Miscast effect

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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. 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.

Air Magic

Conjuration

  • 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: levitation or random uselessness
  • 2: curse one item, slowing, or berserk
  • 3: curse one or more items, paralysis, confusion, or 0-18 glow

Charms

  • 1: levitation or random uselessness
  • 2: curse one item, slowing, or berserk
  • 3: curse one or more items, paralysis, confusion, or 0-18 glow

Fire Magic

  • 1: smoke or burnt scrolls (plus 2-14 damage, only with Fire Vulnerability 1 or worse)
  • 2: burnt scrolls plus 5-33 fire damage, or 3d14 Fireball
  • 3: burnt scrolls plus 9-41 fire damage, or 3d20 Fireball, or Sticky Flame

Ice Magic

  • 1: nothing or freeze potions (plus 4-8 damage, only with Cold Vulnerability 1 or worse)
  • 2: freeze potions plus 5-16 ice damage or 3d11 ice explosion
  • 3: freeze potions plus 9-31 ice damage or Freezing Cloud

Necromancy

Torment, rotting, and draining damage have no effect on undead. No effect at all if Kiku** and Piety/150 chance.

Poison Magic

No effects at all if poison resistant.

  • 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

Summoning

Translocation

  • 1: 4-12 damage, 4-10 damage and Blink, or spatial vortex
  • 2: 9-31 damage, 5-13 damage, confusion and blink or teleport, 2-4 spatial vortices, or banishment
  • 3: 15-43 damage, 9-25 damage plus teleport and confusion, banishment, or 0-18 glow

Transmutation

  • 1: 1-11 damage or random uselessness
  • 2: 3-25 damage, 0-18 glow, paralysis, or confusion
  • 3: 3-20 damage plus 0-34 glow OR 5-27 damage plus remove mutation OR 5-27 damage plus 1-2 bad mutations

Hell effects

See Also

Magic contamination