%%%% Abjuration This spell attempts to send hostile summoned creatures to the place whence they came, or at least shorten their stay in the caster's locality. %%%% Agony This spell cuts the resilience of a target creature in half, although it will never cause death directly. %%%% Airstrike This spell causes the air around a creature to twist itself into a whirling vortex of meteorological fury. This spell is especially effective against flying enemies. %%%% Alistair's Intoxication 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 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 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. Note that zombies are incapable of leaving the level they were created on. %%%% Animate Skeleton This spell raises an inert skeleton to a state of unlife. Note that skeletons are incapable of leaving the level they were created on. %%%% Apportation 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 This spell banishes one creature to the Abyss. This magic cannot be used to relocate the caster. %%%% Berserker Rage This spell sends the caster into a temporary psychotic rage. %%%% Blade Hands This spell causes long, scythe-shaped blades to grow from the caster's hands. It makes spellcasting somewhat difficult. This spell is not powerful enough to force a cursed weapon from the caster's hands. %%%% Blink This spell randomly translocates the caster a short distance. %%%% Bolt of Cold This spell hurls a great bolt of ice and frost. %%%% Bolt of Draining This spell hurls a deadly bolt of negative energy, which drains the life from any living creature it strikes. %%%% Bolt of Fire This spell hurls a great bolt of flames. %%%% Bolt of Inaccuracy 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. %%%% Iron Shot This spell hurls a large and heavy metal bolt at the caster's foe. %%%% Bolt of Magma This spell hurls a sizzling bolt of molten rock. %%%% Bone Shards This spell uses the bones of a skeleton 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. %%%% Borgnjor's Revivification This spell instantly heals any and all wounds suffered by the caster, but also permanently lessens his or her resilience to injury - to a degree dependent on (and inversely related to) magical skill. %%%% Call Canine Familiar This spell summons a canine to the caster's aid. %%%% Call Imp This spell calls forth a minor demon from the pits of Hell. %%%% Cause Fear This spell causes fear in those near to the caster. %%%% Chain Lightning This spell releases a massive electrical discharge that arcs from target to target until it grounds out. %%%% Cigotuvi's Degeneration This spell transforms one creature into a pulsating mass of flesh. %%%% Condensation Shield 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 This spell induces a state of bewilderment and confusion in a creature's mind. %%%% Confusing Touch This spell enchants the caster's hands with magical energy. This energy is released when the caster touches a monster with their bare hands, and may induce a state of confusion in the monster. %%%% Conjure Ball Lightning This spell allows the conjurer to create ball lightning. Using the spell is not without risk - ball lightning can be difficult to control. %%%% Conjure Flame This spell creates a column of roaring flame. %%%% Control Teleport This spell allows the caster to control translocations. Be wary that controlled teleports will cause the subject to become contaminated with magical energy. %%%% Control Undead This spell attempts to enslave any undead in the vicinity of the caster. %%%% Controlled Blink This spell allows short-range translocation, with precise control. Be wary that controlled teleports will cause the subject to become contaminated with magical energy. %%%% Corona 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 This 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. %%%% Cure Poison This spell removes poison from the caster's system. %%%% Death Channel This spell raises living creatures slain by the caster into a state of unliving slavery as spectral things. Note that spectral things can follow you beyond the level they were created on. %%%% Death's Door 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. So close in fact, that the body believes itself to be dead - healing effects will confuse and paralyze the caster, while cancelling the spell. The caster will receive one warning shortly before the spell expires. Being more skilled at Necromancy leaves the caster more resilent. Undead cannot use this spell. %%%% Debugging Ray A ray which does massive damage (1500 hp) and always hits. %%%% Deflect Missiles 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. %%%% Delayed Fireball Successfully casting this 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. %%%% Demonic Horde This spell calls forth a small swarm of small demons to do battle with the caster's foes. %%%% Detect Creatures This spell allows the caster to detect any creatures within a certain radius. %%%% Detect Items This spell detects any items lying about the caster's general vicinity. %%%% Detect Secret Doors This spell is beloved by lazy dungeoneers everywhere, for it can greatly reduce time-consuming searches. %%%% Detect Traps This spell reveals traps in the caster's vicinity. %%%% Dig This spell digs a tunnel through unworked rock. %%%% Disintegrate This spell violently rends apart anything in a small volume of space. It can be used to cause severe damage. %%%% Dispel Undead This spell inflicts a great deal of damage on an undead creature. %%%% Dispersal This spell tries to teleport away any monsters directly beside the caster. %%%% Disrupt This spell disrupts space around another creature, causing injury. %%%% Dragon Form This spell temporarily transforms the caster into a great, fire-breathing dragon. %%%% Enslavement This spell causes an otherwise hostile creature to fight on your side for a while. %%%% Ensorcelled Hibernation This spell tries to lower its target's metabolic rate, inducing hypothermic hibernation. It may have side effects on cold-blooded creatures. %%%% Evaporate This spell heats a potion causing it to explode into a large cloud when thrown. The potion must be thrown immediately, as part of the spell, for this to work. %%%% Excruciating Wounds This spell temporarily infuses the weapon held by the caster with the essence of pain itself. It will not affect weapons which are otherwise subject to special enchantments. Note that unlike other brands, pain can not be made permanent by reading a scroll of vorpalise weapon. %%%% Extension This spell extends the duration of most magical effects influencing the caster. Be wary that using it slowly contaminates you with magical energy. %%%% Exploding Ammunition This spell will make ammunition held by the caster extremely unstable. With proper handling, they can still be stored indefinitely, though. %%%% Fire Brand This spell sets a weapon or launcher held by the caster ablaze. It will not affect weapons otherwise subject to special enchantments. %%%% Fire Storm This spell creates a mighty storm of roaring flame. %%%% Fireball This spell hurls an exploding bolt of fire. This spell does not cost additional spell levels if the learner already knows Delayed Fireball. %%%% Flame Ammunition This spell will make ammunition held by the caster ignite themselves upon being launched. This flammability lasts until the missile is used, at that point it burns away completely. %%%% Flame Tongue This spell creates a short burst of flame. %%%% Flight This spell grants to the caster the ability to fly through the air. %%%% Fragmentation 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. %%%% Freeze This spell freezes a creature. This may temporarily slow the metabolism of a cold-blooded creature. %%%% Freezing Aura This spell surrounds a weapon or launcher held by the caster with an aura of freezing cold. It will not affect weapons which are otherwise subject to special enchantments. %%%% Freezing Cloud This spell conjures up a large cloud of lethally cold vapour. %%%% Frost Ammunition This spell will freeze ammunition held by the caster. Such missiles will shatter upon use, but won't thaw before that. %%%% Fulsome Distillation This spell extracts the vile and poisonous essences from a corpse. You probably don't want to drink the results. The type of potion produced corresponds roughly to the effects of eating said corpse. %%%% Major Healing This spell heals a large amount of damage to the caster's body. %%%% Haste This spell speeds the actions of a creature. %%%% Haunt This spell calls on the powers of the undead to aid the caster. %%%% Hellfire This spell should only be available from Dispater's staff. So how are you reading this? %%%% Throw Icicle This spell throws forth a shard of ice. It is particularly effective against those creatures not immune to the effects of freezing. But as most of its destructive potential comes from strong impact and cutting edges, even cold-resistant creatures are notably affected. %%%% Ice Form This spell temporarily transforms the caster's body into a frozen ice-creature. %%%% Ice Storm This spell conjures forth a raging blizzard of ice, sleet and freezing gasses. %%%% Ignite Poison 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 This spell protects the caster from electric shocks. %%%% Invisibility This spell hides a creature from the sight of others. %%%% Iskenderun's Mystic Blast This spell throws a crackling sphere of destructive energy. %%%% Lee's Rapid Deconstruction This spell fragments a wall into an explosion of deadly shrapnel. It can also be used directly on monsters made of wall-like substances. %%%% Lehudib's Crystal Spear This spell hurls a lethally sharp bolt of crystal. %%%% Minor Healing This spell heals a small amount of damage to the caster's body. %%%% Lethal Infusion 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 This spell allows the caster to float in the air. %%%% Lightning Bolt 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. %%%% Magic Dart This spell hurls a small bolt of magical energy. %%%% Mass Confusion This spell causes confusion in all who gaze upon the caster. %%%% Maxwell's Silver Hammer 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 This spell conjures up a large but short-lived cloud of vile fumes. %%%% Metabolic Englaciation 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 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 This spell bathes the caster's surroundings in poisonous green light. %%%% Orb of Destruction This 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 outmaneuver them. It is said that most copies of this spell suffer from a scribal error that makes the orbs unstable beyond a short range. Certain individuals may have access to spellbooks without this flaw, so be ware! %%%% Ozocubu's Armour This spell envelops 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. The effects of this spell are boosted if the caster is in ice form. %%%% Ozocubu's Refrigeration This spell drains the heat from the caster and his or her surroundings, causing harm to all creatures not resistant to cold. %%%% Pain This spell inflicts an extremely painful injury upon one living creature. The caster suffers minor damage from the backlash. %%%% Paralyse This spell prevents a creature from moving. %%%% Passwall 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. %%%% Petrify This spell attempts to petrify a monster. If successful, the monster is slowed down for a while until it is temporarily turned into stone. In this state, a monster will take less damage upon being hit. %%%% Phase Shift This spell allows the caster to phase in and out of the material plane, allowing them to occasionally avoid blows entirely. %%%% Poison Ammunition This spell envenoms missile ammunition held by the caster. The poison is permanent. %%%% Poison Arrow This spell hurls a magical arrow coated with the most vile and noxious toxin. No living thing is completely immune to its effects, and even the undead will take damage from the physical component of the spell. %%%% Poison Weapon This spell temporarily coats any weapon or launcher with poison. It will only work on weapons without an existing enchantment. %%%% Poisonous Cloud This spell conjures forth a great cloud of lethal gasses. %%%% Polymorph Other This spell randomly alters the form of another creature. It is especially effective against shape-changing creatures. %%%% Portal 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. %%%% Portal Projectile This spell teleports a fired or thrown missile directly to its target, greatly increasing its accuracy (but not damage). %%%% Projected Noise This spell produces a noise emanating from a place of the caster's own choosing. %%%% Reaping Ammunition This spell will infuse missiles held by the caster with necromantic magic which may create zombies from enemies slain by them. This magic will last as long as the missiles last. %%%% Recall 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 This spell dramatically but temporarily increases the caster's recuperative abilities, while also increasing the rate of food consumption. %%%% Repel Missiles 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 This spell protects the caster from exposure to all poisons for a period of time. %%%% Returning Ammunition This spell will cause the wielded missiles to return to the caster after being fired. This power is permanent. %%%% Ring of Flames This spell surrounds the caster with a mobile ring of searing flame, and keeps other fire clouds away from the caster. This spell attunes the caster to the forces of fire, increasing their fire magic and giving protection from fire. However, it also makes them much more susceptible to the forces of ice. %%%% Sandblast 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. %%%% See Invisible This spell enables the caster to perceive things that are shielded from ordinary sight. %%%% Selective Amnesia This spell allows the caster to selectively erase one spell from memory to recapture the magical energy bound up with it. %%%% Shadow Creatures 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 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. %%%% Shock This spell throws a bouncing bolt of electricity. %%%% Shocking Ammunition This spell will electrically charge missiles held by the caster. They will retain the charge even after use. %%%% Silence 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 This spell uses a piece of 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. Note that simulacra are incapable of leaving the level they were created on. %%%% Slow This spell slows the actions of a creature. %%%% Smiting This spell smites one creature of the caster's choice. %%%% Spider Form This spell temporarily transforms the caster into a venomous, spider-like creature. Spellcasting is slightly more difficult in this form. This spell is not powerful enough to allow the caster to meld with their cursed equipment. %%%% Static Discharge This spell releases electric charges against those next to the caster. These may arc to adjacent monsters (or even the caster) before they eventually ground out. %%%% Statue Form This spell temporarily transforms the caster into a slow-moving (but extremely robust) stone statue, capable of dealing monstrous blows with bare hands. %%%% Sticks to Snakes This spell uses wooden items in the caster's grasp as raw material for a powerful summoning. Note that highly enchanted items, such as wizards' staves, will not be affected. %%%% Sticky Flame This spell conjures a sticky glob of liquid fire, which will adhere to and burn any creature it strikes. %%%% Sting This spell throws a magical dart of poison. %%%% Stone Arrow This spell hurls a sharp spine of rock outward from the caster. %%%% Stonemail This spell covers the caster with chunky scales of stone, the durability of which depends on his or her skill with Earth magic. These scales can coexist with other forms of armour, but are in and of themselves extremely heavy and cumbersome. The effects of this spell are increased if the caster is in Statue Form. %%%% Stoneskin This spell hardens one's skin to a degree determined by one's skill in Earth Magic. It only works on relatively normal flesh, and will aid neither the undead nor the bodily transformed. However, there is one exception: the effects of this spell will be boosted for casters in Statue Form. %%%% Striking This spell hurls a small bolt of force. %%%% Sublimation of Blood 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. %%%% Summon Butterflies This spell creates a shower of colourful butterflies. How pretty! %%%% Summon Demon 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 Dragon This spell summons and binds a powerful dragon to perform the caster's bidding. Beware, for the summons may succeed even as the binding fails. %%%% Summon Elemental 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 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 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 This spell calls forth a beast of ice to serve the caster. %%%% Summon Scorpions This spell summons one or more giant scorpions to the caster's assistance. %%%% Summon Small Mammals This spell summons one or two small creatures to the caster's aid. %%%% Summon Swarm This spell summons forth a pestilential swarm. %%%% Summon Ugly Thing This spell summons a mutated otherworldly creature to the caster's aid. %%%% Sure Blade This spell forms a mystical bond between the caster and a wielded short blade, making the blade much easier to use. %%%% Swiftness This spell imbues its caster with the ability to achieve great movement speeds. Flying spellcasters can move even faster. %%%% Symbol of Torment 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. %%%% Tame Beasts This spell attempts to tame animals in the caster's vicinity. It works best on animals amenable to domestication. %%%% Teleport Other This spell randomly translocates another creature. %%%% Teleport Self This spell teleports the caster to a random location. %%%% Throw Flame This spell throws a small bolt of flame. %%%% Throw Frost This spell throws a small bolt of frost. %%%% Tukima's Dance 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 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. %%%% Twisted Resurrection This spell allows its caster to imbue a mass of deceased flesh with a magical life force. Casting this spell involves the assembling of several corpses together; the greater the combined mass of flesh available, the greater the chances of success. %%%% Vampiric Draining 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. However, attempting to drain an undead or demonic creature will backfire on the caster. %%%% Venom Bolt This spell throws a bolt of poison. %%%% Warp Ammunition This spell will infuse missiles held by the caster with translocational energy. That energy does not dissipate with time. %%%% Warp Weapon This spell temporarily binds a localized warp field to the invoker's weapon. Note that unlike other brands, distortion can not be made permanent by reading a scroll of vorpalise weapon. %%%%