-
Notifications
You must be signed in to change notification settings - Fork 0
/
spells.txt
1608 lines (1292 loc) · 49.3 KB
/
spells.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
%%%%
Abjuration spell
Reduces the remaining duration of any nearby hostile summoned creatures.
%%%%
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 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 is especially effective against flying monsters.
%%%%
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 corpses of monsters slain by the caster as mindless zombies.
This magic is unstable, so eventually those reanimated will crumble to dust.
Zombies cannot leave the level they were created on. High spellpower will
increase the chance of reanimating a slain monster.
%%%%
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.
%%%%
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 Abjuration spell
Continuously abjures hostile summoned creatures in the vicinity of the caster.
This reduces their remaining time before being sent back where they came from.
%%%%
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, but at the price of fixing
the caster in place until they no longer have any nearby allies they can
empower.
%%%%
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. Extremely loud noises, such as those produced
by lightning or scrolls of noise, will disrupt the effect, as will leaving the
caster's line of sight.
%%%%
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
Temporarily replaces one or a pair of the caster's appendages with an animal
counterpart, giving them an extra attack. It is not powerful enough to meld
armour or enhance appendages that are already nonhuman.
%%%%
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. The caster also becomes
unable to evoke wands, and casting spells -aside from other form-changing
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 literally pull someone out of Death's Door, although
the shock will briefly confuse and paralyse the caster. It has no effect on the
undead.
%%%%
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. Adventurers suffering from this effect
find that extremely loud noises, such as those produced by lightning or scrolls
of noise, will disrupt it, as will leaving the caster's line of sight.
%%%%
Chain of Chaos spell
Creates an arc of pure chaos, striking nearby creatures with unpredictable
effects.
%%%%
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 bypasses any armour the target may have, and
may knock back airborne targets.
%%%%
Cigotuvi's Embrace spell
Brings forth a chunk of bone to serve as armour and shield for the caster.
The bone relentlessly calls carrion from the freshly slain to further enhance
the caster's defenses, though the additional armour will decay with time.
It has no effect on casters in Statue Form, or with Ozocubu's Armour active.
%%%%
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 with their bare hand, and may induce
a state of confusion in the monster.
%%%%
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
Creates a blazing column of flame in a targeted empty location.
%%%%
Control Undead spell
Enslaves any undead in the vicinity of the caster.
%%%%
Control Winds spell
Allows limited powers over the flow of air in caster's sight, blowing away or
dissipating any nearby clouds affecting the caster or their allies.
%%%%
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,
emitting in the process a foul miasmic vapour, which eats away at the life
force of any creature it envelops.
%%%%
Corrosive Bolt spell
Fires a penetrating bolt of acid.
%%%%
Corrupt Body spell
Instills a corruption within a target, temporarily mutating their body in an
adverse fashion. It cannot affect artificial beings, and the undead will
decompose if affected.
%%%%
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.
%%%%
Cure Poison spell
Removes poison from the caster's system.
%%%%
Darkness spell
Dims the light of the dungeon, reducing the range of vision.
%%%%
Dazzling Spray spell
Fires a spread of scintillating fiery bolts from the caster's fingertips. The
bolts may blind living creatures, even those that fully resist fire.
%%%%
Death Channel spell
Raises living creatures slain by the caster and their allies, reducing them to
a state of spectral slavery. The chance of successfully raising a spectral being
increases with spellpower. The spell may be sustained indefinitely as long
as the caster can reserve a sufficient portion of their magic.
%%%%
Death Rattle spell
Exhales the essence of the dying, creating clouds of negative energy.
%%%%
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.
%%%%
Deflect Missiles spell
Protects the caster from all kinds of projectile attacks, making them
significantly easier to dodge. It is highly effective against both
single-target and penetrating attacks.
%%%%
Delayed Fireball spell
Gives the caster the ability to instantaneously release a fireball at a later
time. Knowing this spell allows the learner to memorise Fireball for no
additional spell levels.
%%%%
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 be randomly blinked. The chance of blinking depends on the
distance from the caster, being nearly certain when directly adjacent.
%%%%
Dispel Undead 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, retaining your innate colour"
if you.race() ~= "Grey Draconian" then
desc = desc .. " and increasing the power of your breath"
end
else
desc = desc .. ", fire-breathing dragon"
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
<Drain Life ability>
%%%%
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, 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.
%%%%
Excruciating Wounds spell
Infuses the weapon held by the caster with the essence of pain
itself. It will not affect artefact weapons. A weapon thus infused
will sometimes shriek uncontrollably when swung, but high spellpower
will help keep it quiet. The weapon will remain branded as long as it is
the caster can reserve sufficient magic to sustain the spell and keeps
the weapon wielded.
%%%%
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. This spell does not cost any spell levels if
the learner already knows Delayed Fireball.
%%%%
Flame Tongue spell
Creates a short burst of flame.
%%%%
Flaming Cloud spell
Conjures up a large cloud of roaring flames.
%%%%
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.
%%%%
Force Lance spell
Fires a shaft of metal imbued with translocational force. If the impact
deals damage, it may knock the target back.
%%%%
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.
%%%%
Freeze spell
Freezes an adjacent creature, dealing damage that bypasses any armour the
target may have. This may temporarily slow cold-blooded creatures.
%%%%
Freezing Cloud spell
Conjures up a large cloud of lethally cold vapour.
%%%%
Fulminant Prism spell
Conjures a prism which unleashes a violent electrical explosion after a
short duration. The prism is extremely fragile and any damage caused to it may
result in premature detonation.
%%%%
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.
%%%%
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.
%%%%
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.
%%%%
Greater Servant of Makhleb spell
<Greater Servant of Makhleb ability>
%%%%
Haste Other spell
Speeds the actions of a nearby ally.
%%%%
Haste spell
Speeds the actions of the caster. The perfected version of this spell never expires,
so long as the caster can reserve enough magical power to sustain it, but requires
such immense skill to maintain that few are capable of casting it at all. Many of
the dungeon's denizens know an inferior, temporary version of the spell.
%%%%
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.
%%%%
Heal Other spell
Heals a nearby ally.
%%%%
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.
%%%%
Hurl Damnation spell
<Hurl Damnation ability>
%%%%
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.
%%%%
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.
%%%%
Hydra Form spell
Transforms the caster into a many-headed hydra for a brief duration. Its many
heads strike in all directions. Edible foes slain by the gnashing teeth are
instantly devoured, reinvigorating the caster in their reptilian rampage.
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 becomes incredibly resistant to cold, and resistant to
poison, but vulnerable to fire and unable to evoke wands.
%%%%
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.
%%%%
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.
%%%%
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.
%%%%
Infusion spell
Infuses the caster's melee attacks with magic, drawing from their reserves of
magical energy to deal additional damage whenever an enemy is hit. It has no
effect when the caster's magic is depleted.
%%%%
Injury Bond spell
Binds the caster to a nearby ally, redirecting half of any damage the target
suffers to the caster.
%%%%
Injury Mirror spell
Reflects damage taken for a short duration, hurting attackers whenever any
damage is taken.
%%%%
Ink Cloud spell
Releases a thick cloud of ink to obscure vision.
%%%%
Inner Flame spell
Fills an enemy with an intense fire, to be explosively released upon death. The
size of the explosion caused is dependent on the size of the target.
%%%%
Invisibility spell
Turns a targeted creature invisible. Turning invisible causes magical
contamination and may eventually cause glowing, nullifying the invisibility.
%%%%
Invisibility Other spell
Turns a nearby ally invisible.
%%%%
Iron Shot spell
Hurls a large and heavy metal shot.
%%%%
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 magic. With increasing power, the battlesphere lasts longer
and deals more damage per volley.
%%%%
Iskenderun's Mystic Blast spell
Throws a crackling sphere of destructive energy. The sphere will sometimes
explode on impact, and the chance of it doing so is higher if the sphere has
traveled less distance.
%%%%
Leda's Liquefaction spell
Liquefies the ground around the caster, making it difficult to move through.
Any movement through liquefied ground will be slowed.
The effect starts out with a radius depending on power, which will then shrink,
eventually covering only the caster, before it times out.
%%%%
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 or medium-sized
explosion. Metal targets will cause a small but particularly damaging
explosion, and targets made from crystal will cause a large and extremely
damaging explosion.
At high power, this spell is capable of destroying rock, stone or
metal walls. Crystal walls are particularly brittle and have a chance of being
destroyed at any power level.
%%%%
Legendary Destruction spell
Conjures two explosive magical effects in instant succession. The effects can
be any mix of Fireball, Iceblast, and Ghostly Fireball.
%%%%
Lehudib's Crystal Spear spell
Hurls a lethally sharp shard of crystal.
%%%%
Lesser Beckoning spell
Beckons the target forward, attempting to place them adjacent to the caster.
%%%%
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.
%%%%
Magic Dart spell
Fires a fast-moving dart woven from the air. It never misses.
%%%%
Major Destruction spell
<Major Destruction ability>
%%%%
Major Healing spell
Heals a large amount of damage to the caster's body.
%%%%
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.
%%%%
Malign Offering spell
Drains life from an enemy, healing nearby allies in the process.
%%%%
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.
%%%%
Mass Confusion spell
Causes confusion in all who gaze upon the caster.
%%%%
Mephitic Cloud spell
Conjures up a short-lived cloud of noxious fumes, which may cause confusion.
%%%%
Mesmerise spell
Makes a targeted creature unwilling to move away from the caster. Extremely
loud noises, such as those produced by lightning or scrolls of noise, will
disrupt the effect, as will leaving the caster's line of sight.
%%%%
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.
%%%%
Metal Splinters spell
Fires a directed stream of sharp metal splinters. Its damage is strongly
reduced by armour.
%%%%
Miasma Breath spell
Creates a large cloud of foul pestilence, slowing and rotting any living
creatures it touches.
%%%%
Might Other spell
Significally increases a nearby ally's damage dealt in melee.
%%%%
Might spell
Significantly increases the caster's damage in melee.
%%%%
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.
%%%%
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, and requires no food at all
for the duration of the spell. The caster also gains some of the more dubious
benefits of having an undead body, such as a vulnerability to holy weapons and
an inability to consume potions.
%%%%
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.
%%%%
Orb of Destruction spell
Conjures an orb made of destructively-enhanced rock. 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.
%%%%
Ozocubu's Armour spell
Envelops the caster's body in a protective layer of thick ice. This provides
no special protection against cold. The spell will not function for casters
already wearing heavy armour (any body armour with an encumbrance rating of 5
or more).
%%%%
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.
%%%%
Pain spell
Inflicts an extremely painful injury upon one living creature. The caster
suffers minor damage from the backlash.
%%%%
Paralyse spell
Prevents a creature from taking any action for a short time.
%%%%
Paralysis Gaze spell
Irresistably prevents a creature from taking any action for a short time,
requiring multiple charges but not line of fire.
%%%%
Passage of Golubria spell
Opens two gateways (one always near the caster), which allow instantaneous
transport to random other open gateways to any creature entering them. There is
no limit to the number of gateways that can be open at one time, but a gateway
will close when entered, or after a moderate amount of time.
%%%%
Passwall spell
Tunes the caster's body such that it can instantly pass through solid rock.
It takes some time for the caster to attune to the rock, during which they will
be helpless.
%%%%
Petrify spell
Petrifies a targeted creature. If successful, the target is slowed down for a
while until it is temporarily turned into stone. In this state, the target will
take less damage upon being hit.
%%%%
Petrifying Cloud spell
Exhales calcifying dust, which petrifies anyone affected for longer than a
brief moment.