Difference between revisions of "Spell"

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m (About spells: Formicids cannot learn some Translocations spells)
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== Lists ==
 
== Lists ==
  
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== About spells ==
 
== About spells ==
  
A '''spell''' is a magical effect that the player can produce at will, provided they have sufficient [[MP]] and are skilled enough in the spell's [[magic school]]s. Spells are learned from [[book]]s.
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A '''spell''' is a magical effect that the player can produce at will, provided they have sufficient [[MP]] and are skilled enough in the spell's [[magic school]]s. Spells are learned from the [[spell library]].
  
 
Every spell has the following:
 
Every spell has the following:
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Some spells can't be memorized by some races:
 
Some spells can't be memorized by some races:
*[[Ghoul]]s can't memorize [[Beastly Appendage]], [[Blade Hands]], [[Borgnjor's Revivification]], [[Death's Door]], [[Dragon Form]], [[Hydra Form]], [[Ice Form]], [[Necromutation]], [[Spider Form]], [[Statue Form]] and [[Sublimation of Blood]].
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*[[Ghoul]]s can't memorize [[Beastly Appendage]], [[Blade Hands]], [[Borgnjor's Revivification]], [[Death's Door]], [[Dragon Form]], [[Hydra Form]], [[Ice Form]], [[Necromutation]], [[Spider Form]], [[Statue Form]], [[Sublimation of Blood]], and [[Wereblood]].
*[[Vampire]]s can't memorize [[Borgnjor's Revivification]], [[Death's Door]] and [[Necromutation]]. They can memorize the [[Transmutation]] spells the ghouls can't, but they can cast them only when they are full, very full or alive.
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*[[Vampire]]s can't memorize [[Borgnjor's Revivification]], [[Death's Door]] and [[Necromutation]]. They can memorize the [[Transmutation]] spells the ghouls can't, but they can cast them only when they are alive.
*[[Mummies]] can't memorize [[Beastly Appendage]], [[Blade Hands]], [[Borgnjor's Revivification]], [[Death's Door]], [[Dragon Form]], [[Hydra Form]], [[Ice Form]], [[Necromutation]], [[Regeneration]], [[Spider Form]], [[Statue Form]] and [[Sublimation of Blood]].
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*[[Mummies]] can't memorize [[Beastly Appendage]], [[Blade Hands]], [[Borgnjor's Revivification]], [[Death's Door]], [[Dragon Form]], [[Hydra Form]], [[Ice Form]], [[Necromutation]], [[Spider Form]], [[Statue Form]], [[Sublimation of Blood]], and [[Wereblood]].
*[[Deep dwarves]] can't memorize [[Regeneration]].
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*[[Felid]]s can't memorize [[Excruciating Wounds]], and [[Portal Projectile]].
*[[Felid]]s can't memorize [[Excruciating Wounds]], [[Portal Projectile]] and [[Spectral Weapon]].
 
 
*[[Gargoyles]] can't memorize [[Statue Form]] and [[Sublimation of Blood]].
 
*[[Gargoyles]] can't memorize [[Statue Form]] and [[Sublimation of Blood]].
*[[Formicid]]s can't memorize [[Blink]] and [[Controlled Blink]].
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*[[Formicid]]s can't memorize [[Blink]] and [[Swiftness]].
  
 
In the list all spells menu, 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 (eg because you have insufficient MP) 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'.
 
In the list all spells menu, 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 (eg because you have insufficient MP) 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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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:
  
* Power level: how powerful the spell will be if cast successfully. For example, more powerful conjuration spells do more damage, more powerful summoning spells summon more dangerous monsters (and more of them).
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*Power level: how powerful the spell will be if cast successfully. For example, more powerful conjuration spells do more damage, more powerful summoning spells summon more dangerous monsters (and more of them).
* Range: how far the spell can be cast, if the spell has a ranged effect. This may be increased with power.
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*Range: how far the spell can be cast, if the spell has a ranged effect. This may be increased with power.
* [[Spell hunger|Hunger]]: how much hunger the spell causes when cast.
 
  
 
==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, except when they are under the effects of the [[antimagic]] brand.
 
*Monsters can't miscast spells, except when they are under the effects of the [[antimagic]] brand.
*Monsters can cast spells only when there is a foe in their LOS. The only exceptions to this rule are [[Dig]], [[Minor Healing]] and [[Major Healing]].
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*Monsters can cast spells only when there is a foe in their LOS. The only exceptions to this rule are [[Dig]], [[Minor Healing]], and [[Major Healing]].
 
*Monsters can't cast spells when they are: confused, paralysed, or berserk.
 
*Monsters can't cast spells when they are: confused, paralysed, or berserk.
 
*Each monster can cast up to 6 different spells, but [[player ghost]]s can have even more spells.
 
*Each monster can cast up to 6 different spells, but [[player ghost]]s can have even more spells.

Revision as of 16:52, 28 April 2021

Version 0.26: This article may not be up to date for the latest stable release of Crawl.

Lists

About spells

A spell is a magical effect that the player can produce at will, provided they have sufficient MP and are skilled enough in the spell's magic schools. Spells are learned from the spell library.

Every spell has the following:

  • A level, which is an indication of how difficult the spell is. Characters with an experience level lower than the spell's level cannot learn the spell. For example, a level 1 Wizard cannot learn the level 2 spell Blink. Higher level spells also require more magical skill to cast.
"You're too inexperienced to learn that spell!"
  • A number of magic schools, which indicate the nature of magic that the spell uses. For example, Conjurations is the school of magic which handles things being created out of thin air, and is therefore the school to which most projectile attacks belong. A spell often belongs to more than one school.

Every character has a number of spell levels, which increase as the player gains experience levels and levels in Spellcasting and is a measure of how much magic they can learn.

Spell levels = 2×Spellcasting + Experience level-1

To be able to memorize a spell you need an amount of free spell levels equal to the level of the spell. Otherwise:

"You can't memorise that many levels of magic yet!"

In any case, you can't memorize more than 21 spells.

"Your head is already too full of spells!"

Some spells can't be memorized by some races:

In the list all spells menu, 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 (eg because you have insufficient MP) 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 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:

  • Power level: how powerful the spell will be if cast successfully. For example, more powerful conjuration spells do more damage, more powerful summoning spells summon more dangerous monsters (and more of them).
  • Range: how far the spell can be cast, if the spell has a ranged effect. This may be increased with power.

Monsters casting spells

Monsters can also cast most of the spells available to the players, but the mechanics are very different:

  • Monsters don't have MP.
  • Monsters can't miscast spells, except when they are under the effects of the antimagic brand.
  • Monsters can cast spells only when there is a foe in their LOS. The only exceptions to this rule are Dig, Minor Healing, and Major Healing.
  • Monsters can't cast spells when they are: confused, paralysed, or berserk.
  • Each monster can cast up to 6 different spells, but player ghosts can have even more spells.
  • 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, with ranged weapons or with wands.

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.

See also