%%%% 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 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 %%%% 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 %%%% 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 %%%% 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 rock 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 %%%% 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 %%%% 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 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. %%%% Iskenderun's Battlesphere spell Conjures a small globe of destructive energy. Each time its creator casts a offensive spell, the battlesphere will also fire an unerring volley of energy at the most injured nearby foe it can reach. The battlesphere's creator can freely fire through its position without harming it. %%%% Iskenderun's Mystic Blast spell Detonates a crackling sphere of destructive energy. The explosion will hit all nearby monsters with physical force, knocking them back if damage is done. Spellpower increases damage and knockback distance. %%%% Jinxbite spell Calls the attention of trickster spirits. While it holds, the spirits will follow up on the caster's attacks. If the spell overcomes victims' willpower, they will suffer minor damage and be drained by the sprites' playful malice. Fae assistance is fickle, however; they cannot be beckoned unless a susceptible victim is visible, and will depart rapidly once no more remain. Calling on the fae also reduces the caster's own willpower for a time. %%%% Kinetic Grapnel spell Weaves a thin kinetic filiment around the caster's melee weapon and launches the other end of it at a nearby enemy. If this grapnel successfully hits and does damage, it will become lodged in them, allowing the next melee attack the caster performs against them to strike with perfect accuracy and a small slaying bonus. %%%% Volatile Blastmotes spell Brings forth a cloud of volatile blastmotes around the caster. These explode on contact with open flame or with creatures - including any caster foolish enough to linger in them! The explosion is concussive, knocking adjacent creatures away. Damage done rises with the spell's power. %%%% Launch Bomblet spell Fires a bomblet on a ballistic trajectory that ignores line of fire, dealing minor damage to a single target within range and deploying the bomblet near it. Cannot target enemies adjacent to the caster or those with no nearby room for the bomblet to land. %%%% Launch Clockwork Bee spell Constructs a mechanical bee and winds its clockwork mechanisms over several turns before unleashing it against a targeted foe. The bee is swift and powerful, but its clockwork quickly winds down as it attacks, eventually leaving it helpless and unable to move. The caster may repair and rewind a dormant bee by attempting to move into it, at the cost of 1 MP. Spellpower increases the number of attacks the bee may perform before going dormant. %%%% Leda's Liquefaction spell Liquefies the ground around the caster, making it difficult to move through. Any movement through liquefied ground will be slowed, and creatures stuck in the liquefied ground will be unable to fly. Attempts to attack the caster in melee may fail. The effect starts out with a radius depending on power, which will then shrink, eventually covering only the caster, before it times out. Maintaining the connection to the ground slows the caster's movement, even if they are flying. %%%% Lee's Rapid Deconstruction spell Fragments a wall or a suitably brittle visible monster into an explosion of deadly shrapnel. It can be used on monsters made of ice, bone, or any wall-like substance, as well as those turned to stone by petrification. Its damage is strongly reduced by armour. Targets made from rock, stone, ice or bone will cause a small explosion. Metal targets will cause a small but more damaging explosion, and targets made from crystal will cause a large and more damaging explosion. %%%% Legendary Destruction spell Conjures two explosive magical effects in instant succession. The effects can be any mix of Fireball, Iceblast, and Ghostly Fireball. %%%% Lehudib's Crystal Spear spell Hurls a lethally sharp shard of crystal. %%%% Lesser Beckoning spell Beckons the target forward, attempting to place them adjacent to the caster. %%%% Lightning Bolt spell Fires a mighty bolt of lightning. Its damage bypasses half of defenders' armour, and it can be bounced off walls to hit targets twice. %%%% Magic Dart spell Fires a small bolt of magical energy which never misses. %%%% Magma Barrage spell Fires penetrating bolts of molten rock at up to two different enemy targets. Half of its damage bypasses fire resistance. %%%% Magnavolt spell Envelops a target in a thin layer of magnetically charged metal fragments, then unleashes a powerful surge of electricity that arcs unerringly towards every visible target coated in these fragments - firing an additional beam at each target thus marked. Magnetised creatures are additionally unable to evade attacks and will be revealed if invisible. If they die while still coated, they will leave behind a short-lived cloud of electrified metal that will continue to serve as a lightning rod for this spell. %%%% Major Destruction spell Shoots a random harmful beam or explosion at the targeted creature. %%%% Major Healing spell Heals a large amount of damage to the caster's body. %%%% Malign Gateway spell Tears a gash in reality, creating a self-sustained but temporary portal to an unknown, tainted otherworld. It requires open space to succeed. After a short time, a powerful clawed tentacle will reach through the portal, remaining bound to the caster's will for a duration depending on power. With the portal's expiry, the tentacle will be severed and turn on the caster. The duration of the portal increases with spell power. %%%% Malign Offering spell Drains life from an enemy, healing nearby allies in the process. %%%% Malmutate spell Bestows a mutation on a target. The mutation is almost always harmful. It cannot affect artificial beings, and the undead will decompose if affected. %%%% Manifold Assault spell Warps space into paradoxical configurations to strike many visible foes with one melee attack. Power increases the number of foes attacked with one cast, though unarmed attacks strike only half as many targets at once, as additional care must be taken when warping one's own limbs. The time taken for the attack is exactly the same as a normal melee attack. Attacks performed this way never miss, but the exact spot struck cannot be controlled precisely, making them unable to do extra damage against unsuspecting foes. %%%% Mara Summon spell Weaves illusions of the caster. Such illusions have the same physical prowess as the original, and can cast the same spells. %%%% March of Sorrows spell Conjures a stream of stolen suffering, leaving clouds of excruciating misery in its wake and around its targets. These clouds of negative energy will rapidly drain the living of small fractions of their maximum health. %%%% Marshlight spell Conjures two balls of burning swamp gas adjacent to the caster. The balls will rapidly seek the nearest monster and burn them. Wizards attempted to copy this with the spell 'Foxfire', but their version is much less powerful. %%%% Martyr's Knell spell Beckons forth the soul of a long-dead martyr to shield your allies for a time. This soul suffers a portion of the damage your allies would otherwise receive. If it is slain (again!), it will transform into a flayed ghost, inflicting illusory wounds on foes. Such wounds are fleeting, and will disappear when the ghost departs - unless you kill its victims first. %%%% Mass Confusion spell Causes confusion in all who gaze upon the caster. %%%% Mass Regeneration spell Causes all allied monsters nearby to rapidly regenerate over a short period of time. This regeneration is proportional to each of those creature's maximum health. %%%% Maxwell's Capacitive Coupling spell Gradually builds up electric charge in the caster, so long as they maintain focus (by waiting in place and not taking any other actions). When a threshold is reached, the charge couples with the nearest foe, vaporising them instantly. Higher spell power will allow the caster to accumulate charge more rapidly. %%%% Maxwell's Portable Piledriver spell Compresses an envelope of space around the caster and an adjacent enemy (or a contiguous line of enemies), then allows it to decompress abruptly, propelling everyone forward until the unfortunate being at the far end collides with something solid, inflicting damage on them proportional to the distance travelled. %%%% Mephitic Cloud spell Conjures up a short-lived cloud of noxious fumes, which may cause confusion in any creature not resistant to poison. Tougher, more experienced creatures are less likely to be affected. %%%% Mesmerise spell Makes a targeted creature unwilling to move away from the caster. Leaving the caster's line of sight will end the effect. %%%% Metabolic Englaciation spell Lowers the metabolic rate of every creature in the caster's vicinity, slowing all those who are not resistant to cold. Cold-blooded creatures will be affected much more strongly, and tougher creatures will be slowed for a shorter time. %%%% Metal Splinters spell Fires a burst of metal splinters. Its damage is strongly reduced by armour. %%%% Miasma Breath spell Creates a large cloud of foul pestilence, poisoning and sometimes slowing any living creatures it touches. %%%% Might Other spell Significantly increases a nearby ally's damage dealt in melee. %%%% Might spell Significantly increases the caster's damage in melee. %%%% Mindburst spell Launches a psychic attack. If it overcomes the victim's willpower, it 'blows their mind' in a violently literal fashion, dealing damage that bypasses their armour entirely. It is useless against mindless creatures. %%%% Minor Healing spell Heals a small amount of damage to the caster's body. %%%% Monstrous Menagerie spell Summons a powerful exotic creature to the caster's aid: a manticore, a lindwurm, or, at high power, even a sphinx. Casting the spell at higher power also increases the strength of the beasts themselves. %%%% Mercury Vapours spell Briefly transmutes the air around a target into gaseous mercury, poisoning those who breathe it in. Further, the target and adjacent creatures (living or otherwise) may be weakened by mere exposure to the alchemical substance. %%%% Mourning Wail spell Exhales a stream of forgotten grief, leaving clouds of excruciating misery in its wake but skipping past creatures that would be vulnerable to it. These clouds of negative energy will rapidly drain the living of small fractions of their maximum health. %%%% Mud Breath spell %%%% Nazja's Percussive Tempering spell Manifests a magical hammer that repairs and temporarily augments the offensive capabilities of any construct that was created by the caster's own Forgecraft spells. This process results in a flurry of sparks, slag, and concussive shockwaves that do considerable damage to any enemies adjacent to the targeted construct, but it cannot be recast upon the same object until the enhancement wears off. %%%% Noxious Breath spell %%%% Noxious Cloud spell Creates a large cloud of noxious fumes, which may cause confusion. %%%% Nullifying Breath spell %%%% Olgreb's Toxic Radiance spell Causes the caster to radiate toxic energy, continuously inflicting poison on everything in line of sight for as long as the spell lasts. %%%% Orb of Destruction spell Conjures an orb made of pure destructive magic. Compared to most other projectiles, these orbs travel at a relatively slow pace. The orbs home onto their targets, yet because of their huge inertia, especially agile opponents may be able to outmanoeuvre them. The orbs need some time to stabilise, and a nascent orb will deal reduced damage. Residents of the dungeon are able to maintain the orb until it impacts a target, but when cast by you the orb will dissipate upon leaving your line of sight. %%%% Orb of Electricity spell Hurls a crackling orb of electrical energy, creating a huge explosion on impact. Its damage bypasses half of defenders' armour. %%%% Ozocubu's Armour spell Envelops the caster's body in a protective layer of thick ice, granting a substantial bonus to armour as long as they remain in their current location. The ice will crack and fall away if the caster moves to a new position. The spell decreases in effectiveness in heavier armour, granting a lower bonus the higher the encumbrance rating of the caster's armour. %%%% Ozocubu's Refrigeration spell Turns the air bitterly cold, freezing all other creatures in line of sight. This is less effective against creatures packed tightly together - those adjacent to others will be partly insulated from the cold, taking less damage. %%%% Pain spell Inflicts an extremely painful injury upon one living creature. %%%% Paralyse spell Prevents a creature from taking any action for a short time. %%%% Paralysis Gaze spell Irresistibly prevents a creature from taking any action for a short time, requiring multiple charges but not line of fire. %%%% Passage of Golubria spell Opens two gateways (one always near the caster), which allow instantaneous transport to random other open gateways to any creature entering them. There is no limit to the number of gateways that can be open at one time. However, gateways close a short time after being opened, or immediately once entered. %%%% Passwall spell Allows the caster to travel a short distance through an adjacent rock wall and emerge again on the other side. This spell takes an unusally long time to cast, during which the caster will be unable to act, but also gain increased armour from their attunement to the rock. %%%% Permafrost Eruption spell Calls on the ancient cold lurking within the earth to emerge - violently. The force of its emergence blasts rock from the ceiling, smashing into the target with unavoidable force. The cold itself is brief but unbearably bitter, bypassing armour entirely as it freezes the target and their neighbours. It will always attempt to blast the largest concentration of foes in sight, and never explodes next to the caster. %%%% Petrify spell Petrifies a targeted creature and up to two other foes in a chain. Those which do not muster the Will to resist are briefly slowed, and then turned to stone. Until they return to flesh, they are unable to act, but also take half damage. The spell's power is lessened against secondary targets. %%%% Petrifying Cloud spell Exhales calcifying dust, which petrifies anyone affected for longer than a brief moment. %%%% Phantom Blitz spell Weaves and fires a phantom copy of the caster with great force. Such phantoms have the same martial and mystic prowess as the caster, and an impromptu night parade of illusions may overwhelm the caster's victims. %%%% Phantom Mirror spell Creates a phantom copy of a creature. The copy will be somewhat fragile, but otherwise almost indistinguishable from the original. %%%% Plane Rend spell Summons some of the greater threats from one of the Pits of Slime, the Elven Halls, the Vaults, the Crypt, the Tomb of Ancients, or the Realm of Zot; the specific branch varies with each cast of the spell. %%%% Plasma Beam spell Fires a penetrating beam of plasma at one of the caster's most distant foes. The ionised beam bypasses half of defenders' armour, and a second beam of fire follows in its wake. %%%% Platinum Paragon spell Constructs a gleaming metal champion whose prowess rivals that of the greatest living warriors. It is resistant to all forms of magic and wields a perfect replica of any artefact melee weapon the caster chooses. It creates a damaging shockwave around itself when first deployed and slowly gains charge as it attacks enemies. When it has gained sufficient charge, the spell may be recast to overload the paragon, unleashing a flurry of attacks in a wide area which inflict increased damage, but destroying the paragon in the process. Due to the magical link it maintains with its creator, it will perform an extra attack whenever they do, and will sometimes even parry attacks directed at them, if they are close enough together. %%%% Poison Arrow spell Fires a magical arrow coated with the most vile and noxious toxin. Even those resistant to poison will be poisoned by it, and a small portion of its direct damage bypasses poison resistance. %%%% Poisonous Cloud spell Conjures forth a great cloud of lethal gases. %%%% Polar Vortex spell Turns the air around the caster into a freezing vortex, doing tremendous damage to everyone caught in it that can only be half-mitigated by resistance to cold. Those affected will also be swept up into the air and tossed around. Only the eye of the storm is a safe place, and it follows the caster. The vortex is unable to follow the caster through long-distance translocations. The spell's effectiveness is greatly diminished in closed areas. After the vortex fades, it cannot be called forth again for a short time. %%%% Polymorph spell Randomly alters the form of a creature. It is especially effective against shape-changing creatures. %%%% Porkalator spell Transforms the target into a pig. The target moves swiftly but cannot cast spells. The caster's demise will cause the transformation to end. %%%% Portal Projectile spell Teleports a fired or thrown missile at a targeted enemy. %%%% Prayer of Brilliance spell Empowers the magic of nearby wizard allies of the caster, allowing them to cast their magic more powerfully and more often. %%%% Primal Wave spell Conjures a torrent of water that may knock back the target, and creates a pool of shallow water for a short duration. %%%% Pyre Arrow spell Launches a glob of liquid fire that clings to a targeted creature, dealing armour-ignoring fire damage over multiple turns. The victim can put the fire out much more quickly by moving. If the target is insubstantial, the liquid fire will fail to stick. %%%% Pyroclastic Surge spell Draws searing flames from lava. Any enemies of the caster standing next to or above lava will be burned. %%%% Quicksilver Bolt spell Fires a bolt of dispelling energy at a targeted creature, possibly removing some of its enchantments. %%%% Rebounding Blaze spell Fires a penetrating bolt of energetic flames that can bounce off walls to hit targets twice. %%%% Rebounding Chill spell Fires a penetrating bolt of energetic cold that can bounce off walls to hit targets twice. %%%% Regenerate Other spell Causes another creature to rapidly regenerate over a short period of time. This regeneration is proportional to that creature's maximum health. %%%% Rending Blade spell Condenses the caster's magical energy into the form of a violently crackling blade. Each time the caster successfully hits with a melee attack while the spell is active, this blade will rend a path back and forth through nearby foes, dealing irresistible damage. Casting this spell temporarily drains *all* of the caster's remaining magical power to constitute the blade, but this energy will be returned to them as soon as the blade ceases to exist. Each point of magical power sequestered this way slightly increases the damage the blade inflicts. %%%% Repel Missiles spell Reduces the chance of projectile attacks striking the caster, making them easier to dodge. Single-target attacks are much easier to repel than penetrating attacks. %%%% Resonance Strike spell Calls a surge of power from the earth, striking an enemy within the caster's sight. The spell cascades through nearby constructs, growing in strength with each one standing near the target. %%%% Rimeblight spell Afflicts a creature (and up to two others near it) with a magical plague that slowly freezes them from the inside out. Victims take AC-ignoring cold damage each turn, and as the disease progresses, shards of crystalline ice will start erupting violently from their body, damaging nearby enemies. When they finally succumb, the plague may spread to those around them. In living, holy, or demonic creatures, the disease is especially virulent, feeding off the necromantic energies released by its host's suffering. As they approach the point of death, it will accelerate rapidly, devouring the last vestiges of their body and leaving nothing behind but a twisted pillar of stygian ice. %%%% Roll spell Roll into a ball, granting the boulder beetle tremendous speed as well as double melee damage. The roll may only be performed when at distance from a foe, and the beetle will always unroll after an attempted roll attack. %%%% Sandblast spell Blasts a target with high-velocity rock shards. Gathering the rock from ambient grit is slow, making this spell take one-and-a-half times as long to cast as most. Its damage is strongly reduced by armour. %%%% Sap Magic spell Taints a targeted creature's ability to cast spells. Casting a spell while afflicted with this condition causes the target to lose access to their magic, briefly preventing them from casting any further spells. %%%% Scattershot spell Blasts a cone-shaped area in front of the caster with metallic fragments. Its damage is strongly reduced by armour. %%%% Scorch spell Scorches a random foe. Those injured by this have their resistance to fire burned away for a short time. %%%% Sculpt Simulacrum spell Forms icy simulacra of an adjacent living, demonic, or holy creature. These fragile doppelgangers will take shape over a short period of time, eventually gaining the ability to move and attack the caster's enemies. The good gods frown on this spell, as it works blood and ichor into unnatural facsimiles. You can maintain up to 5 simulacra simultaneously. %%%% Seal Doors spell Imparts seals on nearby doors and stairs, preventing those not allied with the caster from traversing them. %%%% Searing Ray spell Fires a continuous piercing ray of arcane energy from the caster's hands. So long as the caster maintains focus upon the spell and supplies it with magical power (by waiting in place and not taking any other actions), the ray will follow the caster's target if it should move. %%%% Searing Breath spell Breathes a blast of fire at a targeted creature, leaving a cloud of flames at the endpoint. %%%% Seismic Stomp spell Stomps heavily upon the ground, sending out violent shockwaves that fracture the ground beneath multiple nearby enemies. Flying creatures take greatly reduced damage from this attack, but those on the ground may sometimes to lose their footing altogether, delaying their next action as they struggle to regain balance on the uneven terrain. %%%% Sentinel's Mark spell Bestows a strong beacon upon a targeted creature. It announces the presence and location of the marked creature to everyone on the same level. %%%% Seracfall spell Violently collapses a nearby simulacrum into a large mass of ice, which explodes on impact. The ice affects even cold-resistant creatures somewhat, due to the strong impact and cutting edges. %%%% Shadowball spell Hurls a ball of flickering shadows, which explodes in a small area. %%%% Shadow Beam spell Fires a penetrating beam of shadow. %%%% Shadow Bind spell Pins several random nearby enemies to their own shadows, briefly preventing them from moving. At higher spellpower, it affects more enemies at once. %%%% Shadow Creatures spell Creates replicas of creatures native to the caster's current location, weaving them from shadows and threads of Abyssal matter. %%%% Shadow Draining spell Forcefully steals a sliver from the shadows of all nearby enemies, causing damage which bypasses the victim's armour entirely. %%%% Shadow Prism spell Conjures a shadowy prism which will unleash a violent blast of shadows after a short duration. If destroyed prematurely, this blast will be much weaker. %%%% Shadow Puppet spell Summons a servant of living shadow to harass and constrict the caster's enemies. The strength of its attacks is directly increased by spellpower. %%%% Shadow Shard spell Fires a shard of hardened shadow at a single enemy. %%%% Shadow Shot spell Fires a small bullet of hardened shadow at a single enemy. %%%% Shadow Tempest spell Calls down shadowy lightning upon up to half of all visible enemies, dealing irresistible damage to them. %%%% Shadow Torpor spell Saps the energy from a line of enemies, slowing them for a short while. Spellpower increases the duration of this effect, but stronger creatures may shake off their lethargy more quickly. %%%% Shadow Turret spell Forms a stationary turret of solidified shadow that repeatedly fires upon the caster's enemies. %%%% Shatter spell Causes an enormous burst of concussive force around the caster, dealing severe damage to all nearby creatures. It is especially effective against those made from ice, bone, or any wall-like substance (such as rock, metal or crystal), as well as those turned to stone by petrification. It is less effective against flying, gelatinous and insubstantial creatures. It may also destroy nearby walls. %%%% Sheza's Dance spell Summons weapons from far and wide - a dagger newly forged, a sword long-rusted in a moldering tomb, an axe still steaming with the blood of its victim - animating them and sending them out to attack. %%%% Shock spell Throws a bouncing bolt of electricity. It bypasses half of defenders' armour. %%%% Shred spell Spins in place, dealing grievous damage to adjacent enemies with its serrated body. %%%% Sigil of Binding spell Creates two sigils nearby. Anyone who passes over them will be bound, able to act and dodge normally but unable to move away. When the effect wears off, their movement speed will rebound, giving them temporary swiftness. Swiftness from any source grants immunity to binding. Only one set of sigils can be maintained at a time, and they will expire prematurely if they leave your sight. %%%% Sign of Ruin spell Inflicts the sign of ruin upon a group of enemies, condemning their bodies to inexorable decay and collapse. Whenever anything bearing this sign receives damage from a melee attack, they will suffer heavy draining and may additionally become either slow, weak, or blind. %%%% Silence spell Eliminates all sound near the caster. This makes reading scrolls, casting spells, invoking divine abilities, or shouting impossible in the caster's vicinity. The spell's oppressive, unnatural effect will greatly hamper stealth. Certain monsters have innate magical or special abilities which will still be usable while silenced. The effect starts out with a radius depending on power, which will then shrink, eventually covering only the caster, before it times out. %%%% Siren Song spell Sings a haunting song, making nearby victims unwilling to move away from the singer. Leaving the caster's line of sight will end the effect. %%%% Sleep spell Puts a targeted creature to sleep. Taking damage will typically wake the target, and loud sounds can potentially do so as well. %%%% Slow spell Slows the actions of a creature. %%%% Slug Dart spell Fires a sharp dart of hardened chitin. %%%% Smiting spell Smites any targeted enemy within sight, with no direct line of fire required. %%%% Soul Splinter spell Attempts to force a tiny fragment of a living, holy, or demonic being's soul to take leave of their body and manifest as a soul wisp. This wisp is nominally under the necromancer's control, but will focus its attacks foremost on the creature it was created from, instinctually trying to return to its proper home once more. The victim will be weakened until the wisp reverts to where it belongs. Wisps created from more powerful souls have more damaging attacks, but are always fragile. %%%% Spawn Tentacles spell Extends large tentacles to attack nearby enemies. %%%% Spectral Cloud spell Creates a cloud of spectral mist, dealing minor damage to all creatures other than the undead. Dangerous but short-lived spectral undead creatures will coalesce from the mist over time. %%%% Spellspark Servitor spell Constructs a metallic servant with a spark of the caster's own arcane knowledge at its core. This spark allows the servitor to unleash some of the destructive spells known to its creator, though the strongest and most volatile of magics cannot be imbued in this fashion. The strength of the servitor increases with spell power. (While you know this spell, you may choose which of your eligible spells it will cast with the Imbue Servitor ability.) %%%% Spit Acid spell Spits acid at a targeted creature. %%%% Spit Lava spell Spits lava at a targeted creature. Half of its damage bypasses fire resistance. %%%% Spit Poison spell %%%% Splinterfrost Shell spell Constructs a frangible shell of reinforced ice in a half-circle around the caster, pushing creatures out of the way to make space for it, if possible. This barricade is durable, and whenever a segment of it is destroyed, will fracture into a salvo of icy projectiles launched at whatever destroyed it. If the caster strays too far away from their barrier, it will melt rapidly. %%%% Splinterspray spell Fires a burst of wooden splinters. Its damage is strongly reduced by armour. %%%% Sporulate spell Releases a fast, gas-filled floating spore. After seeking out its foe, the spore will explode, damaging anything caught in the blast and further confusing living creatures. %%%% Sprint spell Causes the caster to move across terrain more rapidly for a short duration. %%%% Starburst spell Releases penetrating bolts of fire from the caster in every direction. %%%% Static Discharge spell Releases electrical charges against those next to the caster. These may arc to other adjacent creatures, or back to the caster, before eventually grounding out. It deals reduced damage when arcing to the caster, and the damage dealt bypasses half of defenders' armour. %%%% Steam Ball spell Throws a ball of hot steam towards a targeted creature. %%%% Steam Breath spell %%%% Sticks to Snakes spell Casts forth sticks and transforms them into snakes. Stronger casters will always create stronger snakes. %%%% Sticky Flame spell Unleashes a short-ranged spray of incendiary goo that clings to an adjacent creature and deals armour-ignoring fire damage over several turns. If the victim is allowed to move, it will put out the fire prematurely. If the target is insubstantial, the liquid fire will fail to stick. %%%% Still Winds spell Brings the air into unnatural stillness across a huge area, preventing anything short of a polar vortex from breaking the calm. The effect takes concentration to maintain, and only lasts a short time; if the caster is killed, clouds will begin to form again as normal. %%%% Sting spell Conjures a jagged shard of crystallized toxins. The stinger's impact will always poison a susceptible target. Even resistant targets have a chance to be poisoned and immune monsters will still be damaged by the physical impact of the stinger. %%%% Stoke Flames spell Adds malice to hellish fires, binding it with flame into a creeping inferno. %%%% Stone Arrow spell Fires a sharp spine of rock. %%%% Strip Willpower spell Greatly reduces the target's willpower, making them more vulnerable to a variety of magical effects. %%%% Stunning Burst spell Fires a weak electrical burst which, on impact, causes very brief paralysis. Willpower is of no use against this effect, but resistance to electricity can sometimes prevent it. %%%% Sublimation of Blood spell Converts some of the caster's blood into magical energy. The process is painful but never directly lethal. The efficiency of the conversion increases with the spell's power. %%%% Summon Air Elementals spell Summons one or more air elementals. %%%% Summon Cactus Giant spell Summons a warrior from a particularly prickly tribe. Foes that strike these giants in melee are in for a painful surprise! When cast at a higher power, older, more robust warriors will answer the call. %%%% Summon Demon spell Opens a gate to the realm of Pandemonium and draws forth one of its inhabitants to serve the caster for a time. %%%% Summon Dragon spell Summons and binds a powerful dragon to perform the caster's bidding. At high power it may summon particularly deadly varieties of dragon, or multiple lesser dragons at once. %%%% Summon Drakes spell Summons multiple drakes and lindwurms. %%%% Summon Earth Elementals spell Summons one or more earth elementals. %%%% Summon Emperor Scorpions spell Summons multiple noble and monstrous emperor scorpions. %%%% Summon Executioners spell Summons multiple Executioners to tear apart foes of the caster. %%%% Summon Eyeballs spell Summons multiple floating eyeballs that may be able to vitrify, polymorph, confuse, mutate or disintegrate. %%%% Summon Fire Elementals spell Summons one or more fire elementals. %%%% Summon Forest spell Forcefully intersects a forested plane with this world. It requires open space to succeed. While the spell holds, a spirit of the forest will be called forth, and the trees of the forest will be awakened to deal damage to nearby enemies. Spell power increases the duration, size, and thickness of the intersected plane; as well as the strength of the spirit. %%%% Summon Greater Demon spell Calls forth one of the greater demons of Pandemonium to serve the caster. %%%% Summon Sin Beast spell Summons a deadly sin beast. %%%% Summon Hell Sentinel spell Summons a Hell Sentinel, a nightmarish edifice of animated hate. %%%% Summon Holies spell Calls forth divine warriors to aid the caster. %%%% Summon Horrible Things spell Opens a gate to the Abyss and calls through two or more hideous abominations from that dreadful place. The opening of the gate may drain a portion of the caster's intellect. The number of abominations summoned increases with spell power. %%%% Summon Hydra spell Summons a many-headed hydra to fight alongside the caster for a short time. Spell power determines the number of heads. %%%% Summon Ice Beast spell Calls forth a beast of ice to serve the caster. The strength of the beast depends on spell power. %%%% Summon Illusion spell Summons a temporary mirror image of an enemy. Such a copy has the same physical prowess as the original, and can cast the same spells. %%%% Summon Mana Viper spell Summons a violet-scaled serpent whose bite can swiftly drain the magical reserves of nearly any foe. At higher power, the antimagic properties of the viper's bite grow even stronger. %%%% Summon Minor Demon spell Summons between one and three minor (rank 5) demons. %%%% Summon Mortal Champion spell Calls forth one of the mightiest and fastest mortal champions of the Shining One. In this Dungeon, spriggan defenders and deep elf blademasters will answer the call. %%%% Summon Mushrooms spell Summons wandering mushrooms and deathcaps next to a targeted creature. %%%% Summon Scarabs spell Calls forth a swarm of death scarabs. %%%% Summon Scorpions spell Calls forth a swarm of venomous scorpions. %%%% Summon Seismosaurus Egg spell Summons the egg of a brutish lizard, just on the verge of hatching. So long as there are foes nearby and the caster remains adjacent to the egg, it will hatch several turns after being summoned to wreck havoc upon its summoner's foes. Even as a juvenile, a seismosaurus is a force to be reckoned with. It is nearly as hardy as a mountain, and its footfalls are capable of creating violent seismic shockwaves. Each shockwave deals considerable damage to non-flying enemies, and may sometimes even cause them to lose their footing altogether. %%%% Summon Small Mammal spell Summons a rat, bat, or quokka to the caster's aid. Spell power increases the chance of summoning a quokka. %%%% Summon Spiders spell Summons one or more spiders. %%%% Summon Tzitzimitl spell Summons a tzitzimitl, a demon of disease and despair. %%%% Summon Ufetubus spell Summons multiple ufetubi; small, annoying demons. %%%% Summon Undead spell Summons multiple undead monsters, creating various ghosts, vampires, wraiths and other lesser undead. %%%% Summon Vermin spell Summons multiple rats, spiders, worms, and frogs. %%%% Summon Water Elementals spell Summons one or more water elementals. %%%% Swiftness spell Calls forth winds to greatly increase the caster's movement speed. After the effect ends, the caster's movements will be sluggish for a time. %%%% Symbol of Torment spell Calls on the powers of darkness to cause agonising injury to any living thing in the caster's vicinity, cutting their health in half. This damage is never directly lethal. %%%% Teleport Other spell Attempts to teleport a targeted creature out of the caster's sight, after a short delay. %%%% Throw Ally spell Throws a nearby ally at the monster's foe, doing minimal damage and landing the thrown monster nearby. %%%% Throw Barbs spell Fires a volley of barbs at the target, skewering them and making movement painful. %%%% Throw Bolas spell Hurls a colossal bolas at the target, wrapping around even the largest of of foes and binding them in place. %%%% Throw Flame spell Throws a small puff of flame. %%%% Throw Frost spell Throws a small puff of frost. %%%% Throw Icicle spell Fires a shard of ice. Due to its strong impact and cutting edges, half of its damage bypasses cold resistance. %%%% Throw Klown Pie spell Throws a harmful yet strangely delicious pie that can inflict its victim with a number of irresistible and debilitating temporary effects. These include inducing vertigo, silence, fire vulnerability, stat drain, fragility, blindness, or an aversion to drinking potions. %%%% Thunderbolt spell Creates an arc of electricity. %%%% Tomb of Doroklohe spell Entombs the caster within walls of rock. These walls will push away objects in their way, but their growth is obstructed by the presence of any creature. They are not permanent, and will expire after a period of time. %%%% Trog's Hand spell %%%% Kiss of Death spell Conjures forth a fragment of the caster's essence and twists it into a fragment of death, painfully draining the victim. The caster, too, will find their health reduced, until they gain enough experience to recover. %%%% Tukima's Dance spell Animates the weapon of a targeted foe, ripping it from their hands and causing it to attack them relentlessly. Once the target dies, the weapon will fall to the ground shortly thereafter. Certain powerful named artefacts cannot be animated, and any properties that require skill in evocations will not be active. %%%% Twisted Resurrection spell Causes nearby corpses to begin crawling together, merging into horrible agglomerations of flesh. More and larger corpses result in more powerful creations. %%%% Upheaval spell Calls on the forces of nature to blast a small area with magma, ice, wind, or rubble. %%%% Vampiric Draining spell Steals the life of an adjacent living creature and grants it to the caster. %%%% Vanquished Vanguard spell Calls out to the lingering souls of orcs who died in earlier ages, and, for a brief moment, gives them purpose in battle once again. More anchored to their past lives than most spectrals, they wield polearms with living skill, and will encircle their quarry with cold efficiency. %%%% Venom Bolt spell Fires a penetrating bolt of poison. %%%% Virulence spell Makes a targeted creature more vulnerable to poison. %%%% Momentum Strike spell Blasts a target with energy borrowed from the caster's own future movement. For a short time afterward, the caster will be left immotile - unable to walk, fly around, slither, etc. Only motile creatures can cast this spell. %%%% Vhi's Electric Charge spell Sends the caster hurtling at a chosen nearby enemy, launching a high-accuracy melee attack on arrival. Additional electric damage will be dealt based on the length of the charge, the power of the spell, and the physical damage of the attack. The caster is wrapped in an envelope of twisted space, allowing them to safely pass through creatures, traps, and harmful terrain, and to displace creatures at their destination. The time taken by the spell is the greater of the time normally needed to cast a spell or that needed to launch one melee attack. %%%% Vhi's Electrolunge spell Sends the caster hurtling at a chosen nearby enemy, launching a high-accuracy melee attack on arrival, with additional electrical damage based on spellpower. The caster is wrapped in an envelope of twisted space, allowing them to safely pass through creatures, traps, and harmful terrain, and to displace creatures at their destination. %%%% Vitrify spell Renders a creature's body structure as brittle and fragile as glass, increasing the damage they take from all sources. %%%% Vitrifying Gaze spell Irresistibly renders a creature's body structure as brittle and fragile as glass, increasing the damage they take from all sources. It requires line of sight but not line of fire. %%%% Volley of Thorns spell Launches a small hail of sharp thorns. %%%% Wall of Brambles spell Causes brambles to rapidly grow nearby. They have almost no structural strength, but the wicked thorns they bear make their removal difficult. Such brambles are sparse enough that almost any missile can pass through unhindered. %%%% Warning Cry spell Generates a loud noise, alerting nearby enemies. %%%% Warp Space spell Creates a brief but violent rift in space, damaging everything caught in its wake and sometimes blinking them a short distance away. %%%% Waterstrike spell Causes the water around or under the target to violently swirl, dealing damage. It can affect targets standing in or flying above water. %%%% Weakening Gaze spell Irresistibly weakens a creature's melee attacks for a period of time, requiring line of sight but not line of fire. %%%% Wind Blast spell Causes a strong gust of wind, pushing away creatures and clouds in a cone. If this causes a creature to collide with something, it will take damage. %%%% Woodweal spell Draws on the vitality of leaf and bark to heal a large amount of damage. Cannot be cast without a tree adjacent. %%%% Word of Recall spell Recalls intelligent allies from elsewhere on the same level to the caster, after a short delay. %%%% Yara's Violent Unravelling spell If cast upon a creature already blessed (or cursed) with magical enchantments, those enchantments will be torn apart, transforming into a spray of destructive mutagenic radiation. The victim and anyone adjacent will be blasted and heavily deformed, weakening them and reducing their armour. Summoned creatures are particularly vulnerable, as the enchantments binding them to this plane will unravel and cause them to be dismissed immediately.