Spells
The player can learn a number of spells to use in fights against monsters or for other benefits. These spells can all be learned by reading books with one random spell being learned for each book read.
Spells are loosely categorized into:
Attack Spells
Magic Missile
Creates a missile that can be launched in each direction
It has a range of 8 with a bonus range point added for every 8 strength
It deals a minimum of 4 damage and a maximum of the current experience level multiplied by 2, with 1 bonus damage added per experience level and 1 bonus damage added for every 2 strength
Sonic Spear
Creates a sonic spear that can be launched in each direction
It has a range of 7 with a bonus range point added for every 8 strength
It deals 16 - 25 damage with 1 bonus damage added per experience level and 1 bonus damage added for every 2 strength
Fireball
Creates a fireball that can be launched in each direction The fireball can destroy walls and doors
It has a range of 10 with a bonus range point added for every 8 strength
It deals a minimum of 26 damage and a maximum of the current experience level with 25 added on top, with 1 bonus damage added per experience level and 1 bonus damage added for every 2 strength
Cold
Creates a cone of cold that can be launched in each direction The cone of cold can destroy walls and doors
It has a range of 6 with a bonus range point added for every 8 strength
It deals 21 - 45 damage with 1 bonus damage added per experience level and 1 bonus damage added for every 2 strength
Lightning
Creates a lightning bolt that can be launched in each direction The lightning bolt can destroy walls and doors
It has a range of 12 with a bonus range point added for every 6 strength
It deals 21 - 45 damage with 2 bonus damage added per experience level and 1 bonus damage added for every 2 strength
Sphere of annihilation
Creates a mighty sphere in any directtion that destroys everything in its chaotic path
Reduces your intelligence by 1 every time its cast but only to a minimum of 3
The caster has a 1 in 23 chance to instantly die on casting which can be negated by having the talisman of the sphere
The disenchantress cancels the sphere on contact causing it to explode
Demonlords above Type IV completely dispel the sphere causing it to desintegrate on contact
Sleep
Puts certain monsters to sleep and lets you attack them with 1-4 weapon hits while they sleep
When wielding special weapons this spell deals flat damage:
- sword of slashing 800 damage
- vorpal 1400 damage
- slayer 3000 damage
- lance of death 10000 damage
These flat damage values will be multiplied by 3 when additionally wielding the holy cross
Web
Creates a web that entangles the monster its aimed at and lets you attack them with 1-5 weapon hits while they are entangled
When wielding special weapons this spell deals flat damage:
- sword of slashing 800 damage
- vorpal 1400 damage
- slayer 3000 damage
- lance of death 10000 damage
These flat damage values will be multiplied by 3 when additionally wielding the holy cross
Phantasmal Forces
Causes the monsters to believe in phatasmal forces and sometimes they will die
The chance this spell works will depend on your wisdom
When it hits it will deal 20-40 damage with 1 bonus damage added for each experience level you have
Wisdom Chance to Hit 7 0% 8 10% 9 20% 10 30% … … 18 100%
Dehydration
Dehydrates certain monsters. Deals 100 damage with 1 bonus damage added for each experience level you have
Drain life
This spell subtracts hit points from the monster and the player
The caster sacrifices half of his hitpoints to damage the target for double the amount of sacrificed hitpoints
This cannot kill the caster when casted below half hitpoints instead it will leave the caster with 1 hitpoint
Finger of death
The chance this spell works will depend on your wisdom
Has a chance of 1 in 151 to kill the caster instead of the target
Deals 2000 points of damage to the target on success
Wisdom Chance to Hit 10 0% 11 10% 12 20% 13 30% … … 20 100%
Teleport Away
Teleports a monster away
Summon Demon
Summons a demon On use: 70% hit chance for 150 damage points 15% demon hits the player for 30-70 damage points 15% nothing happens
Cloud Kill
Creates a deadly cloud in a one tile square around the player
Deals 30-40 damage
Flood
A damaging tidal wave is released in a one tile square around the player
Deals 32 damage with 1 bonus damage added for each experience level you have
Magic Fire
A damaging ring of fire is released in a one tile square around the player
Deals 36-45 damage with 1 bonus damage added for each experience level you have
Polymorph
Transforms one monster into a another monster
It’s a gamble as the new monster can be less or more dangerous
Defense Spells
Protection
Increases your protection by +2 for 250 steps.
Using this spell while active adds +250 steps to the counter
Charm Monster
Charms monsters and they won’t attack the player
The higher the casters charisma the longer this effect will last
The duration in added by casting is exactly charisma multiplied by two steps
Strength
Increases your strength by +3 for 150-250 steps
Using this spell while active adds 150-250 steps to the counter
Healing
Regenerates some of the player’s hit points
Heals for 20 hitpoints
Invisibility
Causes the caster to become invisible for 12 steps
This effect can be prolonged by carrying the Amulet of invisibility
Invulnerability
Increases the casters protection by +10 for 200 steps
Granting pratictal invulnerability but reduces your intelligence by 1 on cast but only to a minimum of 3
Using this spell while active adds +200 steps to the counter
Dexterity
Increases your dexterity by +3 for 400 steps
Using this spell while active adds +400 steps to the counter
Cancellation
Cancels out the special abilities of monsters for 5 steps with a bonus step added for each experience level
Using this spell while active adds +5 steps with a bonus step added for each experience level to the counter
Haste Self
Doubles the speed of the player for 7 steps with a bonus step added for each experience level
Using this spell while active adds +7 steps with a bonus step added for each experience level to the counter
Scare Monster
Causes monsters to be scared of the caster for 1 - 10 steps with a bonus step added for each experience level
Carrying the hand of fear will triple the duration of this effect
Hold Monster
Prevents all monsters from moving for 1 - 10 steps with a bonus step added for each experience level
Common Spells
Enlightment
Enlights a part of the dungeon around the player similar to the scroll of enlightment
On low difficulties where the caves are smaller this will enlight a 15x5 rectangle. On higher difficulties where the caves get bigger this will enlight a 15x8 rectangle
When playing on a difficulty setting higher than 55 and having an experience level higher than 22 carrying the orb of enlightment grants a 40% chance to enlight the whole level instead
Cure Blindness
Cures the player from blindness
Genocide
Deletes one monster group from the game, this monster cannot spawn anymore
The spell is forgotten after casting but can be relearned from a book
Reduces your intelligence by 1 every time its cast but only to a minimum of 3
Alter Reality
Makes the current level change permanently
Reduces your intelligence by 1 every time its cast but only to a minimum of 3
Permanence
Causes current effects remain forever
The spell is forgotten after casting but can be relearned from a book
Reduces your intelligence by 1 every time its cast but only to a minimum of 3
Walk trough walls
Gives the player the ability to walk trough walls for 5-15 steps
Vaporize Rock
Vaporizes the walls next to the player. It does not destroy doors
Create Monster
Creates a random monster from up to 4 levels deeper
Make a wall
Creates a wall in a chosen direction
Time Stop
Stops the time for 1-20 steps with 2 steps added for each experience level you have