Death spells
Death spells are powerful but you sometimes take
a penalty when you fail.
- Black Prayers
- Detect Unlife
detects nonliving monsters.
- Malediction
fires a evil ball(radius 0). The damage is (3+((lvl-1)/5))d4.
This spell sometimes has an additional effect(possibility 1/5).
The effect is a lvl*200 damage death bolt(possibility 1/1000),
scaring a monster(possibility 499/1000),
confusing a monster(possibility 299/1000)
or stunning monster(possibility 201/1000).
- Detect Evil
detects evil monsters.
- Stinking Cloud
fires a poison ball(radius 2). The damage is 10+lvl/2.
- Black Sleep
attempts to sleep a monster.
- Resist Poison
gives resistance to poison for 20+d20 turns.
- Horrify
attempts to scare and stun a monster.
- Enslave Undead
attempts to charm an undead monster.
- Black Mass
- Orb of Entropy
fires a drain life ball whose radius is 2(or 3 at level 30+), and the
damage is 3d6+lvl+(lvl/4). If you are a Mage, a High-Mage or a Sorcerer,
the damage is 3d6+lvl+(lvl/2).
- Nether Bolt
fires a nether bolt. The damage is (6+(lvl-5)/4)d8.
- Cloud kill
generates a poison ball centered on you. The radius is (lvl/10)+2 and the
damage is (30+lvl)*2.
- Genocide One
fires a ball which vanish a monster. The radius is 0 and the power is
lvl+50.
- Poison Branding
makes current weapon poison branded.
- Vampiric Drain
fires a drain life bolt. The damage is lvl*2+d(lvl*2). If the bolt damages
a monster, you gain HP equal to the damage and a little sustenance.
- Animate dead
resurrects nearby corpse and skeltons. and makes these your pets.
- Genocide
genocide(power lvl+50).
- Black Channels
- Berserk
makes you berserk for 25+d25 turns. heals HP(30) and removes fear.
- Invoke Spirits
decide "die" to decide this spell's effect.
- First, die is 1d100 + (lvl/5).
- If your virtue of chance is positive, if the chance value is less
than d400, die is increased by 1 and this process is repeated.
If your virtue of chance is negative, if the absolute of the chance
value is less than d400, die is decreased by 1 and this process is
repeated.
The effect is below.
- die = 7 or less : summons undead monsters as enemies.
- die = 8 - 13 : makes you fear condition for 4+d4 turns.
- die = 14 - 25 : makes you confusing for 4+d4 turns.
- die = 26 - 30 : polymorph a monster.
- die = 31 - 35 : magic missile((3+(lvl-1)/5)d4).
- die = 36 - 40 : confuse monster.
- die = 41 - 45 : stinking cloud(radius 3, damage 20+(lvl/2)).
- die = 46 - 50 : ray of light.
- die = 51 - 55 : lightning bolt((3+(lvl-5)/4)d8).
- die = 56 - 60 : cold bolt((5+(lvl-5)/4)d8).
- die = 61 - 65 : acid bolt((6+(lvl-5)/4)d8).
- die = 66 - 70 : fire bolt((7+(lvl-5)/4)d8).
- die = 71 - 75 : drain life(75).
- die = 76 - 80 : lightning ball(radius 2, damage 30+lvl/2).
- die = 81 - 85 : acid ball(radius 2, damage 40+lvl).
- die = 86 - 90 : cold ball(radius 3, damage 70+lvl).
- die = 91 - 95 : fire ball(radius 3, damage 80+lvl).
- die =96 - 100 : drain life(100+lvl).
- die =101 - 103 : earthquake(radius 12).
- die =104,105 : *destruction*(radius 15).
- die =106,107 : genocide(power 50+lvl).
- die =108,109 : dispel monsters(damage 120).
- die =110 or more :
dispel monsters(damage 150), attempts to slow monsters in sight,
attempts to sleep monsters in sight and heals HP(300).
- Dark Bolt
fires a darkness bolt. The damage is (4+(lvl-5)/4)d8.
- Battle Frenzy
makes you berserk for 25+d25 turns. heals HP(30) and removes fear.
gives +10 to speed for lvl/2+d(20+lvl/2) turns.
- Vampiric Branding
makes current weapon Vampiric.
- Vampirism True
fires three drain life bolts. Each damage is 100. For each bolt, you gain
HP(100) if it damages a monster.
- Nether Wave
deals d(lvl*3) damage to all living monsters in sight.
- Darkness Storm
fires a darkness ball(radius 4). The damage is 100+lvl*2.
- Necronomicon
- Death Ray
Death ray(damage lvl*200).
- Raise the Dead
summons an undead monster. If player level is 24+, plural demons are
sometimes summoned(possibility 1/3). If player level is 48+, these monsters
are high undead monsters. The summoned monsters are often
enemies(possibility 2/3).
- Esoteria
identifies an item. If d50 is player level or less, *identifies* an item
instead.
- Polymorph Vampire
mimic a vampire for 10+lvl/2 +d(10+lvl/2) turns.
You lose abilities of your race and gain the abilities below.
- permanent light
- Light hurts you. (Light Area, Sun and so on hurt you unless they have
resistance-light).
- Any damages of light attacks are doubled up. (resistance of light
reduces the damage, but it still is double.)
- Darkness attacks don't deal any damages to you.
- Drain Life(lvl2, cost 1+(lvl/3), Con).
- Your HP changes. (It's calculated as the HD of your race is 11)
- Your stats changes. (Str+4,Int+4,Wis+1,Dex+1,Con+2,Chr+3,
Dis+6,Dev+12,Sav+8,Stl+6,Srh+2,Fos+12,Thn+30,Thb+20,If+5).
- You gain hold life, resistance to nether, darkness and poison, see
invisible, +3 to speed and +10 to AC.
- Restore Life
restore lost experience.
- Mass Genocide
Mass Genocide(power lvl+50).
- Hellfire
fires a evil ball(radius 3). The damage is 666.
You also take damage(20+30).
- Wraithform
becomes wraith form which gives ability to pass walls and makes all damages
half for lvl/2 +d(lvl/2) turns.
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