Difference between revisions of "Miscast effect"

From CrawlWiki
Jump to: navigation, search
(crystal ballin')
m (History: Clarify what new -Move does)
 
(23 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{version021}}
+
{{version030}}
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 that is used.
+
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.
  
Failure to cast spells causes various generally nasty things to occur, becoming nastier with spell level and spell failure. Miscasts come in a severity scale 0, 1, 2 and 3. 0 is always harmless, although it can occasionally make a moderate amount of noise.  
+
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.
  
Displayed in game spell failure rate color indicates the chances of getting severity 2 or greater miscast effects.
 
 
{|class="prettytable"
 
{|class="prettytable"
! Color !! Probability at most
+
! Color !! Potential <br>HP Loss !! Warning <br>Description
 
|-
 
|-
| {{LightGrey|Grey}} || 0.1%
+
| {{LightGrey|Grey}} || None  || safe
 
|-
 
|-
| {{Yellow|Yellow}} || 0.5%
+
| {{White|White}} || 0% - 10% || slightly dangerous
 
|-
 
|-
| {{LightRed|Light red}} || 2.5%
+
| {{Yellow|Yellow}} || 10% - 30% || dangerous
 
|-
 
|-
| {{Red|Red}} || Over 2.5%
+
| {{LightRed|Light red}} || 30% - 50% || quite dangerous
 +
|-
 +
| {{Red|Red}} || 50% - 70% || extremely dangerous
 +
|-
 +
| {{Magenta|Purple}} || 70% - 100% || astonishingly dangerous
 
|-
 
|-
 
|}
 
|}
  
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.
+
The spell description shows the full list of possible miscast effects, including maximum damage and damage types.
  
Unless otherwise stated, all miscast effects for a given school and level are equally probable.
+
==Effects==
  
==Air Magic==
+
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: 4-12 electric damage, or rain cloud, or [[Mephitic Cloud]]
 
*2: 3d8 electric explosion or [[Poisonous Cloud]]
 
*3: 12-40 [[Airstrike]], or [[twister]], or [[ball lightning]]
 
  
==Conjurations==
+
{{crawlquote|'''Contamination''': 2 × (Spell Level × Spell Level × Degree of Failure + 250) }}
*1: smoke or 6-12 damage
 
*2: 9-25 damage or 3d12 explosion
 
*3: 12-40 damage or 3d20 explosion
 
  
==Divinations==
+
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).
The Divinations school has long since been removed from the game, but its miscasts remain. They can be triggered by [[Sif Muna]]'s wrath, the [[Staff of Wucad Mu]], or any source of "random miscasts".
 
  
*1: confusion or no effect
+
{{crawlquote|'''Intensity''': (Spell Level)d(Spell Level + Raw Failure Rate) / 9}}
*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==
+
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: harmless
 
*2: 10-22 damage (checked by AC)
 
*3: 80% chance: 3d15 explosion, or 20% chance: [[Petrification]]
 
  
==Hexes==
+
{| class="prettytable"
*1: [[corona]] or [[scroll of random uselessness|random uselessness]]
+
! School!! Effect
*2: 42% chance: [[Vertigo]], or 42% chance: [[Slow]]ing, or 14% chance: [[Silence]]
+
|-
*3: Fall [[Sleep|asleep]] for 3-9 turns<ref name="nosleep">Only caused by normal miscasts, not by hell effects. Only when player is not sleep immune ([[undead]], [[nonliving]] or [[berserk]]).</ref>, or [[Scroll of vulnerability|Magic vulnerability]] effect on self, or Confusion, or 0-18 [[Magical contamination|glow]]
+
| [[Air Magic]] || [[electricity]] damage
 
+
|-
==Charms==
+
| [[Conjurations]] || irresistible damage
*1: [[corona]] or [[scroll of random uselessness|random uselessness]]
+
|-
*2: [[Weakness]] (3/7 chance), slowing (3/7), or berserk (1/7)
+
| [[Earth Magic]] || shrapnel damage <br> (reduced by AC three times)
*3: [[Paralysis]] for 2-7 turns<ref name="nopara">Only caused by normal miscasts, not by hell effects.</ref>, [[confusion]], 0-18 [[Magical contamination|glow]], or [[potion of cancellation|cancellation]] effect and plus 4-6 MP loss (can actually remove some magical contamination)
+
|-
 
+
| [[Hexes]] || inflicts [[slow]]
==Fire Magic==
+
|-
*1: summons 1-2 [[fire vortex|fire vortices]], or 2-14 fire damage '''only if''' the player has fire vulnerability ('''rF-''')
+
| [[Fire Magic]] || [[fire]] damage
*2: 5-33 fire damage, or 3d14 [[Fireball]]
+
|-
*3: 9-41 fire damage plus temporarily reduced [[fire resistance]] ('''rF-'''), or 3d20 Fireball, or [[Sticky Flame]]
+
| [[Ice Magic]] || [[cold]] damage
 
+
|-
==Ice Magic==
+
| [[Necromancy]] || [[drain|draining]] damage
*1: nothing, or 4-8 damage '''only if''' the player has cold vulnerability ('''rC-''').
+
|-
*2: 5-16 ice damage plus temporary -Potion, or 3d11 ice explosion
+
| [[Poison Magic]] || [[poison]] damage
*3: 9-31 ice damage plus [[Frozen]] status effect, or [[Freezing Cloud]]
+
|-
 
+
| [[Summonings]] || durably summoned [[nameless horror]]<br>[[HD]] = 2 × Intensity / 3
==Necromancy==
+
|-
[[Torment]], [[rotting]], and [[draining]] damage have no effect on undead. For spells, no effect at all if Kiku** and Piety/150 chance.  These effects are also frequently seen as [[death curse]]s from non-plain [[List of mummies|mummies]].  For death curses, if Kiku**, then Kiku has a 1/2 chance of blocking it entirely, otherwise reduces the severity by one level.
+
| [[Translocations]] || prevents movement and voluntary [[blink]] or [[teleport]] (Stuck)
*1: Slowing, rotting, or 5-19 [[torment]] damage
+
|-
*2: Draining, 3 [[shadow|shadows]], or 15-37 [[torment]] damage
+
| [[Transmutations]] || double current [[contamination]] <br> plus 9 × Intensity / 1000 contamination
*3: Draining, [[reaper]], [[soul eater]], random stat loss 1-7, rotting, or player-targeted [[torment]]
+
|-
 
+
|}
==Poison Magic==
 
Poison resistance blocks the damage and stat loss, and renders the clouds harmless.
 
*1: 7-15 [[poison]] damage or [[Mephitic Cloud]] on your location only
 
*2: 14-30 poison damage, large Mephitic Cloud, or temporary poison vulnerability
 
*3: 20-54 poison damage, [[Poisonous Cloud]], or random stat loss 1-5
 
 
 
==Summonings==
 
*1: 5-13 damage (50% chance), or [[spatial vortex]] (17% chance), or [[lesser demon]] (33% chance)
 
*2: 1-3 spatial vortices (1/6 chance), [[common demon]] (1/3), or 2-3 [[small abomination]]s (1/2)
 
*3: 1-3 [[worldbinder]]s, or 1-2 [[common demon]]s, [[greater demon]], [[banishment]]<ref name="banishment">Attempts to banish.  This fails if it's a Hell effect miscast, or if you're in the Abyss with a depth/5 chance.  If it fails, attempt to place a Malign Gateway.  If that fails, reroll the effect.</ref>, or [[Malign Gateway]]<ref name="gateway">If this fails to place, reroll.</ref>
 
 
 
Spatial vortices and [[greater demon]]s summoned in this manner are [[durably summoned]], so they do not time out and cannot be abjured.
 
 
 
==Translocations==
 
*1: 4-12 damage (1/2 chance), 4-10 damage and [[Blink]] (1/3), or [[spatial vortex]] (1/6)
 
*2: 9-31 damage (3/7 chance), 5-13 damage + confusion + 66% chance blink, 33% chance teleport (2/7), 1-3 spatial vortices (1/7), or banishment<ref name="banishment"/> (1/7).
 
*3: 15-43 damage plus [[Dimension Anchor]], 9-25 damage plus confusion plus teleport, banishment<ref name="banishment"/>, or 0-18 [[Magical contamination|glow]].
 
 
 
==Transmutations==
 
*1: 1-11 damage (1/2 chance) , summon 2-4 [[giant cockroach]]es (1/10), or random uselessness (2/5)
 
*2: short [[polymorph]] (1/5 chance) , 3-25 damage (2/5), [[weak]]ness (1/5), or 0-18 [[magical contamination|glow]] (1/5)
 
*3: longer polymorph (1/2 chance), 3-20 damage plus 0-34 [[magical contamination|glow]] (1/6), 5-27 damage plus remove mutation (1/6), 5-27 damage plus 1-2 bad mutations (1/6)
 
 
 
==Hell effects==
 
[[Hell]]'s mystical force selects a miscast or other effect with the probabilities given below.  As noted further down, it will always try to place a Malign Gateway instead of banishing, as banishment is rarely more than annoyance for a character that can handle Hell.
 
*[[Miscast_effect#Necromancy|Necromancy]] miscast: 16.66%
 
*[[Miscast_effect#Summonings|Summonings]] miscast: 8.33%
 
*[[Miscast_effect#Conjurations|Conjurations]] miscast: 4.16%
 
*[[Miscast_effect#Charms|Charms]] miscast: 2.08%
 
*[[Miscast_effect#Hexes|Hexes]] miscast: 2.08%
 
*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]])
 
*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]])
 
*Summon 1-5 random monsters: 9.88%
 
*Nothing happens: 19.75%
 
 
 
==Notes==
 
 
 
<references/>
 
  
 
==See Also==
 
==See Also==
[[Magic contamination]]
+
*[[Magic contamination]]
  
 
==History==
 
==History==
*In [[0.25]], the miscast effect system will be significantly simplified.
+
*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 [[potion of cancellation|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.
 
*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 [[0.14]], Hell's mystical force could paralyze the player.

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.