ADOM Manual
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Magic & Spells
The world of Ancardia is steeped in powerful magic. Although these
forces have been far stronger in earlier ages and slowly seem to be
declining in might, they are still a major force to be reckoned with.
The world of Ancardia is the home of many powerful wizards of various
schools and specialization. Priests are also able to use magical
spells very similar to the ones utilized by wizards (although the
sources for these powers are very different).
All magic is fueled by mana, the magical energy called the fifth
element by some. In ADOM the mana attribute of the player character
is the major factor in determining how well he is able to channel
magical spells (although both race and profession also have great
influence on this).
Spells have to be learned from books. When reading such a book, the
character meditates about the forces and magical patterns which are
required to create the magical effect in question and attunes himself
to the mana flow of the world in such a way as to be able to activate
the specific spell. How well he is able to do this depends on a
number of factors – among them the Learning attribute, the
Concentration skill, the class and more. ADOM uses a special number
to describe the current attunement to the mana flow of Ancardia for
each and every spell the character learns. The more often a spell is
cast, the less close the attunement of the character to the mana flow
will be as his actions change the mana flow and force him to re-attune
him by again studying spellbooks.
Thus this number decreases with each spell casting until it is finally
reduced to zero and the character is no longer able to cast the spell.
On the other hand, a character becomes more efficient in casting a
specific spell if he does so very often. Training allows him to
adjust the various factors involved in casting a spell until he
maximizes the gain from such a spell. This learning factor is
described by the term 'Spell Power'. The character needs to cast a
spell 'x' times to increase his power with that spell by +1. The
value 'x' depends on the current power (the better you already are,
the harder it is to improve) and can be determined like this:
If the current power is '+x', the character needs to cast the spell 'x
+ 1' times to become even more efficient. If the character is neither
a wizard, elementalist, druid, priest, or necromancer, this number is
tripled. If the character is either a magician (wizard, elementalist
or necromancer) and tries to cast a priest spell or if he is a cleric
(druid or priest) and tries to cast a wizard spell, this number is
doubled.
Power has various effects: it increases the range and/or damage of
combat spells, it heightens the effects of personal and healing magic
and so on. Each spell description lists those effects. Finally, high
power with a spell reduces the costs for casting such spells. For
each 5 levels of power with a given spell, the spell costs are reduced
by 1 power point per casting. Note that this reduction can't reduce
the cost to a level lower than half the original cost.
IMPORTANT: Power can never be increased to a level higher than twice
your learning score. If, on the other hand, your learning score is
reduced below a certain spell power, the power rating will remain at
its current level.
Spell Display
Pressing Z will display all the spells you know and some additional
data concerning them. Following each spell you will notice several
numbers. The first one describes how well you memorized the spell. It
is decreased whenever the spell is cast (by an amount determined by
the power level of the spell, your attributes, and some other
factors). If this number is reduced to 0 or less, the spell is
forgotten and you are no longer able to cast it. The second number is
the number of power points you need to expend to cast the spell in
question. If you do not have that many power points, you can still
cast the spell. But beware – this is very dangerous. The strain
imposed by casting a spell in such a way could kill you, if you are
not completely healed.
Afterwards a series of statistics follow which explain the spell
effects in more detail. The following values are possible:
- P: x - The spell is cast with power 'x'.
- R: x - The spell has a range or radius of 'x'. If the range 'LOS' is given, this means 'Line of Sight' – as far as the PC can see.
- D: x - The spell lasts for 'x' turns.
- E: x - The spell effect is 'x'. Mostly this will be damage caused or cured. If the term '+R*' appears in the effect value this means that the effect decreases
with distance. You can assume that the modifier is equal to the range R at distance 1, to (range R - 1) at distance 2 and so on.
Casting Spells from Books
It is also possible to cast a spell from a spellbook if you already
have learned the particular spell. Doing so costs triple the
amount of power points usually required, takes up 3000 energy points
(casting from a book takes more time since you have to loudly invoke
the text) and does not reduce your current spell knowledge. It also
does not destroy the spellbook after a limited amount of readings,
either. Since casting a spell from a book simply consists of
following the instructions in the book, the spell power for
the spell in question is not increased.
Spell List
This section summarizes the various spells known in Ancardia. Please
note that it should be considered to be but a short summary of the
various spells – there might be yet unknown powerful castings.
First the spell name is listed. If two names are given, separated by
a /, the first one is the name commonly used by members of the arcane
professions (wizards, elementalists and necromancers), while the
second name is the one used by members of the clerical professions
(priests, druids and paladins). Then you'll find in brackets the
profession groups specifically suited to learning the spell.
Effectively, this means that members of those profession groups will
have an easier time to understand and learn the spell. Increasing
power also is simpler for members of those groups. For them the costs
are determined as explained above. For members of the 'other'
profession group, the costs are doubled. For characters neither
having an arcane nor a clerical profession, costs are tripled.
Paladins using clerical magic only pay double the normal cost to
increase power. Lastly, you will find a description of the spell
effects.
The descriptions include formulae to determine range, damage and
duration for spells. These formulae use certain abbreviations:
- W - Willpower of the PC.
- M - Mana of the PC.
- L - Level of the PC.
- P - Spell Power for the given spell.
- R - Maximum range (as determined by the range formula).
- R* - Remaining range points when target is hit.
It also uses a maximum function denoted as M{x, y}, which means 'take
the maximum of x and y'. The minimum function m{x, y} is defined
accordingly. Finally, the die-rolling notation is used (see the
respective section in the manual for details).
Example: A damage of M{L + 2, W - 2}d6 + (L + W) / 4 means that to
determine damage, you first choose the maximum value of your level + 2
and your willpower - 2. Roll the appropriate number of d6 and add to
the result a number determined by adding level and willpower divided by 4.
Confusing, eh? Feel assured that you don't need to understand this to
be able to play ADOM – it just helps those die-hard tacticians.
Acid Ball / Rain of Sorrow (Arcane)
This spell creates a downpour of acid in the vicinity of the
character. The caster is not harmed by the magical energies. Note
that the rain even penetrates walls since the magical energies
creating the acid are built up on the elemental plane of Mana and rock
or stone on the material plane is no concern on the plane of Mana.
Acid Bolt (Arcane, Clerical)
This spell allows the caster to hurl a bolt of vicious and deadly
liquid at his opponents.
Bless (Clerical)
Application of this spell blesses one person (no items!). The target
will be more effective in combat and also enjoys some more luck. If cast
on undead targets, those undead will be damaged.
Burning Hands / Baptism Of Fire (Arcane, Clerical)
This spell engulfs a target adjacent to the caster in searing flames.
Calm Monster (Arcane, Clerical)
Usage of this spell allows to calm down enraged monsters.
Create Item / Divine Favor (Arcane, Clerical)
Application of this spell will bring a random item into existence.
Artifacts can't be created but other powerful items definitely are a
possibility.
Cure Critical Wounds (Clerical)
This spell cures a terrible wound. 4d8 + 4 + 2P points of damage
will be restored.
Cure Disease (Clerical)
Application of this spell will cure a deadly disease, illness or
sickness.
Cure Light Wounds (Clerical)
This spell cures one minor wound. 1d8 + 1 + P/2 points of damage will
be restored.
Cure Serious Wounds (Clerical)
This spell cures a major wound. 2d10 + 2 + P points of damage will
be restored.
Darkness (Arcane, Clerical)
This spell is the reversal of the Light spell. It magically darkens a
bright area.
Death Ray / Greater Divine Touch (Arcane, Clerical)
This spell instantly slays the target (if it does not manage to resist
in some way, that is!).
Destroy Undead / Dispel Undead (Clerical)
This spell is particularly suited to annihilate undead creatures
completely. The caster must be adjacent to the target creature.
Disarm Trap (Clerical)
With this spell one trap can be deactivated permanently. The caster
must be adjacent to the trap to be disarmed.
Earthquake (Clerical)
This very powerful spell effectively causes the earth to shake. It's
especially useful in the underground to collapse tunnel systems, open
new passages and slay hordes of enemies. Be warned that some
locations are structurally too hard to be affected by an earthquake.
Farsight (Arcane, Clerical)
This spell increases the range of view of the caster greatly.
Fire Ball / Major Punishment (Arcane)
This spell makes the caster explode in a violent fireball engulfing
everything in his vicinity. The caster is not harmed by the magical
energies. Note that the explosion even penetrates walls since the
magical energies creating the fire are built up on the elemental plane
of Mana and rock or stone on the material plane is no concern on the
plane of Mana.
Fire Bolt / Hellish Flames (Arcane, Clerical)
Application of this spell allows the caster to hurl a fiery bolt at
his enemies.
Frost Bolt / Nether Bolt (Arcane, Clerical)
This spell causes an icy bolt to spring from the hands of the caster.
Greater Identify / Greater Enlightenment (Arcane, Clerical)
This spell will detail the powers of one item, especially its hidden
powers (like the ability to grant special immunities or resistances
etc.).
Heal (Clerical)
This spells heals a life-threatening wound. 10d6 + 10 + 4P points of
damage will be restored.
Ice Ball / Freezing Fury (Arcane)
This spell summons a deadly ice storm in the vicinity of the player,
consisting of hail and frozen crystals. The caster is not harmed by the
magical energies. Note that the storm even penetrates walls since the
magical energies creating the storm are built up on the elemental
plane of Mana and rock or stone on the material plane is no concern on
the plane of Mana.
Identify / Enlightenment (Arcane, Clerical)
By invoking this spell, the caster is able to identify a previously
unknown item in his equipment.
Improved Fireball / Invoked Devastation (Arcane)
This spell is similar to its lesser cousin (see above) with the major
difference that it causes more damage and can be hurled at targets
far away. Note that the explosion penetrates even walls since the
magical energies creating the fire are built up on the elemental plane
of Mana and rock or stone on the material plane is of no concern on the
plane of Mana.
Invisibility / Veil of the Gods (Arcane)
This spell hides the target from mortal eyes. Only by magical means
can the target be discovered. Be warned: attacks on others will allow
them to see you. There are also several kinds of beasts that are able
to see through such magical disguises.
Knock / Divine Key (Arcane)
This spell unlocks and opens one locked door. Traps are not activated
by this spell but rather circumvented. The caster must stand adjacent
to the door.
Know Alignment (Clerical)
This spell allows the caster to determine the alignment of one target.
Light (Arcane, Clerical)
This spell lights up a magically or naturally darkened area.
Lightning Ball / Heavenly Fury (Arcane)
This spell summons a violent hail of thunderstrokes in the vicinity of
the player. The caster is not harmed by the magical energies. Note
that the thunderstrokes even penetrate walls since the magical
energies creating the lightning are built up on the elemental plane of
Mana and rock or stone on the material plane is no concern on the
plane of Mana.
Lightning Bolt / Divine Wrath (Arcane, Clerical)
This spell permits the user to launch a bolt of electrical energy from
his hands. Be careful as this bolt tends to bounce off obstacles.
Magic Lock / Seal of the Spheres (Arcane)
By using this spell, the caster can magically lock a door.
Magic Map / Knowledge of the Ancients (Arcane, Clerical)
This spell maps major parts of the currently unknown regions of the
area you explore.
Magic Missile / Minor Punishment (Arcane)
This spell allows the caster to launch a minor energy bolt against his
enemies which is able to bounce off obstacles.
Mystic Shovel / Divine Digger (Arcane, Clerical)
This spell allows you to penetrate stone in order to dig tunnels. Be
warned – some materials are so hard that even magic won't have any
effect!
Neutralize Poison (Clerical)
By using this spell, the caster is able to neutralize poisonous
substances in his blood stream.
Petrification (Clerical)
The target of this spell probably will be turned to stone… forever.
Remove Curse (Arcane, Clerical)
This spell allows you to turn cursed items into uncursed items.
Revelation (Clerical)
This spell reveals special abilities of the character (e.g. magical
resistances and immunities).
Scare Monster / Holy Awe (Arcane, Clerical)
This spell is used to create terror and fear within living,
intelligent opponents.
Slow Monster (Arcane)
The target of this spell moves and acts with half its effective speed.
Slow Poison (Clerical)
This spell slows down the effects of poison in one's body. Several
castings might even succeed in completely neutralizing the poison.
Strength of Atlas / Lordly Might (Arcane)
This spell allows the caster to carry tremendous loads. Beware – his
combat strength is not increased, only his carrying capacity! You
should also make sure that you are not too overloaded when the spell
ends.
Stun Ray / Lesser Divine Touch (Arcane, Clerical)
This spell dazes the targets and makes them move with little
coordination.
Summon Monsters (Arcane, Clerical)
This spell calls a number of monsters into existence… which sadly
are not necessarily peaceful.
Teleportation / Ethereal Bridge (Arcane)
This spell instantly transports the target to another physical
location. Without special magical means, the caster is unable to
control the place of arrival.
Web (Arcane)
This spell engulfs everything in its path in sticky webs, probably
slowing down or completely stopping the movements of weaker monsters.
Wish (Arcane)
This powerful spell alters reality itself and allows you to wish for
something.