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Spells & Abilities

Spells come from books, staves and scrolls, in three schools: fire, lightning and magic. The new classes also master their own arts.

All spells #

Mana at spell level 1 for a class with normal mana costs. Spells no book teaches cost no mana.
SpellSchoolManaBook levelStaff levelScrollMagicTown
FireboltFire611—15—
Fire WallFire2832Yes27—
InfernoFire1132Yes20—
ElementalFire3586—68—
FireballFire1687Yes48—
Flame WaveFire3598Yes54—
GuardianFire5098Yes61—
GolemFire100119Yes81—
ApocalypseFire——15Yes149—
Charged BoltLightning611—25—
LightningLightning1043Yes20—
FlashLightning3054Yes33—
Chain LightningLightning3087Yes54—
HealingMagic5 + 2 × level11Yes17Yes
Holy BoltMagic711—20—
TelekinesisMagic1522—33—
Town PortalMagic3533Yes20—
Mana ShieldMagic3365Yes25—
Stone CurseMagic6065Yes51—
PhasingMagic1276Yes39—
Bone SpiritMagic2497—34—
NovaMagic——10Yes87—
TeleportMagic351412Yes105—
Blood StarMagic251413—70—
IdentifyMagic———Yes—Yes
InfravisionMagic———Yes——

How spells work #

Learning and spell levels

Reading a book teaches its spell at level 1, and each further book of the same spell raises it one level, up to 15. Reading one also restores mana equal to the spell's base cost. Every level you know makes the next book of that spell need 20% more Magic (at most 255).

Items with "+ spell levels" add to every spell you cast, and can lift a spell past 15. A spell brought down to level 0 cannot be cast from the book.

Staves and scrolls cost no mana: a staff uses a charge, a scroll is used up. They cast at your own level in that spell, which is 0 if you never read its book, plus your "+ spell levels".

Mana

Each spell's cost drops with its level, never below a minimum (see each spell). Some classes pay a different share of every cost: Rogue × 0.75, Monk × 0.75, Assassin × 0.85; the minimum still holds. The game shows whole points.

Hitting

A spell hits a monster with a chance of Magic + the class bonus − 2 × the monster's level, between 5% and 95% (class bonus: Warrior 50, Rogue 50, Sorcerer 70, Monk 50, Necromancer 70, Druid 60, Assassin 50). A monster turned to stone is always hit. A monster that resists the damage type takes a quarter of the damage; one that is immune takes none (resistances).

Where books and staves come from

The book level and staff level are measured like dungeon depth. Items on the floor and in chests use the depth they lie on, a monster's drop uses half of the monster's level, and Sabine's shop uses the deepest depth you have reached plus 2 (from 6 to 16). A book can hold any spell whose book level is that high or lower; a staff can hold any spell whose staff level is. Three staves in four carry a spell; the fourth gets ordinary magic powers instead.

A book sells for the gold shown with it. A staff gets its charges at random between the two numbers shown.

In town and in other shapes

In Hollowmere only Healing and Identify can be cast, besides the Warrior's and Sorcerer's class skills and the Monk's Search. A Druid in wolf or bear form casts no book, staff or scroll spells. While a Necromancer's Blood Ritual lasts, book spells cost life instead of mana and Healing cannot be cast from the book.

The spell tables assume character level 20 and 100 Magic where those matter. "Raised by the spell level" means the base grows by one eighth per spell level, rounded down each time.

Fire spells #

Fire spells come in red books.

Firebolt #

FireFire damage

A bolt of fire flies at the target and strikes the first monster in its way. It flies faster at higher spell levels.

Mana
6, 1 less every 2 spell levels above 1, at least 3
Book
book level 1, 1,000 gold
Staff
staff level 1, 40–80 charges
Scroll
None
Magic needed
15 for the book or staff
In town
No
Effect
Magic / 8 + spell level + 1 to Magic / 8 + spell level + 10 fire damage.
At character level 20 with 100 Magic.
Spell levelManaDamage
1614–23
5418–27
10323–32
15328–37

Fire Wall #

FireFire damage

A wall of fire rises across the target spot, at right angles to your aim, and burns for 8 × (spell level + 1) seconds.

Everything standing in it takes fire damage on every tick, you included. Monsters will not walk into it unless they are immune to fire.

Mana
28, 2 less per spell level above 1, at least 16
Book
book level 3, 6,000 gold
Staff
staff level 2, 8–16 charges
Scroll
Scroll of Fire Wall, 400 gold, needs 17 Magic
Magic needed
27 for the book or staff
In town
No
Effect
Per tick: (character level + 2 + two dice of 0–9) / 8 fire damage, rolled for each part of the wall. That is 20 times as much per second.
At character level 20 with 100 Magic.
Spell levelManaPer secondBurns for
12855–10016 s
52055–10048 s
101655–10088 s
151655–100128 s

Inferno #

FireFire damage

A short jet of fire toward the target: three flames, one tile apart, that burn for 1, 1.25 and 1.5 seconds. Whatever stands in a flame takes fire damage on every tick.

Mana
11, 1 less per spell level above 1, at least 6
Book
book level 3, 2,000 gold
Staff
staff level 2, 20–40 charges
Scroll
Scroll of Inferno, 100 gold, needs 19 Magic
Magic needed
20 for the book or staff
In town
No
Effect
Per tick: (12 × N + 24) / 64, where N is a die of 0 to character level − 1 plus a coin (0 or 1), rolled for each flame. That is 20 times as much per second.
At character level 20 with 100 Magic.
Spell levelManaPer second
1117.5–82.5
577.5–82.5
1067.5–82.5
1567.5–82.5

Elemental #

FireFire damage

A fire elemental flies to the target spot, then turns toward the nearest monster within 19 tiles with a clear path.

The monster it reaches takes the full damage, and the explosion then burns the 3 × 3 tiles around it for 1/64 of that damage on each of 14 ticks.

Mana
35, 2 less per spell level above 1, at least 20
Book
book level 8, 10,500 gold
Staff
staff level 6, 20–60 charges
Scroll
None
Magic needed
68 for the book or staff
In town
No
Effect
Half of a Fireball: (2 × (character level + two dice of 0–9) + 4, raised by the spell level) / 2, as fire damage.
At character level 20 with 100 Magic.
Spell levelManaDamage
13524–45
52738–71
102066–126
1520118–226

Fireball #

FireFire damage

A ball of fire flies at the target and explodes on the first monster or wall it meets, or where its flight ends.

The monster it strikes is hit by the ball and again by the blast; the blast also hits everything in the 3 × 3 tiles around it, except behind walls. It flies faster at higher spell levels.

Mana
16, 1 less per spell level above 1, at least 10
Book
book level 8, 8,000 gold
Staff
staff level 7, 40–80 charges
Scroll
Scroll of Fireball, 300 gold, needs 31 Magic
Magic needed
48 for the book or staff
In town
No
Effect
2 × (character level + two dice of 0–9) + 4, raised by the spell level, as fire damage.
At character level 20 with 100 Magic.
Spell levelManaDamage
11649–90
51276–142
1010133–253
1510236–452

Flame Wave #

FireFire damage

A wave of fire rolls away from you toward the target until it reaches walls, burning every monster it passes through.

It is (spell level / 2 + 2) × 2 + 1 tiles wide.

Mana
35, 3 less per spell level above 1, at least 20
Book
book level 9, 10,000 gold
Staff
staff level 8, 20–40 charges
Scroll
Scroll of Flame Wave, 650 gold, needs 29 Magic
Magic needed
54 for the book or staff
In town
No
Effect
Character level + 1 to character level + 10 fire damage per monster.
At character level 20 with 100 Magic.
Spell levelManaDamageWidth
13521–305 tiles
52321–309 tiles
102021–3015 tiles
152021–3019 tiles

Guardian #

FireFire damage

Raises a guardian near the target spot. Every 0.8 seconds it shoots a Firebolt at a monster within 6 tiles that it can see.

It lasts (spell level + character level / 2) × 0.8 seconds, at least 1.5 and at most 24 seconds.

Mana
50, 2 less per spell level above 1, at least 30
Book
book level 9, 14,000 gold
Staff
staff level 8, 16–32 charges
Scroll
Scroll of Guardian, 950 gold, needs 47 Magic
Magic needed
61 for the book or staff
In town
No
Effect
Each bolt: character level / 2 + 1 + a die of 0–9, raised by the spell level, as fire damage.
At character level 20 with 100 Magic.
Spell levelManaBolt damageLasts
15012–228.8 s
54216–3312 s
103227–5716 s
153046–10220 s

Golem #

Fire

Summons a golem near the target spot that fights beside you until it is destroyed. Casting it again while your golem stands destroys it instead.

Mana
100, 6 less per spell level above 1, at least 60
Book
book level 11, 18,000 gold
Staff
staff level 9, 16–32 charges
Scroll
Scroll of Golem, 1,100 gold, needs 51 Magic
Magic needed
81 for the book or staff
In town
No
Effect
Life 10 × spell level + 2/3 of your maximum mana; armor 25; chance to hit 5 × (spell level + 8) + 2 × character level; damage 2 × (spell level + 4) to 2 × (spell level + 8).
At character level 20 with 100 Magic.
Spell levelManaLifeTo hitDamage
110010 + ⅔ of max mana85%10–18
57650 + ⅔ of max mana105%18–26
1060100 + ⅔ of max mana130%28–36
1560150 + ⅔ of max mana155%38–46

Apocalypse #

FirePhysical damage

A blast strikes every monster around you, in a square reaching about 8 tiles in each direction, one after another.

The damage is rolled once per cast and is physical, so no monster resists it.

Mana
None: cast from staves and scrolls
Book
None
Staff
staff level 15, 8–12 charges
Scroll
Scroll of Apocalypse, 2,000 gold, needs 117 Magic
Magic needed
149 for the staff
In town
No
Effect
Character level + (character level) dice of 0–5: from character level to 6 × character level.
No book teaches it, so its spell level is 0 plus your "+ spell levels". At character level 20 with 100 Magic.
Spell levelDamage
020–120
120–120
220–120
320–120

Lightning spells #

Lightning spells come in blue books.

Charged Bolt #

LightningLightning damage

Releases (spell level / 2 + 4) sparks that wander toward the target. Each spark that touches a monster strikes it once.

Mana
6 at every spell level
Book
book level 1, 1,000 gold
Staff
staff level 1, 40–80 charges
Scroll
None
Magic needed
25 for the book or staff
In town
No
Effect
1 to Magic / 4 lightning damage per spark.
At character level 20 with 100 Magic.
Spell levelManaPer sparkSparks
161–254
561–256
1061–259
1561–2511

Lightning #

LightningLightning damage

A bolt races toward the target and on until a wall stops it, leaving a crackling trail.

Each tile of the trail crackles for (spell level / 2 + 6) ticks and strikes whatever stands on it on every one of those ticks.

Mana
10, 1 less per spell level above 1, at least 6
Book
book level 4, 3,000 gold
Staff
staff level 3, 20–60 charges
Scroll
Scroll of Lightning, 150 gold
Magic needed
20 for the book or staff
In town
No
Effect
2 to character level + 2 lightning damage per strike.
At character level 20 with 100 Magic.
Spell levelManaPer strikeTrail lasts
1102–226 ticks
562–228 ticks
1062–2211 ticks
1562–2213 ticks

Flash #

LightningMagic damage

A burst of light around you. For 19 ticks (about a second) every monster on the eight tiles around you takes damage on each tick, and nothing can hurt you.

Mana
30, 2 less per spell level above 1, at least 16
Book
book level 5, 7,500 gold
Staff
staff level 4, 20–40 charges
Scroll
Scroll of Flash, 500 gold, needs 21 Magic
Magic needed
33 for the book or staff
In town
No
Effect
X = character level + 1 plus (character level + 1) dice of 0–19, raised by the spell level, then by half again; it is rolled once for the row of tiles above you and once for the rest. Each tick deals X / 64 magic damage, so all 19 ticks deal 19 × X / 64.
At character level 20 with 100 Magic.
Spell levelManaAll 19 ticks
13010–210
52215–336
101626–604
151646–1087

Chain Lightning #

LightningLightning damage

Lightning leaps from you: one bolt toward the target and one toward every monster within (spell level + 3) tiles, at most 18.

Each bolt behaves like Lightning: its trail strikes whatever stands in it.

Mana
30, 1 less per spell level above 1, at least 18
Book
book level 8, 11,000 gold
Staff
staff level 7, 20–60 charges
Scroll
Scroll of Chain Lightning, 750 gold, needs 35 Magic
Magic needed
54 for the book or staff
In town
No
Effect
2 to character level + 2 lightning damage per strike.
At character level 20 with 100 Magic.
Spell levelManaPer strikeReach
1302–224 tiles
5262–228 tiles
10212–2213 tiles
15182–2218 tiles

Magic spells #

Magic spells come in grey books.

Healing #

Magic

Restores life at once. It can be cast in town.

Each class multiplies the amount: Warrior × 2, Rogue × 1.5, Sorcerer × 1, Monk × 2, Necromancer × 1.5, Druid × 1.5, Assassin × 1.5.

Mana
5 + 2 × character level, 3 less per spell level above 1, at least 1
Book
book level 1, 1,000 gold
Staff
staff level 1, 20–40 charges
Scroll
Scroll of Healing, 50 gold
Magic needed
17 for the book or staff
In town
Yes
Effect
1 + character level + spell level to 10 + 4 × character level + 6 × spell level, times the class factor.
At character level 20 with 100 Magic.
Spell levelManaHeals (factor 1)
14522–96
53326–120
101831–150
15336–180

Holy Bolt #

MagicPhysical damage

A bolt of holy light that harms only the undead, and Vorthax. Other monsters are unharmed.

Its damage is physical, so nothing resists it. It flies faster at higher spell levels.

Mana
7, 1 less per spell level above 1, at least 3
Book
book level 1, 1,000 gold
Staff
staff level 1, 40–80 charges
Scroll
None
Magic needed
20 for the book or staff
In town
No
Effect
Character level + 9 to character level + 18 damage.
At character level 20 with 100 Magic.
Spell levelManaDamage
1729–38
5329–38
10329–38
15329–38

Telekinesis #

Magic

From a distance: opens a door, chest or other object (not breakable ones such as barrels), knocks a monster back a step, or picks up an item.

Mana
15, 2 less per spell level above 1, at least 8
Book
book level 2, 2,500 gold
Staff
staff level 2, 20–40 charges
Scroll
None
Magic needed
33 for the book or staff
In town
No
Spell levelMana
115
58
108
158

Town Portal #

Magic

Opens a portal home to Hollowmere near the target spot. A portal in town leads back. Only one of your portals is open at a time.

It cannot be cast in town.

Mana
35, 3 less per spell level above 1, at least 18
Book
book level 3, 3,000 gold
Staff
staff level 3, 8–12 charges
Scroll
Scroll of Town Portal, 200 gold
Magic needed
20 for the book or staff
In town
No
Spell levelMana
135
523
1018
1518

Mana Shield #

Magic

While it lasts, the damage you take drains your mana instead of your life. When your mana runs out, the shield breaks and the rest of the blow hits your life.

Each level of it you have read from books (up to 7) also cuts the damage: by 1/21 at level 1, 1/18 at level 2 and so on, up to 1/3 at level 7. Cast from a scroll you never read, it cuts nothing.

It lasts until it breaks or you change level, and it cannot be cast while it is up.

Mana
33 at every spell level
Book
book level 6, 16,000 gold
Staff
staff level 5, 4–10 charges
Scroll
Scroll of Mana Shield, 1,200 gold
Magic needed
25 for the book or staff
In town
No
Spell levelMana
133
533
1033
1533

Stone Curse #

Magic

The monster nearest the target spot (within 5 tiles of it) turns to stone. It cannot act, and every blow or missile aimed at it hits.

A monster that dies while turned to stone shatters. Vorthax is immune, and a monster already of stone cannot be cursed again.

Mana
60, 3 less per spell level above 1, at least 40
Book
book level 6, 12,000 gold
Staff
staff level 5, 8–16 charges
Scroll
Scroll of Stone Curse, 800 gold, needs 33 Magic
Magic needed
51 for the book or staff
In town
No
Effect
(spell level + 6) × 0.8 seconds, at most 12 seconds.
At character level 20 with 100 Magic.
Spell levelManaLasts
1605.6 s
5488.8 s
104012 s
154012 s

Phasing #

Magic

Teleports you to a random free tile 4 to 6 tiles away along both axes of the map (a diagonal hop).

Mana
12, 2 less per spell level above 1, at least 4
Book
book level 7, 3,500 gold
Staff
staff level 6, 40–80 charges
Scroll
Scroll of Phasing, 200 gold, needs 25 Magic
Magic needed
39 for the book or staff
In town
No
Spell levelMana
112
54
104
154

Bone Spirit #

MagicMagic damage

A spirit flies to the target spot, then seeks the nearest monster within 19 tiles with a clear path and takes a third of its current life.

A monster resistant to magic loses a quarter of that, one immune to magic nothing. Casting it also costs 6 life.

Mana
24, 1 less per spell level above 1, at least 12
Book
book level 9, 11,500 gold
Staff
staff level 7, 20–60 charges
Scroll
None
Magic needed
34 for the book or staff
In town
No
Effect
One third of the monster's current life, as magic damage.
Spell levelMana
124
520
1015
1512

Nova #

MagicLightning damage

Thirty-six balls of lightning burst outward from you in a ring. They fly on until they reach walls, striking every monster they pass.

Mana
None: cast from staves and scrolls
Book
None
Staff
staff level 10, 16–32 charges
Scroll
Scroll of Nova, 1,300 gold, needs 57 Magic
Magic needed
87 for the staff
In town
No
Effect
(character level + 5 + five dice of 0–5) / 2, raised by the spell level, as lightning damage per ball (one roll per cast).
No book teaches it, so its spell level is 0 plus your "+ spell levels". At character level 20 with 100 Magic.
Spell levelDamage
012–25
113–28
214–31
315–34

Teleport #

Magic

Teleports you to the target spot, or to the nearest free tile within 5 of it.

Mana
35, 3 less per spell level above 1, at least 15
Book
book level 14, 20,000 gold
Staff
staff level 12, 16–32 charges
Scroll
Scroll of Teleport, 3,000 gold, needs 81 Magic
Magic needed
105 for the book or staff
In town
No
Spell levelMana
135
523
1015
1515

Blood Star #

MagicMagic damage

A star of blood flies at the target. Casting it also costs 5 life.

Mana
25, 2 less per spell level above 1, at least 14
Book
book level 14, 27,500 gold
Staff
staff level 13, 20–60 charges
Scroll
None
Magic needed
70 for the book or staff
In town
No
Effect
3 × spell level + Magic / 2 − Magic / 8 magic damage (no random range).
At character level 20 with 100 Magic.
Spell levelManaDamage
12541
51753
101468
151483

Identify #

Magic

Choose an item to identify it. It can be used in town. It comes only as a scroll.

Mana
None: cast from scrolls
Book
None
Staff
None
Scroll
Scroll of Identify, 100 gold
In town
Yes

Infravision #

Magic

For a while you see monsters in the dark as red shapes: those out of your sight, behind walls, round corners or beyond your light, and those in sight where your light grows faint.

Only those in sight can be picked out with the cursor. It comes only as a scroll, and a Murky Pool casts it too.

Mana
None: cast from scrolls
Book
None
Staff
None
Scroll
Scroll of Infravision, 600 gold, needs 23 Magic
In town
No
Effect
1,584 ticks, raised by the spell level (one eighth per level, compounding).
No book teaches it, so its spell level is 0 plus your "+ spell levels". At character level 20 with 100 Magic.
Spell levelLasts
079.2 s
189.1 s
2100.2 s
3112.7 s

Class skills #

The Warrior, Rogue and Sorcerer each have a class skill. It is cast like a spell but costs nothing.

Item Repair #

Warrior class skill · free · usable in town

Choose a worn or carried item to repair it, for free, anywhere (also in town). Each repair step restores level to 2 × level − 1 durability but permanently takes max(1, maximum durability / (level + 9)) from the item's maximum. Steps repeat until the item is whole.

If the maximum durability reaches 0, the item falls apart.

Trap Disarm #

Rogue class skill · free · not in town

Choose a trapped door, chest or other object. The trap is disarmed if a roll from 0 to 99 is at most 2 × Dexterity − 5 × depth. You then open the object as usual. It cannot be used in town.

The Rogue also senses traps: a trapped object shows "Trapped" in its name when hovered.

Staff Recharge #

Sorcerer class skill · free · usable in town

Choose a staff to recharge it, for free, anywhere (also in town). It rolls a strength from 1 to level / the spell's staff level; each step then adds that many charges and permanently removes one maximum charge, until the staff is full.

Sabine recharges staves for gold without lowering the maximum.

Class arts #

The Monk, Necromancer, Druid and Assassin learn five arts each, at levels 1, 6, 12, 18 and 24, without books. An art's level is 1 + (character level − the level it unlocks at) / 3, rounded down, at most 15; "+ spell levels" items and the class items' bonuses add to it. Costs grow with character level, and the Necromancer pays with life. Only Search can be used in town. Each class page has the full rules and numbers by level.

Monk

The High Cloister, in the eastern passes. Monk mana costs are × 0.75.

ArtLevelCostCooldownWhat it does
Dashing Strike65 + 0.15 per level past 6 mana1 sDash in a straight line to a monster up to 6 tiles away and strike it for (100 + 10 × art level)% of a normal blow, with +25% chance to hit.
Exploding Palm124.8 + 0.12 per level past 12 mana—A melee strike. If it hits, the monster bleeds for 6 seconds, losing (25 + 5 × art level)% of the blow's damage every second.
Mantra of Conviction1815 + 0.3 per level past 18 mana—For 30 seconds, monsters within 4 tiles of you take (10 + 2 × art level)% more damage from every source: your blows, your spells and missiles, and your minions.
Seven-Sided Strike2425 + 0.5 per level past 24 mana8 s7 blows, each for (100 + 10 × art level)% of a normal blow, spread over the monsters within 5 tiles that you can see. With fewer monsters, each takes more of the blows.

Necromancer

The Mourning Rite, in the southern marshes.

ArtLevelCostCooldownWhat it does
Raise Zombie15.5 + 0.167 per level past 3 life—Raises the corpse of a slain monster within 8 tiles as a zombie (a Drowned Thrall) that guards the spot: it fights monsters near it, then returns. Undead corpses will not rise.
Raise Skeleton69.4 + 0.2 per level past 6 life1 sA skeleton warrior (a Grave Soldier) climbs out of the ground beside you and follows you, also to other levels, until it is destroyed. No corpse is needed.
Corpse Explosion1214 + 0.5 per level past 15 life—A corpse within 8 tiles bursts. Every monster in the 3 × 3 tiles around it takes 40–60% (+2.5% per level past 15) of the dead monster's maximum life as physical damage, one roll for all of them.
Bone Spear186 + 0.4 per level past 18 life—A spear of bone flies until it hits a wall, piercing every monster in its line once for (6–12) + (4–6) × art level + Vitality / 5 damage.
Blood Ritual2410% of your current life—For 30 minutes your maximum life rises by 25% (+2.5% per level past 26), book spells cost life instead of mana, and your arts cost half.

Druid

The Elder Grove, in the northern fells.

ArtLevelCostCooldownWhat it does
Werewolf110 + 0.2 per level mana (returning to human form is free)—Take the wolf's shape: +20% maximum life, +20 to hit, +25% walking speed and quicker blows (an 11-frame attack). Your damage bonus becomes level × (Strength + Dexterity) / 150.
Spirit Wolf615 + 0.3 per level past 6 mana—A spirit wolf appears at the spot you aim at (when it is in sight and within 6 tiles; otherwise beside you) and follows you everywhere until it is slain. You can keep 1, plus 1 every 6 levels past 6, at most 4.
Werebear1215 + 0.3 per level past 12 mana (returning to human form is free)—Take the bear's shape: +50% maximum life, +(20 + 2 × level) armor, heavy blows (an 18-frame attack) and a 25% chance that a melee hit knocks the monster back. Your damage bonus becomes level × Strength / 75.
Tornado184 + 0.2 per level past 18 mana—A whirlwind wanders toward the target for 2 seconds, or until a wall stops it, striking each monster in its path once for (6–12) + (3–6) × art level + Magic / 8 physical damage.
Hurricane2425 + 0.6 per level past 24 mana—For 20 seconds a storm rages around you. Every 0.5 seconds each monster within 3 tiles and in line of sight takes (2–4) + (1–2) × art level cold damage and is slowed by 30%.

Assassin

The Order of Knives, hunters of magi gone rotten. Assassin mana costs are × 0.85.

ArtLevelCostCooldownWhat it does
Stealth1Free5 sOnly when no monster within 5 tiles can see you. For 13 seconds (+0.5 per level past 1), monsters ignore you unless they stand next to you or you strike them; you walk 20% slower.
Maleficent Strike62.4 + 0.075 per level past 6 mana—A melee strike with +12% chance to hit (+1 per level past 6) and +10% damage (+0.5% per level past 6), plus 1% damage per 10 Dexterity.
Narcosis1214 + 0.57 per level past 12 mana8 s, 0.05 s less per level past 15Throw a bomb at a spot up to 5 tiles away (it stops short of walls). It bursts over the 3 × 3 tiles there for (7–14) + (1–3) per 2 levels past 12 fire damage, and stuns everything caught in it for 2.1 seconds (+0.07 per level past 12), even monsters immune to fire.
Fanaticism182.4 + 0.084 per level past 18 mana—A melee strike that builds stacks. Each hit adds one, up to 4 (one more per 50 Dexterity). Stacks last 5 seconds and every hit renews them.
Dragon Flight2420 + 2 per level past 26 mana8 sAppear behind a monster within 8 tiles that you can see (there must be free ground behind or beside it) and strike with +30% chance to hit and +120% damage (+20% per level past 26).

The game's spell table also lists Doom Serpents, Invisibility, Rage, Etherealize, Resurrect and Heal Other. No book, staff or scroll carries them in this single-player game.