EyAngband Spell Spoilers
Key -
Ma -mage, S- Spellsword, R - Ranger, Pr - Priests, Pa - Paladins, My - Mystic.
spell listing - levels (by class) - spell name - description.
spell names followed by asteriks indicate that the spell may allow mulitple casting levels.
Mage Spellbooks:
Elementary Incantations: Ma/My/R/S
- 1/1/3/5 - Acid Bolt* - Fires a bolt or beam of acid.
- 1/1/3/5 - Lightning Bolt* - Fires a bolt or beam of lightning.
- 1/1/3/5 - Phase Door - Displaces you a short distance away.
- 1/1/3/5 - Light Area - Permanently lights up the current room or nearby area.
- 2/2/4/6 - Fire Bolt* - Fires a bolt or beam of fire.
- 2/2/4/6 - Frost Bolt* - Fires a bolt or beam of frost.
- 2/2/4/6 - Detect Monsters - Detects monsters on the current panel that are not invisible.
- 3/3/5/7 - Stinking Cloud - Fires a weak ball of poison.
- 3/3/5/7 - Find Traps, Doors & Stairs - Detects hidden traps, stairs and doors on the current screen.
Sorcerous Adjurations: Ma/My/R/S
- 4/4/7/8 - Confuse Monster - Attempts to confuse one monster.
- 4/4/7/8 - Sleep Monster - Attempts to put a monster to sleep.
- 4/4/7/8 - Infravision - Temporarily increases the range of your infravision.
- 5/5/8/9 - Magic Missile* - Fires a single, unresistable, bolt of mana.
- 5/5/8/9 - Shield - Temporarily increases your armour class.
- 7/7/10/11 - Teleport Self - Displaces you a major distance away.
- 8/8/11/12 - Spear of Light - Fires a line of light, damaging light-hating creatures.
- 9/9/12/13 - Turn Stone to Mud - Melts a wall square to floor.
- 9/9/12/13 - Satisfy Hunger - Fully feeds you.
Thaumaturgic Conjurations: Ma/My/R/S
- 11/11/17/15 - Sleep All - Attempts to put all monsters in line of sight to sleep.
- 11/11/17/15 - Create Doors - Creates a barrier of doors around you.
- 11/11/17/15 - Slow Monster - Attempts to slow a monster down.
- 11/11/17/15 - Identify Item - Identifies an object.
- 13/13/19/17 - Fire Ball* - Fires a ball of fire.
- 13/13/19/17 - Frost Ball* - Fires a ball of frost.
- 14/14/20/18 - Acid Ball* - Fires a ball of acid.
- 14/14/20/18 - Lightning Ball* - Fires a ball of lightning.
- 15/15/21/19 - Detect Enchantment - Detects magical objects on the current panel.
Evocations of Power: Ma/My/S
- 17/17/21 - Barrier - puts a glyph on the floor that monsters cannot pass over.
- 17/17/21 - Recharge Item - Recharges a staff, wand, rod or talisman.
- 19/19/23 - Blind Monster - Attempts to blind a monster.
- 19/19/23 - Slow All - Attempts to slow all monsters in line of sight.
- 21/21/25 - Magic Lock - Magically locks all nearby closed doors.
- 21/21/25 - Identify Pack - Identify everything being carried.
- 23/23/27 - Teleport Other - Teleports an opponent away.
- 25/25/29 - Earthquake - Destroys the nearby dungeon.
- 30/30/34 - Haste Self - Temporarily hasten yourself.
Resistance of Scarabtarices: Ma/R/S
- 5/9/9 - Resist Fire - Temporarily protects from fire.
- 5/9/9 - Resist Cold - Temporarily protects from cold.
- 5/9/9 - Resist Acid - Temporarily protects from acid.
- 5/9/9 - Resist Electricity - Temporarily protects from electricity.
- 10/14/14 - Resist Poison - Temporarily protects from poison.
- 10/14/14 - Resist Disease - Temporarily protects from disease.
- 12/16/16 - Resist Light & Darkness - Temporarily protects from light & darkness.
- 20/24/24 - Resistance - Temporarily protects from all elements & poison.
Mordernkainen's Escpaes: Ma/R/S
42/42/46 - Genocide - Removes all monsters of the symbol you choose from the level.
- 5/15/9 - Absorb hit - Temporarily reverses the effect of damage.
- 10/20/14 - Create Stairs - Creates a randomly oriented staircase nearby.
- 15/25/19 - Teleport Level - Immediately takes you to the next level up or down.
- 20/35/24 - Dimension Door - Displaces you to somewhere you choose.
- 30/40/34 - Create Walls - Creates a barrier of walls around you.
- 35/45/39 - Word of Recall - Recalls you to the town, or back into the dungeon.
- 40/50/44 - Word of Destruction - Destroys objects and monsters, and banishes uniques.
Kelek's Grimoire of Power: Ma/S
- 5/9 - Detect Evil - Detects all evil monsters, even invisible ones.
- 10/14 - Blight - Damages all animals and plants in line of sight.
- 15/19 - Polymorph Other - Attempts to change a monster.
- 20/24 - Probe Monster - Teaches about the attributes of a monster.
- 30/34 - Genocide - Removes all monsters of the symbol you choose from the level.
- 25/29 - Hypercharge - Reduces the recharge time for a rod or talisman.
- 40/44 - Mass Genocide - Removes nearby monsters except uniques.
Raal's Tome of Destruction: Ma/S
- 5/9 - Poison Bolt* - Fires a bolt or beam of poison.
- 10/14 - Mana Bolt* - Fires a bolt or beam of pure mana.
- 10/14 - Nexus Bolt* - Fires a bolt or beam of nexus.
- 15/19 - Cloud Kill* - Fires a ball of poison.
- 25/29 - Blizzard* - Fires a large ball of frost and lightning.
- 30/34 - Hell Storm* - Fires a large ball of fire and acid.
- 35/39 - Elemental Storm* - Fires a large ball of all four elements.
- 40/44 - Mana Storm - Fires a large, very powerful mana ball.
- 50/-- - Spehere of Annihilation - Fires a small, very powerful ball of chaos, nexus, light & dark.
Tenser's Transformations: Ma/S
- 5/9 - Heroism - Causes temporary heroism.
- 10/14 - Stability - Temporarily makes you immune to confusion and stunning.
- 22/26 - Temporary Invisibility - Temporarily turns you invisible.
- 26/30 - Resist Chaos & Nexus - Temporarily protects from chaos & nexus".
- 46/50 - Globe of Resilence - Temporarily raises your AC by 50 and reduces all damage by 66%.
Ranger Spellbook:
The Lore of the Hunter: R
- 20 - Hunter's Arrows - Makes arrows extra powerful against animals.
- 25 - Calm Animals - Attempts to calm all natural creatures in line of sight.
- 30 - Sharpen Arrows - Makes arrows sharper and more powerful..
- 35 - Haste Self - Temporarily hasten yourself.
- 45 - Elemental Arrows - Imbues arrows with elemental power.
Priest Spellbooks:
Novice's Handbook: Pr/Pa/My
- 1/5/1 - Detect Evil - Detects all evil monsters, even invisible ones.
- 1/5/1 - Cure Light Wounds - Reduces cuts and heals you a little.
- 1/5/1 - Bless - Provides a short-term bonus to hit and ac, immunity to taint.
- 1/5/1 - Boldness - Temporarily makes you immune to fear.
- 3/7/3 - Call Light - Permanently lights up the current room or nearby area.
- 3/7/3 - Protection from Traps - Temporarily protects you from dungeon traps.
- 3/7/3 - Detect Stairs/Doors - Detects all doors and stairs on the current panel.
- 3/7/3 - Cleanse Taint - removes a temporary unholy taint from your soul.
Words of Wisdom: Pr/Pa/My
- 5/9/5 - Scare Monster - Attempts to frighten one monster.
- 5/9/5 - Portal - Random medium-range displacement.
- 5/9/5 - Cure Serious Wounds - Reduces cuts and heals you a moderate amount.
- 6/10/6 - Sanctuary - Attempts to put all adjacent monsters to sleep.
- 6/10/6 - Chant - Provides a medium-term bonus to hit and ac, immunity to taint.
- 7/11/7 - Satisfy Hunger - Fully feeds you.
- 7/11/7 - Remove Curse - Removes standard curses.
- 7/11/7 - Resist Heat and Cold - Temporarily protects from fire & frost.
Chants and Blessings: Pr/Pa/My
- 9/13/9 - Neutralize Poison - Removes all poison from your body.
- 9/13/9 - Orb of Draining - Fires a ball of holy force.
- 9/13/9 - Cure Critical Wounds - Reduces cuts and heals you a large amount.
- 10/14/10 - Cure Disease - Rids your body of all disease.
- 10/14/10 - Holy Sigil - Puts a sigil that blocks undead ∓ demons and prevents summoning.
- 11/15/11 - Sense Invisible - Temporary see invisible.
- 11/15/11 - Protection From Evil - Temporary protection from lesser evil creatures.
- 13/17/13 - Earthquake - Shakes the nearby dungeon, randomly swapping walls and floors.
- 13/17/13 - Sense Surroundings - Maps the local area.
Exorcism and Dispelling: Pr/Pa
- 15/19 - Prayer - Provides a long-term bonus to hit and ac, immunity to taint.
- 16/20 - Soothing Words - Attempts to calm all non-evil creatures in line of sight.
- 16/20 - Dispel Undead - Dispels all undead in line of sight.
- 17/21 - Dispel Demons - Dispels all demons in line of sight.
- 25/29 - Dispel Evil - Dispels all evil monsters in line of sight.
- 33/37 - Glyph of Warding - Places a glyph on the floor that monsters cannot pass over.
- 39/43 - Holy Word - Strong dispel evil and healing.
Ethereal Openings: Pr/Pa
- 3/7 - Blink - Random minor displacement.
- 10/14 - Teleport Self - Random major displacement.
- 20/24 - Teleport Other - Teleports a line of opponents away.
- 30/34 - Teleport Level - Immediately takes you to the next level up or down.
- 35/39 - Word of Recall - Recalls you to the town, or back into the dungeon.
- 40/44 - Alter Reality - Regenerates the dungeon level.
Godly Insights: Pr/Pa
- 3/7 - Detect Monsters - Detects monsters on the current screen that are not invisible.
- 10/14 - Detection - Detects everything of interest on the panel.
- 20/24 - Perception - Identifies an object.
- 25/29 - Probing - Tteaches about the attributes of all visible monsters.
- 35/39 - Clairvoyance - Permanently lights and detects objects on the entire level.
Purifications and Healing: Pr/Pa
- 17/21 - Cure Mortal Wounds - Eliminates cuts and heals you a very large amount.
- 30/34 - Healing - Heals an immense amount of damage.
- 35/39 - Restoration - Restores all stats.
- 35/39 - Rememberance - Restores experience level.
- 45/49 - Holy Peace - Attempts to calm all creatures in line of sight.
Holy Infusions: Pr/Pa
- 5/9 - Unbarring Ways - Destroys all doors and traps next to you.
- 15/19 - Recharging - Recharges a staff, wand, rod or talisman.
- 25/29 - Dispel Curse - Removes both normal and heavy curses.
- 35/39 - Enchant Weapon - Adds plusses to hit and damage to weapons.
- 37/41 - Enchant Armour - Adds plusses to armour class to armour.
- 45/49 - Sanctify Ammunition - Imbues arrows with holy might.
Wrath of God: Pr/Pa
- 15/19 - Dispel Undead - Dispels all undead in line of sight.
- 20/24 - Dispel Evil - Dispels all evil monsters in line of sight.
- 25/29 - Banishment - Teleports away all evil monsters in line of sight.
- 35/39 - Word of Destruction - Destroys objects and monsters, and banishes uniques.
- 45/49 - Annihilation - A powerful drain life attack.
Mystic Spellbooks:
The Seven steps to transcendence: My
- 5 - Clarity of Mind - Rids your mind of confusion and fear, cures blindness.
- 10 - Mastery of Space - Displaces you to somewhere you choose.
- 15 - Power over Elements - Temporarily protects from all four elements.
- 20 - Purity of vision - Detects everything of interest on the panel.
- 30 - Control of the Body - Restores all stats, cures poison, and fully feeds you.
- 40 - One with the World - Temporarily protects from many things.
- 50 - Mind over Matter - Temporarily raises your AC by 50 and reduces all damage by 66%.
Mystics can cast spells from this book even while blinded or confused.
The Teachings of the Ninth Master: My
- 5 - Absorb Hit - Temporarily reverses the effect of damage.
- 10 - Mana Bolt* - Fires a bolt or beam of pure mana.
- 20 - Vanish From Sight - Temporarily turns you invisible.
- 25 - Banish Enemies - Teleports away all evil monsters in line of sight.
- 30 - Heal - Heals you a very large amount, eliminates cuts and stunning.
- 35 - Essence of Speed - Long-duration haste spell.
- 40 - Alter Reality - Regenerates the dungeon level.
- 45 - Glyph of Warding - Places a glyph on the floor that monsters cannot pass over.
- 50 - Astral Burst - Damages all creatures in line of sight.
Mystics can cast spells from this book even while blinded or confused.
Artifact Spellbooks:
The Codex of Ultimate Wisdom: Ma/Pr/My
- 1/1/1 - Perception - Standard identification of an object.
- 20/20/20 - Greater Perception - Identify everything being carried.
- 50/50/50 - Revelation - Reveals all information about a specific object.
- 50/50/50 - Clairvoyance - Permanently light and detect objects on the entire level.
Upon spell failure, the caster suffers amnesia and a random chance of a permanent loss of
his spell-casting stat.
The Necronomicon: Ma/Pr/My
- 1/1/1 - Unlight Area - Darken the area.
- 25/25/25 - Wave of Evil - Dispels all non-evil monsters in line of sight.
- 40/40/40 - Ray of Evil - Fires an ultra-powerful beam of nether. Does not affect undead.
Upon spell failure, the caster is tainted, struck by darkness (similar to the scroll), Nameless
Horrors are summoned, and there is a random chance of the caster losing a large amount of experience.
Mathemagical Calculations: Ma/Pr/My
- 20/20/20 - Enchance Influence - provides a bonus to the duration of spells.
- 30/30/30 - Optimize Duration - provides a bonus to the damage inflicted by spells.
- 40/40/40 - Augment Damage - makes monster condition spells more effective.
Upon spell failure, the caster suffers amnesia and a random chance of a permanent loss of
his spell-casting stat.
Bard Musical Instruments:
Bards may only cast spells from the instrument the are currently wielding. The spells
available for a particular instrument depend on its quality - a +1 instrument only offers
spells up to level 10, while a +5 instrument offers all spells up to level 50.
Lyre:
- 1 - Ballad of Light - Permanently lights up the current room or nearby area.
- 5 - Ballad of Heroism - Temporarily raises fighting skill and makes you immune to fear.
- 15 - Ballad of Rage - Causes temporary berserk rage.
- 18 - Ballad of Sound Deflection - Temporarily protects from sound.
- 22 - Ballad of Unbarring - Destroys all doors and traps next to you.
- 33 - Ballad of Resistance - Temporarily protects from all elements & poison.
- 50 - Ballad of Resilisence - Temporarily raises your AC by 50 and reduces all damage by 66%.
Horn:
- 2 - Stunning Note - Fires a bolt or beam of sound.
- 5 - Crushing Note - Fires a bolt or beam of force.
- 10 - Bring Down Walls - Melts a wall square to floor.
- 20 - Call Earthquake - Destroys the nearby dungeon.
- 40 - Tone of Destruction - Destroys objects and monsters, and banishes uniques.
- 50 - Tone of Death - Removes nearby monsters except uniques.
Flute:
- 2 - Lesser Healing Melody - Reduces cuts and heals you a little.
- 15 - Changing Melody - Attempts to change a monster.
- 20 - Greater Healing Melody - Reduces cuts and heals you a large amount.
- 35 - Curing Melody - Removes all poison and disease from your body.
- 40 - Recall Melody - Recalls you to the town, or back into the dungeon.
- 45 - Unseen Melody - Temporarily turns you invisible.
Lute:
- 5 - Dance of Dislocation - Dance of Dislocation.
- 10 - Dance of Confusing - Attempts to confuse all monsters in line of sight.
- 18 - Dance of Damaging - Fires a ball of sound.
- 25 - Dance of Teleportation - Random major displacement.
- 40 - Dance of Teleport Level - Immediately takes you to the next level up or down.
- 50 - Dance of Alter Reality - Regenerates the dungeon level.
Drum:
- 1 - Aggravation Tempo - Aggravates nearby monsters.
- 8 - Fear Tempo - Attempts to make all monsters in line of sight flee.
- 15 - Fast Tempo - Temporarily hasten yourself.
- 28 - Slow Tempo - Attempts to slow all monsters in line of sight.
- 32 - Away Tempo - Teleports a line of opponents away.
- 45 - Banish Tempo - Teleports away all evil monsters in line of sight.
Harp:
- 1 - Song of Calmness - Attempts to calm a monster.
- 4 - Song of Attraction - Attempts to teleport a monster closer to you.
- 10 - Song of Soothing the Beast - Attempts to calm all natural creatures in line of sight.
- 20 - Song of Peace - Attempts to calm all non-evil creatures in line of sight.
- 30 - Song of Great Peace - Attempts to calm all creatures in line of sight.
- 45 - Song of Health - A large amount of healing, eliminates cuts and stunning.
- 50 - Song of Holyness - Dispels all evil monsters in line of sight.
The Pipes of Pan:
Allows full selection of every bard spell.