Spoiled Spells in Crawl

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Below is full spoilers of all of the spells in Crawl.

In order to calculate spell damage, you need to work out the spell's power. Here's how it's calculated (round down at each step):

  • Base power=Spellcasting/2
  • Add twice the average of the skills necessary for the spell (so for a Conjuration/Flame spell, average your Conjuration and Fire Magic skills and double the result).
  • Add 3 for each ring of wizardry, 4 for wielding a staff of wizardry, and 2 for a cloak of the archmagi.
  • Add up your levels of enhancement: you get +1 for each item which boosts your ability in a one of the schools of the spell (eg rings of Fire for Fire magic, staves of Summoning for a Summoning spell etc) and -1 for each opposing item (eg rings of Ice for Fire magic). If the total is positive, multiply your power by 1.5 for each level of enhancement. If the total is negative, divide by 2 for each level of dis-enhancement.
    Note that a Robe of the ArchMagi assists all schools except the elemental schools and Poison. Since most elemental spells involve another school as well, you still get a bonus from the Robe.
  • Finally, multiply the result by INT/10.

So, a character with INT 20, Spellcasting 5, Conjuration 10, Fire Magic 8 wearing a ring of Fire and a ring of Wizardry casting Bolt of Fire will have a base power level of
(2(Spellcasting) + 18(skills) + 3(RoW))*1.5(RoF)*(20/10) = 68

A super-wizard with INT 30, Spellcasting 18, Conjuration 27, Fire Magic 27 wearing two rings of Fire and a Robe of the Archmagi will have a power level for Bolt of Fire of
(9(Spellcasting) + 54(skills))*4.5(rings & robe)*(30/10) = 849. Ouch!

Note that the power level for most spells is capped. A cap of 100 means that if your power is >100 then a value of 100 is used. This stops low-level spells from keeping on getting better as you improve, otherwise everyone would be throwing around hugely powerful Magic Darts at 1mp each.

NOTE: The damage calculations for most spells is rather complicated. In the notation below, xdy means generate x random numbers from 1 to y and add them together. So, for example, Bolt of Cold does 3d(7+power/11) damage. With power 55, this translates to 3d12 damage, or 3-36 with a bias towards the middle (19ish).

Abjuration
Summoning Level: 3
This spell attempts to send hostile summoned creatures to the place from whence they came, or at least shorten their stay in the caster's locality.

Agony
Necromancy Level: 5
This spell cuts the resilience of a target creature in half, although it will never cause death directly.

Airstrike
Air Level: 4
This spell causes the air around a creature to twist itself into a whirling vortex of meteorological fury.

Does 1d(1d12+1dpower/6+1dpower/7) - (1d(monster's AC)) damage.

Alistair's Intoxication
Transmigration/Poison Level: 4
This spell works by converting a small portion of brain matter into alcohol. It affects all intelligent humanoids within the caster's view (presumably including the caster). It is frequently used as an icebreaker at wizard parties.

Alter Self
Transmigration Level: 7
This spell causes aberrations to form in the caster's body, leaving the caster in a weakened state (though it is not fatal in and of itself). It may fail to affect those who are already heavily mutated.

Animate Dead
Necromancy Level: 4
This spell causes the dead to rise up and serve the caster; every corpse within a certain distance of the caster is affected. By means of this spell, powerful casters could press into service an army of the mindless undead.

Animate Skeleton
Necromancy Level: 1
This spell raises an inert skeleton to a state of unlife.

Apportation
Translocation Level: 1
This spell allows the caster to pull the top item or group of similar items from a distant pile to the floor near the caster. The mass of the target item(s) will make the task more difficult, with some items too massive to ever be moved by this spell. Using this spell on a group of items can be risky; insufficient power will cause some of the items to be lost in the infinite void.

Banishment
Translocation Level: 5
This spell banishes one creature to the Abyss. Those wishing to visit that unpleasant place in person may always banish themselves.

Berserker Rage
Enchantment Level: 3
This spell sends the caster into a temporary psychotic rage.

Blade Hands
Transmigration Level: 4
This spell causes long, scythe-shaped blades to grow from the caster's hands. It makes spellcasting somewhat difficult.

Blink
Translocation Level: 2
This spell randomly translocates the caster a short distance.

Bolt of Cold
Conjuration/Ice Level: 5
This spell hurls a great bolt of ice and frost.

Damage is 3d(7+power/11), power capped to 200

Bolt of Draining
Conjuration/Necromancy Level: 6
This spell hurls a deadly bolt of negative energy, which drains the life from any living creature it strikes.

Damage is 3d(5+power/14), power capped to 200.
Can drain levels (20%), also drains 2-4 hp and max hp

Bolt of Fire
Conjuration/Fire Level: 5
This spell hurls a great bolt of flames.

Damage is 3d(7+power/11), power capped to 200

Bolt of Inaccuracy
Conjuration Level: 4
This spell inflicts enormous damage upon any creature struck by the bolt of incandescent energy conjured into existence. Unfortunately, it is very difficult to aim and very rarely hits anything. Pity, that.

Damage is 3d(10 + power/5), no power cap. Accuracy is terrible.

Bolt of Iron
Conjuration/Earth Level: 6
This spell hurls a large and heavy metal bolt at the caster's foes.

Damage is 3d(8+power/12), power capped to 200. Relatively inaccurate.

Bolt of Magma
Conjuration/Fire/Earth Level: 5
This spell hurls a sizzling bolt of molten rock.

Damage is 3d(6+power/12), power capped to 200.

Bone Shards
Necromancy Level: 3
This spell uses the bones of a skeleton (or similar materials: the rigid exoskeleton of an insect, for example) to dispense a lethal spray of slicing fragments, allowing its caster to dispense with conjurations in favour of necromancy alone to provide a low-level yet very powerful offensive spell. The use of a large and heavy skeleton (by wielding it) amplifies this spell's effect.

Damage is 3d(2+bpower/250), can be very accurate
bpower=(power*15 + corpse weight)

Borgnjor's Revivification
Necromancy Level: 6
This spell instantly heals any and all wounds suffered by the caster with an attendant, but also permanently lessens his or her resilience to injury -- the severity of which is dependent on (and inverse to) magical skill.

Your base hp are decreased by 2 plus a further 1-9 depending on casting power.

Call Canine Familiar
Summoning Level: 3
This spell summons a canine to the caster's aid.

You can get a wolf, a war dog, a hound or a jackal.

Call Imp
Summoning Level: 3
This spell calls forth a minor demon from the pits of Hell.

Cause Fear
Enchantment Level: 5
This spell causes fear in those near to the caster.

Cigotuvi's Degeneration
Transmigration/Necromancy Level: 5
This spell mutates one creature into a pulsating mass of flesh.

Condensation Shield
Ice/Transmigration Level: 4
This spell causes a disc of dense vapour to condense out of the air surrounding the caster. It acts like a normal shield, but its density (and therefore stopping power) depends upon the caster's skill with Ice Magic. The disc is controlled by the caster's mind and thus will not conflict with the wielding of a two-handed weapon.

Confuse
Enchantment Level: 3
This spell induces a state of bewilderment and confusion in a creature's mind.

Confusing Touch
Enchantment Level: 1
This spell enchants the casters hands with magical energy. This energy is released when the caster touches a monster with their bare hands, and may induce a state of confusing in the monster.

Conjure Ball Lightning
Air/Conjuration Level: 8
This spell allows the conjurer to create ball lightning. Using the spell is not without risk - ball lighting can be difficult to control.

Conjure Flame
Conjuration/Fire Level: 3
This spell creates a column of roaring flame.

Duration = 5 + 1dpower (roughly)
The flame cloud does a base 3d16/3 + 6 - 1d(monster's AC) damage to monsters.

Control Teleport
Enchantment/Translocation Level: 4
This spell allows the caster to control translocations.

Control Undead
Enchantment/Necromancy Level: 6
This spell attempts to enslave any undead in the vicinity of the caster.

Controlled Blink
Translocation Level: 4
This spell allows short-range translocation, with precise control.

Corona
Enchantment Level: 1
This 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 thereby makes the affected creature appreciably easier to hit.

Corpse Rot
Necromancy Level: 2
This spell rapidly accelerates the decomposition of any corpses lying around the caster, emitting inprocess a foul miasmic vapour, which eats away at the life force of any creature it envelops.

The duration of the cloud is 4 + 3d16/3 rounds.
The miasma poisons monsters, has a 50% chance of reducing the monster's max hp by 1, does 1+3d12/10 damage, and has a 33% chance of slowing the creature.

Cure Poison
Poison Level: 2
This spell removes some or all toxins from the caster's system.

Death Channel
Necromancy Level: 9
This spell raises living creatures slain by the caster into a state of unliving slavery as spectral horrors.

The spell works sort of like 'Confusing touch': you need to cast it and then kill a creature: that creature will then be raised as a Spectral Horror.

Death's Door
Enchantment/Necromancy Level: 8
This spell is extremely powerful, but carries a degree of risk. It renders living casters nigh invulnerable to harm for a brief period, but can bring them dangerously close to death (how close depends on one's necromantic abilities). The spell can be cancelled at any time by any healing effect, and the caster will receive one warning shortly before the spell expires. Undead cannot use this spell.

Duration is 8 plus 2d13/2 plus random(power)/10, capped at 25ish.
Hp are set at your Necromancy skill level, plus a little bonus if you worship Kikubaaqudgha.

Deflect Missiles
Enchantment/Air Level: 6
This spell protects the caster from any kind of projectile attack, although particularly powerful attacks (lightning bolts, etc.) are deflected to a lesser extent than lighter missiles.

Demonic Horde
Summoning Level: 6
This spell calls forth a small swarm of small demons to do battle with the caster's foes.

Detect Creatures
Divination Level: 2
This spell allows the caster to detect any creatures within a certain radius.

Detect Curse
Divination Level: 3
This spell alerts the caster to the presence of curses on his or her possessions.

Detect Items
Divination Level: 2
This spell detects any items lying about the caster's general vicinity.

Detect Secret Doors
Divination Level: 1
This spell is beloved by lazy dungeoneers everywhere, for it can greatly reduce time-consuming searches.

Detect Traps
Divination Level: 2
This spell reveals traps in the caster's vicinity.

Dig
Transmigration/Earth Level: 4
This spell digs a tunnel through unworked rock.

Dispel Undead
Necromancy Level: 4
This spell inflicts a great deal of damage on an undead creature.

Damage: 3d(9+power/5), no power cap

Dispersal
Translocation Level: 7
This spell tries to teleport away any monsters directly beside the caster.

Disrupt
Transmigration Level: 1
This spell disrupts space around another creature, causing injury.

Damage: 1d(6+power/3), power capped at 30.

Dragon Form
Fire/Transmigration Level: 8
This spell temporarily transforms the caster into a great, fire-breathing dragon.

Enslavement
Enchantment Level: 4
This spell causes an otherwise hostile creature to fight on your side for a while.

Ensorcled Hibernation
Enchantment/Ice Level: 2
This spell tries to lower its target's metabolic rate, inducing hypothermic hibernation. It may have side effects on cold-blooded creatures.

Evaporate
Fire/Transmigration Level: 2
This spell causes a potion held by the caster to evaporate, spreading the liquid's magical potency into surrounding air.

Effects depend on the potion:

  • Degeneration, Strong Poison: strong poison cloud
  • Poison: poison cloud
  • Decay: cloud of miasma
  • Confusion, Slow, Paralysis: mephitic cloud
  • Mutation, Magic: cloud of steam
  • Water: cloud of steam
  • Other: cloud of either steam or smoke

Extension
Enchantment Level: 5
This spell extends the duration of most beneficial enchantments affecting the caster.

The effects extended include haste, slow, paralysis, confusion, might, levitation, invisibility, icy armour, repel missiles, regeneration, deflect missiles, ring of flames, weapon brands, swiftness, insulation, stone mail, fly, teleport control, resist poison, transformations of all sorts, stoneskin, forescry, see invisible, silence, condensation shield.

Fire Brand
Enchantment/Fire Level: 2
This spell sets a weapon held by the caster ablaze. It will not affect weapons otherwise subject to special enchantments.

Fire Storm
Conjuration/Fire Level: 9
This spell creates a mighty storm of roaring flame.

The storm is 5 by 5ish, 1/4 of squares are occupied by fire vortices.
The duration of the cloud is = 1 + 1d5 + 2dpower/5 (roughly, duration capped at 23ish). The flames have the same effect as Conjure Flame

Fireball
Conjuration/Fire Level: 6
This spell hurls an exploding bolt of fire.

Damage 3d(5+power/7), power capped at 200. Always hits.

Flame Tongue
Conjuration/Fire Level: 1
This spell creates a short burst of flame.

Does 1 + 1d(2d9/2 + power/6) damage

Fly
Enchantment/Air Level: 4
This spell grants to the caster the ability to fly through the air.

Forescry
Divination Level: 5
This spell makes the caster aware of the immediate future; while not far enough to predict the result of a fight, it does give the caster ample time to get out of the way of a punch (reflexes allowing).

Raises EV by 8 for the duration

Freeze
Ice Level: 1
This spell freezes a creature. This may temporarily slow the metabolism of a cold-blooded creature.

Does 1 + 1d(2d9/2 + power/6) damage, slows cold-blooded creatures 50% of the time.

Freezing Aura
Enchantment/Ice Level: 2
This spell surrounds a weapon held by the caster with an aura of freezing cold. It will not affect weapons which are otherwise subject to special enchantments.

Freezing Cloud
Conjuration/Ice/Air Level: 7
This spell conjures up a large cloud of lethally cold vapour.

The cold cloud does 6+3d16/3 - 1d(monster's AC) damage

Haste
Enchantment Level: 8
This spell speeds the actions of a creature.

Ice Bolt
Conjuration/Ice Level: 4
This spell throws forth a chunk of ice. It is particularly effective against those creatures not immune to the effects of freezing, but the half of its destructive potential that comes from its weight and cutting edges cannot be ignored by even cold-resistant creatures.

Damage 3d(5+power/10), power capped at 150.

Ice Form
Ice/Transmigration Level: 5
This spell temporarily transforms the caster's body into a frozen ice-creature.

Ice Storm
Conjuration/Ice Level: 9
This spell conjures forth a raging blizzard of ice, sleet and freezing gasses.

Damage 3d(5+power/7), power capped to 300

Identify
Divination Level: 6
This spell allows the caster to determine the properties of an otherwise inscrutable magic item.

Ignite Poison
Fire/Transmigration Level: 7
This spell attempts to convert all poison within the caster's view into liquid flame. It is very effective against poisonous creatures or those carrying poison potions. It is also an amazingly painful way to eliminate poison from one's own system.

Insulation
Enchantment/Air Level: 4
This spell protects the caster from electric shocks.

Invisibility
Enchantment Level: 6
This spell hides a creature from the sight of others.

Iskenderun's Mystic Blast
Conjuration Level: 4
This spell throws a crackling sphere of destructive energy.

Damage 3d(5+power/20), unresistable, power capped at 150

Lee's Rapid Deconstruction
Transmigration/Earth Level: 5
This spell creates a concussive explosion within a large body of rock (or other hard material), to the detriment of any who happen to be standing nearby.

Damage roughly 1d(2d20/2 + power/5)/2, power capped at 200
Note that this does a lot of damage if directly applied to shatterable creatures such as skeletons, golems, ice beasts etc.

Lehudib's Crystal Spear
Conjuration/Earth Level: 8
This spell hurls a lethally sharp bolt of crystal.

Damage 3d(12+power/9), not too accurate, power capped at 300. Not resistable.

Lethal Infusion
Enchantment/Necromancy Level: 2
This spell infuses a weapon held by the caster with unholy energies. It will not affect weapons which are otherwise subject to special enchantments.

Levitation
Enchantment/Air Level: 2
This spell allows the caster to float in the air.

Lightning Bolt
Conjuration/Air Level: 6
This spell hurls a mighty bolt of lightning. Although this spell inflicts less damage than similar fire and ice spells, it can at once rip through whole rows of creatures.

Damage 3d(6+power/12), power capped at 200

Magic Dart
Conjuration Level: 1
This spell hurls a small bolt of magical energy.

Damage 1d(2+power/4), power capped at 30. Always hits, unresistable.

Magic Mapping
Divination/Earth Level: 4
This spell reveals details about the caster's surroundings.

Mass Confusion
Enchantment Level: 6
This spell causes confusion in all who gaze upon the caster.

Maxwell's Silver Hammer
Enchantment/Earth Level: 2
This spell bestows a lethal but temporary gravitic field to a crushing implement held by the caster. It will not affect weapons otherwise subject to special enchantments.

Mephitic Cloud
Conjuration/Poison/Air Level: 3
This spell conjures up a large but short-lived cloud of vile fumes.

Metabolic Englaciation
Enchantment/Ice Level: 7
This spell tries to lower the metabolic rate of every creature within the caster's view enough to induce hypothermic hibernation. It may have side effects on cold-blooded creatures.

Necromutation
Transmigration/Necromancy Level: 8
This spell first transforms the caster into a semi-corporeal apparition receptive to negative energy, then infuses that form with the powers of Death. The caster becomes resistant to cold, poison, magic and hostile negative energies.

Olgreb's Toxic Radiance
Poison Level: 4
This spell bathes the caster's surroundings in poisonous green light.

Poisons all creatures nearby, 50% chance for a strong poison. Invisible creatures are unaffected.

Ozocubu's Armour
Enchantment/Ice Level: 3
This spell encases the caster's body in a protective layer of ice, the power of which depends on his or her skill with Ice magic. The caster and the caster's equipment are protected from the cold, but the spell will not function for casters already wearing heavy armour.

Ozocubu's Refrigeration
Ice Level: 5
This spell drains the heat from the caster and her surroundings, causing harm to all creatures not resistant to cold.

Does 2d13/2 + 3 + 1dpower/20 cold damage to caster.
Does 3 + 1d7 + 1dpower/20 cold damage to nearby monsters. Slows cold-blooded monsters.

Pain
Necromancy Level: 1
This spell inflicts an extremely painful injury upon one living creature.

Damage 1d(6+power/3), power capped at 30.

Paralyze
Enchantment Level: 4
This spell prevents a creature from moving.

Passwall
Transmigration/Earth Level: 3
This spell tunes the caster's body such that it can instantly pass through solid rock. This can be dangerous, since it is possible for the spell to expire while the caster is en route, and it also takes time for the caster to attune to the rock, during which time they will be helpless.

Note that if the spell expires while you are in the rock you will die. You have been warned. Take the 'deep rock' warning seriously.

Poison Ammunition
Enchantment/Poison Level: 4
This spell envenoms missile ammunition held by the caster.

Poison Weapon
Enchantment/Poison Level: 4
This spell temporarily coats any sharp bladed weapon with poison. Will only work on weapons without an existing enchantment.

Poisonous Cloud
Conjuration/Poison/Air Level: 6
This spell conjures forth a great cloud of lethal gasses.

The cloud poisons monsters and does 1d8 damage per round.

Polymorph Other
Transmigration Level: 5
This spell randomly alters the form of another creature.

Portal
Translocation Level: 8
This spell creates a gate allowing long-distance travel in relatively ordinary environments (i.e., the Dungeon only). The portal lasts long enough for the caster and nearby creatures to enter. Casters are never taken past the level limits of the current area.

Projected Noise
Enchantment Level: 1
This spell produces a noise emanating from a place of the caster's own choosing.

Recall
Summoning/Translocation Level: 3
This spell is greatly prized by summoners and necromancers, as it allows the caster to recall any friendly creatures nearby to a position adjacent to the caster.

Regeneration
Enchantment/Necromancy Level: 3
This spell dramatically but temporarily increases the caster's recuperative abilities, while also increasing the rate of food consumption.

Remove Curse
Enchantment Level: 5
This spell removes curses from any items which are being used by the caster.

Repel Missiles
Enchantment/Air Level: 2
This spell reduces the chance of projectile attacks striking the caster. Even powerful attacks such as lightning bolts or dragon breath are affected, although smaller missiles are repelled to a much greater extent.

Resist Poison
Enchantment/Poison Level: 4
This spell protects the caster from exposure to all poisons for a period of time.

Ring of Flames
Enchantment/Fire Level: 8
This spell surrounds the caster with a mobile ring of searing flame. It is not recommended for those vulnerable to the effects of fire.

This spell effectively places a short-lived 'Conjure Flame' at each position around the caster.

Sandblast
Transmigration/Earth Level: 1
This spell creates a short blast of high-velocity particles. It works best when the caster provides some source (by wielding a stone), but will do what it can with whatever ambient grit is available.

With a stone or pebble: Damage 3d(3+power/25), power capped at 100
Without: Damage 1d(6+power/5), power capped at 30

See Invisible
Enchantment/Divination Level: 4
This spell enables the caster to perceive things that are shielded from ordinary sight.

Selective Amnesia
Enchantment Level: 3
This spell allows the caster to selectively erase one spell from memory to recapture the magical energy bound up with it. Casters will be able to memorise this spell should even their minds be otherwise full of magic (i.e., already possessing the maximum number of spells).

Shadow Creatures
Summoning Level: 5
This spell weaves a creature from shadows and threads of Abyssal matter. The creature thus brought into existence will recreate some type of creature found in the caster's immediate vicinity. The spell even creates appropriate equipment for the creature, which are given a lasting substance by their firm contact with reality.

Shatter
Transmigration/Earth Level: 9
This spell causes a burst of concussive force around the caster, which will damage most creatures, although those composed of stone, metal or crystal, or otherwise brittle, will particularly suffer. The magic has been known to adversely affect walls.

Radius 3 + (Earth Magic Skill)/9
Does roughly 15 + 1d(pow/5) damage to creatures susceptible to shattering.
Don't cast this when transformed into a statue or ice beast!

Shock
Conjuration/Air Level: 1
This spell throws a bolt of electricity.

Damage 1d(5+1dpower/4), power capped at 30.

Silence
Enchantment/Air Level: 3
This spell eliminates all sound near the caster. This makes reading scrolls, casting spells, praying or yelling in the caster's vicinity impossible. (Applies to caster too, of course.) This spell will not hide your presence, since its oppressive, unnatural effect will almost certainly alert any living creature that something is very wrong.

Simulacrum
Ice/Necromancy Level: 7
This spell uses a piece of a flesh in hand to create a replica of the original being out of ice. This magic is unstable so eventually the replica will sublimate into a freezing cloud, if it isn't hacked or melted into a small puddle of water first.

Slow
Enchantment Level: 3
This spell slows the actions of a creature.

Spider Form
Transmigration/Poison Level: 3
This spell temporarily transforms the caster into a venomous, spider-like creature. Spellcasting is slightly more difficult in this form.

Static Discharge
Conjuration/Air Level: 3
This spell releases an electric charge against those next to the caster.

Does 3 + 1d5 + 1dpower/15 damage

Statue Form
Transmigration/Earth Level: 5
This spell temporarily transforms the caster into a slow-moving (but extremely robust) stone statue.

Sticks to Snakes
Transmigration/Summoning Level: 2
This spell uses wooden items in the caster's grasp as raw material for a powerful summoning. Note that highly enchanted items, such as wizard's staves, may not be affected.

Sticky Flame
Conjuration/Fire Level: 4
This spell conjures a sticky glob of liquid fire, which will adhere to and burn any creature it strikes.

Damage 1d(2+power/30), power capped at 150
The sticky flame does 2d7/2 damage per round, with a 50% chance each round of the amount of sticky flame decreasing.

Sting
Conjuration/Poison Level: 1
This spell throws a magical dart of poison.

Damage: 1d(6 + power/5), power capped at 30.

Stone Arrow
Conjuration/Earth Level: 3
This spell hurls a sharp spine of rock outward from the caster.

Damage: 3d(5+power/20), power capped at 150. Not too accurate. Unresistable.

Stoneskin
Earth/Enchantment Level: 2
This spell hardens the one's skin to a degree determined by one's skill in Earth Magic. This enchantment only works on relatively normal flesh; it will aid neither the undead nor the bodily transformed.

Sublimation of Blood
Necromancy Level: 2
This spell converts flesh, blood, and other bodily fluids into magical energy. Casters may focus this spell on their own bodies (which can be dangerous but never directly lethal) or can wield freshly butchered flesh in order to draw power into themselves.

Flesh: Gives 7+1d7 mp
No flesh: Complicated algorithm: converts 1-4 hp to 1 mp and repeats until 1dpower<6.

Summon Butterflies
Summoning Level: 1
This spell creates a shower of colourful butterflies. How pretty!

Summon Demon
Summoning Level: 5
This spell opens a gate to the realm of Pandemonium and draws forth one of its inhabitants to serve the caster for a time.

Summon Elemental
Summoning Level: 4
This spell calls forth a spirit from the elemental planes to aid the caster. A large quantity of the desired element must be available; this is rarely a problem for earth and air, but may be for fire or water. The elemental will usually be friendly to casters -- especially those skilled in the appropriate form of elemental magic.

Summon Greater Demon
Summoning Level: 7
This spell calls forth one of the greater demons of Pandemonium to serve the caster. Beware, for the spell binding it to service may not outlast that which binds it to this world!

Summon Horrible Things
Summoning Level: 8
This spell opens a gate to the Abyss and calls through one or more hideous abominations from that dreadful place. The powers who answer this invocation require of casters a portion of their intellect in exchange for this service.

Summon Ice Beast
Ice/Summoning Level: 5
This spell calls forth a beast of ice to serve the caster.

Summon Scorpions
Summoning/Poison Level: 4
This spell summons one or more giant scorpions to the caster's assistance.

Summon Small Mammals
Summoning Level: 1
This spell summons one or more small creatures to the caster's aid.

Mostly rats and bats, although you can get quokkas or grey, green or orange rats

Summon Wraiths
Necromancy/Summoning Level: 7
This spell calls on the powers of the undead to aid the caster.

Sure Blade
Enchantment Level: 2
This spell forms a mystical bond between the caster and a wielded short blade, making the blade much easier to use.

Swiftness
Enchantment/Air Level: 2
This spell imbues its caster with the ability to achieve great speeds. It will not increase the speed of those who are already fleet of foot (such as centaurs).

Symbol of Torment
Necromancy Level: 6
This spell calls on the powers of Hell to cause agonising injury to any living thing in the caster's vicinity. It carries within itself a degree of danger, for any brave enough to invoke it, for the Symbol also affects its caller and indeed will not function if he or she is immune to its terrible effects. Despite its ominous power, this spell is never lethal.

Halves the hp of all creatures nearby, including you.

Tame Beasts
Enchantment Level: 5
This spell attempts to tame animals in the caster's vicinity. It works best on animals amenable to domestication.

Teleport Other
Translocation Level: 5
This spell randomly translocates another creature.

Teleport Self
Translocation Level: 5
This spell teleports the caster to a random location.

Throw Flame
Conjuration/Fire Level: 2
This spell throws a small bolt of flame.

Damage: 3d(4+power/20), power capped at 100

Throw Frost
Conjuration/Ice Level: 2
This spell throws a small bolt of frost.

Damage: 3d(4+power/20), power capped at 100

Tomb of Doroklohe
Transmigration/Earth Level: 7
This spell entombs the caster within four walls of rock. These walls will destroy most objects in their way, but their growth is obstructed by the presence of any creature. Beware - only the unwise cast this spell without reliable means of escape.

Tukima's Dance
Enchantment Level: 3
This spell causes a weapon held in the caster's hand to dance into the air and strike the caster's enemies. It will not function on magical staves and certain willful artefacts.

Tukima's Vorpal Blade
Enchantment Level: 2
This spell bestows a lethal but temporary sharpness on a sword held by the caster. It will not affect weapons otherwise subject to special enchantments.

Twist
Translocation Level: 1
This spell causes a slight spatial distortion around a monster in line of sight of the caster, causing injury.

Does 1d(6 + power/4) damage, power capped to 30.

Twisted Resurrection
Necromancy Level: 5
This spell allows its caster to imbue a mass of deceased flesh with a magical life force. Casting this spell involves the assembling several corpses together; the greater the combined mass of flesh available, the greater the chances of success.

Add together the total mass of corpses, and add 20dpower. If this is less than 401+2d500, or the number of corpses is less than 2 (or 50% of the time for 3 corpses), the spell fails. Otherwise, you get an abomination (a large abomination is your total is greater than 499+1d700+1d900+1d1000). The colour of the abomination is dependent on how rotted the corpses were.

Vampiric Draining
Necromancy Level: 3
This spell steals the life of a living creature and grants it to the caster. Life will not be drained in excess of what the caster can capably absorb.

Does 3 + 2d9/2 + 1dpower/7 damage to a creature, heals you for half this. If the creature is undead or demonic, does 2d39/2 damage to you instead.

Venom Bolt
Conjuration/Poison Level: 5
This spell throws a bolt of deadly poison.

Damage 3d(5+power/14), power capped at 200, can poison monsters it hits.

   
   
 

Copyright (C) Mark Mackey 2001