Skills
 
 

Spells are the most numerous variety of proficiency. All classes other than warriors, karateka, thieves, and barbarians gain some spell ability, although some gain a much wider variety of magics than others. Like all other proficiencies, spells start between 15 and 30 points depending on their difficulty, and must be improved through use. Unlike other proficiencies, however, a failed check 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 skill 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.

Mana

The power of magic is measured in mana. Mana 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. While you start with very little mana to begin with, you will gain more as you increase in level.

Mana spent on spells will slowly regenerate over time. The single largest factor in a character's mana regeneration rate is his class:

ClassMultiplier
Antipaladin:
Arbiter:
Barbarian:
Cleric:4½× (Lord of Fire)6× (Grand Avatar)
Druid:2× or 3×3× or 4½× (Lord of Earth)4× or 6× (Grand Avatar)
Inquisitor:
Karateka:
Mage:6× (Initiate Avatar)8× (Avatar)
Monk:4× (Lord of Spirit)
Paladin:
Ranger:
Shadowmage:4½× (Lord of Water)6× (Avatar)
Thief:
Warrior:

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. Mysticism has a significant effect on a character's regeneration, as can his race.

There is a maximum rate that a character's mana can regenerate at, no matter what his race or classes are or how high his mysticism, equal to 1.2 mana per second. The maximum is increased to 1.5 if he is sitting or 1.8 if resting, and does not apply at all if he is sleeping or meditating ki. Thus, while a grand avatar aludemon mage with 200 mysticism won't regain her mana any faster than a similar sprite mage if they are both standing, she will if they are both asleep.

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The 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 Armor, Animate Dead, Animate Weapon, Arc, Armor, Astral Walk, Avalanche, Backlash, 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, Confusion, Conjure Elemental, Conjure Greater Elemental, Contingency, 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, Darksight, Deep Freeze, Deeppockets, Demongate, Detect Evil, Detect Good, Detect Invisibility, Detect Magic, Detect Poison, Discern Key, Disintegrate, Disjunction, Dispel Evil, Dispel Good, Dispel Invisibility, Dispel Magic, Divine Aura, Divine Wind, Doppelganger, Dream, Drown, Earthquake, Enchant Armor, Enchant Fang, Enchant Weapon, Endurance, Energy Drain, Entangle, Ever Darkness, Ever Light, Exorcise, Faerie Fire, Faerie Fog, Favored Fortune, Fear, Feeblemind, Fire Wind, Fireball, Fireshield, Firestorm, Fist of Valor, Flame Tongue, Flameblade, Flamestrike, Float, Fly, Freedom, Gate, Gaze Reflection, Genius, Ghoul Touch, 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, Hide the Path, Holy Word, Hurricane, Identify, Implode, Imprisonment, Improved Invisibility, Inferno, 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, Martyrdom, Mass Blindness, Mass Terror, Meteor Swarm, Minor Creation, Minor Track, Monsum One, Monsum Two, Monsum Three, Monsum Four, Monsum Five, Monsum Six, Monsum Seven, Moon Ray, Necroburst, Pacifism, Paralyze, Pass Without Trace, Peace, Plant Growth, Poison, Preserve, Prismatic Beam, Prismatic Sphere, Prismatic Spray, Prisms Edge, Purify, Refresh, Regenerate, Regroup, Remove Curse, Remove Paralysis, Remove Poison, Remove Silence, Resist Cold, Resist Fire, Resist Poison, Restoration, Retribution, Rupture, Rust, Sanctuary, Sandstorm, Scare, Scry, Second Wind, Sense Life, Serpent Seed, Shadow Stream, Shadow Swarm, Shadow Touch, Shadowfire, Shards, Shatterspray, Shield, Shillelagh, Shockshield, Shriek, Silence, Sleep, Slow, Smite, Solar Gate, Soulfeast, Sparks, Speak With Dead, Specter Touch, Spell Immunity, Spellmirror, Spider Climb, Spiritual Hammer, Spring, Static Charge, Stone Skin, Storm of Vengeance, Stormguard, Strength, Succor, Summon, Summon Animal One, Summon Animal Two, Summon Animal Three, Summon Animal Four, Summon Animal Five, Summon Animal Six, Summon Animal Seven, Sun Ray, Sustenance, Telepathy, Teleport, Terror, Timestop, True Sight, Tsunami, Turn, Unholy Word, Ward Major, Ward Minor, Ward of Nature, Water Breath, Watersheen, Waterwalking, Wave of Darkness, Weakness, Web, Wight Touch, Wild Hunt, Witchsting, Wizard Eye, Word of Binding, Word of Blindness, Word of Death, and Word of Recall.