This is an old revision of the document!
Spells fall into two main categories: wizardry spells and prayers. Casting wizardry spells requires spell points and the applicable skill for each spell. Casting prayers requires grace from a god and the praying skill.
Most spells also belong to a Path; and players may be attuned, repelled, or denied a particular path by their race, class, or god.
Spell Paths | ||||
---|---|---|---|---|
Mind | Creation | Teleportation | Information | Transmutation |
Protection | Fire | Frost | Electricity | Missiles |
Self | Summoning | Abjuration | Restoration | Detonation |
Transference | Turning | Wounding | Death | Light |
Spell details and more information about the skills needed are at the following links.
To learn spells, players must posses both the applicable skill and the literacy skill. A characters skill level in literacy must be no less than 10 levels lower than the desired spell (e.g. a level 20 spell requires at least level 10 literacy to learn). Blessed spellbooks can be learnt 5 levels earlier than regular books. Cursed books remove spell points or grace and unlucky players can actually forget a spell.
Characters aren't guaranteed success in learning a spell, rather a character's chance to learn a spell is:
% chance to learn = (base chance + (2 * level))/1.5
Base chance is based on your Intelligence (INT) for wizardry and Wisdom (WIS) for praying. Each stat point has the following impact on base chance:
# stat points | % Base Learn Chance |
---|---|
<3 | 0% |
3 | 1% |
4 | 2% |
5 | 4% |
6 | 8% |
7 | 12% |
8 | 16% |
9 | 25% |
10 | 36% |
11 | 45% |
12 | 55% |
13 | 65% |
14 | 70% |
15 | 75% |
16 | 80% |
17 | 85% |
18 | 90% |
19 | 95% |
>19 | 100% |