General

Spell ranges

Directed spells have a range which is a property of the monster. This range is the same for all directed spells, and is generally square; beware of diagonals. High level monsters gain 1 spell range per 4 levels. Chaotic and lawful spellcasters have one third less range on Silvernight and Darknight, respectively. Base ranges are a function of type as follows:

RHeld by
3kobold shaman
4dark elven wizard, dark sage
5black druid
6great white wyrm, ogre magus
7druid
8great black wyrm, ki-rin, lich, master necromancer, skeletal king
10ancient karmic wyrm, great blue wyrm, master lich, minotaur mage, multi-headed chaos dragon, priest
12Ancient Chaos Wyrm, ancient blue wyrm, great karmic wyrm, great red wyrm, lich king, old crone, oracle, shadow wyrm
14emperor lich
15Chaos Archmage, ElDeR cHaOs GoD, ancient sage, quickling bard

Spell powers

The damage of spells is determined by another parameter of the monster, the spell power. Every additional level gives a monster +1 spell power; monsters get one third more spellpower on Darknight (for chaotic casters) and one third less on Silvernight; for lawful casters the rules are reversed, and neutral casters receive no lunar effect.

PHeld by
3kobold shaman
4priest
5master necromancer
6black druid
8ogre magus
12cat lord, great white wyrm, shadow wyrm
13druid, quickling bard
15greater daemon
16great black wyrm
18black wizard, green hag
20fairy dragon, great blue wyrm, lich, skeletal king
22ancient karmic wyrm
24great red wyrm
25annis hag, master lich
30Ancient Chaos Wyrm, ancient blue wyrm, great karmic wyrm, ki-rin, lich king, oracle
35emperor lich
40old crone
45minotaur mage
50multi-headed chaos dragon
63Chaos Archmage, ElDeR cHaOs GoD, ancient sage

Avoiding spells

Your ability to avoid spells is not affected by DV, tactics, what you're avoiding, or even the level of the caster. There are five checks to evade spells; only one of them needs to pass. Most of the checks are much harder in the dark. First, you will avoid a spell on a (Dexterity + Luck) in (Dexterity + 50 (120 in dark)) chance. This factor will go up to about a third with reasonable high dexterities, potentially much higher with high luck. Second, you will avoid a spell on a (Mana + Luck) in 1000 check. The third check only applies if your speed is greater than 100; you have a (speed - 100) in 100 (200 in darkness) chance to avoid spells, capped one short of perfection (99% or 99.5%). Thus, if speed is boosted above 200, or 300 for darkfighting, effective immunity to bolts is achieved; this is useful to remember against dangerous spellcasters. Finally come the skill checks. First is a straight Dodge in 1000 (2000 if darkness) check. Finally, an Alertness check with a difficulty of 200 (400) is made. Since Alertness is a [+] skill, multiple checks are possible at high skill values; at 100, Alertness negates 7/8 of bolts that get this far. With 99 dexterity, 200 speed, and 100 alertness, 1 in 2400 spells will connect.

Directed spells

These spells have the property that they can be cast at range. Monsters will still use them in melee sometimes (chances need to be determined pending a full analysis of the AI).

Death Ray (25)

The Death Ray spell, described as an “energy bolt”, attempts to instantly kill the target. It is a dodgable spell and has finite range. Even if it hits, the target still may make a saving throw and may have resistance; in either case, damage is done instead. There is no multiple resistance. The damage done by a resisted death ray is equal to Xd3+Y where X = max(15, spell power) and Y is 1d(spell power)-1. The player will save on a (Mana + Luck) in spell power chance; monster saves are a function of SR and level but are not exactly known.

Used byResisted damage range
ki-rin, oracle30-119
emporer lich35-139
Chaos Archmage, ElDeR cHaOs GoD, ancient sage63-251

Stream of Energy (24)

This is a simple non-elemental damage spell. It is displayed as a yellow line segment and described as a “painful stream of energy”, or “strong magical energies” when affecting monsters. It has finite range and can be dodged when affecting the player; against monsters, it can be shrugged like a bolt spell, with attack power equal to spell power. It does Nd4 damage where N is spell power + 2.

Used byBase damage range
dark elven wizard, dark sage2-8 (2d4)
priest6-24 (6d4)
Ancient Chaos Wyrm32-128 (32d4)
old crone42-168 (42d4)
Chaos Archmage, ElDeR cHaOs GoD, ancient sage65-260 (65d4)

Confusion (23)

This spell attempts to confuse its target. There is no path requirement; if the caster can see you and you are in range, you are fair game regardless of angle or anything in the middle. For monsters, success is on a SR check and something else based on level, duration is max(1, power/4)d2; for players the maths are much more involved and not worth detailing here in prose. Chance to resist confusion depends mainly on Willpower, with an effective +6 Willpower bonus per properly equipped -Conf item. Your Luck is also added to effective willpower. Confusion duration depends mostly on -Conf items, but there is a small Willpower influence; from 10 to 40 reduces average duration by 20% (no effect on maximum).

Users50%75%90%95%99%99.9%99.9999%
black druid34556811
great white wyrm, shadow wyrm691011111215
druid7101112121316
great black wyrm8121415151619
great blue wyrm, lich, skeletal king10151819192022
ancient karmic wyrm11161920212224
great red wyrm12182122232426
master lich13192223242527
Ancient Chaos Wyrm, ancient blue wyrm, great karmic wyrm, lich king15222728293033
emperor lich18263133343437
old crone20303638393942
minotaur mage23344042444447
multi-headed chaos dragon25374547494952
Chaos Archmage, ElDeR cHaOs GoD, ancient sage32475659626264
Is a level 6 MindcrafterNoYes
Number of -Conf items012345012345
black druid211111111111
great white wyrm, shadow wyrm621111211111
druid621111211111
great black wyrm822111211111
great blue wyrm, lich, skeletal king1032111211111
ancient karmic wyrm1032111211111
great red wyrm1232211211111
master lich1232211211111
Ancient Chaos Wyrm, ancient blue wyrm, great karmic wyrm, lich king1442221211111
emperor lich1643221221111
old crone2053222221111
minotaur mage2264322321111
multi-headed chaos dragon2464322322111
Chaos Archmage, ElDeR cHaOs GoD, ancient sage3085332322111

Glowing Balls / Magic Missile (22)

This is attack spell which targets like an arrow. It is dodgable, and can be shrugged by SR exactly as a bolt spell. It displays as a blue * and is described as glowing balls, but in the endgame dump is named as magic missiles, leading many to beleive it non-elemental, but it actually does fire damage; it speeds up drakelings, can melt earwax, and is reduced significantly by fire resistance (divided by 1 + 6 if intrinsic + 3 per item).

Used byDamage
black druid3-18 (3d6)
druid, great white wyrm, quickling bard, shadow wyrm6-36 (6d6)
great black wyrm8-48 (8d6)
great blue wyrm, lich, skeletal king10-60 (10d6)
ancient karmic wyrm11-66 (11d6)
great red wyrm, master lich12-72 (12d6)
ancient blue wyrm, great karmic wyrm, lich king15-90 (15d6)
emperor lich17-102 (17d6)
old crone20-120 (20d6)
Chaos Archmage, ElDeR cHaOs GoD, ancient sage31-186 (31d6)

Cone of Cold (21)

Shock Bolt (20)

Touch attack spells

These spells can only be used in melee range, so avoiding them is easy - just stay out of range.

Curse (12)

This spell will only be used by monsters against you, and has two possible results. An item is selected from your inventory completely at random. If you have no items, or your gold is the item chosen, you will be subjected to the curse; otherwise, the chosen item will.

If you are targeted, you must make a save identical to that for Stat Drain. If you pass, nothing happens, otherwise you will gain the Cursed intrinsic. If you already have the Cursed intrinsic, there is a 1 in 6 chance to gain the Doomed intrinsic instead.

If an item is targeted, you must make a different and easier save; a random number up to 1 less than the spell power must be greater than the sum of your Mana score and your luck. Thus, high mana can make you safe from item curses; the mana needed in this way is equal to the relevant spell power. With 25 or higher mana, your girdle of greed is safe from all cursing monsters that are not also stat drainers (if you are not cursed, and it is not Darknight).

Used bySpell power
black druid6
quickling bard13
great black wyrm16
black wizard, green hag18
annis hag, master lich25
lich king30
emperor lich35
old crone40
minotaur mage45
multi-headed chaos dragon50
Chaos Archmage, ElDeR cHaOs GoD, ancient sage63

Drain Stats (11)

This is a touch spell. Monsters will only use it against the player character, never other monsters. If successful, one random stat is lowered by 1d3 permanently. It is possible to save against this spell. The save will occur if your Luck, plus a random number from 0 to your Mana score minus 1, is greater than or equal to a random number from 0 to the monster's spell power minus one. High mana and luck are thus extremely beneficial, but cannot provide much safety from the spell.

Used byPower
black druid6
great white wyrm12
greater daemon15
lich king30
emperor lich35
old crone40
minotaur mage45
multi-headed chaos dragon50
Chaos Archmage, ElDeR cHaOs GoD, ancient sage63

Teleport Other (10)

Pretty self-explanatory effects, equivalent to zapping a wand of teleportation, but the save rules are different. Against the player, the save is the same as for item cursing. Against monsters, only a level-dependant save is used; low-level monsters will almost never resist regardless of SR. In principle this provides a way to teleport Khelevastar off the stairs; sadly, the monster AI will never make attacks against dying sages. No effect on non-teleport levels.

Used byPower
druid, quickling bard13
fairy dragon20
old crone40
Chaos Archmage, ElDeR cHaOs GoD, ancient sage63

Non-targetted spells

These spells do not require an enemy at all.

Darkness (3)

Darkens an octagonal area around the caster. Diameter is equal to spell range.

Used byD
black druid5
Chaos Archmage, ElDeR cHaOs GoD, ancient sage15

Greater Heal Self (2)

This spell restores a monster to full health and ends bleeding.

Used by
ancient sage
emporer lich
lich
lich king
master lich

Heal Self (1)

This spell heals up to (power)d5 damage, with no effect on any statuses.

Used byAmount
priest4d5
black druid6d5
druid13d5
ancient karmic wyrm22d5
Ancient Chaos Wyrm, ancient blue wyrm, ki-rin30d5
old crone40d5
ancient sage63d5

Invisibility (0)

Turns the monster invisible for (spell power / 2)d4 turns.

Used byDuration
ogre magus4d4
cat lord6d4
Chaos Archmage, ElDeR cHaOs GoD, ancient sage31d4