Difference between revisions of "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, 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 [[abjuration|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#Hell_effects|miscast effect]] that spawns any monsters: those monsters are not summons and are worth experience.
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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, the spell level, and the degree of failure. Players wishing to protect themselves from miscasts should focus on increasing the [[spell success]] rate, as this reduces both the frequency and intensity of miscasts. Additionally, miscasts from some schools of magic produce elemental damage that can be resisted.
  
Unless otherwise stated, all miscast effects for a given school and level are equally probable.
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The in game spell failure rate color indicates the maximum potential damage 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.
  
==Air Magic==
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{|class="prettytable"
*1: 4-12 electric damage, or rain cloud, or [[Mephitic Cloud]]
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! Color !! Potential <br>HP Loss !! Warning <br>Description
*2: 3d8 electric explosion or [[Poisonous Cloud]]
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|-
*3: 12-40 [[Airstrike]], or [[twister]], or [[ball lightning]]
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| {{LightGrey|Grey}} || None  || safe
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|-
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| {{White|White}} || 0% - 10% || slightly dangerous
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|-
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| {{Yellow|Yellow}} || 10% - 30% || dangerous
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|-
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| {{LightRed|Light red}} || 30% - 50% || quite dangerous
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|-
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| {{Red|Red}} || 50% - 70% || extremely dangerous
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|-
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| {{Magenta|Purple}} || 70% - 100% || potentially lethal
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|-
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|}
  
==Conjurations==
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The spell description shows the full list of possible miscast effects, including maximum damage and damage types.
*1: smoke or 6-12 damage
 
*2: 9-25 damage or 3d12 explosion
 
*3: 12-40 damage or 3d20 explosion
 
  
==Divinations==
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==Effects==
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 statue]]s, [[crystal ball]]s, or any source of "random miscasts" (such as Zot traps).
 
  
*1: confusion or no effect
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Miscasting a spell from any school causes [[contamination]] based on the spell level and degree of failure (which can range from 1 to 99 for spells that are almost impossible to cast; higher success rate reduces the maximum range):
*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==
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{{crawlquote|'''Contamination''': (Spell Level × Spell Level × Degree of Failure + 250) / 500 }}
*1: harmless
 
*2: 10-22 damage (checked by AC)
 
*3: 3d15 explosion
 
  
==Hexes==
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If this results in more than 0.8 points of contamination, an additional effect is applied based on the spell school. If the spell has multiple schools, one of them is chosen at random. The intensity of the effect is rolled based on the spell level and the [[Spell_Success#The_final_step|raw spell failure chance]] (an internal value from 1 to 99, ''not'' the failure rate shown on the spell list).
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 [[scroll of random uselessness|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==
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{{crawlquote|'''Intensity''': (Spell Level)d(Spell Level + Raw Failure Rate) / 9}}
*1: [[corona]] or [[scroll of random uselessness|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==
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For damaging effects, this is the amount of damage done. For status effects (slow and dimension anchor), this is the duration in turns. Other effects as listed:
*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==
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{| class="prettytable"
*1: nothing or freeze potions (plus 4-8 damage, ''only'' with Cold Vulnerability 1 or worse)
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! School!! Effect
*2: freeze potions plus 5-16 ice damage or 3d11 ice explosion
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|-
*3: freeze potions plus 9-31 ice damage or [[Freezing Cloud]]
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| [[Air Magic]] || [[electricity]] damage
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|-
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| [[Conjurations]] || irresistible damage
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|-
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| [[Earth Magic]] || shrapnel damage <br> (reduced by AC three times)
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|-
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| [[Hexes]] || debuff and slow
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|-
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| [[Charms]] || debuff and slow
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|-
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| [[Fire Magic]] || [[fire]] damage
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|-
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| [[Ice magic]] || [[cold]] damage
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|-
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| [[Necromancy]] || [[drain|draining]] damage
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|-
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| [[Poison Magic]] || [[poison]] damage
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|-
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| [[Summonings]] || durably summoned [[nameless horror]]<br>[[HD]] = 2 × Intensity / 3
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|-
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| [[Translocations]] || [[Dimension Anchor]]
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|-
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| [[Transmutations]] || double current [[contamination]] <br> plus 9 × Intensity / 1000 contamination
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|-
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|}
  
==Necromancy==
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==Hell effects==
[[Torment]], [[rotting]], and [[draining]] damage have no effect on undead. No effect ''at all'' if Kiku** and Piety/150 chance.  These effects are frequently seen as [[death curse]]s from non-plain [[List of mummies|mummies]].
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[[Hell]]'s mystical force selects a miscast or other effect with the probabilities given below. These miscasts only apply the school effect, not the initial contamination. There is a special case if the miscast effect spawns any monsters: those monsters are not summons and are worth experience.
*1: Slowing, rotting, or 5-19 [[torment]] damage
 
*2: Draining, 1-3 [[shadow|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==
 
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
 
 
 
==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 demon]]s, [[greater demon]], [[Malign Gateway]], or [[Banishment]]. Reroll if Banishment or Gateway is selected and is impossible.
 
 
 
==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 (1/7).  If banishment is selected when not possible, instead reroll the effect.
 
*3: 15-43 damage, 9-25 damage plus teleport and confusion, banishment, or 0-18 glow.  If banishment is selected when not possible, reroll the effect.
 
  
==Transmutations==
 
*1: 1-11 damage or random uselessness
 
*2: polymorph, 3-25 damage, 0-18 glow, petrify, or confusion
 
*3: polymorph, 3-20 damage plus 0-34 glow <u>OR</u> 5-27 damage plus remove mutation <u>OR</u> 5-27 damage plus 1-2 bad mutations
 
 
==Hell effects==
 
 
*[[Miscast_effect#Necromancy|Necromancy]] miscast: 16.66%
 
*[[Miscast_effect#Necromancy|Necromancy]] miscast: 16.66%
*[[Miscast_effect#Summoning|Summoning]] miscast: 8.33%
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*[[Miscast_effect#Summonings|Summonings]] miscast: 8.33%
 
*[[Miscast_effect#Conjurations|Conjurations]] miscast: 4.16%
 
*[[Miscast_effect#Conjurations|Conjurations]] miscast: 4.16%
 
*[[Miscast_effect#Charms|Charms]] miscast: 2.08%
 
*[[Miscast_effect#Charms|Charms]] miscast: 2.08%
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==History==
 
==History==
Prior to [[0.13]], [[Zot trap]]s inflicted a random severity 3 miscast, instead of having a hardcoded list of effects.
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*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.
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*In [[0.16]], many magic miscast effects received a significant overhaul.
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*Prior to [[0.14]], Hell's mystical force could paralyze the player.
 +
*Prior to [[0.13]], [[Zot trap]]s inflicted a random severity 3 miscast, instead of having a hardcoded list of effects.
  
[[Category:Magic]] [[Category:Spells]] [[Category:Crystal Ball Articles]]
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[[Category:Magic]] [[Category:Spells]]

Revision as of 15:10, 2 September 2020

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, the spell level, and the degree of failure. Players wishing to protect themselves from miscasts should focus on increasing the spell success rate, as this reduces both the frequency and intensity of miscasts. Additionally, miscasts from some schools of magic produce elemental damage that can be resisted.

The in game spell failure rate color indicates the maximum potential damage 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 None safe
White 0% - 10% slightly dangerous
Yellow 10% - 30% dangerous
Light red 30% - 50% quite dangerous
Red 50% - 70% extremely dangerous
Purple 70% - 100% potentially lethal

The spell description shows the full list of possible miscast effects, including maximum damage and damage types.

Effects

Miscasting a spell from any school causes contamination based on the spell level and degree of failure (which can range from 1 to 99 for spells that are almost impossible to cast; higher success rate reduces the maximum range):

Contamination: (Spell Level × Spell Level × Degree of Failure + 250) / 500

If this results in more than 0.8 points of contamination, an additional effect is applied based on the spell school. If the spell has multiple schools, one of them is chosen at random. The intensity of the effect is rolled based on the spell level and the raw spell failure chance (an internal value from 1 to 99, not the failure rate shown on the spell list).

Intensity: (Spell Level)d(Spell Level + Raw Failure Rate) / 9

For damaging effects, this is the amount of damage done. For status effects (slow and dimension anchor), this is the duration in turns. Other effects as listed:

School Effect
Air Magic electricity damage
Conjurations irresistible damage
Earth Magic shrapnel damage
(reduced by AC three times)
Hexes debuff and slow
Charms debuff and slow
Fire Magic fire damage
Ice magic cold damage
Necromancy draining damage
Poison Magic poison damage
Summonings durably summoned nameless horror
HD = 2 × Intensity / 3
Translocations Dimension Anchor
Transmutations double current contamination
plus 9 × Intensity / 1000 contamination

Hell effects

Hell's mystical force selects a miscast or other effect with the probabilities given below. These miscasts only apply the school effect, not the initial contamination. There is a special case if the miscast effect spawns any monsters: those monsters are not summons and are worth experience.

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.