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pells are the most numerous variety of proficiency. All classes other than warriors, warriormonks, thieves, and barbarians gain some spell ability, although some gain a much wider variety of magics than others. Like all other proficiencies, spells start at a percentile score of between 15% and 30% depending on their difficulty, and must be improved through use. Unlike other proficiencies, however, a failed percentile roll in a spell does not result in total failure—while the spell will fail to have any effect, only half of the normal mana cost is incurred.
Your current percentage in a spell is by far the greatest factor in whether you maintain your concentration and cast it successfully; however, there are other considerations. Your intelligence provides a bonus, and fighting incurs a moderate penalty. Various specialties can increase or decrease your chance of maintaining concentration while in use.
ana is the measure of a character's magical capability—not which spells the character can cast, but the frequency at which he can cast them. Each time a character casts a spell, his mana is depleted by a fixed amount; if the caster had insufficient mana remaining, the spell could not be cast. Mana spent on a spell will slowly regenerate over time. The single largest factor in a character's mana regeneration rate is his class:
Most primarily spell-casting classes gain a bonus to their mana regeneration multiplier at avatar levels; druids' multipliers are also increased by half whenever they are within a forest. Multi-classed characters have a multiplier equal to the average of that of their separate classes: for example, a cleric/warrior has an effective multiplier of 1½×.
Although a character's class has the largest effect on his regeneration rate, a number of other factors apply. Mana regeneration is increased more if you are sitting, resting, sleeping, or meditating ki. A character's race can also have a significant effect on his regeneration, as can his age.
There is a maximum rate that a character's mana can regenerate at, no matter what his race or classes are or how old he is. The maximum is larger if he is sitting or resting, and does not apply at all if he is sleeping or meditating ki. Thus, while an aludemon mage of maximum age won't regain her mana any faster than a similarly ancient sprite mage if they are both standing, she will if they are both asleep.
he following spells may be learned on Mozart Mud: Acid Blast, Acid Rain, Acid Splash, Acid Spray, Agility, Airy Water, Alignment Ward, Alkar, Animal Growth, Animate Dead, Arc, Armor, Astral Walk, Ball Lightning, Barkskin, Black Lightning, Blackmantle, Bladeturn, Bless, Blindness, Blink, Blizzard, Bolt of Darkness, Burning Hands, Calm, Cause Critical, Cause Light, Cause Serious, Chain Lightning, Changestaff, Charm Animal, Charm Monster, Charm Person, Chill, Clairvoyance, Color Beam, Color Spray, Conjure Elemental, Conjure Greater Elemental, Continual Light, Control Weather, Create Food, Create Light, Create Rose, Create Water, Crush, Cure Blind, Cure Critical, Cure Light, Cure Serious, Curse, Dark Ray, Darkfire Ball, Darkfire Bolt, Darkness, Deep Freeze, Deeppockets, Demongate, Detect Evil, Detect Good, Detect Invisibility, Detect Magic, Detect Poison, Disintegrate, Dispel Evil, Dispel Good, Dispel Invisibility, Dispel Magic, Divine Aura, Divine Wind, Doppelganger, Dream, Drown, Earthquake, Enchant Armor, Enchant Weapon, Endurance, Energy Drain, Entangle, Ever Darkness, Ever Light, Exorcise, Faerie Fire, Faerie Fog, Fear, Feeblemind, Fire Wind, Fireball, Fireshield, Firestorm, Fist of Valor, Flame Tongue, Flameblade, Flamestrike, Float, Fly, Freedom, Gate, Gaze Reflection, Genius, Goodberry, Greater Dream, Group Cure Critical, Group Cure Light, Group Cure Serious, Group Float, Group Fly, Group Heal Major, Group Heal Minor, Group Invisibility, Gust of Wind, Harm, Haste, Heal Major, Heal Minor, Hellfire, Heroes Feast, Holy Word, Hurricane, Identify, Implode, Imprisonment, Inferno, Infravision, Inspiration, Invisibility, Invoke Creature, Ironguard, Judgement Day, Knock, Know Alignment, Know Monster, Lava Blast, Light Beam, Light Burst, Lightning Bolt, Locate Object, Magic Missile, Major Creation, Major Track, Mana, Mass Blindness, Meteor Swarm, Minor Creation, Minor Track, Monsum One, Monsum Two, Monsum Three, Monsum Four, Monsum Five, Monsum Six, Monsum Seven, Moon Ray, Necroburst, Paralyze, Pass Without Trace, Peace, Plant Growth, Poison, Prismatic Beam, Prismatic Sphere, Prismatic Spray, Prisms Edge, Purify, Pword Blind, Pword Kill, Recycle, Refresh, Regenerate, Remove Curse, Remove Paralysis, Remove Poison, Remove Silence, Resist Cold, Resist Fire, Resist Poison, Rupture, Sanctuary, Scare, Scry, Second Wind, Sense Life, Serpent Seed, Shadow Stream, Shadow Swarm, Shadowfire, Shards, Shatterspray, Shield, Shillelagh, Shockshield, Shriek, Silence, Sleep, Smite, Solar Gate, Soulfeast, Sparks, Speak With Dead, Spider Climb, Spiritual Hammer, Spring, Static Charge, Stone Skin, Storm of Vengeance, Stormguard, Strength, Succor, Summon, Sun Ray, Sustenance, Teleport, True Sight, Turn, Unholy Word, Ward Major, Ward Minor, Ward of Nature, Water Breath, Watersheen, Waterwalking, Wave of Darkness, Weakness, Web, Wild Hunt, Wizard Eye, and Word of Recall.
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