%%%% Abjuration spell This spell attempts to send the targeted hostile summoned creature to the place whence it came, or at least shorten its stay in the caster's locality. %%%% Agony spell This spell cuts the resilience of a target creature in half, although it will never cause death directly. %%%% Airstrike spell 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 spell This spell works by converting a small portion of brain matter into alcohol, confusing all intelligent humanoids within the caster's view (although poison-resistant creatures will suffer no negative effects). It is strongly focused on the caster, however, and so poison resistance will not protect them. It is frequently used as an icebreaker at wizard parties. %%%% Animate Dead spell This spell causes the dead to rise up and serve the caster; every corpse within sight 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 spell This spell raises an inert skeleton to a state of unlife, even if that skeleton is still encased in flesh! Note that skeletons are incapable of leaving the level they were created on. %%%% Apportation spell 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. Extremely powerful magical items, such as the Orb of Zot, may actively resist the pull of this spell. %%%% Aura of Abjuration spell This spell causes the caster to continuously abjure nearby hostile summoned creatures for a short while, rapidly sending each of them back where they came from. %%%% Awaken Forest spell This spell allows the caster to give some very limited motility to surrounding trees, allowing them to sway their branches and shift their roots. Such enchanted trees will lash at any enemy foolish enough to stand close enough. %%%% Awaken Vines spell This spell makes a few vines grow from the ground. The vines reach out and grab interlopers, dragging them towards nearby trees. %%%% Banishment spell %%%% Beastly Appendage spell This spell makes you temporarily replace one or a pair of appendages with an animal counterpart, giving you an extra attack. It is not powerful enough to meld armour. %%%% Berserker Rage spell %%%% Black Mark spell This spell empowers the caster and their nearby allies to steal the vital energies of their foes on a successful melee attack, variously draining magic, speed or skills. %%%% Blade Hands spell This spell causes long, scythe-shaped blades to grow from the caster's hands. It makes spellcasting somewhat difficult. %%%% Blink Allies Away spell This spell blinks allies in sight of the caster near a pointed-at enemy away from that enemy. %%%% Blink Allies Encircling spell This spell takes a number of allies in the caster's sight and translocates them adjacent to a targeted enemy. %%%% Blink Away spell This spell translocates the caster a short distance away from a designated enemy, always further than where it was cast from but still within sight. %%%% Blink Close spell This spell translocates the caster a short distance towards a chosen foe, who must already be within sight. %%%% Blink Other Close spell This spell translocates an enemy in sight a short distance towards the caster. It cannot be resisted by usual means of magic resistance. %%%% Blink Other spell This spell randomly translocates an enemy in sight by a short distance. It cannot be resisted by usual means of magic resistance. %%%% Blink Range spell This spell translocates the caster a short distance, trying to land further away from an enemy. Unlike “Blink Away”, it allows leaving the target's vision. %%%% Blink spell This spell randomly translocates the caster a short distance. %%%% Blinkbolt spell This spell transforms its caster into a lightning bolt. The caster is translocated to the bolt's destination. %%%% Bolt of Cold spell This spell hurls a penetrating bolt of frost. %%%% Bolt of Draining spell This spell hurls a penetrating bolt of negative energy, which drains the life from any living creature it strikes. %%%% Bolt of Fire spell This spell hurls a penetrating bolt of flames. %%%% Bolt of Inaccuracy spell 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. %%%% Bolt of Magma spell This spell hurls a penetrating bolt of molten rock, capable of dealing some physical damage even to highly fire-resistant enemies. %%%% Borgnjor's Revivification spell 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. The spell is powerful enough to literally pull someone out of Death's Door, although the shock will render the caster incapable of action for a while. %%%% Brain Feed spell This spell allows draining a portion of an enemy's intelligence. Such a loss is only temporary, and rings of sustain ability can prevent or greatly reduce this effect. %%%% Brothers in Arms spell %%%% Call Canine Familiar spell This spell summons a solitary canine to the caster's aid. %%%% Call Imp spell This spell calls forth a minor demon from the pits of Hell. %%%% Call Lost Soul spell This spell summons a necromantic spectre, and gives it a temporary material form. Such spectres, or “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. While the soul's material form is only temporary, the effect of such repair is not. At least, until you kill the repairee again. %%%% Call Tide spell This spell lets the caster affect the tidal phase of all water within a large distance. Soon after calling it, the tide on the whole level reaches high tide levels. Waters near the caster will reach even higher levels than they would normally. %%%% Cantrip spell Cantrips are minor spells, aimed at trying to scare ignorant enemies or bolster the caster's morale. They have no real effect otherwise, and an adventurer of your stature has neither need for, nor fear of, such tricks. Or perhaps, just to be safe, you should knock thrice on unpainted wood to ward off their evil eye. %%%% Cause Fear spell This spell causes fear in those near to the caster. %%%% Chain of Chaos spell This spell creates an arc of pure chaos, striking nearby creatures for unpredictable effects. %%%% Chain Lightning spell This 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, however. %%%% Chaos Breath spell This creature may exhale a large cloud of fumes filled with the very essence of chaos. %%%% Chaotic Mirror spell This spell mirrors a wild and unpredictable effect onto both the target and the caster. %%%% Cloud Cone spell This spell blasts the area near the caster with various destructive clouds. At low power, the most lethal clouds the spell can create are noxious fumes; as power increases, this gives way to roaring flames, freezing vapours, and poisonous gas, and at the highest tiers of power even stronger clouds become available. %%%% Cold Breath spell This creature may exhale a focused blast of icy-cold air. It may knock back airborne targets. %%%% Condensation Shield spell This spell causes a disc of dense vapour to condense out of the air surrounding the caster. It blocks attacks like a normal shield, but its stopping power depends solely on the power of the spell, not the Shields skill. The disc is controlled by the caster's mind, and thus will not conflict with the wielding of a two-handed weapon. %%%% Confuse spell This spell induces a state of bewilderment and confusion in a creature's mind. %%%% Confusing Touch spell This 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. %%%% Conjure Ball Lightning spell This spell allows the conjurer to create ball lightning. Using the spell is not without risk — ball lightning can be difficult to control. Note that the magic which keeps ball lightning cohesive has limited range, and they may dissipate harmlessly if allowed to drift too far away from their caster before exploding. %%%% Conjure Flame spell This spell creates a column of roaring flame in a targeted empty space. %%%% Control Teleport spell This spell allows the caster to control their next translocation – either by selecting an approximate target for a teleport, or by selecting a direction for a blink. Be wary that controlled translocations will cause the subject to become contaminated with magical energy, and that controlled teleports will take longer to trigger than uncontrolled ones. %%%% Control Undead spell This spell attempts to enslave any undead in the vicinity of the caster. %%%% Control Winds spell This spell allows limited powers over the flow of air in caster's sight. This grants a wide array of minor benefits: • provides an accuracy bonus to missiles shot or thrown by allies • extinguishes any forest fires and blocks new ones from starting • blows airborne agents such as flame or poison gas away • dissipates such agents with no safe place to redirect This spell is neither focused nor strong enough to deal direct damage, nor allows control rapid enough to intercept hostile missiles. %%%% Controlled Blink spell This spell allows short-range translocation, with precise control. In areas that prevent teleport control, it will still be possible to choose a direction for the blink. Be wary that controlled translocations will cause the subject to become contaminated with magical energy. %%%% Corona spell 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 spell 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. %%%% Corrosive Bolt spell This spell hurls a penetrating bolt of acid. %%%% Corrupt Body spell This 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. %%%% Crystal Bolt spell This spell launches 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 This spell removes poison from the caster's system. %%%% Darkness spell This spell dims the light of the dungeon, reducing the range of vision. The area affected is quite large and it doesn't have sharp edges, thus the effect is unlikely to alert anyone not very close to the caster. %%%% Dazzling Spray spell This spell fires a spread of scintillating energy bolts from the caster's fingertips which can dazzle the vision of any living creature they strike, leaving them stumbling about blindly. %%%% Death Channel spell This spell raises living creatures slain by the caster and his or her allies into a state of unliving slavery as spectral things. %%%% Death's Door spell This spell is extremely powerful, but carries a degree of risk. It renders living casters 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. With high power, the caster will be left more resilient when the effect ends. Undead cannot use this spell. %%%% Debugging Ray spell A ray which does massive damage (1500 hp) and always hits. %%%% Deflect Missiles spell This 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. Each time a missile is deflected the spell has a chance of expiring, with a lower chance of expiry at high power. %%%% Delayed Fireball spell 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. %%%% Dig spell This spell digs a tunnel through unworked rock. %%%% Dimension Anchor spell This spell, if not resisted, 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 This spell drives nearby creatures into an insane frenzy, mercilessly attacking anything and everything nearby with great strength and speed. %%%% Disintegrate spell This 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 This spell destabilizes the space in a sphere around you for a while, causing anyone nearby to be randomly blinked. The chance of blinking depends on the distance from you, being nearly certain when directly adjacent. %%%% Dispel Undead spell This spell uses the very forces that bind an undead creature together to inflict a great deal of damage on it. %%%% Dispersal spell This spell tries to teleport away any monsters directly beside the caster. Any monster that it fails to teleport will still be irresistibly blinked a shorter distance. %%%% Draconian Breath spell [This spell should have been replaced by a colour-specific one. If you got it, this is a bug.] %%%% Dragon Form spell This spell temporarily transforms the caster into a great, fire-breathing dragon. Draconian casters will instead retain their innate colour and breath weapon once transformed. %%%% Dragon's Call spell This 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. %%%% Drain Life spell %%%% Drain Magic spell This hex causes the target's magic to leak into the air, as though they were hit by an antimagic weapon. %%%% Druid's Call spell This spell allows a druid to recall woodland creatures from elsewhere on the same dungeon level. %%%% Energy Bolt spell This spell fires a beam of highly destructive energy. It can blow rock into pieces. %%%% Enslavement spell This spell causes an otherwise hostile creature to fight on your side for a while. %%%% Ensnare spell This spells lets the caster shoot out a sticky white substance that immediately forms a spider web. %%%% Ensorcelled Hibernation spell This spell tries to lower its target's metabolic rate, inducing hibernation. After awakening, the target will be unable to be slept again for some time. %%%% Ephemeral Infusion spell This spell temporarily heals the caster and nearby allies; its expiry may leave the recipients on the brink of death but never outright kills them. %%%% Excruciating Wounds spell This spell temporarily infuses the weapon held by the caster with the essence of pain itself. It will not affect artefact weapons. %%%% Explosive Bolt spell This spell hurls a bolt containing fiery energy; on piercing a target, it lets loose an explosion that harms nearby creatures as well. %%%% Fire Breath spell %%%% Fire Storm spell This spell calls forth a mighty storm of roaring flame directly onto the target, dealing partially irresistible fire damage in a large area and leaving behind short-lived fire vortices. %%%% Fire Summon spell Evoking his sceptre, Asmodeus can summon his fiery minions. %%%% Fireball spell This spell hurls an exploding bolt of fire. This spell does not cost additional spell levels if the learner already knows Delayed Fireball. %%%% Flame Tongue spell This spell creates a short burst of flame. %%%% Flash Freeze spell This spell freezes the air around a target rapidly enough to both cause significant harm and cause a thick sheet of ice to form, hindering the target's movement. %%%% Flight spell This spell grants to the caster the ability to fly through the air. %%%% Force Lance spell This spell fires a shaft of concussive force which can send its target hurtling backwards if the impact is not nullified by their defenses. %%%% Forceful Dismissal spell This spell violently unbinds the magic which keeps the caster's summoned creatures in this world, engulfing anything near them in a maelstrom of magical force. The more powerful the creature released, the stronger the resulting backlash will be. %%%% Forceful Invitation spell This ability 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 This spell freezes a creature. This may temporarily slow the metabolism of a cold-blooded creature. %%%% Freezing Cloud spell This spell conjures up a large cloud of lethally cold vapour. %%%% Frenzy spell This ability allows the creature using it to go into a mad thrashing rage, which, while akin to berserk, doesn't allow telling friend from foe. %%%% Fulminant Prism spell This spell conjures a prism which channels magical energy from its surroundings and unleashes it after a short while as a violent explosion of arcane force. Be warned that the prism is extremely fragile and any damage caused to it may result in premature detonation! %%%% Ghostly Fireball spell This spell allows the caster to throw an exploding ball of necromantic energy. It somehow resembles eerie greenish flames, but it has nothing in common with fire besides appearance. This energy can be resisted using life protection, and it not only does no damage to the undead but can even heal them. %%%% Ghostly Flames spell This spell allows the caster to send forth a conflagration of necromantic energy. It resembles eerie greenish flames, but it has nothing in common with fire besides appearance. Both the direct hit and residual flame does damage to living beings and heals the undead. The energy tends to coalesce into spectral undead creatures on its own. %%%% Glaciate spell This spell conjures forth a mighty blast of ice; targets within its cone-shaped area of effect take progressively more ice damage the closer they are to the caster. Targets hit by the blast are encased in ice, slowing their movement for a few turns; targets killed by the blast may be frozen into solid blocks of ice. %%%% Grand Avatar spell This invocation calls forth an avatar of battle and bloodshed, mirroring sufficiently damaging attacks and spells of the invoker and their nearby allies. %%%% Haste Other spell This spell allows the caster to speed up all actions of a nearby ally. %%%% Haste Plants spell This spell allows the caster to speed up nearby plants. Of course, this serves no purpose when used on immotile weeds or bushes, but plants that can do damage will benefit from it. %%%% Haste spell This spell speeds the actions of a creature. Hasting yourself will increase your magical contamination. %%%% Haunt spell This 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. Calling on the undead exacts a toll on the caster's health. %%%% Heal Other spell This spell allows the caster to heal a nearby ally. %%%% Hellfire Burst spell This ability allows a sudden burst of hellish fire to appear beneath a chosen target. There is no protection possible against this unholy flame — it goes straight through armour. Only certain creatures, usually fire based, are immune. %%%% Hellfire spell %%%% Holy Breath spell This creature can exhale a large cloud of blessed flame, shining with the glory of the good gods. These flames are especially dangerous to those meeting The Shining One's definition of evil. %%%% Holy Flames spell This spell allows one to trap an enemy in a ring of blessed flame. If such a foe decides to step through it, it does extra damage especially to evil and unholy beings. Holy creatures can step through it without any ill effects. %%%% Ice Form spell This spell temporarily transforms the caster's body into a frozen ice-creature, light enough to float on water. %%%% Ignite Poison spell This spell attempts to convert all nearby poison into liquid flame, burning poisoned creatures from within. It is very effective against innately poisonous creatures. The caster is not affected. %%%% Infusion spell This 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 This spell allows the caster to protect his allies, redirecting half of any suffered damage towards the caster. %%%% Injury Mirror spell %%%% Ink Cloud spell Krakens are known to inject an opaque liquid into water to secure their escape if a fight goes awry. Unlike their lesser cousins, this ink is potent enough to obscure vision above water as well, if the kraken stirs the water enough. %%%% Inner Flame spell This 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 This spell hides a creature from the sight of others. While invisible you will gain magical contamination, which may eventually cause enough glow to make you visible again. %%%% Invisibility Other spell This spell hides a nearby ally of the caster from the sight of others. %%%% Iron Shot spell This spell hurls a large and heavy metal bolt at the caster's foe. %%%% Iskenderun's Battlesphere spell This spell conjures a small globe of magical energy linked to the caster's own reserves of power, which will hover alongside its creator and augment their destructive might. While the battlesphere cannot take independent action, it will fire volleys of energy at the caster's enemies in near-perfect sync with its creator's own destructive conjurations. With increasing spell power, the battlesphere lasts longer and deals more damage per volley. %%%% Iskenderun's Mystic Blast spell This 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 This spell liquefies the ground around the caster, making it difficult to move through. Any attempt to move through the liquefied ground will be a very slow one. %%%% Lee's Rapid Deconstruction spell This 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. 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 some walls: rock, stone or metal walls have a chance of being destroyed with at least 5, 6 or 7 bars of power. Crystal walls are particularly brittle and have a chance of being destroyed at any power level. %%%% Legendary Destruction spell At the expense of the caster's life force, this spell randomly conjures forth one of several powerful magical effects - Orb of Electricity, Lehudib's Crystal Spear, Orb of Destruction, Ghostly Fireball, Fireball, or Flash Freeze. %%%% Lehudib's Crystal Spear spell This spell hurls a lethally sharp bolt of crystal. %%%% Lightning Bolt spell This spell hurls a mighty bolt of lightning. Although this spell inflicts less damage than similar fire and ice spells, it can be bounced off walls to hit targets twice. %%%% Localized Ignite Poison spell This spell attempts to convert the poison in and around one creature into liquid flame, burning a poisoned creature from within. %%%% Magic Dart spell This spell hurls a small bolt of magical energy. It never misses. %%%% Major Destruction spell %%%% Major Healing spell This spell heals a large amount of damage to the caster's body. %%%% Malign Gateway spell This spell tears a gash in reality, creating a self-sustained but thankfully temporary portal to an unknown, tainted otherworld. Which dastardly denizens of this place might choose to poke their tentacled appendages through, nobody knows, but certainly nobody would want to be nearby when it happens. %%%% Malign Offering spell This spell allows the caster to drain life from an enemy, healing nearby allies in the process. %%%% Malmutate spell This spell bestows a mutation on a target. The mutation is almost always harmful. It cannot mutate artificial beings, and the undead suffer some decomposition instead. %%%% Mara Summon spell Mara, the lord of rakshasas, likes to weave illusions of himself. The doubles are physically as strong as Mara himself, and hardly weaker in magic. %%%% Mass Confusion spell This spell causes confusion in all who gaze upon the caster. %%%% Melee spell The rod of striking is designed for melee combat, releasing its charges to deal additional damage dependent on evocations skill when it strikes a foe. Maces & Flails skill will help improve your basic effectiveness with the weapon. %%%% Mephitic Cloud spell This spell conjures up a large but short-lived cloud of vile fumes, which may cause confusion. %%%% Mesmerise spell This spell makes its victim unwilling to move away from the caster. %%%% Metabolic Englaciation spell This spell tries to lower the metabolic rate of every creature in the caster's vicinity, slowing all those who are not resistant to cold. It bypasses magic resistance, although tougher monsters will not be slowed for as long as others. %%%% Metal Splinters spell This ability sends a directed stream of sharp metal splinters, usually as a breath weapon. %%%% Miasma Breath spell This ability creates a large cloud of foul pestilence, slowing and rotting any living creatures it touches. %%%% Might Other spell This spell significally enhances the melee ability of a targeted ally. %%%% Might spell This ability significantly enhances one's melee ability, just like the potion of the same name. %%%% Minor Healing spell This spell heals a small amount of damage to the caster's body. %%%% Monstrous Menagerie spell This spell summons a powerful exotic creature to the caster's aid. At high power, the beings which it calls will be even mightier examples of their species. %%%% Necromutation spell This spell transforms the caster into a lich — a powerful skeletal figure. The caster gains some powers of death, and becomes more resistant to cold and hostile enchantments and completely immune to poison, rotting, and negative energy, 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 This ability creates a large cloud of noxious fumes. When inhaled by a person or creature not resistant to poison, it does only minor damage but can cause confusion and a bad headache. %%%% Olgreb's Toxic Radiance spell This spell causes the caster to radiate toxic energy, continuously inflicting poison on everything nearby for as long as the spell lasts. Be warned that this magic is baleful for its user, as the epicenter of the aura is potent enough to afflict even those otherwise resistant to poison. %%%% Orb of Destruction spell 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 outmanoeuvre them. The orbs need some time to stabilize, and a nascent orb won't do the full damage it is capable of. 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 beware! %%%% Orb of Electricity spell This spell hurls a crackling orb of electrical energy which explodes with immense force on impact. %%%% Ozocubu's Armour spell This spell envelops the caster's body in a protective layer of ice. The caster and the caster's equipment will not suffer cold from this layer, yet can be affected by other sources of cold normally. The spell will not function for casters already wearing heavy armour (any body armour with an encumbrance rating of 5 or more). The effects of this spell are boosted if the caster is in Ice Form. %%%% Ozocubu's Refrigeration spell This spell drains the heat from the caster and his or her surroundings, causing harm to all creatures not resistant to cold and preventing potion use for a brief duration. %%%% Pain spell This spell inflicts an extremely painful injury upon one living creature. The caster suffers minor damage from the backlash. %%%% Paralyse spell This spell prevents a creature from moving. %%%% Passage of Golubria spell This 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 This spell tunes the caster's body such that it can instantly pass through solid rock. This can be dangerous, since it takes time for the caster to attune to the rock, during which time they will be helpless. %%%% Petrify spell 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. It also precludes the use of wings, which can be quite unhealthy above lava. %%%% Petrifying Cloud spell Catoblepae can exhale calcifying dust, which turns anyone affected for longer than a brief moment into a statue. %%%% Phantom Mirror spell This ability creates a phantom copy of a monster. The copy will be somewhat fragile, but otherwise almost indistinguishable from the original. %%%% Phase Shift spell This spell allows the caster to phase in and out of the material plane, allowing them to occasionally avoid blows entirely. %%%% Plane Rend spell This ability summons some of the greater threats from one of the Lair of Beasts, the Snake Pit, the Spider Nest, the Swamp, the Shoals, the Pits of Slime, the Orcish Mines, the Elven Halls, the Vaults, the Crypt, the Tomb of Ancients, or the Realm of Zot; the specific branch varies with each cast of the spell. %%%% Poison Arrow spell 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. %%%% Poisonous Cloud spell This spell conjures forth a great cloud of lethal gasses. %%%% Polymorph spell This spell randomly alters the form of a creature. It is especially effective against shape-changing creatures. %%%% Porkalator spell This spell transforms an unwilling victim into a certain pink quadruped, known for bad table manners, squealing, and rooting for truffles. The caster's demise will turn the victims back into their former shapes. %%%% Portal Projectile spell This spell allows the caster to teleport fired or thrown missiles directly to their targets for a short duration, spending an additional small amount of magic for each shot. Teleported projectiles have their accuracy (but not damage) greatly improved. %%%% Primal Wave spell This spell allows conjuring a great wave of water and directing it towards an enemy. The water tends to quickly flow away, yet not before filling the lungs (or equivalent) of creatures that need to breathe. %%%% Quicksilver Bolt spell Some dragon types can breathe dispelling energy, sometimes called “quicksilver” because of its appearance. Besides causing damage, it may remove some enchantments, both beneficial and harmful. %%%% Random Bolt spell This spell creates, at random, a bolt of venom, negative energy, fire, cold, dispelling energy, electricity, or a bouncing crystal bolt of fire or cold. %%%% Recall spell 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 spell This spell reanimates parts of the caster's wounds. This unholy act dramatically but temporarily increases the caster's recuperative abilities, while also increasing the rate of food consumption. %%%% Repel Missiles spell This spell reduces the chance of projectile attacks striking the caster, making them easier to dodge. Single-target attacks are much easier to repel than penetrating attacks. Each time a missile is repelled the spell has a chance of expiring, with a lower chance of expiry at high power. %%%% Ring of Flames spell 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 the power of their fire magic and giving protection from fire. However, it also makes them much more susceptible to cold. %%%% Sandblast spell 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. %%%% Sap Magic spell This ability taints the victim's ability to cast spells; casting a spell while afflicted with this condition causes them to lose control over their magic, progressively hindering their chances of success as more spells are cast. %%%% Searing Ray spell This spell fires a continuous ray of arcane energy from the caster's hands. Though initially mild, so long as the caster maintains focus upon the spell and supplies it with magical power (by waiting in place and not taking any other actions), the ray will grow in strength until it becomes a surging beam able to tear clean through the ranks of the caster's foes. %%%% Sentinel's Mark spell This spell bestows a strong beacon upon an enemy. It announces the presence and location of the marked person to everyone on the same same dungeon level. %%%% Shadow Bolt spell A penetrating bolt spell mimicked by the shadow of a Dithmenos worshipper. %%%% Shadow Creatures spell This spell weaves a creature from shadows and threads of ethereal 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. %%%% Shadow Shard spell A damaging spell mimicked by the shadow of a Dithmenos worshipper. %%%% Shatter spell This spell causes an enormous burst of concussive force around the caster. Flying and gelatinous creatures can escape the worst effects, and insubstantial creatures are entirely unaffected, but all others will be gravely injured by the blast. Walls have also sometimes been known to be adversely affected. %%%% Shock spell This spell throws a bouncing bolt of electricity. %%%% Shroud of Golubria spell This spell bends space along a shroud covering your body, protecting you from some blows by redirecting their force to the air around you. Ranged attacks move too quickly to be diverted in this way. The shroud is highly unstable and may fall apart unexpectedly under stress. %%%% Silence spell This spell eliminates all sound near the caster. This makes actions such as reading scrolls, casting spells or shouting impossible in the caster's vicinity. The spell's oppressive, unnatural effect will greatly hamper any attempt to be stealthy. Silence starts out with a radius depending on power, which will then shrink, eventually covering only the caster, before the effect times out. Some creatures, such as demons, cast magic without speaking and so will be unaffected, and those with innate magical abilities will also still be able to use them. %%%% Simulacrum spell This spell creates a icy replica from the corpse of the original being. 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. %%%% Sleep spell This spell attempts to put its target to sleep. Taking damage will typically wake the affected person, and loud sounds can potentially do so as well. %%%% Slow spell This spell slows the actions of a creature. %%%% Smiting spell %%%% Song of Slaying spell This spell conjures ancient verses of battle within your mind and makes you recite them — quite loudly! Each non-summoned enemy you slay in combat during this recitation temporarily enhances your melee skills. Your effectiveness will only be enhanced for the duration of the song; casting this spell while already singing will start a new song, not extend an existing one. %%%% Spawn Tentacles spell Monstrous creatures who possess large tentacles may use extend them far from their main body, for purposes which nearly always involve smacking some uppity snack like you with those tentacles. %%%% Spectral Weapon spell This spell draws out the spirit within a wielded weapon to fight for you, with its power dependent on your skill with said weapon. It only attacks when you do, and its kills count as your own. If the weapon is damaged, part of the injury will be echoed on your own body. You can only ever have one spectral weapon at a time. Certain powerful named artefacts possess too strong a spirit for this spell to be able to draw them out. %%%% Spellforged Servitor spell This spell summons an extraplanar elemental and binds it to a durable shell of magical power forged from the caster's own magic. By drawing upon the energy of the vessel which gives it form, the servitor is capable of unleashing some of the destructive spells known to its creator, though the strongest and most volatile of magics cannot be imbued in this fashion. %%%% Spider Form spell This spell temporarily transforms the caster into a venomous (but poison-susceptible) spider-like creature. Spellcasting is slightly more difficult in this form. %%%% Spit Acid spell %%%% Spit Poison spell %%%% Static Discharge spell 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 spell This spell temporarily transforms the caster into a slow-moving (but extremely robust) stone statue, capable of dealing monstrous blows with weapons or bare fists. The caster's stone body is insulated from electricity and gains resistance to poison, rotting and negative energy. %%%% Steam Ball spell This creature can emit and throw a ball of hot steam towards an enemy. %%%% Sticks to Snakes spell This spell uses wooden missiles (arrows or javelins) in the caster's grasp as raw material for a powerful transmutation. %%%% Sticky Flame Range spell This spell launches a sticky glob of liquid fire at a distant target. %%%% Sticky Flame Splash spell %%%% Sticky Flame spell This spell conjures a sticky glob of liquid fire, which will adhere to and burn any creature it strikes. %%%% Sting spell This spell throws a magical dart of poison. %%%% Stone Arrow spell This spell hurls a sharp spine of rock outward from the caster. %%%% Stoneskin spell This spell hardens one's skin. 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. %%%% Strip Resistance spell This spell attempts to greatly reduce its target's magic resistance, making him or her more vulnerable to hexes and similar spells. %%%% Sublimation of Blood spell This spell converts some of the caster's blood into magical energy. The process is painful but never directly lethal. The efficiency of the conversion increases with the spell's power. %%%% Summon Air Elementals spell This spell summons one or more air elementals. %%%% Summon Butterflies spell This spell creates a shower of colourful butterflies. How pretty! %%%% Summon Demon spell This spell opens a gate to the realm of Pandemonium and draws forth one of its inhabitants to serve the caster for a time. The demon's servitude is not guaranteed, but will be more likely with high power. %%%% Summon Dragon spell This spell summons and binds a powerful dragon to perform the caster's bidding. At high power it may summon particularly deadly varieties of dragon, or multiple lesser dragons at once. %%%% Summon Drakes spell This spell summons multiple drakes, and possibly one true dragon of some kind, barring the most powerful ones. %%%% Summon Earth Elementals spell This spell summons one or more earth elementals. %%%% Summon Eyeballs spell This spell summons floating eyeballs that may be able to paralyse, drain, confuse, mutate or damage you. %%%% Summon Fire Elementals spell This spell summons one or more fire elementals. %%%% Summon Forest spell This spell finds a forested plane and forcefully intersects it with this world; however, it requires open space to succeed. While the spell holds, some of its terrain and spirit inhabitants may be trapped here. %%%% Summon Greater Demon spell This spell calls forth one of the greater demons of Pandemonium to serve the caster. With high power, the summoned demon will be less likely to be initially hostile — but the strongest demons may eventually turn against their summoner regardless! %%%% Summon Guardian Golem spell This spell summons a protective golem. It redirects the injuries of its allies (but not the caster!) to itself, though it risks overheating after absorbing significant amounts of damage. It will gain more health at high power. %%%% Summon Hell Beast spell Using his horn, Geryon can summon a deadly hell beast against you. %%%% Summon Horrible Things spell 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 Hydra spell This spell summons a many-headed hydra to fight alongside the caster for a short time. %%%% Summon Ice Beast spell This spell calls forth a beast of ice to serve the caster. %%%% Summon Illusion spell This spell summons a temporary mirror image of an enemy. Such a copy has the same physical prowess as the original, and can cast the same spells. %%%% Summon Iron Elementals spell This spell summons one or more iron elementals. %%%% Summon Lightning Spire spell This spell constructs a temporary lightning spire in a nearby tile. Though it can fire bouncing bolts of electricity at the caster's foes, it is completely immobile. %%%% Summon Mana Viper spell This spell summons a violet-scaled serpent whose bite can swiftly drain the magical reserves of nearly any foe. At higher power, the antimagic properties of the viper's bite grow even stronger. %%%% Summon Minor Demon spell This spell summons between one and three minor (rank 5) demons. %%%% Summon Mushrooms spell This spell summons wandering mushrooms and deathcaps next to a chosen foe. %%%% Summon Small Mammal spell This spell summons a small creature to the caster's aid. %%%% Summon Spectral Orcs spell This spell summons between one and three spectral orcs. As such apparitions cannot use magic themselves, this spell picks melee specialists, sometimes even rivalling the most powerful of live orcs. %%%% Summon Swarm spell This spell summons forth a pestilential swarm. %%%% Summon Ufetubus spell This spell summons multiple ufetubi, small annoying demons who flock around you. %%%% Summon Undead spell This spell summons multiple undead monsters. It cannot spawn liches, revenants or high ranking mummies, but may summon ghosts, vampires, wraiths and other lesser undead. %%%% Summon Vermin spell This spell summons multiple rats, spiders and worms. %%%% Summon Water Elementals spell This spell summons one or more water elementals. %%%% Sure Blade spell This spell forms a mystical bond between the caster and a wielded short blade, significantly increasing the weapon's accuracy. %%%% Swiftness spell This spell imbues its caster with the ability to achieve great movement speeds. But this speed comes at a price: the caster's movements will be sluggish for a time after the speed ends. %%%% Symbol of Torment spell This spell calls on the powers of darkness to cause agonising injury to any living thing in the caster's vicinity. Despite its ominous power, this spell is never directly lethal. %%%% Teleport Other spell This spell randomly translocates another creature. %%%% Teleport Self spell This spell teleports the caster to a random location. %%%% Throw Flame spell This spell throws a small puff of flame. %%%% Throw Frost spell This spell throws a small puff of frost. %%%% Throw Icicle spell This spell throws forth a shard of ice. It affects even cold-resistant creatures somewhat, due to its strong impact and cutting edges. %%%% Thunderbolt spell This spell creates an arc of electricity. %%%% Tomb of Doroklohe spell This spell entombs the caster within walls of rock. These walls will push away objects in their way, but their growth is obstructed by the presence of any creature. They are not permanent, and will expire after a period of time. %%%% Tornado spell This spell turns the air around the caster in a mighty vortex, doing tremendous damage to everyone caught in it. Those affected will also be swept up into the air and tossed around. Only the eye of the storm is a safe place, and it follows the caster. The spell's effectiveness is greatly diminished in closed areas. %%%% Trog's Hand spell %%%% Tukima's Dance spell This spell animates the weapon of a targeted foe, ripping it from their hands and causing it to attack them relentlessly. Once the target dies, the weapon will fall to the ground shortly thereafter. The spell will not function on certain wilful artefacts, and any abilities that require evocation skill will not be active. %%%% Twisted Resurrection spell This spell causes nearby corpses to begin crawling together, merging into horrible agglomerations of flesh. More and larger corpses result in more powerful creations. %%%% Vampiric Draining spell 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. Accidentally draining an undead or demonic creature will backfire painfully on the caster. %%%% Venom Bolt spell This spell throws a penetrating bolt of poison. %%%% Virulence spell This spell makes a target more vulnerable to poison, and enhances any poison that was already in their body. %%%% Volley of Thorns spell This ability allows launching a small hail of sharp thorns. %%%% Wall of Brambles spell This ability causes the rapid growth of brambles. They have almost no structural strength, but the wicked thorns they bear make their removal difficult. Such brambles are sparse enough that almost any missile can pass through unhindered. %%%% Warp Weapon spell This spell temporarily binds a localized warp field to the caster's weapon. It will not affect artefact weapons. Unlike a permanently distortion-branded weapon, the affected weapon may still be safely unwielded. %%%% Waterstrike spell This spell causes the water around or under the target to violently swirl, dealing damage. It can affect targets standing in or flying above water. %%%% Weave Shadows spell This spell weaves a creature from shadows and threads of ethereal matter. The creatures thus brought into existence increase in power with spellpower. The spell even creates appropriate equipment for the creature, which are given a lasting substance by their firm contact with reality. %%%% Wind Blast spell This spell causes a strong gust of wind to push away creatures and clouds in a cone. %%%% Word of Recall spell This spell recalls allies from elsewhere on the same dungeon level to the caster, after a short delay. %%%%