root/trunk/lib/edit/spell.txt

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1 # File: spell.txt
2
3
4 # This file is used to initialize the "lib/data/spell.raw" file, which is
5 # used to initialize the "spell" information for the Angband game.
6
7 # Do not modify this file unless you know exactly what you are doing,
8 # unless you wish to risk possible system crashes and broken savefiles.
9 # After modifying this file, delete the "lib/data/ego_item.raw" file.
10
11 # The spell indexes are defined in "x-spell.c", and must not be changed
12 # or savefile compatibility will be lost.
13
14 # Note that several "spell" types may share the same "textual name".
15 # For example, the spell "Detect Monsters" appears in both a mage
16 # book and a priest book; some curing spells appear in two seperate
17 # priest books (and might not even have the exact same effect!)
18
19 # === Understanding spell.txt ===
20
21 # N: serial number : spell name
22 # I: tval : sval : snum
23 # D: description
24
25 # 'N' indicates the beginning of an entry. The serial number must
26 # increase for each new spell.
27
28 # 'I' is for basic information. The tval identifies the type of
29 # the spell- or prayerbook. The sval identifies the book number,
30 # and the snum is the spell number within the book.
31
32 # 'D' is for description. As many D: lines may be used as are needed
33 # to describe the spell. Note that lines will need spaces at their
34 # ends or the beginning of the next line to prevent words from running
35 # together.
36
37
38 # Version stamp (required)
39
40 V:3.0.11
41
42
43 # Mage spells 0 through 63
44
45 N:0:Magic Missile
46 I:90:0:0
47 D:Fires a magic missile that always hits its target and does
48 D: unresistable damage.
49 D:  Sometimes a beam is fired instead that hurts each monster
50 D: in its path.
51 D:  The chance to get a beam goes up with your character level.
52
53 N:1:Detect Monsters
54 I:90:0:1
55 D:Detects all non-invisible monsters in the immediate area,
56 D: for one turn only.
57
58 N:2:Phase Door
59 I:90:0:2
60 D:Teleports you randomly up to 10 squares away.
61
62 # Damage should probably be displayed on screen
63 N:3:Light Area
64 I:90:0:3
65 D:Lights up all squares in a level-dependant area, and hurts
66 D: all light-sensitive monsters in the area of effect.
67 D:  If you are in a room, the entire room will be lit up as well.
68
69 N:4:Find Hidden Traps/Doors
70 I:90:0:7
71 D:Detects all traps, doors, and stairs in the immediate area.
72
73 N:5:Cure Light Wounds
74 I:90:0:5
75 D:Cures 2d8 points of damage and heals 15 points worth of cuts.
76
77 N:6:Detect Treasure
78 I:90:0:4
79 D:Detects all treasure in the immediate area.
80
81 N:8:Identify
82 I:90:2:5
83 D:Reveals all normal (magical but non-hidden) powers of one object.
84
85 N:9:Detect Invisible
86 I:90:2:6
87 D:Detects all invisible monsters in the immediate area,
88 D: for one turn only.
89
90 N:10:Detect Enchantment
91 I:90:3:5
92 D:Detects all enchanted objects in the immediate area.
93 D:  Enchanted objects include artifacts, ego items, amulets, rings,
94 D: staffs, wands, rods, scrolls, potions, spellbooks, and all items
95 D: that give a bonus to-hit, to-dam, or to AC.
96
97 N:11:Stinking Cloud
98 I:90:0:8
99 D:Shoots a radius-2 poison ball.
100
101 N:12:Lightning Bolt
102 I:90:1:1
103 D:Fires a lightning beam that hurts each monster in its path.
104
105 N:13:Confuse Monster
106 I:90:1:0
107 D:Attempts to confuse a single monster for a level-dependant duration.
108 D:  Uniques and monsters that resist confusion are not affected.
109
110 N:14:Sleep Monster
111 I:90:1:4
112 D:Attempts to put to sleep a single monster.
113 D:  Uniques and monsters that resist confusion are not affected.
114
115 N:15:Wonder
116 I:90:1:8
117 D:Invokes a random spell effect.
118
119 N:16:Frost Bolt
120 I:90:1:7
121 D:Fires a frost bolt that always hits its target.
122 D:  Sometimes a beam is fired instead that hurts each monster
123 D: in its path.
124 D:  The chance to get a beam goes up with your character level.
125
126 N:17:Acid Bolt
127 I:90:2:7
128 D:Fires an acid bolt that always hits its target.
129 D:  Sometimes a beam is fired instead that hurts each monster
130 D: in its path.
131 D:  The chance to get a beam goes up with your character level.
132
133 N:18:Fire Bolt
134 I:90:2:3
135 D:Fires a fire bolt that always hits its target.
136 D:  Sometimes a beam is fired instead that hurts each monster
137 D: in its path.
138 D:  The chance to get a beam goes up with your character level.
139
140 N:19:Trap/Door Destruction
141 I:90:1:2
142 D:Destroys all traps and doors within a 1-square radius of you.
143
144 N:20:Spear of Light
145 I:90:1:6
146 D:Fires a beam that lights up each square and hurts each
147 D: light-sensitive monster in its path.
148
149 N:21:Turn Stone to Mud
150 I:90:2:2
151 D:Produces a beam that destroys the first section of wall it hits,
152 D: unless it is a permanent wall.  Each monster caught in the beam that
153 D: is susceptible to rock remover takes 20+1d30 points of damage.
154
155 N:22:Door Creation
156 I:90:6:0
157 D:A door is created on each empty floor space that is directly
158 D: adjacent to you.  These doors are closed, but not locked
159
160 N:23:Earthquake
161 I:90:8:0
162 D:Causes a 10-square radius earthquake around you.
163 D:  Earthquakes may damage monsters and destroy items in some
164 D: squares in the area of effect.
165 D:  Artifacts will not be destroyed by this spell.
166 D:  This spell has no effect when used in the town.
167
168 N:24:Stair Creation
169 I:90:6:1
170 D:A stair (going up or down, chosen at random) is created on the space
171 D: where you are standing.  This will destroy any terrain feature that
172 D: was there before.  It will also destroy all items currently on the
173 D: floor where the spell is cast.
174
175 N:25:Cure Poison
176 I:90:1:3
177 D:Neutralizes poison.
178
179 N:26:Satisfy Hunger
180 I:90:2:0
181 D:Magically renders you well-fed (but not satiated).
182 D:  This will also cure a bloated stomach.
183
184 N:27:Heroism
185 I:90:7:0
186 D:Cures 10 points of damage, removes fear and grants you heroism
187 D: (resistance to fear, and a bonus of +12 to-hit) for 25+1d25 turns.
188
189 N:28:Berserker
190 I:90:7:1
191 D:Cures 30 points of damage, removes fear, and grants you berserk
192 D: strength (resistance to fear, a bonus of +12 to-hit, and a penalty
193 D: of -10 to AC) for 25+1d25 turns.
194
195 N:29:Haste Self
196 I:90:3:2
197 D:Hastes you (+10 to speed) for a level-dependant duration.
198
199 N:30:Teleport Self
200 I:90:1:5
201 D:Teleports you randomly within the current level.
202
203 N:31:Slow Monster
204 I:90:2:8
205 D:Attempts to slow a single monster.
206 D:  Uniques are not affected.
207
208 N:32:Teleport Other
209 I:90:3:1
210 D:Produces a beam that teleports each monster in its path
211 D: up to 100 squares away.
212
213 N:33:Teleport Level
214 I:90:6:2
215 D:Teleports you 1 level up or 1 level down (chosen at random).
216 D:  This spell has no effect when the option to restrict the use of
217 D: stairs and recall is set.
218
219 N:34:Word of Recall
220 I:90:6:3
221 D:Teleports you from the dungeon to the town or from the town to the
222 D: deepest level you have visited in the dungeon.
223
224 D:  The recall effect is not immediate; it is delayed by 14+1d20 turns.
225 D:  During that delay, the spell can be canceled by invoking the spell
226 D: of recall again.
227 D:  This spell has no effect when the option to restrict the use of
228 D: stairs and recall is set, unless Morgoth is dead.
229
230 N:35:Polymorph Other
231 I:90:2:4
232 D:Attempts to polymorph a single monster.
233 D:  Uniques are not affected.
234
235 N:36:Shock Wave
236 I:90:5:0
237 D:Shoots a radius-2 sound ball.
238 D:  Apart from doing sound damage, this also has a chance to stun
239 D: each monster in the area of effect.
240
241 N:37:Explosion
242 I:90:5:1
243 D:Shoots a radius-2 shards ball.
244
245 N:38:Cloudkill
246 I:90:5:2
247 D:Shoots a radius-3 poison ball.
248
249 N:39:Mass Sleep
250 I:90:3:3
251 D:Attempts to put to sleep each monster within line of sight.
252 D:  Uniques and monsters that resist confusion are not affected.
253
254 N:40:Bedlam
255 I:90:8:1
256 D:Shoots a radius-4 confusion ball that doesn't cause physical
257 D: damage but has a chance to confuse each monster in the area of effect.
258 D:  Uniques or monsters that resist confusion are not affected.
259
260 N:41:Rend Soul
261 I:90:8:2
262 D:Fires a nether bolt that always hits its target.
263 D:  Sometimes a beam is fired instead that hurts each monster
264 D: in its path.
265 D:  The chance to get a beam goes up with your character level.
266
267 N:42:Word of Destruction
268 I:90:8:4
269 D:Destroys everything in a 15-square radius circle around you.
270 D:  All monsters, objects, and terrain features in the area of
271 D: effect are destroyed, except stairs, permanent walls and
272 D: artifacts.
273 D:  You will also be blinded for 10+1d10 turns, unless you
274 D: have resistance to blindness or light.
275 D:  This spell has no effect when used in the town.
276
277 N:43:Chaos Strike
278 I:90:8:6
279 D:Fires a chaos bolt that always hits its target.
280 D:  Sometimes a beam is fired instead that hurts each monster
281 D: in its path.
282 D:  The chance to get a beam goes up with your character level.
283
284 N:44:Resist Cold
285 I:90:4:0
286 D:Grants you resistance to cold for 20+1d20 turns.
287
288 N:45:Resist Fire
289 I:90:4:1
290 D:Grants you resistance to fire for 20+1d20 turns.
291
292 N:46:Resist Poison
293 I:90:4:2
294 D:Grants you resistance to poison for 20+1d20 turns.
295
296 N:47:Resistance
297 I:90:4:3
298 D:Grants you resistance to acid, cold, fire, lightning, and poison for
299 D: 20+1d20 turns. 
300
301 N:48:Shield
302 I:90:4:4
303 D:Grants you +50 to AC for 30+1d20 turns.
304
305 N:49:Rune of Protection
306 I:90:6:4
307 D:Inscribes a glyph of warding beneath you.
308 D:  Summoned monsters can't appear on the glyph.
309 D:  If a monster attempts to move onto the glyph or melee you while you
310 D: are standing on the glyph, it must first succeed in breaking the glyph.
311 D:  Higher level monsters are more likely to break the glyph.
312 D:  The glyph will remain where it is, until a monster succeeds in
313 D: breaking it, or until you leave the level.
314
315 N:50:Lesser Recharging
316 I:90:2:1
317 D:Adds charges to a stack of wands or staves.
318 D:  Chance of success and number of charges gained increase with your
319 D: level and decrease with level of wand or staff and number of charges.
320 D:  A failed attempt to recharge destroys one wand or staff from the stack.
321
322 N:51:Enchant Armor
323 I:90:7:2
324 D:Attempts to improve the armour class bonus of a piece of armour.
325
326 N:52:Enchant Weapon
327 I:90:7:3
328 D:Attempts to improve the to-hit bonus and the to-dam bonus of a weapon.
329
330 N:53:Greater Recharging
331 I:90:7:4
332 D:Adds charges to a stack of wands or staves.
333 D:  Chance of success and number of charges gained increase with your
334 D: level and decrease with level of wand or staff and number of charges,
335 D: but are overall much better than for the spell Lesser Recharging.
336 D:  A failed attempt to recharge destroys one wand or staff from the stack.
337
338 N:54:Elemental Brand
339 I:90:7:5
340 D:Brands one stack of ammunition with fire, cold, or poison
341 D: (selected at random) and at the same time attempts to improve
342 D: the to-hit bonus and the to-dam bonus of the same ammunition.
343 D:  The spell has no effect if the ammunition is already branded, has a
344 D: slay, is broken, or is cursed.
345
346 N:55:Frost Ball
347 I:90:3:0
348 D:Shoots a radius-2 frost ball.
349
350 N:56:Acid Ball
351 I:90:5:3
352 D:Shoots a radius-2 acid ball.
353
354 N:57:Fire Ball
355 I:90:3:4
356 D:Shoots a radius-2 fire ball.
357
358 N:58:Ice Storm
359 I:90:5:4
360 D:Shoots a radius-3 cold ball.
361
362 N:59:Banishment
363 I:90:8:3
364 D:Removes all monsters represented by a chosen symbol from the level.
365 D:  Uniques are not affected.
366 D:  You take 1d4 points of damage for every monster removed.
367
368 N:60:Meteor Swarm
369 I:90:5:5
370 D:Shoots a swarm of 3 or 4 meteors.
371 D:  Meteors will travel until hitting a wall, a monster,
372 D: or reaching the target location.
373 D:  Meteors will explode as a radius-1 ball that does unresistable
374 D: damage to each monster in its area of effect.
375 D:  If this kills the monster that blocked the path to the target
376 D: location, the next meteor may continue to find another target.
377
378 N:61:Mass Banishment
379 I:90:8:5
380 D:Removes all monsters within 20 squares of you.
381 D:  Uniques are not affected.
382 D:  You take 1d3 points of damage for every monster removed.
383
384 N:62:Rift
385 I:90:5:6
386 D:Fires a gravity beam that hurts each monster in its path
387 D: and has a chance of teleporting it away.
388
389 N:63:Mana Storm
390 I:90:8:7
391 D:Shoots a radius-3 mana ball that does unresistable
392 D: damage to each monster in its area of effect.
393
394
395 # Priest prayers 0 through 57 - numbered 64 through 121 here
396
397 N:64:Detect Evil
398 I:91:0:0
399 D:Detects all evil monsters in the immediate area,
400 D: for one turn only.
401
402 N:65:Cure Light Wounds
403 I:91:0:1
404 D:Cures 2d10 points of damage and heals 10 points worth of cuts.
405
406 N:66:Bless
407 I:91:0:2
408 D:Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 12+1d12 turns.
409
410 N:67:Remove Fear
411 I:91:0:3
412 D:Removes fear.
413
414 # Damage should probably be displayed on screen
415 N:68:Call Light
416 I:91:0:4
417 D:Lights up all squares in a level-dependant area, and hurts
418 D: all light-sensitive monsters in the area of effect.
419 D:  If you are in a room, the entire room will be lit up as well.
420
421 N:69:Find Traps
422 I:91:0:5
423 D:Detects all traps in the immediate area.
424
425 N:70:Detect Doors/Stairs
426 I:91:0:6
427 D:Detects all doors, and stairs in the immediate area.
428
429 N:71:Slow Poison
430 I:91:0:7
431 D:Halves the remaining duration of any current poisoning.
432
433 N:72:Scare Monster
434 I:91:1:0
435 D:Attempts to scare a single monster for a level-dependant duration.
436 D:  Uniques and monsters that resist fear are not affected.
437
438 N:73:Portal
439 I:91:1:1
440 D:Teleports you randomly over a short distance.
441
442 N:74:Cure Serious Wounds
443 I:91:1:2
444 D:Cures 4d10 points of damage and heals half of all cut damage plus
445 D: another 20 points.
446
447 N:75:Chant
448 I:91:1:3
449 D:Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 24+1d24
450 D: turns.
451
452 N:76:Sanctuary
453 I:91:1:4
454 D:Attempts to put to sleep each monster directly adjacent to you.
455 D:  Uniques and monsters that resist sleep are not affected.
456
457 N:77:Satisfy Hunger
458 I:91:1:5
459 D:Magically renders you well-fed (but not satiated).
460 D:  This will also cure a bloated stomach.
461
462 N:78:Remove Curse
463 I:91:1:6
464 D:Removes all ordinary curses from all equipped items.
465 D:  Heavy or permanent curses are not affected.
466
467 N:79:Resist Heat and Cold
468 I:91:1:7
469 D:Gives you temporary resistance to cold and fire, for 10+1d10 turns each.
470
471 N:80:Neutralize Poison
472 I:91:2:0
473 D:Neutralizes poison.
474
475 N:81:Orb of Draining
476 I:91:2:1
477 D:Shoots a radius-2 or radius-3 ball that does unresistable
478 D: damage to each monster in its area of effect.
479 D:  Evil monsters take double damage.
480 D:  All cursed items in the area of effect are destroyed.
481 D:  The bigger area of effect is attained at character level 30.
482
483 N:82:Cure Critical Wounds
484 I:91:2:2
485 D:Cures 6d10 points of damage and heals all cut damage.
486
487 N:83:Sense Invisible
488 I:91:2:3
489 D:Enables you to see invisible monsters for 24+1d24 turns.
490
491 N:84:Protection from Evil
492 I:91:2:4
493 D:Protects you from evil for a level-dependant duration:
494 D: all melee attacks by evil monsters have a chance to be repelled,
495 D: unless the monster's level is higher than your character level.
496
497 N:85:Earthquake
498 I:91:2:5
499 D:Causes a 10-square radius earthquake around you.
500 D:  Earthquakes may damage monsters and destroy items in some
501 D: squares in the area of effect.
502 D:  Artifacts will not be destroyed by this prayer.
503 D:  This prayer has no effect when used in the town.
504
505 N:86:Sense Surroundings
506 I:91:2:6
507 D:Maps out a portion of the level around you.
508
509 N:87:Cure Mortal Wounds
510 I:91:2:7
511 D:Cures 8d10 points of damage, cures all stunning and heals all cut damage.
512
513 N:88:Turn Undead
514 I:91:2:8
515 D:Attempts to scare each undead monster within line of sight,
516 D: causing it to flee in terror for a level-dependant duration.
517
518 N:89:Prayer
519 I:91:3:0
520 D:Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 48+1d48 turns.
521
522 N:90:Dispel Undead
523 I:91:3:1
524 D:Inflicts unresistable damage on each undead monster within line of sight.
525
526 N:91:Heal
527 I:91:3:2
528 D:Cures 300 points of damage, cures all stunning and heals all cut damage.
529
530 N:92:Dispel Evil
531 I:91:3:3
532 D:Inflicts unresistable damage on each evil monster within line of sight.
533
534 N:93:Glyph of Warding
535 I:91:3:4
536 D:Inscribes a glyph of warding beneath you.
537 D:  Summoned monsters can't appear on the glyph.
538 D:  If a monster attempts to move onto the glyph or melee you while you
539 D: are standing on the glyph, it must first succeed in breaking the glyph.
540 D:  Higher level monsters are more likely to break the glyph.
541 D:  The glyph will remain where it is, until a monster succeeds in
542 D: breaking it, or until you leave the level.
543
544 N:94:Holy Word
545 I:91:3:5
546 D:Inflicts unresistable damage on each evil monster within line of sight,
547 D: cures 1000 points of damage, cures all stunning, heals all cut damage,
548 D: neutralizes poison, and removes fear.
549
550 N:95:Detect Monsters
551 I:91:5:0
552 D:Detects all non-invisible monsters in the immediate area,
553 D: for one turn only.
554
555 N:96:Detection
556 I:91:5:1
557 D:Detects all treasure, objects, doors, stairs, traps, and monsters
558 D: in the immediate area.
559
560 N:97:Perception
561 I:91:5:2
562 D:Reveals all normal (magical but non-hidden) powers of one object.
563
564 N:98:Probing
565 I:91:5:3
566 D:Probes each monster within line of sight, giving information on the
567 D: current hit points of the monster and many of its characteristics
568 D: and abilities (excluding its melee, spellcasting, and breath attacks).
569
570 N:99:Clairvoyance
571 I:91:5:4
572 D:Lights up, maps out, and detects all objects on the complete current
573 D: dungeon level.
574
575 N:100:Cure Serious Wounds
576 I:91:6:0
577 D:Cures 4d10 points of damage and heals all cut damage.
578
579 N:101:Cure Mortal Wounds
580 I:91:6:1
581 D:Cures 8d10 points of damage, cures all stunning and heals all cut damage.
582
583 N:102:Healing
584 I:91:6:2
585 D:Cures 2000 points of damage, cures all stunning and heals all cut damage.
586
587 N:103:Restoration
588 I:91:6:3
589 D:Restores to maximum all stats that are currently below maximum.
590
591 N:104:Remembrance
592 I:91:6:4
593 D:Restores experience points to maximum if it is currently below maximum.
594
595 N:105:Dispel Undead
596 I:91:8:0
597 D:Inflicts unresistable damage on each undead monster within line of sight.
598
599 N:106:Dispel Evil
600 I:91:8:1
601 D:Inflicts unresistable damage on each evil monster within line of sight.
602
603 N:107:Banish Evil
604 I:91:8:2
605 D:Teleports away each evil monster within line of sight.
606
607 N:108:Word of Destruction
608 I:91:8:3
609 D:Destroys everything in a 15-square radius circle around you.
610 D:  All monsters, objects, and terrain features in the area of
611 D: effect are destroyed, except stairs, permanent walls and
612 D: artifacts.
613 D:  You will also be blinded for 10+1d10 turns, unless you
614 D: have resistance to blindness or light.
615 D:  This prayer has no effect when used in the town.
616
617 N:109:Annihilation
618 I:91:8:4
619 D:Inflicts 200 points of damage on a single monster that is not
620 D: undead, a demon, an elemental, a golem, or a vortex.
621
622 N:110:Unbarring Ways
623 I:91:7:0
624 D:Destroys all traps and doors within a 1-square radius of you.
625
626 N:111:Recharging
627 I:91:7:1
628 D:Adds charges to a stack of wands or staves.
629 D:  Chance of success and number of charges gained increase with your
630 D: level and decrease with level of wand or staff and number of charges.
631 D:  A failed attempt to recharge destroys one wand or staff from the stack.
632
633 N:112:Dispel Curse
634 I:91:7:2
635 D:Removes all ordinary and heavy curses from all equipped objects.
636 D:  Permanent curses are not affected.
637
638 N:113:Enchant Weapon
639 I:91:7:3
640 D:Attempts to improve the to-hit bonus and the to-dam bonus of a weapon.
641
642 N:114:Enchant Armour
643 I:91:7:4
644 D:Attempts to improve the armour class bonus of a piece of armour.
645
646 N:115:Elemental Brand
647 I:91:7:5
648 D:Brands the currently wielded melee weapon with fire (25%) or cold (75%),
649 D: and at the same time attempts to improve the to-hit bonus and the
650 D: to-dam bonus of the same weapon.
651 D:  The prayer has no effect if the weapon is an artifact or ego item,
652 D: is already branded, has a slay, is broken, or is cursed.
653
654 N:116:Blink
655 I:91:4:0
656 D:Teleports you randomly up to 10 squares away.
657
658 N:117:Teleport Self
659 I:91:4:1
660 D:Teleports you randomly within the current level.
661
662 N:118:Teleport Other
663 I:91:4:2
664 D:Produces a beam that teleports each monster in its path
665 D: up to 100 squares away.
666
667 N:119:Teleport Level
668 I:91:4:3
669 D:Teleports you 1 level up or 1 level down (chosen at random).
670 D:  This prayer has no effect when the option to restrict the use of
671 D: stairs and recall is set.
672
673 N:120:Word of Recall
674 I:91:4:4
675 D:Teleports you from the dungeon to the town or from the town to the
676 D: deepest level you have visited in the dungeon.
677 D:  The recall effect is not immediate; it is delayed by 14+1d20 turns.
678 D:  During that delay, the spell can be canceled by invoking the prayer
679 D: of recall again.
680 D:  This prayer has no effect when the option to restrict the use of
681 D: stairs and recall is set, unless Morgoth is dead.
682
683 N:121:Alter Reality
684 I:91:4:5
685 D:The current level will be discarded and a new dungeon level (on the
686 D: same dungeon depth) will be generated.  This has exactly the same
687 D: side effects as leaving and re-entering the level through a stair,
688 D: except that you won't start on a square with a stair.
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