git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1758 c06c8d41-db1a-0410-9941-cceddc491573
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description += "$$This spell "; // NB: the leading space is here {dlb}
switch (spelled)
description += "$$";
const std::string long_descrip = getLongDescription(spell_title(spelled));
if ( !long_descrip.empty() )
description += long_descrip;
else
case SPELL_IDENTIFY:
description += "allows the caster to determine the properties of "
"an otherwise inscrutable magic item. ";
break;
case SPELL_TELEPORT_SELF:
description += "teleports the caster to a random location. ";
break;
case SPELL_CAUSE_FEAR:
description += "causes fear in those near to the caster. ";
break;
case SPELL_CREATE_NOISE:
description += "causes a loud noise to be heard. ";
break;
case SPELL_REMOVE_CURSE:
description += "removes curses from any items which are "
"being used by the caster. ";
break;
case SPELL_MAGIC_DART:
description += "hurls a small bolt of magical energy. ";
break;
case SPELL_FIREBALL:
description += "hurls an exploding bolt of fire. This spell "
"does not cost additional spell levels if the learner already "
"knows Delayed Fireball. ";
break;
case SPELL_DELAYED_FIREBALL:
description = "$$Successfully casting this spell gives the caster "
"the ability to instantaneously release a fireball at a later "
"time. Knowing this spell allows the learner to memorise "
"Fireball for no additional spell levels. ";
break;
case SPELL_BOLT_OF_MAGMA:
description += "hurls a sizzling bolt of molten rock. ";
break;
// spells 7 through 12 ??? {dlb}
case SPELL_CONJURE_FLAME:
description += "creates a column of roaring flame. ";
break;
case SPELL_DIG:
description += "digs a tunnel through unworked rock. ";
break;
case SPELL_BOLT_OF_FIRE:
description += "hurls a great bolt of flames. ";
break;
case SPELL_BOLT_OF_COLD:
description += "hurls a great bolt of ice and frost. ";
break;
case SPELL_LIGHTNING_BOLT:
description += "hurls a mighty bolt of lightning. "
"Although this spell inflicts less damage than "
"similar fire and ice spells, it can at once "
"rip through whole rows of creatures. ";
break;
// spells 18 and 19 ??? {dlb}
case SPELL_POLYMORPH_OTHER:
description += "randomly alters the form of another creature. ";
break;
case SPELL_SLOW:
description += "slows the actions of a creature. ";
break;
case SPELL_HASTE:
description += "speeds the actions of a creature. ";
break;
case SPELL_PARALYSE:
description += "prevents a creature from moving. ";
break;
case SPELL_CONFUSING_TOUCH:
description += "enchants the caster's hands with magical energy. "
"This energy is released when the caster touches "
"a monster with their bare hands, and may induce "
"a state of confusion in the monster. ";
break;
case SPELL_CONFUSE:
description += "induces a state of bewilderment and confusion "
"in a creature's mind. ";
break;
case SPELL_SURE_BLADE:
description += "forms a mystical bond between the caster and "
"a wielded short blade, making the blade much " "easier to use. ";
break;
case SPELL_INVISIBILITY:
description += "hides a creature from the sight of others. ";
break;
case SPELL_THROW_FLAME:
description += "throws a small bolt of flame. ";
break;
case SPELL_THROW_FROST:
description += "throws a small bolt of frost. ";
break;
case SPELL_CONTROLLED_BLINK:
description +=
"allows short-range translocation, with precise control. "
"Be wary that controlled teleports will cause the subject to "
"become contaminated with magical energy. ";
break;
case SPELL_FREEZING_CLOUD:
description += "conjures up a large cloud of lethally cold vapour. ";
break;
case SPELL_MEPHITIC_CLOUD:
description +=
"conjures up a large but short-lived cloud of vile fumes. ";
break;
case SPELL_RING_OF_FLAMES:
description += "surrounds the caster with a mobile ring of searing "
"flame, and keeps other fire clouds away from the caster. "
"This spell attunes the caster to the forces of fire, "
"increasing their fire magic and giving protection from fire. "
"However, it also makes them much more susceptible to the forces "
"of ice. "; // well, if it survives the fire wall it's a risk -- bwr
break;
case SPELL_RESTORE_STRENGTH:
description += "restores the physical strength of the caster. ";
break;
case SPELL_RESTORE_INTELLIGENCE:
description += "restores the intelligence of the caster. ";
break;
case SPELL_RESTORE_DEXTERITY:
description += "restores the dexterity of the caster. ";
break;
case SPELL_VENOM_BOLT:
description += "throws a bolt of poison. ";
break;
case SPELL_POISON_ARROW:
description +=
"hurls a magical arrow of the most vile and noxious toxin. "
"No living thing is completely immune to its effects. ";
break;
case SPELL_OLGREBS_TOXIC_RADIANCE:
description +=
"bathes the caster's surroundings in poisonous green light. ";
break;
case SPELL_TELEPORT_OTHER:
description += "randomly translocates another creature. ";
break;
case SPELL_LESSER_HEALING:
description +=
"heals a small amount of damage to the caster's body. ";
break;
case SPELL_GREATER_HEALING:
description +=
"heals a large amount of damage to the caster's body. ";
break;
case SPELL_CURE_POISON_I:
description += "removes poison from the caster's system. ";
break;
case SPELL_PURIFICATION:
description += "purifies the caster's body, removing "
"poison, disease, and certain malign enchantments. ";
break;
case SPELL_DEATHS_DOOR:
description += "is extremely powerful, but carries a degree of risk. "
"It renders living casters nigh invulnerable to harm "
"for a brief period, but can bring them dangerously "
"close to death (how close depends on one's necromantic "
"abilities). The spell can be cancelled at any time by "
"any healing effect, and the caster will receive one "
"warning shortly before the spell expires. "
"Undead cannot use this spell. ";
break;
case SPELL_SELECTIVE_AMNESIA:
description += "allows the caster to selectively erase one spell "
"from memory to recapture the magical energy bound "
"up with it. ";
break;
case SPELL_MASS_CONFUSION:
description += "causes confusion in all who gaze upon the caster. ";
break;
case SPELL_STRIKING:
description += "hurls a small bolt of force. ";
break;
case SPELL_SMITING:
description += "smites one creature of the caster's choice. ";
break;
case SPELL_REPEL_UNDEAD:
description += "calls on a divine power to repel the unholy. ";
break;
case SPELL_HOLY_WORD:
description += "involves the intonation of a word of power "
"which repels and can destroy unholy creatures. ";
break;
case SPELL_DETECT_CURSE:
description += "alerts the caster to the presence of curses "
"on his or her possessions. ";
break;
case SPELL_SUMMON_SMALL_MAMMAL:
description += "summons one or more "
"small creatures to the caster's aid. ";
break;
case SPELL_ABJURATION_I:
description += "attempts to send hostile summoned creatures to "
"the place from whence they came, or at least "
"shorten their stay in the caster's locality. ";
break;
case SPELL_SUMMON_SCORPIONS:
description += "summons one or more "
"giant scorpions to the caster's assistance. ";
break;
case SPELL_LEVITATION:
description += "allows the caster to float in the air. ";
break;
case SPELL_BOLT_OF_DRAINING:
description += "hurls a deadly bolt of negative energy, "
"which drains the life from any living creature " "it strikes. ";
break;
case SPELL_LEHUDIBS_CRYSTAL_SPEAR:
description += "hurls a lethally sharp bolt of crystal. ";
break;
case SPELL_BOLT_OF_INACCURACY:
description += "inflicts enormous damage upon any creature struck "
"by the bolt of incandescent energy conjured into "
"existence. Unfortunately, it is very difficult to "
"aim and very rarely hits anything. Pity, that. ";
break;
case SPELL_POISONOUS_CLOUD:
description += "conjures forth a great cloud of lethal gasses. ";
break;
case SPELL_FIRE_STORM:
description += "creates a mighty storm of roaring flame. ";
break;
case SPELL_DETECT_TRAPS:
description += "reveals traps in the caster's vicinity. ";
break;
case SPELL_BLINK:
description += "randomly translocates the caster a short distance. ";
break;
case SPELL_ISKENDERUNS_MYSTIC_BLAST:
description += "throws a crackling sphere of destructive energy. ";
break;
case SPELL_SWARM:
description += "summons forth a pestilential swarm. ";
break;
case SPELL_SUMMON_HORRIBLE_THINGS:
description += "opens a gate to the Abyss and calls through "
"one or more hideous abominations from that dreadful place."
" The powers who answer this invocation require of casters "
"a portion of their intellect in exchange for this service.";
break;
case SPELL_ENSLAVEMENT:
description += "causes an otherwise hostile creature "
"to fight on your side for a while. ";
break;
case SPELL_MAGIC_MAPPING:
description += "reveals details about the caster's surroundings. ";
break;
case SPELL_HEAL_OTHER:
description += "heals another creature from a distance. ";
break;
case SPELL_ANIMATE_DEAD:
description += "causes the dead to rise up and serve the caster; "
"every corpse within a certain distance of the caster "
"is affected. By means of this spell, powerful casters "
"could press into service an army of the mindless undead. ";
break;
case SPELL_PAIN:
description += "inflicts an extremely painful injury "
"upon one living creature. ";
break;
case SPELL_EXTENSION:
description +=
"extends the duration of most beneficial enchantments "
"affecting the caster. ";
break;
case SPELL_CONTROL_UNDEAD:
description +=
"attempts to enslave any undead in the vicinity of the caster. ";
break;
case SPELL_ANIMATE_SKELETON:
description += "raises an inert skeleton to a state of unlife. ";
break;
case SPELL_VAMPIRIC_DRAINING:
description += "steals the life of a living creature and grants it "
"to the caster. Life will not be drained in excess of "
"what the caster can capably absorb. ";
break;
case SPELL_SUMMON_WRAITHS:
description +=
"calls on the powers of the undead to aid the caster. ";
break;
case SPELL_DETECT_ITEMS:
description +=
"detects any items lying about the caster's general vicinity. ";
break;
case SPELL_BORGNJORS_REVIVIFICATION:
description += "instantly heals any and all wounds suffered by the "
"caster with an attendant, but also permanently lessens his or her "
"resilience to injury -- the severity of which is dependent on "
"(and inverse to) magical skill. ";
break;
case SPELL_BURN:
description += "burns a creature. ";
break;
case SPELL_FREEZE:
description += "freezes a creature. This may temporarily slow the "
"metabolism of a cold-blooded creature. ";
break;
case SPELL_SUMMON_ELEMENTAL:
description += "calls forth "
"a spirit from the elemental planes to aid the caster. "
"A large quantity of the desired element must be "
"available; this is rarely a problem for earth and air, "
"but may be for fire or water. The elemental will usually "
"be friendly to casters -- especially those skilled in "
"the appropriate form of elemental magic.";
break;
case SPELL_OZOCUBUS_REFRIGERATION:
description += "drains the heat from the caster and her "
"surroundings, causing harm to all creatures not resistant to "
"cold. ";
break;
case SPELL_STICKY_FLAME:
description += "conjures a sticky glob of liquid fire, which will "
"adhere to and burn any creature it strikes. ";
break;
case SPELL_SUMMON_ICE_BEAST:
description += "calls forth " "a beast of ice to serve the caster. ";
break;
case SPELL_OZOCUBUS_ARMOUR:
description += "encases the caster's body in a protective layer "
"of ice, the power of which depends on his or her "
"skill with Ice magic. The caster and the caster's "
"equipment are protected from the cold, but the "
"spell will not function for casters already wearing "
"heavy armour. The effects of this spell are boosted "
"if the caster is in Ice Form. ";
break;
case SPELL_CALL_IMP:
description += "calls forth " "a minor demon from the pits of Hell. ";
break;
case SPELL_REPEL_MISSILES:
description += "reduces the chance of projectile attacks striking "
"the caster. Even powerful attacks such as "
"lightning bolts or dragon breath are affected, "
"although smaller missiles are repelled to a "
"much greater extent. ";
break;
case SPELL_BERSERKER_RAGE:
description += "sends the caster into a temporary psychotic rage. ";
break;
case SPELL_DISPEL_UNDEAD:
description +=
"inflicts a great deal of damage on an undead creature. ";
break;
// spell 86 - Guardian
// spell 87 - Pestilence
// spell 99 - Thunderbolt
// spell 100 - Flame of Cleansing
// spell 101 - Shining Light
// spell 102 - Summon Daeva
// spell 103 - Abjuration II
case SPELL_TWISTED_RESURRECTION:
description += "allows its caster to imbue a mass of deceased flesh "
"with a magical life force. Casting this spell involves "
"the assembling several corpses together; the greater "
"the combined mass of flesh available, the greater the "
"chances of success. ";
break;
case SPELL_REGENERATION:
description += "dramatically but temporarily increases the caster's "
"recuperative abilities, while also increasing the rate "
"of food consumption. ";
break;
case SPELL_BONE_SHARDS:
description += "uses the bones of a skeleton (or similar materials: "
"the rigid exoskeleton of an insect, for example) to "
"dispense a lethal spray of slicing fragments, allowing "
"its caster to dispense with conjurations in favour of "
"necromancy alone to provide a low-level yet very "
"powerful offensive spell. The use of a large and "
"heavy skeleton (by wielding it) amplifies this spell's "
"effect. ";
break;
case SPELL_BANISHMENT:
description += "banishes one creature to the Abyss. Those wishing "
"to visit that unpleasant place in person may always "
"banish themselves. ";
break;
case SPELL_CIGOTUVIS_DEGENERATION:
description +=
"mutates one creature into a pulsating mass of flesh. ";
break;
case SPELL_STING:
description += "throws a magical dart of poison. ";
break;
case SPELL_SUBLIMATION_OF_BLOOD:
description += "converts flesh, blood, and other bodily fluids "
"into magical energy. Casters may focus this spell "
"on their own bodies (which can be dangerous but "
"never directly lethal) or can wield freshly butchered "
"flesh in order to draw power into themselves. ";
break;
case SPELL_TUKIMAS_DANCE:
description += "causes a weapon held in the caster's hand to dance "
"into the air and strike the caster's enemies. It will "
"not function on magical staves and certain "
"willful artefacts. ";
break;
case SPELL_HELLFIRE: // basically, a debug message {dlb}
description += "should only be available from Dispater's staff. "
"So how are you reading this? (describe.cc)";
break;
case SPELL_SUMMON_DEMON:
description += "opens a gate to the realm of Pandemonium "
"and draws forth one of its inhabitants "
"to serve the caster for a time. ";
break;
case SPELL_DEMONIC_HORDE:
description += "calls forth "
"a small swarm of small demons "
"to do battle with the caster's foes. ";
break;
case SPELL_SUMMON_GREATER_DEMON:
description += "calls forth one of the greater demons of Pandemonium "
"to serve the caster. Beware, for the spell binding it "
"to service may not outlast "
"that which binds it to this world! ";
break;
case SPELL_CORPSE_ROT:
description += "rapidly accelerates the decomposition of any "
"corpses lying around the caster, emitting in the "
"process a foul miasmic vapour, which eats away "
"at the life force of any creature it envelops. ";
break;
case SPELL_TUKIMAS_VORPAL_BLADE:
description += "bestows a lethal but temporary sharpness "
"on a sword held by the caster. It will not affect "
"weapons otherwise subject to special enchantments. ";
break;
case SPELL_FIRE_BRAND:
description += "sets a weapon held by the caster ablaze. It will not "
"affect weapons otherwise subject to special enchantments. ";
break;
case SPELL_FREEZING_AURA:
description +=
"surrounds a weapon held by the caster with an aura of "
"freezing cold. It will not affect weapons which are "
"otherwise subject to special enchantments. ";
break;
case SPELL_LETHAL_INFUSION:
description += "infuses a weapon held by the caster with unholy "
"energies. It will not affect weapons which are "
"otherwise subject to special enchantments. ";
break;
case SPELL_CRUSH: // a theory of gravity in Crawl? {dlb}
description += "crushes a nearby creature with waves of "
"gravitational force. ";
break;
case SPELL_BOLT_OF_IRON:
description += "hurls "
"a large and heavy metal bolt " "at the caster's foes. ";
break;
case SPELL_STONE_ARROW:
description += "hurls "
"a sharp spine of rock outward from the caster. ";
break;
case SPELL_TOMB_OF_DOROKLOHE:
description += "entombs the caster within four walls of rock. These "
"walls will destroy most objects in their way, but "
"their growth is obstructed by the presence of any "
"creature. Beware - only the unwise cast this spell "
"without reliable means of escape. ";
break;
case SPELL_STONEMAIL:
description += "covers the caster with chunky scales of stone, "
"the durability of which depends on his or her "
"skill with Earth magic. These scales can coexist "
"with other forms of armour, but are in and of "
"themselves extremely heavy and cumbersome. The effects "
"of this spell are increased if the caster is in Statue Form. ";
break;
case SPELL_SHOCK:
description += "throws a bolt of electricity. ";
break;
case SPELL_SWIFTNESS:
description += "imbues its caster with the ability to achieve "
"great movement speeds. Flying spellcasters can move even "
"faster.";
break;
case SPELL_FLY:
description +=
"grants to the caster the ability to fly through the air. ";
break;
case SPELL_INSULATION:
description += "protects the caster from electric shocks. ";
break;
case SPELL_ORB_OF_ELECTROCUTION:
description += "hurls "
"a crackling orb of electrical energy "
"which explodes with immense force on impact. ";
break;
case SPELL_DETECT_CREATURES:
description += "allows the caster to detect any creatures "
"within a certain radius. ";
break;
case SPELL_CURE_POISON_II:
description +=
"removes some or all toxins from the caster's system. ";
break;
case SPELL_CONTROL_TELEPORT:
description += "allows the caster to control translocations. Be "
"wary that controlled teleports will cause the subject to "
"become contaminated with magical energy. ";
break;
case SPELL_POISON_AMMUNITION:
description += "envenoms missile ammunition held by the caster. ";
break;
case SPELL_POISON_WEAPON:
description +=
"temporarily coats any sharp bladed weapon with poison. Will only "
"work on weapons without an existing enchantment.";
break;
case SPELL_RESIST_POISON:
description += "protects the caster from exposure to all poisons "
"for a period of time. ";
break;
case SPELL_PROJECTED_NOISE:
description += "produces a noise emanating "
"from a place of the caster's own choosing. ";
break;
case SPELL_ALTER_SELF:
description += "causes aberrations to form in the caster's body, "
"leaving the caster in a weakened state "
"(though it is not fatal in and of itself). "
"It may fail to affect those who are already "
"heavily mutated. ";
break;
// spell 145 - debugging ray
case SPELL_RECALL:
description += "is greatly prized by summoners and necromancers, "
"as it allows the caster to recall any friendly "
"creatures nearby to a position adjacent to the caster. ";
break;
case SPELL_PORTAL:
description += "creates a gate allowing long-distance travel "
"in relatively ordinary environments "
"(i.e., the Dungeon only). The portal lasts "
"long enough for the caster and nearby creatures "
"to enter. Casters are never taken past the level "
"limits of the current area. ";
break;
case SPELL_AGONY:
description += "cuts the resilience of a target creature in half, "
"although it will never cause death directly. ";
break;
case SPELL_SPIDER_FORM:
description += "temporarily transforms the caster into a venomous, "
"spider-like creature. Spellcasting is slightly more difficult "
"in this form. This spell is not powerful enough to allow "
"the caster to slip out of cursed equipment. ";
break;
case SPELL_DISRUPT:
description += "disrupts space around another creature, "
"causing injury.";
break;
case SPELL_DISINTEGRATE:
description += "violently rends apart anything in a small volume of "
"space. Can be used to cause severe damage.";
break;
case SPELL_BLADE_HANDS:
description += "causes long, scythe-shaped blades to grow "
"from the caster's hands. It makes spellcasting somewhat "
"difficult. This spell is not powerful enough to force "
"a cursed weapon from the caster's hands.";
break;
case SPELL_STATUE_FORM:
description += "temporarily transforms the caster into a "
"slow-moving (but extremely robust) stone statue. ";
break;
case SPELL_ICE_FORM:
description += "temporarily transforms the caster's body into a "
"frozen ice-creature. ";
break;
case SPELL_DRAGON_FORM:
description += "temporarily transforms the caster into a "
"great, fire-breathing dragon. ";
break;
case SPELL_NECROMUTATION:
description += "first transforms the caster into a "
"semi-corporeal apparition receptive to negative energy, "
"then infuses that form with the powers of Death. "
"The caster becomes resistant to "
"cold, poison, magic and hostile negative energies. ";
break;
case SPELL_DEATH_CHANNEL:
description += "raises living creatures slain by the caster "
"into a state of unliving slavery as spectral horrors. ";
break;
case SPELL_SYMBOL_OF_TORMENT:
description += "calls on the powers of Hell to cause agonising "
"injury to any living thing in the caster's vicinity. "
"It carries within itself a degree of danger, "
"for any brave enough to invoke it, for the Symbol "
"also affects its caller and indeed will not function "
"if he or she is immune to its terrible effects. "
"Despite its ominous power, this spell is never lethal. ";
break;
case SPELL_DEFLECT_MISSILES:
description += "protects the caster from "
"any kind of projectile attack, "
"although particularly powerful attacks "
"(lightning bolts, etc.) are deflected "
"to a lesser extent than lighter missiles. ";
break;
case SPELL_ORB_OF_FRAGMENTATION:
description += "throws a heavy sphere of metal "
"which explodes on impact into a rain of "
"deadly, jagged fragments. "
"It can rip a creature to shreds, "
"but proves ineffective against heavily-armoured targets. ";
break;
case SPELL_ICE_BOLT:
description += "throws forth a chunk of ice. "
"It is particularly effective against "
"those creatures not immune to the effects of freezing, "
"but the half of its destructive potential that comes from "
"its weight and cutting edges "
"cannot be ignored by even cold-resistant creatures. ";
break;
case SPELL_ICE_STORM:
description += "conjures forth "
"a raging blizzard of ice, sleet and freezing gasses. ";
break;
case SPELL_ARC:
description += "zaps at random a nearby creature with a powerful "
"electrical current.";
break;
case SPELL_AIRSTRIKE: // jet planes in Crawl ??? {dlb}
description +=
"causes the air around a creature to twist itself into "
"a whirling vortex of meteorological fury. This spell "
"is especially effective against flying enemies.";
break;
case SPELL_SHADOW_CREATURES:
description += "weaves a creature from shadows and threads of "
"Abyssal matter. The creature thus brought into "
"existence will recreate some type of creature "
"found in the caster's immediate vicinity. "
"The spell even creates appropriate equipment for "
"the creature, which are given a lasting substance "
//jmf: if also conjuration:
//"by the spell's conjuration component. ";
//jmf: else:
"by their firm contact with reality. ";
break;
//jmf: new spells
case SPELL_FLAME_TONGUE:
description += "creates a short burst of flame.";
break;
case SPELL_PASSWALL:
description += "tunes the caster's body such that it can instantly "
"pass through solid rock. This can be dangerous, "
"since it is possible for the spell to expire while "
"the caster is en route, and it also takes time for the "
"caster to attune to the rock, during which time they will "
"be helpless. ";
break;
case SPELL_IGNITE_POISON:
description += "attempts to convert all poison within the caster's "
"view into liquid flame. It is very effective against "
"poisonous creatures or those carrying poison potions. "
"It is also an amazingly painful way to eliminate "
"poison from one's own system. ";
break;
case SPELL_STICKS_TO_SNAKES: // FIXME: description sucks
description += "uses wooden items in the caster's grasp as raw "
"material for a powerful summoning. Note that highly "
"enchanted items, such as wizards' staves, will not be "
"affected. ";
// "Good examples of sticks include arrows, quarterstaves and clubs.";
break;
case SPELL_SUMMON_LARGE_MAMMAL:
description += "summons a canine to the caster's aid.";
break;
case SPELL_SUMMON_DRAGON: //jmf: reworking, currently unavailable
description += "summons and binds a powerful dragon to perform the "
"caster's bidding. Beware, for the summons may succeed "
"even as the binding fails. ";
break;
case SPELL_TAME_BEASTS:
description += "attempts to tame animals in the caster's vicinity. "
"It works best on animals amenable to domestication. ";
break;
case SPELL_SLEEP:
description += "tries to lower its target's metabolic rate, "
"inducing hypothermic hibernation. It may have side effects "
"on cold-blooded creatures. ";
break;
case SPELL_MASS_SLEEP:
description += "tries to lower the metabolic rate of every creature "
"within the caster's view enough to induce hypothermic hibernation. "
"It may have side effects on cold-blooded creatures. ";
break;
/* ******************************************************************
// not implemented {dlb}:
case SPELL_DETECT_MAGIC:
description += "probes one or more items lying nearby for enchantment. "
"An experienced diviner may glean additional information. ";
break;
****************************************************************** */
case SPELL_DETECT_SECRET_DOORS:
description += "is beloved by lazy dungeoneers everywhere, for it can "
"greatly reduce time-consuming searches. ";
break;
case SPELL_SEE_INVISIBLE:
description += "enables the caster to perceive things that are "
"shielded from ordinary sight. ";
break;
case SPELL_FORESCRY:
description += "makes the caster aware of the immediate future; "
"while not far enough to predict the result of a "
"fight, it does give the caster ample time to get "
"out of the way of a punch (reflexes allowing). ";
break;
case SPELL_SUMMON_BUTTERFLIES:
description +=
"creates a shower of colourful butterflies. How pretty!";
break;
case SPELL_EXCRUCIATING_WOUNDS:
description +=
"temporarily infuses the weapon held by the caster with "
"the essence of pain itself. It will not affect weapons which "
"are otherwise subject to special enchantments.";
break;
case SPELL_WARP_BRAND:
description += "temporarily binds a localized warp field to the "
"invoker's weapon. This spell is very dangerous to cast, "
"as the field is likely to affect the caster as well. ";
break;
case SPELL_SILENCE:
description += "eliminates all sound near the caster. This makes "
"reading scrolls, casting spells, praying or yelling "
"in the caster's vicinity impossible. (Applies to "
"caster too, of course.) This spell will not hide your "
"presence, since its oppressive, unnatural effect "
"will almost certainly alert any living creature that something "
"is very wrong. ";
break;
case SPELL_SHATTER:
description +=
"causes a burst of concussive force around the caster, "
"which will damage most creatures, although those "
"composed of stone, metal or crystal, or otherwise "
"brittle, will particularly suffer. The magic has been "
"known to adversely affect walls. ";
break;
case SPELL_DISPERSAL:
description += "tries to teleport away any monsters directly beside "
"the caster. ";
break;
case SPELL_DISCHARGE:
description += "releases electric charges against those "
"next to the caster. These may arc to "
"adjacent monsters (or even the caster) before "
"they eventually ground out. ";
break;
case SPELL_BEND:
description +=
"applies a localized spatial distortion to the detriment"
" of some nearby creature. ";
break;
case SPELL_BACKLIGHT:
description += "causes a halo of glowing light to surround and "
"effectively outline a creature. This glow offsets "
"the dark, musty atmosphere of the dungeon, and "
"thereby makes the affected creature appreciably easier to hit.";
break;
case SPELL_INTOXICATE:
description += "works by converting a small portion of brain matter "
"into alcohol. It affects all intelligent humanoids within "
"the caster's view (presumably including the caster). It "
"is frequently used as an icebreaker at wizard parties. ";
break;
case SPELL_GLAMOUR: // intended only as Grey Elf ability
description += "is an Elvish magic, which draws upon the viewing "
"creature's credulity and the caster's comeliness "
"to charm, confuse or render comatose. ";
break;
case SPELL_EVAPORATE:
description += "heats a potion causing it to explode into a large "
"cloud when thrown. The potion must be thrown immediately, "
"as part of the spell, for this to work. ";
break;
case SPELL_FULSOME_DISTILLATION:
description += "extracts the vile and poisonous essences from a "
"corpse. A rotten corpse may produce a stronger potion."
"$$You probably don't want to drink the results. ";
break;
/* ******************************************************************
// not implemented {dlb}:
case SPELL_ERINGYAS_SURPRISING_BOUQUET:
description += "transmutes any wooden items in the caster's grasp "
"into a bouquet of beautiful flowers. ";
break;
****************************************************************** */
case SPELL_FRAGMENTATION:
description +=
"creates a concussive explosion within a large body of "
"rock (or other hard material), to the detriment of "
"any who happen to be standing nearby. ";
break;
case SPELL_AIR_WALK:
description += "transforms the caster's body into an insubstantial "
"cloud. The caster becomes immaterial and nearly immune "
"to physical harm, but is vulnerable to magical fire "
"and ice. While insubstantial the caster is, of course, "
"unable to interact with physical objects (but may still "
"cast spells). ";
break;
case SPELL_SANDBLAST:
description += "creates a short blast of high-velocity particles. "
"It works best when the caster provides some source "
"(by wielding a stone), but will do what it can with "
"whatever ambient grit is available. ";
break;
case SPELL_ROTTING:
description += "causes the flesh of all those near the caster to "
"rot. It will affect the living and many of the "
"corporeal undead. ";
break;
case SPELL_MAXWELLS_SILVER_HAMMER:
description += "bestows a lethal but temporary gravitic field "
"to a crushing implement held by the caster. "
"It will not affect weapons otherwise subject to "
"special enchantments. ";
break;
case SPELL_CONDENSATION_SHIELD:
description += "causes a disc of dense vapour to condense out of the "
"air surrounding the caster. It acts like a normal "
"shield, but its density (and therefore stopping power) "
"depends upon the caster's skill with Ice Magic. The "
"disc is controlled by the caster's mind and thus will "
"not conflict with the wielding of a two-handed weapon. ";
break;
case SPELL_STONESKIN:
description += "hardens one's skin to a degree determined "
"by one's skill in Earth Magic. This only works on relatively "
"normal flesh; it will aid neither the undead nor the bodily "
"transformed. The effects of this spell are boosted if the "
"caster is in Statue Form. ";
break;
case SPELL_SIMULACRUM:
description += "uses a piece of flesh in hand to create a replica "
"of the original being out of ice. This magic is "
"unstable so eventually the replica will sublimate "
"into a freezing cloud, if it isn't hacked or melted "
"into a small puddle of water first. ";
break;
case SPELL_CONJURE_BALL_LIGHTNING:
description += "allows the conjurer to create ball lightning. "
"Using the spell is not without risk - ball lightning "
"can be difficult to control. ";
break;
case SPELL_CHAIN_LIGHTNING:
description += "releases a massive electrical discharge that "
"arcs from target to target until it grounds out.";
break;
case SPELL_TWIST:
description += "causes a slight spatial distortion around a monster "
"in line of sight of the caster, causing injury. ";
break;
case SPELL_FAR_STRIKE:
description += "allows the caster to transfer the force of a "
"weapon strike to any target the caster can see. "
"This spell will only deliver the impact of the blow; "
"magical side-effects and enchantments cannot be "
"transferred in this way. The force transferred by "
"this spell has little to do with one's skill with "
"weapons, and more to do with personal strength, "
"translocation skill, and magic ability. ";
break;
case SPELL_SWAP:
description += "allows the caster to swap positions with an adjacent "
"being. ";
break;
case SPELL_APPORTATION:
description += "allows the caster to pull the top item or group of "
"similar items from a distant pile to the floor "
"near the caster. The mass of the target item(s) will "
"make the task more difficult, with some items too "
"massive to ever be moved by this spell. Using this "
"spell on a group of items can be risky; insufficient "
"power will cause some of the items to be lost in the "
"infinite void.";
break;
case SPELL_PORTALED_PROJECTILE:
description += "teleports a missile directly to its target, "
"greatly increasing its accuracy (but not damage.)";
break;
default:
DEBUGSTR("Bad spell");
description += "apparently does not exist. "
description += "This spell has no description. "
%%%%
Identify
This spell allows the caster to determine the properties of an otherwise inscrutable magic item.
%%%%
Teleport Self
This spell teleports the caster to a random location.
%%%%
Cause Fear
This spell causes fear in those near to the caster.
%%%%
Create Noise
This spell causes a loud noise to be heard.
%%%%
Remove Curse
This spell removes curses from any items which are being used by the caster.
%%%%
Magic Dart
This spell hurls a small bolt of magical energy.
%%%%
Fireball
This spell hurls an exploding bolt of fire. This spell does not cost additional spell levels if the learner already knows Delayed Fireball.
%%%%
Delayed Fireball
Successfully casting this spell gives the caster the ability to instantaneously release a fireball at a later time. Knowing this spell allows the learner to memorise Fireball for no additional spell levels.
%%%%
Bolt of Magma
This spell hurls a sizzling bolt of molten rock.
%%%%
Conjure Flame
This spell creates a column of roaring flame.
%%%%
Dig
This spell digs a tunnel through unworked rock.
%%%%
Bolt of Fire
This spell hurls a great bolt of flames.
%%%%
Bolt of Cold
This spell hurls a great bolt of ice and frost.
%%%%
Lightning Bolt
This spell hurls a mighty bolt of lightning. Although this spell inflicts less damage than similar fire and ice spells, it can at once rip through whole rows of creatures.
%%%%
Polymorph Other
This spell randomly alters the form of another creature.
%%%%
Slow
This spell slows the actions of a creature.
%%%%
Haste
This spell speeds the actions of a creature.
%%%%
Paralyse
This spell prevents a creature from moving.
%%%%
Confusing Touch
This spell enchants the caster's hands with magical energy. This energy is released when the caster touches a monster with their bare hands, and may induce a state of confusion in the monster.
%%%%
Confuse
This spell induces a state of bewilderment and confusion in a creature's mind.
%%%%
Sure Blade
This spell forms a mystical bond between the caster and a wielded short blade, making the blade much easier to use.
%%%%
Invisibility
This spell hides a creature from the sight of others.
%%%%
Throw Flame
This spell throws a small bolt of flame.
%%%%
Throw Frost
This spell throws a small bolt of frost.
%%%%
Controlled Blink
This spell allows short-range translocation, with precise control. Be wary that controlled teleports will cause the subject to become contaminated with magical energy.
%%%%
Freezing Cloud
This spell conjures up a large cloud of lethally cold vapour.
%%%%
Mephitic Cloud
This spell conjures up a large but short-lived cloud of vile fumes.
%%%%
Ring of Flames
This spell surrounds the caster with a mobile ring of searing flame, and keeps other fire clouds away from the caster. This spell attunes the caster to the forces of fire, increasing their fire magic and giving protection from fire. However, it also makes them much more susceptible to the forces of ice.
%%%%
Restore Strength
This spell restores the physical strength of the caster.
%%%%
Restore Intelligence
This spell restores the intelligence of the caster.
%%%%
Restore Dexterity
This spell restores the dexterity of the caster.
%%%%
Venom Bolt
This spell throws a bolt of poison.
%%%%
Poison Arrow
This spell hurls a magical arrow of the most vile and noxious toxin. No living thing is completely immune to its effects.
%%%%
Olgreb's Toxic Radiance
This spell bathes the caster's surroundings in poisonous green light.
%%%%
Teleport Other
This spell randomly translocates another creature.
%%%%
Lesser Healing
This spell heals a small amount of damage to the caster's body.
%%%%
Greater Healing
This spell heals a large amount of damage to the caster's body.
%%%%
Cure Poison
This spell removes poison from the caster's system.
%%%%
Purification
This spell purifies the caster's body, removing poison, disease, and certain malign enchantments.
%%%%
Death's Door
This spell is extremely powerful, but carries a degree of risk. It renders living casters nigh invulnerable to harm for a brief period, but can bring them dangerously close to death (how close depends on one's necromantic abilities). The spell can be cancelled at any time by any healing effect, and the caster will receive one warning shortly before the spell expires. Undead cannot use this spell.
%%%%
Selective Amnesia
This spell allows the caster to selectively erase one spell from memory to recapture the magical energy bound up with it.
%%%%
Mass Confusion
This spell causes confusion in all who gaze upon the caster.
%%%%
Striking
This spell hurls a small bolt of force.
%%%%
Smiting
This spell smites one creature of the caster's choice.
%%%%
Repel Undead
This spell calls on a divine power to repel the unholy.
%%%%
Holy Word
This spell involves the intonation of a word of power which repels and can destroy unholy creatures.
%%%%
Detect Curse
This spell alerts the caster to the presence of curses on his or her possessions.
%%%%
Summon Small Mammal
This spell summons one or more small creatures to the caster's aid.
%%%%
Abjuration
This spell attempts to send hostile summoned creatures to the place from whence they came, or at least shorten their stay in the caster's locality.
%%%%
Summon Scorpions
This spell summons one or more giant scorpions to the caster's assistance.
%%%%
Levitation
This spell allows the caster to float in the air.
%%%%
Bolt of Draining
This spell hurls a deadly bolt of negative energy, which drains the life from any living creature it strikes.
%%%%
Lehudib's Crystal Spear
This spell hurls a lethally sharp bolt of crystal.
%%%%
Bolt of Inaccuracy
This spell inflicts enormous damage upon any creature struck by the bolt of incandescent energy conjured into existence. Unfortunately, it is very difficult to aim and very rarely hits anything. Pity, that.
%%%%
Poisonous Cloud
This spell conjures forth a great cloud of lethal gasses.
%%%%
Fire Storm
This spell creates a mighty storm of roaring flame.
%%%%
Detect Traps
This spell reveals traps in the caster's vicinity.
%%%%
Blink
This spell randomly translocates the caster a short distance.
%%%%
Iskenderun's Mystic Blast
This spell throws a crackling sphere of destructive energy.
%%%%
Swarm
This spell summons forth a pestilential swarm.
%%%%
Summon Horrible Things
This spell opens a gate to the Abyss and calls through one or more hideous abominations from that dreadful place.The powers who answer this invocation require of casters a portion of their intellect in exchange for this service.
%%%%
Enslavement
This spell causes an otherwise hostile creature to fight on your side for a while.
%%%%
Magic Mapping
This spell reveals details about the caster's surroundings.
%%%%
Heal Other
This spell heals another creature from a distance.
%%%%
Animate Dead
This spell causes the dead to rise up and serve the caster; every corpse within a certain distance of the caster is affected. By means of this spell, powerful casters could press into service an army of the mindless undead.
%%%%
Pain
This spell inflicts an extremely painful injury upon one living creature.
%%%%
Extension
This spell extends the duration of most beneficial enchantments affecting the caster.
%%%%
Control Undead
This spell attempts to enslave any undead in the vicinity of the caster.
%%%%
Animate Skeleton
This spell raises an inert skeleton to a state of unlife.
%%%%
Vampiric Draining
This spell steals the life of a living creature and grants it to the caster. Life will not be drained in excess of what the caster can capably absorb.
%%%%
Summon Wraiths
This spell calls on the powers of the undead to aid the caster.
%%%%
Detect Items
This spell detects any items lying about the caster's general vicinity.
%%%%
Borgnjor's Revivification
This spell instantly heals any and all wounds suffered by the caster with an attendant, but also permanently lessens his or her resilience to injury -- the severity of which is dependent on (and inverse to) magical skill.
%%%%
Burn
This spell burns a creature.
%%%%
Freeze
This spell freezes a creature. This may temporarily slow the metabolism of a cold-blooded creature.
%%%%
Summon Elemental
This spell calls forth a spirit from the elemental planes to aid the caster. A large quantity of the desired element must be available; this is rarely a problem for earth and air, but may be for fire or water. The elemental will usually be friendly to casters -- especially those skilled in the appropriate form of elemental magic.
%%%%
Ozocubu's Refrigeration
This spell drains the heat from the caster and her surroundings, causing harm to all creatures not resistant to cold.
%%%%
Sticky Flame
This spell conjures a sticky glob of liquid fire, which will adhere to and burn any creature it strikes.
%%%%
Summon Ice Beast
This spell calls forth a beast of ice to serve the caster.
%%%%
Ozocubu's Armour
This spell enaster's body in a protective layer of ice, the power of which depends on his or her skill with ice magic. the caster and the caster's equipment are protected from the cold, but the spell will not function for casters already wearing heavy armour. the effects of this spell are boosted if the caster is in ice form.
%%%%
Call Imp
This spell calls forth a minor demon from the pits of Hell.
%%%%
Repel Missiles
This spell reduces the chance of projectile attacks striking the caster. Even powerful attacks such as lightning bolts or dragon breath are affected, although smaller missiles are repelled to a much greater extent.
%%%%
Berserker Rage
This spell sends the caster into a temporary psychotic rage.
%%%%
Dispel Undead
This spell inflicts a great deal of damage on an undead creature.
%%%%
Twisted Resurrection
This spell allows its caster to imbue a mass of deceased flesh with a magical life force. Casting this spell involves the assembling several corpses together; the greater the combined mass of flesh available, the greater the chances of success.
%%%%
Regeneration
This spell dramatically but temporarily increases the caster's recuperative abilities, while also increasing the rate of food consumption.
%%%%
Bone Shards
This spell uses the bones of a skeleton (or similar materials: the rigid exoskeleton of an insect, for example) to dispense a lethal spray of slicing fragments, allowing its caster to dispense with conjurations in favour of necromancy alone to provide a low-level yet very powerful offensive spell. The use of a large and heavy skeleton (by wielding it) amplifies this spell's effect.
%%%%
Banishment
This spell banishes one creature to the Abyss. Those wishing to visit that unpleasant place in person may always banish themselves.
%%%%
Cigotuvi's Degeneration
This spell mutates one creature into a pulsating mass of flesh.
%%%%
Sting
This spell throws a magical dart of poison.
%%%%
Sublimation of Blood
This spell converts flesh, blood, and other bodily fluids into magical energy. Casters may focus this spell on their own bodies (which can be dangerous but never directly lethal) or can wield freshly butchered flesh in order to draw power into themselves.
%%%%
Tukima's Dance
This spell causes a weapon held in the caster's hand to dance into the air and strike the caster's enemies. It will not function on magical staves and certain willful artefacts.
%%%%
Hellfire
This spell should only be available from Dispater's staff. So how are you reading this?
%%%%
Summon Demon
This spell opens a gate to the realm of Pandemonium and draws forth one of its inhabitants to serve the caster for a time.
%%%%
Demonic Horde
This spell calls forth a small swarm of small demons to do battle with the caster's foes.
%%%%
Summon Greater Demon
This spell calls forth one of the greater demons of Pandemonium to serve the caster. Beware, for the spell binding it to service may not outlast that which binds it to this world!
%%%%
Corpse Rot
This spell rapidly accelerates the decomposition of any corpses lying around the caster, emitting in the process a foul miasmic vapour, which eats away at the life force of any creature it envelops.
%%%%
Tukima's Vorpal Blade
This spell bestows a lethal but temporary sharpness on a sword held by the caster. It will not affect weapons otherwise subject to special enchantments.
%%%%
Fire Brand
This spell sets a weapon held by the caster ablaze. It will not affect weapons otherwise subject to special enchantments.
%%%%
Freezing Aura
This spell surrounds a weapon held by the caster with an aura of freezing cold. It will not affect weapons which are otherwise subject to special enchantments.
%%%%
Lethal Infusion
This spell infuses a weapon held by the caster with unholy energies. It will not affect weapons which are otherwise subject to special enchantments.
%%%%
Crush
This spell crushes a nearby creature with waves of gravitational force.
%%%%
Bolt of Iron
This spell hurls a large and heavy metal bolt at the caster's foes.
%%%%
Stone Arrow
This spell hurls a sharp spine of rock outward from the caster.
%%%%
Tomb of Doroklohe
This spell entombs the caster within four walls of rock. These walls will destroy most objects in their way, but their growth is obstructed by the presence of any creature. Beware - only the unwise cast this spell without reliable means of escape.
%%%%
Stonemail
This spell covers the caster with chunky scales of stone, the durability of which depends on his or her skill with Earth magic. These scales can coexist with other forms of armour, but are in and of themselves extremely heavy and cumbersome. The effects of this spell are increased if the caster is in Statue Form.
%%%%
Shock
This spell throws a bolt of electricity.
%%%%
Swiftness
This spell imbues its caster with the ability to achieve great movement speeds. Flying spellcasters can move even faster.
%%%%
Fly
This spell grants to the caster the ability to fly through the air.
%%%%
Insulation
This spell protects the caster from electric shocks.
%%%%
Orb of Electrocution
This spell hurls a crackling orb of electrical energy which explodes with immense force on impact.
%%%%
Detect Creatures
This spell allows the caster to detect any creatures within a certain radius.
%%%%
Control Teleport
This spell allows the caster to control translocations. Be wary that controlled teleports will cause the subject to become contaminated with magical energy.
%%%%
Poison Ammunition
This spell envenoms missile ammunition held by the caster.
%%%%
Poison Weapon
This spell temporarily coats any sharp bladed weapon with poison. Will only work on weapons without an existing enchantment.
%%%%
Resist Poison
This spell protects the caster from exposure to all poisons for a period of time.
%%%%
Projected Noise
This spell produces a noise emanating from a place of the caster's own choosing.
%%%%
Alter Self
This spell causes aberrations to form in the caster's body, leaving the caster in a weakened state (though it is not fatal in and of itself). It may fail to affect those who are already heavily mutated.
%%%%
Recall
This spell is greatly prized by summoners and necromancers, as it allows the caster to recall any friendly creatures nearby to a position adjacent to the caster.
%%%%
Portal
This spell creates a gate allowing long-distance travel in relatively ordinary environments (i.e., the Dungeon only). The portal lasts long enough for the caster and nearby creatures to enter. Casters are never taken past the level limits of the current area.
%%%%
Agony
This spell cuts the resilience of a target creature in half, although it will never cause death directly.
%%%%
Spider Form
This spell temporarily transforms the caster into a venomous, spider-like creature. Spellcasting is slightly more difficult in this form. This spell is not powerful enough to allow the caster to slip out of cursed equipment.
%%%%
Disrupt
This spell disrupts space around another creature, causing injury.
%%%%
Disintegrate
This spell violently rends apart anything in a small volume of space. Can be used to cause severe damage.
%%%%
Blade Hands
This spell causes long, scythe-shaped blades to grow from the caster's hands. It makes spellcasting somewhat difficult. This spell is not powerful enough to force a cursed weapon from the caster's hands.
%%%%
Statue Form
This spell temporarily transforms the caster into a slow-moving (but extremely robust) stone statue.
%%%%
Ice Form
This spell temporarily transforms the caster's body into a frozen ice-creature.
%%%%
Dragon Form
This spell temporarily transforms the caster into a great, fire-breathing dragon.
%%%%
Necromutation
This spell first transforms the caster into a semi-corporeal apparition receptive to negative energy, then infuses that form with the powers of Death. The caster becomes resistant to cold, poison, magic and hostile negative energies.
%%%%
Death Channel
This spell raises living creatures slain by the caster into a state of unliving slavery as spectral horrors.
%%%%
Symbol of Torment
This spell calls on the powers of Hell to cause agonising injury to any living thing in the caster's vicinity. It carries within itself a degree of danger, for any brave enough to invoke it, for the Symbol also affects its caller and indeed will not function if he or she is immune to its terrible effects. Despite its ominous power, this spell is never lethal.
%%%%
Deflect Missiles
This spell protects the caster from any kind of projectile attack, although particularly powerful attacks (lightning bolts, etc.) are deflected to a lesser extent than lighter missiles.
%%%%
Orb of Fragmentation
This spell throws a heavy sphere of metal which explodes on impact into a rain of deadly, jagged fragments. It can rip a creature to shreds, but proves ineffective against heavily-armoured targets.
%%%%
Ice Bolt
This spell throws forth a chunk of ice. It is particularly effective against those creatures not immune to the effects of freezing, but the half of its destructive potential that comes from its weight and cutting edges cannot be ignored by even cold-resistant creatures.
%%%%
Ice Storm
This spell conjures forth a raging blizzard of ice, sleet and freezing gasses.
%%%%
Arc
This spell zaps at random a nearby creature with a powerful electrical current.
%%%%
Airstrike
This spell causes the air around a creature to twist itself into a whirling vortex of meteorological fury. This spell is especially effective against flying enemies.
%%%%
Shadow Creatures
This spell weaves a creature from shadows and threads of Abyssal matter. The creature thus brought into existence will recreate some type of creature found in the caster's immediate vicinity. The spell even creates appropriate equipment for the creature, which are given a lasting substance by their firm contact with reality.
%%%%
Flame Tongue
This spell creates a short burst of flame.
%%%%
Passwall
This spell tunes the caster's body such that it can instantly pass through solid rock. This can be dangerous, since it is possible for the spell to expire while the caster is en route, and it also takes time for the caster to attune to the rock, during which time they will be helpless.
%%%%
Ignite Poison
This spell attempts to convert all poison within the caster's view into liquid flame. It is very effective against poisonous creatures or those carrying poison potions. It is also an amazingly painful way to eliminate poison from one's own system.
%%%%
Sticks to Snakes
This spell uses wooden items in the caster's grasp as raw material for a powerful summoning. Note that highly enchanted items, such as wizards' staves, will not be affected.
%%%%
Summon Large Mammal
This spell summons a canine to the caster's aid.
%%%%
Summon Dragon
This spell summons and binds a powerful dragon to perform the caster's bidding. Beware, for the summons may succeed even as the binding fails.
%%%%
Tame Beasts
This spell attempts to tame animals in the caster's vicinity. It works best on animals amenable to domestication.
%%%%
Sleep
This spell tries to lower its target's metabolic rate, inducing hypothermic hibernation. It may have side effects on cold-blooded creatures.
%%%%
Mass Sleep
This spell tries to lower the metabolic rate of every creature within the caster's view enough to induce hypothermic hibernation. It may have side effects on cold-blooded creatures.
%%%%
Detect Magic
This spell probes one or more items lying nearby for enchantment. An experienced diviner may glean additional information.
%%%%
Detect Secret Doors
This spell is beloved by lazy dungeoneers everywhere, for it can greatly reduce time-consuming searches.
%%%%
See Invisible
This spell enables the caster to perceive things that are shielded from ordinary sight.
%%%%
Forescry
This spell makes the caster aware of the immediate future; while not far enough to predict the result of a fight, it does give the caster ample time to get out of the way of a punch (reflexes allowing).
%%%%
Summon Butterflies
This spell creates a shower of colourful butterflies. How pretty!
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Excruciating Wounds
This spell temporarily infuses the weapon held by the caster with the essence of pain itself. It will not affect weapons which are otherwise subject to special enchantments.
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Warp Brand
This spell temporarily binds a localized warp field to the invoker's weapon. This spell is very dangerous to cast, as the field is likely to affect the caster as well.
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Silence
This spell eliminates all sound near the caster. This makes reading scrolls, casting spells, praying or yelling in the caster's vicinity impossible. (Applies to caster too, of course.) This spell will not hide your presence, since its oppressive, unnatural effect will almost certainly alert any living creature that something is very wrong.
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Shatter
This spell causes a burst of concussive force around the caster, which will damage most creatures, although those composed of stone, metal or crystal, or otherwise brittle, will particularly suffer. The magic has been known to adversely affect walls.
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Dispersal
This spell tries to teleport away any monsters directly beside the caster.
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Discharge
This spell releases electric charges against those next to the caster. These may arc to adjacent monsters (or even the caster) before they eventually ground out.
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Bend
This spell applies a localized spatial distortion to the detrimentof some nearby creature.
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Backlight
This 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 thereby makes the affected creature appreciably easier to hit.
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Intoxicate
This spell works by converting a small portion of brain matter into alcohol. It affects all intelligent humanoids within the caster's view (presumably including the caster). It is frequently used as an icebreaker at wizard parties.
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Glamour
This spell is an Elvish magic, which draws upon the viewing creature's credulity and the caster's comeliness to charm, confuse or render comatose.
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Evaporate
This spell heats a potion causing it to explode into a large cloud when thrown. The potion must be thrown immediately, as part of the spell, for this to work.
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Fulsome Distillation
This spell extracts the vile and poisonous essences from a corpse. A rotten corpse may produce a stronger potion. You probably don't want to drink the results.
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Eringya's Surprising Bouquet
This spell transmutes any wooden items in the caster's grasp into a bouquet of beautiful flowers.
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Fragmentation
This spell creates a concussive explosion within a large body of rock (or other hard material), to the detriment of any who happen to be standing nearby.
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Air Walk
This spell transforms the caster's body into an insubstantial cloud. The caster becomes immaterial and nearly immune to physical harm, but is vulnerable to magical fire and ice. While insubstantial the caster is, of course, unable to interact with physical objects (but may still cast spells).
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Sandblast
This spell creates a short blast of high-velocity particles. It works best when the caster provides some source (by wielding a stone), but will do what it can with whatever ambient grit is available.
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Rotting
This spell causes the flesh of all those near the caster to rot. It will affect the living and many of the corporeal undead.
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Maxwell's Silver Hammer
This spell bestows a lethal but temporary gravitic field to a crushing implement held by the caster. It will not affect weapons otherwise subject to special enchantments.
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Condensation Shield
This spell causes a disc of dense vapour to condense out of the air surrounding the caster. It acts like a normal shield, but its density (and therefore stopping power) depends upon the caster's skill with Ice Magic. The disc is controlled by the caster's mind and thus will not conflict with the wielding of a two-handed weapon.
Stoneskin
This spell hardens one's skin to a degree determined by one's skill in Earth Magic. This only works on relatively normal flesh; it will aid neither the undead nor the bodily transformed. The effects of this spell are boosted if the caster is in Statue Form.
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Simulacrum
This spell uses a piece of flesh in hand to create a replica of the original being out of ice. This magic is unstable so eventually the replica will sublimate into a freezing cloud, if it isn't hacked or melted into a small puddle of water first.
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Conjure Ball Lightning
This spell allows the conjurer to create ball lightning. Using the spell is not without risk - ball lightning can be difficult to control.
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Chain Lightning
This spell releases a massive electrical discharge that arcs from target to target until it grounds out.
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Twist
This spell causes a slight spatial distortion around a monster in line of sight of the caster, causing injury.
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Far Strike
This spell allows the caster to transfer the force of a weapon strike to any target the caster can see. This spell will only deliver the impact of the blow; magical side-effects and enchantments cannot be transferred in this way. The force transferred by this spell has little to do with one's skill with weapons, and more to do with personal strength, translocation skill, and magic ability.
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Swap
This spell allows the caster to swap positions with an adjacent being.
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Apportation
This spell allows the caster to pull the top item or group of similar items from a distant pile to the floor near the caster. The mass of the target item(s) will make the task more difficult, with some items too massive to ever be moved by this spell. Using this spell on a group of items can be risky; insufficient power will cause some of the items to be lost in the infinite void.
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Portaled Projectile
This spell teleports a missile directly to its target, greatly increasing its accuracy (but not damage.)
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