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spells.txt
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%%%%
Abjuration spell
Reduces the remaining duration of any nearby hostile summoned creatures.
%%%%
Acid Splash spell
Spits a glob of acid at a nearby creature, covering it in corrosive slime
for a short time. It may also splash onto other nearby creatures on impact.
%%%%
Agonising Touch spell
Cuts the health of an adjacent creature in half. This damage is never
directly lethal.
%%%%
Agony spell
Cuts the health of a target creature in half. This damage is never directly
lethal.
%%%%
Airstrike spell
Causes the air around a creature to twist itself into a whirling vortex of
meteorological fury. It does more damage to targets surrounded by empty space.
%%%%
Alistair's Intoxication spell
Converts a small portion of the brain matter of those around you into alcohol,
attempting to confuse all intelligent creatures within view (although
poison-resistant creatures may resist the effects). The caster will experience
vertigo briefly if they successfully make contact with other minds. It is
frequently used as an icebreaker at wizard parties.
%%%%
Alistair's Walking Alembic spell
Constructs a mobile and combat-capable alchemical manufactory. It uses the
friction of melee combat to brew a variety of useful potions, venting clouds of
their toxic byproducts at whatever it punches. When it has built up enough heat
to complete its synthesis, it will automatically dispense the finished potions
to nearby allies before falling apart.
%%%%
Anguish spell
Afflicts nearby foes with supernatural anguish, causing all damage they deal to
rebound on them for the duration of the effect. Strong-willed foes can resist the
necromantic visions of pain and suffering, and mindless creatures are unaffected.
%%%%
Animate Dead spell
For some time after casting this, living creatures killed by the caster will rise
as zombies. The chance of reanimating a monster and the duration of the effect
increase with spell power. Re-casting this spell will return zombies to dust, as
will leaving the floor.
%%%%
Apportation spell
Pulls the top item or group of similar items from a distant pile to the floor
near the caster. With low power, items might not be moved all the way to the
caster's position.
Extremely powerful magical items, such as the Orb of Zot, may actively resist
the pull of this spell.
%%%%
Arcjolt spell
Sends a wave of electricity through everything adjacent or near-adjacent to
the caster. The electricity continues to arc through everything in a connected
chain, though the caster themself is unaffected. The damage dealt bypasses half
of defenders' armour.
%%%%
Avatar Song spell
Sings a powerfully haunting song; in addition to making nearby victims
unwilling to move away from the singer, it calls forth drowned souls from
any nearby bodies of deep water.
%%%%
Awaken Armour spell
Draws upon the memory of your worn armour to manifest an echo of it that fights
alongside you. This echo moves slowly, but the power of its blows increases
dramatically with the weight of the armour used to form it. It possesses all
the defensive properties of the armour itself.
Spellpower increases its durability.
%%%%
Awaken Forest spell
Gives some limited motility to nearby trees, allowing them to sway their
branches and shift their roots. Such enchanted trees will lash at any adjacent
enemy.
%%%%
Awaken Vines spell
Causes vines to grow from the ground. The vines will reach out and grab
interlopers, dragging them towards any nearby trees.
%%%%
Banishment spell
Banishes a creature into the Abyss.
%%%%
Battlecry spell
Inspires nearby allies of the caster to fight more aggressively, increasing
the strength of their blows.
%%%%
Berserker Rage spell
<Berserk ability>
%%%%
Berserk Other spell
Causes a nearby ally to fly into a berserk rage. Going berserk temporarily
increases health, speed, and damage dealt in melee.
%%%%
Bestow Arms spell
Temporarily grants numerous nearby allies a magical weapon from within the
armoury, so long as the souls holding it together remain intact.
%%%%
Bind Souls spell
Bestows an enchantment on other nearby living creatures that causes them to
rise as simulacra after being slain.
%%%%
Blink Allies Away spell
Blinks allies in sight of the caster away from a nearby enemy.
%%%%
Blink Allies Encircling spell
Translocates a number of allies in the caster's sight to surround a targeted
enemy.
%%%%
Blink Away spell
Translocates the caster to a location further away from a targeted enemy.
%%%%
Blink Close spell
Translocates the caster a short distance towards a targeted enemy.
%%%%
Blink Other Close spell
Translocates a targeted enemy a short distance towards the caster. It cannot be
resisted by willpower.
%%%%
Blink Other spell
Randomly translocates a targeted enemy a short distance. It cannot be resisted
by willpower.
%%%%
Blink Range spell
Translocates the caster to a location further away from a targeted enemy, but
still within sight of the target.
%%%%
Blink spell
Randomly translocates the caster a short distance. After translocating in this
way, the spell cannot be cast again for a short period of time depending on
spell power.
%%%%
Blinkbolt spell
Transforms the caster into a lightning bolt, and translocates the caster to
the bolt's destination.
%%%%
Bolt of Cold spell
Fires a penetrating bolt of frost.
%%%%
Bolt of Devastation spell
Fires a bolt of grief and heartache that cuts its victims' willpower in half.
%%%%
Bolt of Draining spell
Fires a penetrating bolt of negative energy which drains any living creature
it strikes.
%%%%
Bolt of Fire spell
Fires a penetrating bolt of flames.
%%%%
Bolt of Light spell
Fires a ray of searing light, which may blind any living, demonic, or holy
creature it strikes.
%%%%
Bolt of Magma spell
Fires a penetrating bolt of molten rock. Half of its damage bypasses fire
resistance.
%%%%
Bombard spell
Blasts an iron ball toward a target. The force of the blast often sends the
caster staggering backwards.
%%%%
Borgnjor's Revivification spell
Instantly heals any and all wounds suffered by the caster, but also permanently
damages their health, to a degree dependent on (and inversely related to) power.
It is powerful enough to cancel the effects of Death's Door, although doing so
will briefly paralyse the caster. It has no effect on the undead.
%%%%
Borgnjor's Vile Clutch spell
Calls forth hands from corpses interred beneath the dungeon floor long ago.
Enemies caught in the area will be held in place and constricted until they
break free.
%%%%
Brain Bite spell
Drains a small amount of a visible enemy's mind and a proportion of their magic,
with no direct line of fire required. If the enemy has near-emptied magic
reserves, they will take doubled damage.
%%%%
Brom's Barrelling Boulder spell
Unleashes a massive rolling boulder in a given compass direction. This boulder
damages any creature it hits, rolling over those who perish beneath it and
pushing any others helplessly backwards (along with anyone else unfortunate
enough to be standing behind them).
Its size and reckless locomotion make it difficult to use in confined areas; if
lauched down narrow passages, it will rapidly abrade against the walls and fall
apart. It will also crumble if it leaves the caster's sight or strikes a wall
or otherwise unmoveable creature.
%%%%
Brothers in Arms spell
<Brothers in Arms ability>
%%%%
Call Canine Familiar spell
Summons an inugami to the caster's aid. These mystical canines form a bond with
their summoner, strengthening them in direct proportion with the caster's
spellpower.
Recasting this spell while your familiar is nearby will imbue it with additional
magic, mending some of its wounds and causing its next attack to strike more
quickly and cleave adjacent foes.
%%%%
Call Down Damnation spell
Blasts a targeted enemy with damnation, with no direct line of fire required.
These unholy forces harm the victim and anyone adjacent, and are not affected
by any means of protection, such as armour or resistances. However, certain
creatures, usually those able to invoke damnation themselves, are entirely
unscathed by damnation.
%%%%
Call Down Lightning spell
Blasts a targeted enemy with lightning, with no direct line of fire required.
The targeting magics need distance to function, so enemies that are adjacent
or nearly adjacent cannot be struck by this.
%%%%
Call Imp spell
Calls forth a minor demon from the pits of Hell, equipped with a spear with
which to jab at the caster's enemies. The quality of the imp's weaponry rises
with spell power.
%%%%
Call Lost Souls spell
Summons some necromantic spectres. These lost souls can enter the bodies of more
powerful undead to bring them back from brink of demise, or turn dying living
creatures into ghostly versions of themselves.
%%%%
Call of Chaos spell
Calls upon the powers of chaos to empower nearby allies, granting them haste,
might, doubled health, or improved resistances. The chaotic magic may
occasionally backfire and cause allies to instead lose their willpower or be
berserked, polymorphed, or filled with inner flame.
%%%%
Call Tide spell
Allows the caster to affect the tidal phase of all water within a large
distance. Soon after calling it, the waters on the whole level will reach high
tide. Waters near the caster will reach even higher levels than they would
normally.
%%%%
Cantrip spell
Casts one of a number of minor spells, aimed at trying to bolster the caster's
morale. They have no noticeable effect.
%%%%
Cause Fear spell
Causes fear in those near to the caster, causing those affected to be unable to
approach the caster, and to sometimes fail to attack them in melee. Leaving the
caster's line of sight will end the effect.
%%%%
Caustic Breath spell
<Caustic Breath ability>
%%%%
Chain of Chaos spell
Creates an arc of pure chaos, striking nearby creatures with unpredictable
effects. The arc can touch upon the caster without harming them.
%%%%
Chain Lightning spell
Releases a massive electrical discharge that arcs to the creature nearest the
caster and then outward from it. The further it travels, the less damage it
does. Secondary arcs have limited range and do little damage to the caster.
The spell bypasses half of defenders' armour and resistance to electricity.
%%%%
Charm spell
Causes an otherwise hostile creature to fight on the caster's side for a while.
Adventurers, set on their quest for the ORB, instead suffer momentary confusion.
%%%%
Chaos Breath spell
Exhales a large cloud of fumes filled with the very essence of chaos.
%%%%
Cigotuvi's Putrefaction spell
Magically accelerates the decay of damaged living tissue, causing great clouds
of miasma to billow forth from a targeted victim's wounds over several turns
which may slow and heavily poison any living creature who stands in them. Air
currents will prevent this pestilence from forming wherever the caster is
standing, but they are not otherwise protected from its effects.
This spell may only be cast on a living creature who is at least heavily
wounded, and channelling such necrotic energies will leave the caster's own
health temporarily drained (though spellpower will reduce the intensity of this
side-effect).
%%%%
Cleansing Flame spell
Invokes a huge blast of divine fury centered on the user, severely damaging
undead and demons and dealing damage to all other hostile creatures.
%%%%
Cold Breath spell
Exhales a focused blast of icy-cold air.
%%%%
Concentrate Venom spell
Intensifies the natural venom of the target monster. Poisonous bites and spit
become intense enough to slow and asphyxiate.
%%%%
Combustion Breath spell
<Combustion Breath ability>
%%%%
Confuse spell
Induces a state of bewilderment and confusion in a creature's mind.
%%%%
Confusing Touch spell
Enchants the caster's dominant hand with magical energy. This energy is
released when the caster touches a monster, and may induce a state of confusion
in the monster. The caster's attacks do no damage while attempting to touch a
monster in this way.
%%%%
Confusion Gaze spell
Induces a state of bewilderment and confusion in a creature's mind, with no
direct line of fire required.
%%%%
Conjure Ball Lightning spell
Creates a pack of ball lightnings, which seek out the nearest enemy before
exploding in a huge blast of electricity. The damage dealt bypasses half of
defenders' armour. Casters are advised to use caution; the lightning is not
mindful of what it may hit.
The magic which keeps ball lightnings cohesive has limited range, so they may
dissipate harmlessly if allowed to drift too far away from their caster before
exploding.
%%%%
Conjure Living Spells spell
Creates several living, autonomous spells, which cast themselves at the first foe
to enter their range. Once cast, they dissipate.
%%%%
Construct Spike Launcher spell
Constructs a simple mechanical trap within an adjacent wall which repeatedly
skewers random adjacent enemies. Protected by the wall itself, it is
invulnerable to most forms of damage, but will fall apart if the caster leaves
its vicinity.
%%%%
Corona 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 makes the
affected creature appreciably easier to hit.
%%%%
Corrosive Bolt spell
Fires a penetrating bolt of acid.
%%%%
Corrupt spell
Unleashes Abyssal energies in the immediate vicinity. This changes the
appearance of the affected area and temporarily summons creatures from the
Abyss. This cannot be used in the Abyss itself.
%%%%
Corrupting Pulse spell
Instills a corruption within all visible targets, temporarily mutating their
bodies in an adverse fashion. It cannot affect artificial beings, and the
undead will decompose if affected.
%%%%
Creeping Frost spell
Calls forth freezing cold from the walls. Any enemies of the caster standing
next to the walls will be frozen and will find their movements slowed. Cold
resistance will reduce damage, but not prevent the freezing effect.
%%%%
Creeping Shadow spell
Calls forth shadows from the corners of nearby walls to strike at all of the
caster's enemies standing adjacent to them.
%%%%
Crystallizing Shot spell
Hurls a large and heavy shard of crystal. It may render a creature's body
structure as brittle and fragile as shattered and unrefined crystal, increasing
the damage they take from all sources.
%%%%
Curse of Agony spell
Curses a foe, halving their remaining health after each of the next two times
that the caster strikes them in melee.
%%%%
Dazzling Flash spell
The caster erupts in a scintillating display of light. Any living, demonic
or angelic creature nearby may be dazzled and left stumbling blindly.
%%%%
Death Channel spell
Binds the souls of slain living, demonic and holy creatures, forcing their
spectres to remain and fight for the caster for as long as the channel lasts.
%%%%
Death Rattle spell
Exhales the essence of the dying, creating clouds of noxious miasma.
%%%%
Death's Door spell
Renders the caster 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. After
expiry, the spell cannot immediately be recast, but with high power the caster
will be left further from death when the effect ends. It has no effect on those
who are already undead.
%%%%
Debugging Ray spell
Fires a ray which does massive damage (1500 hp) and always hits.
%%%%
Diamond Sawblades spell
Forges up to four razor-sharp sawblades at fixed positions around the caster
which shred any enemies adjacent to them over several turns.
%%%%
Dig spell
Digs a tunnel through unworked rock.
%%%%
Dimension Anchor spell
Blocks any translocations attempted by the affected target, be they voluntary
or not. This includes even some cross-plane effects, although notably not
Banishment.
%%%%
Dimensional Bullseye spell
Weaves a link between the caster's weaponry and a chosen target. Whenever the
caster fires or throws something at a *different* enemy, a matching projectile
will be teleported at the target. Spellpower increases their accuracy.
%%%%
Discord spell
Drives nearby creatures into an wild frenzy, causing them to mercilessly
attack anything and everything nearby with great strength and speed.
%%%%
Disjunction spell
Destabilises the space in a sphere around the caster for a while, causing
anyone nearby to blink away from the caster. The chance of blinking depends on
the distance from the caster, being nearly certain when directly adjacent.
%%%%
Dispel Undead spell
Harms an adjacent undead creature greatly by interfering with the forces
binding it together.
%%%%
Dispel Undead Range spell
Harms an undead creature greatly by interfering with the forces binding it
together.
%%%%
Dispersal spell
Teleports away any creatures within a short distance of the caster. Any
creature with the Will to resist will still be irresistibly blinked a shorter
distance, and any monster it affects at all has a separate Will-based chance
of being confused by the warping of space.
%%%%
Divine Armament spell
Manifests the caster's faith as a spiritual weapon, which will fight and slay
the caster's enemies under its own power.
As it is a direct reflection of the caster's unique zeal, the weapon they
receive from their god will be the same each time.
%%%%
Doom Howl spell
Unleashes a piercing howl that catches and echoes in victims' minds. While
those echoes linger, nightmarish creatures will hear and track them to their
source. It can only be used once by a given creature.
%%%%
Dragon's Call 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. After the call ends, it cannot be issued again for a short time. The
duration of the call and the species of dragons called depend on spell power.
%%%%
Drain Life spell
Drains the life force of any nearby creatures, healing the user depending on
the damage dealt.
%%%%
Drain Magic spell
Causes the target's magic to leak into the air, as though they were hit by an
antimagic weapon.
%%%%
Draining Gaze spell
Causes the target's magic to leak into the air, as though they were hit by an
antimagic weapon, and heals the caster for the amount of magic drained,
with no direct line of fire required.
%%%%
Dream Dust spell
Overwhelms the target with soporific dream dust, putting them to sleep with an
enchanting visual display. Additional dream sheep will increase the strength
and duration of this effect.
%%%%
Druid's Call spell
Recalls woodland creatures from elsewhere on the same level.
%%%%
Electrical Bolt spell
Throws a bolt of electricity at the target, with high accuracy.
%%%%
Enfeeble spell
Overwhelms an enemy with malignant energies, irresistibly weakening their melee
attacks and disrupting their magic. It will additionally daze and blind any foe
that fails to resist the full force of the curse.
%%%%
Ensnare spell
Shoots a stream of webbing at a creature, ensnaring the target in a sticky web.
%%%%
Ensorcelled Hibernation spell
Lowers its target's metabolic rate, inducing hibernation. After awakening, the
target will be unable to be put to sleep again for some time.
%%%%
Entropic Weave spell
Corrodes the target, with no direct line of fire required.
%%%%
Eringya's Noxious Bog spell
Causes the caster to release a torrent of sludge that transforms nearby areas
into a toxic bog. The sludge damages and poisons all monsters, even those
resistant to poison. The bog cannot form on areas adjacent to multiple solid
features, nor on areas that lack solid floor, like deep water or lava. The
transformation is temporary and cannot be sustained out of the caster's sight.
Spellpower will increase how long the bog lingers.
%%%%
Eringya's Surprising Crocodile spell
Summons a toothy crocodile to assault an adjacent enemy. The crocodile will
appear beneath the caster in a surge of murky water and perform an empowered
attack against the chosen target, dragging both it and the caster backward
before allowing the latter to dismount safely behind it. It cannot be recast
while the crocodile is still active.
%%%%
Eruption spell
Splits the earth to draw up a localised, short-lived volcano under the target.
%%%%
Fastroot spell
Fires a magical seed, entangling victims in quick-growing tree roots. Those
entangled will be painfully constricted until they escape or the roots wither
away. The roots will only sprout from solid ground.
%%%%
Flay spell
Opens painful illusionary wounds on the target's body, which disappear after
a short time or on the death of the caster. This cannot kill directly, and is
ineffective against unnatural targets.
%%%%
Fire Breath spell
Breathes a blast of fire at a targeted creature.
%%%%
Fire Storm spell
Calls forth a mighty storm of roaring flame directly onto the target, dealing
damage in a large area and leaving behind short-lived fire vortices. Half of
its damage bypasses fire resistance.
%%%%
Fire Summon spell
Summons demons of flame and damnation.
%%%%
Fireball spell
Hurls an explosive ball of fire.
%%%%
Flame Wave spell
Blasts the caster's surroundings with a wave of fire. If the caster maintains
focus and supplies the spell with magical power (by waiting in place and not
taking any other actions), more and larger flame waves will radiate outward.
%%%%
Flaming Cloud spell
Conjures up a large cloud of roaring flames.
%%%%
Flash Freeze spell
Freezes the air around a target, causing significant harm and slowing the
target's movement for a short time. Half of its damage bypasses cold resistance.
%%%%
Flashing Balestra spell
A single soul from within the armoury leaps out, striking with their weapon and
then duelling independently for a short time before returning to the maelstrom
once more.
%%%%
Force Lance spell
Fires a shaft of concussive force. If the impact deals damage, it may knock the
target back. If this knockback causes the target to hit a wall or another
creature, both will take additional damage.
%%%%
Forceful Invitation spell
Summons some creatures from one of the Snake Pit, the Spider Nest, the Swamp,
the Shoals, the Elven Halls, the Vaults, or the Crypt; the specific branch
varies with the caster.
%%%%
Forge Blazeheart Golem spell
Constructs a shell of slag iron around a volatile elemental spark. It is capable
of raining down powerful blows on its creator's adversaries - so powerful that
the golem itself is often damaged by their impact.
Only tenuously independent of its creator's magic, the flames within it will
rapidly go dormant if the two ever leave each other's side. If its shell is
destroyed while the golem is still active, its exposed core will violently
detonate a moment later.
It gains greater explosive damage at higher power.
%%%%
Forge Lightning Spire spell
Constructs an immobile lightning spire at a nearby location. This spire
irregularly discharges bolts of electricity at the caster's foes, prioritizing
whichever of them is most distant from it.
%%%%
Forge Monarch Bomb spell
Constructs a flying incendiary factory, packed to the brim with cluster bomblets
which it can deploy both in melee and launch at range. While the monarch's
bomblets have no attack of their own, they will pursue the caster's enemies
until given the signal to explode.
Recasting this spell while anything created by is still active will detonate the
monarch bomb and all bomblets, dealing a combination of fire and physical damage
to everything adjacent to them besides the caster themselves.
%%%%
Forge Phalanx Beetle spell
Constructs a small mechanical guardian which bolsters its creator's armour
class for as long as it remains adjacent to them.
While also capable of biting foes, the phalanx beetle will never voluntarily
leave its creator's side, and if forcibly separated, will prioritize returning
to them over any other concern.
Spellpower increases the magnitude of the AC increase, as well as the beetle's
own durability.
%%%%
Fortress Blast spell
Draws upon the caster's own physical integrity to create a kinetic shockwave
that damages foes in a large area. The caster is locked in place for several
turns as the shockwave starts to form, and the spell will be cancelled if they
are displaced during that time, but they may otherwise perform other actions
freely.
Spellpower causes the spell to complete more quickly, but the damage depends
entirely upon the caster's AC.
%%%%
Foxfire spell
Conjures two balls of burning swamp gas adjacent to the caster. The balls will
rapidly seek the nearest monster and burn them. They will dissipate harmlessly
if unable to reach a target or if the caster swaps places with them.
%%%%
Freeze spell
Freezes an adjacent creature, dealing damage that bypasses any armour the
target may have. This may temporarily slow cold-blooded creatures.
%%%%
Freezing Cloud spell
Conjures up a large cloud of lethally cold vapour.
%%%%
Frozen Ramparts spell
Encases surrounding walls with ice for a short time. Foes that wander near the
icy walls will be damaged, and this may temporarily slow cold-blooded creatures.
Each victim is only ever affected by one icy wall at a time.
The ice will crack and fall away if the caster moves to a new position.
%%%%
Fugue of the Fallen spell
Calls out to the lingering remnants of the long dead. While active, each
non-summoned enemy the caster or their allies slays attracts more vengeful
souls into the caster's weapon, temporarily enhancing their melee and ranged
effectiveness. When this bonus reaches its maximum, every hit will unleash a
glimmer of the dead's suffering, causing pain damage to each other foe adjacent
to your target.
Recasting this spell will release your grip on the souls you've attracted,
resetting any bonus you've accumulated, and the cacophonous wailing of the dead
may attract unwanted attention even while you maintain it.
%%%%
Fulminant Prism spell
Conjures a shining prism of an unstable soft gold alloy. This is useless as
legal tender, however, as it will unfortunately violently explode with arcane
force after a short duration. If destroyed prematurely, its blast will be much
weaker.
%%%%
Fulsome Fusillade spell
A magnum opus of reckless chemistry, this spell conjures up a surfeit of
volatile reagents to rain down upon your enemies. For the next several turns, up
to 3 random enemies in sight will be struck by an exploding beaker that inflicts
either fire, cold, electric, or poison damage. If any of these explosions
overlap each other, the resulting reaction will inflict even greater
irresistible damage and sometimes apply a random deleterious status on whoever
is caught in the blast.
This spell costs a small amount of the caster's magical energy each turn to
maintain, and while it will never aim an explosion where it could hurt the
caster, the caster's allies (and anything else in the general vicinity) are not
so fortunate.
%%%%
Funeral Dirge spell
A ritual chant that briefly rouses several nearby undead allies to move more
swiftly and strike with greater might.
%%%%
Galvanic Breath spell
<Galvanic Breath ability>
%%%%
Gell's Gavotte spell
Briefly reorients local gravity to be in a cardinal direction of the caster's
choosing, causing all creatures in sight to tumble a short distance in that
direction.
The caster is not immune to the gravitational effects of this spell, but will
be cushioned so they take no collision damage. Other creatures are not so
fortunate, and the abrupt impact will batter anything which was not already
standing beside its new 'floor'.
It takes a short time for gravity to stabilise enough to recast this spell,
though more powerful mages are able to do so more frequently.
%%%%
Ghostly Fireball spell
Hurls an exploding ball of negative energy which drains any living creature
it engulfs.
%%%%
Ghostly Sacrifice spell
Uses an ally's motivating essence to create a blast of negative energy,
draining any living creature it engulfs. The being used to fuel the spell, no
matter whether living or construct, is consumed and unmade in the process.
%%%%
Glacial Breath spell
<Glacial Breath ability>
%%%%
Glaciate spell
Conjures forth a mighty blast of ice. Creatures within its cone-shaped area of
effect take damage, with higher damage being dealt to those close to the
caster. Those hit by the blast are encased in ice, slowing their movement, and
those killed by the blast may be frozen into solid blocks of ice. Half of its
damage bypasses cold resistance.
%%%%
Grasping Roots spell
Calls giant grasping roots from deep underground that hold and constrict their
victim. The roots will retreat if the victim breaks free or if the caller moves
out of view.
%%%%
Grave Claw spell
Calls forth the spite of the recently dead to skewer a targeted enemy with
shards of bone. This spell never misses, and will pin its target in place for
several turns, but casting it rapidly consumes the remnants of death that linger
upon the caster.
You can stockpile enough malice to cast this spell at most three times, and this
can only be replenished by causing the death of a sufficient number of living
beings.
%%%%
Greater Servant of Makhleb spell
Summons a major demon.
%%%%
Greater Ensnare spell
Shoots a stream of webbing at a creature, ensnaring them in a sticky web and
scattering additional webs nearby that dissolve after a short length of time.
%%%%
Hailstorm spell
Conjures a cannonade of hail, battering nearby creatures that fail to dodge.
The eye of the storm is wide enough that monsters adjacent to the caster are
unaffected. Due to the strong impact and cutting edges, half of its damage
bypasses cold resistance.
%%%%
Haste Other spell
Speeds the actions of a nearby ally.
%%%%
Harpoon Shot spell
Fires a long and flexible barbed mass. The ensnared victim will either be
pulled adjacent to the caster or collide with anything blocking the way.
%%%%
Haste spell
Speeds the actions of the caster.
%%%%
Haunt 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. The number of spectres summoned increases with spell power.
%%%%
Hellfire Mortar spell
Splits apart the ground in front of the caster and sculpts a terrifying weapon
out of molten rock. This mortar will move slowly along the lava-filled chasm,
autonomously launching gouts of magma at the caster's enemies as it does so.
When it reaches the end of its path, or is obstructed in its movement by another
creature, it will sink back into the lava, and the chasm will seal itself shut
shortly thereafter.
%%%%
Heal Other spell
Heals a nearby ally.
%%%%
Hunting Call spell
Inspires nearby allies to quicken their movement.
%%%%
Hurl Damnation spell
<Hurl Damnation ability>
%%%%
Hurl Sludge spell
Conjures a focused blast of highly toxic sludge, poisoning the victim and
drenching their surroundings. The sludge damages and poisons all monsters,
even those resistant to poison.
%%%%
Hoarfrost Bullet spell
Fires a shard of ice that coats whatever it hits with a layer of brittle frost
which slows their movement.
Each shot fired will deplete the cannon's remaining durability, but if it
survives to fire 5 times, the final shot will fragment to hit all enemies around
the primary target for additional damage.
%%%%
Hoarfrost Cannonade spell
Sculpts a pair of icy cannons that assail the caster's enemies from long range.
The frigid shards they fire rapidly coat their targets with a layer of brittle
frost which slows their movement.
The cannons are short-lived and consume a part of themselves with every shard
they fire, but if they survive to fire their final salvo without interference,
it will be extra-powerful.
%%%%
Holy Breath spell
Exhales a large cloud of blessed flame, shining with the glory of the good
gods. These flames are especially dangerous to undead and demonic creatures,
and have no effect on holy creatures.
%%%%
Holy Flames spell
Traps an enemy in a ring of blessed flame. These flames are especially
dangerous to undead and demonic creatures, and have no effect on holy
creatures.
%%%%
Iceblast spell
Fires a large mass of ice, which explodes on impact. Half of its damage
bypasses cold resistance.
%%%%
Ignite Poison spell
Converts all nearby poison into liquid flame, burning poisoned creatures from
within. It also turns clouds of poison and mephitic gases into flame. The
caster is not affected directly.
%%%%
Ignition spell
All foes in the caster's surroundings are engulfed in balls of fire. The caster
and their allies are protected from the fire and will never be harmed by this
spell.
%%%%
Infestation spell
Calls forth a plague of scarabs, infesting affected creatures for a duration
depending on power and causing death scarabs to grow and burst from them upon
death.
%%%%
Injury Bond spell
Binds the caster to nearby allies, redirecting half of any damage they suffer
to the caster.
%%%%
Injury Mirror spell
Reflects damage taken for a short duration, hurting attackers whenever any
damage is taken.
%%%%
Ink Cloud spell
Releases a thick cloud of ink to obscure vision.
%%%%
Inner Flame spell
Fills an enemy with an intense fire. This fire is released any time the target
is hit, and explosively released upon death. The size of the explosion caused
is dependent on the size of the target.
%%%%
Invisibility spell
Turns the caster invisible.
%%%%
Invisibility Other spell
Turns a nearby ally invisible.
%%%%
Iron Shot spell
Hurls a large and heavy metal shot.
%%%%
Irradiate spell
Transmutes an ultra-thin layer of the caster's skin (or equivalent) directly
into pure magical energy, blasting adjacent creatures. It may heavily deform
its victims, weakening them and reducing their armour. The caster is not left
entirely unaffected; some of the magic lingers, enough to leave them
dangerously contaminated after a few castings.
%%%%