Monster Spellcraft
R | Held by |
---|---|
3 | kobold shaman |
4 | dark elven wizard, dark sage |
5 | black druid |
6 | great white wyrm, ogre magus |
7 | druid |
8 | great black wyrm, ki-rin, lich, master necromancer, skeletal king |
10 | ancient karmic wyrm, great blue wyrm, master lich, minotaur mage, multi-headed chaos dragon, priest |
12 | Ancient Chaos Wyrm, ancient blue wyrm, great karmic wyrm, great red wyrm, lich king, old crone, oracle, shadow wyrm |
14 | emperor lich |
15 | Chaos Archmage, ElDeR cHaOs GoD, ancient sage, quickling bard |
Spell powers
The damage of spells is determined by another parameter of the monster, the spell power. Every additional level gives a monster +1 spell power; monsters get one third more spellpower on Darknight (for chaotic casters) and one third less on Silvernight; for lawful casters the rules are reversed, and neutral casters receive no lunar effect.
P | Held by |
---|---|
3 | kobold shaman |
4 | priest |
5 | master necromancer |
6 | black druid |
8 | ogre magus |
12 | cat lord, great white wyrm, shadow wyrm |
13 | druid, quickling bard |
15 | greater daemon |
16 | great black wyrm |
18 | black wizard, green hag |
20 | fairy dragon, great blue wyrm, lich, skeletal king |
22 | ancient karmic wyrm |
24 | great red wyrm |
25 | annis hag, master lich |
30 | Ancient Chaos Wyrm, ancient blue wyrm, great karmic wyrm, ki-rin, lich king, oracle |
35 | emperor lich |
40 | old crone |
45 | minotaur mage |
50 | multi-headed chaos dragon |
63 | Chaos Archmage, ElDeR cHaOs GoD, ancient sage |
Avoiding spells
Your ability to avoid spells is not affected by DV, tactics, what you're avoiding, or even the level of the caster. There are five checks to evade spells; only one of them needs to pass. Most of the checks are much harder in the dark. First, you will avoid a spell on a (Dexterity + Luck) in (Dexterity + 50 (120 in dark)) chance. This factor will go up to about a third with reasonable high dexterities, potentially much higher with high luck. Second, you will avoid a spell on a (Mana + Luck) in 1000 check. The third check only applies if your speed is greater than 100; you have a (speed - 100) in 100 (200 in darkness) chance to avoid spells, capped one short of perfection (99% or 99.5%). Thus, if speed is boosted above 200, or 300 for darkfighting, effective immunity to bolts is achieved; this is useful to remember against dangerous spellcasters. Finally come the skill checks. First is a straight Dodge in 1000 (2000 if darkness) check. Finally, an Alertness check with a difficulty of 200 (400) is made. Since Alertness is a [+] skill, multiple checks are possible at high skill values; at 100, Alertness negates 7/8 of bolts that get this far. With 99 dexterity, 200 speed, and 100 alertness, 1 in 2400 spells will connect.
Directed spells
These spells have the property that they can be cast at range. Monsters will still use them in melee sometimes (chances need to be determined pending a full analysis of the AI).
Death Ray (25)
The Death Ray spell, described as an "energy bolt", attempts to instantly kill the target. It is a dodgable spell and has finite range. Even if it hits, the target still may make a saving throw and may have resistance; in either case, damage is done instead. There is no multiple resistance. The damage done by a resisted death ray is equal to Xd3+Y where X = max(15, spell power) and Y is 1d(spell power)-1. The player will save on a (Mana + Luck) in spell power chance; monster saves are a function of SR and level but are not exactly known.
Used by | Resisted damage range |
---|---|
ki-rin, oracle | 30-119 |
emporer lich | 35-139 |
Chaos Archmage, ElDeR cHaOs GoD, ancient sage | 63-251 |
Stream of Energy (24)
This is a simple non-elemental damage spell. It is displayed as a yellow line segment and described as a "painful stream of energy", or "strong magical energies" when affecting monsters. It has finite range and can be dodged when affecting the player; against monsters, it can be shrugged like a bolt spell, with attack power equal to spell power. It does Nd4 damage where N is spell power + 2.
Used by | Base damage range |
---|---|
dark elven wizard, dark sage | 2-8 (2d4) |
priest | 6-24 (6d4) |
Ancient Chaos Wyrm | 32-128 (32d4) |
old crone | 42-168 (42d4) |
Chaos Archmage, ElDeR cHaOs GoD, ancient sage | 65-260 (65d4) |
Confusion (23)
This spell attempts to confuse its target. There is no path requirement; if the caster can see you and you are in range, you are fair game regardless of angle or anything in the middle. For monsters, success is on a SR check and something else based on level, duration is max(1, power/4)d2; for players the maths are much more involved and not worth detailing here in prose. Chance to resist confusion depends mainly on Willpower, with an effective +6 Willpower bonus per properly equipped -Conf item. Your Luck is also added to effective willpower. Confusion duration depends mostly on -Conf items, but there is a small Willpower influence; from 10 to 40 reduces average duration by 20% (no effect on maximum).
Users | 50% | 75% | 90% | 95% | 99% | 99.9% | 99.9999% |
---|---|---|---|---|---|---|---|
black druid | 3 | 4 | 5 | 5 | 6 | 8 | 11 |
great white wyrm, shadow wyrm | 6 | 9 | 10 | 11 | 11 | 12 | 15 |
druid | 7 | 10 | 11 | 12 | 12 | 13 | 16 |
great black wyrm | 8 | 12 | 14 | 15 | 15 | 16 | 19 |
great blue wyrm, lich, skeletal king | 10 | 15 | 18 | 19 | 19 | 20 | 22 |
ancient karmic wyrm | 11 | 16 | 19 | 20 | 21 | 22 | 24 |
great red wyrm | 12 | 18 | 21 | 22 | 23 | 24 | 26 |
master lich | 13 | 19 | 22 | 23 | 24 | 25 | 27 |
Ancient Chaos Wyrm, ancient blue wyrm, great karmic wyrm, lich king | 15 | 22 | 27 | 28 | 29 | 30 | 33 |
emperor lich | 18 | 26 | 31 | 33 | 34 | 34 | 37 |
old crone | 20 | 30 | 36 | 38 | 39 | 39 | 42 |
minotaur mage | 23 | 34 | 40 | 42 | 44 | 44 | 47 |
multi-headed chaos dragon | 25 | 37 | 45 | 47 | 49 | 49 | 52 |
Chaos Archmage, ElDeR cHaOs GoD, ancient sage | 32 | 47 | 56 | 59 | 62 | 62 | 64 |
Is a level 6 Mindcrafter | No | Yes | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Number of -Conf items | 0 | 1 | 2 | 3 | 4 | 5 | 0 | 1 | 2 | 3 | 4 | 5 |
black druid | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
great white wyrm, shadow wyrm | 6 | 2 | 1 | 1 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 |
druid | 6 | 2 | 1 | 1 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 |
great black wyrm | 8 | 2 | 2 | 1 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 |
great blue wyrm, lich, skeletal king | 10 | 3 | 2 | 1 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 |
ancient karmic wyrm | 10 | 3 | 2 | 1 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 |
great red wyrm | 12 | 3 | 2 | 2 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 |
master lich | 12 | 3 | 2 | 2 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 |
Ancient Chaos Wyrm, ancient blue wyrm, great karmic wyrm, lich king | 14 | 4 | 2 | 2 | 2 | 1 | 2 | 1 | 1 | 1 | 1 | 1 |
emperor lich | 16 | 4 | 3 | 2 | 2 | 1 | 2 | 2 | 1 | 1 | 1 | 1 |
old crone | 20 | 5 | 3 | 2 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |
minotaur mage | 22 | 6 | 4 | 3 | 2 | 2 | 3 | 2 | 1 | 1 | 1 | 1 |
multi-headed chaos dragon | 24 | 6 | 4 | 3 | 2 | 2 | 3 | 2 | 2 | 1 | 1 | 1 |
Chaos Archmage, ElDeR cHaOs GoD, ancient sage | 30 | 8 | 5 | 3 | 3 | 2 | 3 | 2 | 2 | 1 | 1 | 1 |
Glowing Balls / Magic Missile (22)
This is attack spell which targets like an arrow. It is dodgable, and can be shrugged by SR exactly as a bolt spell. It displays as a blue * and is described as glowing balls, but in the endgame dump is named as magic missiles, leading many to beleive it non-elemental, but it actually does fire damage; it speeds up drakelings, can melt earwax, and is reduced significantly by fire resistance (divided by 1 + 6 if intrinsic + 3 per item).
Used by | Damage |
---|---|
black druid | 3-18 (3d6) |
druid, great white wyrm, quickling bard, shadow wyrm | 6-36 (6d6) |
great black wyrm | 8-48 (8d6) |
great blue wyrm, lich, skeletal king | 10-60 (10d6) |
ancient karmic wyrm | 11-66 (11d6) |
great red wyrm, master lich | 12-72 (12d6) |
ancient blue wyrm, great karmic wyrm, lich king | 15-90 (15d6) |
emperor lich | 17-102 (17d6) |
old crone | 20-120 (20d6) |
Chaos Archmage, ElDeR cHaOs GoD, ancient sage | 31-186 (31d6) |
Cone of Cold (21)
Shock Bolt (20)
Touch attack spells
These spells can only be used in melee range, so avoiding them is easy - just stay out of range.
Curse (12)
This spell will only be used by monsters against you, and has two possible results. An item is selected from your inventory completely at random. If you have no items, or your gold is the item chosen, you will be subjected to the curse; otherwise, the chosen item will.
If you are targetted, you must make a save identical to that for Stat Drain. If you pass, nothing happens, otherwise you will gain the Cursed intrinsic. If you already have the Cursed intrinsic, there is a 1 in 6 chance to gain the Doomed intrinsic instead.
If an item is targetted, you must make a different and easier save; a random number up to 1 less than the spell power must be greater than the sum of your Mana score and your luck. Thus, high mana can make you safe from item curses; the mana needed in this way is equal to the relevant spell power. With 25 or higher mana, your girdle of greed is safe from all cursing monsters that are not also stat drainers (if you are not cursed, and it is not Darknight).
Used by | Spell power |
---|---|
black druid | 6 |
quickling bard | 13 |
great black wyrm | 16 |
black wizard, green hag | 18 |
annis hag, master lich | 25 |
lich king | 30 |
emperor lich | 35 |
old crone | 40 |
minotaur mage | 45 |
multi-headed chaos dragon | 50 |
Chaos Archmage, ElDeR cHaOs GoD, ancient sage | 63 |
Drain Stats (11)
This is a touch spell. Monsters will only use it against the player character, never other monsters. If successful, one random stat is lowered by 1d3 permanently. It is possible to save against this spell. The save will occur if your Luck, plus a random number from 0 to your Mana score minus 1, is greater than or equal to a random number from 0 to the monster's spell power minus one. High mana and luck are thus extremely beneficial, but cannot provide much safety from the spell.
Used by | Power |
---|---|
black druid | 6 |
great white wyrm | 12 |
greater daemon | 15 |
lich king | 30 |
emperor lich | 35 |
old crone | 40 |
minotaur mage | 45 |
multi-headed chaos dragon | 50 |
Chaos Archmage, ElDeR cHaOs GoD, ancient sage | 63 |
Teleport Other (10)
Pretty self-explanatory effects, equivalent to zapping a wand of teleportation, but the save rules are different. Against the player, the save is the same as for item cursing. Against monsters, only a level-dependant save is used; low-level monsters will almost never resist regardless of SR. In principle this provides a way to teleport Khelevastar off the stairs; sadly, the monster AI will never make attacks against dying sages. No effect on non-teleport levels.
Used by | Power |
---|---|
druid, quickling bard | 13 |
fairy dragon | 20 |
old crone | 40 |
Chaos Archmage, ElDeR cHaOs GoD, ancient sage | 63 |
Non-targetted spells
These spells do not require an enemy at all.
Darkness (3)
Darkens an octagonal area around the caster. Diameter is equal to spell range.
Used by | D |
---|---|
black druid | 5 |
Chaos Archmage, ElDeR cHaOs GoD, ancient sage | 15 |
Greater Heal Self (2)
This spell restores a monster to full health and ends bleeding.
Used by |
---|
ancient sage |
emporer lich |
lich |
lich king |
master lich |
Heal Self (1)
This spell heals up to (power)d5 damage, with no effect on any statuses.
Used by | Amount |
---|---|
priest | 4d5 |
black druid | 6d5 |
druid | 13d5 |
ancient karmic wyrm | 22d5 |
Ancient Chaos Wyrm, ancient blue wyrm, ki-rin | 30d5 |
old crone | 40d5 |
ancient sage | 63d5 |
Invisibility (0)
Turns the monster invisible for (spell power / 2)d4 turns.
Used by | Duration |
---|---|
ogre magus | 4d4 |
cat lord | 6d4 |
Chaos Archmage, ElDeR cHaOs GoD, ancient sage | 31d4 |