Evocations
Evocations is the skill related to the use of evocable magical items, such as wands.
Contents
Aptitudes
At | Ba | Co | DE | Dg | Ds | Dj | Dr | Fe | Fo | Gr | Gh | Gn | Hu | Ko | Mf | Mi | MD | Mu | Na | Op | On | Sp | Te | Tr | Vp | VS |
0 | 1 | 3 | 1 | -1 | 0 | 0 | 0 | 1 | 1 | -1 | -1 | 8 | 0 | 2 | 0 | -1 | 1 | -2 | 0 | 1 | -2 | 3 | 0 | -3 | -1 | -1 |
- Purple draconians get 1.
- Pale draconians get 1.
Effects
Increasing Evocations skill results in the following:
- Increases the spell power of effects produced by many evoked items.
- Increases the success rate of scarves of invisibility and artefacts with evocable abilities (invisibility, blinking).
- Increases damage inflicted with magical staves.
Wand Power
Evoking wands is equivalent of casting spells. The spell will be always be 'cast' (though may be resisted). The power of the spell is 15 + 3.5 * Evocation Skill
[1]. This power can be boosted by 33% if you have the MP-Powered Wands mutation.
Other evocable items may have different power scaling; see an item's individual page for details.
Monster Evocations
When monsters wield weapons that are affected by Evocations, they are given skill equal to their HD if they are intelligent, and have no skill otherwise. When monsters attempt to use evocable abilities on jewellery, they succeed 100% of the time, regardless of their effective skill.
References
- ↑ evoke.cc:185 (0.28.0)
History
- Prior to 0.26, Evocations increased maximum MP.
- Prior to 0.19, Evocations improved Nemelex Xobeh's abilities
- In 0.17, all races had their Evocations aptitude decreased by one.
- In 0.12, a hidden special cost for training Evocations was removed; aptitudes were adjusted up by one.
- Prior to 0.11, Evocations had no impact on your max MP.
See Also
Skills | |
---|---|
Weapons | Short Blades • Long Blades • Ranged Weapons
Axes • Maces & Flails • Polearms • Staves • Unarmed Combat • Throwing |
Physical | Fighting • Armour • Dodging • Stealth • Shields |
Magical | Spellcasting • Invocations • Evocations • Shapeshifting |
Spell Schools | Air • Alchemy • Conjurations • Earth • Fire • Hexes • Ice • Necromancy • Summoning • Translocations |