License to this section: Sundering Shadows
The clever mage who manipulates the very fabrics of our reality, creating awe-inspiring effects. The resourceful bard who weaves music into magic, turning the very world into her stage. The mysterious warlock who draws upon extra-planar powers to sprout eldritch claws from his hands. The wise cleric who performs miracles on a daily basis. The holy warrior that charges at her foes with the power of his patron surging through her veins. Caster classes on Sundering Shadows have access to a range of abilities and options and they certainly possess that undefinable “cool-factor” that draws players to them. Awesome as they are, they can present some issues and difficulties for new players. In this guide, we will look at different types of spell casters and give you some tips and tricks on how to play them more efficiently.
Disclaimer: This is not an “Optimized Caster Guide”. I am not the leading expert on casters, so I would not know where to begin writing one. Instead, this guide will provide you with general information about caster classes and spells. It will give you an overview of how the different classes learn, prepare, and cast spells. It will not cover prestige classes or feats.
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Helpful Note: If you are a new player, and especially if you are new to muds and/or Dungeons and Dragons in general, we recommend you follow the “Oracle” steps in our Newbie Tutorial to learn the game.
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Cleric, Mage, Oracle, Psion, Sorcerer
Pure casters are classes that rely heavily on their spells to succeed in combat. They have a good selection available and their spells are often more powerful than that of other classes. Pure casters will have to cast spells every round. At the lower levels, this often means you will need to flee combat to prepare new spells. Clerics can use medium armor and shields and are therefore better suited for melee than the other classes. Pure casters benefit the most from feats that empower their spellcasting abilities, such as the magic damage tree and the magic accuracy tree. They will also benefit the most from maxing out their casting stat, as well as constitution.
Bard, Druid, Inquisitor, Magus, Monk, Paladin, Ranger, Psywarrior, Warlock
Hybrid casters are classes that rely on a combination of spells and melee prowess in combat. They have a smaller selection of spells than pure casters and do not normally gain access to the most powerful spells, but have other abilities to aid them. Hybrid classes can usually hold their own in combat and do not have to prepare spells as often as do pure casters. Hybrid classes can benefit from a combination of magic and combat feats and are well served to max out their combat stat (strength or dexterity), constitution, and caster stat (charisma, wisdom, or intelligence).
Warlocks, druids, and, to some extent, bards can choose to focus on their magic instead of their martial prowess, bringing them closer to pure casters. These characters are often referred to as “caster warlocks”, “caster druids” etc., and are well served to max out their caster stat instead of their combat stat. Psywarriors, magi, inquisitors, paladins, rangers, and monks are warriors with a small selection of spells to aid them in combat and generally focus on combat feats.
Some races and prestige classes gain what is known as innate spells. These are spells that your character knows by heart, either from birth or by training. They can often be cast at will. Innate casters generally benefit from the same feats as they would normally take to improve their base class, though some prestige classes may want to look at feats that empower their spells or increase their accuracy.
There are four (4) types of magic available in Sundering Shadows:
There are a total of nine (9) spell levels. Not all classes gain access to all nine levels.
As you gain levels in a spell-casting class, you gain access to spells of a higher spell level. Higher-level spells are more powerful, increasing the damage output, spell difficulty checkItalic Text (aka spell DC = how hard the spell is to resist for your target), bonuses gained, and penalties distributed to the target of the spell.
To see how many spells of each level you can prepare use <recall CLASSNAME spells>.
Note that the phrase “spell level” is an OOC description. Some casters will refer to level 5 spells as “spells of the fifth circle” or simply as “fairly powerful spells”.
To see which spells are available to each class, see <spells CLASSNAME (by level) (by school)>.
Some classes can cast any spell from their spell list, while others must learn the spell through the master command first (<help master>).
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Helpful Hint: The number of spells you can master of each spell level increases when you gain a level in the applicable class. We have included a list of slots to master per class per character level here, so that you may plan for the future.
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Cantrips
Some classes can cast cantrips at will. These are entry-level spells with a spell level of 0. To see which, if any, cantrips are available to you, use <recall cantrip spells>.
There are nine (9) schools of Arcane Magic.
Scholars of the realm divide arcane spells into schools of magic, depending on their nature(<help mage schools>). The IC school categories are:
There are six (6) Psionic Disciplines.
Psions are born with an innate ability to manipulate the world with their mind and usually belong to one of these IC disciplines. <help disciplines> and <help discipline roleplay> will give you more information on each discipline.
There are five (5) Warlock Pacts.
Warlocks gain their powers from a mystic connection or pact with an extraplanar being. Read more about the warlock heritages in <help warlock pacts>. To choose a pact, a warlock must be of a resonance that aligns with the entity's home plane.
There are Deities that provide access to divine Domains.
To dedicate yourself to a deity as a cleric or paladin, you must be of a resonance accepted by the deity in question.
A cleric may choose a total of two (2) domains, one at level 1 and another at level 11. Each domain gives access to additional spells and powers.
The feat “Third Divine Domain” can be taken after level 21 and grants access to a third domain.
See <help deities> for a list of deities and the domains they offer.
See <help domains> for a list of domains and their respective spells.
Note that the spell domains and their respective powers are considered OOC information.
Oracles, druids and sorcerers gain additional spells and abilities based on their mystery, circle or bloodline respectively. The granted spells are added to the list of spells known for the caster. Please see <help mysteries>, <help circles> and <help bloodlines> in-game for more information.
In OOC terms, there are five (5) categories of spells whose definitions you may find useful:
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Helpful Hint: When in combat, many spells will damage everyone in the room, including your summoned monsters and your allies! To avoid this, pick up the “Perfect Caster” feat and make sure you and your allies are in a party (see <help party> in-game). AoE spells are definitively worth using in combat as they provide consistent damage over time.
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Every class has its own list of spells to choose from. To learn (and cast) a spell, you have to be of the minimum level required to cast the spell.
To see how many spells you can prepare and which ones you have prepared, type: <recall CLASS spells> for spells granted by most classes, <recall innate spells> for racial spells and certain prestige classes, and <recall cantrip spells> for cantrips.
To see the spells available to each class in alphabetical order, type: <spells CLASS (by level)>. See <help spells> in game for more information.
Some classes (such as clerics and paladins) gain access to the entire list of class spells and do not have to learn spells individually. Monks gain access to a small number of spells based on their chosen Way.
Some classes (such as warlocks and bards) must choose to learn a selection of spells by using the master command. Please see <help master> in-game for more information.
Mages have a special mechanic: In order to learn a spell, they must first locate (find or buy) a scroll and add it to their spellbooks via the <transcribe> command. In addition, they can use the <master> command to learn a small number of spells.
The master command uses the following syntax:
Before you can cast a spell, you must usually prepare yourself for it. There are three main ways of preparation, depending on your class:
Prepared casters prepare individual spells.
Spontaneous casters prepare spell levels.
Psionic casters prepare power points.
Warlocks and monks are special cases that do not prepare anything. Warlocks can cast any spell they know at will, while monks must wait for their pool of ki points to replenish before being able to cast again.
Regardless of class or type, all spells are cast in the same way.
If you are a single-classed character (SC), you do not have to specify a class when casting your spells. If you are a multi-classed character (MC), you must either specify your class when casting, or use the <pose> command (see Posing As A Caster below).
If you are casting an innate spell, type: <cast innate SPELLNAME (on TARGET)> For cantrips, use <cast cantrip SPELLNAME (on TARGET)>
Your TARGET can be any living creature and most have an identification tag (aka ID) that corresponds with their short description. If you see “a small rat” for instance, it will have the ID “rat”. Likewise, “Mack, the goblin” will usually have the ID's “mack” and “goblin”, as well as “attacker”(see below).
Certain spells require additional arguments. Refer to the individual help-files for information on these spells. We recommend you set up aliases to cast your spells. See the Tips and Tricks section for suggestions.
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Helpful Hint: Any creature that attacks you is automatically given the ID “attacker”. If you wish to cast a spell on the first creature that attacks you, type <cast (CLASS) SPELL on attacker>. If there are multiple attackers in a room, you can target them by using “attacker 1”, “attacker 2”, etc.
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Edward The Aasimar Mage wants to cast “magic missile” on an attacking rat. He can type:
OR
Edward's race as an Aasimar allows him to cast “light” as an innate spell. To cast “light” on himself, he would type:
Donna is a mage/ranger who gains spells from both classes. To cast the mage spell “magic missile” on the rat, she can type:
OR
To cast the ranger spell “barkskin” on herself, Donna can type:
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Helpful Hint: Certain commands use the | figure on your keyboard. If you cannot find it on your keyboard, you can access it by using your numeric keypad: * Activate NUM LOCK on your keyboard. * Hold the ALT key and type 124 on your numeric keyboard. * Release the alt key.
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Characters can now use the <pose> command to pose as a specific class. This simplifies spell-casting and helps those of you that gain spells from more than one class. If you are a ranger/mage, you can use <pose mage> to set your caster class to “mage”.
Donna is a ranger/mage who gains spells from both her ranger and mage classes. She can prepare and cast spells conventionally by using the steps above, or she can choose to use the pose mechanism. To cast the mage spells “armor” and “light”, Donna would type:
* <pose mage> * <cast armor> * <cast light on donna> If Donna wishes to cast the ranger spell “barkskin”, she would have to change her pose:
* <pose ranger> * <cast barkskin>
If you use this method, we suggest you use a hot-key or an alias to quickly change your pose.
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Helpful Hint: You can also use the pose command to determine the base class for your prestige class. See the section on multiclass casters below.
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To get a list of spells that you have cast and that are currently in effect, you can type:
If you have recently cast “armor” and “blink” on yourself, your list will look something like this:
-=-=-=-=-=
0. armor
1. blink
-=-=-=-=-=
If you wish to dispel “armor”, you can type <dispell armor> or <dispell 0>. Note that this will move “blink” up the list, so your list would look like this:
-=-=-=-=-=
0. blink
-=-=-=-=-=
Your base caster level usually equals your class level and determines the number of spells you can master and/or prepare. Your modified caster level is determined by a range of factors, including your class level, feats, features, active spells, and equipment. These extra modifiers affect the potency of your spells: Damage output, duration, bonuses/penalties, overcoming spell resistance, and how easy they are to dispel and/or resist by others, aka your difficulty check (spell DC).
Your spell DC determines how hard it is for others to resist your spells. Like caster level, it depends on the multitude of factors described above, alongside the spell level. Generally speaking, the higher your level, and the higher the spell level, the higher the DC.
If you have several classes, please see Multi-Class Casters below.
You cannot cast a class spell while wielding anything in your hands.
Certain weapons bypass this restriction. The substance known as “wizard oil” can be bought from players or vendors that become available when you reach the higher levels (30+). This substance can be applied to a weapon, which allows you to cast while wielding said weapon.
Certain classes or feats also bypass this restriction. For example, warlocks can cast spells while wielding their eldritch weapons and the prestige class eldritch knight allows you to cast spells while wielding a weapon. Innate spells can also be cast while wielding a weapon.
You can cast a spell while wearing a shield that you are proficient with (remember to <wear shield>).
You can cast spells in any armor that your caster class grants you proficiency with.
Warlocks, bards, psywarriors and rangers can cast in light armor.
Druids, clerics and oracles can cast in medium armor.
Paladins can cast in heavy armor.
Mages, psions, sorcerers and monks cannot cast while wearing any types of armor.
Spells no longer require components, though some spells consume gold. Refer to each spell's individual help file for details on this.
Some spells, such as “invisibility” and most scrying spells (“magic mirror”, “silver sight”), drain you of stamina. Beware of this if you intend to travel while having these spells active. This is not necessarily noted in the spell help file, so keep an eye on your stamina.
Certain spells require a particular environment to work. This especially affects many ranger and druid spells, such as “heart of the wild” and “meld into nature”. The spell help file will notify you if this is the case.
Other spells require an object to be present in the room with you. For example, “magic mirror” requires the existence of a special mirror, which can be found in most mage towers around the world (Tabor and Shadow should both have one) and in some hidden locations. The spell help file will notify you if this is the case.
A multi-class character is defined as a character who has taken more than one class. A 50-level mage is a single-class character, while a character with 20 levels of thief and 30 levels of mage is called a multi-class character. This is often abbreviated to SC (single-class) and MC (multi-class).
Taking multiple classes decreases your caster level, which again affects the potency of your spells (damage output, bonuses, duration, DC, and how easy they are for others to dispel) and how many you can prepare/master.
When you have more than one class, the base calculation for your caster level looks like this:
Caster Class + half your non-caster class rounded down = Caster Level
Example: A 30 mage/20 thief would have a caster level of 30 + 10 = 40
Feats, spells, and equipment can increase your caster level.
Prestige classes that use your caster class as its base class do not decrease your caster level. A 40 mage/10 archmage would have a base caster level of 40 + 10 = 50. She will gain the same number of spells as a 50 mage.
Prestige classes that use your non-caster class as its base class decrease your caster level normally, as if you had taken levels in your non-caster class.
Example: A 20 mage/20 thief/10 arcane trickster with base class thief, has a caster level of 20 + 10 + 5 = 35.
Example 2: A 20 mage/20 thief/10 arcane trickster with base class mage, has a caster level of 20 + 10 + 10 = 40.
Before taking a prestige class, remember to use the pose command to set your base class. As above, feats, spells and equipment can increase your caster level.
Below follows a short presentation of each base class and its unique mechanics. The list has been divided by how the caster prepares its spell slots:
Prepared Casters prepare individual spells: Cleric, Druid, Mage, Paladin, Ranger.
Spontaneous Casters either prepare spell levels or do not prepare at all: Bard, Inquisitor, Monk, Magus, Oracle, Sorcerer.
Psionic Classes prepare power points: Psion and Psywarrior
Prestige classes vary and are not covered in this guide.
Class Type: | Pure Divine Caster |
Caster Stat: | Wisdom |
Learn more: | Cleric |
Clerics are priests and divine champions of their chosen deity and must dedicate themselves to a god. To do so, your resonance must match the god's requirement. You are expected to uphold the dogma of your chosen god, which can be found in their temple.
Clerics can hold their own in combat and could benefit from combat-oriented feats and a high strength score.
Clerics gain access to spells through the favor of their deity. They have access to every spell listed in <spells cleric>, provided they are powerful enough to cast it. Each deity offers a small selection of domains that give you access to additional spells and powers.
To see a list of available domains and their associated spells, type <domains>.
To pick a domain, you must first find your church and then type <pick DOMAIN>. Luckily, the church in Offestry will have a shrine for each deity where you can pick your first domain.
Tip: You are free to ask other characters IC for directions to your temple.
Clerics prepare individual spells, using the <prepare cleric SPELLNAME> command. See Preparing A Spell above.
Tip: To make preparing spells easier, you can sort them into handy lists with the prepare command (<help prepare>). Visit the Tips and Tricks section for more information on prepare lists.
Cleric spells do not require components. They can cast in any type of armor that they are proficient with and they may wear a shield while casting.
Class Type: | Hybrid Divine Caster |
Caster Stat: | Wisdom |
Learn more: | Druid |
Druids are champions of nature and gain access to magic either through a deity or through a mystical bond to nature itself. Though they vary in motives and resonances, they all work to uphold the natural balance of nature and abhor undead creatures.
They can function as Pure Divine Casters if they choose to focus on feats that empower their magic. They have access to animal forms that grow in power and would benefit from a good combat stat (strength or dex) and feats that do not deactivate in shapeshifted form (as noted in the individual feat help file).
Their druidic oaths prevent them from wearing metal armor. Note that any equipment worn or wielded merges with the druid when it shapeshifts and becomes inaccessible. Passive bonuses from equipment remain active, however.
Druids gain access to spells through their connection with nature. They have access to every spell listed in <spells druid>, provided they are powerful enough to cast it. Druid circles give additional spells and powers.
Druids prepare individual spells, using the prepare command. Please see Prepare A Spell above.
Tip: To make preparing spells easier, you can sort them into handy lists with the prepare command (<help prepare>). Visit the tips and tricks section for more information on prepare lists.
Druid spells do not require components, though some spells require a certain terrain type to function, such as being outdoors, in a wooded area, near a pond, etc. Refer to the individual spell help files to see which spells are limited in such a manner. Druids can cast spells in light and medium armor provided it is not made of metal.
Druids cannot cast spells while shape-shifted. The feat “Wild Spellcraft” will allow a druid to cast non-offensive spells that only target themselves while shape-shifted.
Class Type: | Pure Arcane Caster |
Caster Stat: | Intelligence |
Learn more: | Mage |
Mages are the superior intellect and true masters of the arcane, a skill learned through years of studying. They depend on their spell-book to learn and prepare spells, and should seek out a nearby wizard tower to gain the benefits offered by the guilds.
As pure casters, mages would benefit the most from maxing out their caster stat, alongside feats that improve or empower their spell-casting. Good dexterity and constitution scores are recommended.
Mages can only prepare spells from the <spells mage> list that they have learned by copying them to their spell-book. You will receive a free spell-book when you create your mage character. If you multiclass into a mage, you will have to buy one at a Mage Guild (see below).
Mages gain such spells in two ways:
Way 1:
Way 2:
To see which spells you have transcribed, type <look book> or <look spell book>. To see which spells you have mastered, type <master list>.
Tip: Take good care of your spell-book. It is recommended that you put it inside a wearable pouch (found in most general stores) when not using it. It is also possible to <wield book> to prevent theft, though you cannot cast spells while wielding your book(remember to <unwield book>). To create a “back-up” of your book, you have to visit a Mage Guild (see below).
Mages prepare individual spells, using the <prepare> command. See Prepare A Spell above.
Tip: To make preparing spells easier, you can sort them into handy lists with the prepare command (<help prepare>). Visit the tips and tricks section for more information on prepare lists.
Most mage spells do not require components. Some spells require gold or a special item/environmental factor. Examples include magic mirror, which requires a special mirror, and sleet storm, which can only be cast outdoors.
Mages can only cast spells while not wearing any armor. The feat “Armored Caster” lets you cast while wearing light armor, provided you also have the feat “light armor proficiency”. Casting in armor decreases the potency of your spells slightly.
You can only cast spells empty-handed, but there are some items, feats and class features that lets you ignore this requirement. Examples are “wizard oil” which can be crafted or bought at the higher levels, and the bladesong feat.
Most major cities have a Mage Guild that you can visit to use the following services:
You will find your first fully functional Mage Tower northeast in the City of Tabor.
Class Type: | Hybrid Divine Caster |
Caster Stat: | Charisma |
Learn more: | Paladin |
Paladins are holy (or unholy) warriors selected by their faith to battle their enemies and uphold their charge. Usually knights of noble upbringing, paladins use their spells to empower their martial abilities. They will benefit the most from a maxed-out combat stat (usually strength) and a high constitution and charisma, alongside combat-oriented feats.
Paladins also have a grace pool with points that replenish over time. It can be used to fuel some of their powers.
Paladins gain access to spells through their connection with their deity. They have access to every spell listed in <spells paladin>, provided they are powerful enough to cast it.
Paladins prepare individual spells, using the prepare command. See Preparing A Spell above.
Paladin spells do not require components. They can cast in any type of armor that they are proficient with and they may wear a shield while casting. They cannot cast while wielding a weapon. There are items and feats available that lets you cast while wielding one or more weapons, such as “wizard oil”.
Tip: To make preparing spells easier, you can sort them into handy lists with the prepare command (<help prepare>). Visit the tips and tricks section for more information on prepare lists.
Class Type: | Hybrid Divine Caster |
Caster Stat: | Wisdom |
Learn more: | Ranger |
Rangers are warriors of nature, woodsmen, and hunters that live by their wits and the skill of their blade (or bow). They have an affinity for nature and a connection to the natural world that lets them cast a small number of nature-oriented spells.
As warriors, rangers rely on their martial abilities, sometimes empowering them with magic. They are best served to max their combat stat (strength or dex) and constitution while keeping their wisdom stat high. They benefit the most from combat-oriented feats, but some dip into feats that empower their spells as well.
Rangers gain access to spells through their connection with nature. They have access to every spell listed in <spells ranger>, provided they are powerful enough to cast it.
Rangers prepare individual spells, using the <prepare> command. See Preparing A Spell above.
Ranger spells do not require components, though some spells require a certain terrain type to function, such as being outdoors, in a wooded area, near a pond, etc. Refer to the individual spell help files to see which spells are limited in such a manner. They can cast in armor, but not while wielding a weapon. Certain feats and items in-game may allow you to cast while wielding.
Tip: To make preparing spells easier, you can sort them into handy lists with the prepare command (<help prepare>). Visit the tips and tricks section for more information on prepare lists.
Class Type: | Hybrid Arcane Caster |
Caster Stat: | Charisma |
Learn more: | Bard |
Bards are entertainers and lore keepers that dabble in a combination of martial arts, magic, and song to amaze their friends and defeat their foes.
Bards are best served to max their charisma, in addition to a combat stat (dexterity is often favored over strength). They should learn a fighting style and choose their magic-enhancing feats carefully. Much of a bard's power comes from their bardic music ability, which they gain through feats.
Bards gain access to spells through their connection to music and history. They learn spells from the <spells bard> list through the <master> command.
Bards are spontaneous casters and prepare spell levels using the prepare command. See Prepare A Spell above.
Bard spells require no special components. They can cast in light armor and may wear a shield while doing so, provided they have the shield proficiency feat. They cannot cast while wielding a weapon. Certain items and feats in-game let you cast while wielding a weapon.
Class Type: | Hybrid Divine Caster |
Caster Stat: | Wisdom |
Learn more: | Inquisitor |
Grim and determined, the inquisitor roots out enemies of the faith, using trickery and guile when righteousness and purity are not enough.
Inquisitors are warriors and should max their combat stat (dexterity or strength) as well as their caster stat (wisdom). They benefit from combat-oriented feats the most. Much of an inquisitor's power comes from their judgments, which are separate from their spell-casting abilities.
Inquisitors gain access to spells through their connection to their chosen deity. They learn spells from the <spells inquisitor> list through the <master> command.
Inquisitors are spontaneous casters and prepare spell levels using the prepare command. See Prepare A Spell above.
Inquisitor spells require no special components. They can cast in light armor and may wear a shield while doing so, provided they have the shield proficiency feat. They cannot cast while wielding a weapon. Certain items and feats in-game let you cast while wielding a weapon.
Class Type: | Hybrid Arcane Caster |
Caster Stat: | Intelligence |
Learn more: | Magus |
The magus blends magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. In addition to spells, magi learn to infuse their weapons and armors with abilities drawing from their arcane pool.
Magi are true hybrid are warriors and should max their combat stat (dexterity or strength) as well as their caster stat (intelligence). They benefit from a combination of combat- and spell-oriented feats, and can even take fighter feats.
Magi gain access to spells through their studies, chosen from the <spells magus> list through the <master> command.
Magi are spontaneous casters and prepare spell levels using the prepare command. See Prepare A Spell above. A Magus can also draw upon their arcane pool to cast a spell without expending a spell slot.
Magi spells require no special components, though some may require a special object or environment. They can cast in light armor and may wear a shield while doing so, provided they have the shield proficiency feat. They can cast while wielding a weapon, provided they have imbued it first.
Class Type: | Hybrid Arcane Caster |
Caster Stat: | Wisdom |
Learn more: | Monk |
The monk is an enlightened warrior, able to transcend many of the bodily limits that hamper others. They are masters of martial arts and rely on melee combat to defeat a foe. They are best served to max their combat stat (strength or dexterity), as well as having high wisdom and constitution scores, and benefit the most from combat-oriented feats.
Monks that have specialized in either the “way of the shadow” or the “way of the elements” gain access to a small selection of arcane spells. They manifest these spells by harnessing their inner energy, a mystical power known as Ki. See the help files on each individual way for a list of available spells.
Monks do not have to prepare spells or spell slots. Instead, they draw on their pool of Ki points to manifest any power that they can cast. To see which spells are available to you, how many Ki points they cost to manifest, and how many Ki points you have, type <ki>.
Tip: You can add the number of available ki points and the number of ki point spent to your prompt. See <help prompt> in-game.
Monks can only cast unarmored, but may wield weapons while doing so.
Class Type: | Pure Divine Caster |
Caster Stat: | Charisma |
Learn more: | Oracle |
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause.
As pure casters, oracles benefit from a maxed charisma score and feats that empower their spells. Oracles can hold their own in combat, and some choose to focus on a martial combat tree for a hybrid build.
Oracles gain access to spells through many sources, learned via the <master> command. They gain bonus spells based on their chosen mystery, which are added to the number of spells known.
Oracles are spontaneous casters and prepare spell levels using the prepare command.
Oracle spells do not normally require components. You can cast in any armor you are proficient with and you may wear a shield while doing so. You cannot wield a weapon while casting, but there are ways in-game to circumvent this restriction.
Class Type: | Pure Arcane Caster |
Caster Stat: | Charisma |
Learn more: | Sorcerer |
Sorcerers are masters of arcane magic, harnessing raw talent and instinct to produce amazing spells.
As pure casters, sorcerers benefit from a maxed caster stat (charisma) and feats that imbue and empower their magic. Good dexterity and constitution scores further increase survivability.
Sorcerers gain access to spells through their innate connection with magic, possibly due to some mysterious ancestry. They learn spells from the <spells sorcerer> list through the <master> command. Their bloodline also provides them with a small number of bonus spells that are added to their list of spells known.
Sorcerers are spontaneous casters and prepare spell levels using the prepare command.
Sorcerers can only cast spells while not wearing any armor or wielding any weapons. The feat “Armored Caster” lets you cast while wearing light armor, provided you also have the feat “Light Armor Proficiency”. Casting in armor decreases the potency of your spells slightly. There are items and feats in-game that allows you to cast while wielding a weapon.
Most major cities have a Mage Guild that you can visit to use the following services:
You will find your first fully functional Mage Tower northeast in the City of Tabor.
Class Type: | Hybrid Arcane Caster |
Caster Stat: | Charisma |
Learn more: | Warlock |
A warlock is a being whose soul is suffused with perilous magic, whether by willing or unwilling means. They do not approach magic through the medium of spells but invoke magic through an act of will. While warlocks do not gain access to the most powerful spells in-game, their spells are more potent than those of many other hybrid classes.
Warlocks will benefit from a maxed caster stat (charisma), as well as a good combat stat (strength or dexterity). They can choose to focus on feats that empower their spells, increase their martial potential, or on a combination of both.
Warlocks gain access to their powers through their connection and/or pact with an extraplanar being. They learn their spells from the <spells warlock> list with the <master> command.
Warlocks are spontaneous casters that do not have to prepare anything in advance. They can cast any spell that they have mastered at will.
Warlock spells require no special components. They can cast in light armor and may wear a shield while doing so, provided they have the shield proficiency feat. Warlocks can also cast while wielding their eldritch weapons, be it claws, a glaive, or a bow. The power of their eldritch weapon grows in level, surpassed only by the most powerful end-game weapons.
Class Type: | Pure Psionic Caster |
Caster Stat: | Intelligence |
Learn more: | Psion |
Psions are those gifted with psionic powers, able to bend the world to their will by the power of their intellect.
Psions are pure casters and benefit the most from feats that increase the power and potency of their spells. They are best served to max their caster stat (intelligence).
Psions gain access to spells through the psionic power of their own mind. They learn spells from the <spells psion> list through the <master> command. In addition, each psion learns a number of spells based on their chosen discipline that they can cast once they are high enough level.
Psions are spontaneous casters that prepare power points instead of spells. Each spell that they cast subtracts a number from their pool of power points. See Preparing A Spell above.
Tip: You can add the number of available power points and the number of power points spent to your prompt. See <help prompt> in-game.
Psions can only cast spells while not wearing any armor. The feat “Armored Manifester” lets you cast while wearing light armor, provided you also have the feat “Light Armor Proficiency”. Casting in armor decreases the potency of your spells slightly. Psionic powers do not require any components. They may not cast while wielding a weapon, though there are items and feats in-game that circumvent this limit.
Class Type | Hybrid Psionic Caster |
Caster Stat: | Intelligence |
Learn more: | Psywarrior |
Psywarriors are warriors that use psionic powers to bolster their combat prowess.
As hybrids, they benefit from a combination of combat-oriented feats and feats that increase their spell power. They do well to max their combat stat (dexterity or strength) alongside their caster stat (intelligence).
Psywarriors gain access to spells through the psionic power of their own mind. They learn spells from the <spells psywarrior> list through the <master> command.
Psywarriors are spontaneous casters that prepare power points instead of spells.
Tip: You can add the number of available power points and the number of power points spent to your prompt. See <help prompt> in-game.
Psywarrior spells require no special components. They can cast in light armor and may wear a shield while doing so, provided they have the shield proficiency feat. They may also cast while wielding any weapon.
Prepare lists let you store a list of spells that you can prepare with one keystroke, instead of preparing each spell individually. You can prepare different lists, suitable for all kinds of situations. A mage, for instance, may have one list that he prepares when buffing himself, one list for adventuring and one list for engaging in player killing. There is no limit to the lists that you can store.
Refer to <help prepare> for a list of syntaxes.
To create a list, simply add your first spell to it, like so:
Syntax: <prepare add LISTNAME CLASS SPELL>
Example: <prepare add buff mage armor>
This will create a list named “buff” that contains the spell “armor”. If you wish to add “blink” to the same list, type <prepare add buff mage blink>.
To start a new list, a combat list for instance, use the same procedure as above:
<prepare add combat mage magic missile>
If you wish to prepare the spell two times, you can add it to the list two times.
Reminder: To see how many spells you can have prepared at once, see <recall CLASS spells>.
Note: There is currently no command that lets you display the lists that you have created, so remember to make a note of it somewhere easily accessible.
To use a list that you have created, type: <prepare prepare LISTNAME CLASS>
In the example above, <prepare prepare buff mage> will tell the game to prepare “armor” and “blink” for you.
Note: When you prepare a list, the game will overwrite any existing spells you may have have already prepared.
Useful tip: When preparing your list, the game will skip any spells in your list that you have already memorized, but overwrite anything not in the list. This cuts down on prepare time a lot. Therefore, if you make a buff list and a combat list, you would do well to fill up any empty slots on your buff list with those you would otherwise have prepared with your combat list.
To see which spells are on your list, use <prepare display LISTNAME CLASS>.
In the example above, this would be: <prepare display buff mage> or <prepare display combat mage>.
To remove a spell from a list, use <prepare remove LISTNAME CLASS SPELL>
To delete a list, use <prepare delete LISTNAME CLASS>
Finally, sometimes spells are changed, disabled or removed. To check if this is the case, you can use <prepare check LISTNAME CLASS>. If a spell has been changed, disabled or removed, this command will remove it from that particular list.
If you have two caster classes, you have to make independent lists for each class. All names must be unique for your character.
Bobby, the mage/cleric, wishes to make a list of buff spells. Because he has two classes, he decides to name his lists “buffm” and “buffc”. He wants to add “armor” and “blink” to his mage list (buffm) and “resistance” and “death watch” to his cleric list (buffc):
<prepare add buffm mage armor> <prepare add buffm mage blink>
<prepare add buffc cleric resistance> <prepare add buffc cleric death watch>
To prepare his spells, Bobby would use:
<prepare prepare buffm mage>,
followed by
<prepare prepare buffc cleric>.
Lastly, if you have two classes that use the same spells (druid/cleric), you can copy a list made for your cleric levels to a list made for your druid levels, like so:
Syntax: <prepare copy LISTNAME1 CLASS1 to LISTNAME2 CLASS2>
Example: <prepare copy buffc cleric to buffd druid>
The <buff> command makes it easier for a caster to buff himself before entering combat. To add a spell to your buff list, simply type:
Syntax: <buff add SPELL>
Example: <buff add armor>
Now, whenever you use the command <buff>, you will cast “armor” on yourself (provided you have it prepared, of course!).
Some spells require additional input. “Resist Energy”, for instance, requires you to specify an energy type. To add this spell to your buff list, you would have to do:
Syntax: <buff add SPELL | cast CLASS SPELL ARGUMENTS>
Example: <buff add resist energy | cast druid resist energy on fire>
To remove a spell from your list, use: <buff remove SPELL>. To remove all spells from your list at once, use <buff clear>.
Note: Remember to prepare your spells/spell slots/power points before using the buff command.
By now you will have realized that playing a caster class requires A LOT of typing. To play a character more efficiently, you should familiarize yourself with the concept of aliases and nicknames.
Note: This guide will only cover how to create an alias on the mud. To create an alias using your mud-client, see your client’s help-files.
In the world of MUDs, an alias is a short word used to execute an otherwise long command:
Syntax: <alias WORD COMMAND>
Example: <alias ar cast mage armor>
Now, whenever you type <ar>, the game will execute the command “cast mage armor” and you will cast armor on yourself.
An alias can contain two types of variables, “$*” and “$(NUMBER)”, though not in the same alias.
“$*” is substituted with whatever you type when you use the alias, if anything. For example:
Syntax: <alias WORD COMMAND $*>
Example: <alias ar cast mage armor $*>
Now, when you type “ar”, the game will execute the command “cast mage armor”. If you type “ar on bobby”, the game will execute the command “cast mage armor on bobby”, making Bobby a happy camper.
“$(NUMBER)” is also substituted by what you type, but it can only handle one word at a time. For instance, if a sorcerer wants to make an alias for preparing her spell slots, she would type:
Syntax: <alias WORD COMMAND $(NUMBER1) COMMAND $(NUMBER2)>
Example: <alias p prepare sorcerer level $1 times $2>
Now, when the sorcerer types “p 2 5”, the game will execute the command “prepare sorcerer level 2 times 5”.
See <help alias> in game for more options.
A nickname is a command that substitutes one word for another. It can be used as part of a long command, in an emote, a say or even in your description. You can also nickname players and monsters.
Syntax: <nickname NICKNAME ORIGINAL-WORD>
Example: <nickname att attacker>
Now, whenever you do anything involving an attacker, you can use “att” instead of “attacker”. If you type “l att”, the game executes the command “look attacker”. If you type “l att 2”, the game lets you look at attacker number 2.
You can also nickname a string of words:
<nickname lol laughs out loud> <emote lol> The game writes: “Yourname laughs out loud”. If you use this exact nickname, others may look at you strangely.
To get a list of defined nicknames, type <nickname>.
See <help nickname> in game for more options.
Note: Remember to make your nicknames non-existent words, or they are sure to mess up your roleplay. If you “nickname at attacker” for instance, whenever you type a sentence involving “at”, the game will make it “attacker”. “emote look at the waitress and smiles” will suddenly become “You look attacker waitress and smiles”. Don’t scare the waitress, nickname attacker att.
Now that you have the hang of aliases and nicknames, it is time to combine them. Let us start with an attack spell, “magic missile”:
<nickname att attacker> creates your nickname.
<alias mm cast mage magic missile on $*> creates your alias.
<mm att> casts magic missile on the first attacker in the room.
<mm att 2> casts magic missile on the second attacker in the room.
Let us look at a mage preparing “magic missile” several times:
<nickname t5 times 5> creates your nickname. <alias pmm prepare mage magic missile t5> creates your alias. <pmm t5> tells the game to prepare magic missile 5 times (up to your number of available slots).
When you embark on a solo adventure, it may be good to keep the following things in mind:
When you embark on an adventure with other players, you will want to keep the following things in mind: