is in the room, a mage would type: 'release 1 rat'. The '1' is for sphere number one, since a mage may have up to three containment fields, 'rat' is the target of the spell. Current containment fields, if one has any, are listed at the bottom of the 'spells' listing. Due to the extreme power of certain spells, such as Fire of the Gods, they may not be contained and must be cast normally.
Red Magi should note that spiritual and endurance energy is used up when creating the containment sphere, however components are only used when the spell is released from the field. Also, if a mage runs out of spiritual energy while sie has containment fields, sie can no longer maintain them and the spells inside may either die out or have other, more serious effects. See 'help casting' for complete details on casting a spell normally, not into a containment field. For information on skills which affect casting, see 'help red magi skills'.
Spell List
-Red Magi Spell Table- = Spell = Minimum Level Required = Type = ==================================================================== = Protection from Fire = 1 = Utility = = Detect Magic = 1 = Utility = = Fire Lamp = 1 = Utility = = Fire Sphere = 1 = Utility = = Pearl = 1 = Utility = = Fire Spikes = 1 = Offensive = = Flame Of Knowledge = 3 = Utility = = Tongues = 3 = Utility = = Symbol Of Vengeance = 4 = Utility = = Fire Blood = 4 = Utility = = Flame Shield = 4 = Defensive = = Light Of Flame = 4 = Utility = = Seeking Flame = 5 = Utility = = Ashes To Ashes = 6 = Utility = = Dispel Magic = 6 = Utility = = Fire Platform = 6 = Utility = = Fire Seed = 7 = Utility = = Fire Rain = 8 = Offensive = = Fire Charm = 9 = Utility = = Burn = 10 = Offensive = = Bloodfire = 10 = Utility = = Flame Shot = 11 = Offensive = = Resist Cold = 12 = Defensive = = Protection From Evil = 13 = Defensive = = Mute Area = 14 = Utility = = Smoke = 14 = Utility = = Piercing Flame = 15 = Utility = = Summon Fire Spirit = 15 = Utility = = Fire Web = 16 = Offensive = = Flame Push = 16 = Utility = = Melt Weapons = 17 = Utility = = Melt Armour = 18 = Utility = = Fire Wall = 20 = Utility = = Fireball = 22 = Offensive = = Torrid Tempest = 24 = Offensive = = Life Fire = 25 = Utility = = Sustain Fire Spirit = 25 = Utility = = Incinerate Magic = 26 = Utility = = Inferno = 29 = Offensive = = Summon Fire Elemental = 30 = Utility = = Blazing Twister = 36 = Offensive = = Sustain Fire Elemental = 40 = Utility = = Fire of the Gods = 60 = Offensive = ====================================================================
Individual help is available for each spell using the command 'help <spell>'.
You may also type 'spells' to see a list of your current spells. Incidentally, 'spells' command can take an argument of what type of spells you wish to list. For instance, 'spells utility' would list all utility spells which you currently have in use; whereas 'spells offensive' would list all offensive spells. Valid types are: offensive, defensive and utility. If you give no argument, or specify an unknown type, 'spells' will default to listing all spells.
Once a spell has been cast one thousand times, it is burned permanently into the mage's mind, and thus cannot be rescinded. However, the mage may learn a new spell, and may thus have more than the default eight spells.
Protection from Fire
Usage: say protection from fire [target] in enochian Reversible: No Description: The casting of Protection from Fire creates a protective enchantment upon the target which guards it against injury from fire and heat. Any Red Mage can cast this elementary spell.
Detect Magic
Usage: say detect magic in enochian Reversible: No Description: The most basic spell of all Magi is to be able to detect when there is magic present. This spell will make all magical items in the caster's room and inventory momentarily glow. Those of any level can cast Detect Magic.
Fire Lamp
Usage: say fire lamp [target] [-] in enochian Reversible: Yes Description: Those who have been struck blind will find use for the Fire Lamp. By casting this spell, the caster shall put fire back into the eyes of the target, allowing the target to see once more. If no target is provided, then the spell defaults to the caster as a target. The reverse casting of this spell shall strike the target blind if the target is not already in that state. The Fire Lamp can be cast by those of any level. Requirements: An ice crystal.
Fire Sphere
Usage: say fire sphere in enochian Reversible: No Description: By casting Fire Sphere, the mage summons a sphere of fire, which any mage can enter. The sphere will then travel to the Red Magi guildhall where its flame is extinguished. Any Red Mage can cast Fire Sphere.
Pearl
Usage: say pearl [type] [amount] in enochian Reversible: No Description: The Pearl spell enables the caster to entrap some life force in a pearl. Only real pearls will work properly with this spell. The caster must specify what type of life force that the caster wishes to place into the pearl. The valid types of life force that can be placed into a pearl are: Hit Points, Spritual Points, and Endurance Points. The caster must also specify how much of that type of life force that the caster wishes to place into the pearl. If no type or no amount are specified, then the spell will fail. Some examples of a successful pearl castings would be: 'say pearl spell points 50 in enochian', 'say pearl sp 50 in enochian', 'say pearl endurance points 75 in enochian', 'say pearl end 75 in enochian', 'say pearl hit points 25 in enochian', or lastly, 'say pearl hp 25 in enochian'. When placing hit point life force into a pearl, the life force is taken from all limbs. This spell is dangerous in that the caster may specify so much of hir life force so as to kill hirself. This spell can be cast by those of any level. Requirements: A pearl is required. The amount of type of life force that is placed into the pearl will be drawn from the caster.
Fire Spikes
Usage: say fire spikes [target] in enochian Reversible: No Description: A basic offensive spell of the Red Magi, Fire Spikes can be cast by those of the first level. Hundreds of inch long spikes made of pure fire are shot into the chest of the target, causing minor damage. If a target is not provided the spell will use the caster's main attacker. If the caster has no attackers, then the spell will fail.
Flame Of Knowledge
Usage: say flame of knowledge [target] in enochian Reversible: No Description: A very useful spell indeed, by casting Flame Of Knowledge the mage is granted insight into the target. The knowledge gained includes level, hit points, spell points, alignment, and inventory. Be warned the more experienced the target is the more spiritually and physically draining the casting can be. Any magi, level three or higher can cast Flame of Knowledge. Note: This spell has been lost in the ages.
Tongues
Usage: say tongues [-] in enochian Reversible: Yes Description: Upon the casting of Tongues, a diamond shape flame is conjured and any who stand amidst the flame will have full comprehension of anything said while the flame continues to burn. The reverse of the spell will extinguish the flame thus removing its effects. Any magi of level three or higher can cast Tongues.
Symbol Of Vengeance
Usage: say symbol of vengeance [target] <+reason+> [-] in enochian Reversible: Yes Description: This spell places the Symbol of Vengeance of the Red Magi upon the target. To be used by the mage instead of player killing. The symbol shows the target is not in the favour of the Red Magi. The target will be burdened with the symbol for a number of levels letting everyone know that he or she is not well liked by the Magi. The reverse of the spell will remove an already present symbol from the target. Any mage of level three or higher can cast a Symbol of Vengeance.
Fire Blood
Usage: say fire blood [target] [-] in enochian Reversible: Yes Description: Fire Blood will change the blood of the target into pure fire, and thus clean away any impurities, such as poison, which may have been contaminating the target. If the reverse is cast, then the target will be poisoned. If no target is specified, then the caster becomes the target. Those of the fourth level and above can cast Fire Blood.
Flame Shield
Usage: say flame shield <[target]> [armour] in enochian Reversible: No Description: When cast, this spell creates a shield of flame about the target. If no target is given, then the caster becomes the target. The flame shield burns those who would attempt to hit its owner, as well as protects its owner from many different forms of attacks. This spell is the most used and usable defensive spells of the Red Magi. The duration of the flame shield is dependant upon the level of the caster, as well as the level of the target. A modest estimate of its duration is approximately three or four minutes. No one below the fourth level could possibly grasp the inflections and concentration needed to cast this spell. Requirements: A piece of armour is required. All you need do is substitute [armour] in the Usage with the name of the piece of armour that you wish to use in the casting of the Flame Shield.
Light Of Flame
Usage: say light of flame [-] in enochian Reversible: Yes Description: Bring forth a flame to manipulate light in your room. If the reverse is cast, a dark black flame shall appear, and suck up (reduce) light in the area. If a normal casting is utilized, a bright red flame shall appear, and shed its (increase) light in the area. If, however, a dark black flame is already present, and a normal casting is utilized, the black flame will be banished. The same shall happen if a bright red flame is present, and a reverse casting is utilized, the bright red flame shall flicker and die. The caster may cast as many Light of Flames as the caster desires. Those of the fourth level can easily grasp this spell.
Seeking Flame
Usage: say seeking flame in enochian Reversible: No Description: The Seeking Flame is a spell of great power indeed. Those of the fifth level and above have the power required for the casting of it. When cast, a bright yellow flame is created by the caster. This flame has the ability to observe things. The caster sees through the eyes of the bright yellow flame. The caster can also control the movements of the bright yellow flame, moving it from room to room. There are a few commands which the seeking flame understands. These are as follows: extinguish - extinguish the seeking flame and return the caster's eyes to the caster's surroundings. examine - examine an object exa - examine an object l at - examine an object l - observe current surroundings <direction> - move in that direction Requirements: A purple orchid. The spell requires a continuing flow of energy to sustain it.
Ashes To Ashes
Usage: say ashes to ashes in enochian Reversible: No Description: Incinerate the remains of one who has been slain, giving the caster some of its remaining health. Those of the sixth level and above can successfully cast Ashes to Ashes. Requirements: There must be remains either in the caster's inventory or in the room the caster is in.
Dispel Magic
Usage: say dispel magic in enochian Reversible: No Description: A relatively simple spell, that when cast will dispel any spells currently in use by the caster. Mages of level six or higher can cast dispel magic. Note: This spell has been lost in the ages.
Fire Platform
Usage: say fire platform [-] in enochian Reversible: Yes Description: The Fire Platform spell creates a platform of pure fire which can be utilized in many ways. Obviously one can use it to carry items, and more interestingly, if the mage were to stand on the platform he or she would be able to fly. Any magi level six or higher can cast Fire Platform. Requirements: A floating disc. Note: This spell has been lost in the ages.
Fire Seed
Usage: say fire seed in enochian Reversible: No Description: When the Fire Seed spell is cast, the mage plants an enchanted seed in the ground. When someone walks onto the seed, it will grow into a huge tower of flame, doing large amounts of damage. Those mages of level seven or higer can cast Fire Seed. Requirements: An organic item. Note: This spell has been lost in the ages.
Fire Rain
Usage: say fire rain in enochian Reversible: No Description: When cast, a rain of vicious fire drops from the sky in the room of the caster. This Fire Rain cause damage to all in the room, including the caster. This spell can cause anywhere from medium to severe damage. Only those above the eighth level can grasp this spell for a successful cast to occur.
Fire Charm
Usage: say fire charm in enochian Reversible: No Description: By casting the Fire Charm spell, the mage creates a magical flame, that when given to someone renders them passive, and at peace with themselves. A magi of level nine or higher can cast Fire Charm. Requirements: A crystal of any type.
Burn
Usage: say burn <[opponent]> [limb] in enochian Reversible: No Description: Through the Burn spell the mage can summon his or her powers to burn a specific limb on an opponent. A simple spell at a minor cost. The mage must be of the tenth level of experience to cast Burn.
Bloodfire
Usage: say bloodfire [target] [-] in enochian Reversible: Yes Description: Bloodfire will put fire into the blood of the target, allowing them to move with great speed. If no target is provided, then the caster becomes the target. If the reverse is cast, then the target shall be slowed as the essential fire is drained from their system. The duration of the Bloodfire is dependant upon the caster's proficiency in that spell, but an average is roughly forty seconds. Those of the tenth level and above can cast Bloodfire. Requirements: A piece of moss is required.
Flame Shot
Usage: say flame shot [target] in enochian Reversible: No Description: By casting the spell, Flame Shot, the magi summons a huge towering flame to encompass his or her opponent, doing damage to all of their limbs. If no target is specified the target defaults to the mage's current attacker. Those magi of level eleven or greater can grasp the complexities of casting the Flame Shot spell.
Resist Cold
Usage: say resist cold in enochian Reversible: No Description: When Resist Cold is cast, the mage summons a force of pure warm energy that penetrates through his or her body, bestowing a certain resistance to cold upon the mage. The resistance will increase as the mage's level does. Magi of level twelve or higher may cast Resist Cold.
Protection From Evil
Usage: say protection from evil [target] [-] in enochian Reversible: Yes Description: The casting of Protection from Evil summons a ring of flame to surround the target, making it more difficult for creatures of evil to harm him or her as long as the ring remains. The reverse, Protection From Good, guards the target against beings of good alignment. The mage must be of at least the thirteenth level to cast Protection From Evil. Requirements: Something flammable.
Mute Area
Usage: say mute area in enochian Reversible: No Description: The Mute Area spell is a moderately powerful spell. When this spell is cast, speech becomes impossible in the caster's area, for the caster as well as others. The duration of this spell is usually from two to three minutes, although it has been known to last for lengthier periods of time for those of the higher levels. The more complex parts of this spell cannot be grasped by anyone under the fourteenth level.
Smoke
Usage: say smoke [-] in enochian Reversible: Yes Description: The casting of the Smoke spell summons a large cloud of smoke in the area of the caster, preventing anyone present in the room from seeing. The smoke cloud is also of such a nature to induce a coughing fit on any present, causing them some degree of pain and inconvenience. The reverse casting of the Smoke spell will disperse an already present smoke cloud. Those magi of level fourteen or higher may cast Smoke. Requirements: Something made of wood. Note: This spell has been lost in the ages.
Piercing Flame
Usage: say piercing flame <weapon> in enochian Reversible: No Description: Piercing Flame will surround a weapon of the mage's choosing with a corona of flame, giving it the ability to burn attackers. Weapons imbued with the power of Piercing Flame have been known to be very powerful. The corona of flame surrounding a weapon will eventually fizzle out.
Summon Fire Spirit
Fire Web
Flame Push
Melt Weapons
Melt Armour
Fire Wall
Fireball
Torrid Tempest
Life Fire
Sustain Fire Spirit
Incinerate Magic
Inferno
Summon Fire Elemental
Blazing Twister
Sustain Fire Elemental
Fire of the Gods
Azure Magi
&&&&&&&&&&&&&&&&&&&&&&&&&&&&& Azure Magi News &&&&&&&&&&&&&&&&&&&&&&&&&&&&&& & & & Welcome to the Azure Magi guild; a group of dangerous aeromancers & & serving chaotic neutrality. & & & & All the help files have been written. Type 'help spells' for a & & complete listing of all the spells, the minimum level required to use & & that spell and also what type of spell it is (Offensive, Defensive, or & & Utility). & & & & We're always open to suggestions, comments, ideas and the like, so & & don't hesitate to mud-mail us, or talk to me if I'm online. & & & & --Fixy & Rand (95/07/18) & &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
You begin to float in the air. You wear your robe around your body.
You are now a first-degree specialist in aeromancy, arcane lore, chaos affinity, Enochian, introspection, legerdemain,memory, prestidigitation, scholarship and telesmatic weapon.
You are now a second-degree specialist in literacy.
You are now a third-degree specialist in centering and channeling.
Aerina is a simple aviar woman, of about fifty years of age, but behind her eyes, you sense great knowledge and experience. She works here, in the Azure Magi study, to teach aeromancers things they need for casting spells. She looks about eighteen dimins tall, five and a twentieth dimins wide and one and a quarter dimins long. She is in good shape. Frosty-black mists surround her. She wears a robe around her body.
Commands to say:
teach me <spell> rescind <spell>
Aerina's limbs are named head, chest, right wing, left wing, right arm, left arm, right hand, left hand, right leg,left leg, right foot and left foot.
Aerina is an instructor and responds to the following verbal commands:
Availability inquiry: Aerina, what do you teach? Cost inquiry: Aerina, what would a lesson in <subject> cost? Instruction request: Aerina, teach me <subject(s)>.
Aerina was created by Rand; the source code was last updated Sat Jun 02 09:32:09 2007. The aviar race was created by Chaos and Nightmare; the source code was last updated Fri Jun 15 17:48:01 2007. Aerina the Learned is a simple woman with great knowledge and experience. She works in the Azure Magi study teaching aeromancers things they need for casting spells.
Aerina intones, ~* I can provide instruction in aeromancy, arcane lore, centering, channeling, conjuring, enchanting, the Enochian language, evocation, legerdemain, linguistics, literacy, meditation, memory, metaphysics, prestidigitation, scholarship, symbology and the use of telesmatic weapons. *~ to you in Anglic.
-Azure Magi Spell Table-
= Spell = Minimum Level Required = Type = ==================================================================== = Detect Magic = 1 = Utility = = Direction of the Winds = 2 = Utility = = Wind Blast = 2 = Offensive = = Fog = 4 = Defensive = = Breath of Life = 5 = Utility = = Tempest = 5 = Offensive = = Ride the Winds = 5 = Utility = = Channel Currents = 10 = Utility = = Windsong = 10 = Defensive = = Wind Slow = 13 = Utility = = Wind Storm = 15 = Utility = = Shrieking Gale = 15 = Offensive = = Wall of Wind = 18 = Defensive = = Tornado = 20 = Offensive = = Air Bind = 23 = Offensive = = Wind Speed = 25 = Utility = = Thunderclap = 26 = Offensive = = Lightning = 29 = Offensive = = Essence of the Wind = 30 = Defensive = = Torrential Rain = 30 = Offensive = = Winds of Change = 40 = Utility = = Electrical Storm = 50 = Offensive = ====================================================================
Individual help is available for each spell.
You may also type 'spells' to see a list of your current spells. Incidentally, 'spells' command can take an argument of what type of spells you wish to list. For instance, 'spells utility' would list all utility spells which you currently have in use; whereas 'spells offensive' would list all offensive spells. Valid types are: offensive, defensive and utility. If you give no argument, or specify an unknown type, 'spells' will default to listing all spells.