Monster spell

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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 2 in (monster's level) chance of the spell failing (with five times that chance if the monster is confused)[3].

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 categories of spells that monsters can cast. These are Ray-type spells, Mage spells, and Clerical spells. No creature is able to cast spells in more than one category. 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 Monsters column. In this table, we assume that each monster is generated at its highest possible level, and each monster can cast the spell on the line it appears, as well as every spell above it. It is still theoretically possible for monsters to cast spells that appear below their names in the table, if they drink enough potions of gain level.

The spell Double Trouble can only be used by the Wizard of Yendor.

Mage Spells

Spell Min. level Directed Monsters
Psi bolt 1 Y
Cure self 2
Haste self 3 kobold shaman
Stun 4 Y barrow wight, orc shaman, gnomish wizard
Disappear 5
Drain strength 7 Y guide, apprentice
Destroy armor 9 Y
Curse items 11 Y
Aggravate 14 golden naga
Summon nasties 16 lich, nalfeshnee
Touch of death 21 Y 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 unique Wizard of Yendor

Clerical Spells

Spell Min. level Directed Monsters
Open wounds 1 Y
Cure self 2
Confuse (monster spell) 3 Y
Paralyze (monster spell) 5 Y
Blind (monster spell) 6 Y abbot, acolyte
Summon insects 9
Curse items 10 Y
Lightning 12 Y
Fire pillar 13 Y
Geyser 14 Y aligned priest, high priest, Grand Master, Master Kaen, Arch Priest

Ray-type spells

Ray-type spells come in three varieties[4] (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, and no one else, has a cold attack. "You are covered in frost" when hit by this attack. Cold resistance nullifies it.
  • The source code also supports a fire attack. "You are enveloped in flames" when hit by this attack, and fire resistance nullifies it. No monster has this attack.

See also

References


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