Miscast effect

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Revision as of 07:26, 31 August 2020 by LunaeLumen (talk | contribs) (Oh, and update the history.)
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Version 0.25: 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 that is used.

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.

School Additional Effect
Air Magic electricity damage
Conjurations irresistible damage
Earth Magic shrapnel damage
(reduced by AC three times)
Hexes debuff and slow <damage> turns
Charms debuff and slow <damage> turns
Fire Magic fire damage
Ice magic cold damage
Necromancy draining damage
Poison Magic poison damage
Summonings durably summoned
nameless horror
HD = 2 * <damage> / 3
Translocations Dimension Anchor <damage> turns
Transmutations double current contamination
then add 9 * <damage> contamination

There is a special case if Hell's mystical force produces a 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.

Color Potential
HP Loss
Warning
Description
Grey 0% safe
White 10% slightly dangerous
Yellow 30% dangerous
Light red 50% quite dangerous
Red 70% extremely dangerous
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.

Notes


See Also

Magic contamination

History

  • 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.
  • 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.