Miscast effect
Failure to cast spells causes various generally nasty things to occur, becoming nastier with spell level and spell failure. Miscasts come in severity 0,1,2,3; 0 is always harmless, although it can occasionally make a moderate amount of noise. Note that most monsters resulting from a miscast are summons: they do time out, can be abjured, do not leave items behind, and are not worth experience. Sometimes, they can be durable summons. Durable summons do not time out and cannot be abjured. 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.
Unless otherwise stated, all miscast effects for a given school and level are equally probable.
Contents
Air Magic
- 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
- 1: smoke or 6-12 damage
- 2: 9-25 damage or 3d12 explosion
- 3: 12-40 damage or 3d20 explosion
Divinations
The Divinations school has long since been removed from the game, but its miscasts remain. They can be triggered by Sif Muna's wrath, orange crystal statues, crystal balls, or any source of "random miscasts" (such as Zot traps).
- 1: confusion or no effect
- 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
- 1: harmless
- 2: 10-22 damage (checked by AC)
- 3: 3d15 explosion
Hexes
The Enchantments school was removed in 0.8 and broken into Hexes and Charms (below). Currently both these schools' miscasts are identical.
- 1: corona or random uselessness
- 2: curse one item (3/7 chance), slowing (3/7), or berserk (1/7)
- 3: curse several items (iterates through pack, with 1/3 chance of stopping after each item cursed), paralysis, confusion, or 0-18 glow
Charms
- 1: corona or random uselessness
- 2: curse one item (3/7 chance), slowing (3/7), or berserk (1/7)
- 3: curse several items (iterates through pack, with 1/3 chance of stopping after each item cursed), paralysis, confusion, or 0-18 glow
Fire Magic
- 1: nothing or summons a fire vortex.
- 2: 5-33 fire damage, or 3d14 Fireball
- 3: 9-41 fire damage, or 3d20 Fireball, or Sticky Flame, or temporarily reduced fire resistance
Ice Magic
- 1: nothing, or 4-8 damage only if the player has cold vulnerability.
- 2: 5-16 ice damage, or 3d11 ice explosion
- 3: 9-31 ice damage plus Frozen status effect, or Freezing Cloud
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 curses from non-plain mummies. For death curses, if Kiku**, then Kiku has a 1/2 chance of blocking it entirely, otherwise reduces the severity by one level.
- 1: Slowing, rotting, or 5-19 torment damage
- 2: Draining, 1-3 shadows, or 15-37 torment damage
- 3: Draining, reaper, soul eater, random stat loses 1-7, 1-6hp rot, or player-targeted torment
Poison Magic
Poison resistance blocks the damage and stat loss, and renders the clouds harmless.
- 1: 2-4 poison damage or Mephitic Cloud on your location only
- 2: 3-11 poison damage, large Mephitic Cloud, or random stat loses 1
- 3: 10-28 poison damage, Poisonous Cloud, or random stat loses 1-5
Summonings
- 1: 5-13 damage (1/2 chance), spatial vortex (1/6), or lesser demon (1/3)
- 2: 2-4 spatial vortices (1/6 chance), common demon (1/3), or 2-3 imps (1/2)
- 3: small abomination, 2-3 common demons, greater demon, banishment[1], or Malign Gateway[2]
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), 2-4 spatial vortices (1/7), or banishment[1] (1/7).
- 3: 15-43 damage, 9-25 damage plus teleport and confusion, banishment[1], or 0-18 glow.
Transmutations
- 1: 1-11 damage or random uselessness
- 2: polymorph, 3-25 damage, 0-18 glow, petrify, or confusion
- 3: polymorph (1/2 chance), 3-20 damage plus 0-34 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.
- Necromancy miscast: 16.66%
- Summoning miscast: 8.33%
- Conjurations miscast: 4.16%
- Charms miscast: 2.08%
- Hexes miscast: 2.08%
- Miscast appropriate to each branch: 22.22% (Fire magic miscast in Gehenna, Ice magic miscast in Cocytus, Necromancy miscast in Tartarus, and Earth magic miscast in Dis)
- Summon a greater demon appropriate to each branch: 14.15% (Brimstone fiends in Gehenna, Ice fiends in Cocytus, Shadow fiends in Tartarus, and any greater demon in Dis)
- Summon 1-5 random monsters: 9.88%
- Nothing happens: 19.75%
Notes
See Also
History
In 0.14, Hell's mystical force will no longer be able to paralyze the player.
Prior to 0.13, Zot traps inflicted a random severity 3 miscast, instead of having a hardcoded list of effects.