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