'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.