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.
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 20 in (10 times monster's level) chance of the spell failing (with five times that chance if the monster is confused)[3].
Contents
Messages
Message | Meaning |
---|---|
Foo points at you, then curses. | The monster attempted to cast a spell before they were able to do so. |
Foo points all around, then curses. | |
Foo points and curses in your general direction. | As above, but the monster cannot see you. |
Foo 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 foo. | The monster cast a spell when able to do so, but the spell failed. |
Foo casts a spell! | The monster successfully cast a spell. |
Foo casts a spell at you! | |
Foo casts a spell at a spot near you! | As above, but the monster cannot see you. |
Foo casts a spell at your displaced image! | As above, but you are displaced. |
Spells
There are three different categories of spells that monsters can cast. These are magic missile, Mage spells, and Clerical spells. The code[4] also talks about fire and cold spells but no monsters are configured to cast these spells. In the table below, Min. base level refers to the minimum base level required for the monster to be able to cast that spell. There is also a spell usable only by the Wizard of Yendor, Double Trouble. No creature is able to cast spells in more than one category.
Mage Spells
Spell | Min. base level | Monsters |
---|---|---|
Psi bolt | 1 | |
Cure self | 2 | kobold shaman |
Haste self | 3 | barrow wight, orc shaman, gnomish wizard |
Stun | 4 | |
Disappear | 5 | guide, apprentice |
Drain strength | 7 | |
Destroy armor | 9 | golden naga, any lich |
Curse items | 11 | lich, nalfeshnee |
Aggravate | 14 | demilich, Ixoth, Dark One |
Summon nasties | 16 | ki-rin, titan, master lich, Archon, Minion of Huhetotl, Thoth Amon, Chromatic Dragon, Nalzok, Neferet the Green |
Touch of death | 21 | arch-lich, Wizard of Yendor, Orcus, Dispater, Demogorgon |
Double Trouble | unique | Wizard of Yendor |
Clerical Spells
Spell | Min. base level | Monsters |
---|---|---|
Open wounds | 1 | |
Cure self | 2 | |
Confuse | 3 | |
Paralyze | 5 | High-elf, abbot, acolyte |
Blind | 6 | |
Summon insects | 9 | |
Curse items | 10 | |
Lightning | 12 | aligned priest |
Fire pillar | 13 | |
Geyser | 14 | high priest, Grand Master, Master Kaen, Arch Priest, |
Magic missile
Magic missile is used as a melee attack by two creatures, Angels and Yeenoghu. This version cannot be reflected. The gray dragon has a similar ranged breath weapon which is a ray that can be reflected and bounce of walls, and the Oracle has a non-reflectable passive attack which showers you in magic missiles. These attacks are not spells and are handled in different areas of the code. All three attacks are nullified by magic resistance.