Difference between revisions of "Spell"
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− | A '''spell''' is a magical effect that the player can produce at will, provided they have sufficient [[MP]], are skilled enough in the spell's [[magic school]]s, and not under a few [[status effect]]s. Spells are learned from the | + | A '''spell''' is a magical effect that the player can produce at will, provided they have sufficient [[MP]], are skilled enough in the spell's [[magic school]]s, and not under a few [[status effect]]s. Spells are learned from the spell library ('''M'''). |
− | == | + | == Useful Info == |
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Every spell has the following: | Every spell has the following: | ||
− | * A spell level | + | * A '''spell level'''. This determines: |
− | + | ** If you can learn the spell at all. In order to memorize a spell, your [[experience level]] must be greater or equal to a spell's level. | |
− | + | ** How difficult a spell is to cast. Higher levels of spells require more [[skill]] training. | |
+ | ** How much [[MP]] a spell costs, where <code>MP Cost = Spell Level</code>. | ||
+ | :In addition, characters can only memorize so many spell levels at a time. A given character can learn up to <code>(2 × [[Spellcasting]]) + ([[XL]] - 1)</code> spell levels at once. E.g. an XL 10 character with 5 Spellcasting would have a total of 20 spell levels; they could learn four level 5 spells, or two level 9 spells and one level 2 spell. | ||
− | + | * One or multiple [[magic school]]s ("spell schools"), which indicate the nature of magic that a spell uses. For example, [[Ice Form]] is a [[Transmutations]] / [[Ice Magic]] spell. Both "Transmutations" and "Ice Magic" are skills that boost the strength and success rate of the spell. | |
− | + | :Spells with multiple schools will take more XP to train than spells with a single school. | |
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In any case, you can't memorize more than 21 spells. | In any case, you can't memorize more than 21 spells. | ||
{{crawlquote|"Your head is already too full of spells!"}} | {{crawlquote|"Your head is already too full of spells!"}} | ||
− | + | In the spells menu ('''[[M]]'''), a spell will be shown in red if your [[god]] prohibits it. Otherwise a spell is shown in white if casting it is possible and would achieve something (eg, there is a possible target for an attack, you have MP to restore with [[Sublimation of Blood]], you have HP to restore with [[Borgnjor's Revivification]]). Otherwise, it is greyed out. The game's assessment of whether it would achieve something is not always accurate; for example, you might cast a [[Fireball]] at a spot where you suppose there is an invisible monster (do so with 'Z'). | |
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==Casting spells== | ==Casting spells== | ||
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Once a player has learned a spell, that spell gains a new set of player-dependent properties: | Once a player has learned a spell, that spell gains a new set of player-dependent properties: | ||
− | *Spell power: how powerful the spell will be if cast successfully. For example, more powerful | + | *Spell power: how powerful the spell will be if cast successfully. For example, more powerful Conjuration spells do more damage, more powerful summoning spells can summon stronger monsters or last longer (depending on the spell). |
− | *Range: how far the spell can be cast, if the spell has a ranged effect | + | *Range: how far the spell can be cast, if the spell has a ranged effect. |
==Monsters casting spells== | ==Monsters casting spells== | ||
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*Monsters don't have MP. | *Monsters don't have MP. | ||
− | *Monsters can't miscast spells, but they can fail while under the [[antimagic]] | + | *Monsters can't miscast spells, but they can fail while under the [[antimagic]] status effect. |
− | *Monsters can cast spells | + | *Monsters can only cast spells when there is an enemy in their LOS. The exceptions to this rule are [[Dig]], [[Minor Healing]], and [[Major Healing]]. |
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*Most monsters can cast up to 6 different spells, though [[player ghost]]s can have even more. | *Most monsters can cast up to 6 different spells, though [[player ghost]]s can have even more. | ||
*Polymorphed [[unique]]s won't retain their spells in their new form. Shapeshifters don't get spells. | *Polymorphed [[unique]]s won't retain their spells in their new form. Shapeshifters don't get spells. | ||
*Monsters don't cast spells less often when they are able to attack in melee, unlike with ranged weapons or wands. | *Monsters don't cast spells less often when they are able to attack in melee, unlike with ranged weapons or wands. | ||
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==See also== | ==See also== | ||
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* [[Spell noise]] | * [[Spell noise]] | ||
* [[Spell hunger]] | * [[Spell hunger]] | ||
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+ | ==History== | ||
+ | *Prior to [[0.20]], [[uniques]] would keep their spells when polymorphed into a different form of [[:Category: Human intelligence|human intelligence]], unless the poly target had innate spells (e.g. naga spit). | ||
+ | *Prior to [[0.10]], it was necessary to have one level in [[Spellcasting]] to be able to memorize spells. | ||
[[Category:Magic]] | [[Category:Magic]] | ||
[[Category:Spells]] | [[Category:Spells]] |
Revision as of 01:05, 14 June 2023
A spell is a magical effect that the player can produce at will, provided they have sufficient MP, are skilled enough in the spell's magic schools, and not under a few status effects. Spells are learned from the spell library (M).
Useful Info
Every spell has the following:
- A spell level. This determines:
- If you can learn the spell at all. In order to memorize a spell, your experience level must be greater or equal to a spell's level.
- How difficult a spell is to cast. Higher levels of spells require more skill training.
- How much MP a spell costs, where
MP Cost = Spell Level
.
- In addition, characters can only memorize so many spell levels at a time. A given character can learn up to
(2 × Spellcasting) + (XL - 1)
spell levels at once. E.g. an XL 10 character with 5 Spellcasting would have a total of 20 spell levels; they could learn four level 5 spells, or two level 9 spells and one level 2 spell.
- One or multiple magic schools ("spell schools"), which indicate the nature of magic that a spell uses. For example, Ice Form is a Transmutations / Ice Magic spell. Both "Transmutations" and "Ice Magic" are skills that boost the strength and success rate of the spell.
- Spells with multiple schools will take more XP to train than spells with a single school.
In any case, you can't memorize more than 21 spells.
"Your head is already too full of spells!"
In the spells menu (M), a spell will be shown in red if your god prohibits it. Otherwise a spell is shown in white if casting it is possible and would achieve something (eg, there is a possible target for an attack, you have MP to restore with Sublimation of Blood, you have HP to restore with Borgnjor's Revivification). Otherwise, it is greyed out. The game's assessment of whether it would achieve something is not always accurate; for example, you might cast a Fireball at a spot where you suppose there is an invisible monster (do so with 'Z').
Casting spells
Spells are cast by pressing z and selecting one of the learned spells. The interface will prevent players from casting spells if there seems to be no reason to (no visible monsters around being the most common reason), although all spells can be forced by pressing Z.
Once a player has learned a spell, that spell gains a new set of player-dependent properties:
- Spell power: how powerful the spell will be if cast successfully. For example, more powerful Conjuration spells do more damage, more powerful summoning spells can summon stronger monsters or last longer (depending on the spell).
- Range: how far the spell can be cast, if the spell has a ranged effect.
Monsters casting spells
Monsters can also cast many of the spells available to players (as well as many that are not), but the mechanics are very different:
- Monsters don't have MP.
- Monsters can't miscast spells, but they can fail while under the antimagic status effect.
- Monsters can only cast spells when there is an enemy in their LOS. The exceptions to this rule are Dig, Minor Healing, and Major Healing.
- Most monsters can cast up to 6 different spells, though player ghosts can have even more.
- Polymorphed uniques won't retain their spells in their new form. Shapeshifters don't get spells.
- Monsters don't cast spells less often when they are able to attack in melee, unlike with ranged weapons or wands.
See also
- Spell memorisation
- Spell success
- Spell power
- List of spells
- List of spells by flag
- List of spells by school
- Spell books
- List of attack spells and beams by maximum damage
- Table of attack spells and beams by maximum range
- Table of spell popularity among winners
- Miscast effect
- Magic contamination
- Willpower
- Spell noise
- Spell hunger
History
- Prior to 0.20, uniques would keep their spells when polymorphed into a different form of human intelligence, unless the poly target had innate spells (e.g. naga spit).
- Prior to 0.10, it was necessary to have one level in Spellcasting to be able to memorize spells.