ADOM Guidebook


Spells - description and usefulness

There is a description of available spells in the ADOM manual. The range and damage information has been removed from the manual in ADOM 1.1.x+. Accordingly they are tabulated below. The diameter of ball spells is dependent upon Willpower / 8. However, this diameter only increases as a multiple of sixteen since ball spells radiate symmetrically; the minimum diameter is two. Therefore getting Willpower to 24, for instance, does not increase the diameter. Willpower must be increased to 32 for the diameter to increase to four, 48 for the diameter to increase to six, 64 for the diameter to increase to eight, etc.

Note that spells become more costly to cast (in terms of PP) as the number of available castings decreases. Thus a spell will increase in cost as the number of available castings decreases below 100 or so, becoming very noticeable as the number drops below about 20. This is class dependent but will affect all classes to differing extents. Note also that the number of available castings is not a simple "decrement by one each time the spell is cast" type of formula. Again depending on class, the difficulty of casting the spell and probably other factors this will vary. For example, casting Light with 1000 castings available to a level 40 wizard may decrease the available castings by one, while casting Death Ray with 20 castings available with a level 30 archer may reduce the available castings to zero. These are purely hypothetical examples but should give an idea of the trends.

Some general remarks about spells: Ball spells are extraordinarily useful since no monsters shrug them off. They are wonderful when the PC is surrounded, of course. It is worth switching to Coward tactics and waiting to be completely surrounded before casting. Since they are relatively costly in terms of PP, it is useful to destroy the maximum number of enemies with each casting. Fire magic is particularly effective against cold-based creatures and undead including mummies. Cold magic is particularly effective against fire-based creatures. Bless damages undead. Healing spells can be cast at monsters including companions (but don't use them on slaves!). Wish is a unique spell. It is very difficult to learn, probably impossible if the PC has teleportitis. Such PC's must travel to a location where teleportation is impossible, such as the the Assassin's Guild, the Tomb of the High Kings or the elemental temples (the desirability is in that order due to background corruption in all of those locations). Furthermore, PC's will usually reach Starving! status while attempting to learn Wish. Tactics to deal with this include eating a blessed stomfillia to become Bloated, waiting just until the PC returns to Satiated, then eating another blessed stomfillia. It may be necessary to drink additional satiating potions, such as potions of toughness or potential toughness, even when the double blessed stomafillia tactic is used. Alternatively, PC's without teleportitis can use a room that has the "rich flavour" special effect, where PC's will never become hungry. Wish is extraordinarly expensive to cast and also drains a random stat by -10 when cast. If the PC must cast it, be prepared for the stat drain. Plan to cast it in a special room that lowers spell costs, and on Silvernight or Darknight, if possible, according to the PC's alignment.

Notation for spells:

W - Willpower of the PC
M - Mana of the PC
L - Level of the PC
E - Spell Effectiveness for the given spell
R - Maximum range (as determined by the range formula)
r - Remaining range points when target is hit

M{x, y} - take the maximum of x and y
m{x, y} - take the minimum of x and y

SpellRange or diameterDamageDuration
Acid Ball / Rain Of SorrowM{2, W / 8}M{3, L / 4 + 2}d9 + L + E 
Acid BoltW / 4 + L / 4 + 2M{4, (L + E) / 3}d8 + r 
Bless  3d{W + E}
Burning Hands / Baptism of Fire m{15, L}d3 + L + E 
Calm Monster   
Create Item / Divine Favour   
Cure Critical Wounds cures 4d8 + 4 + E 
Cure Disease   
Cure Light Wounds cures 1d8 + 1 + E 
Cure Serious Wounds cures 2d10 + 2 + E 
Darkness1 + M{4, (W + E) / 4} / 2  
Death Ray / Greater Divine TouchM{2, m{16, (W + E) / 8}}  
Destroy Undead / Dispel Undead {L + 1}d6 + W + E 
Disarm Trap   
Earthquake   
Farsight  (M + E) * 10
Fire Bolt / Hellish FlamesW / 4 + L / 4 + 2M{4, (L + E) / 3}d6 + r 
Fireball / Major PunishmentM{2, W / 8}M{3, L / 4 + 2}d6 + L + E 
Frost Bolt / Nether BoltW / 4 + L / 4 + 2M{4, (L + E) / 3}d6 + r 
Greater Identify / Greater Enlightment   
Heal cures 10d6 + 10 + E 
Ice Ball / Freezing FuryM{2, W / 8}M{3, L / 4 + 2}d7 + L + E 
Identify / Enlightenment   
Improved Fireball / Invoked DevastationR: LOS D:M{2, W / 8}{2 + (L + E) / 5}d8 + L 
Invisibility / Veil Of The Gods  {L + E + 3}d6
Knock / Divine Key   
Know Alignment   
Light1 + M{4, (W + E) / 4} / 2  
Lightning Ball / Heavenly FuryM{2, W / 8}M{3, L / 4 + 2}d8 + L + E 
Lightning Bolt / Divine WrathW / 4 + L / 4 + 2Damage: M{4, (L + E) / 3}d6 + r 
Magic Lock / Seal of the Spheres   
Magic Map / Knowledge of the Ancients   
Magic Missile / Minor PunishmentW / 4 + L / 4 + 2M{2, (L + E) / 3}d4 + r 
Mystic Shovel / Divine DiggerM{2, m{10, (W + E) / 5}}  
Neutralize Poison   
Petrification   
Remove Curse   
Revelation   
Scare Monster / Holy Awe  (L)d4 turns + E
Slow Monster 
Slow Poison   
Strength Of Atlas / Lordly Might  (W + E) * 20
Stun Ray / Lesser Divine TouchM{3, m{12, (W + E) / 4}}  
Summon Monsters   
Teleportation / Ethereal Bridge   
WebM{3, m{12, (W + E) / 4}}  
Wish / Divine Intervention 

Mindcraft

Malte Helmert contributed the following table regarding Mindcraft:
Level TPC COB COW MBL MSH MWV TBL EOM GMB GTB REG TPS TPO GMW
    1 N/A   8
    2 N/A   8
    3 N/A   7  24
    4 N/A   7  24
    5 N/A   7  24
    6 N/A   6  23  18
    7 N/A   6  23  18
    8 N/A   6  23  18
    9 N/A   5  22  17 5/T
   10 N/A   5  22  17 4/T
   11 N/A   5  22  17 4/T
   12 N/A   4  21  16 4/T
   13 N/A   4  21  16 4/T  47
   14 N/A   4  21  16 4/T  46
   15 N/A   3  20  15 3/T  45  30
   16 N/A   3  20  15 3/T  44  28
   17 N/A   3  20  15 3/T  43  26
   18 N/A   3  19  14 3/T  42  24   6
   19 N/A   3  19  14 3/T  41  22   6
   20 N/A   3  19  14 2/T  40  20   6
   21 N/A   3  18  13 2/T  39  18   5
   22 N/A   3  18  13 2/T  38  18   5
   23 N/A   3  18  13 2/T  37  18   5
   24 N/A   3  17  12 2/T  36  18   4
   25 N/A   3  17  12 2/T  35  18   4  27
   26 N/A   3  17  12 2/T  34  18   4  27
   27 N/A   3  16  11 2/T  33  18   3  26
   28 N/A   3  16  11 2/T  32  18   3  26
   29 N/A   3  16  11 2/T  31  18   3  26
   30 N/A   3  15  10 2/T  30  18   3  25  60
   31 N/A   3  15  10 2/T  29  18   3  25  58
   32 N/A   3  15  10 2/T  28  18   3  25  56
   33 N/A   3  14   9 2/T  27  18   3  24  54
   34 N/A   3  14   9 2/T  26  18   3  24  52
   35 N/A   3  14   9 2/T  25  18   3  24  50 5/T
   36 N/A   3  13   8 2/T  24  18   3  23  48 5/T
   37 N/A   3  13   8 2/T  23  18   3  23  46 5/T
   38 N/A   3  13   8 2/T  22  18   3  23  44 5/T
   39 N/A   3  12   7 2/T  21  18   3  22  42 5/T
   40 N/A   3  12   7 2/T  20  18   3  22  40 4/T  35
   41 N/A   3  12   7 2/T  19  18   3  22  38 4/T  35
   42 N/A   3  11   6 2/T  18  18   3  21  36 4/T  35
   43 N/A   3  11   6 2/T  17  18   3  21  34 4/T  35
   44 N/A   3  11   6 2/T  16  18   3  21  32 4/T  35
   45 N/A   3  10   5 2/T  15  18   3  20  30 4/T  35  35
   46 N/A   3  10   5 2/T  15  18   3  20  28 4/T  35  35
   47 N/A   3  10   5 2/T  15  18   3  20  26 4/T  35  35
   48 N/A   3   9   5 2/T  15  18   3  19  25 4/T  35  35
   49 N/A   3   9   5 2/T  15  18   3  19  25 4/T  35  35
   50 N/A   3   9   5 2/T  15  18   3  19  25 3/T  35  35  50

N/A: this is for free
x/T: x PP per turn

TPC - Teleport Control
COB - Confusion Blast
COW - Confusion Wave
MBL - Mind Blast
MSH - Mental Shield
MWV - Mind Wave
TBL - Telekinetic Blast
EOM - Eyes of the Mind
GMB - Greater Mental Blast
GTB - Greater Telekinetic Blast
REG - Regeneration
TPS - Teleport Self
TPO - Teleport Other
GMW - Greater Mental Wave

Updated November 19th, 2005
© Copyright Andrew Williams 2000-2005