Difference between revisions of "Miscast effect"

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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 that is used.
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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.
  
A miscast will first cause contamination based on the severity of the failure and the spell level. Then an additional effect will be applied based on the spell school. If a spell has multiple schools, the additional effect will be chosen among them at random.
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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.
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{|class="prettytable"
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! Color !! Potential <br>HP Loss !! Warning <br>Description
 +
|-
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| {{LightGrey|Grey}} || None  || safe
 +
|-
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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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| {{Red|Red}} || 50% - 70% || extremely dangerous
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|-
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| {{Magenta|Purple}} || 70% - 100% || astonishingly dangerous
 +
|-
 +
|}
 +
 
 +
The spell description shows the full list of possible miscast effects, including maximum damage and damage types.
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==Effects==
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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):
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{{crawlquote|'''Contamination''': 2 × (Spell Level × Spell Level × Degree of Failure + 250) }}
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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).
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{{crawlquote|'''Intensity''': (Spell Level)d(Spell Level + Raw Failure Rate) / 9}}
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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:
  
 
{| class="prettytable"  
 
{| class="prettytable"  
! School!! Additional Effect
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! School!! Effect
 
|-  
 
|-  
 
| [[Air Magic]] || [[electricity]] damage
 
| [[Air Magic]] || [[electricity]] damage
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| [[Earth Magic]] || shrapnel damage <br> (reduced by AC three times)
 
| [[Earth Magic]] || shrapnel damage <br> (reduced by AC three times)
 
|-
 
|-
| [[Hexes]] || debuff and slow <damage> turns
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| [[Hexes]] || inflicts [[slow]]
|-
 
| [[Charms]] || debuff and slow <damage> turns
 
 
|-
 
|-
 
| [[Fire Magic]] || [[fire]] damage
 
| [[Fire Magic]] || [[fire]] damage
 
|-
 
|-
| [[Ice magic]] || [[cold]] damage
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| [[Ice Magic]] || [[cold]] damage
 
|-
 
|-
 
| [[Necromancy]] || [[drain|draining]] damage
 
| [[Necromancy]] || [[drain|draining]] damage
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| [[Poison Magic]] || [[poison]] damage
 
| [[Poison Magic]] || [[poison]] damage
 
|-
 
|-
| [[Summonings]] || durably summoned <br>[[nameless horror]]<br>[[HD]] = 2 * <damage> / 3
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| [[Summonings]] || durably summoned [[nameless horror]]<br>[[HD]] = 2 × Intensity / 3
 
|-
 
|-
| [[Translocations]] || [[Dimension Anchor]] <damage> turns
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| [[Translocations]] || prevents movement and voluntary [[blink]] or [[teleport]] (Stuck)
 
|-
 
|-
| [[Transmutations]] || double current [[contamination]] <br> then add 9 * <damage> contamination
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| [[Transmutations]] || double current [[contamination]] <br> plus 9 × Intensity / 1000 contamination
 
|-
 
|-
 
|}
 
|}
 
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.
 
 
Displayed in game spell failure rate color indicates the maximum damage of the additional effect 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.
 
 
{|class="prettytable"
 
! Color !! Potential <br>HP Loss !! Warning <br>Description
 
|-
 
| {{LightGrey|Grey}} || 0%  || safe
 
|-
 
| {{White|White}} || 10% || slightly dangerous
 
|-
 
| {{Yellow|Yellow}} || 30% || dangerous
 
|-
 
| {{LightRed|Light red}} || 50% || quite dangerous
 
|-
 
| {{Red|Red}} || 70% || extremely dangerous
 
|-
 
| {{Magenta|Purple}} || 100% || potentially lethal
 
|-
 
|}
 
 
 
 
==Hell effects==
 
[[Hell]]'s mystical force selects a miscast or other effect with the probabilities given below. Hell effects only apply the additional effect of the specific spell school, not the initial contamination.
 
 
*[[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]]
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*[[Magic contamination]]
  
 
==History==
 
==History==
*In [[0.25]], the miscast effect system will be significantly simplified, and many mechanics that generated miscast effects (such as divine wrath) will instead use their own unique code.
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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.
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*Prior to [[0.29]], Hexes miscast effects would [[potion of cancellation|debuff]] the user before applying Slow.
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*Prior to [[0.28]], miscast effects were applied to [[Hell]]'s mystical force.
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*Prior to [[0.26]], miscast Translocations inflicted [[Dimension Anchor]] instead of -Move.
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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.
 
*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.
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[[Category:Magic]] [[Category:Spells]]
 
[[Category:Magic]] [[Category:Spells]]
[[Category:Crystal Ball Articles]]
 

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.