www.zangband.org

Sorcery (Spoiler)

=== Sorcery (spoiler) ===

Sorcery is a 'meta' realm, including utility spells such as
detection and identify, protection spells, spells for fleeing and
spells to enhance your odds in combat. It does not, however, have
any direct attacking spells.

The four magic books available to Sorcery practitioners are:

     Beginner's Handbook
     -------------------
     Detect Monsters: detects nearby monsters
     Phase Door: teleport, range 10
     Detect Doors and Traps: detect doors, traps, and stairs
     Light Area: lights area, 2d(level/2) damage to light-sensitive
                 monsters
     Confuse Monster: attempts to confuse 1 monster
     Teleport Self: teleport, range (level*5)
     Sleep Monster: attempts to make 1 monster sleep
     Recharging: recharges 1 item, fails 1 time in
                 (100+level*2-object level)/5


     Master Sorcerer's Handbook
     --------------------------
     Magic Mapping: maps nearby area
     Identify: identifies an item
     Slow Monster: attempts to slow 1 monster
     Mass Sleep: attempts to put visible monsters to sleep
     Teleport Away: fires a beam that teleports away all monsters it
                    hits. Some monsters and uniques resist this spell
     Haste Self: +10 to speed, for a duration of (level)+1d(20+level)
                 unless you're already hasted. Then, it adds 1d5 to the
                 duration of the previous haste effect
     Detection True: detect doors, stairs, objects, treasure, monsters,
                     invisible creatures
     Identify True: *Identifies* an item


     Pattern Sorcery
     ---------------
     Detect Objects and Treasure:  detects objects and treasure
     Detect Enchantment: detects magic objects
     Charm Monster: attempts to make 1 monster a pet, power (level)
     Dimension Door: controlled teleport, range level+2. You can't
                     teleport into vaults, into walls, or beyond this
                     range. If you try, you will be teleported
                     randomly, range 10. Also, 1 time in ((level^2)/2),
                     you will be teleported randomly, range 10
     Sense Minds: telepathy, duration 25+1d30 turns
     Self Knowledge: gives you useful info regarding your current
                     resistances and the powers of your weapon
     Teleport Level: Go up or down one dungeon level (50% chance
                     of each). You will always go down from the town,
                     up from level 99 (if Oberon is still alive), and
                     up from level 100 (if the Serpent is still alive)
     Word of Recall: recalls player from dungeon to town, or from
                     town to dungeon


     Grimoire of Power
     -----------------
     Stasis: attempts to paralyze 1 monster
     Telekinesis: attempts to magically fetch an object. Will fail if
                  the object weighs more than 1.5*level lbs, if the
                  object is not in line-of-sight, or if the object is
                  inside a vault.
     Explosive Rune: sets a glyph under the player. A monster has a
                     (monster level) in 99 chance of breaking it, and
                     when it breaks, a radius 2 mana ball that does
                     (player level)/2+7d7 damage will be created
     Clairvoyance: maps and lights entire level. Also gives you
                   telepathy for 25+1d30 turns
     *Enchant Weapon*: attempts to increase +to-hit,+to-dam of 1
                       weapon 1d4 times
     *Enchant Armor*: attempts to increase +AC of 1 armor item 1d4
                      times
     Alchemy: turns 1 object into 1/3 of its value in gold
     Globe of Invulnerability: (almost) immune to all attacks for
                               8+1d8 turns. Monsters have a 1 in 13
                               chance of penetrating your shield.


=== Class Spell Fail Rates ===

--- MAGE ---

For every level beyond the minimum, the failure rate decreases by 3%.
High INT or WIS will also decrease the failure rate.

Sorcery Mage:             Level   Mana Fail

Detect Monsters           1       1    23
Phase Door                1       2    24
Detect Doors+Traps        3       3    25
Light Area                3       3    30
Confuse Monster           4       4    30
Teleport Self             5       5    35
Sleep Monster             6       5    30
Recharging                7       7    75
Magic Mapping             9       7    75
Identify                  10      7    75
Slow Monster              11      7    75
Mass Sleep                13      7    50
Teleport Away             18      12   60
Haste Self                22      12   60
Detection True            28      20   70
Identify True             33      30   75
Detect Objects+Treasure   3       3    25
Detect Enchantment        10      10   70
Charm Monster             10      10   80
Dimension Door            12      12   80
Sense Minds               14      10   60
Self Knowledge            20      18   85
Teleport Level            20      18   60
Word of Recall            25      25   75
Stasis                    10      10   40
Telekinesis               25      25   75
Explosive Rune            25      30   95
Clairvoyance              30      40   80
*Enchant Weapon*          40      80   95
*Enchant Armor*           40      100  95
Alchemy                   42      50   90
Globe of Invuln.          45      70   75

--- PRIEST ---

For every level beyond the minimum, the failure rate decreases by 3%.
High INT or WIS will also decrease the failure rate.

Sorcery Priest:           Level  Mana  Fail

Detect Monsters           2      1     23
Phase Door                3      2     24
Detect Doors+Traps        4      3     25
Light Area                5      4     30
Confuse Monster           6      5     30
Teleport Self             7      6     35
Sleep Monster             9      7     30
Recharging                11     10    75
Magic Mapping             13     11    75
Identify                  14     12    75
Slow Monster              15     13    75
Mass Sleep                16     14    50
Teleport Away             22     15    60
Haste Self                27     17    65
Detection True            30     22    70
Identify True             36     33    75
Detect Objects+Treasure   7      7     25
Detect Enchantment        12     12    70
Charm Monster             14     14    80
Dimension Door            15     15    80
Sense Minds               18     18    60
Self Knowledge            20     20    85
Teleport Level            22     22    60
Word of Recall            27     27    75
Stasis                    13     13    40
Telekinesis               24     24    75
Explosive Rune            27     30    95
Clairvoyance              33     40    80
*Enchant Weapon*          42     80    95
*Enchant Armor*           42     100   95
Alchemy                   45     50    90
Globe of Invulnerability  48     70    75

--- ROGUE ---

For each level beyond the minimum, the failure rate will decrease by 3%.
High INT will also decrease the failure rate, to a minimum of 5%.

Sorcery Rogue:            Level  Mana  Fail

Detect Monsters           5      1     50
Phase Door                7      2     55
Detect Doors+Traps        8      3     65
Light Area                9      3     65
Confuse Monster           13     6     75
Teleport Self             15     7     75
Sleep Monster             17     9     75
Recharging                21     12    80
Magic Mapping             25     14    80
Identify                  27     15    80
Slow Monster              29     17    75
Mass Sleep                30     20    80
Teleport Away             31     23    80
Haste Self                32     25    70
Detection True            35     30    80
Identify True             40     35    75
Detect Objects+Treasure   9      3     65
Detect Enchantment        13     10    70
Charm Monster             14     10    80
Dimension Door            15     10    80
Sense Minds               16     10    60
Self Knowledge            17     20    80
Teleport Level            18     17    60
Word of Recall            30     35    75
Stasis                    15     15    40
Telekinesis               20     20    70
Explosive Rune            35     40    95
Clairvoyance              37     40    80
*Enchant Weapon*          43     80    80
*Enchant Armor*           44     100   80
Alchemy                   45     50    70
Globe of Invulnerability  XXXXXXX

--- RANGER ---

The failure rate decreases 3% for every level beyond the minimum,
to a minimum of 5%.  High INT decreases the failure rate as well.

Sorcery Ranger:           Level  Mana  Fail

Detect Monsters           3      2     35
Phase Door                3      3     35
Detect Doors+Traps        5      4     40
Light Area                7      4     40
Confuse Monster           9      6     40
Teleport Self             11     8     45
Sleep Monster             13     8     40
Recharging                17     17    90
Magic Mapping             20     19    85
Identify                  23     25    90
Slow Monster              25     25    60
Mass Sleep                27     25    85
Teleport Away             31     27    70
Haste Self                34     35    70
Detection True            38     37    70
Identify True             42     40    90
Detect Objects+Treasure   15     7     75
Detect Enchantment        15     20    70
Charm Monster             17     17    70
Dimension Door            18     18    80
Sense Minds               19     25    65
Self Knowledge            23     25    60
Teleport Level            27     27    60
Word of Recall            35     35    75
Stasis                    20     20    45
Telekinesis               27     27    70
Explosive Rune            37     60    95
Clairvoyance              40     40    95
*Enchant Weapon*          45     80    95
*Enchant Armor*           45     100   95
Alchemy                   50     50    90
Globe of Invulnerability  XXXXXXXX

--- WARRIOR MAGE ---

Failure rate decreases 3% for each level beyond the minimum,
to a minimum of 5%.  High INT also reduces failure rate.

Sorcery Warrior Mage:     Level  Mana  Fail

Detect Monsters           1      1     23
Phase Door                2      2     24
Detect Doors+Traps        3      3     25
Light Area                4      4     30
Confuse Monster           5      5     30
Teleport Self             6      6     35
Sleep Monster             7      7     30
Recharging                8      8     75
Magic Mapping             10     9     75
Identify                  11     10    75
Slow Monster              12     11    75
Mass Sleep                13     12    50
Teleport Away             20     15    60
Haste Self                27     18    60
Detection True            33     25    70
Identify True             40     40    75
Detect Objects+Treasure   4      4     25
Detect Enchantment        12     12    70
Charm Monster             14     12    80
Dimension Door            15     12    70
Sense Minds               16     14    60
Self Knowledge            19     19    85
Teleport Level            24     22    60
Word of Recall            28     28    75
Stasis                    12     12    40
Telekinesis               19     19    75
Explosive Rune            30     35    95
Clairvoyance              35     45    80
*Enchant Weapon*          42     85    95
*Enchant Armor*           45     100   95
Alchemy                   46     55    90
Globe of Invulnerability  48     75    75

--- HIGH MAGE ---

For every level beyond the minimum, the failure rate decreases by 3%.
High INT or WIS will also decrease the failure rate.

Sorcery High Mage:        Level  Mana  Fail

Detect Monsters           1      1     15
Phase Door                1      1     15
Detect Doors+Traps        2      2     15
Light Area                2      2     20
Confuse Monster           3      3     20
Teleport Self             4      3     25
Sleep Monster             5      4     20
Recharging                5      5     65
Magic Mapping             7      5     65
Identify                  7      5     65
Slow Monster              9      5     65
Mass Sleep                9      5     40
Teleport Away             13     8     50
Haste Self                17     10    50
Detection True            24     15    60
Identify True             28     20    65
Detect Objects+Treasure   2      2     20
Detect Enchantment        7      7     60
Charm Monster             8      8     70
Dimension Door            9      9     70
Sense Minds               12     9     50
Self Knowledge            15     12    65
Teleport Level            17     12    50
Word of Recall            20     20    65
Stasis                    8      8     30
Telekinesis               20     20    65
Explosive Rune            20     25    85
Clairvoyance              25     30    70
*Enchant Weapon*          30     65    85
*Enchant Armor*           35     80    85
Alchemy                   40     40    80
Globe of Invulnerability  42     65    65
Latest News
  • August 1st, 2004
    Zangband 2.7.4c has been released! See the changes list for details.
  • December 7th, 2003
    Zangband 2.7.4b has been released! See the changes list for details.
Documentation
Spoilers

zangband.org was last updated August 19, 2004 | Copyright © 2001-2004. All Rights Reserved

Kindly hosted by BleedingEdge.net Wholesale Jerseys Pretty Jerseys