Spells Spells are listed alphabetically; if the spell has different wizardly and priestly names, the priestly name appears second. Note that in learning spells from spellbooks, improvements can be made either by increasing the remaining usage (usually in the hundreds), or by decreasing the power points (pp) used in casting the spell. The minimum pp usage is listed after the spell's effects. If you train a spell to a lower usage cost, let me know! Note that since one of the 0.9.9+ versions, the pp cost to cast a spell may vary with the day of the month. On Silvernight, Lawful casters expend only half the power points to cast spells; I suspect the same with Chaotics on Darknight. (If you cannot confirm, let me know as it might be a special effect of a particular birth month.) Also, values will be slightly lower for those born in the month of the wand. As of 0.9.9 gamma 7, using the spell raises its "effectivity," which increases effect, duration, strength, and reduces spell cost. Spell Effect Lowest base cost Acid Bolt acid attack (non-bouncing ray) 15pp Bless blesses targetted creature (improves 8pp to hit, DV; hurts undead) Burning Hands / Baptism of Fire fire attack against one creature 9pp Calm Monster improves creature's disposition 8pp toward you Create Item / Divine Favour creates one item 150pp Cure Critical Wounds restores hitpoints, injures undead 15pp Cure Disease cures all sickness 8pp Cure Light Wounds restores a few hitpoints (2-12ish), 5pp injures undead Cure Serious Wounds restores hitpoints, injures undead ?pp Darkness makes area around caster dark 3pp Death ray / Greater Divine Touch death ray (bouncing!) ?pp Destroy Undead / Dispel does major damage to undead (kills Undead most) 8pp Disarm Trap er, disarms a trap 10pp causes damage to entire level Earthquake (dropping the ceiling on monsters 80pp and maybe you! Farsight extends range of vision 17pp Fire Bolt / Hellish Flames fire attack (non-bouncing ray) 10pp Fireball / Major Punishment fire attack surrounding caster ?pp Frost Bolt / Nether Bolt cold attack (non-bouncing ray) 12pp Greater Identify / gives more detail on artifacts Greater Enlightenment (useless on most items) 100pp Heal restores hitpoints (~75) ?pp Identify / Enlightenment identifies all items ?pp Improved Fireball / selectable, displaced, higher damage Invoked Devastation fireball 33pp Invisibility / Veil of the Gods make target invisible 8pp Knock / Divine Key safely opens locked/trapped doors 12pp Know Alignment tells you alignment of target 10pp Light lights area around caster 3pp Lightning Bolt / Divine Wrath electric ray (bounces) 12pp Magic Lock / Seal of the Spheres locks door 8pp Magic Map / Knowledge of the Ancients maps level 40pp Magic Missile / Minor Punishment magic attack (bouncing ray) 4pp Mystic Shovel / Divine digs through walls (leaves no Digger debris/ore) 100pp Neutralize Poison strongly dilutes poison in blood 10pp Petrification turns target creature into stone 30pp Remove Curse makes cursed item uncursed 50pp Revelation grants self knowledge (intrinsics) 33pp Slow Monster reduces monster's speed (travelling 7pp and attack) Slow Poison dilutes poison in blood 6pp Strength of Atlas / Lordly Might increases carrying capacity 10pp Stun Ray / Lesser Divine Touch stuns targets (non-bouncing ray) 8pp Summon Monsters *poof* there's a monster (or ?pp several) Teleportation / Ethereal Bridge teleports self elsewhere on level 45pp Web creates sticky webs (non-bouncing 12pp ray) Wish / Divine Intervention permits one wish 1200pp If you can add to this list, or correct anything, leave me a note, or e-mail me.