-Library of Tir-na-N'og- Listing: /open/hair/help/ antivenin astronomy bloodletting breath_of_life cauldrons chill_weapon cloudburst commune_with_nature composting conjunctions control_temperature degrade_venom dragon_sight electrical_field elemental_lores elementals elixirs entangle eyes_of_the_tiger faerie_fire finger_of_death fire_seeds fist_of_ra flame_blade gaia's_vengeance hallucinatory_forest healing_draught heat_weapon holy_days holy_ground kiss_of_helios leadership life_beyond_death lion's_heart locate_animals moonbeam mud_time natural_order nature's_portal neptune's_blessing new_rank_system northwind pass_plant plant_door provision pyrotechnics rock_to_mud salves sirocco skyfire soothing_heat stellar_shadows sticks_to_snakes stoneskin summon_insects summon_mule summon_storm summon_swarm sunray talismans taxidermy thunderclap wall_of_fire wall_of_thorns wand_staff wisdom_of_ptah wrath_of_tefnut =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Antivenin <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Similar in most respects to the remove poison spell, Antivenin differs in two major ways: 1. Antivenin can fail to remove the poison. 2. IF it fails, Antivenin will reduce the poison's potence by half, just like a slow poison spell would. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Astronomy <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This skill allows a Druid to PREDICT future Conjunctions. Every 5% in the skill allows the Druid to predict 30 seconds into the future. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Bloodletting <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This skill is used to gather blood for use in making elixirs and salves. It can be used on a number of targets, with different effects: 1. You can use it on yourself. It reduces you to 1hp and puts a number of blood points in your CAULDRON equal to the hp you lost. 2. You can use it on other players. They have the OPTION of donating blood. They do NOT have to donate blood. They lose 50% of their current hit points, to a maximum of 500 hp. Your CAULDRON receives blood points equal to the hp the player loses. 3. You can use it on monster corpses. It will destroy the corpse and your CAULDRON will receive blood points equal to the dead monster's level. NOTE - you MUST have a CAULDRON (created with the conjure cauldron spell) to use this skill. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Breath_of_life <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Breath of Life has the added benefit of working MUCH better on an Air Elemental than most healing spells. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Cauldrons <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cauldrons are large iron pots (sort of like you always see witches stiring up their brews in). Druids use them to store blood (see bloodletting) for use in making elixirs and salves. 1. Cauldrons store a maximum (give or take) of 6000 blood points. 2. You CAN have more than one cauldron (though only the 'top' cauldron in the room is checked). 3. If you logout and back in, you must type 'claim' to reset your cauldrons. 4. Cauldrons can only be picked up by the Druid that created it. 5. Conjunction points produce a bonus when blood is added the to cauldron. This is expressed as a percentage. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Chill_weapon <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell is cast on weapons. It can ONLY be cast on weapons that do physical, fire or cold damage. 1. If cast on a 'physical' weapon, it causes that weapon to do a substantial amount of 'cold' damage. This not only makes the weapon deadlier, but causes the wielder to tire more slowly. 2. If cast on a 'cold' weapon, it causes that weapon to do even MORE cold damage. 3. If cast on a 'fire' weapon, it causes that weapon to do LESS fire damage. In some cases, if the spell is powerful and the weapon does only a little fire damage, it might even cause the weapon to do a little cold damage. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Cloudburst <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell causes it to rain in a room. This has the following effects: 1. The room is now a 'water' room for as long as the spell lasts. 2. Water affiliated races heal faster in the rain. 3. Races alergic to water take damage in the rain. 4. Anyone with Neptune's Blessing cast upon them heals faster in the rain. 5. This spell instantly dispells Sirocco. 6. This spell is instantly dispelled BY Sirocco. 7. This spell WILL upset Fire and Earth Elementals. Neptune's Blessing WILL protect the elementals from this effect. 8. This spell will heal Water Elementals. 9. This spell INCREASES the damage done by spells like skyfire, summon storm and electrical field. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Commune_with_nature <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell tells you a LOT about your surroundings: 1. the short description of all living things in the room you are in and all the rooms ADJACENT to the room you are in. 2. the scan data (good condition, slightly hurt, moderately hurt, etc.) of all living creatures in the rooms ADJACENT to the room you are in. 3. the short description of all the rooms ADJACENT to the room you are in. 4. The properties of the room you are in and all the rooms ADJACENT to the room you are in. Can spells be cast, can skills be used, is there water, is it a no teleport or no kill room, etc. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Composting <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Composting converts corpses into steaming piles of compost. Not only does this remove the corpse, but allows the user to recover hit points and spell points due to the skill's relaxing nature. NOTE: Affects ALL corpses in the room at once. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Conjunctions <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A brief help on the conjunction points system The conjunction points system is linked to the planet lore druids have. A skilled druid can take advantage of planet conjunction to obtain greater effects in his magic. Each time a druid casts a spell, he can manage to get points from the planets that are in conjunction at the moment he casts his spell. The amount of points obtained depend directly on the planets in conjunction. The list is the following : Sun 1pt Mercury 2pts Venus 3pts Mars 4pts Jupiter 5pts Saturn 6pts Uranus 7pts Neptune 8pts Pluto 9pts The furthest planets give more points cause they are in conjunction less frequently. Basically each planet comes in conjunction for 30 seconds and then is gone for a lapse of time depending on its location Sun comes back after 30 seconds Mercury comes back after 60 seconds Venus comes back after 120 seconds (2 minutes) Mars comes back after 180 seconds (3 minutes) Jupiter comes back after 300 seconds (5 minutes) Saturn comes back after 360 seconds (6 minutes) Uranus comes back after 480 seconds (8 minutes) Neptune comes back after 840 seconds (14 minutes) Pluto comes back after 2160 seconds (36 minutes) So for each planet in conjunction at the moment you cast, the related lore skill is checked. If it succeeds, you get the amount of conjunction points for that planet. The points obtained influence the spell you cast (more damage or duration, or other effects) and the total is added to your total conjunction points (the torc stuff). Note that the total points you have won't affect your spell. NOTE - This help composed by Sigwald. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Control_temperature <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell adds fire AND cold resistance in the area of effect. 1. This spell affects EVERYTHING in a room (players, monsters, and even objects). EVERYTHING in the room becomes more resistant to fire and cold damage. 2. This resistance is in addition to any natural resistances and that provided by equipment, lesser/greater invulnerability spells, resistance salves, Armour of God and Protection from Good. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Degrade_venom <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Reduces the strength of poison much like slow poison. A good conjunction can substantially improve this spells effectiveness. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Dragon_sight <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Dragon Sight provides the ability to see in the dark, to see magic and to see invisible objects. It lasts approximately a half hour at base and longer with Conjunctions/Seniority. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Electrical_field <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The electrical field fills a room and periodically damages EVERYONE inside the room (electric damage). This spell does more damage if there is water in the room, and even more if it is raining (cloudburst). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Elemental_lores <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- There are four Elemental Lore skills: Earth, Air, Fire and Water. Their primary use is when summoning Elementals. You can summon a Lesser Elemental so long as you have ANY skill in that Elemental Lore. It requires 50% skill to summon a Greater Elemental. NOTE: Elemental Lores also provide bonuses to certain spells. This is generally mentioned in the spell description. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Elementals <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- There are a number of details about Elementals you need to know: 1. Earth Elementals do 50% poison damage, Fire elementals do 50% fire damage, Air elementals do 50% electric damage and Water elementals do 50% asphyxiation damage. The other 50% is physical damage. 2. Elementals have skills. An elemental's skill % is dependant on YOUR spell % in the spell that summoned the elemental. 3. An elemental's general power (hp, ac, wc, etc) are determined by your level and wisdom. 4. Elementals are affected by conjunction points. The more powerful a conjunction you achieve when you summon the elemental, the more powerful the elemental. 5. Fire and Earth Elementals HATE water. They will attack you if you walk them into water. Neptune's Blessing will help with this. 6. Water Elementals NEED water. They will attack you if you lead them too far from water. Kiss of Helios will assist with this. 7. Elementals don't like it on this plane. Sometimes they attack you immediately when summoned. The chance of this happening is based on your spell % with the spell used to summon the elemental. 8. Elementals are ALIEN. Healing spells don't work as well on them as they do on most life forms. ELEMENTAL HEALING spells work fairly well on elementals, reguard less of type. An ELEMENTAL HEALING spell of the same type as the elemental works VERY well. 9. If you get an elemental killed, you will not get another one for around 35 minutes on average. Elemental Favor reduces his time. 10. Elementals WILL tank aggressive monsters for you. 11. If you lose track of your elemental, casting the conjure elemental spell AGAIN will teleport it back to you. 12. Elementals DO take damage from area spells cast in the room with them. 13. Cloudburst WILL anger Fire and Earth Elementals. 14. Sirocco WILL anger Water Elementals. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Elixirs <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Elixirs are a type of potion used to increase stats. 1. Up to THREE elixirs may be in use at the same time. 2. Sweetwater (a special type of elixir) can be used to remove the effects of elixirs before their durations run out. 3. Sweetwater will also cure poison. 4. The command to use an elixir is 'drink' =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Entangle <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A very potent spell that does a number of things to its victim: 1. Lowers the victim's strength. 2. Lowers the victim's dexterity. 3. Lowers the victim's armour class. 4. MAY prevent the victim from leaving the room. 5. This spell DOES lower the exp value of monsters it is cast upon. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> eyes_of_the_tiger">Eyes_of_the_tiger <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Similar to infravision/cat eyes/wolf eyes, but lasts approximately three times as long. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Faerie_fire <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell causes the target to glow, making it easier to hit/hurt. 1. This spell is the exact opposite of stoneskin. 2. TWO faerie fires can be STACKED on the same target. 3. This spell also affects the target's resistance to physical damage. 4. This spell produces light equal to one torch. This light moves with the target. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Finger_of_death <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Powerful attack spell replying on cold damage. 1. Finger of Death is capable of stunning its target. 2. Does more damage in the winter and less in the summber. 3. Does bonus damage based on Pluto Lore percentage. 4. If Pluto is in Conjunction when the spell is cast, it does MUCH more damage and has a MUCH higher chance of stunning. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Fire_seeds <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell conjures Fire seeds which are used as missile weapons. 1. Pelt <target> to throw them. 2. Each casting of the spell will conjure one acorn or berry. 3. The berries are better (do more damage) than the acorns. 4. Spell percentage affects your chance of getting a berry. 5. Spell percentage lowers casting time. 6. Seniority and Conjunction points provide bonus damage. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Fist_of_ra <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell renders its victim alergic to light, like vampires, for the duration. 1. It can only be cast on players. 2. It can only be cast during the day. 3. It can NOT be cast on players already alergic to sunlight. 4. Dispells Kiss of Helios. 5. Dispelled BY Kiss of Helios. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Flame_blade <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell creates a scythe, made of flame, for the Druid to wield. 1. It can NOT be dropped or given away. 2. It does 50% fire damage. 3. The flame blade has a bonus to hit and to damage based on the conjunction points achieved during casting. 4. The flame blade has a special attack versus UNDEAD. 5. Flame blades are 1h ancient weapons. If cast by a race that can only use 2h weapons, it becomes a 2h ancient weapon. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Gaia's_vengeance <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell reduces the target's ability to TUMBLE incoming spells. 1. It does NOT reduce the exp value of the target. 2. This DAMAGE from this spell CAN be tumbled. The EFFECT can not. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Hallucinatory_forest <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Creates a transitory, ephemeral forest surrounding the Druid. 1. The room is now considered "outdoors" for most purposes, though it IS still indoors so you can not, for example, fly into the illusionary sky. 2. Hallucinatory Forest costs 300sp to cast. 3. When cast, Conjunctions and Seniority cause the spell to "heal" the Druid of both hit points and spell points, effectively reducing the cost of the spell. 4. If used from a wand/staff the effect mentioned in #3 above still occurs. This means that the spell is "free" since it is from a wand/staff AND it heals hit points/spell points, effively giving a negative spell point cost. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Healing_draught <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Healing Draught has the added benefit of working MUCH better on a Water Elemental than most healing spells. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Heat_weapon <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- See chill weapon. This spell obviously works in exactly the opposite way as chill weapon. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Holy_days <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- There are certain days of the year when a Druid's power is greatly enhanced. These Holy Days are as follows: The Greater Sabbot Candlemas - 33rd day of the zombiemud year The Vernal Equinox - 80th day of the zombiemud year The Greater Sabbot Beltane - 121st day of the zombiemud year The Summer Solstice - 172nd day of the zombiemud year The Greater Sabbot Lammas - 213th day of the zombiemud year The Autumnal Equinox - 264th day of the zombiemud year The Greater Sabbot Samhain - 304th day of the zombiemud year The Winter Solstice - 355th day of the zombiemud year The Greater Sabbots are more important/powerful Holy Days than the Equinoxes and Solstices. Each Holy Day lasts for the ENTIRE mud day. NOTE - A mud day is four (4) REAL WORLD hours. The skills Astronomy and Natural Order will tell you the time until the next Holy Day (and a lot of other neat stuff too). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Holy_ground <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Holy Ground has the added benefit of working MUCH better on an Earth Elemental than most healing spells. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Kiss_of_helios <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell marks the target as favored of Helios, the Sun. It will prevent those alergic to the light (vampires and such) from taking any damage or losing stats while in the light. 1. Kiss of Helios will protect a Water Elemental from dehydration. 2. Kiss of Helios will dispell Fist of Ra. 3. Kiss of Helios is dispelled BY Fist of Ra. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Leadership <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Leadership in this guild is calculated a little differently than in many other guilds. 1. ALL skills and spells in the main guild and all druid subguilds are part of the leadership calculation. 2. Your exp/worth does NOT enter into the calculation. 3. Some skills/spells appear in more than one guild or subguild. If the skill/spell appears more than once, it is counted more than once for its leadership value. 4. Seniority has an effect on leadership. Essentially, one seniority step is worth the same as two skills or spells studied to 75%. 5. NOTE: our leadership system is nonstandard, but exactly the way I want it. If you really, really hate it, I would suggest moving to another guild that better suits your temprament. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Life_beyond_death <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell gives a fairly good chance for the caster to survive death. 1. It is NOT 100% and you can die while using this spell. 2. When you "escape death" you are healed to maximum hit points and spell points. 3. The spell will only protect you ONCE, after which it wears off. 4. There are no guarantees. Even if you "escape death" you could be stunned and killed again the very next round. 5. If a millennium wand/staff is dedicated to this spell, it will protect the one using the staff. 6. When cast (using a wand/staff) on someone without knowledge of this spell, it will be substantially less effective as the spell power is based on spell percentage. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Lion's_heart <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell makes the recipient RESISTANT to fear and terror spells. The specific resistance is quite high, but as each of these spells has THREE chances to make a victim flee, lion's heart CAN fail to protect you. NOTE: this spell will also prevent you from WIMPYING. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Locate_animals <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A simplified version of Commune With Nature, this spell shows only LIVING objects in adjacent rooms. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Moonbeam <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Moonbeam heals everyone in the room periodically, affecting hit points and spell points. Moonbeams also produce light equal to a single torch. Zombiemud has FOUR (4) moons. Each moon ranges from Dark/New to Bright/Full. The total amount of moonlight governs this spell. The more total light, the more powerful this spell. NOTE - this spell will not work if it is cloudy (cloudburst). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Mud_time <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Mud time runs at 6x normal speed. That is, a mud day is 4 RL hours. A mud year is 365 days, or approximately 61 RL days. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Natural_order <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This skill makes the Druid aware of the Natural Order at the time use. Information included is: 1. Day, Week, Month and Year. 2. Exact time of day. 3. Time of sunrise, sunset, dawn and dusk. 4. Current Season. 5. Phases for all four moons. 6. Brightness of each moon and the total brightness. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Nature's_portal <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Works essentially the same as Relocate, but can ONLY be cast outside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Neptune's_blessing <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell is similar to Water Walking, but is better in three ways: 1. It lasts much longer. 2. In addition to not hurting you. water will actually heal you. 3. You are notified when this spell wears off your elementals, reducing the risk of the elemental turning on you by accident. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> New_rank_system <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- New Druid Rank System A new Druid starts at Rank 0, an Oviate. Additional Ranks provide new titles as shown below: 0 "Oviate" 1 "Novitiate" 2 "Initiate of the First Circle" 3 "Initiate of the Second Circle" 4 "Initiate of the Third Circle" 5 "Initiate of the Fourth Circle" 6 "Initiate of the Fifth Circle" 7 "Initiate of the Sixth Circle" 8 "Initiate of the Seventh Circle" 9 "Initiate of the Eighth Circle" 10 "Initiate of the Ninth Circle" 11 "Druid" 12 "Archdruid" 13 "Elder Druid" 14 "Great Druid" 15 "Grand Druid" 16 "Hierophant Druid" 17 "Hierophant Initiate" 18 "Hierophant Adept" 19 "Hierophant Master" 20 "Numinous Hierophant" 21 "Mystic Hierophant" 22 "Arcane Hierophant" 23+ "Hierophant of the Cabal" Druids rise in rank by casting the Advancement spell. The advancement spell can only be cast during major and minor Holy Days (see holy_days), Lunar Eclipses and Solar Eclipses. Secondary Druids may only rise in Rank on Major Holy Days. Casting Advancement during an Eclipse has unpredictable results. Lunar Eclipse: 1 in 6 - gain one Rank 2 in 6 - nothing happens, can try again 3 in 6 - lose one Rank Solar Eclipse: 1 in 6 - lose one Rank 1 in 6 - nothing happens, can try again 4 in 6 - gain one Rank Advancement must be cast in the main guild room. Advancement can only be cast ONCE during each Holy Day. If it does nothing when cast during an Eclipse, it CAN be recast until it DOES do something. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Northwind <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell is affected by the season. In the winter months, this spell does approximately 30% more damage. During the summer months it does approximately 30% less damage. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Pass_plant <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell teleports you back to the Druid guild. It has two main limitations: 1. It can only be cast outdoors. 2. It has a chance of failing. This failure will NOT kill you. It will teleport you to a completely random point on the main outdoor map. 3. If a random teleport lands you out to sea, you CAN drown. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Plant_door <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Teleports the caster to the Druid guild. This spell NEVER fails (assuming you cast it correctly) but can ONLY be cast outside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Provision <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Produces fresh, nourishing food from a drop of the Druid's blood. Possible food items, in order of how nourishing they are is shown below: A fresh radish A plump pecan A large walnut A fresh stalk of celery A big red apple A fresh orange A huge potato A bright yellow banana A handful of fresh berries NOTE: Seniority and conjunction points have a GREAT impact on how nourishing the food produced by this spell is. A handful of fresh berries produced by a high Seniority druid is likely to be three times as filling as Lembas. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Pyrotechnics <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell requires a flame souce and produces a blast of magical fireworks that cause fire damage. 1. Casting this spell puts the fire out. 2. There is a chance of producing a cloud of choking smoke instead of fire in which case it does asphyxiation damage. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Rock_to_mud <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell was removed due to its abusability in PK situations. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Salves <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Salves are a type of potion that is used to increase resistance to a specific type of damage. 1. The protection provided is in the form of RESISTANCE, like that provided by guilds and certain types of equipment. 2. They CAN be used with lesser/greater invulnerability spells, protection from good, armour of god, harmony armor, etc. 3. The command to use a salve is 'apply' 4. ONLY ONE salve can be in use at a time. 5. Cold cream (a special type of salve) can be used to remove a salve before its duration runs out. This way you can switch to a different salve if the situation demands it. 6. ONE salve can be applied to an Elemental. The command is 'smear.' 7. Elemental salves can NOT be changed without dismissing the Elemental. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Sirocco <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell fills a room with a hot, dry wind. This has a number of affects: 1. The room is now a 'dry' room for as long as the spell lasts. 2. Water affiliated races take damage in the sirocco. 3. Races alergic to water heal faster in the sirocco. 4. Anyone with Neptune's Blessing cast upon them will take damage from the sirocco. 5. This spell instantly dispells Cloudburst. 6. This spell is instantly dispelled BY Cloudburst. 7. This spell will instantly dispell Rock to Mud. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Skyfire <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell does approximately 10-15% MORE damage in rooms with water. In rooms where it is raining (cloudburst) it does 25-30% more damage, depending on time of year and other variables. NOTE: this bonus damage does NOT increase the sp cost of the spell. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Soothing_heat <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Soothing heat has the added benefit of working MUCH better on a Fire Elemental than most healing spells. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Stellar_shadows <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This skill is a variation on the Astronomy skill. It will show a summary of all of the Conjunctions that will happen in the next mud day, grouped by Conjunction Point total. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Sticks_to_snakes <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell transforms a TORCH, STICK or STAFF into a viper which lashes out and bites the victim. This spell has been changed somewhat recently to make it more useful to low level characters. 1. The spell does NOT destroy the torch, stick or staff. 2. You may use a staff you are wielding for the spell. 3. The spell now receives bonus damage from Earth Lore as it should =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Stoneskin <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This is an excellent protection spell. It is as good as barkskin. The two spells may be stacked in the following combinations: 1. Barkskin and Barkskin 2. Barkskin and Stoneskin 3. Stoneskin and Stoneskin =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Summon_insects <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell reduces the target's dexterity quite a bit. It does NOT reduce the exp worth of a monster. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Summon_mule <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- They are the druid version of floating discs. They will carry a fair amount of stuff, more if you get a good conjunction. They have a number of special features described below: 1. mule silent - this command does away with the enter and leave messages of the mules. Put in because someone complained about the spam. 2. mule fix_weight - mules have the same kind of weight problems players do. Typing mule fix_weight will correct the mule's weight problems. 3. If a PLAYER (not a monster) attacks your mule when you are NOT in the same room, the mule will run instantly to your location. This is to keep other people from maliciously killing your mules. 4. Mules ARE affected by area spells. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Summon_storm <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell does approximately 10-15% MORE damage in rooms with water. In rooms where it is raining (cloudburst) it does 25-30% more damage, depending on time of year and other variables. NOTE: this bonus damage does NOT increase the sp cost of the spell. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Summon_swarm <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell has been removed by order of Avandhar. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Sunray <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell has a number of limitations: 1. It can ONLY be cast on undead, including Death Knights. 2. It can NOT be cast at night. 3. It can NOT be cast if the sky cloudy (cloudburst) During the early morning or late afternoon hours this spell does a maximum of 1000 damage. During midday, when the sun is brightest, this spell does a maximum of 2000 damage. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Talismans <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Talismans are small magical objects which are worn as jewelry. Each Talisman is created using the Forge Talisman skill and can not be used until Awakened with the Awaken Talisman skill. The power of the Talisman is based on the skill in forging it and in awakening it. There are eight types of Talismans: 1. Provides a bonus to the quick chant skill. 2. Provides extra resistance to Magical attacks. 3. Provides a bonus to armour class, identical to that provided by actual armour or protection spells like Shield of Protection. 4. Allows the wearer to store extra spell points for use in times of need. MUST be worn to charge it up and if removed, ALL of the spell points stored in it vanish. 5. Detects hidden thieves or invisible creatures/objects in the same room. 6. Warns the wearer if any spell or skill is targetted on them. Also warns if the kill command is targetted on them. 7. Automatically tries to remove poison and disease every couple of seconds. 8. Provides a bonus to the zapping skill. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Taxidermy <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This skill converts monster corpses into cute and cuddly stuffed animals. They have a tag showing who made them and when. The stuffed animals have a number of emotes associated with them and can be transformed into gold coins to increase profit margins. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Thunderclap <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell is a special area affect attack that does the following: 1. Does a small amount of physical damage to all targets in the room that are NOT in the caster's party. 2. Interrupts any spell OR skill that ANYONE in the room is casting or using, UNLESS they are in the caster's party. 3. Has a chance, based on seniority and conjunction points, to stun all targets in the room that are not in the caster's party. NOTE: you can stun SOME of the people in a room, without stunning them all. The chance to stun is checked for EACH target. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Wall_of_fire <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Druid version of shelter. This spell keeps players and monsters OUT of a room. It also heals everyone inside it periodically like a campfire. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Wall_of_thorns <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell is a version of shelter that will keep players and monster both IN and OUT. 1. Anyone attempting to leave will take damage from the thorns. 2. SOME monsters can bash their way through the thorns to escape. 3. The caster can transform the wall of thorns into a wall of fire at will by typing burn wall. 4. If a powerful blast of fire or electric damage strikes the wall, it will transform into a wall of FIRE. 5. Cold or poison damage will destroy the wall. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Wand_staff <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Millennium wands/staffs are used to store and discharges spells. There are a number of steps involved in their use and creation: 1. You have to carve the wand/staff from the Millennium Tree using the CARVE MILLENNIUM WAND or CARVE MILLENNIUM STAFF skill. Your percentage in theseskills determines the QUALITY of the wand/staff you make. 2. You then have to pick a spell for the wand to contain. You use this with the DEDICATE SPELL skill. You can only dedicate a wand/staff ONCE. You can NOT change the spell it is dedicated to later. You can NOT dedicate a spell you do not know. You can ONLY dedicate 'Druid' spells. Your spell % in the spell you are trying to dedicate CAN cause this skill to fail. NOTE - a given Druid can dedicate ONLY 2 wands and 2 staffs per reboot to 'attack' spells. 3. Once dedicated, the wand/staff must be CHARGED. This is done with the MILLENNIUM CHARGE spell. This spell has a variable cost, ranging from 100% to 150% of the spellcost of the spell the wand/staff is DEDICATED to. A wand has a max of FOUR charges and a staff has a max of EIGHT charges. NOTE - the QUALITY of the wand/staff (see point 1) CAN cause this spell to fail. 4. Wands/staffs are used by the discharge command. The syntax is 'discharge wand' or 'discharge staff' or 'discharge wand at ' or 'discharge staff at ' 5. Discharging a wand/staff uses the ZAPPING skill to determine success. NOTE - nonDruids have a penalty to their zapping skill. 6. Discharging a wand/staff takes ONE HALF of the usual casting time for the spell contained in the wand/staff. 7. UNDEDICATED wands/staffs CAN be saved over reboot. 8. DEDICATED wands/staffs can NOT be saved over reboot. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Wisdom_of_ptah <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell provides a CONSTANT awareness of the Conjunction state of all eight planets and the sun. NOTE: This spell NEVER wears off. Casting the spell a second time will cancel the spell. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- >>> Wrath_of_tefnut <<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This spell renders its victim alergic to water, like vampires, for the duration. 1. It can only be cast on players. 2. It can NOT be cast on players already alergic to water. 3. Dispells Neptune's Blessing. 4. Dispelled BY Neptune's Blessing. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-