spell casting - hyvanmielenpelit/GnollHack GitHub Wiki
Spells have 14 different levels:
- Minor cantrip, denoted by the letter "c", equals to level -1
- Major cantrip, denoted by the letter "C", equals to level 0
- Levels 1–12
Spells can belong to one of the following spell schools:
- Abjuration — Int/Wis, non-somatic
- Arcane — Int, somatic
- Celestial — Wis/Cha, non-somatic
- Clerical — Wis/Cha, non-somatic
- Conjuration — Int/Cha, somatic
- Divination — Int/Wis/Cha (Any), non-somatic
- Enchantment — Int/Cha, non-somatic
- Healing — Wis, non-somatic
- Movement — Int/Wis, somatic
- Nature — Wis/Cha, non-somatic
- Necromancy — Wis/Cha, non-somatic
- Transmutation — Int/Wis/Cha (Any), somatic
Spells in a particular spell school get a bonus to the spell casting success chance (see below) from one of the mental attributes:
- Intelligence (Int)
- Wisdom (Wis)
- Charisma (Cha)
Most spell schools use more than one attribute, and in that case they use the highest of the attributes. The attributes used by each spell school are listed above.
If a spell has a somatic component, using heavy armor incurs a spell casting penalty. If a spell has a somatic component usually depends on which magic school the spell belongs to. This fact is listed in the above list of magic schools.
Each spell has a chance to cast it successfully. It depends on the following factors:
- Spell level: -60% per each spell level
- Skill level in appropriate spell school: +80% per skill level above Unskilled
- Character level: +0.25%/+0.5%/+0.75%/+1%/+1.25%/+1.5% per character level when one has Unskilled/Basic/Skilled/Expert/Master/Grand Master skill in the appropriate spell school
- Attribute score: +15% x Highest appropriate attribute score
- Armor penalty: -X% from armor spell casting penalty for somatic spells only (see below)
- Item spell casting bonus: +X% from items that give bonus to spell casting
The whole spell casting success formula is as follows:
-130%
+ -50% x Spell_Level
+ 100% x Skill_Level
+ (Skill_Level + 1) x Character_Level x 0.25%
+ 15% x Highest_Appropriate_Attribute
- Armor_Penalty_For_Somatic_Spells_Only
+ Item_Spell_Casting_Bonus
Spells can have 3 types of components:
- Verbal component — Most spells require speaking magic words. If you are strangled or drowning, you cannot cast spells with a verbal component.
- Somatic component — If a spell has a somatic component, you get penalty to spell casting success chance for wearing heavy armor. Usually, wizard spells have a somatic component while priest spells do not have it.
- Material component — Most spells require you to prepare (mix) them by using their material components. You do this by using the Mix command.
Most spells have one or more material components. When you mix the spells, you get a number of castings for that spell.
You prepare spells by using the Mix command.
You see the number of remaining castings in both Cast and Mix menu.
You cast spells using the Cast command. Spells have:
- Mana Cost
- Success chance (see above)
- Casting Time
- Cooldown
- Number of castings (from mixing, see above)
Spells cost mana (energy) to cast. The amount of current mana and your maximum mana amount are listed in the status bar (old versions of the game) or as a blue orb on the left side of the screen (mobile versions of the game).
You get maximum mana from:
- Character Class
- Race
- Intelligence or Wisdom — Higher of Int/Wis is used to calculate your mana pool.
- Experience Level — You gain more mana as you level up.
- Items — Some items increase your mana pool.
Mana regenerates over time at the rate of Max_Mana/640
per turn. Energy regeneration from items doubles the rate.
Spells usually take 0 or 1 turns to cast. Most spells require 1 turn, but healing spells that restore lost hit points do not consume a turn to cast.
Spells can also have a cooldown, which prevents the spell being cast again before the cooldown has expired. For example, healing spells that restore lost hit points have a 2-turn cooldown.
You learn spells from:
- Spell books
- Priest NPCs
- Artificer NPCs
When learning a spell from a spell book, the following rules apply:
- Reading a blessed spell book gives you a 100% chance to learn the spell.
- Reading a uncursed spell book gives you a percentage chance to learn the spell, depending on your level and your skill level in the appropriate school.
- Reading a cursed spell book always fails and gives you a negative effect.
NPCs ask you for a fee, but you learn the spell with a 100% chance.
Using the Spell menu, you can:
- Reorder spells
- Sort spells
- Make shortcuts to spells, assigning them to the number keys (0–9)
- Forget spells
- Spell books crumble to dust when read.
- You cannot forget spells over time like in NetHack.
- If you are cancelled, you cannot cast spells or use wands.