%%%%
Abjuration spell

Reduces the remaining duration of any nearby hostile summoned creatures.
%%%%
Acid Splash spell

Spits a glob of acid at a nearby creature, covering it in corrosive slime
for a short time. It may also splash onto other nearby creatures on impact.
%%%%
Agony spell

Cuts the health of an adjacent creature in half. This damage is never
directly lethal.
%%%%
Agony Range spell

Cuts the health of a target creature in half. This damage is never directly
lethal.
%%%%
Airstrike spell

Causes the air around a creature to twist itself into a whirling vortex of
meteorological fury. It does more damage to targets surrounded by empty space.
%%%%
Alistair's Intoxication spell

Converts a small portion of the brain matter of those around you into alcohol,
attempting to confuse all intelligent creatures within view (although
poison-resistant creatures may resist the effects). The caster will experience
vertigo briefly if they successfully make contact with other minds. It is
frequently used as an icebreaker at wizard parties.
%%%%
Anguish spell

Afflicts nearby foes with supernatural anguish, causing all damage they deal to
rebound on them for the duration of the effect. Strong-willed foes can resist the
necromantic visions of pain and suffering, and mindless creatures are unaffected.
%%%%
Animate Armour spell

Call upon the spirit of your worn armour to fight alongside you. The spirit moves
slowly, but draws strength from the inherent protection of your own armour. At
higher power, the spirit becomes more durable.
%%%%
Animate Dead spell

For some time after casting this, living creatures killed by the caster will rise
as zombies. The chance of reanimating a monster and the duration of the effect
increase with spell power. Re-casting this spell will return zombies to dust, as
will leaving the floor.
%%%%
Apportation spell

Pulls the top item or group of similar items from a distant pile to the floor
near the caster. With low power, items might not be moved all the way to the
caster's position.

Extremely powerful magical items, such as the Orb of Zot, may actively resist
the pull of this spell.
%%%%
Arcjolt spell

Blasts electricity through everything connected to the caster within sight,
either by adjacency or via a chain of other creatures. The damage dealt
bypasses half of defenders' armour.
%%%%
Aura of Brilliance spell

Empowers the magic of nearby wizard allies of the caster, allowing them to
cast their magic more powerfully and more often.
%%%%
Avatar Song spell

Sings a powerfully haunting song; in addition to making nearby victims
unwilling to move away from the singer, it calls forth drowned souls from
any nearby bodies of deep water.
%%%%
Awaken Earth spell

Animates some rock walls adjacent to a target – including the target itself if
it is a rock wall – to create some earth elementals.
%%%%
Awaken Forest spell

Gives some limited motility to nearby trees, allowing them to sway their
branches and shift their roots. Such enchanted trees will lash at any adjacent
enemy.
%%%%
Awaken Vines spell

Causes vines to grow from the ground. The vines will reach out and grab
interlopers, dragging them towards any nearby trees.
%%%%
Banishment spell

Banishes a creature into the Abyss.
%%%%
Battlecry spell

Inspires nearby allies of the caster to fight more aggressively, increasing
the strength of their blows.
%%%%
Beastly Appendage spell

{{
    if you.race() == "Octopode" then
        return "Causes a vicious spike to grow from one of the caster's " ..
               "tentacles, increasing the damage of their extra tentacle " ..
               "attacks. It is not powerful enough to affect tentacles " ..
               "which are already mutated. While transformed, the caster's " ..
               "mutated and misshapen form causes headwear to be melded."
    else
        return "Causes monstrous horns and talons to grow from the caster's " ..
               "body, granting them a chance of making an extra attack in " ..
               "melee. It is not powerful enough to enhance " ..
               "appendages that are already nonhuman. While transformed, " ..
               "auxiliary armour on the affected body parts is melded."
    end
}}
%%%%
Berserker Rage spell

<Berserk ability>
%%%%
Berserk Other spell

Causes a nearby ally to fly into a berserk rage. Going berserk temporarily
increases health, speed, and damage dealt in melee.
%%%%
Bind Souls spell

Bestows an enchantment on other nearby living creatures that causes them to
rise as simulacra after being slain.
%%%%
Black Mark spell

Empowers the caster and any nearby allies to debilitate their foes on a
successful melee attack, allowing them to inflict draining, cause weakness, or
deplete magical power.
%%%%
Blade Hands spell

{{
    local hands = you.hand() .. "s"
    return "Causes long, scythe-shaped blades to grow from the " ..
           "caster's " .. hands .. ", increasing melee damage " ..
           "significantly."
}}

While transformed, equipped weapons, shields, and gloves are melded, and
casting spells becomes somewhat more difficult.
%%%%
Blink Allies Away spell

Blinks allies in sight of the caster away from a nearby enemy.
%%%%
Blink Allies Encircling spell

Translocates a number of allies in the caster's sight to surround a targeted
enemy.
%%%%
Blink Away spell

Translocates the caster to a location further away from a targeted enemy.
%%%%
Blink Close spell

Translocates the caster a short distance towards a targeted enemy.
%%%%
Blink Other Close spell

Translocates a targeted enemy a short distance towards the caster. It cannot be
resisted by willpower.
%%%%
Blink Other spell

Randomly translocates a targeted enemy a short distance. It cannot be resisted
by willpower.
%%%%
Blink Range spell

Translocates the caster to a location further away from a targeted enemy, but
still within sight of the target.
%%%%
Blink spell

Randomly translocates the caster a short distance. Translocating in this way
destabilises the caster temporarily, preventing consecutive blinks for a
short period of time depending on spellpower.
%%%%
Blinkbolt spell

Transforms the caster into a lightning bolt, and translocates the caster to
the bolt's destination.
%%%%
Bolt of Cold spell

Fires a penetrating bolt of frost.
%%%%
Bolt of Draining spell

Fires a penetrating bolt of negative energy which drains any living creature
it strikes.
%%%%
Bolt of Fire spell

Fires a penetrating bolt of flames.
%%%%
Bolt of Magma spell

Fires a penetrating bolt of molten rock. Half of its damage bypasses fire
resistance.
%%%%
Borgnjor's Revivification spell

Instantly heals any and all wounds suffered by the caster, but also permanently
damages their health, to a degree dependent on (and inversely related to) power.

It is powerful enough to cancel the effects of Death's Door, although doing so
will briefly paralyse the caster. It has no effect on the undead.
%%%%
Borgnjor's Vile Clutch spell

Calls forth hands from corpses interred beneath the dungeon floor long ago.
Enemies caught in the area will be held in place and constricted until they
break free.
%%%%
Brain Feed spell

Drains a portion of a visible enemy's intelligence, with no direct line of fire
required. Such a loss is only temporary, and can be recovered by gaining
experience.
%%%%
Brothers in Arms spell

<Brothers in Arms ability>
%%%%
Call Canine Familiar spell

Summons a solitary canine to the caster's aid. Spell power increases the chance
of summoning a stronger breed.
%%%%
Call Down Damnation spell

Blasts a targeted enemy with damnation, with no direct line of fire required.
These unholy forces harm the victim and anyone adjacent, and are not affected
by any means of protection, such as armour or resistances. However, certain
creatures, usually those able to invoke damnation themselves, are entirely
unscathed by damnation.
%%%%
Call Down Lightning spell

Blasts a targeted enemy with lightning, with no direct line of fire required.
The targeting magics need distance to function, so enemies that are adjacent
or nearly adjacent cannot be struck by this.
%%%%
Call Imp spell

Calls forth a minor demon from the pits of Hell, equipped with a spear with
which to jab at the caster's enemies. The quality of the imp's weaponry and
the longevity of its service increase with spell power.
%%%%
Call Lost Soul spell

Summons a necromantic spectre. These lost souls can enter the bodies of more
powerful undead to bring them back from brink of demise, or turn dying living
creatures into spectral versions of themselves.
%%%%
Call of Chaos spell

Calls upon the powers of chaos to empower nearby allies, granting them haste,
might, agility, or improved resistances. The chaotic magic may occasionally
backfire and cause allies to instead lose their willpower or be berserked,
polymorphed, or filled with inner flame.
%%%%
Call Tide spell

Allows the caster to affect the tidal phase of all water within a large
distance. Soon after calling it, the waters on the whole level will reach high
tide. Waters near the caster will reach even higher levels than they would
normally.
%%%%
Cantrip spell

Casts one of a number of minor spells, aimed at trying to bolster the caster's
morale. They have no noticeable effect.
%%%%
Cause Fear spell

Causes fear in those near to the caster, causing those affected to be unable to
approach the caster, and to sometimes fail to attack them in melee. Leaving the
caster's line of sight will end the effect.
%%%%
Chain of Chaos spell

Creates an arc of pure chaos, striking nearby creatures with unpredictable
effects. The arc can touch upon the caster without harming them.
%%%%
Chain Lightning spell

Releases a massive electrical discharge that arcs to the creature nearest the
caster and then outward from it. The further it travels, the less damage it
does. Secondary arcs have limited range and do little damage to the caster.
The spell bypasses half of defenders' armour and resistance to electricity.
%%%%
Charm spell

Causes an otherwise hostile creature to fight on the caster's side for a while.
%%%%
Chaos Breath spell

Exhales a large cloud of fumes filled with the very essence of chaos.
%%%%
Chilling Breath spell

Exhales a blast of frost which may knock the target back if it deals damage.
%%%%
Cigotuvi's Dreadful Rot spell

Rots away a part of the caster's flesh to produce a cloud of miasma around them.
The miasma slows and powerfully poisons any living creature that lingers within -
including the caster, if they tarry after casting. Most living creatures are
terrified of miasma and will not willingly enter it.

The rot leaves the caster's health temporarily drained. The undead can still use
this spell, but fleshless beings (e.g., those made of stone) cannot.
%%%%
Cleansing Flame spell

<Cleansing Flame ability>
%%%%
Cold Breath spell

Exhales a focused blast of icy-cold air.
%%%%
Concentrate Venom spell

Intensifies the natural venom of the target monster. Poisonous bites and spit
become intense enough to slow and asphyxiate.
%%%%
Confuse spell

Induces a state of bewilderment and confusion in a creature's mind.
%%%%
Confusing Touch spell

Enchants the caster's dominant hand with magical energy. This energy is
released when the caster touches a monster, and may induce a state of confusion
in the monster. The caster's attacks do no damage while attempting to touch a
monster in this way.
%%%%
Confusion Gaze spell

Induces a state of bewilderment and confusion in a creature's mind, with no
direct line of fire required.
%%%%
Conjure Ball Lightning spell

Creates a pack of ball lightnings, which seek out the nearest enemy before
exploding in a huge blast of electricity. The damage dealt bypasses half of
defenders' armour. Casters are advised to use caution; the lightning is not
mindful of what it may hit.

The magic which keeps ball lightnings cohesive has limited range, so they may
dissipate harmlessly if allowed to drift too far away from their caster before
exploding.
%%%%
Conjure Living Spells spell

Creates several living, autonomous spells, which cast themselves at the first foe
to enter their range. Once cast, they dissipate.
%%%%
Corona spell

Causes a halo of glowing light to surround and effectively outline a creature.
This glow offsets the dark, musty atmosphere of the dungeon, and makes the
affected creature appreciably easier to hit.
%%%%
Corrosive Bolt spell

Fires a penetrating bolt of acid.
%%%%
Corrupt spell

Unleashes Abyssal energies in the immediate vicinity. This changes the
appearance of the affected area and temporarily summons creatures from the
Abyss. This cannot be used in the Abyss itself.
%%%%
Corrupting Pulse spell

Instills a corruption within all visible targets, temporarily mutating their
bodies in an adverse fashion. It cannot affect artificial beings, and the
undead will decompose if affected.
%%%%
Creeping Frost spell

Calls forth freezing cold from the walls and other similarly solid terrain. Any
enemies of the caster standing next to that terrain will be frozen and will find
their movements slowed. Cold resistance will reduce damage, but not prevent
the freezing effect.
%%%%
Crystal Bolt spell

Projects a penetrating projectile with peculiar magical properties. It is
randomly imbued with either fire or ice, and additionally will reflect from
walls of any material due to the crystal embedded in the shot.
%%%%
Dazzling Flash spell

The caster erupts in a scintillating display of light. Any living creature
nearby may be dazzled and left stumbling blindly.
%%%%
Death Channel spell

Binds the souls of slain living, demonic and holy creatures, forcing their
spectres to remain and fight for the caster for as long as the channel lasts.
%%%%
Death Rattle spell

Exhales the essence of the dying, creating clouds of noxious miasma.
%%%%
Death's Door spell

Renders the caster nigh invulnerable to harm for a brief period, but brings
them dangerously close to death in the process. So close, in fact, that the
body believes itself to be dead — healing effects will do nothing.

The caster will receive one warning shortly before the spell expires. After
expiry, the spell cannot immediately be recast, but with high power the caster
will be left further from death when the effect ends. It has no effect on those
who are already undead.
%%%%
Debugging Ray spell

Fires a ray which does massive damage (1500 hp) and always hits.
%%%%
Dig spell

Digs a tunnel through unworked rock.
%%%%
Dimension Anchor spell

Blocks any translocations attempted by the affected target, be they voluntary
or not. This includes even some cross-plane effects, although notably not
Banishment.
%%%%
Discord spell

Drives nearby creatures into an insane frenzy, causing them to mercilessly
attack anything and everything nearby with great strength and speed.
%%%%
Disjunction spell

Destabilizes the space in a sphere around the caster for a while, causing
anyone nearby to blink away from the caster. The chance of blinking depends on
the distance from the caster, being nearly certain when directly adjacent.
%%%%
Dispel Undead spell

Harms an adjacent undead creature greatly by interfering with the forces
binding it together.
%%%%
Dispel Undead Range spell

Harms an undead creature greatly by interfering with the forces binding it
together.
%%%%
Dispersal spell

Teleports away any creatures within a short distance of the caster. Any
creature with the Will to resist will still be irresistibly blinked a shorter
distance, and any monster it affects at all has a separate Will-based chance
of being confused by the warping of space.
%%%%
Doom Howl spell

Unleashes a piercing howl that catches and echoes in victims' minds. While
those echoes linger, nightmarish creatures will hear and track them to their
source. It can only be used once by a given creature.
%%%%
Dragon Form spell

{{
    local desc = "Transforms the caster into a mighty"

    if you.race():find("Draconian") then
        desc = desc .. " dragon"
        if you.race() ~= "Grey Draconian" then
            desc = desc .. ", increasing the power of any innate breath attacks"
        end
        if you.race() == "Red Draconian" then
            desc = desc .. ". The caster becomes highly resistant to fire " ..
                           "and resistant to poison, but vulnerable to cold"
        elseif you.race() == "White Draconian" then
            desc = desc .. ". The caster becomes highly resistant to cold " ..
                           "and resistant to poison, but vulnerable to fire"
        elseif you.race() == "Green Draconian" then
            desc = desc .. " and retaining their innate colour"
        else
            desc = desc .. ". The caster retains their innate colour, and " ..
                           "becomes resistant to poison"
        end
    else
        desc = desc .. ", fire-breathing dragon. The caster becomes highly " ..
                       "resistant to fire and resistant to poison, but " ..
                       "vulnerable to cold"
    end

    desc = desc .. "."

    return desc
}} The caster becomes able to deal incredible damage in melee combat, and
they become much more robust, although their evasiveness is reduced.

While transformed, any equipped weapons and armour are melded.
%%%%
Dragon's Call spell

Issues a powerful call to a draconic realm, beckoning forth dragon after dragon
to engage the summoner's enemies. The spell is taxing to maintain, and each new
dragon which answers the call will further drain the summoner's magical
reserves. After the call ends, it cannot be issued again for a short time. The
duration of the call and the species of dragons called depend on spell power.
%%%%
Drain Life spell

Drains the life force of any nearby creatures, healing the user depending on
the damage dealt.
%%%%
Drain Magic spell

Causes the target's magic to leak into the air, as though they were hit by an
antimagic weapon.
%%%%
Draining Gaze spell

Causes the target's magic to leak into the air, as though they were hit by an
antimagic weapon, and heals the caster for the amount of magic drained,
with no direct line of fire required.
%%%%
Dream Dust spell

Overwhelms the target with soporific dream dust, putting them to sleep with an
enchanting visual display. Additional dream sheep will increase the strength
and duration of this effect.
%%%%
Druid's Call spell

Recalls woodland creatures from elsewhere on the same level.
%%%%
Electrical Bolt spell

Throws a bolt of electricity at the target, with high accuracy.
%%%%
Energy Bolt spell

Fires a bolt of highly destructive energy.
%%%%
Enfeeble spell

Overwhelms an enemy with malignant energies, irresistibly weakening their melee
attacks and disrupting their magic. It will additionally daze and blind any foe
that fails to resist the full force of the curse.
%%%%
Ensnare spell

Shoots a stream of webbing at a creature, ensnaring the target in a spider web.
%%%%
Ensorcelled Hibernation spell

Lowers its target's metabolic rate, inducing hibernation. After awakening, the
target will be unable to be put to sleep again for some time.
%%%%
Entropic Weave spell

Corrodes the target, with no direct line of fire required.
%%%%
Eringya's Noxious Bog spell

Causes the caster to release a torrent of sludge that transforms nearby areas
into a toxic bog. The sludge damages and poisons all monsters, even those
resistant to poison. The bog cannot form on areas adjacent to multiple solid
features, nor on areas that lack solid floor, like deep water or lava. The
transformation is temporary and cannot be sustained out of the caster's sight.
Spellpower will increase how long the bog lingers.
%%%%
Eruption spell

Splits the earth to draw up a localized, short-lived volcano under the target.
%%%%
Flay spell

Opens painful illusionary wounds on the target's body, which disappear after
a short time or on the death of the caster. This cannot kill directly, and is
ineffective against unnatural targets.
%%%%
Fire Breath spell

Breathes a blast of fire at a targeted creature.
%%%%
Fire Storm spell

Calls forth a mighty storm of roaring flame directly onto the target, dealing
damage in a large area and leaving behind short-lived fire vortices. Half of
its damage bypasses fire resistance.
%%%%
Fire Summon spell

Summons demons of flame and damnation.
%%%%
Fireball spell

Hurls an explosive ball of fire.
%%%%
Flame Wave spell

Blasts the caster's surroundings with a wave of fire. If the caster maintains
focus and supplies the spell with magical power (by waiting in place and not
taking any other actions), more and larger flame waves will radiate outward.
%%%%
Flaming Cloud spell

Conjures up a large cloud of roaring flames.
%%%%
Flash Freeze spell

Freezes the air around a target, causing significant harm and slowing the
target's movement. Half of its damage bypasses cold resistance. It has no
effect on targets that are already frozen.
%%%%
Force Lance spell

Fires a shaft of concussive force. If the impact deals damage, it may knock the
target back.
%%%%
Forceful Invitation spell

Summons some creatures from one of the Snake Pit, the Spider Nest, the Swamp,
the Shoals, the Elven Halls, the Vaults, or the Crypt; the specific branch
varies with the caster.
%%%%
Foxfire spell

Conjures two balls of burning swamp gas adjacent to the caster. The balls will
rapidly seek the nearest monster and burn them. They will dissipate harmlessly
if unable to reach a target or if the caster swaps places with them.
%%%%
Freeze spell

Freezes an adjacent creature, dealing damage that bypasses any armour the
target may have. This may temporarily slow cold-blooded creatures.
%%%%
Freezing Cloud spell

Conjures up a large cloud of lethally cold vapour.
%%%%
Frozen Ramparts spell

Encases surrounding walls with ice for a short time. Foes that wander near the
icy walls will be damaged, and this may temporarily slow cold-blooded creatures.
Each victim is only ever affected by one icy wall at a time.

The ice will crack and fall away if the caster moves to a new position.
%%%%
Fulminant Prism spell

Conjures a prism which unleashes a violent explosion of arcane force after a
short duration. The prism is extremely fragile and any damage caused to it may
result in premature detonation.
%%%%
Gell's Gravitas spell

Briefly redirects gravity around a target point, causing 'down' to be towards
that point. All nearby creatures, save the caster, fall helplessly toward that
point – typically colliding with each other, or with a victim standing there.
%%%%
Ghostly Fireball spell

Hurls an exploding ball of negative energy which drains any living creature
it engulfs.
%%%%
Ghostly Sacrifice spell

Uses an ally's motivating essence to create a blast of negative energy,
draining any living creature it engulfs. The being used to fuel the spell, no
matter whether living or construct, is consumed and unmade in the process.
%%%%
Throw Ally spell

Throws a nearby ally at the monster's foe, doing minimal damage and landing the
thrown monster nearby.
%%%%
Glaciate spell

Conjures forth a mighty blast of ice. Creatures within its cone-shaped area of
effect take damage, with higher damage being dealt to those close to the
caster. Those hit by the blast are encased in ice, slowing their movement, and
those killed by the blast may be frozen into solid blocks of ice. Half of its
damage bypasses cold resistance.
%%%%
Grasping Roots spell

Calls giant grasping roots from deep underground that hold and constrict their
victim. The roots will retreat if the victim breaks free or if the caller moves
out of view.
%%%%
Greater Servant of Makhleb spell

Summons a major demon.
%%%%
Hailstorm spell

Conjures a cannonade of hail, battering nearby creatures that fail to dodge.
The eye of the storm is wide enough that monsters adjacent to the caster are
unaffected. Due to the strong impact and cutting edges, half of its damage
bypasses cold resistance.
%%%%
Haste Other spell

Speeds the actions of a nearby ally.
%%%%
Harpoon Shot spell

Fires a long and flexible barbed mass. The ensnared victim will either be
pulled adjacent to the caster or collide with anything blocking the way.
%%%%
Haste spell

Speeds the actions of the caster.
%%%%
Haunt spell

Calls wraiths and ghosts to haunt the caster's target. They will only attack
the creature they are haunting, and will dissipate quickly once their target
dies. The number of spectres summoned increases with spell power.
%%%%
Heal Other spell

Heals a nearby ally.
%%%%
Hunting Call spell

Inspires nearby allies to quicken their movement.
%%%%
Hurl Damnation spell

<Hurl Damnation ability>
%%%%
Hurl Sludge spell

Conjures a focused blast of highly toxic sludge, poisoning the victim and
drenching their surroundings. The sludge damages and poisons all monsters,
even those resistant to poison.
%%%%
Holy Breath spell

Exhales a large cloud of blessed flame, shining with the glory of the good
gods. These flames are especially dangerous to undead and demonic creatures,
and have no effect on holy creatures.
%%%%
Holy Flames spell

Traps an enemy in a ring of blessed flame. These flames are especially
dangerous to undead and demonic creatures, and have no effect on holy
creatures.
%%%%
Iceblast spell

Fires a large mass of ice, which explodes on impact. It affects even
cold-resistant creatures somewhat, due to the strong impact and cutting edges.
%%%%
Ice Form spell

Transforms the caster into a frozen ice-creature, light enough to float on
water. The caster gains a freezing melee attack, and becomes incredibly
resistant to cold and resistant to poison, but vulnerable to fire.
High power increases the armour granted by this form.

While transformed, any equipped weapons and armour are melded.
%%%%
Ignite Poison spell

Converts all nearby poison into liquid flame, burning poisoned creatures from
within. It also turns clouds of poison and mephitic gases into flame. The
caster is not affected directly.
%%%%
Ignition spell

All foes in the caster's surroundings are engulfed in balls of fire. The caster
and their allies are protected from the fire and will never be harmed by this
spell.

%%%%
Infestation spell

Calls forth a plague of scarabs, infesting affected creatures for a duration
depending on power and causing death scarabs to grow and burst from them upon
death.
%%%%
Injury Bond spell

Binds the caster to nearby allies, redirecting half of any damage they suffer
to the caster.
%%%%
Injury Mirror spell

Reflects damage taken for a short duration, hurting attackers whenever any
damage is taken.
%%%%
Ink Cloud spell

Releases a thick cloud of ink to obscure vision.
%%%%
Inner Flame spell

Fills an enemy with an intense fire. This fire is released any time the target
is hit, and explosively released upon death. The size of the explosion caused
is dependent on the size of the target.
%%%%
Invisibility spell

Turns the caster invisible.
%%%%
Invisibility Other spell

Turns a nearby ally invisible.
%%%%
Iron Shot spell

Hurls a large and heavy metal shot.
%%%%
Irradiate spell

Transmutes an ultra-thin layer of the caster's skin (or equivalent) directly
into pure magical energy, blasting adjacent creatures. It may heavily deform
its victims, weakening them and reducing their armour. The caster is not left
entirely unaffected; some of the magic lingers, enough to leave them
dangerously contaminated after a few castings.
%%%%
Iskenderun's Battlesphere spell

Conjures a small globe of magical energy. Each time its creator casts a
destructive spell (other than Battlesphere itself or Spellforged Servitor), the
battlesphere will launch its own volley of energy at a random foe. With
increasing power, the battlesphere lasts longer and deals more damage per
volley.
%%%%
Iskenderun's Mystic Blast spell

Detonates a crackling sphere of destructive energy. The explosion will hit all
nearby monsters with physical force, knocking them back if damage is done.
%%%%
Volatile Blastmotes spell

Brings forth a cloud of volatile blastmotes around the caster, which explode
when something moves into them or when they're exposed to open flames. The
explosion is concussive, knocking adjacent creatures away. Damage done rises
with the spell's power.
%%%%
Leda's Liquefaction spell

Liquefies the ground around the caster, making it difficult to move through.
Any movement through liquefied ground will be slowed, and creatures stuck in
the liquefied ground will be unable to fly. Attempts to attack the caster
in melee may fail.

The effect starts out with a radius depending on power, which will then shrink,
eventually covering only the caster, before it times out. Maintaining the
connection to the ground slows the caster's movement, even if they are flying.
%%%%
Lee's Rapid Deconstruction spell

Fragments a wall or a suitably brittle visible monster into an explosion of
deadly shrapnel. It can be used on monsters made of ice, bone, or any wall-like
substance, as well as those turned to stone by petrification. Its damage is
strongly reduced by armour.

Targets made from rock, stone, ice or bone will cause a small explosion. Metal
targets will cause a small but more damaging explosion, and targets made from
crystal will cause a large and more damaging explosion.
%%%%
Legendary Destruction spell

Conjures two explosive magical effects in instant succession. The effects can
be any mix of Fireball, Iceblast, and Ghostly Fireball.
%%%%
Lehudib's Crystal Spear spell

Hurls a lethally sharp shard of crystal.
%%%%
Lesser Beckoning spell

Beckons the target forward, attempting to place them adjacent to the caster.
%%%%
Lightning Bolt spell

Fires a mighty bolt of lightning. Its damage bypasses half of defenders'
armour, and it can be bounced off walls to hit targets twice.
%%%%
Magic Dart spell

Fires a small bolt of magical energy which never misses.
%%%%
Major Destruction spell

Shoots a random harmful beam or explosion at the targeted creature.
%%%%
Major Healing spell

Heals a large amount of damage to the caster's body.
%%%%
Malign Gateway spell

Tears a gash in reality, creating a self-sustained but temporary portal to an
unknown, tainted otherworld. It requires open space to succeed. After a short
time, a powerful clawed tentacle will reach through the portal, remaining bound
to the caster's will for a duration depending on power. With the portal's
expiry, the tentacle will be severed and turn on the caster. The duration of
the portal increases with spell power.
%%%%
Malign Offering spell

Drains life from an enemy, healing nearby allies in the process.
%%%%
Malmutate spell

Bestows a mutation on a target. The mutation is almost always harmful. It
cannot affect artificial beings, and the undead will decompose if affected.
%%%%
Manifold Assault spell

Warps space into paradoxical configurations to strike many visible foes with
one melee attack. Power increases the number of foes attacked with one cast,
but very high power is required to launch multiple unarmed attacks in this
fashion, since great care must be taken when warping one's own limbs.

The time taken for the attack is exactly the same as a normal melee attack.
It's imprecise, so it can't do extra damage against unsuspecting foes.
%%%%
Mara Summon spell

Weaves illusions of the caster. Such illusions have the same physical prowess
as the original, and can cast the same spells.
%%%%
Marshlight spell

Conjures two balls of burning swamp gas adjacent to the caster. The balls will
rapidly seek the nearest monster and burn them. Wizards attempted to copy this
with the spell 'Foxfire', but their version is much less powerful.
%%%%
Mass Confusion spell

Causes confusion in all who gaze upon the caster.
%%%%
Maxwell's Capacitive Coupling spell

Gradually builds up electric charge in the caster, so long as they maintain
focus (by waiting in place and not taking any other actions). When a threshold
is reached, the charge couples with the nearest foe, vaporising them instantly.
Higher spell power will allow the caster to accumulate charge more rapidly.
%%%%
Mephitic Cloud spell

Conjures up a short-lived cloud of noxious fumes, which may cause confusion in
any creature not resistant to poison. Tougher, more experienced creatures are
less likely to be affected.
%%%%
Mesmerise spell

Makes a targeted creature unwilling to move away from the caster. Leaving the
caster's line of sight will end the effect.
%%%%
Metabolic Englaciation spell

Lowers the metabolic rate of every creature in the caster's vicinity, slowing
all those who are not resistant to cold. Cold-blooded creatures will be
affected much more strongly, and tougher creatures will be slowed for a
shorter time.
%%%%
Metal Splinters spell

Fires a directed stream of sharp metal splinters. Its damage is strongly
reduced by armour.
%%%%
Miasma Breath spell

Creates a large cloud of foul pestilence, poisoning and sometimes slowing any
living creatures it touches.
%%%%
Might Other spell

Significantly increases a nearby ally's damage dealt in melee.
%%%%
Might spell

Significantly increases the caster's damage in melee.
%%%%
Mindburst spell

Launches a psychic attack. If it overcomes the victim's willpower, it
'blows their mind' in a violently literal fashion, dealing damage that
bypasses their armour entirely. It is useless against mindless creatures.
%%%%
Minor Healing spell

Heals a small amount of damage to the caster's body.
%%%%
Monstrous Menagerie spell

Summons a powerful exotic creature to the caster's aid: a manticore, a lindwurm,
or, at high power, even a sphinx. Casting the spell at higher power also
increases the strength of the beasts themselves.
%%%%
Necromutation spell

Transforms the caster into a lich — a powerful skeletal figure. The caster
becomes stronger-willed, more resistant to cold and completely immune to
poison, miasma, negative energy, and torment for the duration of the spell.
The caster's necromancy spells are increased in power, and they gain a draining
melee attack. The caster also gains some of the more dubious benefits of having
an undead body, such as a vulnerability to holy damage and Dispel Undead, and
an inability to consume potions.
%%%%
Necrotise spell

Agonizingly rots away the victim's flesh. Those slain by this spell (or otherwise
dying immediately afterward) may rise as skeletons to fight for the caster. Only
the living can be affected.
%%%%
Noxious Cloud spell

Creates a large cloud of noxious fumes, which may cause confusion.
%%%%
Olgreb's Toxic Radiance spell

Causes the caster to radiate toxic energy, continuously inflicting poison on
everything in line of sight for as long as the spell lasts.
%%%%
Orb of Destruction spell

Conjures an orb made of pure destructive magic. Compared to most other
projectiles, these orbs travel at a relatively slow pace. The orbs home onto
their targets, yet because of their huge inertia, especially agile opponents
may be able to outmanoeuvre them. The orbs need some time to stabilize, and a
nascent orb will deal reduced damage.

Residents of the dungeon are able to maintain the orb until it impacts a
target, but when cast by you the orb will dissipate upon leaving your line of
sight.
%%%%
Orb of Electricity spell

Hurls a crackling orb of electrical energy, creating a huge explosion on
impact. Its damage bypasses half of defenders' armour.
%%%%
Ozocubu's Armour spell

Envelops the caster's body in a protective layer of thick ice, granting a
substantial bonus to armour as long as they remain in their current location.
The ice will crack and fall away if the caster moves to a new position. The
spell decreases in effectiveness in heavier armour, granting a lower bonus the
higher the encumbrance rating of the caster's armour.
%%%%
Ozocubu's Refrigeration spell

Turns the air bitterly cold, freezing all other creatures in line of sight.
This is less effective against creatures packed tightly together - those
adjacent to others will be partly insulated from the cold, taking less damage.
%%%%
Pain spell

Inflicts an extremely painful injury upon one living creature.
%%%%
Paralyse spell

Prevents a creature from taking any action for a short time.
%%%%
Paralysis Gaze spell

Irresistably prevents a creature from taking any action for a short time,
requiring multiple charges but not line of fire.
%%%%
Passage of Golubria spell

Opens two gateways (one always near the caster), which allow instantaneous
transport to random other open gateways to any creature entering them. There is
no limit to the number of gateways that can be open at one time, but a gateway
will close when entered, or after a moderate amount of time.
%%%%
Passwall spell

Tunes the caster's body such that it can instantly pass through solid rock.
It takes some time for the caster to attune to the rock, during which they will
be helpless.
%%%%
Petrify spell

Petrifies a targeted creature. If successful, the target is slowed down for a
while until it is temporarily turned into stone. In this state, the target will
take less damage upon being hit.
%%%%
Petrifying Cloud spell

Exhales calcifying dust, which petrifies anyone affected for longer than a
brief moment.
%%%%
Phantom Mirror spell

Creates a phantom copy of a creature. The copy will be somewhat fragile, but
otherwise almost indistinguishable from the original.
%%%%
Plane Rend spell

Summons some of the greater threats from one of the Pits of Slime, the Elven
Halls, the Vaults, the Crypt, the Tomb of Ancients, or the Realm of Zot; the
specific branch varies with each cast of the spell.
%%%%
Plasma Beam spell

Fires a penetrating beam of plasma at one of the caster's most distant foes.
The ionized beam bypasses half of defenders' armour, and a second beam of fire
follows in its wake.
%%%%
Poison Arrow spell

Fires a magical arrow coated with the most vile and noxious toxin. Even those
resistant to poison will be poisoned by it, and a small portion of its direct
damage bypasses poison resistance.
%%%%
Poisonous Cloud spell

Conjures forth a great cloud of lethal gases.
%%%%
Poisonous Vapours spell

Turns the air around a targeted creature toxic, directly inflicting poison on
the target before dispersing.
%%%%
Polar Vortex spell

Turns the air around the caster into a freezing vortex, doing tremendous damage
to everyone caught in it that can only be half-mitigated by resistance to
cold. Those affected will also be swept up into the air and tossed around.
Only the eye of the storm is a safe place, and it follows the caster. The
vortex is unable to follow the caster through long-distance translocations.
The spell's effectiveness is greatly diminished in closed areas. After the
vortex fades, it cannot be called forth again for a short time.
%%%%
Polymorph spell

Randomly alters the form of a creature. It is especially effective against
shape-changing creatures.
%%%%
Porkalator spell

Transforms the target into a pig. The target moves swiftly but cannot cast
spells. The caster's demise will cause the transformation to end.
%%%%
Portal Projectile spell

Allows the caster to teleport fired or thrown missiles directly to their
targets for a short duration, spending an additional small amount of magic for
each missile. Teleported projectiles have their accuracy greatly increased.
%%%%
Primal Wave spell

Conjures a torrent of water that may knock back the target, and creates a
pool of shallow water for a short duration.
%%%%
Pyroclastic Surge spell

Draws searing flames from lava. Any enemies of the caster standing
next to or above lava will be burned.
%%%%
Quicksilver Bolt spell

<Breathe Dispelling Energy ability>
%%%%
Repel Missiles spell

Reduces the chance of projectile attacks striking the caster, making them
easier to dodge. Single-target attacks are much easier to repel than
penetrating attacks.
%%%%
Resonance Strike spell

Calls a surge of power from the earth, striking an enemy within the caster's
sight. The spell cascades through nearby constructs, growing in strength with
each one standing near the target.
%%%%
Roll spell

Roll into a ball, granting the boulder beetle tremendous speed as well as
double melee damage. The roll may only be performed when at distance from a
foe, and the beetle will always unroll after an attempted roll attack.
%%%%
Sandblast spell

Blasts a target with high-velocity rock shards. Gathering the rock from ambient
grit is slow, making this spell take half again as long to cast as most. Its
damage is strongly reduced by armour.
%%%%
Sap Magic spell

Taints a targeted creature's ability to cast spells. Casting a spell while
afflicted with this condition causes the target to lose access to their magic,
briefly preventing them from casting any further spells.
%%%%
Scattershot spell

Blasts a cone-shaped area in front of the caster with metallic fragments. Its
damage is strongly reduced by armour.
%%%%
Scorch spell

Scorches a random foe. Those injured by this have their resistance to fire
burned away for a short time.
%%%%
Seal Doors spell

Imparts seals on nearby doors and stairs, preventing those not allied with
the caster from traversing them.
%%%%
Searing Ray spell

Fires a continuous piercing ray of arcane energy from the caster's hands. So
long as the caster maintains focus upon the spell and supplies it with magical
power (by waiting in place and not taking any other actions), the ray will
follow the caster's target if it should move.
%%%%
Searing Breath spell

Breathes a blast of fire at a targeted creature, leaving a cloud of flames at
the endpoint.
%%%%
Sentinel's Mark spell

Bestows a strong beacon upon a targeted creature. It announces the presence
and location of the marked creature to everyone on the same level.
%%%%
Seracfall spell

Violently collapses a nearby simulacrum into a large mass of ice, which
explodes on impact. The ice affects even cold-resistant creatures somewhat, due
to the strong impact and cutting edges.
%%%%
Shadow Bolt spell

Mimics a penetrating damaging spell cast by a Dithmenos worshipper, firing a
bolt of shadow.
%%%%
Shadow Creatures spell

Creates replicas of creatures native to the caster's current location, weaving
them from shadows and threads of Abyssal matter.
%%%%
Shadow Shard spell

Mimics a damaging spell cast by a Dithmenos worshipper, firing a shard of
shadow.
%%%%
Shatter spell

Causes an enormous burst of concussive force around the caster, dealing severe
damage to all nearby creatures. It is especially effective against those made
from ice, bone, or any wall-like substance (such as rock, metal or crystal), as
well as those turned to stone by petrification. It is less effective against
flying, gelatinous and insubstantial creatures. It may also destroy nearby
walls.
%%%%
Sheza's Dance spell

Summons weapons from far and wide - a dagger newly forged, a sword long-rusted
in a moldering tomb, an axe still steaming with the blood of its victim -
animating them and sending them out to attack.
%%%%
Shock spell

Throws a bouncing bolt of electricity. It bypasses half of defenders' armour.
%%%%
Silence spell

Eliminates all sound near the caster. This makes reading scrolls, casting
spells, invoking divine abilities, or shouting impossible in the caster's
vicinity. The spell's oppressive, unnatural effect will greatly hamper stealth.

Certain monsters have innate magical or special abilities which will still be
usable while silenced.

The effect starts out with a radius depending on power, which will then shrink,
eventually covering only the caster, before it times out.
%%%%
Simulacrum spell

Grips a creature's soul in chains of ice. When it dies, its corpse freezes and
splits, transforming into icy replicas which serve the caster. Simulacra cannot
leave the level they were created on. The number created depends on spell power.
%%%%
Siren Song spell

Sings a haunting song, making nearby victims unwilling to move away from the
singer. Leaving the caster's line of sight will end the effect.
%%%%
Sleep spell

Puts a targeted creature to sleep. Taking damage will typically wake the
target, and loud sounds can potentially do so as well.
%%%%
Slow spell

Slows the actions of a creature.
%%%%
Slug Dart spell

Fires a sharp dart of hardened chitin.
%%%%
Smiting spell

Smites any targeted enemy within sight, with no direct line of fire required.
%%%%
Spawn Tentacles spell

Extends large tentacles to attack nearby enemies.
%%%%
Spectral Cloud spell

Creates a cloud of spectral mist, dealing minor damage to all creatures other
than the undead. Dangerous but short-lived spectral undead creatures will
coalesce from the mist over time.
%%%%
Spellforged Servitor spell

Summons an extraplanar elemental and binds it to a durable shell forged from
the caster's own magic. The servitor is capable of unleashing some of the
destructive spells known to its creator, though the strongest and most volatile
of magics cannot be imbued in this fashion. The strength of the servitor
increases with spell power.
%%%%
Spider Form spell

Transforms the caster into a venomous, spider-like creature. The caster becomes
highly evasive and gains a poisonous bite, but gains vulnerability to poison.

While transformed, any equipped weapons and armour are melded, and casting
spells becomes slightly more difficult.
%%%%
Spit Acid spell

Spits acid at a targeted creature.
%%%%
Spit Lava spell

Spits lava at a targeted creature. Half of its damage bypasses fire resistance.
%%%%
Spit Poison spell

<Spit Poison ability>
%%%%
Splinterspray spell

Fires a directed stream of sharp wooden splinters. Its damage is strongly
reduced by armour.
%%%%
Sporulate spell

Releases a fast, gas-filled floating spore. After seeking out its foe, the
spore will explode, damaging anything caught in the blast and further confusing
living creatures.
%%%%
Sprint spell

Causes the caster to move across terrain more rapidly for a short duration.
%%%%
Starburst spell

Releases penetrating bolts of fire from the caster in every direction.
%%%%
Static Discharge spell

Releases electrical charges against those next to the caster. These may arc to
other adjacent creatures, or back to the caster, before eventually grounding
out. It deals reduced damage when arcing to the caster, and bypasses any armour
the target may have.
%%%%
Statue Form spell

Transforms the caster into a slow but extremely robust stone statue. The
caster's melee damage, both unarmed and with weapons, is substantially
increased. The caster's stone body is immune to poison and miasma, and gains
resistance to electricity and negative energy. High power increases the armour
granted by this form.

While transformed, any equipped body armour, gloves and boots are melded.
%%%%
Steam Ball spell

Throws a ball of hot steam towards a targeted creature.
%%%%
Sticky Flame Range spell

Launches a glob of sticky flame, covering a targeted creature with liquid fire
for a short time.

If the target is insubstantial, the liquid fire will fail to stick.
%%%%
Sticky Flame spell

Conjures a glob of sticky flame, covering an adjacent creature with liquid fire
for a short time.

If the target is insubstantial, the liquid fire will fail to stick.
%%%%
Still Winds spell

Brings the air into unnatural stillness across a huge area, preventing anything
short of a polar vortex from breaking the calm. The effect takes concentration
to maintain, and only lasts a short time; if the caster is killed, clouds will
begin to form again as normal.
%%%%
Sting spell

Briefly transforms one of the caster's limbs into a long insectoid stinger,
which lashes out at the target. The stinger's impact will always poison a
susceptible target. Even resistant targets have a chance to be poisoned and
immune monsters will be damaged by the physical impact of the stinger.
%%%%
Stoke Flames spell

Adds malice to hellish fires, binding it with flame into a creeping inferno.
%%%%
Stone Arrow spell

Fires a sharp spine of rock.
%%%%
Storm Form spell

Lets the caster walk through the air as a raging, lightning-filled tempest. The
caster's melee attacks are strengthened, electrified, and strike all adjacent
foes. The caster also flies, is more evasive, gains immunity to poison and
miasma, and resists electricity. They can launch themselves as a lightning
bolt, blasting through everything in their way. The damage and evasion granted
by storm form are highly dependent on the power with which it was cast.

While transformed, any equipped weapons and armour are melded.
%%%%
Strip Willpower spell

Greatly reduces the target's willpower, making them more vulnerable to a
variety of magical effects.
%%%%
Stunning Burst spell

Fires a weak electrical burst which, on impact, causes very brief paralysis.
Willpower is of no use against this effect, but resistance to electricity can
sometimes prevent it.
%%%%
Sublimation of Blood spell

Converts some of the caster's blood into magical energy. The process is painful
but never directly lethal. The efficiency of the conversion increases with the
spell's power.
%%%%
Summon Air Elementals spell

Summons one or more air elementals.
%%%%
Summon Cactus Giant spell

Summons a warrior from a particularly prickly tribe. Foes that strike these
giants in melee are in for a painful surprise! When cast at a higher power,
older, more robust warriors will answer the call.
%%%%
Summon Demon spell

Opens a gate to the realm of Pandemonium and draws forth one of its inhabitants
to serve the caster for a time.
%%%%
Summon Dragon spell

Summons and binds a powerful dragon to perform the caster's bidding. At high
power it may summon particularly deadly varieties of dragon, or multiple lesser
dragons at once.
%%%%
Summon Drakes spell

Summons multiple drakes, komodo dragons, and lindwurms.
%%%%
Summon Earth Elementals spell

Summons one or more earth elementals.
%%%%
Summon Emperor Scorpions spell

Summons multiple noble and monstrous emperor scorpions.
%%%%
Summon Executioners spell

Summons multiple Executioners to tear apart foes of the caster.
%%%%
Summon Eyeballs spell

Summons multiple floating eyeballs that may be able to paralyse, drain,
confuse, mutate or disintegrate.
%%%%
Summon Fire Elementals spell

Summons one or more fire elementals.
%%%%
Summon Forest spell

Forcefully intersects a forested plane with this world. It requires open space
to succeed. While the spell holds, a spirit of the forest will be called forth,
and the trees of the forest will be awakened to deal damage to nearby enemies.
Spell power increases the duration, size, and thickness of the intersected
plane; as well as the strength of the spirit.
%%%%
Summon Greater Demon spell

Calls forth one of the greater demons of Pandemonium to serve the caster.
%%%%
Summon Guardian Golem spell

Summons a protective golem. It redirects the injuries of its allies (but not
the caster) to itself. When sufficiently damaged, it may fill with an inner
flame, causing it to explode if destroyed. It gains more health at high power.
%%%%
Summon Hell Beast spell

Summons a deadly hell beast.
%%%%
Summon Hell Sentinel spell

Summons a Hell Sentinel, a nightmarish edifice of animated hate.
%%%%
Summon Holies spell

Calls forth divine warriors to aid the caster.
%%%%
Summon Horrible Things spell

Opens a gate to the Abyss and calls through one or more hideous abominations
from that dreadful place. The opening of the gate may drain a portion of the
caster's intellect. The number of abominations summoned increases with spell
power.
%%%%
Summon Hydra spell

Summons a many-headed hydra to fight alongside the caster for a short time.
Spell power determines the number of heads.
%%%%
Summon Ice Beast spell

Calls forth a beast of ice to serve the caster. The strength of the beast
depends on spell power.
%%%%
Summon Illusion spell

Summons a temporary mirror image of an enemy. Such a copy has the same physical
prowess as the original, and can cast the same spells.
%%%%
Summon Lightning Spire spell

Constructs a lightning spire in a nearby location. It can fire bouncing bolts
of electricity at the caster's foes, but is completely immobile. The strength
of the spire depends on spell power.
%%%%
Summon Mana Viper spell

Summons a violet-scaled serpent whose bite can swiftly drain the magical
reserves of nearly any foe. At higher power, the antimagic properties of the
viper's bite grow even stronger.
%%%%
Summon Minor Demon spell

Summons between one and three minor (rank 5) demons.
%%%%
Summon Mushrooms spell

Summons wandering mushrooms and deathcaps next to a targeted creature.
%%%%
Summon Scarabs spell

Calls forth a swarm of death scarabs.
%%%%
Summon Scorpions spell

Calls forth a swarm of venomous scorpions.
%%%%
Summon Small Mammal spell

Summons a rat, bat, or quokka to the caster's aid. Spell power increases the
chance of summoning a quokka.
%%%%
Summon Spectral Orcs spell

Summons between one and three spectral orcs, specialised for melee combat
and equipped with spectral weaponry and armour.
%%%%
Summon Spiders spell

Summons one or more spiders.
%%%%
Summon Tzitzimitl spell

Summons a tzitzimitl, a demon of disease and despair.
%%%%
Summon Ufetubus spell

Summons multiple ufetubi; small, annoying demons.
%%%%
Summon Undead spell

Summons multiple undead monsters, creating various ghosts, vampires, wraiths
and other lesser undead.
%%%%
Summon Vermin spell

Summons multiple rats, spiders and worms.
%%%%
Summon Water Elementals spell

Summons one or more water elementals.
%%%%
Swiftness spell

Calls forth winds to greatly increase the caster's movement speed. After the
effect ends, the caster's movements will be sluggish for a time.
%%%%
Symbol of Torment spell

Calls on the powers of darkness to cause agonising injury to any living thing
in the caster's vicinity, cutting their health in half. This damage is
never directly lethal.
%%%%
Teleport Other spell

Randomly translocates a targeted creature.
%%%%
Throw Barbs spell

Fires a volley of barbs at the target, skewering them and making movement
painful.
%%%%
Throw Flame spell

Throws a small puff of flame.
%%%%
Throw Frost spell

Throws a small puff of frost.
%%%%
Throw Icicle spell

Fires a shard of ice. Due to its strong impact and cutting edges, half of its
damage bypasses cold resistance.
%%%%
Throw Klown Pie spell

Throws a harmful yet strangely delicious pie that can inflict its victim with a
number of debilitating temporary effects. These include inducing vertigo,
silence, fire vulnerability, stat drain, or an aversion to drinking potions.
The dreaded moon pie can even turn you into a bat, a hog, or an insubstantial
wisp!
%%%%
Thunderbolt spell

Creates an arc of electricity.
%%%%
Tomb of Doroklohe spell

Entombs the caster within walls of rock. These walls will push away objects in
their way, but their growth is obstructed by the presence of any creature. They
are not permanent, and will expire after a period of time.
%%%%
Trog's Hand spell

<Trog's Hand ability>
%%%%
Kiss of Death spell

Conjures forth a fragment of the caster's essence and twists it into a fragment
of death, painfully draining the victim. The caster, too, will find their health
reduced, until they gain enough experience to recover.
%%%%
Tukima's Dance spell

Animates the weapon of a targeted foe, ripping it from their hands and causing
it to attack them relentlessly. Once the target dies, the weapon will fall to
the ground shortly thereafter.

Certain powerful named artefacts cannot be animated, and any properties that
require skill in evocations will not be active.
%%%%
Twisted Resurrection spell

Causes nearby corpses to begin crawling together, merging into horrible
agglomerations of flesh. More and larger corpses result in more powerful
creations.
%%%%
Upheaval spell

Calls on the forces of nature to blast a small area with magma, ice, wind,
or rubble.
%%%%
Vampiric Draining spell

Steals the life of an adjacent living creature and grants it to the caster.
%%%%
Venom Bolt spell

Fires a penetrating bolt of poison.
%%%%
Virulence spell

Makes a targeted creature more vulnerable to poison.
%%%%
Momentum Strike spell

Blasts a target with energy borrowed from the caster's own future movement. For
a short time afterward, the caster will be left immotile - unable to walk, fly
around, slither, etc. Only motile creatures can cast this spell.
%%%%
Vhi's Electric Charge spell

Sends the caster hurtling at a chosen nearby enemy, launching a high-accuracy
melee attack on arrival. Additional electric damage will be dealt based on the
length of the charge, the power of the spell, and the physical damage of the
attack. The caster is wrapped in an envelope of twisted space, allowing them
to safely pass through creatures, traps, and harmful terrain, and to displace
creatures at their destination. The time taken by the spell is the greater of
the time needed to move one step or that needed to launch one melee attack.
%%%%
Volley of Thorns spell

Launches a small hail of sharp thorns.
%%%%
Wall of Brambles spell

Causes brambles to rapidly grow nearby. They have almost no structural
strength, but the wicked thorns they bear make their removal difficult. Such
brambles are sparse enough that almost any missile can pass through unhindered.
%%%%
Warning Cry spell

Generates a loud noise, alerting nearby enemies.
%%%%
Waterstrike spell

Causes the water around or under the target to violently swirl, dealing damage.
It can affect targets standing in or flying above water.
%%%%
Weakening Gaze spell

Irresistably weakens a creature's melee attacks for a period of time,
requiring line of sight but not line of fire.
%%%%
Wereblood spell

Transforms some of the caster's blood into that of a were-beast, causing them
to occasionally howl uncontrollably. While active, each non-summoned enemy the
caster slays in combat temporarily enhances their melee and ranged
effectiveness, and killing adjacent enemies also provides minor healing.

The bonus only lasts for the duration of a single cast; retransforming the
caster's blood calms the were-spirit and resets the bonus.
%%%%
Wind Blast spell

Causes a strong gust of wind, pushing away creatures and clouds in a cone.
%%%%
Woodweal spell

Draws on the vitality of leaf and bark to heal a large amount of damage.
Cannot be cast without a tree adjacent.
%%%%
Word of Recall spell

Recalls intelligent allies from elsewhere on the same level to the caster,
after a short delay.
%%%%
Yara's Violent Unravelling spell

If cast upon a creature already blessed (or cursed) with magical enchantments,
those enchantments will be torn apart, transforming into a spray of
destructive mutagenic radiation. The victim and anyone adjacent will be
blasted and heavily deformed, weakening them and reducing their armour.
Summoned creatures are particularly vulnerable, as the enchantments binding
them to this plane will unravel and cause them to be dismissed immediately.
