spl1-330.txt Update version 1 for NetHack 3.3.0 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.3.0 by Dylan O'Donnell SPELLBOOK COST WGT PROB LVL READ MRKR BONUS APPEARANCE ~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~ ~~~~ ~~~~ ~~~~~ ~~~~~~~~~~ blank paper : $ 0 50 18 : 0 0 0 plain Book of the Dead : 3500 20 0 : 7 0 0 papyrus attack : : force bolt : 100 50 35 : 1 2 10 drain life : 200 50 10 : 2 2 20 magic missile : 200 50 45 : 2 2 20 Wiz cone of cold : 400 50 10 : 4 21 40 Val fireball : 400 50 20 : 4 12 40 finger of death : 700 50 5 : 7 80 70 healing : : healing : 100 50 40 : 1 2 10 + cure blindness : 200 50 25 : 2 2 20 + cure sickness : 300 50 32 : 3 6 30 Hea+ extra healing : 300 50 27 : 3 10 30 + stone to flesh : 300 50 15 : 3 2 30 restore ability : 400 50 25 : 4 15 40 Mon+ divination : : detect monsters : 100 50 43 : 1 1 10 light : 100 50 45 : 1 1 10 detect food : 200 50 30 : 2 3 20 clairvoyance : 300 50 15 : 3 6 30 Sam detect unseen : 300 50 20 : 3 8 30 identify : 300 50 20 : 3 12 30 detect treasure : 400 50 20 : 4 15 40 Rog magic mapping : 500 50 18 : 5 35 50 Arc enchantment : : sleep : 100 50 50 : 1 1 10 confuse monster : 200 50 30 : 2 2 20 slow monster : 200 50 30 : 2 2 20 cause fear : 300 50 25 : 3 6 30 charm monster : 300 50 20 : 3 6 30 Tou clerical : : protection : 100 50 18 : 1 3 10 create monster : 200 50 35 : 2 3 20 remove curse : 300 50 25 : 3 10 30 Pri+ create familiar : 600 50 10 : 6 42 60 turn undead : 600 50 16 : 6 48 60 Kni escape : : jumping : 100 50 20 : 1 3 10 haste self : 300 50 33 : 3 8 30 Bar invisibility : 400 50 25 : 4 15 40 Ran levitation : 400 50 20 : 4 12 40 teleport away : 600 50 15 : 6 36 60 matter : : knock : 100 50 35 : 1 1 10 wizard lock : 200 50 30 : 2 3 20 dig : 500 50 20 : 5 30 50 Cav polymorph : 600 50 10 : 6 48 60 cancellation : 700 50 15 : 7 64 70 Spellbooks are listed above by school, then increasing level. The COST field denotes the base price of each item. WGT specifies the weight (100 zorkmids weighs 1). Spellbooks comprise 4% of all randomly-generated items in the main dungeon, 12% in containers, 0% on the Rogue level, and 0% in hell. PROB is the relative probability of each subtype. They appear 1/34 cursed, 16/17 uncursed, and 1/34 blessed. There is also a chance of obtaining a spellbook (one you don't know yet if possible) from praying when your god is pleased. A neutral Wizard will usually receive a blessed spellbook of finger of death when crowned. The level (LVL) of a spell controls how difficult it is to cast and how much energy is required. Normal spellbooks cost 100 times their level. READ indicates the number of turns needed to successfully read a particular spellbook. MRKR specifies the maximum number of magic marker charges needed to write a spellbook of that type, or zero if it cannot be written. You may note that this number is 10 times the spell level. The actual number of charges used will be a random amount from MRKR/2 to MRKR-1. Wizards have a 1/3 chance of writing an unknown spellbook, and all other classes have a 1/15 chance; your chance improves with your luck. You can only write on spellbooks of blank paper, which can be made by getting any spellbook wet, cancelling any spellbook (except spellbooks of cancellation), or reading a spellbook until it is too faint to be read anymore. The Book of the Dead can't be blanked by any means. You can select non-blank spellbooks to write on, but this will abuse your wisdom and you will be told, "That spellbook is not blank!" Some spells provide a BONUS against spell failure. Each character class has a particular spell that they are good at casting (noted with class identifier). In addition, the spells marked with a plus (+) are emergency spells that grant an additional bonus. See the section on calculating spell failure below for details. Note that this column does NOT list which spellbooks a character may start with. Some types of spellbooks have the same APPEARANCE when unidentified. The appearance of the remaining spellbooks are are randomized from the following descriptions: parchment vellum ragged dog eared mottled stained cloth leather white pink red orange yellow velvet light green dark green turquoise cyan light blue dark blue indigo magenta purple violet tan plaid light brown dark brown gray wrinkled dusty bronze copper silver gold glittering shining dull thin thick Reading spellbooks ~~~~~~~~~~~~~~~~~~ Each spellbook takes a certain number of turns to READ it, noted above. If the spellbook is cursed, you will fail to learn the spell, will be paralyzed for the given number of turns, and will be teleported, aggravate monsters, be blinded, lose your gold, become confused, be poisoned (or have metal gloves corroded), get radiated by explosive energy, or get your inventory randomly cursed. There is a 1/3 chance that the book then crumbles to dust. If the spellbook is uncursed, there is a random chance of the above happening depending on your INTelligence, your experience level (XL),and the spellbook's level (LVL): 1 - ((INT + 4 +(XL/2) - (2 * LVL)) / 20) Wizards will be warned if this chance is non-zero and given the option to abort the reading attempt. Blessed spellbooks never cause these bad effects. You will never learn a spellbook while confused, and attempting while you are has a 1/3 chance of destroying the spellbook (except the Book of the Dead). If you are interrupted while reading, you may continue your efforts by reading the same spellbook again. When you successfully read a spellbook, there are four outcomes. If you do not yet know the spell, "You add the to your repertoire", ("You learn the " if the first spell you have learnt), identify the spellbook, get 20000 turns use of the spell, and increment the number of times you've studied that particular spellbook. For spells already known, if the book has been studied more than 3 times "This spellbook is too faint to be read anymore" and the spellbook turns into blank paper. Otherwise, if you had 1000 or fewer turns use of the spell remaining, then "Your knowledge of the is keener", you have 20000 turns' use of the spell again, you exercise your wisdom, and the number of times you've studied that particular spellbook is incremented. But if "You know the quite well already", then there is no further effect and the number of times you've read the spellbook is unchanged. Reading a spellbook will give you 20000 turns during which that spell can be used freely. If you use the spell towards the end of this time, you will get warning messages: 1001 to 20000 turns left No message. 101 to 1000 turns left "Your knowledge of this spell is growing faint." 1 to 100 turns left "You strain to recall the spell." When the time has expired, "Your knowledge of this spell is twisted" and you will become confused for a number of turns equal to three times the spell's level; this is denoted by an asterisk (*) next to the level in the spell's listing. You may reset the time left to 20000 turns by rereading the spellbook after the usage time has been reduced to 1000 turns. Reading the Book of the Dead has immediate effect. If you are standing on the vibrating square with a lit Candelabrum of Invocation with its quota of seven candles, and have rung the Bell of Opening there within the last four turns, and all three items are uncursed, then the staircase to Moloch's Sanctum is opened. Otherwise, the invocation fails, and a message is given to suggest why this may be the case. Outside of an invocation situation, if the Book is blessed you will tame nearby coaligned undead, and render any other undead in sight peaceful and cause them to flee; if it is uncursed, there is no effect beyond a random message; if it is cursed, some undead will be summoned, corpses in your inventory revived and eggs in your inventory rejuvenated. Spell skills ~~~~~~~~~~~~ Since the integration of the "wizard patch" into NetHack 3.3, characters have had individual skill levels associated with particular groups of spells, in a manner analogous to the weapon skills. As with weapons, continued use of a spell gives you practice in its spell school. With enough practice in a school of magic and experience levels, you may have the opportunity to advance your skill level in that school. This will in turn lead to reduced failure rates and an improvement in effects caused by spells in that school. There are specifically two requirements needed to advance a spell school: a number of successful castings of any spell in the school and a number of experience levels. 20 castings are needed to achieve basic level, 80 to become skilled, and 180 to become basic. These are cumulative from the beginning of the game (though if you start out at basic level in a school you are precredited with the 20 castings that would have been needed to achieve it); however, spells cast at higher levels accumulate faster, with basic-level castings counting as 2 and skilled-level as 3 towards further advancement in that school. The other criterion used to advanced skill levels is experience levels. Each time you gain an experience level, you earn a "skill slot" that is used up when you an advance a skill. Thus you can earn a maximum of 29 skill slots, by advancing from level 1 to level 30. If you lose an experience level, you lose the associated skill slot; if that skill slot was used to enhance a skill, you will lose the most recently earned skill and are refunded the remaining skill slots from that skill level. Going from unskilled to basic or basic to skilled costs one slot; going from skilled to expert costs two slots. Note that these slots are shared with weapon skills. When you start the game, Healers and Monks will have basic skill in the healing school, Priests in clerical and Wizards in attack and enchantment; you will be unskilled in all other schools. When you reach the point when you can advance a skill category, you will see the message, "You feel more confident in your spell casting skills." You can then advance the skill using the #enhance command (alt-e on some systems). You may choose to not advance a skill level if you want to reserve the skill slots for a different school or weapon class. After advancing a skill, if you are ready to advance another skill (possibly the same one), you will get the message "You feel you could be more dangerous!" The #enhance command can also be used at any time to check your current skill levels. Different classes can reach different maximum levels in the spell schools, as follows: School Arc Bar Cav Hea Kni Mon Pri Ran Rog Sam Tou Val Wiz ~~~~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ attack : b s b - s b - - - s - b E healing : b - - E s E E b - - - - s divination : E - - - - b E E s - b - E enchantment : - - - - - b - - - - b - s clerical : - - - - s s E - - s - - s escape : - - - - - b - b s - s b E matter : b - s - - b - - s - - - E The term "restricted" is used to describe schools in which you are permanently unskilled. They do not appear in the #enhance menu, although you will see schools that are unskilled and can be advanced. Spell failure ~~~~~~~~~~~~~ There are some preliminary needs that must be met for any spellcasting. The spell must be already known and have been (re)learnt less than 20000 turns ago. You need at least 11 nutrition (weak, near fainting) unless you are casting a spell of detect food. You must have a strength of at least 4, must have a free hand (both can't be welded to weapons and/or a shield), and must not be overtaxed. Finally, each attempt to cast a spell drains energy equal to 5 times the spell's level (randomly up to three times this amount if you have the Amulet) for a successful casting, or half as much for a failure. Your hunger increases by twice the amount of energy that would be drained for a success regardless, but it will not make you faint. This hunger loss is reduced by an amount depending on intelligence; halved for INT of 15, quartered for INT of 16, or eliminated entirely for INT of 17 or 18. There are three factors that cause spells to fail: - Your armor. Metallic body armor, metallic helmets (except helm of brilliance), metallic gloves, metallic shoes, and any shield (although a small shield is not as bad) will penalize you. Fighter- type classes are not penalized as much as the other classes. The following items are "safe" for spellcasting: All shirts All dragon scales and dragon scale mails Leather jacket, leather armor, studded leather armor Crystal plate mail All cloaks and robes Elven leather helm, fedora, helm of brilliance Cornuthaum All gloves except gauntlets of power All boots except iron shoes and kicking boots So the "best" armor class you could achieve for spellcasting -- not including your intrinsic protection or item enchantments -- is with any shirt, any dragon scale mail, a robe, a helm of brilliance, gauntlets of dexterity, and high boots. Of course, there are other combinations that yield a lower AC or spellcasting ability but have strategic advantages. - The level of the spell, as shown above (LVL). - If you are confused, the spell will always fail. There are seven factors that improve spellcasting success: + Your class. Each class has its own base ability, armor penalties, bonuses for emergency spells, and a spell that they are especially good at. See the table below. + Your armor. Robes help offset a penalty for wearing metallic body armour, or grant an outright bonus if worn without it. + Your intelligence (Arc, Bar, Cav, Ran, Rog, Sam, Tou, Wiz) or wisdom (Hea, Kni, Mon, Pri, Val). + Your experience level. + Your skill in the school of the spell. + Certain "emergency" spells get an extra bonus. They are noted with a plus (+) in the above BONUS column. The amount of the bonus depends on your class. Note that Rangers and Tourists are actually penalized for these spells. + If you have the teleport intrinsic ("teleportitis"), you may be able to perform a self-teleport (^T) without using the teleport away spell. You also must be at least experience level 12 (8 if a Wizard) or be polymorphed into a teleporting monster, may not be overtaxed, must have at least 6 strength, and need 100 nutrition and 19 energy (both of which are consumed). If you fall into water with teleportitis or as a teleporting monster, you may automatically attempt to cast a self-teleport to get out. Finally, characters with teleportitis will always teleport at random intervals. To calculate spell failure, you first need to sum together the penalties marked with a number sign (#) below. An increasing total penalty is worse for spellcasting, and is limited to a maximum of 20. # The "BASE" value from the table below, depending on the character's class. # If an "emergency" spell (noted with a + above), the "EMERG" field. # If wearing any shield, the amount in the "SHIELD" field. # If wearing metallic body armor, the amount in the "SUIT" field. If also wearing a robe, only add half the amount (rounded down). # If wearing a robe without metallic armour, *subtract* the amount in the "SUIT" field. # If wearing a metallic helmet other than the helm of brilliance, add 4. (Metal helmets interfere with the mind.) # Metallic gloves add 6 (casting channels through the hands). # Metallic boots add 2 (all metal interferes to some degree). # Add -4 if the spell is special to that class (see table). CLASS BASE EMERG SHIELD SUIT STAT SPECIAL SPELL ~~~~~ ~~~~ ~~~~~ ~~~~~~ ~~~~ ~~~~ ~~~~~~~~~~~~~ Arc 5# 0# 2# 10# Int Magic mapping Bar 14# 0# 0# 8# Int Haste self Cav 12# 0# 1# 8# Int Dig Hea 3# -3# 2# 10# Wis Cure sickness Kni 8# -2# 0# 9# Wis Turn undead Mon 8# -2# 2# 20# Wis Restore ability Pri 3# -2# 2# 10# Wis Remove curse Ran 9# 2# 1# 10# Int Invisibility Rog 8# 0# 1# 9# Int Detect treasure Sam 10# 0# 0# 8# Int Clairvoyance Tou 5# 1# 2# 10# Int Charm monster Val 10# -2# 0# 9# Wis Cone of cold Wiz 1# 0# 3# 10# Int Magic missile Next, calculate a base chance of success, which is 5.5 times your intelligence or wisdom STAT, depending on your class. This chance is modified by the following factors: # SKILL level (Unskilled = 0, Basic = 1, Skilled = 2, Expert = 3) # spell level (LVL) # experience level (XL) according to this formula: difficulty = (LVL * 4) - (SKILL * 6) - (XL/3) - 5 If this is positive, your chance is reduced according to another formula: chance = base chance - square root of ((900 * difficulty) + 2000) If it is negative, it will be increased with diminishing returns: the absolute value is multiplied by (15/LVL), capped at 20, and added to the base chance. The resulting chance is clipped to the range of 0% to 120% success. If you are wearing a shield larger than a small shield, the chance is then reduced to 1/4 its amount (except if it is the special spell for your class -- then it is only halved). Finally, the chance of success is adjusted by your total penalty using the following formula: chance = (chance * (20-penalty) / 15) - penalty The result is clipped to the range of 0% to 100% success. Spell effects ~~~~~~~~~~~~~ Many attack spells have their damage affected by your experience level (XL) and your INTelligence, according to modifiers referred to in the following descriptions as 'spell damage' and 'spell bonus'. spell damage = (XL/2) +1 if INT < 10: damage bonus = -3 if INT = 14-18 and XL > 5: damage bonus = 1 if INT > 18 and XL > 5: damage bonus = 2 Otherwise: damage bonus = 0 Each spell is annotated with its school and its type. NODIR spells do not ask for a direction. IMMED spells ask for a direction, but do not show a beam when cast. RAY spells produce a beam which is animated on the screen. DISTANT spells ask for a position at which to cast the spell. cancellation (matter, IMMED) Same effect as a wand of cancellation. zap monster Some monsters may resist. Clay golems are killed "Some writing vanishes from head!" Weremonsters return to human form. The monster is cancelled. zap downwards Any engraving at the location is removed. zap object Object is cancelled. zap self All items in your inventory are cancelled. If you are polymorphed into a clay golem, you revert to your normal form. "Some writing vanishes from your head!" (if not blind) cause fear (enchantment, NODIR) Same effect as reading an uncursed scroll of scare monster. You will cause monsters within your visual range to flee. Some monsters can resist the effect. "You hear maniacal laughter close by." (something was affected) "You hear maniacal laughter in the distance." (no creature affected) charm monster (enchantment, NODIR) Same effect as reading an uncursed scroll of taming. Tames monsters within a one square radius. Also calms shopkeepers. Some monsters can resist. No messages. clairvoyance (divination, NODIR) You immediately map a rectangle around you up to 12 rows by 20 columns. Clairvoyance can be blocked. "You sense a pointy hat on top of your ." (if wearing cornuthaum and not a Wizard) cone of cold (attack, RAY/DISTANT) unskilled or basic Same effect as a wand of cold. zap monster The location of the monster is revealed, if unseen. If monster is cold resistant, no effect. Otherwise, does spell damage to (6 * spell damage) damage, plus damage bonus. It does an additional spell damage to (3 * spell damage) damage if the monster is fire resistant. This damage is all doubled if you are a Knight with the Magic Mirror of Merlin. Some monsters may resist and take half damage. Potions in the monster's inventory may be destroyed. "The cone of cold rips into the ." (if swallowed) "The cone of cold hits the ." (otherwise) zap self If you are not cold resistant, does 12 to 72 damage. "You imitate a popsicle!" (not cold resistant) "You feel a little chill." (cold resistant) May freeze potions in your inventory. zap location If water, it freezes (except on Plane of Water). "The water freezes." (normal water, in sight) "The moat is bridged with ice!" (moat, in sight) "You hear a crackling sound." (water, out of sight) "The water freezes for a moment." (Plane of Water, in sight) "You hear a soft crackling." (Plane of Water, out of sight) If lava, it solidifies. "The lava cools and solidifies." (lava, in sight) If closed door, it is destroyed. The ray is halted. "The door freezes and shatters!" (in sight) "You feel cold." (otherwise) skilled or expert You may choose a location at which to cast explosions of cold. This location may be no more than 10 squares away, and must be in sight and open space. This spell cannot be used underwater or on the Plane of Water. "Your mind fails to lock onto that location!" (out of sight) "The spell dissipates over the distance!" (too far) "You're joking! In this weather?" (underwater) "You had better wait for the sun to come out." (Plane of Water) 2 to 8 explosions follow; the first is centred at the location you chose, subsequent ones randomly at any of the nine squares around that point. Each explosion affects the surrounding squares, as above; monsters and yourself will take spell damage plus damage bonus damage if not cold resistant (some monsters may resist and take half damage); this damage is doubled for fire resistant monsters. Potions in inventories may be destroyed. " is caught in the ball of cold!" "You are caught in the ball of cold!" Any explosions that would be centred on yourself do not take place, but instead do damage as 'zap self' above. confuse monster (enchantment, NODIR) Same effect as an uncursed scroll of confuse monster. If polymorphed into non-@, you are confused for 1 to 100 (more) turns. "You feel confused." Otherwise, you will confuse the next (one more) monster you hit. "Your hands begin to glow red." (unblind) "Your hands begin to glow red even more." (unblind, more) "Your hands tingle." (blind) "Your hands tingle even more." (blind, more) create familiar (clerical, NODIR) A monster of your preferred pet type (dog or cat; 1/3 chance) or random monster (2/3 chance) is created. In any case, it becomes your pet if it is capable of being tamed. No messages. create monster (clerical, NODIR) Same effect as an uncursed scroll of create monster. Creates one (72/73 chance) or 2 to 5 (1/73 chance) monsters around you. No messages. cure blindness (healing, NODIR) Cures all forms of blindness not due to a blindfold or towel. "You can see again." (not hallucinating) "Far out! Everything is all cosmic again!" (hallucinating) cure sickness (healing, NODIR) Cures all forms of sickness, including illness, sliming and food poisoning. "You are no longer ill." (if ill) "The slime disappears!" (if slimed) "What a relief!" detect food (divination, NODIR) Same effect as an uncursed scroll of food detection. If no food on that level, no effect. "You sense a lack of food nearby." (saw some before) "You have a strange feeling for a moment, then it passes." (beginner not hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "Your nose twitches." (otherwise) Otherwise, you detect comestibles on that level. "You smell food nearby." (if just on your square) "Your nose tingles and you smell food." (if elsewhere) Note that casting this spell does not cause hunger loss. detect monsters (divination, NODIR) Same effect as an uncursed potion of monster detection. You briefly see monsters on that level and exercise your wisdom. "You sense the presence of monsters." If no monsters on the level (other than you), no effect. "You have a strange feeling for a moment, then it passes." (beginner not hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "You feel threatened." (not hallucinating) "You get the heebie jeebies." (hallucinating) detect treasure (divination, NODIR) Same effect as an uncursed potion of object detection. You detect objects on that level and exercise your wisdom. "You sense the presence of objects." (not hallucinating) "You sense the presence of something." (hallucinating) "You sense the absence of objects." (not hallucinating) "You sense the absence of something." (hallucinating) If no objects on level and none had appeared on the map, no effect. "You have a strange feeling for a moment, then it passes." (beginner not hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "You feel a lack of something." (otherwise) If there are only objects in your inventory, you exercise your wisdom. "You sense objects nearby." (not hallucinating) "You sense something nearby." (hallucinating) detect unseen (divination, NODIR) Same effect as a wand of secret door detection. Secret doors and corridors, traps and hidden monsters in an area of radius 8 are revealed. No messages. dig (matter, IMMED) Same effect as a wand of digging. zap monster If swallowed by a non-vortex non-elemental, you are expelled and the monster is reduced to 1 hit point. "You pierce stomach wall!" (if animal) zap upwards If not on the Planes of Air or Water or underwater, causes a rock to fall on your head doing 1 to 6 damage (1 to 2 if wearing a metal helmet). "The beam bounces off the and hits the !" (on stairs) "You loosen a rock from the . It falls on your ." zap downwards If standing on stairs, same effect as zapping upwards. If in a pit or another trap on a hard-floored level, or a magic portal on any level, or phasing within a wall on a level with non-diggable walls, no effect. "The here is too hard to dig in." If on an altar or throne, no effect. "The is too hard to break apart." If on a sink, turns it into a fountain. "The pipes break! Water spurts out!" If on a fountain, creates a number of pools nearby. "Water gushes forth from the overflowing fountain!" (made at least one) "Water sprays all over you." (didn't) If over, on or in water or lava, wakes nearby monsters. "The sloshes furiously for a moment, then subsides." If on a lowered drawbridge or its portcullis, it is destroyed. Things in the vicinity are very likely to die. "The drawbridge collapses into the !" (if still moat or lava) "The drawbridge disintegrates!" (if iced or dried up) "You are blown apart by flying debris." (died standing on portcullis) "You are hit by a huge chunk of metal!" (died on drawbridge) If standing on same spot as a boulder, it is destroyed. An existing pit has a 50% chance of just having any spikes removed; otherwise any trap is destroyed. "The boulder settles into the pit." (existing pit, 50% chance). "KADOOM! The boulder falls in!" (otherwise) If on a grave, it is excavated. Otherwise, digs a pit if on a hard-floored level, or a hole if not. "You dig a in the ." (pit) zap sideways The range of the digging ray is 8 to 25 squares through open space. Doors and walls count as 3 spaces; stone as two. If not in a non-mazelike Dungeon level or the Plane of Earth, the ray will halt after the first obstacle against which it has taken effect; on those levels it will continue. Known, closed doors will be destroyed; secret doors and diggable walls will be converted into empty doorways; diggable stone into open corridor spaces. "The door is razed!" (closed door) "The wall glows then fades." (undiggable wall) "The rock glows then fades." (undiggable rock) drain life (attack, IMMED) zap monster The location of the monster is revealed, if unseen. If the monster is drain resistant or resists, no effect. Otherwise, does 1 to 8 damage (2 to 16 if a Knight with the Magic Mirror of Merlin) plus damage bonus and drains the monster one level. " suddenly seems weaker!" zap downwards Any engraving at the location is corrupted if you can reach it. zap object Any charges or enchantments on the item will be reduced by one if it does not resist. zap self If you are not drain resistant, you lose one experience level. extra healing (healing, IMMED) zap monster The location of the monster is revealed, if unseen. Restores 8 to 48 hit points to monster. " looks much better." (in sight) If the monster is tame or peaceful, then if you are a Healer or lawful, your alignment increases by 1; if you are a chaotic non-Healer your alignment decreases by 1. zap self You regain 6 to 48 hit points, and blindness is cured. "You feel much better." finger of death (attack, RAY) Same effect as a wand of death. zap monster If monster is Death, his maximum HP are increased by 50% (to a limit of 999) and he is healed to maximum HP. If monster is magic resistant, a demon, or nonliving, no effect. Otherwise, does damage equal to the monsters HP plus one, doubled if you are a Knight with the Magic Mirror of Merlin. Some monsters may resist and take half damage. "The finger of death rips into the ." (if swallowed) "The finger of death hits the ." (otherwise) zap location If closed door, halts ray. "The door absorbs your spell!" zap self If you are a demon or a non-living monster, no effect. "You seem no deader than before." Otherwise, you die. "You irradiate yourself with pure energy! You die." fireball (attack, RAY/DISTANT) unskilled or basic zap self If you are not fire resistant, does 12 to 72 points of damage. "You've set yourself afire!" (not fire resistant) "You feel rather warm" (fire resistant) If polymorphed into an iron golem, restores 12 to 72 hit points and exercises your strength. "Strangely, you feel better than before." May cause fire damage to worn armour and destroy flammable items in inventory. Burns away slime. Otherwise, fires a ray that explodes when it reaches a monster (centred on its location) or an obstacle (centred on the square immediately before it). The nine surrounding squares are affected thus: affected location If ice, it melts. "The ice crackles and melts." (in sight) No message (otherwise) If a pool, evaporates to leave a pit. "The water evaporates." (in sight) "You hear hissing gas." (otherwise) If other water, no effect. "Some water evaporates." (in sight) "You hear hissing gas." (otherwise) If fountain, it dries up. "Steam billows from the fountain." (in sight) No message (otherwise). If closed door, it is destroyed. The ray is halted. "The door is consumed in flames!" (in sight) "You smell smoke." (otherwise) object If scroll or spellbook, may be destroyed. Scrolls of fire, spellbooks of fireball and the Book of the Dead will resist. "You see a puff of smoke." (not blind) "You smell a whiff of smoke." (blind) monster or yourself Does spell damage plus damage bonus damage if not fire resistant (some monsters may resist and take half damage); this damage is doubled for cold resistant monsters. Flammable armour may be damaged and flammable items in inventories destroyed. Burns away slime. " is caught in the fireball!" "You are caught in the fireball!" skilled or expert You may choose a location at which to cast explosions of fire. This location may be no more than 10 squares away, and must be in sight and open space. This spell cannot be used underwater or on the Plane of Water. "Your mind fails to lock onto that location!" (out of sight) "The spell dissipates over the distance!" (too far) "You're joking! In this weather?" (underwater) "You had better wait for the sun to come out." (Plane of Water) 2 to 8 explosions follow; the first is centred at the location you chose, subsequent ones randomly at any of the nine squares around that point. Each explosion affects the surrounding squares as above. Any explosions that would be centred on yourself do not take place, but instead do damage as 'zap self' above. force bolt (attack, IMMED) Same effect as a wand of striking. zap monster The location of the monster is revealed, if unseen. If the monster is magic resistant, no effect. If monster's AC is less than a random number between -9 and 10, and it is not swallowing you, the strike misses. "The spell misses ." Otherwise, does 2 to 24 points of damage (4 to 48 if you are a Knight with the Magic Mirror of Merlin) plus damage bonus. Some monsters may resist and take half damage. Fragile objects in monster's inventory may be broken, as 'zap object' below. "The spell hits ." zap downwards If on a lowered drawbridge or its portcullis, it is destroyed. Things in the vicinity are very likely to die. "The drawbridge collapses into the !" (if still moat or lava) "The drawbridge disintegrates!" (if iced or dried up) "You are blown apart by flying debris." (died standing on portcullis) "You are hit by a huge chunk of metal!" (died on drawbridge) Any engraving at the location is corrupted. zap upwards If on the portcullis of an open drawbridge, it is destroyed. Effects as 'zap downwards' above. Otherwise, if not on the Planes of Air or Water, there is a 2/3 chance of causing a rock to fall on your head doing 1 to 6 damage (1 to 2 if wearing a metal helmet). "A rock is dislodged from the ceiling and falls on your ." zap location If drawbridge or its portcullis, it is destroyed. Effects as 'zap downwards' above. If secret door or closed door, door is broken, waking nearby monsters; trapped doors are additionally destroyed, waking slightly less nearby monsters. "A door appears in the wall!" (secret door, in sight) "The door crashes open!" (untrapped, in sight) "You hear a crashing sound." (untrapped, not in sight) "KABOOM!! You see a door explode." (trapped, in sight) "You hear a distant explosion." (trapped, not in sight) zap object Statue traps will be activated. "Instead of shattering, the statue suddenly comes alive!" Non-trapped statues and boulders will be broken into 8 to 66 rocks. Breaking a boulder in Sokoban has a -1 penalty to Luck. No message. Fragile objects may be broken. Breaking a mirror has -2 penalty to Luck. Breaking your own eggs has a -1 penalty to Luck per egg (to a maximum of 5). " shatters!" (potion, in sight) " shatters into a thousand pieces!" (tool, in sight) "You hear something shatter!" (potion or tool, out of sight) "Splat!" (egg) "What a mess!" (cream pie, in sight) zap self If you have magic resistance, no effect. "Boing!" Otherwise, does 2 to 24 points of damage and abuses strength. "You bash yourself!" haste self (escape, NODIR) You become very fast (like speed boots) for 100 to 109 (more) turns and exercise your dexterity. "You are suddenly moving much faster." (was slow) "You are suddenly moving faster." (was fast) "Your get new energy." (was already very fast) healing (healing, IMMED) zap monster The location of the monster is revealed, if unseen. Restores 4 to 24 hit points to monster. " looks better." (in sight) If the monster is tame or peaceful, then if you are a Healer or lawful, your alignment increases by 1; if you are a chaotic non-Healer your alignment decreases by 1. zap self You regain 4 to 24 hit points. "You feel better." identify (divination, NODIR) Same effect as a blessed scroll of identify with luck ignored: You can identify items from your inventory: # items: 1 2 3 4 all chance: 1/5 1/5 1/5 1/5 1/5 invisibility (escape, NODIR) If wearing a mummy wrapping, no effect. "You feel rather itchy under your ." Otherwise, same effect as an uncursed potion of invisibility. You become invisible for 31 to 45 (more) turns. No message (if blind). "Gee! All of a sudden, you can't see yourself." (not hallucinating) "Gee! All of a sudden, you can see right through yourself." (not hallucinating, see invisible) "Far out, man! You can't see yourself." (hallucinating) "Far out, man! You can see right through yourself." (hallucinating, see invisible) jumping (escape, NODIR) If you are swallowed, held stuck, underwater, levitating, on the Plane of Air or of Water, or have wounded legs, no effect. "You bounce around a little." (swallowed) "You writhe a little in the grasp of ." (stuck) "You swish around a little." (underwater) "You flail around a little." (levitating or on Plane of Air/Water) "Your leg(s) is/are in no shape for jumping." (wounded legs) If you are mounted and your steed is trapped or has wounded legs, no effect. " is stuck in a trap." (trapped) " is in no shape for jumping." (wounded legs) Otherwise, you can jump. The maximum DISTANCE (square of hypotenuse of x and y distance) depends on your SKILL in escape spells: SKILL : unskilled basic skilled expert DISTANCE : 9 12 15 18 Jumping out of beartraps will wound your leg. Jumping in Sokoban carries a -1 luck penalty. knock (matter, IMMED) Same effect as a wand of opening. zap monster If you are being swallowed, you are expelled. " opens its mouth!" (animal, not blind) "You feel a sudden rush of air!" (animal, blind) Otherwise, no effect. zap downwards If on Quest home level and not permitted to descend, no effect (nice try). "The stairs seem to ripple momentarily." If phasing through closed portcullis, drawbridge opens. "You see a drawbridge going down!" zap upwards If phasing through closed portcullis, as 'zap downwards' above. zap location If secret door, it is revealed (but still closed). "A door appears in the wall!" If locked door, it is unlocked (but still closed). "The door unlocks!" Otherwise, no effect. zap object If iron chain attached to you, it is removed and you become unpunished. No message. If chest or large box, it becomes unlocked, or lock mended if broken. "Klick!" (if locked) No message for fixing lock. Otherwise, no effect. zap self No effect. "Your chain quivers for a moment." (if punished) levitation (escape, NODIR) Same effect as an uncursed potion of levitation: You levitate for 10 to 149 (more) turns. "You start to float in the air!" (not hallucinating) "Up, up, and awaaaay! You're walking on air!" (hallucinating) "You float up, out of the pit!" (were trapped in pit) "You float up, only your is still stuck." (still in beartrap) "It feels as though you'd lost some weight." (Water Plane) "You gain control over your movements." (Air Plane) light (divination, NODIR) Same effect as an uncursed scroll of light. If swallowed, engulfed, or underwater no area is actually lit or darkened. "It seems even darker in here than before." (cursed or confused) "'s stomach is lit. " (animal) " shines briefly." (whirly monster) " glistens." (other swallowed) Otherwise, an area of radius 5 is lit. "A lit field surrounds you!" If on the Rogue level, rooms are lit/darkened instead of an area. magic mapping (divination, NODIR) Same effect as an uncursed scroll of magic mapping. If on a non-mappable level you become confused for 1 to 30 (more) turns. "Your head spins as something blocks the spell!" Otherwise, you map the entire level. "A map coalesces in your mind!" magic missile (attack, RAY) Same effect as a wand of magic missile. zap monster The location of the monster is revealed, if unseen. If monster is magic resistant, no effect. Otherwise, does spell damage to (6 spell damage) plus damage bonus damage, doubled if you are a Knight with the Magic Mirror of Merlin. Some monsters may resist and take half damage. "The magic missile rips into the ." (if swallowed) "The magic missile hits the ." (otherwise) zap location If closed door, halts ray. "The door absorbs your spell!" zap self If you are magic resistant, no effect. "The missiles bounce!" Otherwise, does 4 to 24 damage. "Idiot! You've shot yourself!" polymorph (matter, IMMED) Same effect as a wand of polymorph. zap monster If the monster is magic resistant or resists, no effect. Otherwise, 1/25 chance of monster dying from system shock. " shudders!" If no system shock, monster polymorphs into a new form. No message. zap downwards Any engraving at the location is changed into a randomly chosen engraving. zap object Object may be polymorphed into a new object. Some objects may resist. zap self If you are not unchanging, you polymorph into a new form. protection (clerical, NODIR) You gain a temporary AC bonus determined by a factor based on your experience level, decreased by a factor determined by your existing amount of protection from this spell (if any) and your existing non-spell AC. "The around you begins to shimmer with a golden haze." "The golden haze around you becomes more dense." (already protected) "Your skin feels warm for a moment." (no bonus earnt) This bonus is reduced at a rate of 1 point for every 10 turns (every 20 turns if cast at expert level). "The golden haze around you becomes less dense." (bonus reduced) "The golden haze around you disappears." (bonus down to zero) remove curse (clerical, NODIR) unskilled or basic Same effect as an uncursed scroll of remove curse. All cursed worn or wielded items (weapons, armor, amulets, rings, and eyewear) and loadstones are uncursed. Removes a ball and chain (punishment). "You feel like someone is helping you." (not hallucinating) "You feel in touch with the Universal Oneness." (hallucinating) skilled or expert Same effect as a blessed scroll of remove curse. All cursed items in your main inventory become uncursed. Removes a ball and chain (punishment). Same messages as above. restore ability (healing, NODIR) Same effect as an uncursed potion of restore ability. Restores one random lost statistic to its previous maximum amount. "Wow! This makes you feel good!" sleep (enchantment, RAY) Same effect as a wand of sleep. zap monster The location of the monster is revealed, if unseen. If monster is sleep resistant, no effect. Otherwise, monster falls asleep for spell damage to (6 * spell damage) (more) turns (to a maximum of 127 more turns). "The sleep ray rips into the ." (if swallowed) "The sleep ray hits the ." (otherwise) zap location If closed door, halts ray. "The door absorbs your spell!" zap self If you have sleep resistance, no effect. "You don't feel sleepy!" Otherwise, fall asleep for 1 to 50 turns. "The sleep ray hits you!" slow monster (enchantment, IMMED) Same effect as a wand of slow monster. zap monster The monster becomes slow, or normal speed if fast. If you are engulfed by a vortex or air elemental, you are expelled. Some monsters may resist. "You disrupt ! A huge hole opens up..." (expelled) No message otherwise. zap self If you currently have the speed intrinsic, it is lost. "You slow down" (not wearing speed boots) "Your quickness feels less natural." (wearing speed boots) stone to flesh (healing, IMMED) zap monster If a stone golem, becomes a flesh golem (even if the latter are extinct or genocided). " turns to flesh!" Otherwise, no effect. zap upwards No effect. "Blood drips on your ." zap downwards Any stone engraving at the location is corrupted. "The edges on the floor get smoother." (if not hallucinating) "The floor runs like butter!" (if hallucinating) Otherwise, no effect. "Blood pools at your feet." zap object If object is made of stone or mineral material (not gemstone), it is converted into a meatball (rock/stone), meat stick (wand), meat ring (ring) or huge chunk of meat (boulder). "You smell the odor of meat." (if herbivorous) "You smell a delicious smell" (otherwise) Statues and figurines are animated if monster is non-unique and not genocided. "The statue comes to life!" "The figurine animates!" zap self If you are polymorphed into a stone golem, you turn into a flesh golem unless they are genocided. If you are being turned to stone, the process is stopped. "You feel limber" (non-hallucinating) "What a pity - you just ruined a future piece of art!" (hallucinating with charisma <= 15) "What a pity - you just ruined a future piece of fine art!" (hallucinating with charisma > 15) Stone objects in your inventory are affected as above. teleport away (escape, IMMED) Same effect as a wand of teleportation. zap monster A priest(ess) in his or her temple resists. " resists your magic!" Riders have a 12/13 chance of being teleported to a square next to you. Otherwise, the monster is teleported to a random location on the same level. No message. If the monster is unseen and does not move, its location is revealed. zap downwards Any engraving on the location will be teleported to a random position on the same level. zap object The object is teleported to a random location on the same level. zap self If you are on a non-teleport level, no effect. "A mysterious force prevents you from teleporting!" Otherwise, one-third of the time if you are carrying the Amulet of Yendor, no effect. "You feel disoriented for a moment." Otherwise, you teleport to a random or controlled position on the same level. turn undead (clerical, IMMED) Same effect as a wand of undead turning. zap monster Corpses in monster's inventory revive, eggs are rejuvenated. Undead monsters take 1 to 8 points of damage (2 to 16 if you are a Knight with the Magic Mirror of Merlin) plus damage bonus, their location is revealed if unseen, and they flee if they do not resist. No message. zap object Eggs are rejuvenated. Corpses are revived. No messages. zap self Corpses in your inventory revive, eggs are rejuvenated. If you are undead, you are stunned for 1 to 30 (more) turns. "You feel frightened and stunned." (not already stunned) "You feel frightened and even more stunned." (already stunned) Otherwise, no effect. "You shudder in dread." wizard lock (matter, IMMED) Same effect as a wand of locking. zap downwards If on a lowered drawbridge or its portcullis, it is destroyed. Things in the vicinity are very likely to die. "The drawbridge collapses into the !" (if still moat or lava) "The drawbridge disintegrates!" (if iced or dried up) "You are blown apart by flying debris." (died standing on portcullis) "You are hit by a huge chunk of metal!" (died on drawbridge) Otherwise, no effect. zap upwards If on a portcullis, destroys the drawbridge as 'zap downwards' above. Otherwise, no effect. zap location If lowered drawbridge or portcullis, raises drawbridge. Things in the vicinity are very likely to die. "You see a drawbridge up!" If doorway on Rogue level, becomes secret door if clear of obstruction. "A cloud of dust springs up in the older, more primitive doorway." "The cloud quickly dissipates." (if obstructed) "The doorway vanishes!" (otherwise) If empty doorway with trap, no effect. "A cloud of dust springs up in the doorway, but quickly dissipates." If an empty doorway, broken door, or open or closed door, becomes locked door. "A cloud of dust springs up and assembles itself into a door!" (empty) "The broken door reassembles and locks!" (broken) "The door swings shut and locks!" (open) "The door locks!" (closed) Otherwise, no effect. zap object If chest or large box, is locked (and lock mended if broken). "Klunk!" (if not already locked) Otherwise, no effect. Acknowledgements ~~~~~~~~~~~~~~~~ Thanks to Bruce Cox for proofreading the original version of this file. Suggestions by Sascha Wostmann and Petrosky . Spelling correction by Monte Mitzelfelt . Luck correction by Pat Rankin . -- Dylan O'Donnell : "For the sun will rise, and the moon will set, Demon Internet : And you learn how to settle for what you get. Resident, Forgotten Office : It will all go on, if we're here or not, http://www.fysh.org/~psmith/ : So who cares? So what?" -- Fred Ebb, "Cabaret"