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List of Spells

Caster's Guide

If you are new to Shadowgate, and especially if you are new to muds in general, we recommend playing a non-caster as your first character. If you really, really want to play caster, know that you are in for a steep learning curve. To soften the learning curve, you could consider following these steps:

  1. Create your caster character with your chosen name and gender.
  2. When prompted to pick your class, pick fighter. When prompted to arrange your stats (strength, dex etc), choose “recommended”. Complete the creation process.
  3. You will now have received a “strange and powerful object” (type <i> to see your inventory). We will use this in step 5.
  4. Play through the tutorial with your fighter character and continue for a few levels, until you are reasonably familiar with the game and its basic commands. Stop at level 5 or before.
  5. Once you have a grasp on things (but before you advance to level 6), you can use the “strange and powerful object” mentioned in step 3 to reset your class(<reset class>). You must be in the town square in Offestry to use the device. This will reset your class, remove all items from your inventory and set you to level 1. It will move to you to the start of creation where you can repeat the creation process for your character and choose whatever caster class you want. This will also let you change your stats and every other aspect of your character (excluding name and gender).
  6. Complete the creation process. Do the tutorial again and play through level 1-5, this time focusing on learning how to play a caster.

Notes:

  • If playing through levels 1-4 two times seems excessive, don’t worry: The first few levels are designed to be quite easy to come by when you know how the game works. You can always go to the “oochub” and <bypass> the tutorial when you are ready to enter the real world of Shadowgate.
  • Remember that casters are much squishier than fighters and be a little more careful when adventuring.
  • When you use the object to reset your class, race, subrace or parent lineage, you lose all items in your inventory, excluding vials. You do keep your gold, though, so it may be advisable to sell any items in the local shops before using the device.
  • If you have any questions at all, please do not hesitate to ask. The <newbie> line is your usually your best choice: newbie YOUR MESSAGE.
  • If you cannot get a response, find us at discord as “shadowgate.org” or https://bit.ly/discord-sg.

Kismet's Guide to Casters

License to this section: unknown

Introduction

The clever mage who manipulates the very fabrics of our reality, creating awe-inspiring effects. The resourceful bard who weaves music into magic, turning the very world into her stage. The mysterious warlock who draws upon extra-planar powers to sprout eldritch claws from his hands. The wise cleric who performs miracles on a daily basis. The holy warrior that charges at her foes with the power of his patron surging through her veins. Caster classes on Shadowgate have access to a range of abilities and options and they certainly possess that undefinable “cool-factor” that draw players to them. Awesome as they are, they can present some issues and difficulties for new players. In this guide, we will look at different types of spell casters and give you some tips and tricks on how to play them more efficiently.

Disclaimer: This is not an “Optimized Caster Guide”. I am not the leading expert on casters, so I would not know where to begin writing one. Instead, this guide will provide you with general information about caster classes and spells. It will give you an overview of how the different classes learn, prepare and cast spells. It will not cover prestige classes or feats.

Types of Caster Classes

Pure Casters: Cleric, Mage, Psion, Sorcerer

Pure casters are classes that rely heavily on their spells to succeed in combat. They have a good selection available and their spells are often more powerful than that of other classes. Pure casters will have to cast spells every round. At the lower levels, this often means you will need to flee combat to prepare new spells. Clerics can use medium armor and shields and are therefore better suited for melee than the other classes. Pure casters benefit the most from feats that empower their spellcasting abilities, such as the magic damage tree and the magic accuracy tree. They will also benefit the most from maxing out their casting stat, as well as constitution.

Hybrid Casters: Bard, Druid, Monk, Paladin, Ranger, Psywarrior, Warlock

Hybrid casters are classes that relay on a combination of spells and melee prowess in combat. They have a smaller selection of spells than pure casters and do not normally gain access to the most powerful spells in game. Instead, they have other abilities to aid them. Hybrid classes can usually hold their own in combat and do not have to prepare spells as often as do pure casters. Hybrid classes can benefit from a combination of magic and combat feats and are usually well served maxing out their combat stat (strength or dexterity) as well as constitution and their caster stat.

Warlocks, druids and, to some extent, bards can choose to focus on their magic instead of their martial prowess, bringing them closer to pure casters. These characters are often referred to as “caster warlocks”, “caster druids” etc. and are well served maxing out their caster stat instead of their combat stat. Psywarriors, paladins, rangers and monks are warriors with a small selection of spells to aid them in combat and generally focus on combat feats.

Types of Spells

3 Types of Magic

There are three (3) types of magic available in The Realms of Shadowgate:

  • Arcane magic draws power from the mystical force known as The Weave. Mages, sorcerers, warlocks, bards and monks use arcane magic.
  • Divine magic draws power from a mystical source of energy, be it a God, an entity or nature itself. Clerics, druids, paladins and rangers use divine magic.
  • Psionic powers draw power from the mind and body of the caster. Psions and psywarriors use psionic powers.

9 Spell Levels

There are a total of nine (9) spell levels available, though not all classes gain access to all nine levels.

As you gain caster levels, you gain access to spells of a higher spell level. Similarly, the number of spells you know of each level increases.

To see how many spells you are able to prepare of each level, see <recall CLASSNAME spells>.

To see which spells are available to each class, see <spells CLASSNAME>.

Note that the phrase “spell level” is an OOC description. Some casters will refer to level 5 spells as “spells of the fifth circle” or simply as “fairly powerful spells”.

9 Schools of Arcane Magic

There are nine (9) schools of Arcane Magic.

Scholars of the realm divide arcane spells into schools of magic, depending on their nature(<help mage schools>). The IC school categories are:

  • Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer.
  • Alteration: Spells that transform the recipient physically or change its properties in a more subtle way. A alteration specialist is called an alterer.
  • Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.
  • Divination: Spells that reveal information. A divination specialist is called a diviner.
  • Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
  • Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.
  • Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist.
  • Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.
  • Universal: Not a school, but a category for spells that all wizards can learn.

6 Psionic Disciplines

There are six (6) Psionic Disciplines.

Psions are born with an innate ability to manipulate the world with their mind and usually belong to one of these IC disciplines. <help disciplines> and <help discipline roleplay> will give you more information on each discipline.

  • The Egoist focuses on changing physical properties of a creature, thing, or condition.
  • The Kineticist deal in raw power, producing awe-inspiring affects and is also known as a “blaster psion”.
  • The Nomad is a wanderer who can open portals to transport people and creatures.
  • The Seer focuses on divination and seeing the unseen.
  • The Shaper draws ectoplasm from the Astral Plane to create new objects or creatures here on the Prime Material plane.
  • The Telepath can enter the minds of others, either to talk to them, spy on them or to alter their memories.

5 Warlock Heritages

There are five (5) Warlock Heritages.

Warlocks gain their powers from a mystic connection or pact with an extraplanar being. Read more about the warlock heritages in <help warlock heritages>. To choose a pact, a warlock must be of an alignment that corresponds with the entity's home plane.

  • Celestial warlocks have a connection with a celestial entity and are usually chaotic good.
  • Fey warlocks have a connection with an entity from the The Feywild and are usually chaotic neutral.
  • Abyssal warlocks have a connection with an entity from abyss (demons) and are usually chaotic evil.
  • Gloom warlocks have a connection with an entity from the Plane of Shadow and are usually neutral evil.
  • Infernal warlocks have a connection with an entity from hell (devils) and are usually lawful evil.

10 Deities, 32 Domains

There are ten (10) deities that provide access to a total of thirty-two (32) divine domains.

To dedicate yourself to a deity as a cleric or paladin, you must be of an alignment accepted by the deity in question. See the individual help files on each deity for a list of allowed alignments.

A cleric may choose a total of two (2) domains, one at level 1 and another at level 11. Each domain gives access to three additional spells that are added to the cleric's spell list.

The feat “Third Divine Domain” can be taken after level 21 and grants access to a third domain.

See <help deities> for a list of deities and the domains they offer.

See <help domains> for a list of domains and their respective spells.

Druids, paladins and rangers draw their spells from specific domains as determined by the class.

5 Useful Categories

In OOC terms, there are five (5) categories of spells whose definitions you may find useful:

  • Buffs are spells that increase your statistics or give you an advantage in combat. Some buffs can be cast on your allies.
  • Examples: armor, displacement, entropic warding.
  • Debuffs are spells that decrease your opponent's statistics or gives them a disadvantage in combat.
  • Examples: fear, bestow curse, ray of enfeeblement.
  • Single Target Damage Spells deal damage to one creature. Many such spells have a splash effect, which means they deal reduced damage to nearby creatures.
  • Examples: magic missile, scorching ray, eldritch blast
  • Area of Effect Spells (often referred as AoE-spells) are spells that affect an entire area, either by causing damage to everyone else in the room or producing an atmospheric effect.
  • Examples: fireball, eldritch burst, ice storm.

Note: AoE-spells will damage everyone in the room, including your summoned monsters and your allies! To avoid this, pick up the “Perfect Caster” feat and make sure you and your allies are in a party (see <help party> in game).

  • Utility spells aid you in adventuring situations, often outside of combat.
  • Examples: spider climb, water breathing, clairvoyance.

Your Spells

Every class has their own list of spells that they can choose from. Some classes gain access to their entire list of spells while others must choose to master a small selection of spells.

To see the spells available to each class in alphabetical order, type: <spells CLASS>

To get a list sorted by spell level type: <spells CLASS by level>

See <help spells> in game for more alternatives.

To see how many spells you may prepare and which ones you have prepared, type: <recall CLASS spells>

Preparing A Spell

Most classes must prepare a spell or a spell slot in order to cast a spell. Refer to the Caster Class Guide for information on each individual class.

Forgetting A Spell

To forget a spell that you have previously prepared, type <forget CLASS SPELL>. This removes the spell from your list of prepared spells. You can prepare it again later.

Casting A Spell

Regardless of class or type, all spells are cast in the same way.

To cast a spell, type: <cast (CLASS) SPELL>

If the spell requires a target, type: <cast (CLASS) SPELL on TARGET>

If you are a single-classed character (SC), you do not have to specify a class when casting your spells. If you are a multi-classed character (MC), you must either specify your class when casting, or use the <pose> command (see Posing As A Caster below).

Your TARGET can be any living creature and most have an ID that corresponds with their short description. If you see “a small rat” for instance, it will have the ID “rat”. Likewise, “Mack, the goblin” will usually have the ID's “mack” and “goblin”, as well as “attacker”(see below).

Certain spells require additional arguments. Refer to the individual help-files for information on these spells. We recommend you set up aliases to cast your spells. See the Tips and Tricks section for suggestions.

Tip: Any creature that attacks you is automatically given the ID “attacker” so if you wish to cast a spell on the first creature that attacks you, type <cast (CLASS) SPELL on attacker>. If there are multiple attackers in a room, you can target them by using “attacker 1”, “attacker 2” etc.

Examples:

Edward The Mage wishes to cast “magic missile” on a rat who has attacked him. He can type:

<cast magic missile on rat>

or

<cast magic missile on attacker>

Donna is a mage/ranger who gains spells from both classes. If she wishes to cast the mage spell “magic missile” on the rat, she can type:

<cast mage magic missile on rat>

or

<cast mage magic missile on attacker>

If Donna wishes to cast the ranger spell “barkskin” on herself, she would type:

<cast ranger barkskin>

Tip: Certain commands use the | figure on your keyboard. If you cannot find it on your keyboard, you can access it by using your numeric keypad: * Activate NUM LOCK on your keyboard. * Hold the ALT key and type 124 on your numeric keyboard. * Release the alt key.

Posing As A Caster

Characters can now use the <pose> command to pose as a specific class. This simplifies spell-casting and helps those of you that gain spells from more than one class. If you are a ranger/mage, you can use <pose mage> to set your caster class to “mage”.

Example:

Donna is a ranger/mage who gains spells from both her ranger and mage classes. She can prepare and cast spells conventionally by using the steps above, or she can choose to use the pose mechanism. To cast the mage spells “armor” and “light”, Donna would type:

<pose mage>
<cast armor>
<cast light on donna>

If Donna wishes to cast the ranger spell “barkskin”, she would have to change her pose:

<pose ranger>
<cast barkskin>

If you use this method, we suggest you use a hot-key or an alias to quickly change your pose.

Dispelling A Spell

To get a list of spells that you have cast and that are currently in effect, you can type:

<dispell>

If you have recently cast “armor” and “blink” on yourself, your list will look something like this:

-=-=-=-=-=
0. armor
1. blink
-=-=-=-=-=

If you wish to dispel “armor”, you can type <dispell armor> or <dispell 0>. Note that this will move “blink” up the list, so your list would look like this:

-=-=-=-=-=
0. blink
-=-=-=-=-=

Weapons, shields and armors

Weapons:

You cannot cast a spell while wielding anything in your hands.

Certain weapons bypass this restriction. The substance known as “wizard oil” can be bought from players or vendors that become available when you reach the higher levels (30+). This substance can be applied to a weapon, which allow you to cast while wielding said weapon.

Shields:

You can cast a spell while wearing a shield that you are proficient with (remember to <wear shield>).

Armor

You can cast spells in any armor that your caster class grants you proficiency with.

Warlocks, bards, psywarriors and rangers can cast in light armor.

Druids and clerics can cast in medium armor.

  • Druids can only cast in armor that is not made of metal.

Paladins can cast in heavy armor.

Mages, psions, sorcerers and monks cannot cast while wearing any types of armor.

  • Mages and sorcerers who take the “armored caster” feat can cast in light armor, provided they are proficient with it.
  • Psions who take the “armored manifester” feat can cast in light armor, provided they are proficient with it.
  • Mages, sorcerers and psions who cast in armor with these feats will find the potency of their spells decreased slightly.

Components

Some spells require components. These can generally be bought in a components shop, which are found in most major cities. The help file for the individual spell will list the components needed (if any). Refer to each individual class for more information.

The feat “Eschew Materials” will let you cast spells without having the listed material component, provided the cost of that component is less than 100gp.

Caster Class Guide

Casters That Prepare Individual Spells: Cleric, Druid, Mage, Paladin, Ranger.

Spontaneous Casters: Bard, Monk, Sorcerer, Warlock.

Psionic Classes: Psion and Psywarrior

Cleric

Class Type:Pure Divine Caster
Caster Stat:Wisdom

Note: Clerics can hold their own in combat and could benefit from some combat oriented feats.

Learning spells:

Clerics gain access to spells through the favor of their deity. They have access to every spell listed in <spells cleric>, provided they are powerful enough to cast it. Each deity offers a small selection of domains which give you access to additional spells.

To see a list of available domains and their associated spells, type <domains>.

To pick a domain, you must first find your church and then type <pick DOMAIN>. Luckily, the church in Offestry will have a shrine for each deity where you can pick your first domain.

Tip: You are free to ask other characters IC for directions to your temple.

Preparing spells:

Clerics prepare individual spells, using the <prepare> command.

To prepare a spell, type: <prepare cleric SPELL>

To prepare as a spell several times, type: <prepare cleric SPELL times NUMBER>

For example, <prepare cleric bless times 3> will let you prepare bless three times.

To see which spells you have prepared and how many you may prepare, type: <recall cleric spells>

Tip: To make preparing spells easier, you can sort them into handy lists with the prepare command (<help prepare>). Visit the Tips and Tricks section form more information on prepare lists.

Casting spells:

Cleric spells do not require components. They can cast in any type of armor that they are proficient with and they may wear a shield while casting.

Druid

Class Type:Hybrid Divine Caster
Caster Stat:Wisdom

Druids can function as Pure Divine Casters if they choose to focus on feats that empower their magic.

Learning spells:

Druids gain access to spells through their connection with nature. They have access to every spell listed in <spells druid>, provided they are powerful enough to cast it.

Preparing spells:

Druids prepare individual spells, using the prepare command.

To prepare a spell, type: <prepare druid SPELL>

To prepare as a spell several times, type: <prepare druid SPELL times NUMBER>

For example, <prepare druid faerie fire times 3> will let you prepare faerie fire three times.

To see which spells you have prepared and how many you may prepare, type: <recall druid spells>

Tip: To make preparing spells easier, you can sort them into handy lists with the prepare command (<help prepare>). Visit the tips and tricks section for more information on prepare lists.

Casting spells:

Druid spells do not require components, though some spells require a certain terrain type to function, such as being outdoors, in a wooded area, near a pond etc. Refer to the individual spell help files to see which spells are limited in such a manner. Druids can cast spells in light and medium armor, provided it is not made of metal.

Druids cannot cast spells while shape-shifted. The feat “Wild Spellcraft” will allow a druid to cast non-offensive spells that only target themselves while shape-shifted.

Mage

Class Type:Pure Arcane Caster
Caster Stat:Intelligence

Note: Mages are pure casters and benefit the most from feats that increase the power and potency of their spells.

Learning spells:

Mages can only prepare spells from the <spells mage> list that they have learned by copying them to their spell-book. You will receive a free spell-book when you create your mage character. If you multiclass into a mage, you will have to buy one at a Mage Guild (see below).

Mages gain such spells in two ways:

  • 1. Every two levels, you may master one spell for free. The spell must be of a level that you can cast. Once per 9 hours, you may forget a mastered spell and learn a new one. To learn these spells, use the <master> command:

<spells mage by level> will give you a list of spells, sorted by level. <master> will show you how many spells you can master of each level. <master list> will show you which spells you have mastered. <master SPELL> will let you master the specified spell. <master forget SPELL> will let you forget a spell(removing it from your spell-book), so that you can learn a new one.

Note: After mastering a spell, drop your book and pick it up again for the spell to appear in your book. If a mastered spell does not show up in your spell-book after dropping it, try to save and relog and check again.

  • 2. You can transcribe scrolls into your spell-book, using the <transcribe scroll> command. Note that a scroll can only be transcribed if it says so in the scroll's description. Scrolls can be found by adventuring or bought in shops, usually at the Mage Guild. Other players may also be able to sell you scrolls.

To see which spells you have learned, type <look book> or <look spell book>.

Tip: Take good care of your spell-book. It is recommended that you put it inside a wearable pouch (found in most general stores) when not using it. It is also possible to <wield book> to prevent theft, though you cannot cast spells while wielding your book(remember to <unwield book>). To create a “back-up” of your book, you have to visit a Mage Guild (see below).

Preparing spells:

Mages prepare individual spells, using the <prepare> command.

To prepare a spell, type: <prepare mage SPELL>

To prepare as a spell several times, type: <prepare mage SPELL times NUMBER>

To see which spells you have prepared and how many you may prepare, type: <recall mage spells>

Tip: To make preparing spells easier, you can sort them into handy lists with the prepare command (<help prepare>). Visit the tips and tricks section form more information on prepare lists.

Casting spells:

Mages can only cast spells while not wearing any armor. The feat “Armored Caster” lets you cast while wearing light armor, provided you also have the feat “light armor proficiency”. Casting in armor decreases the potency of your spells slightly.

Components:

Some spells require spell components which can be found in component shops. When you create a new character, you will receive “a leather bag”. Looking at the bag will show you how to use it. Note that a component has to be INSIDE a components bag for you to cast a spell that requires the component.

Tip: The feat “eschew materials” lets you ignore any spell component requirement with a cost of less than 100 gold.

Tip: Garments exist that allow you to store components within their pockets, effectively functioning as a wearable components bag. These are known as “pocket robes”. They can be found or crafted using the “craft, tailor” skill.

Mage Guilds:

Most major cities have a Mage Guild that you can visit to use the following services:

  • Buy components, a components bag and new scrolls.
  • Back-up your spell-book (for a fee)
  • Open up a cubby in a laboratory where you can store components.

You will find your first fully functional Mage Tower northeast in the City of Tabor.

Paladin

Class Type Hybrid Divine Caster
Caster Stat Wisdom

Note: Paladins are holy warriors that gain access to a small selection of spells.

Learning spells:

Paladins gain access to spells through their connection with their deity. They have access to every spell listed in <spells paladin>, provided they are powerful enough to cast it.

Preparing spells:

Paladins prepare individual spells, using the prepare command.

To prepare a spell, type: <prepare paladin SPELL>

To prepare as a spell several times, type: <prepare paladin SPELL times NUMBER>

For example, <prepare paladin bolster times 3> will let you prepare bolster three times.

To see which spells you have prepared and how many you may prepare, type: <recall paladin spells>

Casting spells:

Paladin spells do not require components. They can cast in any type of armor that they are proficient with and they may wear a shield while casting.

Tip: To make preparing spells easier, you can sort them into handy lists with the prepare command (<help prepare>). Visit the tips and tricks section form more information on prepare lists.

Ranger

Class TypeHybrid Divine Caster
Caster Stat Wisdom

Note: Rangers are warriors that gain access to a small selection of spells.

Learning spells:

Rangers gain access to spells through their connection with nature. They have access to every spell listed in <spells ranger>, provided they are powerful enough to cast it.

Preparing spells:

Rangers prepare individual spells, using the <prepare> command.

To prepare a spell, type: <prepare ranger SPELLNAME>

To prepare as a spell several times, type: <prepare ranger SPELLNAME times NUMBER>

For example, <prepare ranger speak with animals times 3> will let you prepare speak with animals three times.

To see which spells you have prepared and how many you may prepare, type: <recall ranger spells>

Casting spells:

Ranger spells do not require components, though some spells require a certain terrain type to function, such as being outdoors, in a wooded area, near a pond etc. Refer to the individual spell help files to see which spells are limited in such a manner.

Tip: To make preparing spells easier, you can sort them into handy lists with the prepare command (<help prepare>). Visit the tips and tricks section for more information on prepare lists.

Bard

Class Type:Hybrid Arcane Caster
Caster Stat:Charisma

Note: Bards can chose to focus their feats on either combat or magic, or learn a combination of both for a true hybrid build.

Learning spells:

Bards gain access to spells through their connection with music and lore. They have access to every spell listed in <spells bard>, provided they are powerful enough to cast it.

Preparing spells:

Bards are spontaneous casters and prepare spell levels using the prepare command. Instead of preparing individual spells, bards prepare a number of spell slots for each spell-level that they can cast. If a bard has prepared 1 level 1 spell slot, for instance, he/she can cast any 1st level spell from the bard spell list.

To prepare a spell slot, type: <prepare bard level NUMBER> where NUMBER is the spell level you are trying to prepare.

To prepare a spell slot several times, type: <prepare bard level NUMBER times NUMBER>

For instance, <prepare bard level 1 times 5> lets you prepare 5 spell slots of 1st level.

To see which spell slots you have prepared and how many you may prepare, type: <recall bard spells>

Casting spells:

Bard spells require no special components. They can cast in light armor and may wear a shield while doing so, provided they have the shield proficiency feat.

Monk

Class TypeHybrid Arcane Caster
Caster StatWisdom

Note: Monks are martial arts warriors.

Learning spells:

Monks that have specialized in either the “way of the shadow” or the “way of the elements” gain access to a small selection of arcane spells. They manifest these spells by harnessing their inner energy, a mystical power known as Ki. See the help files on each individual way for a list of available spells.

Preparing Spells:

Monks do not have to prepare spells or spell slots. Instead, they draw on their pool of Ki points to manifest any power that they can cast. To see which spells are available to you, how many Ki points they cost to manifest and how many Ki points you have, type <ki>.

Tip: You can add the number of available ki points and the number of ki point spent to your prompt. See <help prompt> in game.

Sorcerer

Class Type:Pure Arcane Caster
Caster Stat:Charisma

Note: Sorcerers are pure casters and benefit the most from feats that increase the power and potency of their spells.

Learning spells:

Sorcerers gain access to spells through their innate connection with magic, possibly due to some mysterious ancestry. They learn spells from the <spells sorcerer> list through the master command in the following manner:

  • <spells sorcerer by level> will give you a list of spells, sorted by level.
  • <master> will show you how many spells you can master of each level.
  • <master list> will show you which spells you have mastered.
  • <master SPELL> will let you master the specified spell.
  • <master forget SPELL> will let you forget a spell(removing it from your list of mastered spells), so that you can learn a new one.

Preparing spells:

Sorcerers are spontaneous casters and prepare spell levels using the prepare command. Instead of preparing individual spells, sorcerers prepare a number of spell slots for each spell-level that they can cast. If a sorcerer has prepared 1 level 1 spell slot, for instance, they can cast any 1st level spell that they have mastered.

To prepare a spell slot, type: <prepare sorcerer level NUMBER> where NUMBER is the spell-level you are trying to prepare.

To prepare a spell slot several times, type: <prepare sorcerer level NUMBER times NUMBER>

For instance, <prepare sorcerer level 1 times 5> lets you prepare 5 spell slots of 1st level.

To see which spell slots you have prepared and how many you may prepare, type: <recall sorcerer spells>

Casting spells:

Sorcerers can only cast spells while not wearing any armor. The feat “Armored Caster” lets you cast while wearing light armor, provided you also have the feat “Light Armor Proficiency”. Casting in armor decreases the potency of your spells slightly.

Components:

Some spells require spell components which can be found in component shops. When you create a new character, you will receive “a leather bag”. Looking at the bag will show you

how to use it. Note that a component has to be INSIDE a components bag for you to cast a spell that requires the component.

Tip: The feat “eschew materials” lets you ignore any spell component requirement with a cost of less than 100 gold.

Tip: Garments exist that allow you to store components within their pockets, effectively functioning as a wearable components bag. These are known as “pocket robes”. They can be found or crafted using the craft, tailor skill.

Mage Guilds:

Most major cities have a Mage Guild that you can visit to use the following services:

  • Buy components, a component bag and new scrolls.
  • Open up a cubby in a laboratory where you can store components.

You will find your first fully functional Mage Tower northeast in the City of Tabor.

Warlock

Class Type:Hybrid Arcane Caster
Caster Stat:Charisma

Note: Warlocks can choose to focus on their magic or on melee prowess, or choose a combination of both.

Learning spells:

Warlocks gain access to their powers through their connection and/or pact with an extraplanar being. They learn their spells from the <spells warlock> list with the <master> command.

<spells warlock by level> will give you a list of spells, sorted by level. <master> will show you how many spells you can master of each level. <master list> will show you which spells you have mastered. <master SPELL> will let you master the specified spell. <master forget SPELL> will let you forget a spell(removing it from your list of mastered spells), so that you can learn a new one.

Preparing Spells:

Warlocks are spontaneous casters that do not have to prepare anything in advance.

Casting Spells:

Warlock spells require no special components. They can cast in light armor and may wear a shield while doing so, provided they have the shield proficiency feat. Warlocks can also cast while wielding their eldritch weapons, be it claws, a glaive or a bow.

Psion

Class Type:Pure Psionic Caster
Caster StatIntelligence

Note: Psions are pure casters and benefit the most from feats that increase the power and potency of their spells.

Learning Spells:

Psions gain access to spells through the psionic power of their own mind. They learn spells from the <spells psion> list through the master command in the following manner:

  • <spells psion by level> will give you a list of spells, sorted by level.
  • <master> will show you how many spells you can master of each level.
  • <master list> will show you which spells you have mastered.
  • <master SPELL> will let you master the specified spell.
  • <master forget SPELL> will let you forget a spell(removing it from your list of mastered spells), so that you can learn a new one.

In addition, each psion learns a number of spells based on their chosen discipline that they can cast once they are high enough level.

Preparing Spells:

Psions are spontaneous casters that prepare power points instead of spells. Each spell that they cast subtracts a number from their pool of power points.

<prepare psion points times NUMBER> will allow you to prepare the specified number of power points.

To see how many power points you are able to prepare, use <recall psion spells>.

Tip: You can add the number of available power points and the number of power points spent to your prompt. See <help prompt> in game.

Casting spells:

Psions can only cast spells while not wearing any armor. The feat “Armored Manifester” lets you cast while wearing light armor, provided you also have the feat “Light Armor Proficiency”. Casting in armor decreases the potency of your spells slightly. Psionic powers do not require any components.

Psywarrior

Class TypeHybrid Psionic Caster
Caster Stat:Intelligence

Note:Psywarriors are warriors that use psionic powers to bolster their combat prowess.

Learning Spells:

Psywarriors gain access to spells through the psionic power of their own mind. They learn spells from the <spells psywarrior> list through the <master> command in the following manner:

  • <spells psion by level> will give you a list of spells, sorted by level.
  • <master> will show you how many spells you can master of each level.
  • <master list> will show you which spells you have mastered.
  • <master SPELL> will let you master the specified spell.
  • <master forget SPELL> will let you forget a spell(removing it from your list of mastered spells), so that you can learn a new one.

Preparing Spells:

Psywarriors are spontaneous casters that prepare power points instead of spells. Each spell that they cast subtracts a number from their pool of power points.

<prepare psywarrior points times NUMBER> will allow you to prepare the specified number of power points.

To see how many power points you are able to prepare, use <recall psywarrior spells>.

Tip: You can add the number of available power points and the number of power points spent to your prompt. See <help prompt> in game.

Casting spells:

Psywarrior spells require no special components. They can cast in light armor and may wear a shield while doing so, provided they have the shield proficiency feat.

Tips and Tricks

Prepare Lists

Prepare lists let you store a list of spells that you can prepare with one keystroke, instead of preparing each spell individually. You can prepare different lists, suitable for all kinds of situations. A mage, for instance, may have one list that he prepares when buffing himself, one list for adventuring and one list for engaging in player killing. There is no limit to the lists that you can store.

Refer to <help prepare> for a list of syntaxes.

Create Lists:

To create a list, simply add your first spell to it, like so:

Syntax: <prepare add LISTNAME CLASS SPELL>
Example: <prepare add buff mage armor>

This will create a list named “buff” that contains the spell “armor”. If you wish to add “blink” to the same list, type <prepare add buff mage blink>.

To start a new list, a combat list for instance, use the same procedure as above:

<prepare add combat mage magic missile>

If you wish to prepare the spell two times, you can add it to the list two times.

Reminder: To see how many spells you can have prepared at once, see <recall CLASS spells>.

Note: There is currently no command that lets you display the lists that you have created, so remember to make a note of it somewhere easily accessible.

Use A Prepared List:

To use a list that you have created, type: <prepare prepare LISTNAME CLASS>

In the example above, <prepare prepare buff mage> will tell the game to prepare “armor” and “blink” for you.

Note: When you prepare a list, the game will overwrite any existing spells you may have have already prepared.

Maintain Lists:

To see which spells are on your list, use <prepare display LISTNAME CLASS>.

In the example above, this would be: <prepare display buff mage> or <prepare display combat mage>.

To remove a spell from a list, use <prepare remove LISTNAME CLASS SPELL>

To delete a list, use <prepare delete LISTNAME CLASS>

Finally, sometimes spells are changed, disabled or removed. To check if this is the case, you can use <prepare check LISTNAME CLASS>. If a spell has been changed, disabled or removed, this command will remove it from that particular list.

Multiclass Casters:

If you have two caster classes, you have to make independent lists for each class. All names must be unique for your character.

Example:

Bobby, the mage/cleric, wishes to make a list of buff spells. Because he has two classes, he decides to name his lists “buffm” and “buffc”. He wants to add “armor” and “blink” to his mage list (buffm) and “resistance” and “death watch” to his cleric list (buffc):

<prepare add buffm mage armor> <prepare add buffm mage blink>

<prepare add buffc cleric resistance> <prepare add buffc cleric death watch>

To prepare his spells, Bobby would use:

<prepare prepare buffm mage>,
followed by
<prepare prepare buffc cleric>.

Lastly, if you have two classes that use the same spells (druid/cleric), you can copy a list made for your cleric levels to a list made for your druid levels, like so:

Syntax: <prepare copy LISTNAME1 CLASS1 to LISTNAME2 CLASS2>
Example: <prepare copy buffc cleric to buffd druid>

Buff Lists

The <buff> command makes it easier for a caster to buff himself before entering combat. To add a spell to your buff list, simply type:

Syntax: <buff add SPELL>
Example: <buff add armor>

Now, whenever you use the command <buff>, you will cast “armor” on yourself (provided you have it prepared, of course!).

Some spells require additional input. “Resist Energy”, for instance, requires you to specify an energy type. To add this spell to your buff list, you would have to do:

Syntax: <buff add SPELL | cast CLASS SPELL ARGUMENTS>
Example: <buff add resist energy | cast druid resist energy on fire>

To remove a spell from your list, use: <buff remove SPELL>. To remove all spells from your list at once, use <buff clear>.

Note: Remember to prepare your spells/spell slots/power points before using the buff command.

Aliases and Nicknames

By now you will have realized that playing a caster class requires A LOT of typing. To play a character more efficiently, you should familiarize yourself with the concept of aliases and nicknames.

Note: This guide will only cover how to create an alias on the mud. To create an alias using your mud-client, see your client’s help-files.

Alias

In the world of MUDs, an alias is a short word used to execute an otherwise long command:

Syntax: <alias WORD COMMAND>
Example: <alias ar cast mage armor>

Now, whenever you type <ar>, the game will execute the command “cast mage armor” and you will cast armor on yourself.

An alias can contain two types of variables, “$*” and “$(NUMBER)”, though not in the same alias.

“$*” is substituted with whatever you type when you use the alias, if anything. For example:

Syntax: <alias WORD COMMAND $*>
Example: <alias ar cast mage armor $*>

Now, when you type “ar”, the game will execute the command “cast mage armor”. If you type “ar on bobby”, the game will execute the command “cast mage armor on bobby”, making Bobby a happy camper.

“$(NUMBER)” is also substituted by what you type, but it can only handle one word at a time. For instance, if a sorcerer wants to make an alias for preparing her spell slots, she would type:

Syntax: <alias WORD COMMAND $(NUMBER1) COMMAND $(NUMBER2)>
Example: <alias p prepare sorcerer level $1 times $2>

Now, when the sorcerer types “p 2 5”, the game will execute the command “prepare sorcerer level 2 times 5”.

See <help alias> in game for more options.

Nicknames

A nickname is a command that substitutes one word for another. It can be used as part of a long command, in an emote, a say or even in your description. You can also nickname players and monsters.

Syntax: <nickname NICKNAME ORIGINAL-WORD>
Example: <nickname att attacker>

Now, whenever you do anything involving an attacker, you can use “att” instead of “attacker”. If you type “l att”, the game executes the command “look attacker”. If you type “l att 2”, the game lets you look at attacker number 2.

You can also nickname a string of words:

<nickname lol laughs out loud> <emote lol> The game writes: “Yourname laughs out loud”. If you use this exact nickname, others may look at you strangely.

To get a list of defined nicknames, type <nickname>.

See <help nickname> in game for more options.

Note: Remember to make your nicknames non-existent words, or they are sure to mess up your roleplay. If you “nickname at attacker” for instance, whenever you type a sentence involving “at”, the game will make it “attacker”. “emote look at the waitress and smiles” will suddenly become “You look attacker waitress and smiles”. Don’t scare the waitress, nickname attacker att.

Combining Aliases and Nicknames

Now that you have the hang of aliases and nicknames, it is time to combine them. Let us start with an attack spell, “magic missile”:

<nickname att attacker> creates your nickname.
<alias mm cast mage magic missile on $*> creates your alias.
<mm att> casts magic missile on the first attacker in the room.
<mm att 2> casts magic missile on the second attacker in the room.

Let us look at a mage preparing “magic missile” several times:

<nickname t5 times 5> creates your nickname. <alias pmm prepare mage magic missile t5> creates your alias. <pmm t5> tells the game to prepare magic missile 5 times (up to your number of available slots).

Parties

When you embark on an adventure with other players, you will want to keep the following things in mind:

  • Spells that have an area of effect (AoE) are likely to harm your party members. To avoid this, you will need two things:
    • The feat “Perfect Caster” allows you to cast AoE-spells without harming your fodder or your allies.
    • For the game to know who your allies are, you must be in a party with them (see <help party> in game).
  • Remember to let your party members know when you need to prepare spells and when you are ready to move on.
  • Casters tend to need a lot of upkeep. It may be useful to allow another party member to handle tasks such as leading, picking up coins and using the <offeral> command.
caster_guide.txt · Last modified: 2020-06-06 08:32 by rheyn

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