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Avendar

Consumables

Syntax
quaff <potion>
See also
refine potion, individual spell helpfiles

Non-adventuring scholars and alchemists are able to imbue liquids with magical spells, that they might be cast at a later date. In order to release the spell within, one may simply quaff the potion. Potions may be freely used in combat, even if the spell within ordinarily may not.

Potions only contain enough liquid to be imbibed once; they are entirely consumed after being quaffed.

Lights and Glowing Items

Objects classified as lights include torches, lanterns, and other similar items. When held, they will act as a source of light in otherwise dark rooms. Dark rooms can be caused by night time while away from cities; they can be innate because of location, such as underground; or they can be caused by the Void spell, dim. Other forms of magical darkness cannot be illuminated with a mundane light.

Some items have the (Glowing) flag, which duplicates the functionality of a held light. This flag is particularly advantageous because it allows a character to use both hands freely, rather than dedicate one to the holding of a torch or lantern. To gain this benefit, the item must be worn (not simply held in one's inventory). As well, glowing inventory items can often be seen even while blind. As above, glowing items have little effect in magical forms of darkness.

It should be noted that while wearing a glowing item, mundane darkness will not protect you from the where command. Characters with the night vision skill, infravision spell, or racial dark vision do not need glowing items, and thus can take full advantage of this type of concealment. It is negated, of course, if the person using where can also see normally in darkness without light.