Frequently Asked Questions: Using Spells

Why can't I cast my spells?
What is the difference between spiritual and hermetic spells?
How do I know what my spiritual and hermetic spell maxes are?
How do I view the helpfile for a spell?
What are the different targets?
What are components?
What are additional effects?
What is an offensive spell and why should I care?
What effect do affecting stats have?
Why are some of my spells in different categories?
Why are my spell % lower than what I've studied them to?



Why can't I cast my spells?
In order to cast spells in retromud you must: acquire the spell, study the spell, and use the correct syntax. You acquire each spell associated with a guild level when you advance to that guild level. Newly aquired spells are at 0%, you must study the spell at least one time in order to attempt to cast it. Each spell has its own syntax, read the help of the spell for specifics. The command to cast your spell is dependant on the type of magic you are using - Hermetic spells are cast using the syntax 'cast <spell name>' while spiritual spells are invoked used the syntax 'invoke <spell name>'.
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What is the difference between spiritual and hermetic spells?
There are two categories of spells in RetroMUD - Hermetic and Spiritual. All of the magical guilds fall into one of these two categories. Each race has a proficiency for both spiritual and hermetic magics. Some may become well-taught in spiritual magics but may not learn hermetic very well, others may be fairly proficient in both, while others still may have practically no proficiency at either! It is important that your racial spell maximums match up with the category of magic that your desired guild uses. Spiritual and Hermetic spells also use different commands when casting your spell. Hermetic uses 'cast' while spiritual uses 'invoke'.
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How do I know what my spiritual and hermetic spell maxes are? Every race has a spiritual and hermetic spell maximum. You can view the statistics for your race either in the races section of the website, or in the game by typing 'help race'.
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How do I view the helpfile for a spell?
You can view the helpfiles for spells by either visiting the spells section of the website, or by typing 'help spell <spell name>' while in the game.
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What are the different targets?
Every spell must have some sort of target to be effective. Spells in RetroMUD may have one of multiple types of targets:
  Caster: You can only cast this spell on yourself
  Livingtarget: This requires a target that is living (other players or NPCs).
  Obtarget: This spell can only be cast at an object (usually a specific type of object like a door).
  Needtarget: This spell requires a special type of target. Usually the valid targets are listed in the spell's helpfile.
  Notarget: This spell does not require a target (typically area-effect spells).
  Ranged: This spell requires a livingtarget and is also dependant on ranged combat skill that will determine your ability to hit the target. The skill needed is listed as the Ranged Hit Skill.

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What are components?
In order to cast as spell that requires a component, you must have the specific component in your inventory.
"Spell components are the ingredients necessary to successfully cast a spell. Spell components can take the form of the spoken word (verbal), a gesture or body movement (somatic), or a physical object that can sometimes be consumed in the casting (material). See individual helps for more details."
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What are additional effects?
Additional effects can be any of a number of things. Some possible additional effects are: stunning, blinding, damage ticks. If a spell has any type of additional effects, it will be reflected as 'Yes' next to Additional Effects in the spell's help file. The specifics of the additional effects are up to you to find out ;)
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What is an offensive spell and why should I care?
An offensive spell is one that attacks another being. Offensive spells most often have the targets livingtarget or notarget. If you are not already in combat with your target, you will enter combat when finished casting your spell. Note: you will enter combat whether you succeed or fail at casting an offensive spell. Therefore be careful at who, or what, you target with an offensive spell!
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What effect do affecting stats have?
Spells can have any number of affecting stats, include none. Affecting stats will increase your chances of success in a spell, in addition to the level at which you have it studied. For instance, cure light wounds has an affecting stat of wis. A higher wisdom will increase your chances of successfully casting this spell.
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Why are some of my spells in different categories?
Spell categories are a complex subject. They are used for numerous reasons and play various roles. A basic explanation is all this FAQ can offer.
A spell's category can allow guilds to 'specialize' by increasing the bonuses they give to a certain category. For instance, the Cryomancer guild gives a huge bonus to the water hermetic category.
A spell's category allows it to be affected by certain skills that may enhance your speed or ability to cast. For instance, quick chant can only affect spells of certain categories.
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Why are my spell % lower than what I've studied them to?
There are certain conditions which can play various roles in decreasing your spell levels. Phobias can decrease all your skills/spells by 5% when you are currently phobic. Bulk can decrease certain spell and skill levels based on numerous factors (see: help bulk). If you cannot figure out why your %'s are lower, ask on the mentor channel or your guild channel for assistance.
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