Phantasmal Mirror Path of the Endless Facade Summon
Duration: Discretion of caster Minimum Cost: 65 mana
Cooldown (copy): 8 - 12 hours, varies by skill
Cooldown (creation): 1 hour
Syntax: cast 'phantasmal mirror' copy <target_mob>
cast 'phantasmal mirror' <phantasm_name>
cast 'phantasmal mirror' <phantasm_number>
With mastery of illusion magics far beyond those of even other air magi,
the adherents to the endless facade eventually learn to weave phantasms so
convincing as to be able to inflict real physical harm on others. These
illusions are crafted in such detail that they can often fool even the
scholar's colleagues, trained though they might be in disillusionment.
To learn such a phantasm, the mage first must study some existing being;
this is done by casting the spell with the COPY argument, so as to spin a
web of magics about the target and begin to learn them. Some may consider
such an act aggressive; even those who do not will find it rude, and often
the caster will suffer some loss of faction status as a consequence. The
caster must remain in the same room as the target for some time to fully
study him; should either leave the room before this time, the spell will
fail. After learning the basics of mirroring the target, the caster may
continue to study him in the hopes of gaining bonus empowerments to the
resultant phantasm. While deeper study increases the odds of this
happening, particularly with more powerful target, there is ultimately no
guarantee that it will offer any advantage over the faster basic study.
This advanced study is automatic so long as the caster remains in the same
room as the target.
Once a phantasm is learned, the caster may reproduce it by casting the spell
without the COPY argument, instead specifying the name or number of the
phantasm, as listed by the PHANTASM command. The caster may not learn more
than eight phantasms in total, nor may he maintain more than one copy of any
given phantasm at once. Otherwise, the only limit to how many phantasms the
caster may maintain is his own ability to sustain them, for each phantasm
will draw down his mana until it is depleted.
While under the mage's control, a phantasm will fight for him and respond to
most orders. Should the caster wish to dismiss a phantasm at any time, he
should use the RELEASE command. It is also possible for anyone to
DISBELIEVE the phantasm, thus banishing it with intense concentration.
If the caster falls asleep at any time while maintaining phantasms, they
will be immediately dispersed.
Since the phantasms are ultimately nothing more than illusion, they cannot
be killed by normal means. When they would otherwise take damage, the
caster's mana is drained instead from the strain of keeping the illusion
plausible. When first learned, phantasms tend to be rather weak; a
well-trained mage may ameliorate this situation through use of the empower
Primary Attributes: Intelligence, Charisma
See Also: EMPOWER PHANTASM, RELEASE, DISBELIEVE, PHANTASM
The FAQ answers basic questions about the game and gives tips for play.
The Basic Commands Cheatsheet pdf is a quick and easy printable reference of basic commands.
You can also check game helpfiles on a variety of topics to guide you through the playing of Avendar. Simply type the topic into the search box (or while in the game, type: help <topic>).
Here's a list of general topics to get you started (type your choice into the box):
- getting started - The basics of Avendar and MUDding in general.
- information - How to get info on yourself and your surroundings.
- moving around - How to move around in the world of Avendar.
- interaction - How to interact with objects and items in Avendar.
- communication - How to communicate with others in Avendar.
- grouping - How to group together with others in Avendar.
- combat - How to engage (and survive!) combat in Avendar.
Be sure to pay attention to the "See Also" located at the bottom of many of the helpfiles, as they often point to other useful pieces of information on the topic you're reading on.