Sorcery spells
- Beginner's Handbook
- Detect Monsters
detects monsters.
- Phase Door
teleport(distance 10).
- Detect Dorrs and Traps
detects traps, doors and stairs.
- Light Area
lights up nearby area(radius (lvl/10)+1) and the inside of a room
permanently. The damage is 2d(lvl/2).
- Confuse Monster
attempts to confuse a monster.
- Teleport
teleport(distance lvl*5).
- Sleep Monster
attempts to sleep a monster.
- Recharging
recharging whose power is lvl*4.
- Master Sorcerer's Handbook
- Magic Mapping
maps nearby area.
- Identify
identifies an item.
- Slow Monster
attempts to slow a monster.
- Mass Sleep
attempts to sleep all monsters in sight.
- Teleport Away
attempts to teleport a monster away.
- Haste Self
gives +10 to speed for lvl+d(lvl+20) turns.
- Detection True
detects monsters, invisible monsters, traps, doors, stairs, treasure and
items.
- Identify True
*identifies* an item.
- Pattern Sorcery
- Detect items and Treasure
detects items and treasure.
- Charm Monster
attempts to charm a monster.
- Sense Minds
gives telepathy for 25+d30 turns.
- Teleport to town
teleport to a town which you choose in a moment. can only be used above
ground.
- Self Knowledge
displays your conditions, life rate and Max value of all stats.
- Teleport Level
teleport to up or down stairs in a moment.
- Word of Recall
recall.
- Dimension Door
teleport to given location. If this teleportation distance is more than
lvl+1, the given location is a nonteleportation grid, a monster's position,
a wall or a trap, the effect becomes teleportation(distance (lvl+2)*2).
This is sometimes forced to become the teleprotation(distance (lvl+2)*2)
at the rate of one in (lvl/10+10).
- Grimoire of Power
- Probing
proves all monsters' condition and their true character.
- Explosive Rune
sets a glyph under you. The glyph will explode when a monster moves on it.
- Telekinesis
pulls a distant item close to you. Max weight is lvl*15/10.
- Clairvoyance
enlightenment. and gives telepathy for 25+d30 turns.
- Charm monsters
attempts to charm all monsters in sight.
- Alchemy
turns an item into 1/3 of its value in gold.
- Banishment
teleports all monsters in sight away unless resisted.
- Globe of Invulnerability
makes you invulnerable for 4+d4 turns.
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