'FAERIE FIRE'

Syntax: cast 'faerie fire' <character

This spell increases (makes worse) the armor class of its victim. For each

level of the caster, the victim's armor class is increased by two points.

 

'FAERIE FOG'

Syntax: cast 'faerie fog'

This spell reveals all manner of invisible, hidden, and sneaking creatures in

the same room as you.

 

FAMILIAR

Syntax: familiar (To switch from/to familiar's body)

A familiar is similar to a PET in some ways. A familiar is more than a mere pet,

however. The bond between such a creature and its master runs so deep that

they both share a common mental link. The master may transfer his or her

awareness into the body of the familiar by using the FAMILIAR command.

This acts as a toggle, switching the master's mental viewpoint back and forth

between the familiar's body and their own body. Familiars are not powerful

creatures and are most suited to missions of stealth and cunning.

 

 

'FAVOR POINTS'

Favor points are bestowed upon mortals by the Gods as rewards for good

roleplaying and successful questing, or occasionally just on a divine whim.

You can use your favor points to:

- Beseech a miracle in a temple (see BESEECH).

- Ask a God for a battle.

- Ask a God for personalisation or rename of an item.

- Ask a God for some other favor.

In this, as in all other things, Gods have absolute power. The choice of whom

to bestow their favor on, and how much a request diminishes this favor, is

exclusively theirs.

 

FEAR

Syntax: cast fear <character

This spell causes its victim to be overwhelmed with terror and flee. It

has no effect on undead creatures.

 

'FEAR IMMUNITY'

This ability negates the effects of magically induced fear. Once learned, it

operates automatically.

 

FEINT

Syntax: feint

This is a deceptive fake attack, designed to throw an opponent off-balance so

that a follow-up attack can succeed. Following a successful feint, your

opponent will not be able to dodge or parry your next set of attacks.

 

 

'FIERY SHIELD'

Syntax: cast 'fiery shield'

These spells, known collectively as elemental shields, are protective

incantations that surround the caster with a protective barrier formed

from the chosen element. Attacks based on that element will inflict less

damage on the caster while the spell remains in effect. The elemental

shields are all mutually exclusive to one another.

Care should be taken when using these spells, for attacks based on the

element opposing the one on which the spell is based will inflict MORE

damage. Thus, for example, a watery globe would reduce the damage inflicted

by a wave spell, but more damage would be sustained from a fireball.

Similarly, earthen armor will reduce the damage from an earthquake, but

a gas breath attack could then have devastating effects.

For further information on which elements oppose which, see ELEMENTS.

 

'FIND FAMILIAR'

Syntax: cast 'find familiar' (To summon a familiar)

The FIND FAMILIAR spell summons a small creature or animal that will

faithfully serve the caster for as long as it remains alive. A familiar is

similar to a PET in some ways. Its master may use the ORDER command to

issue directives to the familiar, and the familiar will hasten to obey.

 

 

'FIND FOOD' 'FIND HERBS' 'FIND WATER'

Syntax: find food

Syntax: find herbs

Syntax: find water

FIND FOOD allows you to search for game animals, roots, fruit, and other

things that can support life.

FIND HERBS allows you to find herbs that can be used for a variety of

different purposes. You will need to experiment with them to find out

what they each do.

FIND WATER allows you to search for water that may not be obvious to the eye

of one unnacustomed to life in the wilderness.

In all cases, your chance of success is dependent on the terrain type in

which you attempt to use the ability. You must expend movement in order

to accomplish the search.

 

 

'FIRE BREATH'

Syntax: cast 'fire breath'

This spell allows you to breathe flames on all creatures in a room, in

exactly the same manner as does a dragon.

 

FIREBALL

Syntax: cast 'fireball' <character

These spells inflict damage on the victim. The higher-level spells do

more damage.

 

'FIRST ATTACK'

This skill is a reflection of speed, guile, and catlike reflexes. When it

is used successfully, it allows you to attack at the beginning of each combat

round (on a par with characters affected by HASTE or QUICKEN). It operates auto

matically during combat once it has been practiced.

 

FLAMESTRIKE

Syntax: cast 'flamestrike' <character

This spell inflicts damage on the victim.

 

FLEE FLEETNESS

Syntax: flee

Once you start a fight, you can't just walk away from it. If the fight

is not going well, you can attempt to FLEE, or another character can

RESCUE you.

The FLEETNESS skill gives you a greater chance of successfully fleeing, and

also cancels the experience loss for doing so.

If you lose your link during a fight, then your character will keep

fighting, and will attempt to FLEE from time to time.

 

 

'FLESH ARMOR'

Syntax: cast 'flesh armor'

These are protective disciplines which a sorcerer can exercise.

With the FLESH ARMOR devotion, a sorcerer can harden his or her skin into an

armor-like substance.

 

 

FLY

Syntax: cast fly <character

These spells enable the target character to fly or levitate.

 

FOG

Syntax: cast fog

Syntax: cast smoke

FOG enshrouds the room you are currently in with a thick, impenetrable mist

that obscures all vision. SMOKE is similar to fog; it obscures vision in

much the same way, but also causes damage to creatures that remain within it.

 

FOLLOW

Syntax: follow <character

Syntax: nofollow

FOLLOW starts you following another character. To stop following anyone else,

just FOLLOW <yourself. You cannot follow a player who has the NOFOLLOW

config option set.

NOFOLLOW stops all players who are currently following you from doing so.

This can be useful if someone is making a nuisance of themselves and has

followed you before you set the NOFOLLOW config option.

 

 

'FOURTH ATTACK'

These skills let you attack more than once during a combat round. Use of

these skills is automatic once you have practiced them.

 

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