Difference between revisions of "Spell"

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== Lists ==
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{{version030}}
 
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A '''spell''' is a magical effect that the player can produce at will, provided they have sufficient [[MP]], are skilled enough in the spell's [[magic school]]s, and not under a few [[status effect]]s. Spells are learned from the [[spell memorisation|spell library]] ('''M''').
* [[List of spells]]
 
* [[List_of_spells_by_school|List of spells by school]]
 
 
 
== About spells ==
 
 
 
A '''spell''' is a magical effect that the player can produce at will, provided they have sufficient [[MP]] and are skilled enough in the spell's [[magic school]]s. Spells are learned from [[book]]s.
 
  
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== Useful Info ==
 
Every spell has the following:
 
Every spell has the following:
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* A '''spell level'''. This determines:
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** If you can learn the spell at all. In order to memorize a spell, your [[experience level]] must be greater or equal to a spell's level.
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** How difficult a spell is to cast. Higher levels of spells require more [[skill]] training to reduce their failure.
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** How much [[MP]] a spell costs, where <code>MP Cost = Spell Level</code>. Some spells, like [[Portal Projectile]], can use extra MP after being cast.
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:In addition, characters can only memorize so many spell levels at a time. A given character can learn up to <code>(2 × [[Spellcasting]]) + ([[XL]] - 1)</code> spell levels at once. E.g. an XL 11 character with 5 Spellcasting would have a total of 20 spell levels; they could learn four level 5 spells, or two level 9 spells and one level 2 spell.
  
* A level, which is an indication of how difficult the spell is. Characters with an [[experience level]] lower than the spell's level cannot learn the spell. For example, a level 1 [[Wizard]] cannot learn the level 2 spell [[Cure Poison]]. Higher level spells also require more magical skill to cast.
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* One or multiple '''[[magic school]]s''' ("'''spell schools'''"). For example, [[Ice Form]] is a [[Transmutations]] / [[Ice Magic]] spell. Both "Transmutations" and "Ice Magic" are skills that boost the strength and success rate of the spell. Spells with multiple schools will take more XP to train.
{{crawlquote|"You're too inexperienced to learn that spell!"}}
 
  
* A number of [[magic school]]s, which indicate the nature of magic that the spell uses. For example, [[Conjurations]] is the school of magic which handles things being created out of thin air, and is therefore the school to which most projectile attacks belong. A spell often belongs to more than one school.
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In the spells menu ('''[[M]]'''), a spell will be shown in red if your [[god]] prohibits it. Otherwise a spell is shown in white if casting it is possible and would achieve something (e.g. if you can affect something with an attack, heal MP with [[Sublimation of Blood]]...). Otherwise, it is greyed out. The game's assessment of whether it would achieve something is not always accurate; for example, you might cast a [[Fireball]] at a spot where you suppose there is an invisible monster (do so with 'Z').
  
Every character has a number of [[Spell_memorisation | spell level]]s, which increase as the player gains [[experience]] levels and levels in [[Spellcasting]] and is a measure of how much magic they can learn.
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In any case, you can only learn up to 21 spells:
Spell levels = 2×Spellcasting + Experience level
 
 
 
To be able memorize a spell you need an amount of free spell levels equal to the level of the spell. Otherwise:
 
{{crawlquote|"You can't memorise that many levels of magic yet!"}}
 
 
 
In any case, you can't memorize more than 21 spells.
 
 
{{crawlquote|"Your head is already too full of spells!"}}
 
{{crawlquote|"Your head is already too full of spells!"}}
 
Some spells can't be memorized by some races:
 
*[[Ghoul]]s: They can't memorize [[Beastly Appendage]], [[Blade Hands]], [[Borgnjor's Revivification]], [[Cure Poison]], [[Death's Door]], [[Dragon Form]], [[Ice Form]], [[Necromutation]], [[Spider Form]], [[Statue Form]] and [[Stoneskin]]
 
*[[Vampire]]s: They can't memorize [[Borgnjor's Revivification]], [[Death's Door]] and [[Necromutation]]. They can memorize the spells the ghouls can't, but they can cast them only when they are full, very full or alive.
 
*[[Mummies]]: They can't memorize [[Alistair's Intoxication]], [[Beastly Appendage]], [[Blade Hands]], [[Borgnjor's Revivification]], [[Cure Poison]], [[Death's Door]], [[Dragon Form]], [[Ice Form]], [[Necromutation]], [[Regeneration]], [[Spider Form]], [[Statue Form]] and [[Stoneskin]].
 
*[[Deep dwarves]]: They can't memorize [[Regeneration]].
 
*[[Felid]]s: They can't memorize [[Portal Projectile]], [[Fire Brand]], [[Freezing Aura]], [[Lethal Infusion]], [[Warp Weapon]], [[Excruciating Wounds]], [[Poison Weapon]], [[Sure Blade]] and [[Tukima's Dance]].
 
 
Also, in the list all spells menu, the spell will be greyed out or white depending on two circumstances: whether or not something is in range for it, and if you have enough mana. If either of these things isn't true, the spell is greyed out. If both are true, the spell is white.
 
  
 
==Casting spells==
 
==Casting spells==
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Spells are cast by pressing '''[[z]]''' and selecting one of the learned spells. The interface will prevent players from casting spells if there seems to be no reason to (no visible monsters around being the most common reason), although all spells can be forced by pressing '''[[Z]]'''.
  
Spells are cast by pressing '''[[z]]''' and selecting one of the player's learned spells. The interface will prevent players from casting spells if there seems to be no reason to (no monsters around being the most common reason), although all spells can be forced by pressing '''[[Z]]'''.
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Once a player has learned a spell, that spell gains a new set of player-dependent properties:
  
Once a player has learned a spell, that spell gains a new set of player-dependent properties:
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*[[Spell power]]: how powerful the spell will be if cast successfully. For example, more powerful Conjuration spells do more damage, more powerful summoning spells can summon stronger monsters or last longer (depending on the spell).
 +
*[[Spell failure]]: how likely you are to [[miscast]] the spell.
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*Range: how far the spell can be cast, if the spell has a ranged effect.
  
* Power level: how powerful the spell will be if cast successfully. For example, more powerful conjuration spells do more damage, more powerful summoning spells summon more dangerous monsters (and more of them).
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==Monsters casting spells==
* Range: how far the spell can be cast, if the spell has a ranged effect. This may be increased with power.
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Monsters can also cast many of the spells available to players (as well as many that are not), but the mechanics are very different:
* [[Spell hunger|Hunger]]: how much hunger the spell causes when cast.
 
  
==History==
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*Monsters don't have MP.
Prior to [[0.10]], it was necessary to have one level in [[Spellcasting]] to be able to memorize spells.
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*Monsters can't miscast spells, but they can fail while under the [[antimagic]] status effect.
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*Monsters can only cast spells when there is an enemy in their LOS. The exceptions to this rule are [[Dig]], [[Minor Healing]], and [[Major Healing]].
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*Most monsters can cast up to 6 different spells, though [[player ghost]]s can have even more.
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*Polymorphed [[unique]]s won't retain their spells in their new form. Shapeshifters don't get spells.
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*Monsters don't cast spells less often when they are able to attack in melee, unlike with ranged weapons or wands.
  
 
==See also==
 
==See also==
 
 
* [[Spell memorisation]]
 
* [[Spell memorisation]]
 
* [[Spell success]]
 
* [[Spell success]]
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* [[Miscast effect]]
 
* [[Miscast effect]]
 
* [[Magic contamination]]
 
* [[Magic contamination]]
* [[Magic resistance]]
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* [[Willpower]]
 
* [[Spell noise]]
 
* [[Spell noise]]
* [[Spell hunger]]
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==History==
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*Prior to [[0.20]], [[uniques]] would keep their spells when polymorphed into a different form of [[:Category: Human intelligence|human intelligence]], unless the poly target had innate spells (e.g. naga spit).
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*Prior to [[0.10]], it was necessary to have one level in [[Spellcasting]] to be able to memorize spells.
  
 
[[Category:Magic]]
 
[[Category:Magic]]
 
[[Category:Spells]]
 
[[Category:Spells]]

Latest revision as of 09:42, 31 October 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

A spell is a magical effect that the player can produce at will, provided they have sufficient MP, are skilled enough in the spell's magic schools, and not under a few status effects. Spells are learned from the spell library (M).

Useful Info

Every spell has the following:

  • A spell level. This determines:
    • If you can learn the spell at all. In order to memorize a spell, your experience level must be greater or equal to a spell's level.
    • How difficult a spell is to cast. Higher levels of spells require more skill training to reduce their failure.
    • How much MP a spell costs, where MP Cost = Spell Level. Some spells, like Portal Projectile, can use extra MP after being cast.
In addition, characters can only memorize so many spell levels at a time. A given character can learn up to (2 × Spellcasting) + (XL - 1) spell levels at once. E.g. an XL 11 character with 5 Spellcasting would have a total of 20 spell levels; they could learn four level 5 spells, or two level 9 spells and one level 2 spell.
  • One or multiple magic schools ("spell schools"). For example, Ice Form is a Transmutations / Ice Magic spell. Both "Transmutations" and "Ice Magic" are skills that boost the strength and success rate of the spell. Spells with multiple schools will take more XP to train.

In the spells menu (M), a spell will be shown in red if your god prohibits it. Otherwise a spell is shown in white if casting it is possible and would achieve something (e.g. if you can affect something with an attack, heal MP with Sublimation of Blood...). Otherwise, it is greyed out. The game's assessment of whether it would achieve something is not always accurate; for example, you might cast a Fireball at a spot where you suppose there is an invisible monster (do so with 'Z').

In any case, you can only learn up to 21 spells:

"Your head is already too full of spells!"

Casting spells

Spells are cast by pressing z and selecting one of the learned spells. The interface will prevent players from casting spells if there seems to be no reason to (no visible monsters around being the most common reason), although all spells can be forced by pressing Z.

Once a player has learned a spell, that spell gains a new set of player-dependent properties:

  • Spell power: how powerful the spell will be if cast successfully. For example, more powerful Conjuration spells do more damage, more powerful summoning spells can summon stronger monsters or last longer (depending on the spell).
  • Spell failure: how likely you are to miscast the spell.
  • Range: how far the spell can be cast, if the spell has a ranged effect.

Monsters casting spells

Monsters can also cast many of the spells available to players (as well as many that are not), but the mechanics are very different:

  • Monsters don't have MP.
  • Monsters can't miscast spells, but they can fail while under the antimagic status effect.
  • Monsters can only cast spells when there is an enemy in their LOS. The exceptions to this rule are Dig, Minor Healing, and Major Healing.
  • Most monsters can cast up to 6 different spells, though player ghosts can have even more.
  • Polymorphed uniques won't retain their spells in their new form. Shapeshifters don't get spells.
  • Monsters don't cast spells less often when they are able to attack in melee, unlike with ranged weapons or wands.

See also

History

  • Prior to 0.20, uniques would keep their spells when polymorphed into a different form of human intelligence, unless the poly target had innate spells (e.g. naga spit).
  • Prior to 0.10, it was necessary to have one level in Spellcasting to be able to memorize spells.