@set <object> = QUELL
If a Wizard or God is set QUELL, his or her
powers are temporarily
turned off until the flag is unset.
In essence, the Wizard or God
interacts with the game like a normal player.
Wizards can not use their powers to inspect
or modify objects or
players set QUELL. It behaves like Kryponite,
if the wizard has
it, they can't use their special powers at
all. If someone or
something else has it, the wizard is unable
to use their wizardly
powers with regards to the quelled player
or object. Wizards cannot
@teleport into rooms set QUELL. Gods
are unaffected by QUELL, unless
they set it on themselves.
Objects owned by a player are still controlled
by that player,
regardless of any combination of QUELL flags
on the player or
their objects.
Part of QUELL's purpose has been transfered to the TELLALL flag.
see also: tellall, wizard, flags