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  • ...that powers their magic with their own life force. They spontaneously gain spells as they grow instead of learning them from [[book]]s. ..., they have slow skill growth, are unable to drink [[potion]]s, and fear [[fire]] above all else.
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  • |formula = 3d(3.33+Power/9) fire '''Ignition''' is a level 8 [[Fire Magic]] spell which creates a 3x3 fireball (somewhat weaker than the [[Fire
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  • ...summonings and, to a lesser extent, necromancy). They are good at air and fire elemental magic, but poor at ice and earth magic. Tengu do not appreciate a *'''Mages:''' [[Hedge Wizard]], [[Conjurer]], [[Summoner]], [[Fire Elementalist]], [[Air Elementalist]], [[Venom Mage]]
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  • *'''Mages:''' [[Hedge Wizard]], [[Necromancer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Venom Mage]] ...g [[Icemail]]; dropping a cloud around you will cancel out most fire based spells.
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  • **Mummies cannot use the spells [[Borgnjor's Revivification]], [[Death's Door]], or [[Sublimation of Blood] ...Fire Vulnerability|Fire vulnerability]]''': Mummies take extra damage from fire.
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  • ...es like [[Fedhas]]' Wall of Briars, can keep targets right in your line of fire. [[Summon]]s can be used to a similar effect, as long as you don't hit the ...s Armour]]. Before enemies can enter Hailstorm's range, you can cast those spells. When enemies do get into range, you'll deal extra damage and have more AC.
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  • ...inue as long as you remain on your current tile, even when waiting/casting spells. If you attack a new target, you constrict if you have a free tentacle. It *'''Mages:''' [[Hedge Wizard]], [[Conjurer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Earth Elementalist]], [[Alchemist]]
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  • *The '''[[Paralyse]] spell''' requires line of fire. Spells can't be cast when a monster is [[silence]]d or [[waterlog]]ged. [[Willpowe ...e much better defenses and willpower, in addition to some dangerous ranged spells.
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  • *'''[[Fire Elementalist]] (FE)''' - An elementalist who specializes in [[Fire Magic]].
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  • |maxdmg = 2 x 1d9 [[fire]] '''Foxfire''' is a Level 1 [[Conjurations]]/[[Fire Magic]] spell that conjures two [[foxfire (monster)|foxfires]].
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  • ===Available Spells:=== Many transmuters may want to forgo their form spells and focus on melee and defenses, at least until they become competent at th
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  • ...lls to assist their ranged attacks. They begin the game with a sling, some spells to support its use, a scroll of poison to keep foes at a distance, and a ro '''Available Spells:'''
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  • ...e Conjurer specialises in the violent and destructive magic of conjuration spells. Like Wizards, the Conjurer starts with the Magic Dart spell, in their case '''Available Spells:'''
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  • ...can at first summon only very wimpy creatures, the more advanced summoning spells allow summoners to call on such powers as hydras and dragons.}} '''Available Spells:'''
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  • ...ur|Fire Elementalists have learned the Foxfire spell. Their other starting spells are likewise focused on fiery destruction.}} '''Fire Elementalists''' are mages who have specialized in [[Fire Magic]]. This sets them up for greater destructive power than most spellcas
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  • ...know the Sandblast spell. More earthen spells are in their set of starting spells.}} '''Available Spells:'''
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  • ...lists have learned the Shock spell. Later on, their selection of Air Magic spells provides them with the flexibility to survive.}} ...ic]] for their specialization. Air Magic is not as purely destructive as [[Fire Magic]], but offers a variety of other useful effects for [[Dungeon]]-delve
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  • ...m Mage''' are spellcasters who specialize in [[Poison Magic]]. Their toxic spells are effective against [[list of arthropods|insects and spiders]], but they '''Available Spells:'''
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  • ===Available Spells=== ...melee warriors, with a little extra power from their set of spells. Their spells have a theme: limited use, but powerful.
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  • ...that a start is a start - e.g. a Gnoll Fighter can still cast all sorts of spells. ...ch]] carries its weight all the way to the Lair, at which point new random spells will be naturally granted. Worships [[Ashenzari]] for additional bonuses. A
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  • ...a monster-only spell. Like [[Bolt of Magma]], it deals 50% irresistible [[fire]] damage. Lava snakes are subject to a [[Breath]] cooldown. [[Category:Monster spells]]
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  • ...ng any action for a short time, requiring multiple charges but not line of fire.}} ...er-only spell that irresistibly [[paralyse]]s its target, ignoring line of fire. It requires 2 casts to use: the first cast charges the spell, and the seco
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  • ...Inventive believes in the supremacy of devices, magical or otherwise, over spells and other forms of magic. Followers, although cut off from ambient magical ** Drain evocables that are recharged with experience, such as [[lamp of fire]]. This fails if you're carrying no such items or all the ones you're carry
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  • ...s melee and ranged attacks (excluding [[dart]]s and [[net]]s) and targeted spells (so long as they're not self-targeted). This happens from 10% of the time a ...n ranged attackers or casters. (Almost all opponents require sight to cast spells, healing being a notable exception.) The downside is that you have to get h
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  • ...reases your max [[MP]], and grants you extra spell levels to memorize more spells. ...r]] and [[spell success|success rate]] for all spells of that school. Many spells rely on more than one skill.
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  • The '''Charms''' school of magic includes spells which positively affect yourself, providing improved offense, defence, spee ==Spells==
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  • ...me spells are pure Conjurations (e.g. [[Magic Dart]]), most damage-dealing spells combine this skill with an elemental school or other skill (e.g. [[Stone Ar ...Bolt of Cold]], [[Poison Arrow]], and [[Glaciate]]. Also added several new spells: [[Foxfire]], [[Dazzling Flash]], [[Hailstorm]], and [[Starburst]].
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  • The '''Fire Magic''' school determines how easily you can manipulate fire. ...targets or large groups. Damage from Fire Magic is generally reduced by [[fire resistance]].
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  • ...lnerabilities), but practitioners also gain a few utility and debilitative spells as well, particularly if they are also skilled in [[Earth Magic]]. ==Spells==
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  • Magical staves' main purpose is to boost the [[spell power|power]] of certain spells. They can still be alright melee weapons, though. When using a magical staf Ranged weapons work quite differently from other weapons. Obviously, they can fire from an entire screen's distance, instead of being limited to melee. They a
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  • | [[Antimagic]] || [[Trog]]'s special brand; causes monsters to fail their spells and temporarily reduces the player's maximum MP while wielded. | [[Flaming]] || Adds an average of 25% extra [[fire]] damage per attack. Prevents [[hydra]]s from regrowing heads.
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  • ...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 | [[Fire Magic]] || [[fire]] damage
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  • ...d potentially blocking [[line of sight]]. Having [[steam resistance]] or [[fire resistance]] reduces the impact damage by 66%, and gives immunity to steam [[Category: Monster spells]]
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  • ...of casting these spells, if you currently have any summoned allies. These spells include: *[[Fire Summon]]
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  • : It was often considered worse than [[Bolt of Fire]], due to its inferior range, and the fact that cold resistant monsters wer [[Category:Monster spells]]
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  • ...damage dealt by this spell by 50% (rF+), 66% (rF++), or 80% (rF+++). The [[Fire Breath]] monster ability is very similar to this spell. Like other types of Fire Magic, bolts of fire that pass through [[water]] will create [[steam]], and are negated by [[fre
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  • ...|Fires a penetrating bolt of molten rock. A portion of its damage bypasses fire resistance.}} ...h deals 50% irresistible [[fire]] damage (only 50% damage is affected by [[fire resistance]]). As a [[bolt spell]], it penetrates through enemies.
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  • ...summons a dragon. Dragon type depends on power and random chance, with two fire or ice dragons possible at high power<ref>{{source ref|0.31.0|spl-summoning *{{monsterlink|Fire dragon}}
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  • ...st suited to use this spell, while other characters may want to settle for spells like [[Plasma Beam]], [[Iron Shot]], and Maxwell's Capacitive Coupling. ...llow (44%) -> orange (29%).<br>(Note that the initial arc may also hit the fire giants first.)
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  • ...h a [[mutation]]-inducing melee attack. The spell requires a clear line of fire, checks [[magic resistance]], and only works on [[natural]] monsters. ...the free spell slots would be better off learning [[Agony]], since the two spells work on almost exactly the same set of monsters and both check [[magic resi
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  • |school1={{Fire Magic}} [[Category:Obsolete spells]]
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  • ...ting a group of monsters, save it for taking out dangerous foes ([[orbs of fire]], [[Pandemonium lord]]s, [[fiend]]s, [[hell sentinel]]s, etc.) quickly, th The following enemy "casts" crystal spear via [[Conjure Living Spells]]:
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  • ...t be available; this is rarely a problem for earth and air, but may be for fire and water. The elemental will usually be friendly to casters - especially t ...''' is a level 4 [[Summonings]] spell which summons an elemental of either fire, water, air, or earth into existence. The type of elemental summoned varies
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  • |school2={{Fire Magic}} |maxdmg = 2d9 Fire
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  • |school2=Fire Magic }}'''Conjure Flame''' is a level 3 [[Conjurations]]/[[Fire Magic]] spell that can create a [[cloud]] of flame.
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  • |formula = 2d(2 + power/9) [[fire]] |special = Inflicts Fire status
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  • ...es incredibly resistant to cold and resistant to poison, but vulnerable to fire. High power increases the armour granted by this form. *[[Fire resistance|rF-]]
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  • ...enemy [[AC]]. It also creates a lot of [[noise]] and will set [[tree]]s on fire. [[Category:Monster spells]]
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  • |name=Fire Brand |school2={{Fire Magic}}
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  • |school2={{Fire Magic}} *[[Book of Fire]]
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