# File: spell.txt


# This file is used to initialize the "lib/data/spell.raw" file, which is
# used to initialize the "spell" information for the Angband game.

# Do not modify this file unless you know exactly what you are doing,
# unless you wish to risk possible system crashes and broken savefiles.
# After modifying this file, delete the "lib/data/ego_item.raw" file.

# The spell indexes are defined in "x-spell.c", and must not be changed
# or savefile compatibility will be lost.

# Note that several "spell" types may share the same "textual name".
# For example, the spell "Detect Monsters" appears in both a mage
# book and a priest book; some curing spells appear in two seperate
# priest books (and might not even have the exact same effect!)

# === Understanding spell.txt ===

# N: serial number : spell name
# I: tval : sval : snum
# D: description

# 'N' indicates the beginning of an entry. The serial number must
# increase for each new spell.

# 'I' is for basic information. The tval identifies the type of
# the spell- or prayerbook. The sval identifies the book number,
# and the snum is the spell number within the book.

# 'D' is for description. As many D: lines may be used as are needed
# to describe the spell. Note that lines will need spaces at their
# ends or the beginning of the next line to prevent words from running
# together.


# Version stamp (required)

V:3.0.10


# Mage spells 0 through 63

N:0:Magic Missile
I:90:0:0
D:Fires a magic missile that always hits its target and does
D: unresistable damage.
D:  Sometimes a beam is fired instead that hurts each monster
D: in its path.
D:  The chance to get a beam goes up with your character level.

N:1:Detect Monsters
I:90:0:1
D:Detects all non-invisible monsters in the immediate area,
D: for one turn only.

N:2:Phase Door
I:90:0:2
D:Teleports you randomly up to 10 squares away.

# Damage should probably be displayed on screen
N:3:Light Area
I:90:0:3
D:Lights up all squares in a level-dependant area, and hurts
D: all light-sensitive monsters in the area of effect.
D:  If you are in a room, the entire room will be lit up as well.

N:4:Find Hidden Traps/Doors
I:90:0:7
D:Detects all traps, doors, and stairs in the immediate area.

N:5:Cure Light Wounds
I:90:0:5
D:Cures 2d8 points of damage and heals 15 points worth of cuts.

N:6:Detect Treasure
I:90:0:4
D:Detects all treasure in the immediate area.

N:7:Detect Objects
I:90:0:6
D:Detects all objects in the immediate area.

N:8:Identify
I:90:2:5
D:Reveals all normal (magical but non-hidden) powers of one object.

N:9:Detect Invisible
I:90:2:6
D:Detects all invisible monsters in the immediate area,
D: for one turn only.

N:10:Detect Enchantment
I:90:3:5
D:Detects all enchanted objects in the immediate area.
D:  Enchanted objects include artifacts, ego items, amulets, rings,
D: staffs, wands, rods, scrolls, potions, spellbooks, and all items
D: that give a bonus to-hit, to-dam, or to AC.

N:11:Stinking Cloud
I:90:0:8
D:Shoots a radius-2 poison ball.

N:12:Lightning Bolt
I:90:1:1
D:Fires a lightning beam that hurts each monster in its path.

N:13:Confuse Monster
I:90:1:0
D:Attempts to confuse a single monster for a level-dependant duration.
D:  Uniques and monsters that resist confusion are not affected.

N:14:Sleep Monster
I:90:1:4
D:Attempts to put to sleep a single monster.
D:  Uniques and monsters that resist confusion are not affected.

N:15:Wonder
I:90:1:8
D:Invokes a random spell effect.

N:16:Frost Bolt
I:90:1:7
D:Fires a frost bolt that always hits its target.
D:  Sometimes a beam is fired instead that hurts each monster
D: in its path.
D:  The chance to get a beam goes up with your character level.

N:17:Acid Bolt
I:90:2:7
D:Fires an acid bolt that always hits its target.
D:  Sometimes a beam is fired instead that hurts each monster
D: in its path.
D:  The chance to get a beam goes up with your character level.

N:18:Fire Bolt
I:90:2:3
D:Fires a fire bolt that always hits its target.
D:  Sometimes a beam is fired instead that hurts each monster
D: in its path.
D:  The chance to get a beam goes up with your character level.

N:19:Trap/Door Destruction
I:90:1:2
D:Destroys all traps and doors within a 1-square radius of you.

N:20:Spear of Light
I:90:1:6
D:Fires a beam that lights up each square and hurts each
D: light-sensitive monster in its path.

N:21:Turn Stone to Mud
I:90:2:2
D:Produces a beam that destroys the first section of wall it hits,
D: unless it is a permanent wall.  Each monster caught in the beam that
D: is susceptible to rock remover takes 20+1d30 points of damage.

N:22:Door Creation
I:90:6:0
D:A door is created on each empty floor space that is directly
D: adjacent to you.  These doors are closed, but not locked

N:23:Earthquake
I:90:8:0
D:Causes a 10-square radius earthquake around you.
D:  Earthquakes may damage monsters and destroy items in some
D: squares in the area of effect.
D:  Artifacts will not be destroyed by this spell.
D:  This spell has no effect when used in the town.

N:24:Stair Creation
I:90:6:1
D:A stair (going up or down, chosen at random) is created on the space
D: where you are standing.  This will destroy any terrain feature that
D: was there before.  It will also destroy all items currently on the
D: floor where the spell is cast.

N:25:Cure Poison
I:90:1:3
D:Neutralizes poison.

N:26:Satisfy Hunger
I:90:2:0
D:Magically renders you well-fed (but not satiated).
D:  This will also cure a bloated stomach.

N:27:Heroism
I:90:7:0
D:Cures 10 points of damage, removes fear and grants you heroism
D: (resistance to fear, and a bonus of +12 to-hit) for 25+1d25 turns.

N:28:Berserker
I:90:7:1
D:Cures 30 points of damage, removes fear, and grants you berserk
D: strength (resistance to fear, a bonus of +12 to-hit, and a penalty
D: of -10 to AC) for 25+1d25 turns.

N:29:Haste Self
I:90:3:2
D:Hastes you (+10 to speed) for a level-dependant duration.

N:30:Teleport Self
I:90:1:5
D:Teleports you randomly within the current level.

N:31:Slow Monster
I:90:2:8
D:Attempts to slow a single monster.
D:  Uniques are not affected.

N:32:Teleport Other
I:90:3:1
D:Produces a beam that teleports each monster in its path
D: up to 100 squares away.

N:33:Teleport Level
I:90:6:2
D:Teleports you 1 level up or 1 level down (chosen at random).
D:  This spell has no effect when the option to restrict the use of
D: stairs and recall is set.

N:34:Word of Recall
I:90:6:3
D:Teleports you from the dungeon to the town or from the town to the
D: deepest level you have visited in the dungeon.

D:  The recall effect is not immediate; it is delayed by 14+1d20 turns.
D:  During that delay, the spell can be canceled by invoking the spell
D: of recall again.
D:  This spell has no effect when the option to restrict the use of
D: stairs and recall is set, unless Morgoth is dead.

N:35:Polymorph Other
I:90:2:4
D:Attempts to polymorph a single monster.
D:  Uniques are not affected.

N:36:Shock Wave
I:90:5:0
D:Shoots a radius-2 sound ball.
D:  Apart from doing sound damage, this also has a chance to stun
D: each monster in the area of effect.

N:37:Explosion
I:90:5:1
D:Shoots a radius-2 shards ball.

N:38:Cloudkill
I:90:5:2
D:Shoots a radius-3 poison ball.

N:39:Mass Sleep
I:90:3:3
D:Attempts to put to sleep each monster within line of sight.
D:  Uniques and monsters that resist confusion are not affected.

N:40:Bedlam
I:90:8:1
D:Shoots a radius-4 confusion ball that doesn't cause physical
D: damage but has a chance to confuse each monster in the area of effect.
D:  Uniques or monsters that resist confusion are not affected.

N:41:Rend Soul
I:90:8:2
D:Fires a nether bolt that always hits its target.
D:  Sometimes a beam is fired instead that hurts each monster
D: in its path.
D:  The chance to get a beam goes up with your character level.

N:42:Word of Destruction
I:90:8:4
D:Destroys everything in a 15-square radius circle around you.
D:  All monsters, objects, and terrain features in the area of
D: effect are destroyed, except stairs, permanent walls and
D: artifacts.
D:  You will also be blinded for 10+1d10 turns, unless you
D: have resistance to blindness or light.
D:  This spell has no effect when used in the town.

N:43:Chaos Strike
I:90:8:6
D:Fires a chaos bolt that always hits its target.
D:  Sometimes a beam is fired instead that hurts each monster
D: in its path.
D:  The chance to get a beam goes up with your character level.

N:44:Resist Cold
I:90:4:0
D:Grants you resistance to cold for 20+1d20 turns.

N:45:Resist Fire
I:90:4:1
D:Grants you resistance to fire for 20+1d20 turns.

N:46:Resist Poison
I:90:4:2
D:Grants you resistance to poison for 20+1d20 turns.

N:47:Resistance
I:90:4:3
D:Grants you resistance to acid, cold, fire, lightning, and poison for
D: 20+1d20 turns.  

N:48:Shield
I:90:4:4
D:Grants you +50 to AC for 30+1d20 turns.

N:49:Rune of Protection
I:90:6:4
D:Inscribes a glyph of warding beneath you.
D:  Summoned monsters can't appear on the glyph.
D:  If a monster attempts to move onto the glyph or melee you while you
D: are standing on the glyph, it must first succeed in breaking the glyph.
D:  Higher level monsters are more likely to break the glyph.
D:  The glyph will remain where it is, until a monster succeeds in
D: breaking it, or until you leave the level.

N:50:Lesser Recharging
I:90:2:1
D:Adds charges to a stack of wands or staves.
D:  Chance of success and number of charges gained increase with your
D: level and decrease with level of wand or staff and number of charges.
D:  A failed attempt to recharge destroys one wand or staff from the stack.

N:51:Enchant Armor
I:90:7:2
D:Attempts to improve the armour class bonus of a piece of armour.

N:52:Enchant Weapon
I:90:7:3
D:Attempts to improve the to-hit bonus and the to-dam bonus of a weapon.

N:53:Greater Recharging
I:90:7:4
D:Adds charges to a stack of wands or staves.
D:  Chance of success and number of charges gained increase with your
D: level and decrease with level of wand or staff and number of charges,
D: but are overall much better than for the spell Lesser Recharging.
D:  A failed attempt to recharge destroys one wand or staff from the stack.

N:54:Elemental Brand
I:90:7:5
D:Brands one stack of ammunition with fire, cold, or poison
D: (selected at random) and at the same time attempts to improve
D: the to-hit bonus and the to-dam bonus of the same ammunition.
D:  The spell has no effect if the ammunition is already branded, has a
D: slay, is broken, or is cursed.

N:55:Frost Ball
I:90:3:0
D:Shoots a radius-2 frost ball.

N:56:Acid Ball
I:90:5:3
D:Shoots a radius-2 acid ball.

N:57:Fire Ball
I:90:3:4
D:Shoots a radius-2 fire ball.

N:58:Ice Storm
I:90:5:4
D:Shoots a radius-3 cold ball.

N:59:Banishment
I:90:8:3
D:Removes all monsters represented by a chosen symbol from the level.
D:  Uniques are not affected.
D:  You take 1d4 points of damage for every monster removed.

N:60:Meteor Swarm
I:90:5:5
D:Shoots a swarm of 3 or 4 meteors.
D:  Meteors will travel until hitting a wall, a monster,
D: or reaching the target location.
D:  Meteors will explode as a radius-1 ball that does unresistable
D: damage to each monster in its area of effect.
D:  If this kills the monster that blocked the path to the target
D: location, the next meteor may continue to find another target.

N:61:Mass Banishment
I:90:8:5
D:Removes all monsters within 20 squares of you.
D:  Uniques are not affected.
D:  You take 1d3 points of damage for every monster removed.

N:62:Rift
I:90:5:6
D:Fires a gravity beam that hurts each monster in its path
D: and has a chance of teleporting it away.

N:63:Mana Storm
I:90:8:7
D:Shoots a radius-3 mana ball that does unresistable
D: damage to each monster in its area of effect.


# Priest prayers 0 through 57 - numbered 64 through 121 here

N:64:Detect Evil
I:91:0:0
D:Detects all evil monsters in the immediate area,
D: for one turn only.

N:65:Cure Light Wounds
I:91:0:1
D:Cures 2d10 points of damage and heals 10 points worth of cuts.

N:66:Bless
I:91:0:2
D:Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 12+1d12 turns.

N:67:Remove Fear
I:91:0:3
D:Removes fear.

# Damage should probably be displayed on screen
N:68:Call Light
I:91:0:4
D:Lights up all squares in a level-dependant area, and hurts
D: all light-sensitive monsters in the area of effect.
D:  If you are in a room, the entire room will be lit up as well.

N:69:Find Traps
I:91:0:5
D:Detects all traps in the immediate area.

N:70:Detect Doors/Stairs
I:91:0:6
D:Detects all doors, and stairs in the immediate area.

N:71:Slow Poison
I:91:0:7
D:Halves the remaining duration of any current poisoning.

N:72:Scare Monster
I:91:1:0
D:Attempts to scare a single monster for a level-dependant duration.
D:  Uniques and monsters that resist fear are not affected.

N:73:Portal
I:91:1:1
D:Teleports you randomly over a short distance.

N:74:Cure Serious Wounds
I:91:1:2
D:Cures 4d10 points of damage and heals half of all cut damage plus
D: another 20 points.

N:75:Chant
I:91:1:3
D:Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 24+1d24
D: turns.

N:76:Sanctuary
I:91:1:4
D:Attempts to put to sleep each monster directly adjacent to you.
D:  Uniques and monsters that resist sleep are not affected.

N:77:Satisfy Hunger
I:91:1:5
D:Magically renders you well-fed (but not satiated).
D:  This will also cure a bloated stomach.

N:78:Remove Curse
I:91:1:6
D:Removes all ordinary curses from all equipped items.
D:  Heavy or permanent curses are not affected.

N:79:Resist Heat and Cold
I:91:1:7
D:Gives you temporary resistance to cold and fire, for 10+1d10 turns each.

N:80:Neutralize Poison
I:91:2:0
D:Neutralizes poison.

N:81:Orb of Draining
I:91:2:1
D:Shoots a radius-2 or radius-3 ball that does unresistable
D: damage to each monster in its area of effect.
D:  Evil monsters take double damage.
D:  All cursed items in the area of effect are destroyed.
D:  The bigger area of effect is attained at character level 30.

N:82:Cure Critical Wounds
I:91:2:2
D:Cures 6d10 points of damage and heals all cut damage.

N:83:Sense Invisible
I:91:2:3
D:Enables you to see invisible monsters for 24+1d24 turns.

N:84:Protection from Evil
I:91:2:4
D:Protects you from evil for a level-dependant duration:
D: all melee attacks by evil monsters have a chance to be repelled,
D: unless the monster's level is higher than your character level.

N:85:Earthquake
I:91:2:5
D:Causes a 10-square radius earthquake around you.
D:  Earthquakes may damage monsters and destroy items in some
D: squares in the area of effect.
D:  Artifacts will not be destroyed by this prayer.
D:  This prayer has no effect when used in the town.

N:86:Sense Surroundings
I:91:2:6
D:Maps out a portion of the level around you.

N:87:Cure Mortal Wounds
I:91:2:7
D:Cures 8d10 points of damage, cures all stunning and heals all cut damage.

N:88:Turn Undead
I:91:2:8
D:Attempts to scare each undead monster within line of sight,
D: causing it to flee in terror for a level-dependant duration.

N:89:Prayer
I:91:3:0
D:Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 48+1d48 turns.

N:90:Dispel Undead
I:91:3:1
D:Inflicts unresistable damage on each undead monster within line of sight.

N:91:Heal
I:91:3:2
D:Cures 300 points of damage, cures all stunning and heals all cut damage.

N:92:Dispel Evil
I:91:3:3
D:Inflicts unresistable damage on each evil monster within line of sight.

N:93:Glyph of Warding
I:91:3:4
D:Inscribes a glyph of warding beneath you.
D:  Summoned monsters can't appear on the glyph.
D:  If a monster attempts to move onto the glyph or melee you while you
D: are standing on the glyph, it must first succeed in breaking the glyph.
D:  Higher level monsters are more likely to break the glyph.
D:  The glyph will remain where it is, until a monster succeeds in
D: breaking it, or until you leave the level.

N:94:Holy Word
I:91:3:5
D:Inflicts unresistable damage on each evil monster within line of sight,
D: cures 1000 points of damage, cures all stunning, heals all cut damage,
D: neutralizes poison, and removes fear.

N:95:Detect Monsters
I:91:5:0
D:Detects all non-invisible monsters in the immediate area,
D: for one turn only.

N:96:Detection
I:91:5:1
D:Detects all treasure, objects, doors, stairs, traps, and monsters
D: in the immediate area.

N:97:Perception
I:91:5:2
D:Reveals all normal (magical but non-hidden) powers of one object.

N:98:Probing
I:91:5:3
D:Probes each monster within line of sight, giving information on the
D: current hit points of the monster and many of its characteristics
D: and abilities (excluding its melee, spellcasting, and breath attacks).

N:99:Clairvoyance
I:91:5:4
D:Lights up, maps out, and detects all objects on the complete current
D: dungeon level.

N:100:Cure Serious Wounds
I:91:6:0
D:Cures 4d10 points of damage and heals all cut damage.

N:101:Cure Mortal Wounds
I:91:6:1
D:Cures 8d10 points of damage, cures all stunning and heals all cut damage.

N:102:Healing
I:91:6:2
D:Cures 2000 points of damage, cures all stunning and heals all cut damage.

N:103:Restoration
I:91:6:3
D:Restores to maximum all stats that are currently below maximum.

N:104:Remembrance
I:91:6:4
D:Restores experience points to maximum if it is currently below maximum.

N:105:Dispel Undead
I:91:8:0
D:Inflicts unresistable damage on each undead monster within line of sight.

N:106:Dispel Evil
I:91:8:1
D:Inflicts unresistable damage on each evil monster within line of sight.

N:107:Banish Evil
I:91:8:2
D:Teleports away each evil monster within line of sight.

N:108:Word of Destruction
I:91:8:3
D:Destroys everything in a 15-square radius circle around you.
D:  All monsters, objects, and terrain features in the area of
D: effect are destroyed, except stairs, permanent walls and
D: artifacts.
D:  You will also be blinded for 10+1d10 turns, unless you
D: have resistance to blindness or light.
D:  This prayer has no effect when used in the town.

N:109:Annihilation
I:91:8:4
D:Inflicts 200 points of damage on a single monster that is not
D: undead, a demon, an elemental, a golem, or a vortex.

N:110:Unbarring Ways
I:91:7:0
D:Destroys all traps and doors within a 1-square radius of you.

N:111:Recharging
I:91:7:1
D:Adds charges to a stack of wands or staves.
D:  Chance of success and number of charges gained increase with your
D: level and decrease with level of wand or staff and number of charges.
D:  A failed attempt to recharge destroys one wand or staff from the stack.

N:112:Dispel Curse
I:91:7:2
D:Removes all ordinary and heavy curses from all equipped objects.
D:  Permanent curses are not affected.

N:113:Enchant Weapon
I:91:7:3
D:Attempts to improve the to-hit bonus and the to-dam bonus of a weapon.

N:114:Enchant Armour
I:91:7:4
D:Attempts to improve the armour class bonus of a piece of armour.

N:115:Elemental Brand
I:91:7:5
D:Brands the currently wielded melee weapon with fire (25%) or cold (75%),
D: and at the same time attempts to improve the to-hit bonus and the
D: to-dam bonus of the same weapon.
D:  The prayer has no effect if the weapon is an artifact or ego item,
D: is already branded, has a slay, is broken, or is cursed.

N:116:Blink
I:91:4:0
D:Teleports you randomly up to 10 squares away.

N:117:Teleport Self
I:91:4:1
D:Teleports you randomly within the current level.

N:118:Teleport Other
I:91:4:2
D:Produces a beam that teleports each monster in its path
D: up to 100 squares away.

N:119:Teleport Level
I:91:4:3
D:Teleports you 1 level up or 1 level down (chosen at random).
D:  This prayer has no effect when the option to restrict the use of
D: stairs and recall is set.

N:120:Word of Recall
I:91:4:4
D:Teleports you from the dungeon to the town or from the town to the
D: deepest level you have visited in the dungeon.
D:  The recall effect is not immediate; it is delayed by 14+1d20 turns.
D:  During that delay, the spell can be canceled by invoking the prayer
D: of recall again.
D:  This prayer has no effect when the option to restrict the use of
D: stairs and recall is set, unless Morgoth is dead.

N:121:Alter Reality
I:91:4:5
D:The current level will be discarded and a new dungeon level (on the
D: same dungeon depth) will be generated.  This has exactly the same
D: side effects as leaving and re-entering the level through a stair,
D: except that you won't start on a square with a stair.
