# File: spell.txt # This file is used to initialize the "lib/data/spell.raw" file, which is # used to initialize the "spell" information for the Angband game. # Do not modify this file unless you know exactly what you are doing, # unless you wish to risk possible system crashes and broken savefiles. # After modifying this file, delete the "lib/data/ego_item.raw" file. # The spell indexes are defined in "x-spell.c", and must not be changed # or savefile compatibility will be lost. # Note that several "spell" types may share the same "textual name". # For example, the spell "Detect Monsters" appears in both a mage # book and a priest book; some curing spells appear in two seperate # priest books (and might not even have the exact same effect!) # === Understanding spell.txt === # N: serial number : spell name # I: tval : sval : snum # D: description # 'N' indicates the beginning of an entry. The serial number must # increase for each new spell. # 'I' is for basic information. The tval identifies the type of # the spell- or prayerbook. The sval identifies the book number, # and the snum is the spell number within the book. # 'D' is for description. As many D: lines may be used as are needed # to describe the spell. Note that lines will need spaces at their # ends or the beginning of the next line to prevent words from running # together. # Version stamp (required) V:3.0.11 # Mage spells 0 through 19 N:0:Magic Missile I:90:0:0 D:Fires a magic missile that always hits its target and does D: unresistable damage. D: Sometimes a beam is fired instead that hurts each monster D: in its path. D: The chance to get a beam goes up with your character level. N:1:Stinking Cloud I:90:0:8 D:Shoots a radius-2 poison ball. N:2:Lightning Bolt I:90:1:1 D:Fires a lightning beam that hurts each monster in its path. N:3:Wonder I:90:1:8 D:Invokes a random spell effect. N:4:Frost Bolt I:90:1:7 D:Fires a frost bolt that always hits its target. D: Sometimes a beam is fired instead that hurts each monster D: in its path. D: The chance to get a beam goes up with your character level. N:5:Acid Bolt I:90:2:7 D:Fires an acid bolt that always hits its target. D: Sometimes a beam is fired instead that hurts each monster D: in its path. D: The chance to get a beam goes up with your character level. N:6:Fire Bolt I:90:2:3 D:Fires a fire bolt that always hits its target. D: Sometimes a beam is fired instead that hurts each monster D: in its path. D: The chance to get a beam goes up with your character level. N:7:Polymorph Other I:90:2:4 D:Attempts to polymorph a single monster. D: Uniques are not affected. N:8:Shock Wave I:90:5:0 D:Shoots a radius-2 sound ball. D: Apart from doing sound damage, this also has a chance to stun D: each monster in the area of effect. N:9:Explosion I:90:5:1 D:Shoots a radius-2 shards ball. N:10:Cloudkill I:90:5:2 D:Shoots a radius-3 poison ball. N:11:Bedlam I:90:8:1 D:Shoots a radius-4 confusion ball that doesn't cause physical D: damage but has a chance to confuse each monster in the area of effect. D: Uniques or monsters that resist confusion are not affected. N:12:Chaos Strike I:90:8:6 D:Fires a chaos bolt that always hits its target. D: Sometimes a beam is fired instead that hurts each monster D: in its path. D: The chance to get a beam goes up with your character level. N:13:Frost Ball I:90:3:0 D:Shoots a radius-2 frost ball. N:14:Acid Ball I:90:5:3 D:Shoots a radius-2 acid ball. N:15:Fire Ball I:90:3:4 D:Shoots a radius-2 fire ball. N:16:Ice Storm I:90:5:4 D:Shoots a radius-3 cold ball. N:17:Meteor Swarm I:90:5:5 D:Shoots a swarm of 3 or 4 meteors. D: Meteors will travel until hitting a wall, a monster, D: or reaching the target location. D: Meteors will explode as a radius-1 ball that does unresistable D: damage to each monster in its area of effect. D: If this kills the monster that blocked the path to the target D: location, the next meteor may continue to find another target. N:18:Rift I:90:5:6 D:Fires a gravity beam that hurts each monster in its path D: and has a chance of teleporting it away. N:19:Mana Storm I:90:8:7 D:Shoots a radius-3 mana ball that does unresistable D: damage to each monster in its area of effect. # Mage/Priest Spells 0 through 40 – numbered 20 though 60 here N:20:Detect Monsters/Evil I:90:0:1 D:Detects all non-invisible monsters in the immediate area, D: for one turn only. N:21:Phase Door/Portal I:90:0:2 D:Teleports you randomly a short distance. # Damage should probably be displayed on screen N:22:Light Area I:90:0:3 D:Lights up all squares in a level-dependant area, and hurts D: all light-sensitive monsters in the area of effect. D: If you are in a room, the entire room will be lit up as well. N:23:Find Hidden Traps/Doors/Stairs I:90:0:7 D:Detects all traps, doors, and stairs in the immediate area. N:24:Detect Treasure I:90:0:4 D:Detects all treasure in the immediate area. N:25:Identify I:90:2:5 D:Reveals the powers of an object. N:26:Detect/Sense Invisible I:90:2:6 D:Detects all invisible monsters in the immediate area, D: for one turn only. N:27:Detect Enchantment I:90:3:5 D:Detects all enchanted objects in the immediate area. D: Enchanted objects include artifacts, ego items, amulets, rings, D: staffs, wands, rods, scrolls, potions, spellbooks, and all items D: that give a bonus to-hit, to-dam, or to AC. N:28:Confuse Monster I:90:1:0 D:Attempts to confuse a single monster for a level-dependant duration. D: Uniques and monsters that resist confusion are not affected. N:29:Sleep Monster I:90:1:4 D:Attempts to put to sleep a single monster. D: Uniques and monsters that resist confusion are not affected. N:30:Slow Monster I:90:2:8 D:Attempts to slow a single monster. D: Uniques are not affected. N:31:Scare Monster I:91:1:0 D:Attempts to scare a single monster for a level-dependant duration. D: Uniques and monsters that resist fear are not affected. N:32:Trap/Door Destruction I:90:1:2 D:Destroys all traps and doors within a 1-square radius of you. N:33:Spear of Light I:90:1:6 D:Fires a beam that lights up each square and hurts each D: light-sensitive monster in its path. N:34:Turn Stone to Mud I:90:2:2 D:Produces a beam that destroys the first section of wall it hits, D: unless it is a permanent wall. Each monster caught in the beam that D: is susceptible to rock remover takes 20+1d30 points of damage. N:35:Door Creation I:90:6:0 D:A door is created on each empty floor space that is directly D: adjacent to you. These doors are closed, but not locked N:36:Earthquake I:90:8:0 D:Causes a 10-square radius earthquake around you. D: Earthquakes may damage monsters and destroy items in some D: squares in the area of effect. D: Artifacts will not be destroyed by this spell. D: This spell has no effect when used in the town. N:37:Stair Creation I:90:6:1 D:A stair (going up or down, chosen at random) is created on the space D: where you are standing. This will destroy any terrain feature that D: was there before. It will also destroy all items currently on the D: floor where the spell is cast. N:38:Slow/Cure Poison I:90:1:3 D:Neutralizes poison. Slows at lower level, cures at higher?? N:39:Satisfy Hunger I:90:2:0 D:Magically renders you well-fed (but not satiated). D: This will also cure a bloated stomach. N:40:Heroism I:90:7:0 D:Cures 10 points of damage, removes fear and grants you heroism D: (resistance to fear, and a bonus of +12 to-hit) for 25+1d25 turns. N:41:Berserker I:90:7:1 D:Cures 30 points of damage, removes fear, and grants you berserk D: strength (resistance to fear, a bonus of +12 to-hit, and a penalty D: of -10 to AC) for 25+1d25 turns. N:42:Haste Self I:90:3:2 D:Hastes you (+10 to speed) for a level-dependant duration. N:43:Teleport Self I:90:1:5 D:Teleports you randomly within the current level. N:44:Teleport Other I:90:3:1 D:Produces a beam that teleports each monster in its path D: up to 100 squares away. N:45:Teleport Level I:90:6:2 D:Teleports you 1 level up or 1 level down (chosen at random). D: This spell has no effect when the option to restrict the use of D: stairs and recall is set. N:46:Word of Recall I:90:6:3 D:Teleports you from the dungeon to the town or from the town to the D: deepest level you have visited in the dungeon. D: The recall effect is not immediate; it is delayed by 14+1d20 turns. D: During that delay, the spell can be canceled by invoking the spell D: of recall again. D: This spell has no effect when the option to restrict the use of D: stairs and recall is set, unless Morgoth is dead. N:47:Mass Sleep/Sanctuary I:90:3:3 D:Attempts to put to sleep each monster within line of sight. D: Uniques and monsters that resist confusion are not affected. N:48:Word of Destruction I:90:8:4 D:Destroys everything in a 15-square radius circle around you. D: All monsters, objects, and terrain features in the area of D: effect are destroyed, except stairs, permanent walls and D: artifacts. D: You will also be blinded for 10+1d10 turns, unless you D: have resistance to blindness or light. D: This spell has no effect when used in the town. N:49:Resistance I:90:4:3 D:Grants you resistance to acid, cold, fire, lightning, and poison for D: 20+1d20 turns. N:50:Shield I:90:4:4 D:Grants you +50 to AC for 30+1d20 turns. N:51:Rune of Protection/Glyph of Warding I:90:6:4 D:Inscribes a glyph of warding beneath you. D: Summoned monsters can't appear on the glyph. D: If a monster attempts to move onto the glyph or melee you while you D: are standing on the glyph, it must first succeed in breaking the glyph. D: Higher level monsters are more likely to break the glyph. D: The glyph will remain where it is, until a monster succeeds in D: breaking it, or until you leave the level. N:52:Lesser/Greater Recharging I:90:2:1 D:Adds charges to a stack of wands or staves. D: Chance of success and number of charges gained increase with your D: level and decrease with level of wand or staff and number of charges. D: A failed attempt to recharge destroys one wand or staff from the stack. N:53:Enchant Armour I:90:7:2 D:Attempts to improve the armour class bonus of a piece of armour. N:54:Enchant Weapon I:90:7:3 D:Attempts to improve the to-hit bonus and the to-dam bonus of a weapon. N:55:Brand Ammo I:90:7:5 D:Brands one stack of ammunition with fire, cold, or poison D: (selected at random) and at the same time attempts to improve D: the to-hit bonus and the to-dam bonus of the same ammunition. D: The spell has no effect if the ammunition is already branded, has a D: slay, is broken, or is cursed. N:56:Brand Weapon I:91:7:5 D:Brands the currently wielded melee weapon with fire (25%) or cold (75%), D: and at the same time attempts to improve the to-hit bonus and the D: to-dam bonus of the same weapon. D: The prayer has no effect if the weapon is an artifact or ego item, D: is already branded, has a slay, is broken, or is cursed. N:57:Banishment I:90:8:3 D:Removes all monsters represented by a chosen symbol from the level. D: Uniques are not affected. D: You take 1d4 points of damage for every monster removed. N:58:Mass Banishment I:90:8:5 D:Removes all monsters within 20 squares of you. D: Uniques are not affected. D: You take 1d3 points of damage for every monster removed. N:59:Restoration I:91:6:3 D:Restores to maximum all stats that are currently below maximum. N:60:Remembrance I:91:6:4 D:Restores experience points to maximum if it is currently below maximum. # Priest prayers 0 through 19 - numbered 61 through 80 here N:61:Cure Light/Serious/Mortal Wounds I:90:0:5 D:Cures level-dependant points of damage and heals level-dependant points worth of cuts. N:62:Bless/Chant/Prayer I:91:0:2 D:Blesses you, giving a bonus of +5 to AC and +10 to-hit, for level-dependant turns. N:63:Remove Fear I:91:0:3 D:Removes fear. N:64:Remove/Dispel Curse I:91:1:6 D:Removes all ordinary curses from all equipped items. D: Heavy or permanent curses are not affected. N:65:Orb of Draining I:91:2:1 D:Shoots a radius-2 or radius-3 ball that does unresistable D: damage to each monster in its area of effect. D: Evil monsters take double damage. D: All cursed items in the area of effect are destroyed. D: The bigger area of effect is attained at character level 30. N:66:Protection from Evil I:91:2:4 D:Protects you from evil for a level-dependant duration: D: all melee attacks by evil monsters have a chance to be repelled, D: unless the monster's level is higher than your character level. N:67:Sense Surroundings I:91:2:6 D:Maps out a portion of the level around you. N:68:Turn Undead I:91:2:8 D:Attempts to scare each undead monster within line of sight, D: causing it to flee in terror for a level-dependant duration. N:69:Dispel Undead I:91:3:1 D:Inflicts unresistable damage on each undead monster within line of sight. N:70:Heal I:91:3:2 D:Cures 300 points of damage, cures all stunning and heals all cut damage. N:71:Dispel Evil I:91:3:3 D:Inflicts unresistable damage on each evil monster within line of sight. N:72:Holy Word I:91:3:5 D:Inflicts unresistable damage on each evil monster within line of sight, D: cures 1000 points of damage, cures all stunning, heals all cut damage, D: neutralizes poison, and removes fear. N:73:Detection I:91:5:1 D:Detects all treasure, objects, doors, stairs, traps, and monsters D: in the immediate area. N:74:Probing I:91:5:3 D:Probes each monster within line of sight, giving information on the D: current hit points of the monster and many of its characteristics D: and abilities (excluding its melee, spellcasting, and breath attacks). N:75:Clairvoyance I:91:5:4 D:Lights up, maps out, and detects all objects on the complete current D: dungeon level. N:76:Healing I:91:6:2 D:Cures 2000 points of damage, cures all stunning and heals all cut damage. N:77:Rend Soul I:90:8:2 D:Fires a nether bolt that always hits its target. D: Sometimes a beam is fired instead that hurts each monster D: in its path. D: The chance to get a beam goes up with your character level. N:78:Banish Evil I:91:8:2 D:Teleports away each evil monster within line of sight. N:79:Annihilation I:91:8:4 D:Inflicts 200 points of damage on a single monster that is not D: undead, a demon, an elemental, a golem, or a vortex. N:80:Alter Reality I:91:4:5 D:The current level will be discarded and a new dungeon level (on the D: same dungeon depth) will be generated. This has exactly the same D: side effects as leaving and re-entering the level through a stair, D: except that you won't start on a square with a stair.