Spells

        Spells are the magical feats, be they religious,
natural, arcane or psionic. Spells are categorized into
spiritual magic or hermetic magic (HELP SPIRITUAL MAGIC,
HELP HERMETIC MAGIC). Spells in any one guild will all be
either spiritual or hermetic, not both. Typing 'info'
in the joining room to a guild shows which type of magic
a guild follows.

        Every spell of both hermetic or spiritual types
require spell points to be cast, although a few require endurance points
or hit points as well. If you do not have enough spell points, you cannot
cast the spell. To see what spell points are required, check the
information on the spell by typing 'help spell '. For example,
'help spell magic missile'.

	The better your knowledge of a spell, the better your chance of
successfully casting it. To increase your knowledge in a spell, you need
to study it in your guild's training hall. Read the guild book there
for more information on seeing what spells are offered by your guild and
how to study them.

	Spells require that you cast them to have any effect (HELP CAST).
Most spells require a target ('cast magic missile at bob'), while a few
don't need one ('cast shelter'). To determine what targetting is
required for a spell, read its help.

	Your proficiency in a spell is also affected by the bulk of your
guild and of any armours you are wearing. Read (HELP BULK) for more
information.

See also: help spellcasting, combat spell damage descriptions