Contents:

"ACID BLAST"
"BURNING HANDS"
"CHILL TOUCH"
"CONE OF COLD"
"DETECT INVISIBILITY"
"DIMENSION DOOR"
"DISPEL MAGIC"
"FAERIE FIRE"
"ICE STORM"
"LIGHTNING BOLT"
"LOCATE OBJECT"
"MAGE FLAME"
"MAGIC MISSILE"
"MAGIC-USER" "MAGIC USER" MAGE 
"MINOR CREATION"
"MINOR PARALYSIS"
"MINUTE METEORS"
"MORDENKAINEN'S SWORD" "MORDENK
"RAY OF ENFEEBLEMENT"
"SHOCKING GRASP"
"SPECIALIZE INVOCATION"
"SPELLCAST INVOCATION"
"WORD OF RECALL"
AGGR AGGRESSIVE
COINS CURRENCY
COLDSHIELD
CONJURER
CONSENT
CONSIDER
DEATH CORPSE DYING
DISENGAGE
DISINTEGRATE
DISPLAY PROMPT
ENCHANTER
EXCHANGE BANKS BALANCE DEPOSIT 
EXPERIENCE XP LEVELS
FARSEE
FIREBALL
FIRESHIELD
FLEE
GATE
IDLE
IMPLEMENTOR FORGER
INFERNO
INNS
INVISIBILITY
INVOKER
KILL HIT
LANGUAGES
LAWS RULES
LEVITATE
MANABURN
MEDITATE
MOUNT DISMOUNT
MULTI-PLAYING MULTIPLAYING "MUL
MURDER
NECROMANCER
NOKILL
PRESTIGE
REIMBURSEMENT
RENT OFFER
RETREAT
SANDSTORM
SKILLS
SKILL_CONJURER
SKILL_ENCHANTER
SKILL_INVOKER
SKILL_NECROMANCER
SLOWNESS
SPEAK
SPECIALIZE SPECIALIZATION
TELEPORT
THEFT
TOGGLE
TROPHY
VOID
WIMPY "WIMPY LEVEL"
WIZLIST

"ACID BLAST"
Spell.

Area of effect: 
Aggressive:     Yes
Cumulative:     N/A
Duration:       Instantaneous
Class/Circle:   Invoker 2nd
Type of spell:  Invocation

"Acid blast" causes a blast of acid to coat the victim, inflicting
dire physical damage.

"BURNING HANDS"
Spell.

Area of effect: 
Aggressive:     Yes
Cumulative:     N/A
Duration:       Instantaneous
Class/Circle:   Invoker 1st, Conjurer/Enchanter 2nd
Type of spell:  Invocation

"Burning hands" causes a wide arc of flame to shoot forth from the
spellcaster's fingertips, burning the victim.

"CHILL TOUCH"
Spell.

Area of effect: 
Aggressive:     Yes
Cumulative:     N/A
Duration:       Instantaneous
Class/Circle:   Invoker 1st, Conjurer/Necromancer/Enchanter 2nd
Type of spell:  Invocation

Upon a successful cast, this spell sends a searing, chilling cold
through your victim, causing unmentionable pain and slight weakness.

"CONE OF COLD"
Spell.

Area of effect: 
Aggressive:     Yes
Cumulative:     N/A
Duration:       Instantaneous
Class/Circle:   Invoker 5th, Conjurer/Enchanter/Necromancer 6th
Type of spell:  Invocation

"Cone of cold" causes a huge cone of icy cold air to issue forth,
freezing the intended victim.

"DETECT INVISIBILITY"
Spell.

Area of effect: 
Aggressive:     No
Cumulative:     No
Duration:       Dependent on proficiency of caster
Class/Circle:   Conjurer/Illusionist/Necromancer/Enchanter/Invoker 1st,
               Shaman 2nd, Ranger 3rd
Type of spell:  Divination

"Detect invisibility" enables the victim to see invisible items and
players.

See also:  INVISIBILITY

"DIMENSION DOOR"
Spell.

Area of effect: 
Aggressive:     No
Cumulative:     N/A
Duration:       Instantaneous
Class/Circle:   Enchanter/Invoker 5th, Conjurer/Necromancer 7th
Type of spell:  Teleportation

"Dimension door" is a more powerful version of the "teleport" (with
error) spell.  It creates a short-lived extradimensional corridor that
allows the caster to teleport to any player within that zone without
possibility of arriving in the wrong place.  This spell is
zone-specific and can only be used within the current zone.

See also:  TELEPORT GATE

"DISPEL MAGIC"
Spell.

Area of effect: 
Aggressive:     Yes
Cumulative:     Yes
Duration:       Instantaneous
Class/Circle:   Conjurer 3rd, Enchanter/Illusionist/Invoker 4th,
                Necromancer/Cleric/Druid 5th, Shaman 6tth,
                Anti-Paladin/Ranger/Paladin 7th
Type of spell:  Enchantment

If successful, this spell will dispel some of the spells (if any)
surrounding the victim.

"FAERIE FIRE"
Spell.

Area of effect: 
Aggressive:     Yes
Cumulative:     No
Duration:       Dependent on proficiency of caster
Class/Circle:   Enchanter/Illusionist/Invoker/Druid 2nd,
               Ranger 3rd, Shaman 4th
Type of spell:  Illusion

"Faerie fire" causes the target's armor class to increase for a
limited time, making it easier to hit.

"ICE STORM"
Spell.

Area of effect: Room
Aggressive:     Yes
Cumulative:     N/A
Duration:       Instantaneous
Class/Circle:   Necromancer/Invoker 5th, Conjurer 6th
Type of spell:  Invocation

"Ice storm" causes hundreds of ice pellets to form, pounding everyone
in the room not in the caster's party.  The size and subsequent damage
of the pellets is based on the caster's proficiency.

"LIGHTNING BOLT"
Spell.

Area of effect: 
Aggressive:     Yes
Cumulative:     N/A
Duration:       Instantaneous
Class/Circle:   Invoker 3rd, Conjurer/Enchanter 4th
Type of spell:  Invocation

This spell causes a huge bolt of lightning to streak from the caster's
outstretched palm, striking the victim for considerable damage.

"LOCATE OBJECT"
Spell.

Area of effect: 
Aggressive:     No
Cumulative:     N/A
Duration:       Instantaneous
Class/Circle:   Conjurer/Enchanter/Illusionist/Invoker 3rd
Type of spell:  Divination

If at all possible, the caster will know exactly where an object is or
the name of the creature using it.  If more than one object by the
same name exists, the caster will receive a listing of several
possible objects.  Specifying a unique name will give an exact
location.  The more proficient the spellcaster is, the more possible
objects he or she can locate at once.

See Also: LOCATE REMAINS

"MAGE FLAME"
Spell.

Area of effect: 
Aggressive:     No
Cumulative:     No
Duration:       Dependant on proficiency of caster
Class/Circle:   Conjurer/Enchanter/Illusionist/Invoker 1st
Type of spell:  Enchantment

When cast, this spell causes a small bluish flame to spring into being
over the caster's head, following their every move and providing a magical
illumination.  The affects can last for a very long time at higher
proficiencies.

"MAGIC MISSILE"
Spell.

Area of effect: 
Aggressive:     Yes
Cumulative:     N/A
Duration:       Instantaneous
Class/Circle:   Conjurer/Enchanter/Invoker/Necromancer 1st
Type of spell:  Invocation

Casting this spell will cause a burst of magical bolts to spray forth
from the caster's fingertips, impacting on the target with deadly
accuracy.  Between one and five missiles will be fired, depending on
the proficiency of the caster.

"MAGIC-USER" "MAGIC USER" MAGE WIZARD

The term "Magic-User" defines a class of individuals who spend their
lives training in the use of arcane magical spellcraft.  These are the
ones who stand at the back of a party during battle and hurl powerful
offensive spells at the enemy.  Because they are so powerful in their
discipline, they are typically the most frail in stature (bards are a
special exception to this rule).

There are subclasses of Magic-User, each with their own specialties:
enchanter, invoker, necromancer, and conjurer.  This larger group class
means that all three sub-classes are affected by the same class
restrictions on equipment, and are similar in to-hit rolls and average hit
points.  The sub-classes also tend to have similar resistances and
susceptibilities to things like spells, paralysis, dragon breath, etc.
Each sub-class rises in level according to its own experience chart.

Use "help " for information on each of the sub-classes.

See also:  ENCHANTER, INVOKER, NECROMANCER, CONJURER, SPECIALIZE,
SPELLCAST

"MINOR CREATION"
Spell.

Area of effect: 
Aggressive:     No
Cumulative:     N/A
Duration:       Permanent
Class/Circle:   Conjurer 1st, Necromancer/Enchanter/Invoker/Illusionist 2nd
Type of spell:  Generic

This is a very handy spell, allowing the caster to create items such
as barrels, rafts, lanterns, bags, minor armor, etc. on the spot.

"MINOR PARALYSIS"
Spell.

Area of effect: 
Aggressive:     Yes
Cumulative:     No
Duration:       Dependent on proficiency of caster
Class/Circle:   Shaman/Enchanter/Invoker 4th, Ranger 8th
Type of spell:  Enchantment

This spell allows the caster to "freeze" his or her victim, preventing
any actions by the victim for a limited time, or until someone strikes
the victim.  A more powerful version of this spell can be found in
"major paralysis."

See also:  "MAJOR PARALYSIS"

"MINUTE METEORS"
Spell.

Area of effect: 
Aggressive:     Yes
Cumulative:     No
Duration:       Instantaneous
Class/Circle:   Invoker 3rd
Type of spell:  Invocation

When cast, this spell causes a cluster of small rock-sized flaming meteors
to fly forth from the caster's hands and explode upon impact with the
victim.  Between one and five meteors will be fired, dependant on the
proficiency of the caster.

"MORDENKAINEN'S SWORD" "MORDENKAINENS SWORD"
Spell.

Area of effect: 
Aggressive:     Yes
Cumulative:     No
Duration:       Instantaneous
Class/Circle:   Invoker 4th
Type of spell:  Invocation

This spell causes a magical sword of crackling energy to snap into
existence and strike the victim repeatedly before vanishing again.

"RAY OF ENFEEBLEMENT"
Spell.

Area of effect: 
Aggressive:     Yes
Cumulative:     No
Duration:       Dependent on proficiency of caster
Class/Circle:   Enchanter 3rd, Invoker/Conjurer 4th, Necromancer 5th,
               Shaman 6th
Type of spell:  Enchantment

This spell causes an invisible ray of energy to burst forward from the
caster's hands and sends it streaking towards the target.  If struck by
the ray, the victim is weakened significantly.  His combat abilities are
hence lessened.

"SHOCKING GRASP"
Spell.

Area of effect: 
Aggressive:     Yes
Cumulative:     N/A
Duration:       Instantaneous
Class/Circle:   Invoker 2nd, Conjurer 3rd
Type of spell:  Invocation

The spellcaster attempts to grasp the enemy with a bare hand, but for
only the briefest of instants.  On contact, the victim is blasted with
a searing shock of electricity, causing great pain.

"SPECIALIZE INVOCATION"
Specialization in area of magic.

Class/Level:    Invoker 20th

Specializing in invocation makes all your invocation spells more powerful.
Specialization will increase the damage from 1 to 70 percent on all
invocation spells depending on the skill of the caster.

See "SPELLCAST INVOCATION" for a list of Invocation spells.

See also:  SPECIALIZE "SPELLCAST INVOCATION"

"SPELLCAST INVOCATION"
General area of knowledge.

Class/Level:    Invoker/Enchanter/Necromancer/Conjurer 1st
                Shaman/Cleric/Druid 1st
                Paladin/Anti-Paladin/Ranger/Bard/Battlechanter 10th

Proficiency in this improves your ability to cast invocation spells
(although you must be proficient in the spell as well).

Invocation spells
-----------

acid blast, acidstorm, bigby's clenched fist, blacklight burst, blazing
beam, burning hands, chain lightning, call lightning, chill touch, cone of
cold, cyclone, disintegrate, earthquake, energy drain, fireball,
firestorm, flame strike, force missiles, holy word, ice storm, ice tomb,
incendiary cloud, inferno, lich touch, life drain, lightning bolt, magic
missile, meteor swarm, minute meteors, mordenkainen's sword, prismatic
spray, sandstorm, shocking grasp, sunray, thunderblast, unholy word

See also:  SPELLCAST

"WORD OF RECALL"
Spell.

Area of effect: Self
Aggressive:     N/A
Cumulative:     N/A
Duration:       Instantaneous
Class/Circle:   Cleric/Druid 2nd, Shaman 3rd
Type of spell:  Teleportation

The caster will be instantly transferred back to his/her sanctuary (the
appropriate guild in the proper hometown).

AGGR AGGRESSIVE

"Aggr" lets you make yourself aggressive to aggressive monsters,
meaning you will automatically attack them first when you enter a
room or when an aggressive monster walks in on you.

Syntax:
        > aggr          : Check aggressiveness
        > aggr off      : Turn off aggressiveness
        > aggr 120      : You will only be aggressive to monsters when
                        : your hitpoints >= 120

NOTE:  Paladins may *not* have this option set to ON, as it goes
against all their training and principles. Antipaladins are permanently
aggressive.

See also:  KILL, HIT, MURDER

COINS CURRENCY

Currency on Sojourn DikuMUD takes the form of coinage, and there are
four types to be found:  platinum, gold, silver, and copper.

         1 platinum = 10 gold
             1 gold = 10 silver
           1 silver = 10 copper

Note that coins are not weightless, so be careful in choosing how much
to carry around with you.

See also:  EXCHANGE BANKS

COLDSHIELD
Spell.

Area of effect: Self
Aggressive:     N/A
Cumulative:     No
Duration:       Up to 3 hours, dependent on proficiency of caster
Class/Circle:   Conjurer/Enchanter/Invoker/Necromancer 5th
Type of spell:  Enchantment

"Coldshield" provides protection against magical fire attacks and some
protection against physical attacks, reflecting the damage back at the
attacker.  It is similar to the spell "fireshield."

See also:  FIRESHIELD

CONJURER
Sub-Class of:  Magic-User

Conjurers are the creative branch of the magic-users.  They specialize
in enchantments, conjuring creatures and objects.  Conjurers, like other
magic-users, possess awesome spellcasting might and are able to throw some
of the world's most potent spells.  The conjuring style of magic first
developed among the human races, which would account for their
smaller spell list and greater overall spell potency.

Allowable races:        Human, Duergar, Gnome, Yuan-Ti.

Minimum stats:          STR: 50   DEX: 40   AGI:  0   CON: 50
                        POW: 75   INT: 90   WIS: 0   CHA:  0

                        For information on stats, please type:
                        "help class stats"

Conjurer skills:        For an up-to-date listing of the available
                        conjurer skills, spells, and their levels,
                        type: "help skill_conjurer"


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Equipment usage:        Conjurers fall into the Magic-User
                        classification of item restriction.  This
                        means they have the smallest range of weapons
                        that they can wield and a very small range of
                        armor from which to choose.  They have almost
                        no restrictions on what miscellaneous magical
                        items they can use (wands, staffs, etc.)

Conjurers can improve their skills by using the "practice" command in
their guild.

See also:  MAGIC-USER, PRACTICE, GUILD, SKILL_CONJURER, SKILLS,
           SPECIALIZE, SPELLCAST

CONSENT

CONSENT is a check performed by the MUD code in order to confirm that
a player (victim) is agreeing to the action being performed upon him
or her by another player.

Usage:
consent  - you give your undying trust to 
consent me     - you revoke consent
consent        - tells you who you are currently consenting

You may only consent to one person at a time, but you can change it as often
as you wish.  The person you are consenting to, need not be in the room with
you, but you must be able to see him/her.  (If who  doesn't work,
neither will consent ).

Note: It is illegal to request consent from a player for the purpose
of stealing. Players deceiving others by gaining consent and not
returning the items will be dealt with severely. It is advised that
you consent only to those players you would trust completely, as not
all problems can be resolved by the Staff.  If you do consent a player and
they steal items, they will be punished severly.   Unfortunately, unless

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the person is caught directly after theft the lost items are lost and
cannot be reimbursed by the Staff.

See Also: THEFT

CONSIDER
Syntax:  consider 

This command will compare your character's level with that of the
monster's and give you a rough estimate of your chances of defeating
it.  This estimate is by no means exact and does not take hit points,
special attacks or damage into consideration.

NOTE: This command is going to be revamped soon.

Example:
> consider dog

DEATH CORPSE DYING
General Information.

When you die, you re-enter the game at your guild. You can
retrieve your corpse by traveling to your place of death and
getting the items from inside.

        To get items from a player corpse:

                get  pcorpse
            get  

Each time you die you lose a percentage of experience for
your level. It is wise to be careful to avoid death when you
have recently gained a level. If the experience lost due to
death is more than you have gained in your current level, you
will "lose a level" and the maximum hitpoint difference between
the two levels.


See also:  DECAY, EXPERIENCE, DRAG, CONSENT, GET, GUILD

DISENGAGE

Typing "disengage" while assisting in combat allows you to withdraw
from the fight.  Disengage will not work if you are the tank.

See also: FLEE, RETREAT

DISINTEGRATE
Spell.

Area of effect: 
Aggressive:     Yes
Cumulative:     N/A
Duration:       Instantaneous
Class/Circle:   Invoker 8th, Necromancer 9th, Conjurer 10th
Type of spell:  Invocation

"Disintegrate" is among the most powerful of mage spells.  It causes a
green beam of disintegration to go streaking toward the victim,
causing great physical damage to victim and victim's equipment alike.

DISPLAY PROMPT
Syntax: display