Monster spell
A monster spell is a category of spells that only spell-casting monsters can make use of. Some are unique to this category, while others share properties with other magical items.
Contents
Description
Monsters can only cast spells if they are not cancelled and at least level one, and can only cast once every (10 − (monster's level)) turns to a minimum of two turns;[1] they will attempt to cast spells if these conditions are not met, producing a "curse" message.[2] Even with these conditions satisfied, there is a 2 in (monster's level) chance of the spell failing (with five times that chance if the monster is confused).[3]
Monsters that are scared (e.g., by Elbereth) or are not adjacent to you[4] will not use directed spells. If a monster uses a directed spell at you, but you are on a different square than the monster expected, the spell will fail and produce a "curse" message.
Monsters will never cast spells (even not directed at you) if they're more than 7 squares away from you.[5]
List of spells
There are three categories of spells that monsters can cast: ray-type spells, mage spells, and clerical spells. No monster will cast spells in more than one category. With the exception of Double Trouble (which is exclusive to the Wizard of Yendor) and ray-type spells, monsters that cast spells from a given category can use any spell in that category that is available at or below their current level. A monster subjected to any form of life drain can lose its ability to cast higher-level spells; however, many higher-level spellcasters are immune, and those that aren't generally have a very high MR score. Stormbringer and the Staff of Aesculapius bypass monster MR, with the caveat that it is possible to kill a non-resistant target before any effect on their spellcasting is noticeable.
In the tables below, Min. level refers to the minimum level required for the monster to be able to cast that spell. The monsters that use the type of spells in each table are listed in the two Monsters column. In the Monsters (at lowest level) column, we assume that the monster is generated at its base level minus one, which is the lowest possible level at which a monster will be randomly generated. In the Monsters (at highest level) column, we assume that the monster is generated at its base level times 1.5, which is the highest possible level at which a monster will be randomly generated. In both cases, each monster can cast the spell on the line it appears, as well as every spell above it.
As an example, a golden naga is guaranteed to cast psi bolt, cure self, haste self, stun, disappear, drain strength and destroy armor. It may be able to cast curse items and aggravate, if it is generated at a high enough level. Monsters are capable of casting spells that appear below their names in the table, provided they drink enough potions of gain level.
Mage spells
Spell | Min. level | Directed | Monsters (at lowest level) | Monsters (at highest level) |
---|---|---|---|---|
Psi bolt | 1 | Y | kobold shaman | |
Cure self | 2 | barrow wight, orc shaman, gnomish wizard | ||
Haste self | 3 | kobold shaman | ||
Stun | 4 | Y | guide, apprentice | barrow wight, orc shaman, gnomish wizard |
Disappear | 5 | |||
Drain strength | 7 | Y | guide, apprentice | |
Destroy armor | 9 | Y | golden naga, lich, nalfeshnee | |
Curse items | 11 | Y | demilich | |
Aggravate | 14 | ki-rin, titan, Ixoth, Dark One, Minion of Huhetotl, Thoth Amon, Chromatic Dragon, Nalzok | golden naga | |
Summon nasties | 16 | master lich, Archon, Neferet the Green | lich, nalfeshnee | |
Touch of death | 21 | Y | arch-lich, Orcus, Dispater, Demogorgon | demilich, master lich, arch-lich, ki-rin, titan, Archon, Ixoth, Dark One, Minion of Huhetotl, Thoth Amon, Chromatic Dragon, Nalzok, Neferet the Green, Orcus, Dispater, Demogorgon |
Double Trouble | 19/unique | Wizard of Yendor | Wizard of Yendor |
Clerical spells
Spell | Min. level | Directed | Monsters (at lowest level) | Monsters (at highest level) |
---|---|---|---|---|
Open wounds | 1 | Y | ||
Cure self | 2 | |||
Confuse | 3 | Y | abbot, acolyte | |
Paralyze | 5 | Y | ||
Blind | 6 | Y | abbot, acolyte | |
Summon insects | 9 | |||
Curse items | 10 | Y | aligned priest | |
Lightning | 12 | Y | ||
Fire pillar | 13 | Y | ||
Geyser | 14 | Y | high priest, Grand Master, Master Kaen, Arch Priest | aligned priest, high priest, Grand Master, Master Kaen, Arch Priest |
Ray-type spells
Ray-type spells come in three varieties[6] (though only two are in use). They can be cast from afar, and when used this way, act the same as wands or breath weapons. When cast from an adjoining square, they act as melee attacks and cannot be reflected, but the appropriate resistance will still nullify them.
- Three creatures use magic missile: Angels, Yeenoghu and the Oracle (the Oracle's version is passive and will only occur in response to a melee attack). Magic resistance is proof against this attack. The message is, "You are hit by a shower of missiles!" "The missiles bounce off!" if you have magic resistance.
- Asmodeus has a cold attack. "You are covered in frost" when hit by this attack. Cold resistance nullifies it.
- The source code supports an unused fire attack. "You are enveloped in flames" when hit by this attack, and fire resistance nullifies it.
Messages
- <Monster> points at you, then curses.
- <Monster> points all around, then curses.
- The monster attempted to cast a spell before they were able to do so.
- <Monster> points and curses in your general direction.
- As above, but the monster cannot see you.
- <Monster> points and curses at your displaced image.
- As above, but you are displaced.
- You hear a mumbled curse.
- As above, but you cannot see the monster.
- The air crackles around <monster>.
- The monster cast a spell when able to do so, but the spell failed.
- <Monster> casts a spell!
- <Monster> casts a spell at you!
- The monster successfully cast a spell.
- <Monster> casts a spell at a spot near you!
- As above, but the monster cannot see you.
- <Monster> casts a spell at your displaced image!
- As above, but you are displaced.
Variants
SLASH'EM
SLASH'EM has many new spellcasting monsters, including fire vampires which use the previously-unimplemented fire ray spell. It also introduces two new mage spells:
- Call undead, which can be used by all liches (and no other monsters);
- Create pool, which can be used by monsters of level 13 or higher.
GruntHack
In GruntHack, mages and other similar casters have the ability to cast the same spells available to the player, with their spell repertoire dependent on their level. This turns weaker hostile casters such as gnomish wizards from virtual pushovers to fairly dangerous threats, and stronger casters such as liches and vampire mages into even more powerful threats that can deal significant damage with acid blast or even zap cancellation at you.
FIQHack
In FIQHack, monsters use the same spellcasting system as the player, and can also read spellbooks to acquire new spells. This makes higher-level spellcasting monsters much more dangerous. Low-level spellcasting monsters (kobold shamans, orc shamans and gnomish wizards) no longer approach you due to lacking melee ability, and will instead attempt to line up with you in order to cast spells.
EvilHack
In EvilHack, if you are polymorphed into a monster with spellcasting attacks in their routine and you have enough spare power, attacking in melee will cause you to randomly use one of their available spells; the spellcasting attack fails if you do not have enough power.
See also
References
- ↑ mcastu.c in NetHack 3.4.3, line 214
- ↑ mcastu.c in NetHack 3.4.3, line 208
- ↑ mcastu.c in NetHack 3.4.3, line 232
- ↑ src/mhitu.c in NetHack 3.6.1, line 772: if monster is at range, buzzmu() is chosen which only handles ray-type spells
- ↑ src/monmove.c in NetHack 3.6.1, line 570
- ↑ mcastu.c in NetHack 3.4.3, line 270
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