PACT
Syntax: cast pact <'hp'|'mana'|'move'
The PACT spell is a bargain made with dark forces, whereby they will lend you
some of their power in return for sacrifices made to them. While it remains
in force, each corpse sacrificed by you will restore a random amount of either
hit points, mana, or movement points (depending on what you specified when you
cast the spell).
PAGELENGTH PAGE PAGER
Syntax: pagelength
Syntax: pagelength <number
Pagelength without an argument sets the number of lines before page
pause to the default of 20 lines.
Pagelength with an argument sets the number of lines you wish to see on
screen before page pausing.
The maximum number of lines allowable before page pausing is 60.
For more help on the pager, type 'h' while in the pager.
PARRY
This skill wards off incoming attacks, taking no damage from them. Use of the
skill is automatic once you have practiced it. You must be wielding a weapon
to parry.
'PASS DOOR'
Syntax: cast 'pass door'
These spells enable the caster to pass through closed doors.
PASSWORD
Syntax: password <old-password <new-password
PASSWORD changes your character's password. The first argument must be
your old password. The second argument is your new password.
The PASSWORD command is protected against being snooped or logged.
PEEK
Syntax: peek <character
This skill shows you the contents of another character's inventory.
PET PETS
You can buy pets in a pet shop. You may only buy one pet per session, and once
you log out they will become orphaned.
PETRIFY
Syntax: cast petrify <character
This spell, if successful, will transform its target into an inert stone
statue. It cannot be cast on other players.
TREAT PHYSICKER
Syntax: treat <'blindness'|'plague'|'poison'|'sickness'
Syntax: treat wounds <hit points
You can use the TREAT command to request services from a Physicker (Doctor).
Throughout history, such services have rarely been free, and they will only
be provided to you at a cost. You can see how much you'll need to pay by
using the LIST command while in the presence of the Physicker.
PICK 'PICK LOCK'
Syntax: pick <object|direction
PICK can open a lock without having the key. In order to PICK successfully,
you must practice the appropriate skill. ENHANCED PICK allows picking of
more difficult locks.
Also see BASH for warriors.
pixies
PIXIES are tiny, fey creatures with great magical talents. Small and
sprite-like, they are capable of flight using their tiny wings. Pixies are
mischevious by nature and often delight in practical jokes played upon the
larger races. As might be expected, their puny stature makes them unsuited
to professions that require strength or stamina, but wherever magic and
nimbleness are needed, they excel.
Racial Modifiers: Strength -5, Intelligence +3, Dexterity +5,
Constitution -5, Mana +50
Racial Abilities: Detect Invis (can see things that are normally invisible)
Fly (can move through airy terrain and fly over things)
Invis (can magically make themselves invisible)
Classes Permitted: Bard, Elementalist, Enchanter, Thief
Typical Lifespan: 800-1000 years
PKILL
Killing other players is one aspect of play within Dragon Realms, but it is
NOT the major aim of the game. Spontaneous murder of players by players is not
encouraged. Pkilling may be permitted in the following circumstances:
- A clan can declare itself at war with any other clan except [HAVEN]. In this
case, pkilling by a member of one of these clans of a member of the other
clan is a legal part of the game. It does not become legal (or possible) for
a player not in either of the clans to attack them. For more information,
see CLAN WAR.
- From time to time, certain areas will become flagged as War Zones. Anyone
entering such an area will receive a warning notifying them of the fact. War
zones may spring up as a result of clan rivalry for a neutral territory,
conflict between gods, monsters in the area becoming hostile. In a war zone,
even usually non-aggressive creatures sometimes become aggressive. They are
dangerous places to be, and you enter them at your own risk. For more
information, see WARZONE.
- Battlefield combat is opened by the gods and enables players to test their
skill at arms against one another without losing experience or equipment and
once they leave the combat they will be fully restored. For more
information, see BATTLE.
PLAGUE
Plague is a terrible and contagious disease that can be passed on to other
characters. It can be cured by the CELL ADJUSTMENT and CURE DISEASE spells.
Please note, it is considered the height of rudeness to recall back to your
temple with plague, unless you give loud and public warnings first.
PLAY 'PLAY INSTRUMENT'
Syntax: play <spell <target
Syntax: play <composition name
The PLAY command is a specialised way of invoking magic, only used by bards.
It shares many characteristics in common with the CAST command; in fact, a
bard who types CAST while holding a musical instrument is actually assumed
to be doing a PLAY. Bards lacking an instrument can still SING their magic.
The differences between PLAY and SING are as follows.
- 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.
POISON
Syntax: poison <object <poison
This command applies a poison (previously prepared through collection of
ingredients and the use of the MIX command) to an item, which can be either
a weapon, a missile (such as an arrow), or an edible substance such as food
or drink.
'POISON BITE'
Syntax: bite <character
POISON BITE is a racial ability that allows you to bite other characters in
combat, doing damage and possibly also injecting them with toxic venom.
'POISON SPELL'
Syntax: cast poison <character
The POISON spell causes its target to lose two points of strength and suffer
a greatly reduced rate of healing. Its effects can be removed by the use of
the CURE POISON spell.
POISONS
Poisons are mixed by those who have the necessary skill and knowledge, and
then either added to food and drink or applied to items such as weapons and
missiles (e.g. arrows or quarrels). The poison will then take effect on
any creature eating the item in which it is contained, or struck by the
item to which it has been applied.
Knowledge of the method of preparation and effects of different types of
poison is closely guarded by members of the underworld, for whom it is
more or less a trade secret. They have been known to hunt down and kill
those who spread this type of knowledge around too freely.
POLYMORPH
Syntax: cast polymorph <character
This spell, if successful, will transform the target into a small
harmless animal.
EMOTE , POSE SOCIAL
Syntax: pose
EMOTE is used to express emotions or actions. Besides EMOTE, there are
several dozen built-in social commands, such as CACKLE, HUG, and THANK.
You can see a list of these using the SOCIALS command.
POSE is a variant of EMOTE.
PRACTICE
Syntax: practice <skill|spell <percentage
Syntax: practice <skill|spell
PRACTICE without an argument tells you your current ability level in all
the skills and spells available to you. You can check this anywhere.
PRACTICE with an argument practices that skill or spell. If the skill or
spell has more than one word, you must surround it by quotes, for example:
practice 'cure light' 75
Your rating in the skill or spell will increase by the percentage you
specify. This will cost you a number of practice sessions equal to the cost
of the skill or spell, times the percentage. You can only gain practice
sessions with which to purchase skills and spells by advancing in level.
You can only practice skills to a proficiency rating of 75%. The only way
to increase the skill further once this point is reached is through LEARNING.
PRAY
These commands send messages through communication channels to other players.
You can use the CHANNELS command to hear, or not hear, any of these channels.
Following is a description of each, and the proper etiquette for their use.
PRAY sends a message to all immortals currently logged on. Be very careful
what you say on this channel, and take care not to use it too often.
PRESERVE
Syntax: preserve <corpse
The PRESERVE skill enables you to extend the period of time before a corpse
disintegrates. It can be used on both player character and non-player
character corpses. A given corpse can only be preserved once.
'PROJECT FORCE'
Syntax: cast 'project force' <character
If a sorcerer successfully PROJECTS FORCE, the force of his or her mind will
strike against the victim's body, causing moderate damage.
'PROLONG LIFE'
Syntax: cast 'prolong life'
This spell permanently reduces the caster's age. It can only be cast upon
the stroke of midnight.
PROMPT
Syntax: prompt
Syntax: prompt all
Syntax: prompt <%*
PROMPT without an argument will turn your prompt on or off.
PROMPT ALL will give you the standard prompt.
PROMPT <%* where the %* are the various variables you may set yourself.
%h : Display your current hits
%H : Display your maximum hits
%m : Display your current mana
%M : Display your maximum mana
%v : Display your current moves
%V : Display your maximum moves
%x : Display your current experience
%X : Display your experience required to next level
%g : Display your gold held
%a : Display your alignment
%r : Display the room name you are in
%P : Display the percentage of your hits remaining
%O : Display the percentage of your opponent's hits remaining
%L : Display the percentage of your group leader's hits remaining
%l : Display the name of your group leader
%i : Display your visibility status
%R : Display the room vnum you are in (IMMORTAL ONLY)
%z : Display the area name you are in (IMMORTAL ONLY)
%c : Display the editor name you are in (BUILDER ONLY)
Example: PROMPT <%hhp %mm %vmv
Will set your prompt to "<10hp 100m 100mv"
You can also add color to your prompt by intermixing the prompt's contents
with appropriate color codes. See COLOR USE for more information.
PROTECTION
Syntax: cast protection
Syntax: cast sanctuary <character
The PROTECTION spell reduces the damage taken from any attack by a creature
of opposed alignment (good vs evil, evil vs good) by one quarter. When used by
a neutral caster, it reduces damage sustained from both good and evil creatures
by one tenth. It can only be cast upon a person of the same alignment.
These spells may be used simultaneously for cumulative effect.
'PSYCHIC CRUSH' 'PSIONIC BLAST'
Syntax: cast 'psychic crush' <character
Syntax: cast 'psionic blast' <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.
'PSYCHIC DRAIN'
Syntax: cast 'psychic drain' <character
With this discipline, a sorcerer can drain the strength of an opponent.
The skill becomes more effective as the sorcerer gains experience.
'PSYCHIC HEALING'
Syntax: cast 'psychic healing'
These spells cure damage on the target character. The higher-level spells
heal more damage. Mass Heal will heal everyone in the caster's group,
including the caster. The sorcerer disciplines, like many other skills, are
limited to the sorcerer alone.
PUSH
Syntax: push <character <direction
PUSH enables you to shove a character into an adjacent room. If it fails the
victim may attack.
PUT
Syntax: put <object <container
PUT puts an object into a container.
DROP, GET, and PUT, as well as most other object manipulation commands,
allow the use of #.object format, where # is a number or the word "all".
For example, if you had five daggers and you wanted to give the third
one away, you would type "give 3.dagger frag". Or if you felt
philanthropic and decided to let everyone eat your pot pies, you could
type "drop all.pie".
PUTREFY
Syntax: cast putrefy <character
This spell causes wounds on its target's body to rapidly rot and putrefy.
The damage it inflicts is heavily dependent on the target's current state of
health. It inflicts no damage on a perfectly healthy target, but becomes more
effective as the target becomes weaker. It will inflict a terrible toll upon
a character fighting on the verge of death.