'ICE SHARDS'
Syntax: cast 'ice shards' <character
These spells inflict damage on the victim. The higher-level spells do
more damage.
'ICE SLICK'
Syntax: cast 'ice slick'
This spell freezes the ground in your immediate vicinity, turning it into
an ice slick over which movement is virtually impossible without spells
such as FLY or WATER WALKING.
'ICE STORM'
Syntax: cast 'ice storm'
This spell showers the room you are in with a hail of frigid ice, inflicting
damage on all creatures present.
IDENTIFY
Syntax: cast identify <object
This spell reveals information about the object.
IMMORTALS GODS
The Trinity:
Elwyn: God of Light and Good, Elwyn delights in watching mortals spurn the
opportunity to do evil in favor of embracing the light. He is known to
strive against Scarabae, to undo all that dread God does. Elwyn watches
those in the realm closely, sometimes rewarding unexpectedly those who aid
and assist their fellow mortals. His wrath at witnessing an evil act can
be terrible. Those who choose to worship Elwyn must take great care not
to fall into evil ways.
Scarabae: Dread God of Evil, this being is the essence of darkness, hate
and corruption. The struggle and toil of mortal creatures amuses him,
particularly as he watches them fall further and further into evil ways.
Scarabae will often take particular interest in those who further his
dark vision for creation. He is a dangerous and demanding God to worship.
Topaz: God/Goddess of Balance, this being stands between Scarabae and
the Elwyn, watching their excesses carefully. His/Her principle role in
the Realm is to dream into creation creatures both good, evil and indifferent.
[
Topaz can be both fickle and contrary, helping at one time and hindering
at another. Mortals should turn to this god for aid keeping this in mind.
Other Gods of the Realms:
Glenstorm: The God's Champion, Glenstorm was one of the mightiest of heroes
during the fight against the Dragonlords. Leading the mortal armies into
victory after victory, the tales and songs of Glenstorm are themselves
legendary and much sought after in taverns! In the final great battle,
as the mages sought to tie the binding that would rid the Realm of the
Dragonlords, Glenstorm's lover was slain at his side. Broken with grief
that so short of victory she should fall, Glenstorm surged heedlessly into
the battle and was himself felled before the walls of the Dragonlord's city,
Morv Senath. His prowess moved even the Gods, who raised him to immortality
to stand as their champion and intermediary between mortals.
Brynn: Least of all Gods is Brynn. Though his parentage is unknown, he was
spawned of mortal and immortal union. For many years, Brynn schemed within
the realm unaware of his heritage. His adventures were daring, but never
heroic. Then Brynn's heart was softened by the plight of mortal existence.
He swore himself to taming the Gods' ferocious pet, Fate. He pledged to reveal
every mortal's greatest destiny, that they might rise above petty existence to
freely CHOOSE, boldly ACT, and truly LIVE. With much effort Brynn subdued
Fate. For a time he evaded the Gods' wrath and showed the curious the diverse
potentials of their lives. But Brynn upset the balance of Eternity, and was
eventually caught by the Gods and punished for his crimes. Today he wanders
the mortal and immortal realms as an outsider. He is not truly a god, but he
is not merely mortal either. Brynn is patron of all who dare to strive and
risk, he is heckler to all who blindly follow.
'INERTIAL BARRIER'
Syntax: cast 'inertial barrier'
These are protective disciplines which a sorcerer can exercise.
INERTIAL BARRIER creates a barrier of energy that reduces the damage
inflicted by creatures of opposed alignment.
'INFLICT PAIN'
Syntax: cast 'inflict pain' <character
With these skills, a sorcerer can telepathically cause damage to the neural
synapses of his or her victim. The devotions are listed in increasing order of
damage inflicted.
INFRAVISION
Syntax: cast infravision <character
This spell enables the target character to see in the dark.
INSPIRE
Syntax: lead
The LEADERSHIP skill enables you to inspire the members of a group, giving
them all bonuses in combat. The effects of your inspirational leadership
will not remain in force on people who leave your group.
The INSPIRE skill enhances the effect of the LEADERSHIP skill. It will allow
use of the LEADERSHIP skill where this is not already the case.
INSTRUMENTS
Syntax: play <spell <target
Syntax: play <composition name
- SING does not require the use of a musical instrument, while PLAY does.
- You can SING while fighting, but you cannot PLAY while fighting.
- Musical instruments used when you PLAY can enhance the potency of your
spells; when you SING, this does not occur. Your effective level for
purposes of spell casting is affected by the instrument you choose. See
also the TUNE INSTRUMENT skill.
In addition to playing spells, you can also play your own compositions. Refer
to the COMPOSITION skill for further information here.
'INTELLECT FORTRESS'
Syntax: cast 'intellect fortress'
These are protective disciplines which a sorcerer can exercise.
INTELLECT FORTRESS shares the powers of the sorcerer's mind with the other
members in his or her group, extending a shield around all of them.
intelligence
Your INTELLIGENCE represents your character's memory, reasoning, and learning
ability. It affects the following major things.
1. The mana you gain per level (more so than wisdom).
2. The practices you gain per level (less so than wisdom).
3. Your mana regeneration per tick.
4. Your chance of learning in a skill when it is used.
INVENTORY
Syntax: inventory
EQUIPMENT lists your equipment (armor, weapons, and held items).
INVENTORY lists your visible inventory.
INVIS
Syntax: cast invis <character
The INVIS spell makes the target character invisible. Invisible characters
will become visible when they attack.
IOCAINE
See POISONS.
IRONGRIP 'IRON GRIP'
Syntax: irongrip
The IRON GRIP skill will help to prevent disarm attacks from succeeding against
you. Your effective strength for other purposes is temporarily reduced when it
is in effect. You can unclench your iron grip by using the same command again,
so it effectively acts as a toggle.