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MAngband Spells & Prayers

Last updated for - Angband 3.0.8
Based on - MAGIC.SPO
Release Date - July 10, 2007
Author - Hugo Kornelis (angband@hugo.isdit.com)

This spoiler describes in detail how spells (and prayers) are gained, used, and lost. It also describes how intelligence or wisdom and level affect the number of spells available, the chance of failure, and the maximum number of mana points you have.

This last section of this spoiler describes the effects of every spell and prayer. It also discloses in what book the spell may be found, what classes are able to use the spell, minimum level needed to use the spell, mana cost, and base chance of spell failure.

Contents Notes on Notation

The notation "XdY" indicates a number obtained by rolling an Y-sided die X times. (Thus 4d6 indicates a number from 4 to 24).

Unless stated otherwise, "level" always refers to the character level. In the descriptions of learning and using spells, the term "spell" applies to both magic spells and holy prayers.

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Learning Spells

Before a spell can be used, it must be learned. The number of spells you can learn depends on your level and your intelligence (for mages, rangers, and rogues) or wisdom (for priests and paladins), as shown in table 1.

Rangers start gaining spells at level 3, rogues at level 5. Fractions are rounded to the nearest whole number. Example: a 9th level ranger with 18/73 intelligence has a maximum of 12 spells (from 3 up to 9 is 7 levels, multiplied by 1.7 = 11.9, rounded up to 12).

The number of spells you can learn will never exceed the number of spells available to your class. Some spells in the spellbooks are not available to all classes. These are marked (illegible) when browsing the spellbook.

When the number of spells you can learn increases, a message is shown ("You can learn xxx more spell(s)/prayer(s)") and the word "Study" is shown on the status bar. No message is given if the status "Study" was already activated. You can use the "gain" command to learn a new spell, provided you are not blind or confused and some light is available.

For mages, rangers, and rogues, the game lets you choose which magic spell to learn. The chosen spell must meet the following criteria:

For priests and paladins, you can only choose a book to gain a prayer from. The game will then randomly choose a holy prayer from that book, governed by the same criteria as for magic spell above.

If your intelligence, wisdom, or level decreases, you may forget some of the spells you have learned earlier. First, you will forget all spells with a minimum level higher than your new character level. Next, the number of spells you may know is determined from your new level and your new intelligence or wisdom; if you still know too many spells, you will forget as many spells as needed to lower the number of spells known to the new maximum. The order in which spells will be forgotten is the reverse of the order in which they were learned. A forgotten spell can not be used until it's remembered.

If the number of spells you can learn increases after you have forgotten one or more spells, then you will start remembering those spells again. Spells will come back to you in the same order in which they were originally learned. You won't be able to learn new spells until there are no more previously forgotten spells to remember. (Note that there is one situation that allows you to learn new spells before all previously forgotten spells are remembered: if you lose a level, but increase your intelligence or wisdom, you won't be able to remember the spells that are still above your level, but you may learn other spells).

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Mana / Spell Points

Mana is the magical energy a spellcaster has. The amounts of mana is measured in spell points (SP). For spellcasters, both the maximum and the current number of spell points are shown below the maximum and current hit points.

The maximum number of spell points you may have is determined by level and intelligence (for mages, rangers, and rogues) or wisdom (for priests and paladins), as shown in table 1.

Rangers start gaining mana at level 3, rogues at level 5. Fractions are rounded down. If you have at least 0.5 spell point (before rounding), you get one spell point bonus. Example: a 9th level ranger with 18/73 intelligence has a maximum of 18 spell points (from 3 up to 9 is 7 levels, multiplied by 2.5 = 17.5, rounded down to 17 plus 1 bonus = 18).

Mages, rangers, and rogues may suffer a penalty to their maximum number of spell points when they wear gloves. Unless the gloves give you Free Action or a bonus to dexterity, the maximum number of spell points is reduced by 25%.

All spellcasters may suffer a penalty to their maximum number of spell points from heavy armor. The maximal combined weight of all armor (equipment slots "g" through "l") for each class is given in table 2. Exceeding the limit results in a penalty of 1 spell point per pound of extra weight.

Everytime you attempt to use a spell, whether successful or not, the mana required for that spell is subtracted from your current mana. If your current mana is insufficient, you may still attempt to use the spell but the failure chance will increase and you risk damage to your constitution, as described below. The mana required for each spell is given in the spell descriptions at the end of this spoiler.

When your current number of spell points is below the maximum, it will slowly restore. To determine the amount of spell points regenerated each turn, first determine the regeneration percentage. This is usually 0.3%, but lack of food will lower this to 0.15% (weak), 0.05% (fainting) or even to 0% (starving). If you have regeneration, the regeneration percentage is doubled. The regeneration percentage is also doubled when you are resting or searching.

After determining the regeneration percentage, the actual amount of spell points regenerated per turn follows from this calculation:

SP regenerated = (Max SP * regeneration%) + 0.008

Note: Fractions of spell points are kept, but never shown.

Example: a 9th level ranger with 18/73 intelligence has a maximum of 18 spell points. If she is resting while being well-fed and wearing an Amulet of Regeneration, the regeneration percentage is 1.2% (0.3% for being well-fed, doubled for regeneration and doubled again for resting). She will restore (18 * 1.2%) + 0.008 or 0.224 spell points per turn.

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Using Spells

In order to use a spell, issue either the "cast" or the "pray" command. You may not be blind or confused and some light has to be available.

You can only use spells from spellbooks that are available to you (either in your inventory or on the floor) and that you have already learned. Spells that you have forgotten can't be used until they are remembered again.

If you try to use a spell that requires more mana than you currently have, you are asked to confirm if you really want to try that spell. Note that any attempt to use a spell that costs more mana than you have can damage your constitution! See below for details.

Once you have selected which spell to use, the game will determine if the spell is succesful or not. The base chance of failure for each spell is given in the spell descriptions at the end of this spoiler (marked %Fail). This chance is reduced by 3 percent for each level above the minimum level required for your class to use that spell. The chance of failure is further reduced by an amount based on intelligence (for mages, rangers, and rogues) or wisdom (for priests and paladins), as shown in table 1. If you have insufficient mana, the chance of failure increases by 5% for every spell point you are short of the amount needed. Finally, if you are a priest wielding an edged weapon, another 25% is added to the chance of failure, unless the weapon is blessed.

After correcting the chance of failure for level, intelligence or wisdom, lack of mana, and edged weapon use for priests, it is checked against the minimum chance of spell failure, which is dependant on intelligence (for mages, rangers, and rogues) or wisdom (for priests and paladins), as shown in table 1.

After applying the minimum chance of spell failure, the stun condition is checked. Attempting to use spells while stunned will boost the chance of failure by 15% when stunned or by 25% when heavily stunned.

Amnesia is another factor that impacts your chance of succesfully using spells. If you are currently suffering from amnesia, the chance of failure is doubled.

If, after all these calculations, the failure chance exceeds 95%, it is lowered to 95%.

Example: a 9th level ranger with 18/73 intelligence tries to cast a Stinking Cloud. For rangers, this spell has mimimum level 7, base chance of failure of 40% and the mana needed is 5 SP. Unfortunately, the current mana of this ranger is a mere 3 SP. Her chance of failure is determined as follows: base chance (40%) minus 3 times the number of levels above minimum level for the spell ((9-7) * 3 = 6%) minus adjustment for 18/73 INT (12%) plus 5 times the amount of SP she is short ((5-3) * 5 = 10%): 40 - 6 - 12 + 10 = 32%. Since the minimum chance of failure for 18/73 INT is 5% (for rangers - the 4% chance applies to mages and priests only), the calculated value of 32% will be used to determine if the spell of Stinking Cloud succeeds. This number would increase to 47% if she is currently stunned, or it would double to 64% if she suffers from amnesia. If she is both heavily stunned and amnesiac, the chance of failure would be 95% (32% + 25% for heavy stun makes 57%, doubled for amnesia to 114% but capped at the maximum failure chance of 95%).

After calculating the chance of failure, Angband checks if you succeed in using the spell. If the spell fails, a message is given to notify you of the failure. If the spell succeeds, the effects described in the spell descriptions at the end of this spoiler take place. If this is the first time you succeed in using the spell, you will gain an amount of experience equal to the experience points for the spell multiplied by the minimum level required for the spell.

Regardless of success or failure, your mana will be reduced by the amount needed to cast the spell, but never below zero. If a spell was cast with insufficient mana, you will always faint (even if you have Free Action) and be paralyzed for 1d(5*short+1) turns (where short is the number of spell points you were short. There is also a 3 in 8 chance that your current constitution is reduced and a 1 in 8 chance that both your current and maximum constitution are reduced. In both cases, the amount of constitution lost is from 4 to 12.5%.

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Tables

For easier reference, all modifiers used in the calculations above are gathered together in two tables. The first table lists all effects of intelligence or wisdom: number of spells per level, amount of mana per level, adjustment to chance of spell failure, and minimum chance of spell failure. The second table lists all class-dependent issues: minimum level for gaining and using spells, maximum armor weight, minimum chance of spell failure, and primary statistic (intelligence or wisdom).

Table 1: Effect of intelligence or wisdom on spells and prayers.

INT or WISSpells/levelMana/levelFail% adj.Minimum fail% *)





3 - 3no spellsno mana+ 5%99%
4 - 4no spells0.1+ 4%99%
5 - 50.10.2+ 3%99%
6 - 60.20.3+ 3%99%
7 - 70.30.4+ 2%99%
8 - 80.40.5+ 1%50%
9 - 90.50.60%30%
10 - 100.60.70%20%
11 - 110.70.80%15%
12 - 120.80.90%12%
13 - 130.8510%11%
14 - 140.91.1- 1%10%
15 - 150.951.2- 2%9%
16 - 1611.3- 3%8%
17 - 171.051.4- 4%7%
18/00 -18/091.11.5- 5%6%
18/10 -18/191.151.6- 6%6%
18/20 -18/291.21.7- 7%5%
18/30 -18/391.31.8- 8%5%
18/40 -18/491.41.9- 9%5%
18/50 -18/591.52-10%4% / 5%
18/60 -18/691.62.25-11%4% / 5%
18/70 -18/791.72.5-12%4% / 5%
18/80 -18/891.83-15%4% / 5%
18/90 -18/991.93.5-18%3% / 5%
18/100-18/1024-21%3% / 5%
18/110-18/112.14.5-24%2% / 5%
18/120-18/122.25-27%2% / 5%
18/130-18/1392.35.5-30%2% / 5%
18/140-18/1492.46-33%2% / 5%
18/150-18/1592.56.5-36%1% / 5%
18/160-18/1692.57-39%1% / 5%
18/170-18/1792.57.5-42%1% / 5%
18/180-18/1892.58-45%1% / 5%
18/190-18/1992.58-48%1% / 5%
18/200-18/2092.58-51%0% / 5%
18/210-18/2192.58-54%0% / 5%
18/220+2.58-57%0% / 5%

*) Note: For rangers, rogues, and paladins, the minimum fail% will never be less than 5%.

Table 2: Effect of class on spells and prayers

ClassMin. levelMax. armor weightMinimum fail%Primary stat





Mage1300 pounds0%Intelligence
Paladin1400 pounds5%Wisdom
Priest1350 pounds0%Wisdom
Ranger3400 pounds5%Intelligence
Rogue5350 pounds5%Intelligence

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Standard Chance to Resist

The more powerful monsters are less likely to be affected by many of the effects of spells. The standard chance to resist an effect is based on the monster's monster level and your character level:

In the spell descriptions below, "standard chance to resist" is used to indicate that this chance applies to the particular effect.

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Books of Magic Spells

This section of the spoiler describes the effects of every magic spell.

Many spells will produce some kind of ball effect. For all ball effects, damage is reduced by range. The amount of damage at the center is listed in the descriptions. This damage is reduced by 50% at range 1, by 66% at range 2, by 75% at range 3 (for large balls), and by 80% at range 4 (for giant balls).

Book 1: Magic for Beginners

(a) Magic Missile
Mage : Level 1, Mana 1, %Fail 22, Exp 4
Ranger : Level 3, Mana 1, %Fail 30, Exp 1
Rogue : n/a
Fires a magic missile that inflicts (3+(level-1)/5)d4 points of damage, with a chance of getting a beam that inflicts the same damage on each monster caught in it equal to (level-10)% for a mage, or (level/2-10)% for a rogue or ranger.

(b) Detect Monsters
Mage : Level 1, Mana 1, %Fail 23, Exp 4
Ranger : Level 3, Mana 2, %Fail 35, Exp 2
Rogue : Level 5, Mana 1, %Fail 50, Exp 1
Detects all non-invisible monsters on the current screen, for one turn only. (The area of effect depends on your screen size).

(c) Phase Door
Mage : Level 1, Mana 2, %Fail 24, Exp 4
Ranger : Level 3, Mana 2, %Fail 35, Exp 2
Rogue : Level 7, Mana 2, %Fail 55, Exp 1
Teleports you randomly up to 10 squares away.

(d) Light Area
Mage : Level 1, Mana 2, %Fail 26, Exp 4
Ranger : Level 5, Mana 3, %Fail 35, Exp 1
Rogue : Level 9, Mana 3, %Fail 60, Exp 1
Lights up an area with a radius of level/10+1 squares around you and inflicts 2d(level/2) points of damage on each light-sensitive monster within the radius of the spell. If you are in a room, it lights up the entire room as well.

(e) Detect Treasure
Mage : n/a
Ranger : n/a
Rogue : Level 10, Mana 3, %Fail 60, Exp 1
Detects all treasure on the current screen. (The area of effect depends on your screen size).

(f) Cure Light Wounds
Mage : Level 3, Mana 3, %Fail 25, Exp 3
Ranger : Level 5, Mana 3, %Fail 40, Exp 1
Rogue : Level 11, Mana 4, %Fail 65, Exp 1
Cures 2d8 points of damage and heals 15 points worth of cuts.

(g) Detect Objects
Mage : n/a
Ranger : n/a
Rogue : Level 12, Mana 4, %Fail 65, Exp 1
Detects all objects on the current screen. (The area of effect depends on your screen size).

(h) Find Hidden Traps/Doors
Mage : Level 3, Mana 3, %Fail 25, Exp 2
Ranger : Level 5, Mana 4, %Fail 45, Exp 2
Rogue : Level 8, Mana 3, %Fail 50, Exp 1
Detects all doors, stairs, and traps on the current screen. (The area of effect depends on your screen size).

(i) Stinking Cloud
Mage : Level 3, Mana 3, %Fail 27, Exp 3
Ranger : Level 7, Mana 5, %Fail 40, Exp 3
Rogue : Level 21, Mana 12, %Fail 50, Exp 10
Shoots a radius-2 ball that inflicts 10+level/2 points of poison damage at its center.

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Book 2: Conjurings and Tricks

(a) Confuse Monster
Mage : Level 5, Mana 4, %Fail 30, Exp 4
Ranger : Level 7, Mana 6, %Fail 40, Exp 2
Rogue : Level 15, Mana 6, %Fail 75, Exp 1
Attempts to confuse a single monster for 1+3d(level/2) turns, or half that amount if the monster is already confused. Uniques and monsters that resist confusion are never affected. Other monsters have the standard chance to resist.

(b) Lightning Bolt
Mage : Level 5, Mana 4, %Fail 30, Exp 4
Ranger : Level 9, Mana 7, %Fail 40, Exp 3
Rogue : n/a
Fires a beam that inflicts (3+(level-5)/6)d6 points of lightning damage on each monster caught in it.

(c) Trap/Door Destruction
Mage : Level 5, Mana 5, %Fail 30, Exp 6
Ranger : Level 9, Mana 8, %Fail 45, Exp 3
Rogue : Level 14, Mana 7, %Fail 60, Exp 2
Destroys all traps and doors within a 1-square radius of you.

(d) Cure Poison
Mage : Level 5, Mana 5, %Fail 35, Exp 4
Ranger : Level 11, Mana 9, %Fail 45, Exp 3
Rogue : Level 21, Mana 9, %Fail 90, Exp 1
Neutralizes poison.

(e) Sleep Monster
Mage : Level 7, Mana 5, %Fail 30, Exp 4
Ranger : Level 11, Mana 8, %Fail 40, Exp 3
Rogue : Level 19, Mana 8, %Fail 85, Exp 1
Attempts to put to sleep a single monster. Uniques and monsters that resist sleep are not affected. Other monsters have the standard chance to resist.

(f) Teleport Self
Mage : Level 7, Mana 6, %Fail 35, Exp 5
Ranger : Level 13, Mana 10, %Fail 45, Exp 3
Rogue : Level 22, Mana 9, %Fail 50, Exp 1
Teleports you randomly up to level*5 squares away.

(g) Spear of Light
Mage : Level 7, Mana 6, %Fail 30, Exp 5
Ranger : Level 13, Mana 11, %Fail 55, Exp 4
Rogue : Level 23, Mana 10, %Fail 95, Exp 1
Produces a beam that lights up all squares caught in it and inflicts 6d8 points of damage on light-sensitive monsters on those squares.

(h) Frost Bolt
Mage : Level 7, Mana 6, %Fail 40, Exp 6
Ranger : Level 15, Mana 12, %Fail 50, Exp 4
Rogue : n/a
Shoots a bolt that inflicts (5+(level-5)/4)d8 points of cold damage, with a chance of getting a beam that inflicts the same damage on each monster caught in it equal to (level-10)% for a mage, or (level/2-10)% for a ranger.

(i) Wonder
Mage : Level 7, Mana 10, %Fail 50, Exp 5
Ranger : Level 15, Mana 18, %Fail 80, Exp 10
Rogue : Level 20, Mana 10, %Fail 70, Exp 20
Invokes a random spell effect. The effect is determined by looking up the result of level/5+1d100 in the following table:
1- 7: Same effect as Wand of Clone Monster
8- 13: Same effect as Wand of Haste Monster
14- 25: Same effect as Wand of Heal Monster
26- 30: Same effect as Wand of Polymorph
31- 35: Magic missile inflicting (3+(level-1)/5)d4 points of damage; chance of beam is (level-10)% for mage, (level/2-10)% for ranger and rogue
36- 40: Same effect as magic spell Confuse Monster
41- 45: Radius-3 poison ball, inflicting 20+level/2 points of poison damage at its center
46- 50: Same effect as magic spell Spear of Light
51- 55: Lightning beam inficting (3+(level-5)/6)d6 points of lightning damage
56- 60: Frost bolt inflicting (5+(level-5)/4)d8 point of cold damage; chance of beam is (level-10)% for mage, (level/2-10)% for ranger and rogue 61- 65: Acid bolt inflicting (6+(level-5)/4)d8 points of acid damage; chance of beam is level% for mage, (level/2)% for ranger and rogue
66- 70: Fire bolt inflicting (8+(level-5)/4)d8 points of fire damage; chance of beam is level% for mage, (level/2)% for ranger and rogue
71- 75: Same effect as Wand of Drain Life , but for 75 points of damage
76- 80: Radius-2 lightning ball, inflicting (30+level)/2 points of lightning damage at its center
81- 85: Radius-2 acid ball, inflicting 40+level points of acid damage at its center
86- 90: Radius-3 cold ball, inflicting 70+level points of cold damage at its center
91- 95: Radius-3 fire ball, inflicting 80+level points of fire damage at its center
96-100: Same effect as Wand of Drain Life , but for 100+level points of damage
101-103: Same effect as magic spell Earthquake, but with a radius of 12 squares
104-105: Same effect as magic spell Word of Destruction
106-107: Same effect as magic spell Banishment
108-109: Same effect as Staff of Power
110: Cures 300 points of damage, hits each monster within line of sight for 150 points of damage, and then attempts to slow and put to sleep each remaining monster within line of sight.
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Book 3: Incantations and Illusions

(a) Satisfy Hunger
Mage : Level 9, Mana 7, %Fail 45, Exp 8
Ranger : Level 17, Mana 17, %Fail 55, Exp 3
Rogue : Level 25, Mana 12, %Fail 95, Exp 1
Magically renders you well-fed (but not satiated). This will also cure a bloated stomach.

(b) Lesser Recharging
Mage : Level 9, Mana 7, %Fail 75, Exp 10
Ranger : Level 29, Mana 17, %Fail 90, Exp 4
Rogue : Level 27, Mana 15, %Fail 99, Exp 1
Adds charges to a stack of wands or staves. Failure occurs 1 time in (102+level/5-level of wand or staff-10*(avg # of charges))/15, and destroys one wand or staff. If the attempt succeeds, the stack gains 2+1d((2+level/5)/(2+level of wand or staff)+1) charges.

(c) Turn Stone to Mud
Mage : Level 9, Mana 7, %Fail 44, Exp 8
Ranger : Level 15, Mana 13, %Fail 50, Exp 4
Rogue : Level 24, Mana 11, %Fail 70, Exp 1
Produces a beam that destroys the first section of wall it hits, unless it is a permanent wall. Each monster caught in the beam that is susceptible to rock remover takes 20+1d30 points of damage.

(d) Fire Bolt
Mage : Level 10, Mana 7, %Fail 50, Exp 7
Ranger : Level 25, Mana 20, %Fail 60, Exp 3
Rogue : n/a
Shoots a bolt that inflicts (6+(level-5)/4)d8 points of fire damage, with a chance of getting a beam that inflicts the same damage on each monster caught in it equal to level% for a mage, or (level/2)% for a ranger.

(e) Polymorph Other
Mage : Level 11, Mana 7, %Fail 45, Exp 9
Ranger : Level 21, Mana 19, %Fail 60, Exp 3
Rogue : n/a
Attempts to polymorph a single monster. Uniques are not affected. Other monsters have the standard chance to resist. If a monster fails this chance, it still gets a (monster level) in 90 chance to avoid the effect. If the monster fails this second chance as well, the game attempts to generate a new, single, non-unique monster (with monster generation level equal to the average of monster level and dungeon level + 5) that is no more than 20 monster levels away from the original monster; the original monster then transforms into the new monster, at full health.

(f) Identify
Mage : Level 11, Mana 7, %Fail 25, Exp 6
Ranger : Level 23, Mana 25, %Fail 90, Exp 3
Rogue : Level 18, Mana 18, %Fail 60, Exp 2
Reveals all normal (magical but non-hidden) powers of one object.

(g) Detect Invisible
Mage : Level 15, Mana 5, %Fail 40, Exp 6
Ranger : Level 25, Mana 15, %Fail 50, Exp 4
Rogue : Level 20, Mana 10, %Fail 50, Exp 4
Detects all invisible monsters on the current screen, for one turn only. (The area of effect depends on your screen size).

(h) Acid Bolt
Mage : Level 15, Mana 9, %Fail 50, Exp 8
Ranger : Level 20, Mana 16, %Fail 50, Exp 6
Rogue : n/a
Shoots a bolt that inflicts (8+(level-5)/4)d8 points of acid damage, with a chance of getting a beam that inflicts the same damage on each monster caught in it equal to level% for a mage, or (level/2)% for a ranger.

(i) Slow Monster
Mage : Level 17, Mana 9, %Fail 50, Exp 7
Ranger : Level 25, Mana 21, %Fail 65, Exp 3
Rogue : Level 28, Mana 20, %Fail 70, Exp 4
Attempts to slow down a single monster, decreasing it's speed by -10 unless it's speed is already -40 or worse. This effect is permanent, and stacks with other slowing effects. Uniques are not affected. Other monsters have the standard chance to resist.

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Book 4: Sorcery and Evocations

(a) Frost Ball
Mage : Level 19, Mana 12, %Fail 55, Exp 8
Ranger : Level 27, Mana 21, %Fail 65, Exp 6
Rogue : n/a
Shoots a radius-2 ball that inflicts 30+level points of cold damage at its center.

(b) Teleport Other
Mage : Level 23, Mana 12, %Fail 60, Exp 8
Ranger : Level 31, Mana 25, %Fail 70, Exp 3
Rogue : Level 31, Mana 25, %Fail 70, Exp 3
Produces a beam that teleports each monster caught in it up to 100 squares away.

(c) Haste Self
Mage : Level 25, Mana 12, %Fail 65, Exp 10
Ranger : Level 33, Mana 25, %Fail 75, Exp 4
Rogue : Level 32, Mana 25, %Fail 70, Exp 6
Hastes you (+10 to speed) for level+1d20 turns, or 5 additional turns if you already are temporarily hasted.

(d) Mass Sleep
Mage : Level 25, Mana 7, %Fail 50, Exp 6
Ranger : Level 23, Mana 20, %Fail 60, Exp 4
Rogue : Level 24, Mana 15, %Fail 80, Exp 10
Attempts to put to sleep each monster within line of sight. Uniques and monsters that resist sleep are not affected. Other monsters have the standard chance to resist.

(e) Fire Ball
Mage : Level 26, Mana 18, %Fail 65, Exp 12
Ranger : Level 34, Mana 28, %Fail 80, Exp 9
Rogue : n/a
Shoots a radius-2 ball that inflicts 55+level points of fire damage at its center.

(f) Detect Enchantment
Mage : Level 30, Mana 10, %Fail 70, Exp 10
Ranger : Level 35, Mana 20, %Fail 70, Exp 10
Rogue : Level 27, Mana 10, %Fail 50, Exp 10
Detects all enchanted objects on the current screen. Enchanted objects include artifacts, ego items, amulets, rings, staffs, wands, rods, scrolls, potions, spellbooks, and all items that give a bonus to-hit, to-dam, or to AC. (The area of effect depends on your screen size).

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Book 5: Resistances of Scarabtarices

(a) Resist Cold
Mage : Level 10, Mana 5, %Fail 50, Exp 10
Ranger : Level 8, Mana 15, %Fail 50, Exp 30
Rogue : Level 16, Mana 12, %Fail 50, Exp 40
Grants you resistance to cold for 20+1d20 turns. The duration is cumulative with any other temporary cold resistance.

(b) Resist Fire
Mage : Level 10, Mana 5, %Fail 50, Exp 10
Ranger : Level 8, Mana 15, %Fail 50, Exp 30
Rogue : Level 19, Mana 12, %Fail 50, Exp 40
Grants you resistance to fire for 20+1d20 turns. The duration is cumulative with any other temporary temporary fire resistance.

(c) Resist Poison
Mage : Level 25, Mana 10, %Fail 45, Exp 20
Ranger : Level 26, Mana 25, %Fail 75, Exp 50
Rogue : Level 30, Mana 25, %Fail 75, Exp 60
Grants you resistance to poison for 20+1d20 turns. The duration is cumulative with any other temporary temporary poison resistance.

(d) Resistance
Mage : Level 28, Mana 20, %Fail 65, Exp 30
Ranger : Level 31, Mana 40, %Fail 85, Exp 70
Rogue : Level 31, Mana 30, %Fail 85, Exp 80
Grants you resistance to acid, cold, fire, lightning, and poison for 20+1d20 turns. The duration is cumulative with any other temporary acid, cold, fire, lightning, or poison resistance.

(e) Shield
Mage : Level 32, Mana 24, %Fail 75, Exp 30
Ranger : Level 35, Mana 30, %Fail 75, Exp 80
Rogue : Level 34, Mana 20, %Fail 75, Exp 80
Grants you +50 to AC for 30+1d20 turns.

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Book 6: Raal's Tome of Destruction

(a) Shock Wave
Mage : Level 16, Mana 10, %Fail 40, Exp 6
Ranger : n/a
Rogue : Level 35, Mana 25, %Fail 80, Exp 50
Shoots a radius-2 ball that inflicts 10+level points of sound damage at its center, and has a chance to stun surviving monsters in the area of effect.

(b) Explosion
Mage : Level 20, Mana 20, %Fail 50, Exp 10
Ranger : n/a
Rogue : n/a
Shoots a radius-2 ball that inflicts 20+level*2 points of shards damage at its center.

(c) Cloudkill
Mage : Level 20, Mana 9, %Fail 50, Exp 8
Ranger : Level 22, Mana 19, %Fail 60, Exp 6
Rogue : Level 25, Mana 20, %Fail 60, Exp 15
Shoots a radius-3 ball that inflicts 40+level/2 points of poison damage at its center.

(d) Acid Ball
Mage : Level 20, Mana 15, %Fail 70, Exp 20
Ranger : Level 30, Mana 24, %Fail 70, Exp 6
Rogue : n/a
Shoots a radius-2 ball that inflicts 40+level points of acid damage at its center.

(e) Ice Storm
Mage : Level 27, Mana 22, %Fail 75, Exp 24
Ranger : Level 35, Mana 35, %Fail 70, Exp 10
Rogue : n/a
Shoots a radius-3 ball that inflicts 50+level*2 points of cold damage at its center.

(f) Meteor Swarm
Mage : Level 30, Mana 25, %Fail 85, Exp 34
Ranger : Level 36, Mana 45, %Fail 80, Exp 35
Rogue : n/a
Shoots a swarm of 2+level/20 meteors. Meteors will travel until hitting a wall, a monster, or reaching the target location. Meteors will explode as a radius-1 ball, inflicting 30+level/2 points of damage at its center. If this kills the monster that blocked the path to the target location, the next meteor may continue to find another target.

(g) Rift
Mage : Level 35, Mana 30, %Fail 60, Exp 25
Ranger : n/a
Rogue : n/a
Fires a beam that inflicts 40+(level)d7 points of gravity damage on each monster caught in it, and has a chance to teleport surviving monsters in the area of effect up to 10 squares away. Monsters have a (monster level) in 127 chance to resist being teleported away. Monsters that can breathe gravity are never teleported away, and have the damage reduced to 3 / (6 + 1d6) of normal damage.

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Book 7: Mordenkainen's Escapes

(a) Door Creation
Mage : Level 13, Mana 9, %Fail 40, Exp 12
Ranger : Level 20, Mana 17, %Fail 20, Exp 25
Rogue : Level 17, Mana 7, %Fail 30, Exp 15
A (closed) door is created on each empty floor space that is directly adjacent to you.

(b) Stair Creation
Mage : Level 24, Mana 20, %Fail 50, Exp 20
Ranger : Level 32, Mana 32, %Fail 50, Exp 40
Rogue : Level 25, Mana 12, %Fail 40, Exp 25
A stair (going up or down, chosen at random) is created on the space where you are standing. This will destroy any terrain feature that was there before. It will also destroy all items currently on the floor where the spell is cast. The stair will always be down from town, and always be up from level 99 if Sauron has not been killed, level 100 if Morgoth has not been killed, and level 127. The spell will fail when used on a space already occupied by a stair or by a shop door. It will also fail if an artifact is lying on the floor where the spell is cast.

(c) Teleport Level
Mage : Level 28, Mana 17, %Fail 65, Exp 20
Ranger : Level 34, Mana 27, %Fail 60, Exp 15
Rogue : Level 25, Mana 20, %Fail 60, Exp 20
Teleports you 1 level up or 1 level down (chosen at random). The direction will always be down from the town, and always up from level 99 if Sauron is still alive or level 100 if Morgoth is still alive. This spell has no effect when the option to restrict the use of stairs and recall is set.

(d) Word of Recall
Mage : Level 30, Mana 25, %Fail 75, Exp 15
Ranger : Level 35, Mana 35, %Fail 75, Exp 16
Rogue : Level 36, Mana 40, %Fail 80, Exp 18
Teleports you from the dungeon to the town or from the town to the deepest level you have visited in the dungeon. If you are in the dungeon but above the deepest level you have visited, you are given the option to reset the recall depth. If you do so, future recalls will take you to your current level, or to the deepest level you have visited after resetting recall depth. The recall effect is not immediate; it is delayed by 14+1d20 turns. During that delay, the spell can be canceled by invoking the spell of recall again. This spell has no effect when the option to restrict the use of stairs and recall is set, unless Morgoth is dead.

(e) Rune of Protection
Mage : Level 36, Mana 60, %Fail 70, Exp 40
Ranger : Level 40, Mana 75, %Fail 80, Exp 80
Rogue : n/a
Inscribes a glyph of warding beneath you. Summoned monsters can't appear on the glyph. If a monster attempts to move onto the glyph or melee you while you are standing on the glyph, it must first succeed in breaking the glyph. Its chance to do so is (monster level) in 550. The glyph will remain where it is, until a monster succeeds in breaking it, or until you leave the level.

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Book 8: Tenser's Transformations

(a) Heroism
Mage : n/a
Ranger : Level 18, Mana 15, %Fail 50, Exp 40
Rogue : Level 26, Mana 15, %Fail 50, Exp 40
Cures 10 points of damage, removes fear and grants you heroism (resistance to fear, and a bonus of +12 to-hit) for 25+1d25 turns.

(b) Berserker
Mage : n/a
Ranger : Level 23, Mana 30, %Fail 80, Exp 35
Rogue : Level 28, Mana 20, %Fail 60, Exp 60
Cures 30 points of damage, removes fear, and grants you berserk strength (resistance to fear, a bonus of +24 to-hit, and a penalty of -10 to AC) for 25+1d25 turns.

(c) Enchant Armor
Mage : n/a
Ranger : Level 33, Mana 45, %Fail 90, Exp 50
Rogue : Level 31, Mana 50, %Fail 95, Exp 90
Makes 1d3+level/20-1 attempts to improve the armour class bonus of a piece of armour. Each attempt might fail, based on the current armour class bonus.

(d) Enchant Weapon
Mage : n/a
Ranger : Level 34, Mana 50, %Fail 90, Exp 60
Rogue : Level 35, Mana 55, %Fail 90, Exp 90
Makes 1d4+level/20-1 attempts to improve the to-hit bonus and 1d4+level/20-1 attempts to improve the to-dam bonus of a weapon. Each attempt might fail, based on the current to-hit or to-dam bonus.

(e) Greater Recharging
Mage : Level 30, Mana 30, %Fail 95, Exp 100
Ranger : Level 35, Mana 50, %Fail 95, Exp 115
Rogue : Level 35, Mana 40, %Fail 95, Exp 100
Adds charges to a stack of wands or staves. Failure occurs 1 time in (150+level-level of wand or staff-10*(avg # of charges))/15, and destroys one wand or staff. If the attempt succeeds, the stack gains 2+1d((50+level)/(2+level of wand or staff)+1) charges.

(f) Elemental Brand
Mage : Level 32, Mana 60, %Fail 95, Exp 120
Ranger : Level 31, Mana 60, %Fail 95, Exp 180
Rogue : Level 37, Mana 60, %Fail 80, Exp 120
One stack of ammunition is branded with fire, cold, or poison (selected at random). In addition, the game makes 1d3+4 attempts to improve the to-hit bonus and 1d3+4 attempts to improve the to-dam bonus of this stack. Each of these attempts might fail, based on the current to-hit or to-dam bonus and the size of the stack. The spell has no effect if the ammunition is already branded, has a slay, is broken, or is cursed.

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Book 9: Kelek's Grimoire of Power

(a) Earthquake
Mage : Level 20, Mana 18, %Fail 60, Exp 20
Ranger : Level 30, Mana 28, %Fail 60, Exp 16
Rogue : n/a
Causes a 10-square radius earthquake around you. All spaces in the radius are darkened; all spaces (except the epicenter) have a 15% chance to be damaged. If a damaged space is occupied by a monster that can't bore through rock or pass through walls, the monster takes 4d8 points of damage and moves to a non-damaged, nonoccupied space adjacent to the damaged space. If there is no space available, or if the monster can't move, the monster is removed. Each damaged non-floor space is replaced by floor. Each damaged floor space is replaced by a random type of wall and all objects on it are removed, unless one of them is an artifact (in that case, the damaged floor space is unaffected and all objects are retained). This spell has no effect when used in the town.

(b) Bedlam
Mage : Level 25, Mana 15, %Fail 60, Exp 24
Ranger : Level 32, Mana 30, %Fail 70, Exp 12
Rogue : Level 29, Mana 20, %Fail 70, Exp 20
Shoots a radius-4 confusion ball with power equal to your character level at its center. Uniques or monsters that resist confusion are not affected. Other monsters get a chance to save, based on monster level versus the power of the confusion ball: monster levels < 12 always fail to save, monster levels > power always save and all other monster levels save if 1d(power-10) < monster level - 10. If a monsters fails to save, it will be confused for 1+3d(power/2) turns, or for half that amount of additional turns if the monster is already confused.

(c) Rend Soul
Mage : Level 25, Mana 30, %Fail 80, Exp 30
Ranger : n/a
Rogue : n/a
Shoots a bolt that inflicts 11d(level) points of nether damage, with a chance of getting a beam that inflicts the same damage on each monster caught in it equal to (level/4)% for a mage, or (level/8)% for a ranger.

(d) Banishment
Mage : Level 30, Mana 45, %Fail 95, Exp 25
Ranger : n/a
Rogue : n/a
Removes all monsters represented by a chosen symbol from the level. Uniques are not affected. You take 1d4 points of damage for every monster removed.

(e) Word of Destruction
Mage : Level 33, Mana 21, %Fail 80, Exp 35
Ranger : Level 37, Mana 30, %Fail 95, Exp 30
Rogue : n/a
All spaces in a 15-square radius around you are darkened and all monsters in the area of effect are removed. Each space (except the epicenter) in the area of effect that is not a stair, a permanent wall, of currently holding an artifact, is destroyed, removing all objects from it and replacing it by either a random type of wall or by floor. You will also be blinded for 10+1d10 turns, unless you have resistance to blindness or light. This spell has no effect when used in the town.

(f) Mass Banishment
Mage : Level 35, Mana 75, %Fail 90, Exp 100
Ranger : n/a
Rogue : n/a
Removes all monsters within 20 squares of you. Uniques are not affected. You take 1d3 points of damage for every monster removed.

(g) Chaos Strike
Mage : Level 38, Mana 35, %Fail 90, Exp 40
Ranger : n/a
Rogue : n/a
Shoots a bolt that inflicts 13d(level) points of chaos damage, with a chance of getting a chaos beam that inflicts the same damage on each monster caught in it equal to level% for a mage, or (level/2)% for a ranger.

(h) Mana Storm
Mage : Level 42, Mana 30, %Fail 95, Exp 20
Ranger : n/a
Rogue : n/a
Shoots a radius-3 ball that inflicts 300+level*2 points of mana damage at its center.

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Holy Books of Prayer

This section of the spoiler describes the effects of every holy prayer.

Many prayers will produce some kind of ball effect. For all ball effects, damage is reduced by range. The amount of damage at the center is listed in the descriptions. This damage is reduced by 50% at range 1, by 66% at range 2, and by 75% at range 3 (for large balls only).

Book 1: Beginners Handbook

(a) Detect Evil
Priest : Level 1, Mana 1, %Fail 10, Exp 4
Paladin: Level 1, Mana 1, %Fail 30, Exp 4
Detects all evil monsters on the current screen, for one turn only. (The area of effect depends on your screen size).

(b) Cure Light Wounds
Priest : Level 1, Mana 2, %Fail 15, Exp 4
Paladin: Level 2, Mana 2, %Fail 35, Exp 4
Cures 2d10 points of damage and heals 10 points worth of cuts.

(c) Bless
Priest : Level 1, Mana 2, %Fail 20, Exp 4
Paladin: Level 3, Mana 3, %Fail 35, Exp 4
Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 12+1d12 turns.

(d) Remove Fear
Priest : Level 1, Mana 2, %Fail 25, Exp 4
Paladin: Level 5, Mana 3, %Fail 35, Exp 4
Removes fear.

(e) Call Light
Priest : Level 3, Mana 2, %Fail 25, Exp 1
Paladin: Level 5, Mana 4, %Fail 35, Exp 4
Lights up an area with a radius of level/10+1 squares around you and inflicts 2d(level/2) points of damage on each light-sensitive monster within the radius of the spell. If you are in a room, it lights up the entire room as well.

(f) Find Traps
Priest : Level 3, Mana 3, %Fail 27, Exp 2
Paladin: Level 7, Mana 5, %Fail 40, Exp 3
Detects all traps on the current screen. (The area of effect depends on your screen size).

(g) Detect Doors/Stairs
Priest : Level 3, Mana 3, %Fail 27, Exp 2
Paladin: Level 7, Mana 5, %Fail 40, Exp 3
Detects all doors and stairs on the current screen. (The area of effect depends on your screen size).

(h) Slow Poison
Priest : Level 3, Mana 3, %Fail 28, Exp 4
Paladin: Level 9, Mana 7, %Fail 40, Exp 3
Halves the remaining duration of any current poisoning.

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Book 2: Words of Wisdom

(a) Scare Monster
Priest : Level 5, Mana 4, %Fail 29, Exp 3
Paladin: Level 9, Mana 7, %Fail 40, Exp 3
Attempts to scare a single monster, causing it to flee in terror for 1+3d(level/2) turns, or the same amount of additional turns if the monster already is scared. Uniques and monsters that resist fear are never affected. Other monsters have the standard chance to resist.

(b) Portal
Priest : Level 5, Mana 4, %Fail 30, Exp 4
Paladin: Level 9, Mana 8, %Fail 40, Exp 3
Teleports you randomly up to level*3 squares away.

(c) Cure Serious Wounds
Priest : Level 5, Mana 4, %Fail 32, Exp 4
Paladin: Level 11, Mana 9, %Fail 40, Exp 3
Cures 4d10 points of damage and heals half of all cut damage plus another 20 points.

(d) Chant
Priest : Level 5, Mana 5, %Fail 34, Exp 4
Paladin: Level 11, Mana 10, %Fail 45, Exp 3
Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 24+1d24 turns.

(e) Sanctuary
Priest : Level 7, Mana 5, %Fail 36, Exp 3
Paladin: Level 11, Mana 10, %Fail 45, Exp 3
Attempts to put to sleep each monster directly adjacent to you. Uniques and monsters that resist sleep are not affected. Other monsters have the standard chance to resist.

(f) Satisfy Hunger
Priest : Level 7, Mana 5, %Fail 38, Exp 4
Paladin: Level 13, Mana 10, %Fail 45, Exp 3
Magically renders you well-fed (but not satiated). This will also cure a bloated stomach.

(g) Remove Curse
Priest : Level 7, Mana 6, %Fail 38, Exp 5
Paladin: Level 13, Mana 11, %Fail 45, Exp 4
Removes all ordinary curses from all equipped items. Heavy or permanent curses are not affected.

(h) Resist Heat and Cold
Priest : Level 7, Mana 7, %Fail 38, Exp 5
Paladin: Level 15, Mana 13, %Fail 45, Exp 4
Gives you temporary resistance to cold and fire, for 10+1d10 turns each.

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Book 3: Chants and Blessings

(a) Neutralize Poison
Priest : Level 9, Mana 6, %Fail 38, Exp 4
Paladin: Level 15, Mana 15, %Fail 50, Exp 4
Neutralizes poison.

(b) Orb of Draining
Priest : Level 9, Mana 7, %Fail 40, Exp 4
Paladin: Level 17, Mana 15, %Fail 50, Exp 4
Shoots a radius-2 or radius-3 ball that inflicts 3d6+level*1.5 (for priests) or 3d6+level*1.25 (for paladins) points of holy damage at its center. Evil monsters take double damage. All cursed items in the area of effect are destroyed. The bigger area of effect is attained at character level 30.

(c) Cure Critical Wounds
Priest : Level 9, Mana 7, %Fail 38, Exp 4
Paladin: Level 17, Mana 15, %Fail 50, Exp 4
Cures 6d10 points of damage, heals all cut damage and cures amnesia.

(d) Sense Invisible
Priest : Level 11, Mana 8, %Fail 42, Exp 4
Paladin: Level 19, Mana 15, %Fail 50, Exp 4
Enables you to see invisible monsters for 24+1d24 turns.

(e) Protection from Evil
Priest : Level 11, Mana 8, %Fail 42, Exp 4
Paladin: Level 19, Mana 15, %Fail 50, Exp 4
Protects you from evil for 1d25+level*3 turns: all melee attacks by evil monsters have a chance of 50 in (your character level + 1d100) to be repelled, unless the monster's level is higher than your character level.

(f) Earthquake
Priest : Level 11, Mana 9, %Fail 55, Exp 5
Paladin: Level 21, Mana 17, %Fail 50, Exp 3
Causes a 10-square radius earthquake around you. All spaces in the radius are darkened; all spaces (except the epicenter) have a 15% chance to be damaged. If a damaged space is occupied by a monster that can't bore through rock or pass through walls, the monster takes 4d8 points of damage and moves to a non-damaged, nonoccupied space adjacent to the damaged space. If there is no space available, or if the monster can't move, the monster is removed. Each damaged non-floor space is replaced by floor. Each damaged floor space is replaced by a random type of wall and all objects on it are removed, unless one of them is an artifact (in that case, the damaged floor space is unaffected and all objects are retained). This prayer has no effect when used in the town.

(g) Sense Surroundings
Priest : Level 13, Mana 10, %Fail 45, Exp 4
Paladin: Level 23, Mana 17, %Fail 50, Exp 3
Maps out a portion of the level that is slightly larger than the current screen. (The area of effect depends on your screen size).

(h) Cure Mortal Wounds
Priest : Level 13, Mana 11, %Fail 45, Exp 4
Paladin: Level 25, Mana 20, %Fail 50, Exp 3
Cures 8d10 points of damage, cures all stunning and heals all cut damage.

(i) Turn Undead
Priest : Level 15, Mana 12, %Fail 50, Exp 5
Paladin: Level 27, Mana 21, %Fail 50, Exp 3
Attempts to scare each undead monster within line of sight, causing it to flee in terror for 1+3d(level/2) turns, or the same amount of additional turns if the monster already is scared. All undead monsters have the standard chance to resist.

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Book 4: Exorcism and Dispelling

(a) Prayer
Priest : Level 15, Mana 14, %Fail 50, Exp 5
Paladin: Level 29, Mana 22, %Fail 50, Exp 3
Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 48+1d48 turns.

(b) Dispel Undead
Priest : Level 17, Mana 14, %Fail 55, Exp 7
Paladin: Level 31, Mana 24, %Fail 60, Exp 3
Inflicts 1d(level*3) points of damage on each undead monster within line of sight.

(c) Heal
Priest : Level 21, Mana 16, %Fail 60, Exp 7
Paladin: Level 33, Mana 28, %Fail 60, Exp 3
Cures 300 points of damage, cures all stunning and heals all cut damage.

(d) Dispel Evil
Priest : Level 25, Mana 20, %Fail 70, Exp 12
Paladin: Level 35, Mana 32, %Fail 70, Exp 4
Inflicts 1d(level*3) points of damage on each evil monster within line of sight.

(e) Glyph of Warding
Priest : Level 33, Mana 55, %Fail 90, Exp 15
Paladin: n/a
Inscribes a glyph of warding beneath you. Summoned monsters can't appear on the glyph. If a monster attempts to move onto the glyph or melee you while you are standing on the glyph, they must first succeed in breaking the glyph. Their chance to do so is (monster level) in 550. The glyph will remain where it is, until a monster succeeds in breaking it.

(f) Holy Word
Priest : Level 39, Mana 32, %Fail 95, Exp 20
Paladin: n/a
Inflicts 1d(level*4) points of damage on each evil monster within line of sight, cures 1000 points of damage, cures all stunning, heals all cut damage, neutralizes poison, and removes fear.

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Book 5: Ethereal Openings

(a) Blink
Priest : Level 3, Mana 3, %Fail 50, Exp 6
Paladin: Level 7, Mana 7, %Fail 50, Exp 2
Teleports you randomly up to 10 squares away.

(b) Teleport Self
Priest : Level 10, Mana 10, %Fail 50, Exp 8
Paladin: Level 20, Mana 20, %Fail 50, Exp 4
Teleports you randomly up to level*8 squares away.

(c) Teleport Other
Priest : Level 20, Mana 20, %Fail 80, Exp 16
Paladin: Level 25, Mana 25, %Fail 80, Exp 12
Produces a beam that teleports each monster caught in it up to 100 squares away.

(d) Teleport Level
Priest : Level 30, Mana 40, %Fail 75, Exp 133
Paladin: Level 35, Mana 50, %Fail 75, Exp 115
Teleports you 1 level up or 1 level down (chosen at random). The direction will always be down from the town, and always up from level 99 if Sauron is still alive or level 100 if Morgoth is still alive. This prayer has no effect when the option to restrict the use of stairs and recall is set.

(e) Word of Recall
Priest : Level 35, Mana 50, %Fail 75, Exp 11
Paladin: Level 40, Mana 60, %Fail 75, Exp 10
Teleports you from the dungeon to the town or from the town to the deepest level you have visited in the dungeon. If you are in the dungeon but above the deepest level you have visited, you are given the option to reset the recall depth. If you do so, future recalls will take you to your current level, or to the deepest level you have visited after resetting recall depth. The recall effect is not immediate; it is delayed by 14+1d20 turns. During that delay, the spell can be canceled by invoking the spell of recall again. This prayer has no effect when the option to restrict the use of stairs and recall is set, unless Morgoth is dead.

(f) Alter Reality
Priest : Level 40, Mana 60, %Fail 75, Exp 250
Paladin: n/a
The current level will be discarded and a new dungeon level (on the same dungeon depth) will be generated. This has exactly the same side effects as leaving and re-entering the level through a stair, except that you won't start on a square with a stair.

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Book 6: Godly Insights

(a) Detect Monsters
Priest : Level 3, Mana 3, %Fail 50, Exp 2
Paladin: Level 5, Mana 5, %Fail 50, Exp 1
Detects all non-invisible monsters on the current screen. (The area of effect depends on your screen size).

(b) Detection
Priest : Level 10, Mana 10, %Fail 80, Exp 20
Paladin: Level 15, Mana 15, %Fail 80, Exp 12
Detects all treasure, objects, doors, stairs, traps, and monsters on the current screen. (The area of effect depends on your screen size).

(c) Perception
Priest : Level 20, Mana 20, %Fail 80, Exp 20
Paladin: Level 25, Mana 25, %Fail 80, Exp 16
Reveals all normal (magical but non-hidden) powers of one object.

(d) Probing
Priest : Level 25, Mana 10, %Fail 80, Exp 150
Paladin: Level 30, Mana 15, %Fail 80, Exp 135
Probes each monster within line of sight, giving information on the current hit points of the monster and many of its characteristics and abilities (excluding its melee, spellcasting, and breath attacks).

(e) Clairvoyance
Priest : Level 35, Mana 50, %Fail 80, Exp 230
Paladin: n/a
Lights up, maps out, and detects all objects on the complete current dungeon level.



Book 7: Purifications and Healing

(a) Cure Serious Wounds
Priest : Level 15, Mana 5, %Fail 50, Exp 25
Paladin: Level 17, Mana 15, %Fail 50, Exp 25
Cures 4d10 points of damage and heals all cut damage.

(b) Cure Mortal Wounds
Priest : Level 17, Mana 7, %Fail 60, Exp 45
Paladin: Level 23, Mana 25, %Fail 60, Exp 35
Cures 8d10 points of damage, cures all stunning and heals all cut damage.

(c) Healing
Priest : Level 30, Mana 50, %Fail 80, Exp 130
Paladin: n/a
Cures 2000 points of damage, cures all stunning and heals all cut damage.

(d) Restoration
Priest : Level 35, Mana 70, %Fail 90, Exp 230
Paladin: Level 45, Mana 80, %Fail 90, Exp 250
Restores to maximum all stats that are currently below maximum.

(e) Remembrance
Priest : Level 35, Mana 70, %Fail 90, Exp 250
Paladin: n/a
Restores experience points to maximum if it is currently below maximum.

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Book 8: Holy Infusions

(a) Unbarring Ways
Priest : Level 5, Mana 6, %Fail 50, Exp 40
Paladin: Level 10, Mana 16, %Fail 50, Exp 20
Destroys all traps and doors within a 1-square radius of you.

(b) Recharging
Priest : Level 15, Mana 20, %Fail 80, Exp 25
Paladin: Level 25, Mana 30, %Fail 80, Exp 15
Adds charges to a stack of wands or staves. Failure occurs 1 time in (115-level of wand or staff-10*(average # of charges))/15, and destroys one wand or staff. If the attempt succeeds, the stack gains 2+1d(15/(2+level of wand or staff)+1) charges.

(c) Dispel Curse
Priest : Level 25, Mana 40, %Fail 80, Exp 160
Paladin: n/a
Removes all ordinary and heavy curses from all equipped objects. Permanent curses are not affected.

(d) Enchant Weapon
Priest : Level 35, Mana 50, %Fail 80, Exp 230
Paladin: Level 40, Mana 70, %Fail 80, Exp 200
Makes 1d4 attempts to improve the to-hit bonus and 1d4 attempts to improve the to-dam bonus of a weapon. Each attempt might fail, based on the current to-hit or to-dam bonus.

(e) Enchant Armour
Priest : Level 37, Mana 60, %Fail 85, Exp 250
Paladin: Level 42, Mana 80, %Fail 85, Exp 250
Makes 1d3+1 attempts to improve the armour class bonus of a piece of armour. Each attempt might fail, based on the current armour class bonus.

(f) Elemental Brand
Priest : Level 45, Mana 95, %Fail 85, Exp 250
Paladin: Level 47, Mana 95, %Fail 85, Exp 250
The currently wielded melee weapon is branded with fire (25% chance) or frost (75% chance). In addition, the game makes 1d3+4 attempts to improve the to-hit bonus and 1d3+4 attempts to improve the to-dam bonus of this weapon. Each of these attempts might fail, based on the current to-hit or to-dam bonus. The spell has no effect if the weapon is an artifact or ego item, is already branded, has a slay, is broken, or is cursed.

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Book 9: Wrath of God

(a) Dispel Undead
Priest : Level 15, Mana 7, %Fail 70, Exp 25
Paladin: Level 20, Mana 13, %Fail 70, Exp 20
Inflicts 1d(level*4) points of damage on each undead monster within line of sight.

(b) Dispel Evil
Priest : Level 20, Mana 10, %Fail 75, Exp 60
Paladin: n/a
Inflicts 1d(level*4) points of damage on each evil monster within line of sight.

(c) Banish Evil
Priest : Level 25, Mana 25, %Fail 80, Exp 250
Paladin: Level 30, Mana 35, %Fail 80, Exp 200
Teleports each evil monster within line of sight up to 100 squares away.

(d) Word of Destruction
Priest : Level 35, Mana 35, %Fail 80, Exp 115
Paladin: Level 40, Mana 40, %Fail 80, Exp 100
All spaces in a 15-square radius around you are darkened and all monsters in the area of effect are removed. Each space (except the epicenter) in the area of effect that is not a stair, a permanent wall, of currently holding an artifact, is destroyed, removing all objects from it and replacing it by either a random type of wall or by floor. You will also be blinded for 10+1d10 turns, unless you have resistance to blindness or light. This prayer has no effect when used in the town.

(e) Annihilation
Priest : Level 45, Mana 60, %Fail 75, Exp 250
Paladin: n/a
Inflicts 200 points of damage on a single monster that is not undead, a demon, an elemental, a golem, or a vortex.



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Undead Powers

This section of the spoiler describes the effects of the Undead Powers you may use as a Ghost.
NOTE: Undead Powers don't follow normal rules for mana.

Some powers will produce some kind of ball effect. For all ball effects, damage is reduced by range. The amount of damage at the center is listed in the descriptions. This damage is reduced by 50% at range 1, by 66% at range 2, and by 75% at range 3 (for large balls only).

Undead Powers drains Experience ( permanently ) instead of Mana for each spell you use. If casting a spell causes the player to have negative experience, 5000 damage is dealt, thus killing the player.

(a) Blink
Level: 1
Exp drain: 1 exp
Teleports you randomly up to 10 squares away.

(b) Terrify
Level: 10
Exp drain: 20 exp
Has the effect of Terrify[3+1d level].

(c) Confuse
Level: 15
Exp drain: 45 exp
Has the effect of Confuse[3+1d level].

(d) Teleport
Level: 20
Exp drain: 100 exp
Teleports you randomly up to 8*level squares away.

(e) Nether Bolt
Level: 25
Exp drain: 250 exp
Casts a bolt 30+5d5+3level/2 (nether)

(f) Nether Ball
Level: 35
Exp drain: 2100 exp
Casts a ball 50+10d10+level (nether)

(g) Darkness Storm
Level: 45
Exp drain: 4500 exp
Casts a ball 10d10+5level (darkness)



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