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spells.txt
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spells.txt
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%%%%
Abjuration spell
Reduces the remaining duration of any nearby hostile summoned creatures.
%%%%
Absolute Zero spell
Entirely removes the heat from the enemy nearest the caster, instantly
freezing it into a block of solid ice.
%%%%
Acid Splash spell
Spits a glob of acid at a nearby creature, covering it in corrosive slime
for a short time. It may also splash onto other nearby creatures on impact.
%%%%
Agony spell
Cuts the resilience of an adjacent creature in half. This damage is never
directly lethal.
%%%%
Agony Range spell
Cuts the resilience of a target creature in half. This damage is never directly
lethal.
%%%%
Airstrike spell
Causes the air around a creature to twist itself into a whirling vortex of
meteorological fury. It does more damage to targets surrounded by empty space.
It is especially effective against flying enemies.
%%%%
Alistair's Intoxication spell
Converts a small portion of the brain matter of those around you into alcohol,
confusing all intelligent humanoids within view (although poison-resistant
creatures may resist the effects). The caster may experience vertigo briefly
as a result of making contact with other minds. It is frequently used as an
icebreaker at wizard parties.
%%%%
Animate Dead spell
Reanimates all corpses and skeletons in the vicinity as followers. This magic
is unstable, so eventually those reanimated will crumble to dust. Zombies and
skeletons cannot leave the level they were created on. The resilience of
zombies raised by this spell increases with spell power.
%%%%
Animate Skeleton spell
Reanimates a single skeleton as a follower, even if that skeleton is still
encased in flesh. This magic is unstable, so eventually those reanimated will
crumble to dust. Skeletons cannot leave the level they were created on. The
resilience of a skeleton raised by this spell increases with spell power.
%%%%
Apportation spell
Pulls the top item or group of similar items from a distant pile to the floor
near the caster. With low power, items might not be moved all the way to the
caster's position.
Extremely powerful magical items, such as the Orb of Zot, may actively resist
the pull of this spell.
%%%%
Aura of Brilliance spell
Empowers the magic of nearby wizard allies of the caster, allowing them to
cast their magic more powerfully and more often.
%%%%
Avatar Song spell
Sings a powerfully haunting song; in addition to making nearby victims
unwilling to move away from the singer, it calls forth drowned souls from
any nearby bodies of deep water.
%%%%
Awaken Earth spell
Animates some rock walls adjacent to a target – including the target itself if
it is a rock wall – to create some earth elementals.
%%%%
Awaken Forest spell
Gives some limited motility to nearby trees, allowing them to sway their
branches and shift their roots. Such enchanted trees will lash at any adjacent
enemy.
%%%%
Awaken Vines spell
Causes vines to grow from the ground. The vines will reach out and grab
interlopers, dragging them towards any nearby trees.
%%%%
Banishment spell
Banishes a creature into the Abyss.
%%%%
Battlecry spell
Inspires nearby allies of the caster to fight more aggressively, increasing
the strength of their blows.
%%%%
Beastly Appendage spell
{{
if you.race() == "Octopode" then
return "Causes a vicious spike to grow from one of the caster's " ..
"tentacles, increasing the damage of their extra tentacle " ..
"attacks. It is not powerful enough to affect tentacles " ..
"which are already mutated."
else
return "Causes monstrous horns and talons to grow from the caster's " ..
"body, granting them a chance of making an extra attack in " ..
"melee. It is not powerful enough to enhance " ..
"appendages that are already nonhuman."
end
}}
While transformed, any equipped weapons, shields, and auxilliary armour are
melded.
%%%%
Berserker Rage spell
<Berserk ability>
%%%%
Berserk Other spell
Causes a nearby ally to fly into a berserk rage. Going berserk temporarily
increases health, speed, and damage dealt in melee.
%%%%
Bind Souls spell
Bestows an enchantment on other nearby living creatures that may cause them to
rise as simulacra after being slain.
%%%%
Black Mark spell
Empowers the caster and any nearby allies to debilitate their foes on a
successful melee attack, allowing them to inflict draining, cause weakness, or
deplete magical power.
%%%%
Blade Hands spell
Causes long, scythe-shaped blades to grow from the caster's hands, increasing
melee damage significantly.
While transformed, any equipped weapons are melded, and casting spells becomes
somewhat more difficult.
%%%%
Blink Allies Away spell
Blinks allies in sight of the caster away from a nearby enemy.
%%%%
Blink Allies Encircling spell
Translocates a number of allies in the caster's sight to surround a targeted
enemy.
%%%%
Blink Away spell
Translocates the caster to a location further away from a targeted enemy.
%%%%
Blink Close spell
Translocates the caster a short distance towards a targeted enemy.
%%%%
Blink Other Close spell
Translocates a targeted enemy a short distance towards the caster. It cannot be
resisted by usual means of magic resistance.
%%%%
Blink Other spell
Randomly translocates a targeted enemy a short distance. It cannot be resisted
by usual means of magic resistance.
%%%%
Blink Range spell
Translocates the caster to a location further away from a targeted enemy, but
still within sight of the target.
%%%%
Blink spell
Randomly translocates the caster a short distance.
%%%%
Blinkbolt spell
Transforms the caster into a lightning bolt, and translocates the caster to
the bolt's destination.
%%%%
Bolt of Cold spell
Fires a penetrating bolt of frost.
%%%%
Bolt of Draining spell
Fires a penetrating bolt of negative energy which drains any living creature
it strikes.
%%%%
Bolt of Fire spell
Fires a penetrating bolt of flames.
%%%%
Bolt of Magma spell
Fires a penetrating bolt of molten rock. A portion of its damage bypasses
fire resistance.
%%%%
Borgnjor's Revivification spell
Instantly heals any and all wounds suffered by the caster, but also permanently
lessens their resilience to injury, to a degree dependent on (and inversely
related to) power.
It is powerful enough to cancel the effects of Death's Door, although doing so
will briefly paralyse the caster. It has no effect on the undead.
%%%%
Borgnjor's Vile Clutch spell
Calls forth hands from corpses interred beneath the dungeon floor long ago.
Enemies caught in the area will be held in place and constricted until they
break free.
%%%%
Brain Feed spell
Drains a portion of a visible enemy's intelligence. Such a loss is only
temporary, and can be recovered by gaining experience.
%%%%
Brothers in Arms spell
<Brothers in Arms ability>
%%%%
Call Canine Familiar spell
Summons a solitary canine to the caster's aid.
%%%%
Call Imp spell
Calls forth a minor demon from the pits of Hell.
%%%%
Call Lost Soul spell
Summons a necromantic spectre. These lost souls can enter the bodies of more
powerful undead to bring them back from brink of demise, or turn dying living
creatures into spectral versions of themselves.
%%%%
Call of Chaos spell
Calls upon the powers of Chaos to empower nearby allies. The effects vary
wildly and are usually, but not always, positive.
%%%%
Call Tide spell
Allows the caster to affect the tidal phase of all water within a large
distance. Soon after calling it, the waters on the whole level will reach high
tide. Waters near the caster will reach even higher levels than they would
normally.
%%%%
Cantrip spell
Casts one of a number of minor spells, aimed at trying to bolster the caster's
morale. They have no noticeable effect.
%%%%
Cause Fear spell
Causes fear in those near to the caster, causing those affected to be unable to
approach the caster, and to sometimes fail to attack them in melee. Leaving the
caster's line of sight will end the effect.
%%%%
Chain of Chaos spell
Creates an arc of pure chaos, striking nearby creatures with unpredictable
effects. The arc can touch upon the caster without harming them.
%%%%
Chain Lightning spell
Releases a massive electrical discharge that arcs from target to target until
it grounds out. It may ground out harmlessly if there are no targets
sufficiently close to the caster. Its damage partially bypasses armour.
%%%%
Chaos Breath spell
Exhales a large cloud of fumes filled with the very essence of chaos.
%%%%
Chilling Breath spell
Exhales a blast of frost that may knock back airborne targets.
%%%%
Cleansing Flame spell
<Cleansing Flame ability>
%%%%
Cloud Cone spell
Blasts the area near the caster with destructive clouds. At low power, the most
lethal clouds that can be created are noxious fumes. As power increases, this
gives way to roaring flames, freezing vapours, and poisonous gas. At the
highest tiers of power storm clouds, acidic fog and clouds of negative energy
become available.
%%%%
Cold Breath spell
Exhales a focused blast of icy-cold air. It may knock back airborne targets.
%%%%
Confuse spell
Induces a state of bewilderment and confusion in a creature's mind.
%%%%
Confusing Touch spell
Enchants the caster's dominant hand with magical energy. This energy is
released when the caster touches a monster, and may induce a state of confusion
in the monster. The caster's attacks do no damage while attempting to touch a
monster in this way.
%%%%
Confusion Gaze spell
Induces a state of bewilderment and confusion in a creature's mind, with no
direct line of fire required.
%%%%
Conjure Ball Lightning spell
Creates a pack of ball lightnings, which seek out the nearest enemy before
exploding in a huge blast of electricity. Casters are advised to use caution;
the lightning is not mindful of what it may hit.
The magic which keeps ball lightnings cohesive has limited range, so they may
dissipate harmlessly if allowed to drift too far away from their caster before
exploding.
%%%%
Conjure Flame spell
Create a cloud of magically sustained fire at the caster's feet. The fire takes
a moment to begin burning with vigor and in its fragile initial state is easily
smothered by either the caster or a wandering monster. Re-casting the spell
will bring the fire fully to life, but will burn the caster.
%%%%
Controlled Blink spell
Translocates the caster a short distance, with precise control. Be wary that
controlled translocations will cause the subject to become contaminated with
magical energy.
%%%%
Corona spell
Causes a halo of glowing light to surround and effectively outline a creature.
This glow offsets the dark, musty atmosphere of the dungeon, and makes the
affected creature appreciably easier to hit.
%%%%
Corpse Rot spell
Rapidly accelerates the decomposition of any corpses lying around the caster,
and gathers the foul miasmic vapour around the caster. The clouds eat away at
the life force of any creature they envelop.
%%%%
Corrosive Bolt spell
Fires a penetrating bolt of acid.
%%%%
Corrupting Pulse spell
Instills a corruption within all visible targets, temporarily mutating their
bodies in an adverse fashion. It cannot affect artificial beings, and the
undead will decompose if affected.
%%%%
Crystal Bolt spell
Projects a penetrating projectile with peculiar magical properties. It is
randomly imbued with either fire or ice, and additionally will reflect from
walls of any material due to the crystal embedded in the shot.
%%%%
Dazzling Flash spell
The caster erupts in a scintillating display of light. Any living creature
nearby may be dazzled and left stumbling blindly.
%%%%
Death Channel spell
Raises living creatures slain by the caster and their allies, reducing them to
a state of spectral slavery. When the channel expires the spectres are released
from bondage.
%%%%
Death Rattle spell
Exhales the essence of the dying, creating clouds of noxious miasma.
%%%%
Death's Door spell
Renders the caster nigh invulnerable to harm for a brief period, but brings
them dangerously close to death in the process. So close, in fact, that the
body believes itself to be dead — healing effects will do nothing.
The caster will receive one warning shortly before the spell expires. After
expiry, the spell cannot immediately be recast, but with high power the caster
will be left more resilient when the effect ends. It has no effect on those who
are already undead.
%%%%
Debugging Ray spell
Fires a ray which does massive damage (1500 hp) and always hits.
%%%%
Dig spell
Digs a tunnel through unworked rock.
%%%%
Dimension Anchor spell
Blocks any translocations attempted by the affected target, be they voluntary
or not. This includes even some cross-plane effects, although notably not
Banishment.
%%%%
Discord spell
Drives nearby creatures into an insane frenzy, causing them to mercilessly
attack anything and everything nearby with great strength and speed.
%%%%
Disintegrate spell
Violently rends apart anything in a small volume of space. It can be used to
cause severe damage, or remove a chunk of rock.
%%%%
Disjunction spell
Destabilizes the space in a sphere around the caster for a while, causing
anyone nearby to blink away from the caster. The chance of blinking depends on
the distance from the caster, being nearly certain when directly adjacent. It
causes magical contamination when cast.
%%%%
Dispel Undead spell
Harms an adjacent undead creature greatly by interfering with the forces
binding it together.
%%%%
Dispel Undead Range spell
Harms an undead creature greatly by interfering with the forces binding it
together.
%%%%
Dispersal spell
Teleports away any creatures within a short distance of the caster. Any
creature that resists the effect will still be irresistibly blinked a shorter
distance, and any monster it affects at all has a chance of being confused by
the warping of space.
%%%%
Doom Howl spell
Unleashes a piercing howl that catches and echoes in victims' minds. While
those echoes linger, nightmarish creatures will hear and track them to their
source. It can only be used once by a given creature.
%%%%
Dragon Form spell
{{
local desc = "Transforms the caster into a mighty"
if you.race():find("Draconian") then
desc = desc .. " dragon"
if you.race() ~= "Grey Draconian" then
desc = desc .. ", increasing the power of any innate breath attacks"
end
if you.race() == "Red Draconian" then
desc = desc .. ". The caster becomes highly resistant to fire " ..
"and resistant to poison, but vulnerable to cold"
elseif you.race() == "White Draconian" then
desc = desc .. ". The caster becomes highly resistant to cold " ..
"and resistant to poison, but vulnerable to fire"
elseif you.race() == "Green Draconian" then
desc = desc .. " and retaining their innate colour"
else
desc = desc .. ". The caster retains their innate colour, and " ..
"becomes resistant to poison"
end
else
desc = desc .. ", fire-breathing dragon. The caster becomes highly " ..
"resistant to fire and resistant to poison, but " ..
"vulnerable to cold"
end
desc = desc .. "."
return desc
}} The caster becomes able to deal incredible damage in melee combat, and
they become much more robust, although their evasiveness is reduced.
While transformed, any equipped weapons and armour are melded.
%%%%
Dragon's Call spell
Issues a powerful call to a draconic realm, beckoning forth dragon after dragon
to engage the summoner's enemies. The spell is taxing to maintain, and each new
dragon which answers the call will further drain the summoner's magical
reserves. After the call ends, it cannot be issued again for a short time.
%%%%
Drain Life spell
Drains the life force of any nearby creatures, healing the user depending on
the damage dealt.
%%%%
Drain Magic spell
Causes the target's magic to leak into the air, as though they were hit by an
antimagic weapon.
%%%%
Draining Gaze spell
Causes the target's magic to leak into the air, as though they were hit by an
antimagic weapon, and heals the caster for the amount of magic drained,
with no direct line of fire required.
%%%%
Dream Dust spell
Overwhelms the target with soporific dream dust, putting them to sleep.
Additional dream sheep will increase the strength and duration of this effect.
%%%%
Druid's Call spell
Recalls woodland creatures from elsewhere on the same level.
%%%%
Electrical Bolt spell
Throws a bolt of electricity at the target, with high accuracy.
%%%%
Energy Bolt spell
Fires a bolt of highly destructive energy.
%%%%
Enslavement spell
Causes an otherwise hostile creature to fight on the caster's side for a while.
%%%%
Ensnare spell
Shoots a stream of webbing at a creature, ensnaring the target in a spider web.
%%%%
Ensorcelled Hibernation spell
Lowers its target's metabolic rate, inducing hibernation. After awakening, the
target will be unable to be put to sleep again for some time.
%%%%
Entropic Weave spell
Corrodes the target, with no direct line of fire required.
%%%%
Eringya's Noxious Bog spell
Causes the caster to release a torrent of sludge, which transforms the dungeon
into a toxic bog in the caster's wake. The sludge damages and poisons all
monsters, even those resistant to poison. The sludge is temporary, cannot
replace deep water or lava, and cannot be sustained out of the caster's sight.
Spellpower will increase both the duration of the torrent and how long the
sludge lingers.
%%%%
Excruciating Wounds spell
Temporarily infuses the weapon held by the caster with the essence of pain
itself. It will not affect artefact weapons.
While a weapon is infused it cannot be unwielded and casting spells is slightly
more difficult.
%%%%
Flay spell
Opens painful illusionary wounds on the target's body, which disappear after
a short time or on the death of the caster. This cannot kill directly, and is
ineffective against unnatural targets.
%%%%
Fire Breath spell
Breathes a blast of fire at a targeted creature.
%%%%
Fire Storm spell
Calls forth a mighty storm of roaring flame directly onto the target, dealing
damage in a large area and leaving behind short-lived fire vortices. A portion
of its damage bypasses fire resistance.
%%%%
Fire Summon spell
Summons demons of flame and damnation.
%%%%
Fireball spell
Hurls an explosive ball of fire.
%%%%
Flame Tongue spell
Creates a short burst of flame.
%%%%
Flaming Cloud spell
Conjures up a large cloud of roaring flames.
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Flash Freeze spell
Freezes the air around a target, causing significant harm and slowing the
target's movement. It has no effect on targets that are already frozen.
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Force Lance spell
Fires a shaft of concussive force. If the impact deals damage, it may knock the
target back.
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Forceful Invitation spell
Summons some of the lesser threats from one of the Lair of Beasts, the Snake
Pit, the Spider Nest, the Swamp, the Shoals, the Orcish Mines, the Elven Halls,
the Vaults, or the Crypt; the specific branch varies with the caster.
%%%%
Foxfire spell
Conjures two balls of burning swamp gas adjacent to the caster. The balls will
rapidly seek the nearest monster and burn them. They will dissipate harmlessly
if unable to reach a target or if the caster swaps places with them.
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Freeze spell
Freezes an adjacent creature, dealing damage that bypasses any armour the
target may have. This may temporarily slow cold-blooded creatures.
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Freezing Cloud spell
Conjures up a large cloud of lethally cold vapour.
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Frozen Ramparts spell
Encases surrounding walls with ice for a short time. Victims that wander near
the icy walls will be damaged, and this may temporarily slow cold-blooded
creatures. The damage dealt bypasses any armour the target may have. Each
victim is only ever affected by one icy wall at a time.
The caster and any allies can walk safely past icy walls.
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Fulminant Prism spell
Conjures a prism which unleashes a violent explosion of arcane force after a
short duration. The prism is extremely fragile and any damage caused to it may
result in premature detonation.
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Gell's Gravitas spell
Briefly redirects gravity around a target point, causing 'down' to be towards
that point. All nearby creatures, save the caster, fall helplessly toward that
point – typically colliding with each other, or with a victim standing there.
%%%%
Ghostly Fireball spell
Hurls an exploding ball of negative energy which drains any living creature
it engulfs.
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Ghostly Sacrifice spell
Uses an ally's motivating essence to create a blast of negative energy,
draining any living creature it engulfs. The being used to fuel the spell, no
matter whether living or construct, is consumed and unmade in the process.
%%%%
Throw Ally spell
Throws a nearby ally at the monster's foe, doing minimal damage and landing the
thrown monster nearby.
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Glaciate spell
Conjures forth a mighty blast of ice. Creatures within its cone-shaped area of
effect take damage, with higher damage being dealt to those close to the
caster. Those hit by the blast are encased in ice, slowing their movement, and
those killed by the blast may be frozen into solid blocks of ice. A significant
portion of its damage bypasses cold resistance.
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Grasping Roots spell
Calls giant grasping roots from deep underground that hold and constrict their
victim. The roots will retreat if the victim breaks free or if the caller moves
out of view.
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Greater Servant of Makhleb spell
Summons a major demon.
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Hailstorm spell
Conjures a cannonade of hail. The eye of the storm is wide enough that monsters
adjacent to the caster are unaffected. Due to the strong impact and cutting
edges a significant portion of its damage bypasses cold resistance. However,
creatures made of pure ice are immune.
%%%%
Haste Other spell
Speeds the actions of a nearby ally.
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Harpoon Shot spell
Fires a long and flexible barbed mass. The ensnared victim will either be
pulled adjacent to the caster or collide with anything blocking the way.
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Haste spell
Speeds the actions of the caster.
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Haunt spell
Calls wraiths and ghosts to haunt the caster's target. They will only attack
the creature they are haunting, and will dissipate quickly once their target
dies.
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Heal Other spell
Heals a nearby ally.
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Call Down Damnation spell
Blasts a targeted enemy with damnation, with no direct line of fire required.
These unholy forces harm the victim and anyone adjacent, and are not affected
by any means of protection, such as armour or resistances. However, certain
creatures, usually those able to invoke damnation themselves, are entirely
unscathed by damnation.
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Hurl Damnation spell
<Hurl Damnation ability>
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Holy Breath spell
Exhales a large cloud of blessed flame, shining with the glory of the good
gods. These flames are especially dangerous to undead and demonic creatures,
and have no effect on holy creatures.
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Holy Flames spell
Traps an enemy in a ring of blessed flame. These flames are especially
dangerous to undead and demonic creatures, and have no effect on holy
creatures.
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Hydra Form spell
Transforms the caster into an amphibious, many-headed hydra for a brief
duration. Its multiple heads strike in all directions. Foes slain by the
gnashing teeth are instantly devoured, reinvigorating the caster in their
reptilian rampage. The caster gains innate armour and increased health, and
becomes resistant to poison.
While transformed, any equipped weapons and armour are melded. The form's
number of heads is fixed upon casting the spell, and increases with power.
%%%%
Iceblast spell
Fires a large mass of ice, which explodes on impact. It affects even
cold-resistant creatures somewhat, due to the strong impact and cutting edges.
%%%%
Ice Form spell
Transforms the caster into a frozen ice-creature, light enough to float on
water. The caster gains a freezing melee attack, and becomes incredibly
resistant to cold and resistant to poison, but vulnerable to fire.
While transformed, any equipped weapons and armour are melded.
%%%%
Ignite Poison spell
Converts all nearby poison into liquid flame, burning poisoned creatures from
within. It also turns clouds of poison and mephitic gases into flame. The
caster is not affected directly.
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Ignition spell
All foes in the caster's surroundings are engulfed in balls of fire. The caster
and their allies are protected from the fire and will never be harmed by this
spell.
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Infestation spell
Calls forth a plague of scarabs, infesting affected creatures for a duration
depending on power and causing death scarabs to grow and burst from them upon
death.
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Injury Bond spell
Binds the caster to nearby allies, redirecting half of any damage they suffer
to the caster.
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Injury Mirror spell
Reflects damage taken for a short duration, hurting attackers whenever any
damage is taken.
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Ink Cloud spell
Releases a thick cloud of ink to obscure vision.
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Inner Flame spell
Fills an enemy with an intense fire. This fire is released any time the target
is hit, and explosively released upon death. The size of the explosion caused
is dependent on the size of the target.
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Invisibility spell
Turns a targeted creature invisible. Turning invisible causes magical
contamination and may eventually cause glowing, nullifying the invisibility.
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Invisibility Other spell
Turns a nearby ally invisible.
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Iron Shot spell
Hurls a large and heavy metal shot.
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Irradiate spell
Transmutes an ultra-thin layer of the caster's skin (or equivalent) directly
into pure magical energy, blasting adjacent creatures and bypassing any armour
they may have. It heavily deforms its targets, weakening them and reducing
their armour. The caster is not left entirely unaffected; some of the magic
lingers, enough to leave them dangerously contaminated after a few castings.
%%%%
Iskenderun's Battlesphere spell
Conjures a small globe of magical energy linked to the caster's own magical
reserves. While the battlesphere cannot take independent action, it will fire
volleys of energy at the caster's enemies in sync with its creator's own
destructive conjurations. With increasing power, the battlesphere lasts longer
and deals more damage per volley.
%%%%
Iskenderun's Mystic Blast spell
Detonates a crackling sphere of destructive energy. The explosion will hit all
nearby monsters with physical force, knocking them back if damage is done.
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Leda's Liquefaction spell
Liquefies the ground around the caster, making it difficult to move through.
Any movement through liquefied ground will be slowed, and creatures stuck in
the liquefied ground will be unable to fly. Attempts to attack the caster
in melee may fail.
The effect starts out with a radius depending on power, which will then shrink,
eventually covering only the caster, before it times out. Maintaining the
connection to the ground slows the caster's movement, even if they are flying.
%%%%
Lee's Rapid Deconstruction spell
Fragments a wall or a suitably brittle visible monster into an explosion of
deadly shrapnel. It can be used on monsters made of ice, bone, or any wall-like
substance, as well as those turned to stone by petrification. Its damage is
strongly reduced by armour.
Targets made from rock, stone, ice or bone will cause a small explosion. Metal
targets will cause a small but more damaging explosion, and targets made from
crystal will cause a large and more damaging explosion.
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Legendary Destruction spell
Conjures two explosive magical effects in instant succession. The effects can
be any mix of Fireball, Iceblast, and Ghostly Fireball.
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Lehudib's Crystal Spear spell
Hurls a lethally sharp shard of crystal.
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Lesser Beckoning spell
Beckons the target forward, attempting to place them adjacent to the caster.
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Lightning Bolt spell
Fires a mighty bolt of lightning. It inflicts less damage than other similar
bolts, but its damage partially bypasses armour and it can be bounced off walls
to hit targets twice.
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Magic Dart spell
Fires a small bolt of magical energy which never misses.
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Major Destruction spell
Shoots a random harmful beam or explosion at the targeted creature.
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Major Healing spell
Heals a large amount of damage to the caster's body.
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Malign Gateway spell
Tears a gash in reality, creating a self-sustained but temporary portal to an
unknown, tainted otherworld. It requires open space to succeed. After a short
time, a powerful clawed tentacle will reach through the portal, remaining bound
to the caster's will for a duration depending on power. With the portal's
expiry, the tentacle will be severed and turn on the caster.
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Malign Offering spell
Drains life from an enemy, healing nearby allies in the process.
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Malmutate spell
Bestows a mutation on a target. The mutation is almost always harmful. It
cannot affect artificial beings, and the undead will decompose if affected.
%%%%
Mara Summon spell
Weaves illusions of the caster. Such illusions have the same physical prowess
as the original, and can cast the same spells.
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Mass Confusion spell
Causes confusion in all who gaze upon the caster.
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Mephitic Cloud spell
Conjures up a short-lived cloud of noxious fumes, which may cause confusion.
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Mesmerise spell
Makes a targeted creature unwilling to move away from the caster. Leaving the
caster's line of sight will end the effect.
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Metabolic Englaciation spell
Lowers the metabolic rate of every creature in the caster's vicinity, slowing
all those who are not resistant to cold. Those especially vulnerable to cold
will be affected much more strongly, and tougher creatures will be slowed for a
shorter time.
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Metal Splinters spell
Fires a directed stream of sharp metal splinters. Its damage is strongly
reduced by armour.
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Miasma Breath spell
Creates a large cloud of foul pestilence, slowing and rotting any living
creatures it touches.
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Might Other spell
Significally increases a nearby ally's damage dealt in melee.
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Might spell
Significantly increases the caster's damage in melee.
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Minor Healing spell
Heals a small amount of damage to the caster's body.
%%%%
Monstrous Menagerie spell
Summons a powerful exotic creature to the caster's aid. It may call forth a
harpy, manticore or lindwurm, and at high power may summon a sphinx, or an
entire pack of harpies. With high power the individual creatures will also gain
increased strength.
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Necromutation spell
Transforms the caster into a lich — a powerful skeletal figure. The caster
becomes more resistant to cold and hostile enchantments and completely immune
to poison, rotting, negative energy and torment for the duration of the spell.
The caster's necromancy spells are increased in power, and they gain a draining
melee attack. The caster also gains some of the more dubious benefits of having
an undead body, such as a vulnerability to holy damage and Dispel Undead, and
an inability to consume potions.
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Noxious Cloud spell
Creates a large cloud of noxious fumes, which may cause confusion.
%%%%
Olgreb's Toxic Radiance spell
Causes the caster to radiate toxic energy, continuously inflicting poison on
everything nearby for as long as the spell lasts.
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Orb of Destruction spell
Conjures an orb made of pure destructive magic. Compared to most other
projectiles, these orbs travel at a relatively slow pace. The orbs home onto
their targets, yet because of their huge inertia, especially agile opponents
may be able to outmanoeuvre them. The orbs need some time to stabilize, and a
nascent orb will deal reduced damage.
Residents of the dungeon are able to maintain the orb until it impacts a
target, but when cast by you the orb will dissipate upon leaving your line of
sight.
%%%%
Orb of Electricity spell
Hurls a crackling orb of electrical energy, creating a huge explosion on
impact. Its damage partially bypasses armour.
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Ozocubu's Armour spell
Envelops the caster's body in a protective layer of thick ice, granting a
substantial bonus to armour as long as they remain in their current location.
The ice will crack and fall away if the caster moves to a new position. The
spell decreases in effectiveness in heavier armour, granting a lower bonus the
higher the encumbrance rating of the caster's armour.
%%%%
Ozocubu's Refrigeration spell
Drains heat from the caster and their surroundings, causing harm to all
creatures not resistant to cold and bypassing any armour the targets may have.
It prevents the caster from using potions for a brief duration.