Difference between revisions of "Spellbook of confuse monster"

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{{spellbook|name=confuse monster|level=2|type=[[Enchantment_spells|Enchantment]]|cost=200|turns=2}}
 
{{spellbook|name=confuse monster|level=2|type=[[Enchantment_spells|Enchantment]]|cost=200|turns=2}}
Allows you to learn the confuse monster spell.
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The '''spellbook of confuse monster''' allows you to learn the confuse monster spell.
  
Casting this spell has exactly the same effect as a [[scroll of confuse monster]] (see that article for more information); you confuse yourself (for 1-100 turns) if not polymorphed into a form represented by [[@]] (broadly speaking, a human or elven form); and otherwise, your hands will "go red", confusing the next monster you touch in melee (subject to [[monster magic resistance]]). If cast at a [[skilled]] level of enchantment skill (in [[vanilla]] NetHack, only possible for a [[wizard]]), it instead works like a [[blessed]] scroll of confuse monster, giving 2-8 uses of this ability rather than one (unless 40 uses of the ability are stored up already). (It would also have this effect if cast at an expert level of enchantment skill, but this is unattainable in vanilla NetHack.)
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Casting this spell has exactly the same effect as a [[scroll of confuse monster]] (see that article for more information).
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Your hands will "glow red", confusing the one next monster you melee, subject to [[monster magic resistance]]. If cast at a [[skilled]] level of enchantment skill, it works like a [[blessed]] [[scroll of confuse monster]] instead, giving 2-8 more uses of this ability. You can store up to 40 uses. Only [[wizard]]s can get [[skilled]] in [[vanilla]] NetHack.
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If you are [[polymorph]]ed into a form not represented by [[@]], the spell has a different effect: you confuse yourself (for 1-100 turns).
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The confused scroll effects are not available via the spell, because [[confusion]] prevents [[spellcasting]] for players.
  
 
== Strategy ==
 
== Strategy ==
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Confuse monster is poor man's [[conflict]].
  
The spell of confuse monster is similar to the scroll, being moderately strong early, but rapidly becoming nearly useless as the game goes on (and monster magic resistance gets higher). Generally speaking, it will be more effective for a spellcaster to dispose of monsters via attack spells, and (in the case of spellcasting enemies) resisting many of their spells via [[magic resistance]], rather than trying to confuse them to prevent casting or reduce the chance that they target you with attacks; unfortunately, the monsters you'd most want to confuse generally have a high monster magic resistance, with monsters that are particularly vulnerable to being confused, such as [[minotaur]]s, being monsters it is mostly wasted on (the unreliable confusion would be inferior to more readily available and effective enchantments, such as sleep, in such cases). (Note that the effects of the scroll when confused are not available via the spell, as [[confusion]] causes spellcasting to fail for players as well.)
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The spell of confuse monster is moderately strong early, but rapidly becomes nearly useless as the game goes on and [[monster magic resistance]] gets higher. Generally speaking, it will be more effective for a spellcaster to dispose of monsters via [[attack spell]]s. [[Magic resistance]] is a better defense against spellcasting enemies rather than trying to confuse them to prevent casting or reduce the chance that they target you with attacks. Unfortunately, the monsters you'd most want to confuse generally have a high monster magic resistance; and it is mostly wasted on monsters that are particularly vulnerable to being confused, such as [[minotaur]]s. (The unreliable confusion would be inferior to more readily available and effective enchantments, such as sleep, in such cases).
  
There is a niche use for this spell in [[speed ascension]]s focusing on minimizing turncount; such ascensions cannot afford to spend 20,000 turns to forget a spell, and thus have to rely on other methods of confusing themselves to quickly locate the [[magic portal]]s on the [[Elemental Planes]] via a [[scroll of gold detection]]. As such ascensions are generally conducted with the player polymorphed into a fast monster like an [[air elemental]] or [[titan]] — a non-@ form — the spell can be used for a quick and reliable source of confusion in one turn, enabling the confused effects of scrolls to be used.
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[[speed ascension|Low-turncount speed ascender]]s often confuse themselves with this spell, e. g. to locate the [[magic portal]]s on the [[Elemental Planes]] via confused [[scroll of gold detection|gold detection]]. Such players are usually polymorphed into a fast, non-[[@]] monster anyway, like an [[air elemental]] or [[titan]]. In a more conventional game, a [[forgotten spell]] is easier to use if you have read a book 20,000 turns earlier.
  
 
[[Category:Spellbooks|Confuse monster]]
 
[[Category:Spellbooks|Confuse monster]]

Revision as of 15:49, 19 November 2010

spellbook of
+   confuse monster   Light green spellbook.png
Appearance random
Base price 200 zm
Weight 50
Turns to read 2
Ink to write 10–19
Spell type [[Enchantment spells|Enchantment]]
Level 2
Power cost 10 Pw

The spellbook of confuse monster allows you to learn the confuse monster spell.

Casting this spell has exactly the same effect as a scroll of confuse monster (see that article for more information).

Your hands will "glow red", confusing the one next monster you melee, subject to monster magic resistance. If cast at a skilled level of enchantment skill, it works like a blessed scroll of confuse monster instead, giving 2-8 more uses of this ability. You can store up to 40 uses. Only wizards can get skilled in vanilla NetHack.

If you are polymorphed into a form not represented by @, the spell has a different effect: you confuse yourself (for 1-100 turns).

The confused scroll effects are not available via the spell, because confusion prevents spellcasting for players.

Strategy

Confuse monster is poor man's conflict.

The spell of confuse monster is moderately strong early, but rapidly becomes nearly useless as the game goes on and monster magic resistance gets higher. Generally speaking, it will be more effective for a spellcaster to dispose of monsters via attack spells. Magic resistance is a better defense against spellcasting enemies rather than trying to confuse them to prevent casting or reduce the chance that they target you with attacks. Unfortunately, the monsters you'd most want to confuse generally have a high monster magic resistance; and it is mostly wasted on monsters that are particularly vulnerable to being confused, such as minotaurs. (The unreliable confusion would be inferior to more readily available and effective enchantments, such as sleep, in such cases).

Low-turncount speed ascenders often confuse themselves with this spell, e. g. to locate the magic portals on the Elemental Planes via confused gold detection. Such players are usually polymorphed into a fast, non-@ monster anyway, like an air elemental or titan. In a more conventional game, a forgotten spell is easier to use if you have read a book 20,000 turns earlier.