Difference between revisions of "Miscast effect"

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Failure to cast spells causes various generally nasty things to occur, becoming nastier with spell level and spell failure. Miscasts come in severity 0,1,2,3; 0 is always harmless. Note that most monsters resulting from a miscast are summons: they do time out, can be [[abjuration|abjured]], do not leave items behind, and are not worth experience. Sometimes, they can be ''durable'' summons. ''Durable'' summons do not time out and cannot be abjured. There is a special case if [[Hell's mystical force]] produces a [[Miscast_effect#Hell_effects|miscast effect]] that spawns any monsters: those monsters are not summons and are worth experience.
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{{version030}}
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A [[miscast effect]] occurs when a player fails to cast a spell successfully. These can range in severity from completely harmless to inflicting heavy damage and [[magic contamination]], depending on the school of magic, the spell level, and the degree of failure. Players wishing to protect themselves from miscasts should focus on increasing the [[spell success]] rate, as this reduces both the frequency and intensity of miscasts. Additionally, miscasts from some schools of magic produce elemental damage that can be resisted.
  
==Air Magic==
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The in game spell failure rate color indicates the maximum potential damage relative to your current max [[HP]]. These are calculated as if the damage is irresistible, even for those schools whose miscast effects are resistible or not directly damaging.
*1: 4-12 electric damage, or rain cloud, or [[Mephitic Cloud]]
 
*2: 3d8 electric explosion or [[Poisonous Cloud]]
 
*3: 12-40 electric damage, or [[twister]], or [[ball lightning]]
 
  
==Conjuration==
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{|class="prettytable"
*1: smoke or 6-12 damage
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! Color !! Potential <br>HP Loss !! Warning <br>Description
*2: 9-25 damage or 3d12 explosion
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|-
*3: 12-40 damage or 3d20 explosion
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| {{LightGrey|Grey}} || None  || safe
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|-
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| {{White|White}} || 0% - 10% || slightly dangerous
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|-
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| {{Yellow|Yellow}} || 10% - 30% || dangerous
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|-
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| {{LightRed|Light red}} || 30% - 50% || quite dangerous
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|-
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| {{Red|Red}} || 50% - 70% || extremely dangerous
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|-
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| {{Magenta|Purple}} || 70% - 100% || astonishingly dangerous
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|-
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|}
  
==Divinations==
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The spell description shows the full list of possible miscast effects, including maximum damage and damage types.
The Divinations school has long since been removed from the game, but its miscasts remain.  They can be triggered by [[Sif Muna]]'s wrath, [[orange crystal statue]]s, [[crystal ball]]s, or any source of "random miscasts" (such as Zot traps).
 
  
*1: confusion or no effect
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==Effects==
*2: confusion plus either 1-3 INT loss or 3-12 MP loss
 
*3: confusion plus either 3-5 INT loss or 5-24 MP loss
 
  
==Earth Magic==
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Miscasting a spell from any school causes [[contamination]] based on the spell level and degree of failure (which can range from 1 to 99 for spells that are almost impossible to cast; higher success rate reduces the maximum range):
*1: harmless
 
*2: 10-22 damage (checked by AC)
 
*3: 3d15 explosion
 
  
==Hexes==
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{{crawlquote|'''Contamination''': 2 × (Spell Level × Spell Level × Degree of Failure + 250) }}
The [[Enchantments]] school was removed in [[0.8]] and broken into Hexes and Charms (''below''). Currently both these schools' miscasts are identical.
 
*1: levitation or [[scroll of random uselessness|random uselessness]]
 
*2: curse one item, slowing, or berserk
 
*3: curse one or more items, paralysis, confusion, or 0-18 glow
 
  
==Charms==
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If this results in more than 800 points of contamination, an additional effect is applied based on the spell school. If the spell has multiple schools, one of them is chosen at random. The intensity of the effect is rolled based on the spell level and the [[Spell_Success#The_final_step|raw spell failure chance]] (an internal value from 1 to 99, ''not'' the failure rate shown on the spell list).
*1: levitation or [[scroll of random uselessness|random uselessness]]
 
*2: curse one item, slowing, or berserk
 
*3: curse one or more items, paralysis, confusion, or 0-18 glow
 
  
==Fire Magic==
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{{crawlquote|'''Intensity''': (Spell Level)d(Spell Level + Raw Failure Rate) / 9}}
*1: smoke or burnt scrolls (plus 2-14 damage, ''only'' with Fire Vulnerability 1 or worse)
 
*2: burnt scrolls plus 5-33 fire damage, or 3d14 [[Fireball]]
 
*3: burnt scrolls plus 9-41 fire damage, or 3d20 Fireball, or [[Sticky Flame]]
 
  
==Ice Magic==
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For damaging effects, this is the amount of damage done. For status effects (slow and -Move), this is the duration in turns. Other effects as listed:
*1: nothing or freeze potions (plus 4-8 damage, ''only'' with Cold Vulnerability 1 or worse)
 
*2: freeze potions plus 5-16 ice damage or 3d11 ice explosion
 
*3: freeze potions plus 9-31 ice damage or [[Freezing Cloud]]
 
  
==Necromancy==
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{| class="prettytable"
[[Torment]], [[rotting]], and [[draining]] damage have no effect on undead. No effect ''at all'' if Kiku** and Piety/150 chance.
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! School!! Effect
*1: Slowing, rotting, or 5-19 [[torment]] damage
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|-
*2: Draining, 1-3 [[shadow|shadows]], or 15-37 [[torment]] damage
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| [[Air Magic]] || [[electricity]] damage
*3: Draining, [[reaper]], [[soul eater]], random stat loses 1-7, 1-6hp rot, or player-targeted [[torment]]
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|-
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| [[Conjurations]] || irresistible damage
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|-
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| [[Earth Magic]] || shrapnel damage <br> (reduced by AC three times)
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|-
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| [[Hexes]] || inflicts [[slow]]
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|-
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| [[Fire Magic]] || [[fire]] damage
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|-
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| [[Ice Magic]] || [[cold]] damage
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|-
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| [[Necromancy]] || [[drain|draining]] damage
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|-
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| [[Poison Magic]] || [[poison]] damage
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|-
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| [[Summonings]] || durably summoned [[nameless horror]]<br>[[HD]] = 2 × Intensity / 3
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|-
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| [[Translocations]] || prevents movement and voluntary [[blink]] or [[teleport]] (Stuck)
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|-
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| [[Transmutations]] || double current [[contamination]] <br> plus 9 × Intensity / 1000 contamination
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|-
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|}
  
==Poison Magic==
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==See Also==
No effects at all if poison resistant.
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*[[Magic contamination]]
*1: 2-4 [[poison]] damage or [[Mephitic Cloud]] on your location only
 
*2: 3-11 poison damage, large Mephitic Cloud, or random stat loses 1
 
*3: 10-28 poison damage, [[Poisonous Cloud]], or random stat loses 1-5
 
 
 
==Summoning==
 
*1: 5-13 damage, [[spatial vortex]], or imp
 
*2: 2-4 spatial vortices, demon, or 2-3 imps
 
*3: small abomination, 2-3 demons, greater demon, eldritch tentacle via [[Malign Gateway]], or [[Banishment]]
 
 
 
==Translocation==
 
*1: 4-12 damage, 4-10 damage and [[Blink]], or [[spatial vortex]]
 
*2: 9-31 damage, 5-13 damage, confusion and blink or teleport, 2-4 spatial vortices, or banishment
 
*3: 15-43 damage, 9-25 damage plus teleport and confusion, banishment, or 0-18 glow
 
 
 
==Transmutation==
 
*1: 1-11 damage or random uselessness
 
*2: 3-25 damage, 0-18 glow, paralysis, or confusion
 
*3: 3-20 damage plus 0-34 glow <u>OR</u> 5-27 damage plus remove mutation <u>OR</u> 5-27 damage plus 1-2 bad mutations
 
  
==Hell effects==
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==History==
*[[Miscast_effect#Necromancy|Necromancy]] miscast: 16.66%
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*Prior to [[0.30]], the Translocations miscast effect was named "-Move" instead of "Stuck". The new -Move status, which you get after casting [[Momentum Strike]], no longer prevents blinking or teleporting, it only stops you from moving.
*[[Miscast_effect#Summoning|Summoning]] miscast: 8.33%
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*Prior to [[0.29]], Hexes miscast effects would [[potion of cancellation|debuff]] the user before applying Slow.
*[[Miscast_effect#Conjurations|Conjurations]] miscast: 4.16%
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*Prior to [[0.28]], miscast effects were applied to [[Hell]]'s mystical force.
*[[Miscast_effect#Charms|Charms]] miscast: 2.08%
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*Prior to [[0.26]], miscast Translocations inflicted [[Dimension Anchor]] instead of -Move.
*[[Miscast_effect#Hexes|Hexes]] miscast: 2.08%
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*Prior to [[0.25]], the miscast effect system was significantly more complicated, with three different types of effects per school, depending on the severity of the miscast. Many other mechanics, such as [[divine retribution]], were dependent on miscasts.
*Miscast appropriate to each branch: 22.22% ([[Miscast_effect#Fire_magic|Fire magic]] miscast in [[Gehenna]], [[Miscast_effect#Ice_magic|Ice magic]] miscast in [[Cocytus]], [[Miscast_effect#Necromancy|Necromancy]] miscast in [[Tartarus]], and [[Miscast_effect#Earth_magic|Earth magic]] miscast in [[The_Iron_City_of_Dis|Dis]])
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*In [[0.16]], many magic miscast effects received a significant overhaul.
*Summon a greater demon appropriate to each branch: 14.15% ([[Brimstone fiend]]s in [[Gehenna]], [[Ice fiend]]s in [[Cocytus]], [[Shadow fiend]]s in [[Tartarus]], and any greater demon in [[The_Iron_City_of_Dis|Dis]])
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*Prior to [[0.14]], Hell's mystical force could paralyze the player.
*Summon 1-5 random monsters: 9.88%
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*Prior to [[0.13]], [[Zot trap]]s inflicted a random severity 3 miscast, instead of having a hardcoded list of effects.
*Nothing happens: 19.75%
 
 
 
==See Also==
 
[[Magic contamination]]
 
  
 
[[Category:Magic]] [[Category:Spells]]
 
[[Category:Magic]] [[Category:Spells]]

Latest revision as of 16:13, 15 May 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

A miscast effect occurs when a player fails to cast a spell successfully. These can range in severity from completely harmless to inflicting heavy damage and magic contamination, depending on the school of magic, the spell level, and the degree of failure. Players wishing to protect themselves from miscasts should focus on increasing the spell success rate, as this reduces both the frequency and intensity of miscasts. Additionally, miscasts from some schools of magic produce elemental damage that can be resisted.

The in game spell failure rate color indicates the maximum potential damage relative to your current max HP. These are calculated as if the damage is irresistible, even for those schools whose miscast effects are resistible or not directly damaging.

Color Potential
HP Loss
Warning
Description
Grey None safe
White 0% - 10% slightly dangerous
Yellow 10% - 30% dangerous
Light red 30% - 50% quite dangerous
Red 50% - 70% extremely dangerous
Purple 70% - 100% astonishingly dangerous

The spell description shows the full list of possible miscast effects, including maximum damage and damage types.

Effects

Miscasting a spell from any school causes contamination based on the spell level and degree of failure (which can range from 1 to 99 for spells that are almost impossible to cast; higher success rate reduces the maximum range):

Contamination: 2 × (Spell Level × Spell Level × Degree of Failure + 250)

If this results in more than 800 points of contamination, an additional effect is applied based on the spell school. If the spell has multiple schools, one of them is chosen at random. The intensity of the effect is rolled based on the spell level and the raw spell failure chance (an internal value from 1 to 99, not the failure rate shown on the spell list).

Intensity: (Spell Level)d(Spell Level + Raw Failure Rate) / 9

For damaging effects, this is the amount of damage done. For status effects (slow and -Move), this is the duration in turns. Other effects as listed:

School Effect
Air Magic electricity damage
Conjurations irresistible damage
Earth Magic shrapnel damage
(reduced by AC three times)
Hexes inflicts slow
Fire Magic fire damage
Ice Magic cold damage
Necromancy draining damage
Poison Magic poison damage
Summonings durably summoned nameless horror
HD = 2 × Intensity / 3
Translocations prevents movement and voluntary blink or teleport (Stuck)
Transmutations double current contamination
plus 9 × Intensity / 1000 contamination

See Also

History

  • Prior to 0.30, the Translocations miscast effect was named "-Move" instead of "Stuck". The new -Move status, which you get after casting Momentum Strike, no longer prevents blinking or teleporting, it only stops you from moving.
  • Prior to 0.29, Hexes miscast effects would debuff the user before applying Slow.
  • Prior to 0.28, miscast effects were applied to Hell's mystical force.
  • Prior to 0.26, miscast Translocations inflicted Dimension Anchor instead of -Move.
  • Prior to 0.25, the miscast effect system was significantly more complicated, with three different types of effects per school, depending on the severity of the miscast. Many other mechanics, such as divine retribution, were dependent on miscasts.
  • In 0.16, many magic miscast effects received a significant overhaul.
  • Prior to 0.14, Hell's mystical force could paralyze the player.
  • Prior to 0.13, Zot traps inflicted a random severity 3 miscast, instead of having a hardcoded list of effects.