dNetHack monster spells
In dNetHack, notdNetHack and notnotdNetHack, monster spells are generally handled in a much more complex fashion compared to vanilla NetHack: there are several more spells available for monsters, and many of them are exclusive to specific monsters.
Description
Monster spellcasting can be divided into three broad categories: magical casting, divine casting, and psionic casting. In addition to basic spell lists, many spellcasting monsters also have specific lists of spells that they can cast with varying probabilities - these lists are consistent for a given monster type, and vary between monster types; monster spell type is also a factor for interactions with various items and madnesses. While any spell can in theory be compatible with any form of of casting, many spells are exclusive to a single casting category in practice, due to the lists they appear on.
Most regular spellcasting monsters have a cooldown on their ability to cast spells frequently, while much stronger casters (including most unique spellcasters) are able to cast without any cooldown. A character polymorphed into a monster can cast that monster's spells as part of their attack chain if they have the appropriate amount of energy: relatively unique or niche spells are replaced with fallbacks. They can also use #ability to cast that monster's spells without needing to attack in melee, but when casting this way, only untargeted spells and elemental ray spells can be cast.
Spellcasting monsters in dNetHack and notdNetHack can cast most directed monster spells against targets at a distance compared to NetHack, where they can only be cast against adjacent targets.
Magical spellcasting
Magical spellcasters usually include various demon casters and magicians. There are four total spell lists a monster may be generated with — one main list and three alternate spell lists. A monster's spell list is determined at the moment the monster was generated and is immutable, though they may gain access to more spells of their own by increasing their level.
The main list of available mage spells is as follows:
| Spell | Mininmum level | Directed | Absolute odds |
|---|---|---|---|
| Psi bolt | 0 | Yes | 4.16% |
| Cure self | 2 | No | 4.16% |
| Haste self | 3 | No | 4.16% |
| Stun | 4 | Yes | 4.16% |
| Disappear | 5 | No | 8.33% |
| Drain strength | 7 | Yes | 8.33% |
| Destroy armor | 9 | Yes | 8.33% |
| Curse items | 11 | Yes | 12.5% |
| Aggravate | 14 | No | 8.33% |
| Summon nasties | 16 | No | 12.5% |
| Double Trouble | 19 | No | 8.33% |
| Touch of death | 21 | Yes | 8.33% |
| Turn to stone | 23 | Yes | 8.33% |
Alternate spellcasting list 1
| Spell | Mininmum level | Directed | Absolute odds |
|---|---|---|---|
| Psi bolt | 0 | Yes | 4.16% |
| Cure self | 2 | No | 4.16% |
| Make web | 3 | Yes | 4.16% |
| Stun | 4 | Yes | 4.16% |
| Darkness | 5 | Yes | 8.33% |
| Drain strength | 7 | Yes | 8.33% |
| Destroy weapon | 9 | Yes | 8.33% |
| Drain life | 11 | Yes | 12.5% |
| Confuse | 14 | No | 8.33% |
| Weaken stats | 16 | No | 12.5% |
| Double Trouble | 19 | No | 8.33% |
| Drain energy | 21 | Yes | 8.33% |
| Drain life | 23 | Yes | 8.33% |
Alternate spellcasting list 2
| Spell | Mininmum level | Directed | Absolute odds |
|---|---|---|---|
| Summon sphere | 0 | Yes | 4.16% |
| Cure self | 2 | No | 4.16% |
| Haste self | 3 | No | 4.16% |
| Summon sphere | 4 | Yes | 4.16% |
| Make visible | 5 | Yes | 4.16% |
| Evil eye | 7 | Yes | 8.33% |
| Destroy armor | 9 | Yes | 8.33% |
| Drop boulder | 11 | Yes | 8.33% |
| Summon sphere | 14 | No | 8.33% |
| Summon nasties | 16 | No | 12.5% |
| Double Trouble | 19 | No | 8.33% |
| Arrow rain | 21 | Yes | 8.33% |
| Cure self | 23 | No | 8.33% |
Alternate spellcasting list 3
| Spell | Mininmum level | Directed | Absolute odds |
|---|---|---|---|
| Psi bolt | 0 | Yes | 4.16% |
| Confuse | 2 | No | 4.16% |
| Haste self | 3 | No | 4.16% |
| Stun | 4 | Yes | 4.16% |
| Disappear | 5 | No | 4.16% |
| Make visible | 6 | Yes | 4.16% |
| Evil eye | 7 | Yes | 8.33% |
| Destroy armor | 9 | Yes | 4.16% |
| Destroy weapon | 10 | Yes | 4.16% |
| Curse items | 11 | Yes | 12.5% |
| Aggravate | 14 | No | 8.33% |
| Summon nasties | 16 | No | 12.5% |
| Double Trouble | 19 | No | 4.16% |
| Drain life | 20 | Yes | 20.8% |
Divine spellcasting
Divine spellcasters largely consist of clerical monsters, including those from NetHack. Clerical spellcasters are assigned either a offensive or defensive spell list when they are generated.
Offensive spellcasting list:
| Spell | Mininmum level | Absolute odds |
|---|---|---|
| Open wounds | 0 | 8.33% |
| Confuse | 3 | 4.16% |
| Paralyze | 4 | 4.16% |
| Blind | 5 | 8.33% |
| Summon insects | 7 | 4.16% |
| Evil eye | 8 | 4.16% |
| Drain life | 9 | 4.16% |
| Lightning | 10 | 4.16% |
| Ice storm | 12 | 4.16% |
| Acid rain | 13 | 4.16% |
| Tremor or Earthquake | 14 | 4.16% |
| Plague | 15 | 8.33% |
| Summon devil | 17 | 4.16% |
| Punish | 18 | 4.16% |
Defensive spellcasting list:
| Spell | Mininmum level | Absolute odds |
|---|---|---|
| Cure self | 0 | 8.33% |
| Confuse | 3 | 4.16% |
| Paralyze | 4 | 4.16% |
| Blind | 5 | 8.33% |
| Summon insects | 7 | 4.16% |
| Curse items | 8 | 4.16% |
| Drain life | 9 | 4.16% |
| Lightning | 10 | 4.16% |
| Fire pillar | 12 | 4.16% |
| Geyser | 13 | 4.16% |
| Tremor or Earthquake | 14 | 4.16% |
| Plague | 15 | 8.33% |
| Summon angel | 17 | 4.16% |
| Punish | 18 | 4.16% |
Psionic spellcasting
Psionic spellcasters are typically eldritch and/or extraplanar beings such as star spawn and certain insight monsters.
| Primary spell choice | Alternate spell choice | Peaceful monsters | Mininmum level | Absolute odds |
|---|---|---|---|---|
| Psi bolt | Psi bolt | Psi bolt | 0 | 8.33% |
| Confuse | Babble bolt | Psi bolt | 3 | 8.33% |
| Stun | Sanity bolt | Psi bolt | 5 | 8.33% |
| Paralyze | Barf bolt | Paralyze or Barf bolt | 8 | 8.33% |
| Nightmare | Nightmare | Psi bolt | 10 | 8.33% |
| Vulnerability | Vulnerability | Vulnerability | 13 | 8.33% |
| Pain bolt | Pain bolt | Pain bolt | 15 | 8.33% |
| Warp space | Warp space | Warp space | 18 | 8.33% |
List of spells
Attack spells
- psi bolt
- open wounds
- magic missile
- drain life
- arrow rain
- cone of cold
- lightning
- lightning bolt
- fire pillar
- geyser
- acid rain
- ice storm
- hail flury
- summon mons
- summon devil
- death touch
Healing spells
- cure self
- mass cure close
- mass cure far
- recover
Divination spells
- make visible
Enchantment spells
- haste self
- stun you
- confuse you
- paralyze
- blind you
- sleep
- drain energy
- weaken stats
- weaken you
- destry armr
- destry wepn
- evil eye
Clerical spells
- curse items
- insects
- raise dead
- summon angel
- summon alien
- summon young
- plague
- punish
- aggravation
Escape spells
- disappear
Matter spells
- darkness
- summon sphere
- make web
- drop boulder
- earthquake
- slimify
- turn to stone
Unique monster spells
- nightmare
- filth
- clone wiz
- strangle
- mon fira
- mon firaga
- mon blizzara
- mon blizzaga
- mon thundara
- mon thundaga
- mon flare
- mon warp
- mon poison gas
- mon protection
- solid fog
- acid blast
- prismatic spray
- silver rays
- golden wave
- vulnerability
- mass haste
- mon time stop
- time duplicate
- nail to the sky
- sterility curse
- disint ray
- mon warp throw
- summon tannin
- disintegration
- tremor
- incarcerate
- mummy curse
- yellow dead
- mon cancel
- starfall
- earth crack
- mon aura bolt
- rain
- blood rain
- steam geyser
- mother s gaze
- pain bolt
- san bolt
- doubt bolt
- barf bolt
- babble bolt
- mon spe beartrap
- pyro storm
- god ray
- mon red word
- hypnotic colors
- crush bolt
- madf burst
- holy bolt
- mist wolves
- force spheres
- pest threads
- burn into life
- summon rogue halos
- panic bolt
- sandstorm
- moon beam
Strategy
Blocking spellcasting
As in NetHack, cancellation can remove a monster's casting ability if successful. Monster spellcasting can also be blocked via the following methods:
- Antimagic rifts block magical casting for several turns, which includes the character's own casting if they use intelligence as their spellcasting attribute. The base duration of an antimagic rift is 50 turns, with additional rifts adding an amount of turns equal to 1⁄10 of the previous duration rounded down, i.e. 50 turns, then 55, 60, 66, etc.
- Catapsi vortices block psionic casting for several turns, which includes the character's own casting if they use charisma as their spellcasting attribute. The base duration of a catapsi vortex is 100 turns, with additional vortices adding an amount of turns equal to 1⁄10 of the previous duration.
- Misotheistic pyramids and misotheistic fragments block clerical casting for several turns, which includes the character's own casting if they use wisdom as their spellcasting attribute. The base duration of misotheistic pyramids and fragments are 33 turns, and additional pyramids and fragments add an amount of turns equal to 1⁄10 of the previous item's duration, which is shared between both item types. If a misotheistic item is used anywhere that your god's influence can be felt normally, your god will have their anger increased by 1 and smite you. If used by a Binder that is Void-aligned (i.e., not using a helm of opposite alignment), or else it is used within Gehennom or another area where the gods' influence is already blocked, your god will not be angered; the Void in particular cannot become angry by any means.
- If a misotheistic pyramid is used, you are given a form of darkvision that overrides all other sight-based intrinsic forms of vision for that duration, while excluding x-ray vision and other senses such as smell.
- If a misotheistic fragment is used, it will cause 'Shattering' for the duration of that effect, which gives monsters that are killed a 1⁄2 chance of "fracturing": this resurrects the monster and applies the 'fractured' monster template, making them unbreathing, undead and always hostile while boosting their current level by 4, and also gives them a weakness to the Elder Sign ward. Fractured monsters will remain fractured regardless of whether Shattering is active, and have the same 1⁄2 chance of resurrecting when killed unless they are cancelled.
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