Planewalkers are masters of manipulating time and space. Their magical
capabilities allow them to be transported into targeted rooms throughout the
realm. Their understanding of the world has granted them the ability to
directly summon themselves to a multitude of designated points throughout
the world, with the help of special magical orbs. Characterized by a
greater understanding of dimensional reality, Planewalkers can depart battle
without experience loss, all the while harnessing magic to move between
dimensions in order to outwit their enemies during a fight.


Level 1: step
Syntax: cast step <'room name'> ()
cast step path
cast step 'forested path'
cast step
cast step 20143
cast step <' name'>
cast step '2.forested path'

This transportation spell allows the caster and his group to step through
time and space and arrive at a different location.

The same restrictions that apply to gate apply to this spell. However, if a
player is affected by gate block and you know which room they are in, you
can still step to that room.

Level 3: envision
Syntax: cast envision

Planewalkers are so connected with the world that they can feel and envision
inanimate objects, allowing them to pinpoint their location. This spell
will show the room the object is in, even if the object is carried by a
monster or inside a container. If the room, container, or object itself
cannot be seen or the object cannot be located through magical means, this
spell will fail. If the object is higher level than the Planewalker, the
spell will also fail.

If the object name searched for has multiple arguments, it must be placed in
single quotes. Below are some syntax examples.

cast envision '2.tassled hat'
cast envision tassled
cast envision 'tassled hat'

Level 5: beacon
Syntax: cast beacon

Planewalkers can summon magical, incandescent orbs. These are beacons that
glow intensely and serve as guiding lights so that the Planewalker can
create a direct gate (or group gate) to their location from nearly any point
in the world. There can be a maximum of one beacon in a room at a time.

Using 'cast beacon create' will create a new beacon in the room. Each
beacon will last for 10 days (and save through quitting and game reboots)
before extinguishing.

Using 'cast beacon list' will list all of the beacons you've created. Once
you reach 100% spell mastery, it will list all possible beacons that you can
gate to (beacons from other players). The numbers in parentheses are the
beacon ids. To gate to a beacon, the syntax is 'cast gate beacon '.

Using 'cast beacon destroy' in a room will destroy your beacon.

50% 1 beacon can be summoned
60% 2 beacons can be summoned
70% 3 beacons can be summoned
80% 4 beacons can be summoned
90% 5 beacons can be summoned
100% It's possible to gate to other player beacons

Level 7: reality shift
Syntax: automatic

Planewalkers have a deep understanding of the world, so much so that they
can influence reality in ways others cannot. With this understanding they
can manipulate reality to end combat prematurely. The combat target will
have no memory that they fought and therefore won't chase them.

At 50% learned, they will flee and recall from combat at a 100% chance
against most monsters. At 60% learned, they will flee with no experience
loss. At 75%, the thief claw drag skill will not work on them when fleeing.
At 85%, the direction the Planewalker flees is hidden from onlookers. Once
the skill is mastered, the Planewalker will take on an ethereal shape and
can flee through closed doors, even if they are not affected by the pass
door spell. Some doors have magical properties, making it impossible to
flee through them.

Level 10: interdimensional
Syntax: cast interdimensional

Planewalkers have the ability to step partially into another dimension,
therefore parts of their bodies can't be wounded in combat. This spell
therefore makes them resistant to damage. The more proficient they are in
stepping between dimensions, the more protection they will have.