Difference between revisions of "Special spell"

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(What is the special spell for each class?)
(From the 3.4.3 spell spoiler: http://www.steelypips.org/nethack/343/spl1-343.html)
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See [[Spellcasting]] for details.
 
See [[Spellcasting]] for details.
  
{{stub|What is the special spell for each class?}}
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{|class="prettytable"
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!Role
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!Special Spell
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|-
 +
|Archaeologist
 +
|Magic Mapping
 +
|-
 +
|Barbarian
 +
|Haste Self
 +
|-
 +
|Caveman
 +
|Dig
 +
|-
 +
|Healer
 +
|Cure Sickness
 +
|-
 +
|Knight
 +
|Turn Undead
 +
|-
 +
|Monk
 +
|Restore Ability
 +
|-
 +
|Priest
 +
|Remove Curse
 +
|-
 +
|Ranger
 +
|Invisibility
 +
|-
 +
|Rogue
 +
|Detect Treasure
 +
|-
 +
|Samurai
 +
|Clairvoyance
 +
|-
 +
|Tourist
 +
|Charm Monster
 +
|-
 +
|Valkyrie
 +
|Cone of Cold
 +
|-
 +
|Wizard
 +
|Magic Missile
 +
|}
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{{stub}}
  
 
[[Category:Strategy]]
 
[[Category:Strategy]]
 
[[Category:Spells]]
 
[[Category:Spells]]

Revision as of 07:54, 13 September 2007

Each class has one special spell. When a character of corresponding class casts its spell, it has an extra +4 bonus to spell success.

Casting special spell with the shield larger than small halves its success rate (shields with other spells reduces success by factor 4).

See Spellcasting for details.

Role Special Spell
Archaeologist Magic Mapping
Barbarian Haste Self
Caveman Dig
Healer Cure Sickness
Knight Turn Undead
Monk Restore Ability
Priest Remove Curse
Ranger Invisibility
Rogue Detect Treasure
Samurai Clairvoyance
Tourist Charm Monster
Valkyrie Cone of Cold
Wizard Magic Missile
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