Difference between revisions of "Spell"

From CrawlWiki
Jump to: navigation, search
(might need a bigger rewrite but mostly a version bump)
m (Useful Info)
 
(10 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{version029}}
+
{{version030}}
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 library]].
+
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''').
  
== Lists ==
+
== Useful Info ==
 
 
* [[List of spells]]
 
* [[List_of_spells_by_school|List of spells by school]]
 
* [[List of spells by level]]
 
 
 
== About spells ==
 
 
Every spell has the following:
 
Every spell has the following:
* A spell 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. Spells cost the same amount of MP as their level to cast, and higher level spells are harder to cast successfully. Your [[XL]] must be at least as high as the spell level in order to learn it.
+
* A '''spell level'''. This determines:
{{crawlquote|"You're too inexperienced to learn that spell!"}}
+
** 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.
* 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.
+
** 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 <code>MP Cost = Spell Level</code>. 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 <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.
  
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.
+
* 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.
Spell levels = 2×Spellcasting + Experience level-1
 
  
To be able to memorize a spell you need an amount of free spell levels equal to the level of the spell. Otherwise:
+
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').
{{crawlquote|"You can't memorise that many levels of magic yet!"}}
 
  
In any case, you can't memorize more than 21 spells.
+
In any case, you can only learn up to 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 [[species]]:
 
*[[Djinn]] can not memorize spells. Instead, they get random spells every 2 XL.
 
*[[Ghoul]]s and [[mummies]] can't memorize [[Sublimation of Blood]], high level Necromancy ([[Borgnjor's Revivification]], [[Death's Door]], [[Necromutation]]) or form changers ([[Beastly Appendage]], [[Blade Hands]],  [[Dragon Form]], [[Storm Form]], [[Ice Form]], [[Necromutation]], [[Spider Form]], [[Statue Form]], or [[Wereblood]]).
 
*[[Vampire]]s can't memorize [[Borgnjor's Revivification]], [[Death's Door]] or [[Necromutation]]. They can memorize the [[Transmutation]] spells that the other undead species cannot, but they can only cast them when they are "alive". [[Sublimation of Blood]] is also unavailable to the Bloodless.
 
*[[Felid]]s can't memorize [[Excruciating Wounds]], [[Portal Projectile]], or [[Animate Armour]].
 
*[[Gargoyles]] can't memorize [[Statue Form]] or [[Sublimation of Blood]].
 
*[[Formicid]]s can't memorize [[Blink]] or [[Swiftness]].
 
*[[Octopode]]s and [[Draconian]]s can't memorize [[Animate Armour]].
 
 
In the spells menu, 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 (eg, there is a possible target for an attack, you have MP to restore with [[Sublimation of Blood]], you have HP to restore with [[Borgnjor's Revivification]]). Otherwise (eg because you have insufficient MP) 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').
 
  
 
==Casting spells==
 
==Casting spells==
Line 39: Line 22:
 
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:
  
*Spell power: 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).
+
*[[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).
*Range: how far the spell can be cast, if the spell has a ranged effect. This may be increased with power.
+
*[[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 casting spells==
Line 46: Line 30:
  
 
*Monsters don't have MP.
 
*Monsters don't have MP.
*Monsters can't miscast spells, but they can fail while under the [[antimagic]] brand.
+
*Monsters can't miscast spells, but they can fail while under the [[antimagic]] status effect.
*Monsters can cast spells only when there is an enemy in their LOS. The only exceptions to this rule are [[Dig]], [[Minor Healing]], and [[Major Healing]].
+
*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]].
*Monsters can't cast spells when they are: confused, paralysed, or berserk.
 
 
*Most monsters can cast up to 6 different spells, though [[player ghost]]s can have even more.
 
*Most monsters can cast up to 6 different spells, though [[player ghost]]s can have even more.
 
*Polymorphed [[unique]]s won't retain their spells in their new form. Shapeshifters don't get spells.
 
*Polymorphed [[unique]]s 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.
 
*Monsters don't cast spells less often when they are able to attack in melee, unlike with ranged weapons or wands.
 
==History==
 
*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).
 
*Prior to [[0.10]], it was necessary to have one level in [[Spellcasting]] to be able to memorize spells.
 
  
 
==See also==
 
==See also==
Line 72: Line 51:
 
* [[Willpower]]
 
* [[Willpower]]
 
* [[Spell noise]]
 
* [[Spell noise]]
* [[Spell hunger]]
+
 
 +
==History==
 +
*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).
 +
*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.