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