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Disciples of Xenei

Races Allowed : Human, Half-Elf, Half-Ogre, Half-Orc
Ability Requirements : 10 Wisdom, 10 Intelligence
Guild Skills : Unarmed, Perception, Swim, Climb, Blunt, Ranged, Faith
Guild Schools : Necromancy, Divination, Abjuration, Conjuration
Location : Jaarmin Keep
Description :
The Disciples of Xenei have been around for a long time. Operating mostly in secret, the Order recently came out into the open. The Disciples effectively govern Jaarmin Keep, holding the power of the Jaarmintrium in their hands. This Order is dedicated to serving Xenei, but in a structured and non-chaotic way. The Disciples, aside from their serving of their Patron, are mainly interested in Power and the Political aspects that come with it.

This Guild is for Experienced PowerMud Players ONLY!

Current officers

Zealot :
Xenocide :
Inciter :
Proselyte : Rant

Below is the list of the Spells available, by Level and Magic School:

Level 1

Abjur - Protection from Good
Abjur - Unholy Darkness
Conjur - Holy Aura
Conjur - Spiritual Armor
Div - Detect Alignment
Necro - Cause Light
Necro - Cure Light

Level 2

Abjur - Cause Blindness
Abjur - Cold Resistance
Abjur - Disrupt Good
Abjur - Lightning Resistance
Abjur - Poison Resistance
Conjur - Spiritual Shield
Conjur - Striking
Div - Detect Invisibility
Necro - Cause Serious
Necro - Cure Serious

Level 3

Abjur - Disbelief
Abjur - Fire Weakness
Conjur - Blight of Darkness
Conjur - Unholy Subvention
Div - Comprehend Languages
Div - Detect Traps
Necro - Cause Critical

Level 4

Abjur - Circle of Hurt
Abjur - Dragon Aversion
Abjur - Flamestrike
Abjur - Prayer
Abjur - Purify
Conjur - Greater Striking
Conjur - Magic Invulnerability
Conjur - Melee Invulnerability
Necro - Regenerate
Necro - Unholy Blight

Level 5

Abjur - Planar Gate
Necro - Raise Dead

Key :
Abj : Abjuration
Con : Conjuration
Div : Divination
Nec : Necromancy