Spellcasting

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Revision as of 18:32, 28 April 2007 by PeterGFin (talk | contribs) (Please check and edit, especially as to the game mechanics of spellcasting / failure rates etc.)
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Spellcasting is using the [Z] command to wield innate magical abilities during gameplay. More rarely a player can use the #monster, ^T and #turn commands to unleash quasi-magics.

The first prerequisite for spellcasting is know at least one spell. Healers, Monks, Priests and Wizards are roles which begin the game with knowledge of two or more spells, other classes must find at least one spellbook and read it first.

Pressing [Z] without knowing any spells will produce a message to this effect. Otherwise a menu will appear of the spells you know, accompanied by their chance of failure.

This chance of failure is affected by Intelligence (or Wisdom), Experience level, skill level, innate magical ability of the role, armour: especially metal but also shields and robes, whether it is an emergency, whether it is your special spell.

Unless you cancel, then the game will first check you have enough power (magical energy) for the spell selected. If you have enough power then the game will roll for success of failure. If you succeed your spell will take effect- see '''spellbook''' for an index. If you fail you will receive the message "You failed to cast the spell correctly"

Spellcasting will burn nutrition with the exception of detect food, and each spell cast will produce skill points equal to its level.