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(7.8) Spells and prayers ------------------------ Istari (mages), rangers, rogues, priests, paladins, druids, shamans, mindcrafters, runemasters, mimics and even adventurers can cast magic spells, use telepathic powers (which are the same as spells, technically) draw runes or speak prayers. To do so, they need the according spell scrolls (which contain exactly one specific spell) or books (such as Codices, Spell Books, Grimoires, Handbooks or Tomes, that contain several different spells) in their inventory. Mindcraft uses spell crystals instead of spell scrolls, there is no real difference in the way of spell-casting though. Runemasters however do not use any scrolls or books. Instead they draw runes from their memory. For certain advanced spells they might require physical runes in their inventory. Runecraft is quite different from normal spellcasting and is explained in chapters (7.8b) and (7.8c) instead. Mimics use a very different type of magic too, 'innate powers' that they gain from the very monster form they imitate, allowing them to cast most if not all spells that the monster would be able to use. As such, Mimicry has almost nothing to do with normal spell-casting either and is instead discussed in chapter (7.8a). The maximum range a spell can travel/affect is 18 (while the maximum distance your character can see is 20, be it with normal eye sight or infra-vision). The failure rate when attempting to successfully cast a spell is usually shown when browsing the according spell scroll/crystal, and is determined by your intelligence or wisdom, and the spell's level. For details see (7.8d). Some spells have an instant effect, other spells have a lasting effect over a certain duration, most commonly storm-type or cloud-type spells which deal damage over time. Such spells that have lasting effects on the map grids do not stack! For example, casting Noxious Cloud and immediately afterwards Vapor will cause the Noxious Cloud getting replaced by Vapor on all map grids where they would overlap. Spell scrolls and some books can be purchased in store '9' (the 'bookstore', usually also sells 'Beginner Cantrips' and sometimes also Codices) or in '7' (the 'black market' - very expensive but you often find tomes here!). Bookstores in higher-level towns on average also tend to sell higher-level spells. You can also use the 'o' key in the bookstore to order specific spells! Note that in the bookstore it is sufficient to just enter the spell name when ordering, you don't need to type out the full item name of the spell scroll/crystal. Note that you must spend enough points into a particular magic school (or into sorcery) for the spell turning from grey into green in your spell book, in order to use that spell. A spell will turn green when its current level has become at least 1. A level 'x' spell will requires at least 'x' points in its school before you can cast it and it turns green. You'll cast it at spell level 1 then. If you spend more points into that school the spell will become more powerful as its spell level increases. Example: Noxious Cloud is a level 3 spell of the Air school. That means if you spend at least 3 points into Air school, the spell will become usable and be displayed as "level 1" in your 'Spell Scroll of Noxious Cloud' you just bought from the bookstore in Bree (symbol '9'). If you raise your Air school to 6 by spending 3 more points into it, the level of your Noxious Cloud spell will increase by 3 and now be displayed as "level 4" in your spell scroll. The spell now deals more damage and lasts longer than it did on power level 1 when you just barely learned it. Casting spells on other players: Some spells have effect on fellow players too, this works regardless of whether they are in the same party or not. In most cases the player needs to stand next to the caster for it to work. This area effect around the caster, in which a spell affects other players standing next to him, is called spell "projection". The spells which project onto other players are marked by an '(auto-project)' tag. Some Mindcrafter spells require the target player to open his mind ('p' key) to receive the spell effect. Just for completeness: Rune magic that can affect other players does so automatically too, same as school magic. Shared spells: -------------- Some spells are shared between different schools, occuring possibly but not necessarily in all of the involved schools and thereby in the related tomes (as tomes are books that exactly contain all highest-tier versions of all spells of a specific school.) When a spell is shared between schools it means that training in one of those schools will increase the spell level by only half (if shared between two) or by a third (if shared between 3) etc. of that amount. Example - A spell that is shared between two schools: If you want to increase this spell by say 5 points, you either have to increase both of its schools by 5 each, or one of them by 10. However, you don't need to train all involved schools necessarily. As long as you manage to increase the spell level to at least 1, you become able to use it even if you only trained one of all involved schools. However, some shared spells will have too high a starter level to become accessible by training only one of its schools. Some shared spells might involve a non-school skill even, eg Necromancy skill. Spell tiers: ------------ Some spells have multiple tiers, usually two or three, denoted by roman numbers after the spell name. Higher tiers usually have greater effect but also cost more mana than lower tiers. Sometimes a higher tier will have not just added effects but actually different effects, in most cases a different type of damage dealt to enemies. Especially non-elemental attack spells will often have a different area of effect in higher tiers, such as bolt -> ball -> line of sight. Magic, holy and occult schools give certain permanent boni and abilities to the player, when trained to a certain extent. The boni are listed below each school. When casting a spell by name (usually via macro) and omitting a tier, it will automatically try to cast the highest learned tier of that spell that is found in your inventory. Experimental Quirk: Wielding a spell book ----------------------------------------- Depending on the server settings, an experimental quirk might be enabled: You can 'w' (wield) a spell book (that includes any book, spell scroll, or spell crystal) like a 2-handed weapon. An equipped book (or scroll/crystal) will not count as melee weapon, so any melee combat you engage in will work exactly as if you were fighting bare-handed (and martial arts skills won't be applied). All spells in that book will receive some boni when you cast them. Usually: - 20% reduced MP cost (rounded up when browsing the book, but actually has a chance to cost 1 less MP depending on the fraction, so on average it is actually always applied correctly! Example: A spell with a base cost of 2 MP would have a 40% chance for 1 MP and 60% for 2 MP, on each cast. However, the cost for a spell can never go below 1 MP.) - 5% reduced failure rate (cannot go below zero of course.) - +1 effective spell level (increasing the spell's power, much like the skill 'Spell-power' does - only works on spells that you already know!) (Note about 'Astral' spells: These often use the 'Astral level' instead of spell level to calculate certain spell aspects. The Astral level, however, is unchanged by this spell level bonus.) If you have duplicates of a spell, both in your inventory and equipped, then the equipped and therefore boosted version will take precedence. This quirk might be useful for certain lower level characters, but might lose its appeal at higher levels where you find other powerful items to wield instead, such as highly enchanted mage staves or weapons. As this quirk is classified as 'experimental', the effects might be subject to change, which will probably appear as a note in the message of the day (~f). With a somewhat recent client up to version 4.9.0c you can use this quirk just fine except for custom books, and you won't be able to browse the equipped book and you can only cast from it by using the macro wizard (or manually creating macros that cast spells by their name). If you use the latest github code or a client of version higher than 4.9.0c these limitations will be lifted. - Wizardry - ------------ (Most spells are INT-based, aka use INT for determining spell failure rates.) - Mana [Spells are INT-based.] Manathrust Casts a powerful mana bolt. Required skill level for first spell level: 1. Tier II: Level 20. Tier III: Level 40. Recharge Recharges a magic staff or wand. Required skill level for first spell level: 5. Tier II: Level 25. Can also recharge rods. At the skill level you learn this tier, the 1st tier spell can actually recharge rods too. Tier III: Level 40. Disperse Magic Removes magical influences. Required skill level for first spell level: 15. Lv 1: Blindness/Confusion. Lv 10: Hallucination. Lv 15: Speed/Slowness/Stun. This spell can be used even while confused or blind. Disruption Shield Conjures a shield that protects you from taking damage. Instead, the shield will consume your mana to absorb it. Only Istari are able to really get the most out of it - they get 1 mana point deducted for each absorbed point of damage. All other classes will get 2 mana points deducted for each damage point. Note that Disruption Shield actually prevents being intercepted by enemies, making a skill like 'Calmness' obsolete for higher-level istari! While disruption shield is active the player will see himself turning from '@' into numbers depending on his MP pool instead of HP. However, should his HP drop far enough that without shield he would turn into numbers, AND if his HP-based number would be lower than his MP-based number then his symbol alternates every 1/2 second between MP-based number and HP-based number with the latter being displayed in yellow. Required skill level for first spell level: 35. BONI: Mana resistance at 40. - Fire [Spells are INT-based.] Globe of Light Creates a globe of magical light. Required skill level for first spell level: 2. Lv 10: Hurts monsters that are susceptible to light and may cause blindness too in that case. Radius and damage will further increase. Tier II: Level 22. Calls a more powerful kind of light. This light hurts all types of monsters (except immune ones) and may cause blindness too. Fire Bolt Fires a fire bolt at a target. Required skill level for first spell level: 4. Tier II: Level 25. Tier III: Level 40. Elemental Shield Temporary resistance to heat and cold. (auto-project) Required skill level for first spell level: 15. Shared spell (see above): Fire, Water. Tier II: Level 20. (auto-project) Temporary resistance to heat, cold, lightning and acid. Shared spell (see above): Fire, Water, Earth, Air. Fiery Shield Creates a shield of flames around you that damages monsters that attack you in melee. (A reactive-shield spell, these are mutually exclusive, so only one at a time can be active. The only other such spell in Wizardry is 'Mirage Mirror'. All other spells that create reactive-shields are from Runecraft.) (This spell does not reduce damage you take from attacks.) Required skill level for first spell level: 16. Tier II: Level 36. Firewall Creates a fire wall to incinerate monsters that cross it. Required skill level for first spell level: 20. Tier II: Level 40. Fire Ball Conjures a fire ball. Required skill level for first spell level: 23. Tier II: Level 40. Fireflash Conjures a ball of holy fire. Required skill level for first spell level: 30. (As this spell's element is holy, it cannot be used by characters of vampire race.) Tier II: Level 42. BONI: Fire resistance at 30. - Water [Spells are INT-based.] (This school cannot be trained by vampire race characters, as freely flowing water and natural magic in general opposes their very existance.) Vapor Fills the nearby air with toxic moisture (which does pure water damage, not poison). Required skill level for first spell level: 2. Tier II: Level 20. Tier III: Level 40. Frost Bolt Fires a frost bolt at a target. Required skill level for first spell level: 3. Tier II: Level 22. Tier III: Level 40. Ent's Potion Fills your stomach. Lv 5: Removes fear. Lv 12: Makes you heroic. Required skill level for first spell level: 6. Water Bolt Fires a water bolt at a target. Required skill level for first spell level: 10. Tier II: Level 24. Tier III: Level 40. Elemental Shield Temporary resistance to heat and cold. (auto-project) Required skill level for first spell level: 15. Shared spell (see above): Fire, Water. Tier II: Level 20. (auto-project) Temporary resistance to heat, cold, lightning and acid. Shared spell (see above): Fire, Water, Earth, Air. Tidal Wave Summons a monstrous tidal wave. Required skill level for first spell level: 16. Tier II: Level 36. Frost Barrier Engulfs you in a storm of roaring cold that damages all monsters standing next to you. (It does not reduce damage you take from attacks.) Required skill level for first spell level: 22. Tier II: Level 37. Turns into a storm of shards of ice. Frost Ball Conjures a frost ball. Required skill level for first spell level: 22. Tier II: Level 40. BONI: Swim in water at 30, water resistance at 40. Items that go bad over time due to warmth while being carried will last longer depending on how high this skill has been trained, with the effect beginning at 8.000. - Air [Spells are INT-based.] Lightning Bolt Fires a lightning bolt at a target. Required skill level for first spell level: 2. Tier II: Level 21. Tier III: Level 40. Noxious Cloud Fires a poison cloud at a designated target. Required skill level for first spell level: 3. Tier II: Level 18. Tier III: Level 33. Unbreath cloud instead of normal poison, harder to resist since it prevents living creatures from actually breathing. Elemental Shield Tier I is only shared between Fire and Water school and hence not available in the Air or Earth schools. Required skill level for first spell level: 15 (Tier I). Tier II: Level 20. (auto-project) Temporary resistance to heat, cold, lightning and acid. Shared spell (see above): Fire, Water, Earth, Air. Thunderstorm Throws thunder bolts at random hostile targets nearby. (33% lightning, 33% sound, 33% light) It will omit sleeping and charmed monsters as to not break the effects. Required skill level for first spell level: 15. Shared spell (see above): Air, Nature. Wings of Winds Grants feather falling. Lv 16: Lets you levitate. Required skill level for first spell level: 15. Invisibility Turns you invisible. (See (5.14) for details.) Required skill level for first spell level: 30. Mirage Mirror Grants temporary reflection, ie a high chance to reflect physical and magical projectiles such as bolts or arrows, same as having an item or form that grants REFLECT (item) or REFLECTING (form). (This is a pseudo reactive-shield spell, mutually exclusive with other (pseudo) reactive-shield spells. The only other Wizardry spell colliding with it is 'Fiery Shield', all other reactive-shield spells are from Runecraft.) Required skill level for first spell level: 35. BONI: Feather falling at 30, levitation at 45. - Earth [Spells are INT-based.] Acid Bolt Fires an acid bolt at a target. Required skill level for first spell level: 5. Tier II: Level 24. Tier III: Level 40. Dig Turns walls into mud. Required skill level for first spell level: 12. Elemental Shield Tier I is only shared between Fire and Water school and hence not available in the Air or Earth schools. Required skill level for first spell level: 15 (Tier I). Tier II: Level 20. (auto-project) Temporary resistance to heat, cold, lightning and acid. Shared spell (see above): Fire, Water, Earth, Air. Strike Creates a force bolt that may stun enemies. Required skill level for first spell level: 25. Tier II: Level 37. It's a small ball instead of a bolt. Stone Prison Creates a prison of granite walls around you. Required skill level for first spell level: 33. Shake Creates a local earthquake. Required skill level for first spell level: 37. BONI: Great damage reduction against earthquakes at 45. - Nature [Spells are INT-based.] (This school cannot be trained by vampire race characters, as natural magic in general opposes their very existance.) Healing Heals a percentage of your max hit points. (auto-project) Caps at a certain maximum amount, depending on tier, spell level and ultimately at 400. Projecting heal on others will heal for 1/2 the amount. Required skill level for first spell level: 1. Tier II: Level 20. Tier III: Level 40. Grasping Vines Summons vines from the ground that grasp an opponent, slowing it down. Required skill level for first spell level: 6. Tier II: Level 23. Summons a wide array of vines, slowing down all opponents in your field of view. Vermin Control Prevents vermin from breeding any further on your current floor. Doesn't work on unnatural creatures. Works on all currently existing breeders and also on all that may spawn in the future on this same dungeon floor. (Same effect as scroll of vermin control.) Required skill level for first spell level: 10. Recovery Neutralizes poison, cures diseases, heals cuts, cures confusion, stun and blindness. (auto-project) Required skill level for first spell level: 15. Tier II: Level 35. Also restores drained stats and lost experience. Thunderstorm Throws thunder bolts at random monsters nearby. (33% lightning, 33% sound, 33% light) Thunderstorm cannot be deflected or reflected. It will omit sleeping and charmed monsters as to not break the effects. Required skill level for first spell level: 15. Shared spell (see above): Air, Nature. Regeneration Increases your hit point regeneration rate. (Stacks with other regeneration effects and item flag.) Required skill level for first spell level: 20. Remove Curses Removes non-heavy curses from carried/worn objects. Required skill level for first spell level: 20. Tier II: Level 40. Removes all normal and heavy curses. Also see (5.12). Grow Trees Grows trees quickly around you. Required skill level for first spell level: 30. Poison Blood Gives temporary poison resistance and brands melee attacks with venom. Required skill level for first spell level: 30. BONI: Regeneration (faster hit point regeneration, same as from items that provide regeneration, so doesn't stack with item flag regeneration) at 30, pass trees and swim in water at 30, poison resistance at 40. - Conveyance [Spells are INT-based.] Phase Door Teleports you randomly on a small scale range. Required skill level for first spell level: 2. Disarm Destroys traps and reveals and unlocks doors around you. Required skill level for first spell level: 5. Teleport Teleports you randomly within the floor. Required skill level for first spell level: 10. Teleport Away Teleports a line of monsters away. Required skill level for first spell level: 23. Tier II: Level 43. Teleports away all monsters in sight. Recall Works like Word of Recall. Inscribe your spell scroll or book like you would inscribe a scroll, in order to specify a destination. Required skill level for first spell level: 30. See "(0.3) Important inscriptions, Word of Recall" for more info about Word of Recall! Probability Travel Renders you instable, allowing to pass walls and to float upwards/downwards. Floating up/down will skip floors that have other players on them, except if at least one of them is in your party (or if it's the world surface level). If all floors in the (up or down) direction of your attempt to probtravel are occupied by players you get this message: "There is a magical discharge in the air as probability travel fails!" Travelling up and down will prevent you from landing inside any vault, nest or pit. Travelling around the floor however, will only prevent you from landing inside a vault. Required skill level for first spell level: 35. Telekinesis I Inscribe your book @P<Playername>, cast it, select an item that you wish to teleport to the player's inventory. The target player needs to concentrate by opening her/his mind, see (0.2). It's dangerous to have the mind opened, since everyone can send you any items, so better close it again as soon as the desired telekinesis transaction is done. Example inscription: @PGandalf Required skill level for first spell level: 40. (Telekinesis II is a Mindcraft spell, not in Wizardry.) Mass Warp Locks monsters in stasis for a while. Required skill level for first spell level: 45. Shared spell (see above): Temporal, Conveyance. BONI: Resistance to teleportation attacks at 50. - Divination [Spells are INT-based.] Detect Monsters Detects all non-invisible monsters nearby. (auto-project) Required skill level for first spell level: 4. Sense Hidden Detects traps. (auto-project) Required skill level for first spell level: 5. Tier II: Level 20. Lets you see invisible for a while. (auto-project) (See (5.14) for details about invisibility.) Reveal Ways Detects doors/stairs/ways within a radius. (auto-project) Required skill level for first spell level: 6. Identify Identifies an item that you carry or have equipped. Required skill level for first spell level: 8. Tier II: Level 25. Identifies all items that you carry or have equipped. Tier III: Level 35. Identifies all items that you carry or have equipped and identifies all items on the floor around you. Vision Detects the dungeon layout around you. Required skill level for first spell level: 18. Tier II: Level 40. (Also dubbed "Clairvoyance".) Maps and lights the whole floor. Greater Identify *Identifies* an item. Required skill level for first spell level: 35. Sense Minds Gives you temporary ESP. Required skill level for first spell level: 40. BONI: At 50, know some intrinsics just by looking at an entity such as monsters, players, traps or fountains. If you wish to see these lines in the message log too instead of just the main screen's top line, enable the option 'target_history' in the options ('=') menu. - Temporal [Spells are INT-based.] Magelock Magically locks a door. Required skill level for first spell level: 1. Tier II: Level 41. Creates a rune on the ground that monsters cannot cross nor summon on. Monsters have a chance to break it on each turn. Weak monsters will rarely succeed while powerful monsters may break it quickly. Slow Monster Slows down a monster. Required skill level for first spell level: 10. Tier II: Level 30. Affects a zone. Essence of Speed Hastes you for a while. (auto-project) If you train Spell-Power, the spell can exceed the usual gain of +10 speed and grant up to +14 speed when maxed out. Required skill level for first spell level: 15. Mass Warp Locks monsters in stasis for a while. Required skill level for first spell level: 45. Shared spell (see above): Temporal, Conveyance. BONI: Prolonged light source fuel at 20. Time resistance at 50. - Udun [Spells are INT-based unless noted otherwise.] Confusion Confuses a monsters. Required skill level for first spell level: 5. Tier II: Level 20. Turns into a ball. Stun Stuns a monster. Required skill level for first spell level: 15. Tier II: Level 40. Turns into a ball. Hellfire Conjures a ball of hellfire which is especially deadly to GOOD opponents. Required skill level for first spell level: 20. Tier II: Level 40. Genocide Genocides all monsters of a race on your dungeon level at the cost of your HP, yielding no experience, kill credit or loot. Monsters may resist. Doesn't work inside vaults. Use with care! For details on the effect "genocide" of this spell, please see (5.9) scroll of geno/oblit. (This spell uses WISDOM to determine fail-rates!) Required skill level for first spell level: 30. Disenchantment Beam Conjures a powerful and nearly irresistible beam. Required skill level for first spell level: 40. Obliteration Obliterates all monsters nearby at the cost of your HP, yielding no experience, kill credit or loot. Monsters may resist. Doesn't work inside vaults. Use with care! For details on the effect "obliteration" of this spell, please see (5.9) scroll of geno/oblit. (This spell uses WISDOM to determine fail-rates!) Required skill level for first spell level: 40. Wraithform Temporarily turns your form immaterial. Required skill level for first spell level: 43. Stop Wraithform Turns you back to material form immediately. BONI: Hold life at 40. - Prayers - ----------- (All spells use WIS for determining the failure rate. In general, holy schools are somewhat less affected by anti-magic fields.) - Holy Offense [Spells are WIS-based unless noted otherwise.] Curse Randomly causes confusion damage or slowness or blindness. Required skill level for first spell level: 1. Tier II: Level 16. Turns from bolt into beam, passing through the target and also hitting those behind. Tier III: Level 26. Affects all monsters in line of sight. Call Light Creates a globe of pure light. Required skill level for first spell level: 2. Lv 3: Hurts monsters that are susceptible to light and may cause blindness too in that case. Shared spell (see above): H.Offense, H.Support. Tier II: Level 20. Calls a more powerful kind of light. This light hurts all types of monsters (except immune ones) and may cause blindness too. Radius and damage will further increase. Shared spell (see above): H.Offense, H.Support. Redemption *Dispels undead* in your field of view. Required skill level for first spell level: 10. Tier II: Level 25. Tier III: Level 40. Ray of Light Casts a ray of powerful light that damages all monsters that aren't immune to light and may cause blindness too. Required skill level for first spell level: 18. Exorcism *Dispels demons* in your field of view. Required skill level for first spell level: 20. Tier II: Level 40. Orb of Draining Summons a holy orb, devouring monsters. This spell deals double damage against evil monsters. Required skill level for first spell level: 20. Tier II: Level 40. Chaos Bolt Channels the powers of chaos into a bolt attack. Required skill level for first spell level: 30. Shared spell (see above): O.Shadow, H.Offense. This spell cannot be found in the Holy Offense tome. (Note: There is a spell of the same name in 'Hereticism'.) Doomed Grounds Has an annihilation effect, much weaker, but affecting a whole area, draining a small percentage of an enemy's hit points. Unique monsters may resist. Required skill level for first spell level: 40. Shared spell (see above): H.Offense, O.Shadow. This spell cannot be found in the Shadow tome. Earthquake Creates a local earthquake. Required skill level for first spell level: 42. BONI: Adds slay undead at 30, slay demon at 40, slay evil at 50 to all (physical) melee and ranged attacks. Note that these effects will be inactive if you are using an undead, demonic or evil form respectively. - Holy Defense [Spells are WIS-based unless noted otherwise.] Blessing Same effect as scroll of Blessing. (auto-project) Required skill level for first spell level: 3. Tier II: Level 15. Same effect as scroll of Holy Chant. (auto-project) Tier III: Level 30. Same effect as scroll of Holy Prayer. (auto-project) Protection from evil Evil creatures that try to attack you in melee might get repelled, thereby preventing them from actually hitting you (same as the scroll effect). Works very well, as long as the creature isn't of a higher r-level than your character level. Doesn't work at all on monsters of an r-level more than 10 levels higher than your character level. Required skill level for first spell level: 12. Dispel Magic Removes magical influences. Lv 1: Blindness/Confusion. Lv 7: Confusion/Hallucination. Lv 13: Speed/Slowness/Stun. Required skill level for first spell level: 10. This spell can be used even while confused or blind. Holy Resistance Lets you resist heat and cold. (auto-project) Required skill level for first spell level: 20. Tier II: Level 30. Also resist lightning and acid. (auto-project) Tier III: Level 40. Also resist poison. (auto-project) Glyph of Warding Creates a rune on the ground that monsters cannot cross nor summon on. Monsters have a chance to break it on each turn. Weak monsters will rarely succeed while powerful monsters may break it quickly. Monsters of level 98+ can instantly break it. Required skill level for first spell level: 35. Martyrdom You burn in holy fire making you invincible for 15 seconds if used by a priest, for 8 seconds if used by any other class. When your martyrium ends, you will be left close to death with a fraction of your hit points, at least 30 HP though (this amount should be sufficient to survive a hit from terrain damage, such as lava or nether). Note that you cannot be healed in any way during martyr. Invincible here in detail means that you won't take.. -any hit point decreasing damage (except genocide strain), -any sanity decreasing damage, -any malicious effects such as poisoning, fear, blindness, confusion, paralysis, slowness, stun or cuts, -black breath infections, -nexus, polymorph and teleportation effects. Martyrdom doesn't protect your inventory from harm though. Also, despite the martyrium initially healing your hit points completely, any existing maladies you suffer (eg black breath) will not be cured by it. The heavens won't accept another martyrium until 1000 seconds have passed. Note: To check whether you can use the spell again, use the /martyr (or /mar) command. During martyrdom any kind of line-of-sight (ie affecting all monsters at once that are in your character's field of view) spell damage you inflict will only deal half damage. Required skill level for first spell level: 47. BONI: Protects the player from undead at 30, from demons at 40 and from evil in general at 50. Works similar to the 'protection from evil' spell, but has better effect on monsters of higher r-level. (This effect does not stack with the spell/scroll, but overrides them, so there is no need to cast the spell anymore once you acquire this bonus.) - Holy Curing [Spells are WIS-based unless noted otherwise.] Curing Slows down the effect of poison (auto-project) and cures being gorged. While poison is slowed, the poison indicator will be displayed in yellow colour instead of orange. Required skill level for first spell level: 1. Tier II: Level 11. (auto-project) Also neutralizes poison, cures blindness, cuts, confusion. Tier III: Level 21. (auto-project) Also cures diseases, stun and hallucinations. Cure Wounds Heals a fixed amount of hit points of a friendly target, which is capped at 14d8, the same amount a potion of cure critical wounds actually heals. Required skill level for first spell level: 3. (Since this is a bolt spell, use the 'target friendly' key, which is '('. See command reference section (0.2) for details about this key. To target yourself, use a macro that clears your current target via '*q' and picks direction '5' which will then be your current grid. The easiest way is to just use the macro wizard and choose 'f)' or 'g)' as targetting method when prompted.) Tier II: Level 23. Heal Heals a percentage of your max hit points. (auto-project) Caps at a certain maximum amount, depending on tier, spell level and ultimately at 400. Projecting heal on others will heal for 3/4 the amount. Required skill level for first spell level: 3. Tier II: Level 23. Tier III: Level 40. Break Curses Removes non-heavy curses from carried/worn objects. Required skill level for first spell level: 10. Tier II: Level 35. Removes all normal and heavy curses. Also see (5.12). Cleansing Light Continuously heals every player who steps inside. It also damages undead creatures. Required skill level for first spell level: 18. Tier II: Level 29. Tier III: Level 40. Faithful Focus Cure hallucinations and insanity. (auto-project) Required skill level for first spell level: 21. Soul Curing Cures Black Breath (See (1.3a) for more information about Black Breath). (auto-project) Required skill level for first spell level: 25. Resurrection Resurrect another player's ghost. The resurrected player will lose less experience the higher the spell level is. Exp loss is usually 35% if revived in the temple or via life scroll. Resurrection prayer exp loss goes down from 35% and caps at 30%. Required skill level for first spell level: 30. Restoration Restores draind stats and experience. (auto-project) Required skill level for first spell level: 31. BONI: Improves HP regeneration rate extraordinarily the further it is trained above 30. (Stacks with other regeneration effects and item flag.) Reduces duration of various bad effects on the body at 30 (blindness, poison, disease) / 40 (stun, cuts) / 50 (hallucination). Less frequent suffering from black breath, adds slay undead to all (physical) melee attacks (note that this effect will be inactive if you use an undead form) and -5% experience loss on getting revived (by whatever means, but never goes below 30% total exp loss) at 50. - Holy Support [Spells are WIS-based unless noted otherwise.] Remove Fear Keeps your heart boldened for a while. (auto-project) Required skill level for first spell level: 1. Call Light Creates a globe of pure light. Required skill level for first spell level: 2. Lv 3: Hurts monsters that are susceptible to light and may cause blindness too in that case. Shared spell (see above): H.Offense, H.Support. Tier II: Level 20. Calls a more powerful kind of light. This light hurts all types of monsters (except if immune) and may cause blindness too. Radius and damage will further increase. Shared spell (see above): H.Offense, H.Support. Detect Evil Detects nearby evil monsters. Required skill level for first spell level: 4. Sanctuary Puts nearby monsters to sleep. Required skill level for first spell level: 6 Tier II: Level 23. Lets all monsters in line of sight fall asleep. Satisfy Hunger Satisfies your hunger. (auto-project) Required skill level for first spell level: 10. Sense Surroundings Maps the dungeon around you. Required skill level for first spell level: 20. Tier II: Level 40. Gives clairvoyance (full, enlightened map). Zeal Gives +1 extra attack per round for a while. Friendly players around the caster that are affected by the spell may receive up to +2 EA depending on spell tier. Note: The EA effect won't be applied to barehanded players if they don't have Martial Arts skill of at least 1.000. Required skill level for first spell level: 27. Tier II: Level 37. (auto-project) Gives +2 EA to the caster. Tier III: Level 47. (auto-project) Gives +3 EA to the caster. Sense Monsters Gives full temporary ESP. Required skill level for first spell level: 33. BONI: Completely suppresses DG_CURSE and TY_CURSE at 40. Keeps the hunger satisfied all the time at 50 (you also cannot become gorged anymore). - Occultism - ------------- (Regarding spell failure rates: Shadow school is INT-based, but some Shadow spells are wisdom-based instead. In turn, Spirit and Hereticism are WIS-based, but have some spells that are intelligence-based instead. All Unlife spells are Wisdom-based.) - Shadow [Spells are INT-based unless noted otherwise.] (Vampire istari can train this school along the Wizardry spell schools.) Cause Fear Scares all adjacent creatures. (This spell uses WISDOM to determine fail-rates!) Required skill level for first spell level: 1. Tier II: Level 14. Scares all creatures in LoS (line of sight). Blindness Blinds your target. Required skill level for first spell level: 3. Veil of Night Causes your target to fall asleep instantly. (This spell uses WISDOM to determine fail-rates!) Required skill level for first spell level: 5. Tier II: Level 20. It expands around you. Shadow Bolt Channels shadow into a bolt attack. Required skill level for first spell level: 6. Tier II: Level 25. Tier III: Level 40. Detect Invisible Detects all invisible creatures nearby. (See (5.14) for details about invisibility.) Required skill level for first spell level: 8. Retreat Swiftly jump backwards from your current adjacent target, if any. Note that while this actually ignores a lot of anti-teleport effects, it does get cancelled by no-teleport floor grids, eg those inside no-teleport vaults, because the still air on these will prevent your shadowy moves. Required skill level for first spell level: 8. Aspect of Peril (auto-project) Temporarily brands your own and any adjacent friendly players' melee weapons with poison. Lv 10: Additionally grants temporary poison resistance. Required skill level for first spell level: 10. Darkness Causes a burst of darkness around you, possibly blinding nearby creatures. If you are a trapper, you are probably aware that monster traps on non-lit grids have a significantly reduced chance to get disarmed by monsters (compare (4.7)). Required skill level for first spell level: 16. Shadow Stream Grants feather falling. At level 10 the stream is sufficient to grant levitation. Required skill level for first spell level: 18. Shadow Gate Teleports you to the nearest opponent in line of sight. Required skill level for first spell level: 26. Shared spell (see above): O.Shadow, Conveyance. This spell cannot be found in the Conveyance tome. Shadow Shroud Grants temporary invisibility. (See (5.14) for details.) Required skill level for first spell level: 30. Chaos Bolt Channels the powers of chaos into a bolt attack. (This spell uses WISDOM to determine fail-rates!) Required skill level for first spell level: 30. Shared spell (see above): O.Shadow, H.Offense. This spell cannot be found in the Holy Offense tome. (Note: There is a spell of the same name in 'Hereticism'.) Dispersion Enters a shadow form, evading 100% melee attacks and bolt attacks at a chance per evaded attack to deplete one point of stamina. The spell will end automatically if stamina is depleted, and stamina will not regenerate while the spell is still active. The probability for each evaded attack to cost you 1 ST starts at 50% and goes down to 25% the further the spell is trained. (This spell uses WISDOM to determine fail-rates!) Required skill level for first spell level: 33. Stop Dispersion Ends an active 'Dispersion' spell. Drain Life Drains life from a non-undead and non-nonliving creature and returns a part of it to your hit points. Unique monsters may resist, undead and nonliving monsters are unaffected. Damage caps at 900. (This spell uses WISDOM to determine fail-rates!) Required skill level for first spell level: 37. Shared spell (see above): O.Shadow, Necromancy. (Necromancy isn't actually a school, but a normal skill.) Doomed Grounds Temporarily applies a weak annihilation effect to an area. (This spell uses WISDOM to determine fail-rates!) Required skill level for first spell level: 40. Shared spell (see above): H.Offense, O.Shadow. This spell cannot be found in the Shadow tome. Darkness Storm Conjures up a ball of darkness. Required skill level for first spell level: 42. BONI: If you aren't using _any_ light source (note that intrinsic "light" of Vampire characters, aka darkvision, doesn't count as light), the Shadow skill... - increases the chance for monsters to miss you in melee combat (sort of a 'blur' effect) more often, the higher the skill is trained. - at 10.000 also gives you a walking speed increase similar to how the 'Sprint' technique works. This 'shadow walk' effect increases with every 10 points. Exception: While cloaked (rogues), blur and shadow walk will actually work with a light source too. - during night time on the world surface continuously increases your running speed continuously up to +30% at skill 25.000 and reduces speed impairments from terrain by up to -75% at skill 35.000. At 30 grants darkvision, allowing you to read, run and see your surroundings without a light source. The radius starts at 1 and grows by +1 every five skill points up to 5 at 50. At night on the world surface darkvision increases further. This darkvision perk does not stack with intrinsic vision that vampire race characters have, so it has no benefits or any effect for them. At 35 and higher it will also grant a stealth bonus that increases by +1 every five skill points, up to +4 at 50. At 40 grants darkness resistance. - Spirit [Spells are WIS-based unless noted otherwise.] Cause Wounds Causes wounds to open on your target, dealing instant damage. Does not work against creatures who cannot bleed and also not against angels. Required skill level for first spell level: 1. Tier II: Level 20. Tier III: Level 40. Tame Fear Keeps your heart boldened for a while. (auto-project) Required skill level for first spell level: 1. Starlight Creates a globe of starlight around you. Lv 10: Damages monsters that are susceptible to light and may cause blindness too in that case. (This spell uses INTELLIGENCE to determine fail-rates!) Required skill level for first spell level: 2. Tier II: Level 22. Calls a more powerful kind of light. This light damages all types of monsters and may cause blindness too. Radius and damage will further increase. Meditation Cures confusion and blindness. Level 18: Also restores drained stats. Level 28: Also restores lost experience. Required skill level for first spell level: 4. Trance Causes all ghosts, spirits and elementals that see you to fall into a deep, spiritual sleep instantly. Required skill level for first spell level: 5. Lightning Conjures up spiritual power into a great lightning bolt. (This spell uses INTELLIGENCE to determine fail-rates!) Required skill level for first spell level: 10. Tier II: Level 25. Tier III: Level 40. Spear of Light Conjures up spiritual light into a powerful beam that damages all monsters and may cause blindness too. Required skill level for first spell level: 10. Tier II: Level 25. Tier III: Level 40. Lift Curses Removes curses from carried/worn objects. Required skill level for first spell level: 15. Tier II: Level 35. Removes all normal and heavy curses. Also see (5.12). Possess Makes a monster believe that you aren't an enemy, preventing it most of the time from attacking you. Monsters may resist or be immune to the initial cast. While active, the spell drains your mana. The more monsters you try to keep under control, the faster your mana is depleted. If your distance to the monsters becomes too big or your mana is depleted then the spell will break. Sleeping monsters won't be affected or woken up by Possess. Monsters which have already been hurt cannot be possessed. Psi-immune, unique, undead, empty-minded or non-living monsters cannot be possessed either. Monsters may have a chance to resist the spell, the higher their r-level is and the more of the following abilities they possess: Being smart, resisting confusion, being powerful. Required skill level for first spell level: 23. Tier II: Level 31. Spell turns into a ball. Tier III: Level 39. Spell affects all monsters in sight. Stop Possess Stops active possession of monster minds. Ethereal Eye Detects all nearby creatures. Required skill level for first spell level: 28. Guardian Spirit Invokes your guardian spirit, guiding and protecting you. Your saving throw is maximised and you are protected from evil (same as scroll effect). Required skill level for first spell level: 25. Tier II: Level 45. All physical attacks have a chance to miss you, at the cost of your mana. Purification Rites *Dispels undead* in your field of view. Required skill level for first spell level: 30. Tier II: Level 45. BONI: At 30 grants a firm hold on your life force. Adds slay undead to all your physical attacks at 40. -5% experience loss on getting revived (by whatever means, but never goes below 30% total exp loss) at 50. - Hereticism [Spells are WIS-based unless noted otherwise.] Terror Casts fear and confusion into the hearts of others, specifically your current target. Required skill level for first spell level: 3. Tier II: Level 13. Affects all adjacent creatures. Ignore Fear Temporarily removes the ignorant weakness known as fear. Required skill level for first spell level: 6. Fire Bolt Conjures up fire into a powerful bolt. (This spell uses INTELLIGENCE to determine fail-rates!) Required skill level for first spell level: 6. Tier II: Level 25. Tier III: Level 40. Wrathflame It temporarily brands your melee weapons with fire. Lv 7: Grants temporary fire resistance. Lv 21: The brand is now hellfire instead of normal fire. Required skill level for first spell level: 8. Flame Wave Eradicates critters beneath your notice that dare trifle with you, by emitting a flamewave that expands into all directions. (This spell uses INTELLIGENCE to determine fail-rates!) Required skill level for first spell level: 20. Tier II: Level 35. Demonic Strength Temporarily increases and sustains strength and constitution. Also grants HP regeneration (same as for example an amulet of regeneration, so it doesn't stack). This spell cannot be used while in a form that has 'GOOD' flag ie is adverse to evil, or by an enlightened Maia. Required skill level for first spell level: 23. Boundless Rage Your melee strikes are furious, granting you one extra attack per round. This spell has a special synergy with 'Traumaturgy' skill: If you keep hitting opponents in melee that are affected by Traumaturgy while under the effect of Boundless Rage, their pain will continue to fuel your rage and keep prolonging the spell's duration, the better the higher Traumaturgy has been trained. Required skill level for first spell level: 29. Tier II: Level 41. Gives +2 EA to the caster. Chaos Bolt Channels the powers of chaos into a bolt. Required skill level for first spell level: 29. (Note: There is a spell of the same name, which is shared in 'Shadow'/'Holy Offense' schools.) Wicked Oath Restores drained stats and lost experience. Required skill level for first spell level: 35. Levitation Grants the power of levitation. (This spell uses INTELLIGENCE to determine fail-rates!) Required skill level for first spell level: 39. Robes of Havoc Envelops you in hellfire, burning all opponents that are standing close to you to ashes. (This spell uses INTELLIGENCE to determine fail-rates!) Required skill level for first spell level: 44. Blood Sacrifice Inflict a mortal wound on yourself, causing the warped powers of chaos to temporarily change your form into a terrifying Bloodthirster. It includes the effects of the 'Demonic Strength' spell. The hells won't accept another blood sacrifice until 1000 seconds have passed. The Bloodthirster's power is enough to tear even heavily cursed items from its body or toss them away. Note: To check whether you can use the spell again, use the /sacrifice (or /sac) command. --- This spell is only usable by Corrupted Maia Priests and Hell Knights! --- Required skill level for first spell level: 47. (Its powers according to (7.7), with the exceptions that this greater demon form will actually grant TWO immunities at the same time and it never has less armour class than in player form: Speedy and tough; levitates; has intrinsic hit point regeneration; immune to fire and poison; resists fear, paralysis, chaos and confusion, cold, acid, nexus, nether and teleportation effects.) BONI: At 30 grants resistance to fire. At 45 grants resistance to chaos. If both Hereticism and Traumaturgy are at least 15.000, insanity-inducing effects become slightly less effective. If both Hereticism and Traumaturgy are at least 30.000, insanity-inducing effects become somewhat less effective. If both Hereticism and Traumaturgy are at least 45.000, insanity-inducing effects become less effective. - Unlife [Spells are WIS-based.] (Vampire istari can train this school along the Wizardry spell schools.) Fatigue Slows your target down, draining power from its muscles. Required skill level for first spell level: 5. Tier II: Level 20. Affects all monsters in LoS. Detect Lifeforce Detect all living creatures nearby. Required skill level for first spell level: 11. Tainted Grounds Prevents any vermin from multiplying any further on your current dungeon floor. Doesn't work on unnatural creatures. Works on all currently existing breeders and also on all that may spawn in the future on this same dungeon floor. (Same effect as scroll of vermin control.) Required skill level for first spell level: 13. Mists of Decay Engulfs your form in mist that will inhibit intrinsic hit point regeneration of any enemy that enters it. Only works at 100% effectiveness on enemies whose level is not greater than the spell's current power. It will still work on higher enemies, but their natural regeneration will not be completely suppressed anymore and the effectiveness will drop off fast the higher the level discrepancy. Required skill level for first spell level: 20. Tier II: Level 40. Nether Sap Draws from nether undercurrents to continuously replenish your health at the cost of draining your mana. The duration and conversion ratio of the spell depend on the current spell level. The spell ends prematurely if you run out of mana. The spell will continue draining MP even if your Hit Points are full. Required skill level for first spell level: 22. --- This spell is only usable by true vampires! --- Subjugation Attempt to place all undead within sight and of lesser r-level than you under your control. If successful, the undead creatures will enter stasis for a while. The stasis is broken immediately if they take damage. Required skill level for first spell level: 26. Shared spell (see above): O.Unlife, Necromancy. Nether Bolt Channels lingering nether into a bolt attack. Required skill level for first spell level: 30. Permeation Let a stream of nether force cleanse your body and mind, restoring drained stats and experience. Required skill level for first spell level: 35. --- This spell is only usable by true vampires! --- Siphon Life Drains life from a non-undead and non-nonliving creature and returns a part of it to your hit points. Unique monsters may resist, undead and nonliving monsters are unaffected. Damage caps at 900. Required skill level for first spell level: 37. Touch of Hunger Temporarily imbue your melee weapon with vampiric power, making it drain life force from your opponents which replenishes your own. (100% vampirism.) Required skill level for first spell level: 42. Wraithstep Renders you temporarily immaterial, allowing you to step into and pass solid walls. However, the effect will cease immediately as soon as you step from walls back into open space again. Wraithstep will trigger whenever you try to enter a grid that is impassable to you, but would be passable in wraith form. So it doesn't trigger on fixed terrain types but depends on your current abilities to pass specific terrain. Required skill level for first spell level: 46. Shared spell (see above): O.Unlife, O.Shadow. This spell cannot be found in the Shadow tome. BONI: At 30 it grants HP regeneration to true vampires (same as from item flag) and strong hold of your life force for other races. At 50 it grants 'nether feedback': If you take damage from nether-based attacks the damage is reduced by a flat 10% and you regain that part as mana points. If both Unlife and Necromancy are at 50.000, it grants ultimate hold on one's own life force ('Keep Life'), rendering oneself immune to experience drain, including the permanent drain effect from DRAIN_EXP items. - Druidism - ------------ (All spells use WIS for determining the failure rate.) - Arcane Lore [Spells are WIS-based.] Toxic Moisture Creates a cloud of toxic moisture at a designated target, consisting of poisonous gas. Required skill level for first spell level: 3. Tier II: Level 20. It combines the surrounding air into the attack, turning it into a water/poison mixture. Tier III: Level 33. It condenses the water and turns into poisonous ice shards. Nature's Call Quickly grows trees around you. Required skill level for first spell level: 15 Ancient Lore Identifies all items in your inventory. Required skill level for first spell level: 20. Garden of the Gods Transforms solid walls into green trees! Required skill level for first spell level: 35. Call of the Forest Dispels all animals from your line of sight. Each one has a chance to resist, depending on its r-level. (You do not get experience as they do not count as kills, because this spell internally works like genocide and not like actual dispel-class spells - which deal damage.) Required skill level for first spell level: 40. - Physical Lore [Spells are WIS-based.] Focus Increases your accuracy, adding a bonus (auto-project) to your melee-to-hit and ranged-to-hit, caps at +10. Required skill level for first spell level: 1. Tier II: Level 25. Further increases your accuracy, caps at +25. Herbal Tea Satisfies your hunger. (auto-project) Lv 8: Cures poisons. (auto-project) Lv 20: Restores your experience. (auto-project) Lv 25: Restores your attributes. (auto-project) Lv 35: Cures black breath! (auto-project) Required skill level for first spell level: 3. Quickfeet Temporarily boosts your speed. (auto-project) Required skill level for first spell level: 13. Forest's Embrace Creates a cloud around you which heals everyone including yourself over time. (auto-project) Required skill level for first spell level: 18. Tier II: Level 29. Tier III: Level 40. Extra Growth Increases your attributes temporarily and also grants HP regeneration (same as for example an amulet of regeneration so the effect doesn't stack). Lv 1: Increases strength. Lv 5: Also increases dexterity. Required skill level for first spell level: 15. Tier II: Level 25. Also increases constitution. Lv 11: Also increases intelligence. - Mindcraft - ------------- (All spells except for 'Charm' use INT for determining the failure rate. In general, mindcraft schools are less affected by anti-magic fields.) - Psycho-power [Spells are INT-based.] Psychic Hammer Telekinetic power focused to bash an enemy, damaging and stunning him. The damage is much lower than the Psionic Blast spell (from Mental Intrusion school), which is a trade-off for its unconditional stun effect (provided the target can be stunned at all). Required skill level for first spell level: 1. Psychokinesis Destroys traps and locks by psychokinetic manipulation, also revealing secret doors in the process. Required skill level for first spell level: 3. Autokinesis I Teleports you within a small range. Required skill level for first spell level: 5. Autokinesis II Teleports you over a long range. Required skill level for first spell level: 16. Autokinesis III Teleports you towards a party member with opened mind. Required skill level for first spell level: 24. Feedback Uses telekinetic effects to slow your fall, granting feather falling. Lv 15: It becomes sufficient for levitation. Required skill level for first spell level: 18. Pyrokinesis Causes a severe inflammation to burn your opponent. Required skill level for first spell level: 20. Tier II: Level 37. Cryokinesis Causes a dramatic temperature drop on your opponent. Required skill level for first spell level: 24. Tier II: Level 39. Psychic Warp Attempts to teleport away your opponent. Required skill level for first spell level: 30. Telekinesis II Inscribe your book @P<Playername>, cast it, select an item that you wish to teleport to the player's inventory. The target player needs to concentrate by opening her/his mind, see (0.2). It's dangerous to have the mind opened, since everyone can send you any items, so better close it again as soon as the desired telekinesis transaction is done. Example inscription: @PGandalf Required skill level for first spell level: 35. Shared spell (see above): Psycho-power / Attunement. (Telekinesis I is a Wizardry spell, not in Mindcraft.) Kinetic Shield Uses telekinetic force to set up a shield around you that has a good chance to repel physical attacks or projectiles, draining your mana each time. For repelling physical attacks the mana cost depends on the attacker's m-level and the damage the attack would inflict. Required skill level for first spell level: 40. - Attunement [Spells are INT-based.] Clear Mind Removes fear, confusion and hallucination. (auto-project) Required skill level for first spell level: 3. This spell can be used even while confused or blind. Willpower Boosts your willpower to unleash hidden potential, improving both your performance and resilience. Gives fear resistance, increases your saving throw and gives especially increased chance to resist paralysis, confusion and slowness. Also gives heroism-like +hit bonus. (See (7.3) for details on Saving Throw.) At level 25 gives +1 extra attack. (auto-project) Required skill level for first spell level: 3. This spell can be used even while confused or blind. Self-Reflection Find out more about yourself. Required skill level for first spell level: 15. This spell can be used even while blind. Recognition Identifies an item. Required skill level for first spell level: 15. Shared spell (see above): Attunement / Mental Intrusion. Accelerate Nerves Speeds you up. Required skill level for first spell level: 20. This spell can be used even while blind. Telepathy Senses the minds of creatures. Required skill level for first spell level: 20. This spell can be used even while blind. Stabilize Thoughts Cures some insanity and removes effects: (auto-project) -Fear and confusion at level 5, -Hallucinations at level 10. Required skill level for first spell level: 25. This spell can be used even while confused or blind. Telekinesis II Inscribe your book @P<Playername>, cast it, select an item that you wish to teleport to the player's inventory. The target player needs to concentrate by opening her/his mind, see (0.2). It's dangerous to have the mind opened, since everyone can send you any items, so better close it again as soon as the desired telekinesis transaction is done. Example inscription: @PGandalf Required skill level for first spell level: 35. Shared spell (see above): Psycho-power / Attunement. - Mental Intrusion [Spells are INT-based unless noted otherwise.] Note that 'psi' attacks don't have any effect on angels, nonliving creatures, or empty-minded creatures, and that undead, stupid creatures and common animals as well as weird-minded creatures may resist it. At the same time, smart creatures might be hit especially hard (+50% damage). Creatures that are already confused may also, depending on the amount of their confusion, take extra damage, randomly up to the same bonus amount that smart creatures take (randomly +0 up to +50% damage.) Targets that might resist psi attacks, but which are already confused when they get hit, get their chance to resist nullified by the confusion. As a side effect, psi attacks themselves have a chance to cause confusion to the target, thereby increasing the damage when the target is hit by more psi attacks afterwards while still suffering from confusion. If a monster does not resist a psi attack, it may suffer from additional effects besides confusion, such as fear, stun or sleep. Psionic Blast Blasts the target's mind with psionic energy. Psi damage can potentially cause additional status effects on the target, such as confusion, stun or fear. Required skill level for first spell level: 1. Tier II: Level 20. Tier III: Level 40. Scare Infuses all adjacent minds with fear. Required skill level for first spell level: 1. Tier II: Level 10. Affects all monsters in LoS (line of sight). Confuse Infuses your target's mind with confusion. Required skill level for first spell level: 3. Tier II: Level 14. Affects all monsters in LoS. Hypnosis Puts your target's mind to sleep. Required skill level for first spell level: 5. Tier II: Level 18. Affects all monsters in LoS. Apathy Slows your target down by weakening its will to act. Required skill level for first spell level: 7. Tier II: Level 22. Affects all monsters in LoS. Psychic Suppression Drains the target's psychic energy, impacting its ability to cast spells temporarily, effectively silencing it for a short period of time. Chance to be successful depends on school skill vs monster r-level. Also, monsters that can't cast any spells as well as unique monsters of level 98 or above are unaffected. Monsters that are unique or powerful have an increased chance to resist. The target cannot be silenced again for a short while, until the effect runs out. Note that the target also becomes immune to the effect for the same short amount of time if the attempt was actually unsuccessful. Required skill level for first spell level: 10. Psi Storm Psionic storm that damages and disturbs all minds within an area for a while, possibly causing the random Psi-related status effects on all targets like Psionic Blast does. Required skill level for first spell level: 18. Tier II: Level 38. Remote Vision Tries to forcibly enter all sentient creatures' minds (including invisible monsters, but never empty-minded ones) on the level, in order to use their vision to make the dungeon structure known to yourself. Required skill level for first spell level: 20. If your proficiency in 'Attunement' school is at least 20, you will automatically infuse the knowledge gained from the vision to all open-minded (see (0.2)) allied players who happen to be the same floor. Recognition Identifies an item. Required skill level for first spell level: 20. Shared spell (see above): Attunement / Mental Intrusion. Charm Makes a monster believe that you aren't an enemy, preventing it most of the time from attacking you. Monsters may resist or be immune to the initial cast. While active, the spell drains your mana. The more monsters you try to keep under control, the faster your mana is depleted. If your distance to the monsters becomes too big or your mana is depleted then the spell will break. Sleeping monsters won't be affected or woken up by charm. Monsters which have already been hurt cannot be charmed. Psi-immune, unique, undead, empty-minded or non-living monsters cannot be charmed either. Monsters may have a chance to resist the spell, the higher their r-level is and the more of the following abilities they possess: Being smart, resisting confusion, being powerful. (This spell uses CHARISMA to determine fail-rates!) Required skill level for first spell level: 33. Tier II: Level 39. Spell turns into a ball. Tier III: Level 45. Spell affects all monsters in sight. Stop Charm Cease currently active charming effects. - Astral Knowledge - -------------------- The exclusive astral school for Maiar. Most spells use INT and some use WIS for determining the failure rate. If no stat is mentioned, INT is therefore the norm. Various spells of this school use an 'astral level' instead of the normal spell level to determine damage or effect. This astral level consists to 1/2 of your character level and 1/4 of your Astral Knowledge school level. This means that a level 49 character with 1.250 in Astral Knowledge will have an astral level of 25. Power Bolt, Power Ray and Power Blast damage calculations again use the average of your astral level and your actual skill, so for these spells your character level will affect the spell level by 1/4 and your skill will affect it by 3/4. For example if your character is level 49 and your astral skill is 1.250 these particular spells will deal damage and have effects as if the spell was in fact at level 13 ([([(49 + 1.250) / 2] + 1.250) / 2]). (The success chance of spells uses the normal spell level just like all other spells, NOT the astral level.) Power Bolt Casts a bolt of electricity/mana/dispelling depending on your alignment: Still neutral -> electricity, enlightened -> mana, corrupted -> dispel. Required skill level for first spell level: 1. Tier II: Level 20. Tier III: Level 40. Power Ray Casts a beam of electricity/light/darkness depending on your alignment (see Power Bolt spell above). In addition to damaging monsters, light and darkness beams may cause blindness too. Required skill level for first spell level: 5. Tier II: Level 20. Tier III: Level 40. Power Blast Casts a ball of electricity/mana/dispelling depending on your alignment (see Power Bolt spell above). Required skill level for first spell level: 10. Tier II: Level 25. Tier III: Level 45. Relocation Same as Word of Recall. You may inscribe book '@R' etc. for the usual results. Required skill level for first spell level: 22. Vengeance Enlightened: Summons all party members on the same floor to you (as well as all monsters in line of sight) who have their mind opened ('p'). Might summon additional monsters for each player who got teleported. Corrupted: Damages all monsters in line of sight. (This spell uses WISDOM to determine fail-rates!) Required skill level for first spell level: 30. Empowerment Enlightened: Incite self-fury, compare (4.11b). Corrupted: Increases own hit points temporarily. (This spell uses WISDOM to determine fail-rates!) Note that this effect is the same as and stacks with +LIFE on items and hence caps against a total of +3 with those items. So if you already have +3 LIFE from items the spell will have no effect as you already reached the max cap. Required skill level for first spell level: 40. This spell can be used even while blind. The Silent Force Enlightened: Slows down monsters within sight and grants temporary mana resistance. Note: This resistance does not stack with permanent resistance. Corrupted: Increases your chance to hit critically (affects all melee and ranged physical attacks). (This spell uses WISDOM to determine fail-rates!) Required skill level for first spell level: 45. Sphere of Destruction Enlightened: Conjures up a mana storm. Corrupted: Conjures up raging inferno, which deals the same damage type as rockets do. Required skill level for first spell level: 50. Gateway Enlightened: Nigh-instantaneous Word of Recall for all alive party members on your dungeon level. Corrupted: Creates a pair of connected void jump gates. (This spell uses WISDOM to determine fail-rates!) Required skill level for first spell level: 50. This spell requires a character level of at least 62. - Runecraft - ------------- Runespells all use both INT and DEX for determining the failure rate. In Runecraft, spell failure triggers damaging backlash instead of failing outright, see (7.8b) for details. Spell level is the lesser of one or two skills applied during the casting. All spell types are described here in detail, but also tabulated in (7.8c). Enhanced spell types have fixed parameters; other spell types may be modified. Bolt Fires a single-target missile which may be deflected. Some targets may also be able to block the missile. Required skill level for first spell level: 5. Beam Fires a penetrating ray which hits all grids in a line. (Enhanced) Required skill level for first spell level: 10. Cloud Engulfs an area for a few turns. Required skill level for first spell level: 10. Wall Engulfs a line of grids for several turns. (Enhanced) Required skill level for first spell level: 15. Ball Fires a large explosion that diminishes with radius. Damage is divided by the distance from the epicenter. Required skill level for first spell level: 15. Burst Fires an explosion that deals full damage across radius. (Enhanced) Required skill level for first spell level: 20. Storm Engulfs a small area around youself for many turns. The cloud epicenter is relocated to you every turn, but it will dissipate if you leave the floor it was created on. Required skill level for first spell level: 20. Nimbus Channels explosive energy and an elemental shield. (Enhanced) Grants resistance to an element, or immunity if the element is fire, cold, electricity, acid, poison or water. Additionally, your melee and ranged attacks that hit will explode in a small ball for the duration. Monsters that hit you in melee will similarly be struck by an explosion. Each explosion drains your mana, possibly collapsing the shield. You cannot auto-retaliate with this spell type. Required skill level for first spell level: 25. Cone Sweeps a beam across a narrow, contiguous arc. Increasing radius will increase the size of the arc. Required skill level for first spell level: 25. Shot Fires three brief bolts at one or more targets in an arc. (Enhanced) This arc can include up to three adjacent targets, and the bolts will be divided among remaining targets as they are fired, until all bolts are fired or no targets remain. Required skill level for first spell level: 30. Surge Engulfs a quickly expanding area around yourself. This effect will hit targets up to three times per cast. Required skill level for first spell level: 30. Glyph Traces an explosive glyph of warding onto the floor. (Enhanced) Monsters may not summon upon the glyph, however when a monster moves onto it, it will break and the monster will be enveloped by a damaging explosion. You cannot auto-retaliate with this spell type. Required skill level for first spell level: 35. Flare Briefly engulfs a target for high damage, causes backlash. This effect overrides existing cloud effects, but will persist if cast repeatedly, hitting twice per cast. This spell always triggers damaging backlash, up to double if the spell is failed. Required skill level for first spell level: 35. Nova Channels your mana in a star-shaped cloud, causes backlash. (Enhanced) The spell damage will exactly equal your current mana. This spell always triggers damaging backlash, up to double if the spell is failed. Required skill level for first spell level: 40.
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