Spells

Contents:


Spell System:

All player characters in Moria except warriors are able to cast some sort of spells. The types of spells are determined by your class. Mage spells are granted to Mages, Rangers, and Thieves, although only mages get all of the spells. Priest spells are granted to Priests and Paladins.

Each spell has four attributes to it: Level, Mana, Failure, and Experience. The Level of the spell is the level the caster needs to be to learn that spell. Mana is the number of mana points it takes to attempt to cast the spell. Failure is the base failure rate of the spell, and Experience is the number of experience points the character receives for casting that spell successfully for the first time.

The spells are divided up into eight books, four mage and four priest books. Here is the general table item table for spellbooks.

+---------------------------------------------------+
| Book                        | Type | Cost | Level |
+---------------------------------------------------+
| [Beginners-Magick]          | MAGE |   25 |   40  |
| [Beginners Handbook]        | CLER |   25 |   40  |
| [Magick I]                  | MAGE |  100 |   40  |
| [Words of Wisdom]           | CLER |  100 |   40  |
| [Magick II]                 | MAGE |  400 |   40  |
| [Chants and Blessings]      | CLER |  400 |   40  |
| [The Mages' Guide to Power] | MAGE |  800 |   40  |
| [Exorcism and Dispelling]   | CLER |  800 |   40  |
+---------------------------------------------------+

Mana:

Mana is granted depending on your intelligence, wisdom, and level. Mage spells require intelligence to cast successfully, and priest spells require wisdom. The formula for the number of Mana points a character has is:
        Level
      * Mana factor from INT/WIS
      + 1
     ---
        Mana
Level is the number of levels that character has been casting spells. For Priests, Paladins, and Mages, this is the same as their character level because they get spells at first level. Rangers would be level-2 because their first spell is at third level, and Rogues would be level-4 for similar reasons.

Note: A character with a factor of 0 (INT/WIS <8) will have 0 mana points and not be able to cast any spells.


Failure:

All spells have at least a small chance of failing. The formula below will give the chance that a spell has of failing.
      + Base failure rate of spell
      + 3 * spell level
      - 3 * player level
      - INT/WIS fail adjust
      + 5 per mana point, if you don't have enough mana.
     ---
      Chance to fail.
Note: The max failure rate is 95%, the lowest is 5%


Mage spells:

+-----------------------------------------------------------------------------+
|              |        MAGE        |       RANGER       |       ROGUE        |
| Spell        | Lv |Mana|Fail| Exp | Lv |Mana|Fail| Exp | Lv |Mana|Fail| Exp |
+-----------------------------------------------------------------------------+
|Magic Missile |  1 |  1 | 22 |   1 |  3 |  1 | 30 |   1 | -- | -- | -- | --- |
|Detect Monster|  1 |  1 | 23 |   1 |  3 |  2 | 35 |   2 |  5 |  1 | 50 |   1 |
|Phase Door    |  1 |  2 | 24 |   1 |  3 |  2 | 35 |   2 |  7 |  2 | 55 |   1 |
|Light Area    |  1 |  2 | 26 |   1 |  5 |  3 | 35 |   2 |  9 |  3 | 60 |   2 |
|Cure Lt. Wnds |  3 |  3 | 25 |   2 |  5 |  3 | 40 |   2 | 11 |  4 | 65 |   2 |
|Find Tr/Doors |  3 |  3 | 25 |   1 |  5 |  4 | 45 |   3 | 13 |  5 | 70 |   3 |
|Stinking Cloud|  3 |  3 | 27 |   2 |  7 |  5 | 40 |   6 | -- | -- | -- | --- |
+-----------------------------------------------------------------------------+
|Confusion     |  3 |  4 | 30 |   1 |  7 |  6 | 40 |   5 | 15 |  6 | 75 |   3 |
|Lightning Bolt|  5 |  4 | 30 |   6 |  9 |  7 | 40 |   7 | -- | -- | -- | --- |
|Trap/Door Dest|  5 |  5 | 30 |   8 |  9 |  8 | 45 |  10 | 17 |  7 | 80 |   4 |
|Sleep I       |  5 |  5 | 30 |   5 | 11 |  8 | 40 |  10 | 19 |  8 | 85 |   5 |
|Cure Poison   |  5 |  5 | 35 |   6 | 11 |  9 | 45 |  10 | 21 |  9 | 90 |   6 |
|Teleport Self |  7 |  6 | 35 |   9 | 13 | 10 | 45 |  12 | -- | -- | -- | --- |
|Remove Curse  |  7 |  6 | 50 |  10 | 13 | 11 | 55 |  13 | 23 | 10 | 95 |   7 |
|Frost Bolt    |  7 |  6 | 40 |  12 | 15 | 12 | 50 |  15 | -- | -- | -- | --- |
|Turn Stone/Mud|  9 |  7 | 44 |  19 | 15 | 13 | 50 |  15 | -- | -- | -- | --- |
+-----------------------------------------------------------------------------+
|Create Food   |  9 |  7 | 45 |  19 | 17 | 17 | 55 |  15 | 25 | 12 | 95 |   9 |
|Recharge I    |  9 |  7 | 75 |  22 | 17 | 17 | 90 |  17 | 27 | 15 | 99 |  11 |
|Sleep II      |  9 |  7 | 45 |  19 | 21 | 17 | 55 |  17 | -- | -- | -- | --- |
|Polymorph Othr| 11 |  7 | 45 |  25 | 21 | 19 | 60 |  18 | -- | -- | -- | --- |
|Identify      | 11 |  7 | 99 |  19 | 23 | 25 | 95 |  20 | 29 | 18 | 99 |  19 |
|Sleep III     | 13 |  7 | 50 |  22 | 23 | 20 | 60 |  20 | -- | -- | -- | --- |
|Fire Bolt     | 15 |  9 | 50 |  25 | 25 | 20 | 60 |  20 | -- | -- | -- | --- |
|Slow Monster  | 17 |  9 | 50 |  31 | 25 | 21 | 65 |  20 | -- | -- | -- | --- |
+-----------------------------------------------------------------------------+
|Frost Ball    | 19 | 12 | 55 |  38 | 27 | 21 | 65 |  22 | -- | -- | -- | --- |
|Recharge II   | 21 | 12 | 90 |  44 | 29 | 23 | 95 |  23 | -- | -- | -- | --- |
|Teleport Other| 23 | 12 | 60 |  50 | 31 | 25 | 70 |  25 | -- | -- | -- | --- |
|Haste Self    | 25 | 12 | 65 |  63 | 33 | 25 | 75 |  38 | -- | -- | -- | --- |
|Fire Ball     | 29 | 18 | 65 |  88 | 35 | 25 | 80 |  50 | -- | -- | -- | --- |
|Word Destruct.| 33 | 21 | 80 | 125 | 37 | 30 | 95 | 100 | -- | -- | -- | --- |
|Genocide      | 37 | 25 | 95 | 200 | -- | -- | -- | --- | -- | -- | -- | --- |
+-----------------------------------------------------------------------------+

Spell effects

[Beginners-Magik]
Magic Missile:
2d6 damage to target
Detect Monsters:
Light all non-invisible monster on the screen
Phase Door:
Teleport 10 squares away
Light Area:
Permenantly illuminates the room
Cure Light Wounds:
Heals 4d4 damage.
Find Traps/Doors:
Lights all traps, doors, and stairs on the screen
Stinking Cloud:
Poison gas ball doing 9 points of damage.

[Magik I]

Confusion:
Confuses monster. Will move/attack randomly
Lightning Bolt:
4d8 lightning damage to target
Trap/Door Destuct:
Removes traps and doors adjacent to caster. Incl. chests
Sleep I:
Sleeps one monster
Cure Poison:
Heals poison.
Teleport self:
Teleports caster randomly on the level.
Remove Curse:
Allows caster to remove {damned} items
Frost Bolt:
6d8 cold damage to a target
Turn Stone to Mud:
Liquidates one wall square. See wand above.

[Magik II]

Create Food:
Creates a pint of fine grade mush at your feet.
Recharge Item I:
Recharge an item. See below.
Sleep II:
Sleeps monsters adjacent to caster.
Polymorph Other:
Randomly polymorphs one monster.
Identify:
Fully ID's all bonuses, and artifact things on an item
Sleep III:
Causes all monsters in sight to fall asleep
Fire Bolt:
9d8 fire damage to a target
Slow Monster:
Slows one monster down one speed unit

[Mages Guide to Power]

Frost Ball:
Cold ball doing 48 points of damage at center
Recharge Item II:
Recharge an item. See below.
Teleport Other:
Teleports monster randomly on the level.
Haste Self:
Speeds you up one speed unit for 1d20+level turns
Fire Ball:
Fire ball doing 72 points of damage at center
Word of Destruction:
Tactical nuke at ground zero. Kill all monsters.
Genocide:
Kills all monsters of a specific letter group.

Recharging items:

The chance that an item will survive recharging, and the number of charges it reveives is based on the power of the recharge spell/scroll.

Chance to recharge:

          
           + origin bonus (Recharge I=20, recharge II or scroll=60)
           + 50
           - level of wand/staff
           - charges in wand/staff
           / 10
         --- Chance
An item will be destroyed 1 time in 'Chance' times.

The number of charges added to the wand/staff is:

           + origin bonus (see above)
           / 2+level of staff/wand
           + 1
         --- Max charges
The number of charges added is 2+(1..max)


Priest spells:

+---------------------------------------------------------------------+
|                           |       CLERIC       |       PALADIN      |
|  Prayer                   | Lv |Mana|Fail| Exp | Lv |Mana|Fail| Exp |
+---------------------------------------------------------------------+
| Detect Evil               |  1 |  1 | 10 |   1 |  1 |  1 | 30 |   1 |
| Cure Light Wounds         |  1 |  2 | 15 |   1 |  2 |  2 | 35 |   2 |
| Bless                     |  1 |  2 | 20 |   1 |  3 |  3 | 35 |   3 |
| Remove Fear               |  1 |  2 | 25 |   1 |  5 |  3 | 35 |   5 |
| Call Light                |  3 |  2 | 25 |   1 |  5 |  4 | 35 |   5 |
| Find Traps                |  3 |  3 | 27 |   2 |  7 |  5 | 40 |   6 |
| Detect Doors/Stairs       |  3 |  3 | 27 |   2 |  7 |  5 | 40 |   6 |
| Slow Poison               |  3 |  3 | 28 |   3 |  9 |  7 | 40 |   7 |
+---------------------------------------------------------------------+
| Blind Creature            |  5 |  4 | 29 |   4 |  9 |  7 | 40 |   8 |
| Portal                    |  5 |  4 | 30 |   5 |  9 |  8 | 40 |   8 |
| Cure Medium Wounds        |  5 |  4 | 32 |   5 | 11 |  9 | 40 |  10 |
| Chant                     |  5 |  5 | 34 |   5 | 11 | 10 | 45 |  10 |
| Sanctuary                 |  7 |  5 | 36 |   6 | 11 | 10 | 45 |  10 |
| Create Food               |  7 |  5 | 38 |   7 | 13 | 10 | 45 |  12 |
| Remove Curse              |  7 |  6 | 38 |   9 | 13 | 11 | 45 |  13 |
| Resist Heat and Cold      |  7 |  7 | 38 |   9 | 15 | 13 | 45 |  15 |
+---------------------------------------------------------------------+
| Neutralize Poison         |  9 |  6 | 38 |   9 | 15 | 15 | 50 |  15 |
| Orb of Draining           |  9 |  7 | 38 |  10 | 17 | 15 | 50 |  17 |
| Cure Serious Wounds       |  9 |  7 | 40 |  10 | 17 | 15 | 50 |  18 |
| Sense Invisible           | 11 |  8 | 42 |  10 | 19 | 15 | 50 |  19 |
| Protection from Evil      | 11 |  8 | 42 |  12 | 19 | 15 | 50 |  19 |
| Earthquake                | 11 |  9 | 55 |  15 | 21 | 17 | 50 |  20 |
| Sense Surroundings        | 13 | 10 | 45 |  15 | 23 | 17 | 50 |  20 |
| Cure Critical Wounds      | 13 | 11 | 45 |  16 | 25 | 20 | 50 |  20 |
| Turn Undead               | 15 | 12 | 50 |  20 | 27 | 21 | 50 |  22 |
+---------------------------------------------------------------------+
| Prayer                    | 15 | 14 | 50 |  22 | 29 | 22 | 50 |  24 |
| Dispel Undead             | 17 | 14 | 55 |  32 | 31 | 24 | 60 |  25 |
| Heal                      | 21 | 16 | 60 |  38 | 33 | 28 | 60 |  31 |
| Dispel Evil               | 25 | 20 | 70 |  75 | 35 | 32 | 70 |  38 |
| Glyph of Warding          | 33 | 24 | 90 | 125 | 37 | 36 | 90 |  50 |
| Holy Word                 | 39 | 32 | 80 | 200 | 39 | 38 | 90 | 100 |
+---------------------------------------------------------------------+

Prayer effects:

[Beginner's Handbook]
Detect Evil:
Lights all evil (including invisible) monsters on screen
Cure Light Wounds:
Heals 3d3 HP
Bless:
AC +2, +5 to fight and bow skill for 12+1d12 turns
Remove Fear:
Cures Fear
Call Light:
Lights room or corridor
Find Traps:
Lights all the traps on the screen
Detect Doors/Stairs:
Lights all the doors and stairs on the screen
Slow Poison:
Halves the amount of time before poison wears off.

[Words of Wisdom]

Blind Creature:
Blinds creature. He will act as if you're not there.
Portal:
Teleport up to 3*level squares away
Cure Medium Wounds:
Heals 4d4 HP
Chant:
AC+2, +5 to fight and bow skill for 24+1d24 turns
Sanctuary:
Sleeps all adjacent monsters
Create Food:
Pint of fine grade mush appears at your feet.
Remove Curse:
Allows {damned} items to be removed
Resist Heat and Cold:
1d10+10 turns. Combines with (RF) and (RC) items

[Chants and Blessings]

Neutralize Poison:
Cures poison
Orb of Draining:
Black sphere doing 3d6+level damage. Double to evil
Cure Serious Wounds:
Heals 8d4 HP
Protection from Evil:
Evil creatures cannot attack you. See scrolls
Earthquake:
Changes some walls to caverns and vice versa.
Sense Surroundings:
Magic Mapping
Cure Critical Wounds:
Heal 16d4 HP
Turn Undead:
All undead in sight will flee if the undead is lower level than the caster. If the undead is higher level, the undead flees only 1/5 times.

[Exorcisms and Dispelings]

Prayer:
AC+2, +5 to fight and bow skill for 48+1d48 turns
Dispel Undead:
1d(3*level) to all undead in sight
Heal:
Heals 200 HP
Dispel Evil:
1d(3*level) damage to all evil
Glyph of Warding:
Creates glyph that monsters won't cross.
Holy Word:
Dispel Evil up to 4*level, Cure Fear, Cure Poison, Heals 1000 HP, restores all stats, invuln 3 turns