Spells (part 2)

spl2-330.txt  Update version 2 for NetHack 3.3.0
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.3.0 by Dylan O'Donnell
Converted to HTML by Payne Simpson

Spell effects

Many attack spells have their damage affected by your experience level (XL) and your INTelligence, according to modifiers referred to in the following descriptions as 'spell damage' and 'spell bonus'.

spell damage = (XL/2) +1
if INT < 10: damage bonus = -3
if INT = 14-18 and XL > 5: damage bonus = 1
if INT > 18 and XL > 5: damage bonus = 2
Otherwise: damage bonus = 0

Each spell is annotated with its school and its type. NODIR spells do not ask for a direction. IMMED spells ask for a direction, but do not show a beam when cast. RAY spells produce a beam which is animated on the screen. DISTANT spells ask for a position at which to cast the spell.

cancellation (matter, IMMED)

Same effect as a wand of cancellation.

zap monster

zap downwards

zap object

zap self

cause fear (enchantment, NODIR)

Same effect as reading an uncursed scroll of scare monster.
You will cause monsters within your visual range to flee. Some monsters can resist the effect.
You hear maniacal laughter close by. (something was affected)
You hear maniacal laughter in the distance. (no creature affected)

charm monster (enchantment, NODIR)

Same effect as reading an uncursed scroll of taming.
Tames monsters within a one square radius. Also calms shopkeepers.
Some monsters can resist.
No messages.

clairvoyance (divination, NODIR)

You immediately map a rectangle around you up to 12 rows by 20 columns.
Clairvoyance can be blocked.
You sense a pointy hat on top of your <head>. (if wearing cornuthaum and not a Wizard)

cone of cold (attack, RAY/DISTANT)

unskilled or basic

skilled or expert

confuse monster (enchantment, NODIR)

Same effect as an uncursed scroll of confuse monster. If polymorphed into non-@, you are confused for 1 to 100 (more) turns. You feel confused.
Otherwise, you will confuse the next (one more) monster you hit.
Your hands begin to glow red. (unblind)
Your hands begin to glow red even more. (unblind, more)
Your hands tingle. (blind)
Your hands tingle even more. (blind, more)

create familiar (clerical, NODIR)

A monster of your preferred pet type (dog or cat; 1/3 chance) or random monster (2/3 chance) is created. In any case, it becomes your pet if it is capable of being tamed.
No messages.

create monster (clerical, NODIR)

Same effect as an uncursed scroll of create monster.
Creates one (72/73 chance) or 2 to 5 (1/73 chance) monsters around you.
No messages.

cure blindness (healing, NODIR)

Cures all forms of blindness not due to a blindfold or towel.
You can see again. (not hallucinating)
Far out! Everything is all cosmic again! (hallucinating)

cure sickness (healing, NODIR)

Cures all forms of sickness, including illness, sliming and food poisoning.
You are no longer ill. (if ill)
The slime disappears! (if slimed)
What a relief!

detect food (divination, NODIR)

Same effect as an uncursed scroll of food detection.
If no food on that level, no effect.
You sense a lack of food nearby. (saw some before)
You have a strange feeling for a moment, then it passes. (beginner not hallucinating)
You have a normal feeling for a moment, then it passes. (beginner hallucinating)
Your nose twitches. (otherwise)
Otherwise, you detect comestibles on that level.
You smell food nearby. (if just on your square)
Your nose tingles and you smell food. (if elsewhere)
Note that casting this spell does not cause hunger loss.

detect monsters (divination, NODIR)

Same effect as an uncursed potion of monster detection.
You briefly see monsters on that level and exercise your wisdom.
You sense the presence of monsters.
If no monsters on the level (other than you), no effect.
You have a strange feeling for a moment, then it passes. (beginner not hallucinating)
You have a normal feeling for a moment, then it passes. (beginner hallucinating)
You feel threatened. (not hallucinating)
You get the heebie jeebies. (hallucinating)

detect treasure (divination, NODIR)

Same effect as an uncursed potion of object detection.
You detect objects on that level and exercise your wisdom.
You sense the presence of objects. (not hallucinating)
You sense the presence of something. (hallucinating)
You sense the absence of objects. (not hallucinating)
You sense the absence of something. (hallucinating)
If no objects on level and none had appeared on the map, no effect.
You have a strange feeling for a moment, then it passes. (beginner not hallucinating)
You have a normal feeling for a moment, then it passes. (beginner hallucinating)
You feel a lack of something. (otherwise)
If there are only objects in your inventory, you exercise your wisdom.
You sense objects nearby. (not hallucinating)
You sense something nearby. (hallucinating)

detect unseen (divination, NODIR)

Same effect as a wand of secret door detection.
Secret doors and corridors, traps and hidden monsters in an area of radius 8 are revealed.
No messages.

dig (matter, IMMED)

Same effect as a wand of digging.

zap monster

zap upwards

zap downwards

zap sideways

drain life (attack, IMMED)

zap monster

zap downwards

zap object

zap self

extra healing (healing, IMMED)

zap monster

zap self

finger of death (attack, RAY)

Same effect as a wand of death.

zap monster

zap location

zap self

fireball (attack, RAY/DISTANT)

unskilled or basic

skilled or expert

force bolt (attack, IMMED)

Same effect as a wand of striking.

zap monster

zap downwards

zap upwards

zap location

zap object

zap self

haste self (escape, NODIR)

You become very fast (like speed boots) for 100 to 109 (more) turns and exercise your dexterity.
You are suddenly moving much faster. (was slow)
You are suddenly moving faster. (was fast)
Your <legs> get new energy. (was already very fast)

healing (healing, IMMED)

zap monster

zap self

identify (divination, NODIR)

Same effect as a blessed scroll of identify with luck ignored:
You can identify items from your inventory:
# items: 1 2 3 4 all
chance: 1/5 1/5 1/5 1/5 1/5

invisibility (escape, NODIR)

If wearing a mummy wrapping, no effect.
You feel rather itchy under your <mummy wrapping>.
Otherwise, same effect as an uncursed potion of invisibility.
You become invisible for 31 to 45 (more) turns.
No message (if blind).
Gee! All of a sudden, you can't see yourself. (not hallucinating)
Gee! All of a sudden, you can see right through yourself. (not hallucinating, see invisible)
Far out, man! You can't see yourself. (hallucinating)
Far out, man! You can see right through yourself. (hallucinating, see invisible)

jumping (escape, NODIR)

If you are swallowed, held stuck, underwater, levitating, on the Plane of Air or of Water, or have wounded legs, no effect.
You bounce around a little. (swallowed)
You writhe a little in the grasp of <monster>. (stuck)
You swish around a little. (underwater)
You flail around a little. (levitating or on Plane of Air/Water)
Your <left/right> leg(s) is/are in no shape for jumping. (wounded legs)
If you are mounted and your steed is trapped or has wounded legs, no effect.
<Steed> is stuck in a trap. (trapped)
<Steed> is in no shape for jumping. (wounded legs)
Otherwise, you can jump. The maximum Distance (square of hypotenuse of x and y distance) depends on your Skill in escape spells:

Skill unskilled basic skilled expert
Distance 9 12 15 18

Jumping out of beartraps will wound your leg. Jumping in Sokoban carries a -1 luck penalty.

knock (matter, IMMED)

Same effect as a wand of opening.

zap monster

zap downwards

zap upwards

zap location

zap object

zap self

levitation (escape, NODIR)

Same effect as an uncursed potion of levitation:
You levitate for 10 to 149 (more) turns.
You start to float in the air! (not hallucinating)
Up, up, and awaaaay! You're walking on air! (hallucinating)
You float up, out of the pit! (were trapped in pit)
You float up, only your <leg> is still stuck. (still in beartrap)
It feels as though you'd lost some weight. (Water Plane)
You gain control over your movements. (Air Plane)

light (divination, NODIR)

Same effect as an uncursed scroll of light.
If swallowed, engulfed, or underwater no area is actually lit or darkened.
It seems even darker in here than before. (cursed or confused)
<monster>'s stomach is lit. (animal)
<monster> shines briefly. (whirly monster)
<monster> glistens. (other swallowed)
Otherwise, an area of radius 5 is lit.
A lit field surrounds you!
If on the Rogue level, rooms are lit/darkened instead of an area.

magic mapping (divination, NODIR)

Same effect as an uncursed scroll of magic mapping.
If on a non-mappable level you become confused for 1 to 30 (more) turns.
Your head spins as something blocks the spell!
Otherwise, you map the entire level.
A map coalesces in your mind!

magic missile (attack, RAY)

Same effect as a wand of magic missile.

zap monster

zap location

zap self

polymorph (matter, IMMED)

Same effect as a wand of polymorph.

zap monster

zap downwards

zap object

zap self

protection (clerical, NODIR)

You gain a temporary AC bonus determined by a factor based on your experience level, decreased by a factor determined by your existing amount of protection from this spell (if any) and your existing non-spell AC.
The <air> around you begins to shimmer with a golden haze.
The golden haze around you becomes more dense. (already protected)
Your skin feels warm for a moment. (no bonus earnt)
This bonus is reduced at a rate of 1 point for every 10 turns (every 20 turns if cast at expert level).
The golden haze around you becomes less dense. (bonus reduced)
The golden haze around you disappears. (bonus down to zero)

remove curse (clerical, NODIR)

unskilled or basic

skilled or expert

restore ability (healing, NODIR)

Same effect as an uncursed potion of restore ability.
Restores one random lost statistic to its previous maximum amount.
Wow! This makes you feel good!

sleep (enchantment, RAY)

Same effect as a wand of sleep.

zap monster

zap location

zap self

slow monster (enchantment, IMMED)

Same effect as a wand of slow monster.

zap monster

zap self

stone to flesh (healing, IMMED)

zap monster

zap upwards

zap downwards

zap object

zap self

teleport away (escape, IMMED)

Same effect as a wand of teleportation.

zap monster

zap downwards

zap object

zap self

turn undead (clerical, IMMED)

Same effect as a wand of undead turning.

zap monster

zap object

zap self

wizard lock (matter, IMMED)

Same effect as a wand of locking.

zap downwards

zap upwards

zap location

zap object

Acknowledgements

Thanks to Bruce Cox for proofreading the original version of this file.
Suggestions by Sascha Wostmann and Petrosky.
Spelling correction by Monte Mitzelfelt .


Last changed: March 22, 2000

Nethack spoilers: spells (part 2) / Boudewijn Waijers / kroisos@win.tue.nl