Sorcerers' eye spies and Wizards' familiars are controlled
in a similar manner. The examples given here are for familiars.
The communication path between you and your eye spy or familiar
is mental, so contact is maintained even if it is in another
area.
TELL FAMILIAR TO {command sequence}
or TELL EYE TO {command sequence}
TELL FAMILIAR TO LOOK
(Familiars and Eyes) You will see what
the familiar sees regardless of where it is.
TELL FAMILIAR TO GO NORTH
(Familiars and Eyes) The familiar will
travel in a given direction if possible.
TELL FAMILIAR TO GO THROUGH DOOR
(Familiars and Eyes) The familiar will
travel through the door if possible.
TELL FAMILIAR TO FIND Reline
(Familiars Only) The familiar will attempt to find
a given character. This can take some time, and some creatures
are suited to outdoor searches (like hawks). If they find
the character, they will follow him/her and you will be notified.
Otherwise they will continue to search forever until you either
give them another command, tell them to return, or the spell
wears off. Note that certain areas are inaccessible to some
(or all) familiars.
TELL FAMILIAR TO RETURN
(Familiars) Causes the familiar to try
and return to your location. Because of the mental bond, this
is usually easier for the familiar to do than to seek another
character. The familiar will follow you until instructed otherwise.
TELL EYE TO RETURN
(Eyes) Causes the eye to return to
its socket, safely ending the spell. This only works if the
eye is in the same room with you.
TELL FAMILIAR TO SAY Bardon, come to the gates!
(Familiars Only) You channel your voice
through the familiar. This is a difficult thing to accomplish
and may incur a roundtime.
TELL FAMILIAR TO WATCH
(Familiars Only) With this command your
mind will be linked with that of your familiar, allowing you
to see what the creature sees. If the familiar is in a different
room/area than you are, anything that happens will appear
on your screen as well.
To break this link, simply tell the familiar to STOP
WATCHING. Keep in mind that if the familiar is in the
same room/area with you, then you will not receive both points
of view (because they would be identical).
TELL FAMILIAR TO GET THE WAND
(Familiars Only) Some creatures are
capable of picking up an item (usually in their mouth) and
carrying it for you. Most will avoid sharp objects that might
hurt them if they tried to pick it up with their mouth, and
telling an animal to pick up food usually doesn't last long.
Simply TELL FAMILIAR TO DROP the item when you want
it back. You can use some familiars to courier objects to
other players in this way.
TELL FAMILIAR TO SLEEP
(Familiars Only) If a familiar is getting
on your nerves, tell it to sleep and it will hush up and snooze
a bit. Telling it to do anything else will wake the familiar
back up.
TELL FAMILIAR TO LEAVE
(Familiars Only) If you tell your familiar
to leave, the spell will be broken.
Other commands, such as SIT, STAND, FLY,
LAND, etc. are also possible for familiars (but not
eyes).
Note that if you log off GemStone, either by QUIT
or by disconnection, the familiar will still stay in the world
and wait for a short time. Sometimes the hold on a familiar
will be broken for some unfathomable reason. This type of
break will not stun your character, however you will have
to call a new familiar. This usually happens when random elemental
forces interfere with the relationship.
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