Flag: QUELL

@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

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