1 === Hengband Magic System ===
4 The magic system of Hengband is a modified version of Zangband's, with many
5 new features added. There are two kind of magic in Hengband: Spellbook
6 magic, similar to the normal magic system of Zangband, and class-specific
7 magic, similar to Zangband's mindcrafting.
9 You might not be able to understand the function of every magic spell
10 by reading its name or casting it a few times. In Hengband, spells
11 have descriptions. Use the browse command ("b"/"P") and choose a
12 spell from the list to see its description.
15 --- Spellbook magic ---
17 There are nine different realms of spellbook magic; Life, Sorcery,
18 Nature, Chaos, Death, Trump, Arcane, Craft, and Daemon. Players of
19 each class can study and cast spells from spellbooks using one stat;
20 intelligence, wisdom, or charisma. For spellcasting, you must always
21 carry spellbooks which include spells which you want to cast. You can
22 choose either one or two realms, depending on class.
24 In Hengband, you cannot be as proficient in secondary realm as in
25 first realm. But you can change secondary realm to other realm of
26 magic even in the middle of the game. For that, you must choose a
27 spellbook of new realm in the study command ('G'). But beware! After
28 changing realm, you will forget all spells of old realm, moreover the
29 number of learning will not be restored and be lost permanently.
31 Note that certain realms may be prohibited for some classes. In the
32 table below, '1' indicates that the realm may only be the first
33 choice, '2' indicates that the realm may only be the second choice and
34 '1/2' indicates that it can be either. Classes that only have '1'
35 options do not get a second realm. Classes with only one '1' option
36 must choose this option as their first realm. Sorcerers and Red Mages
37 are exceptions. They can use all magic realms and they don't need to
41 --- Class/Realm Restrictions table ---
43 Life Nature Death Arcane Daemon
44 Class Sorcery Chaos Trump Craft Crusade
45 --------------+-----+---+---+---+-----+---+---+---+-----+-----+--
46 Mage |1/2 |1/2|1/2|1/2|1/2 |1/2|1/2|1/2|1/2 |1/2 |
47 Priest |1/(2)| 2 | 2 | 2 |1/(2)| 2 | 2 | 2 |1/(2)|1/(2)|
48 Rogue | | 1 | | | 1 | 1 | 1 | 1 | | |
49 Ranger | | 2 | 1 | 2 | 2 | 2 | 2 | | 2 | |
50 Paladin | | | | | 1 | | | | | 1 |
51 Warrior-Mage | 2 | 2 | 2 | 2 | 2 | 2 | 1 | 2 | 2 | 2 |
52 Chaos Warrior | | | | 1 | | | | | 1 | |
53 Monk | 1 | | 1 | | 1 | | | 1 | | |
54 High Mage | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
55 Tourist | | | | | | | 1 | | | |
56 BeastMaster | | | | | | 1 | | | | |
57 ForceTrainer | 1 | | 1 | | 1 | | | 1 | | 1 |
59 Red Mage | All realms (Lower rank spellbooks only)
63 --- Class-Specific Magics ---
65 There are eleven class-specific magics (or techniques):
67 - Mindcraft (for Mindcrafter)
68 - Imitation (for Imitator)
69 - Device-Eating-Magic (for Magic-Eater)
72 - The Force (for ForceTrainer)
73 - Blue-Magic (for Blue Mage)
74 - Rage (for Berserker)
75 - Smithery (for Weaponsmith)
76 - Mirror-magic (for Mirror Master)
77 - Ninjutsu (for Ninja)
78 - Shooting (for Sniper)
80 See raceclas.txt#TheClasses [a] for more details.
84 === The Realms of Spellbook Magic ===
90 Life magic is very good for healing; it relies mostly on healing,
91 protection and detection spells. Also life magic have a few
92 attack spells as well. It said that some high level spell of life
93 magic can disintegrate Undead monsters into ash. The fail rate
94 of Life spells goes up if the caster's alignment tends towards
101 Sorcery is a `meta` realm, including enchantment and general
102 spells. It provides superb protection spells (such as Teleport
103 spells for fleeing and even Globe of Invulnerability), spells to
104 enhance your odds in combat (Slow Monster, Haste Self, Confuse
105 Monster) and, most importantly, a vast selection of spells for
106 gathering information: in addition to the usual detection and
107 identify spells, one of the standard spellbooks has a spell
108 called Identify True, which gives you full knowledge of a given
109 object! In the rare books, there are spells with which you can
110 enchant your items or turn unwanted items to gold. However,
111 Sorcery has one weakness: it has no spells to deal direct damage
118 Nature magic makes you a master of the elements; it provides
119 protection, detection, curing and attack spells, and most
120 importantly, spells that change surrounding geographical
121 features. Nature also has offers Herbal Healing, which is the
122 only powerful healing spell outside the realm of Life magic.
123 Fail rate of Nature spells goes up when the caster's alignment
124 becomes very good or evil.
130 Chaos is the very element of unmaking, and Chaos spells are the
131 most terrible weapons of destruction imaginable. From Magic
132 Missile and Acid Bolt to the medium level Fire Ball and Doom
133 Bolt, and finally to the awesome spells of Invoke Logrus, Mana
134 Storm and Call the Void, Chaos offers an unsurpassable arsenal of
135 attack spells. Chaos is the only realm which provides the
136 *Destruction* spell. The caster can also call on the primal
137 forces of Chaos to induce mutations in his/her opponents and even
138 him/herself, but otherwise, Chaos has no protective spells.
139 Beware! Chaos spells are known to backfire easily and produce
146 There is no fouler nor more evil category of spells than the
147 necromantic spells of Death Magic. These spells are relatively
148 hard to learn, but at higher levels the spells give the caster
149 power over living and the (un)dead. Poison, vampirism, death
150 spells, and even hellfire can be directed by the caster, but the
151 most powerful spells need his/her own blood as the focus, often
152 hurting the caster in the process of casting. Should a Death
153 wizard find the legendary tome Necronomicon, he can expect to
154 gain very great powers indeed, but at a cost: few that have
155 studied that accursed tome have retained their sanity. The Fail
156 rate of Death spells goes up for casters aligned to good.
162 Trump magic seems an independent source of power, although its
163 supposed association with Chaos magic has been mentioned in
164 several places. Although it lacks the unpredictable chaotic
165 side-effects of Chaos magic, it has a few spells whose exact
166 effects seem more or less random. One such spell is Shuffle: the
167 Trump spellbooks actually consist of decks of trumps, and the
168 Shuffle spell allows the caster to shuffle the deck and pick one
169 card at random. The effect depends on the card picked, and is
170 not always pleasant. In the Amber universe, the Trump gateways
171 are also a major method of transportation: Trump magic has an
172 admirable selection of teleportation spells. Since the Trump
173 gateways can also be used to summon other creatures, Trump magic
174 has an equally impressive selection of summoning spells.
175 However, not all monsters appreciate being drawn to another place
176 by a Trump user. The only summoned creatures whose loyalty is
177 guaranteed are the Phantasmal Servants, who lack a will of their
178 own (but can develop one, if you treat them badly).
184 Even more than Sorcery, Arcane magic is a general purpose realm
185 of magic. It attempts to encompass all 'useful' spells from all
186 realms, and almost succeeds, with the probable exception of
187 *Identify*. This is the downside of Arcane magic: while Arcane
188 does have all the necessary 'tool' spells for a dungeon delver,
189 it has no ultra-powerful high level spells. As a consequence,
190 all Arcane spellbooks can be bought in town. It should also be
191 noted that the 'specialized' realms (i.e. other than Arcane)
192 usually offer the same spell at a lower level and cost. Arcane
193 magic is therefore not usually recommended as one's only realm of
194 magic, but it should be a very nice addition to fill up the gaps
195 in the selection of utility spells in another realm.
201 Craft magic is an original realm in Hengband. It provides spells
202 which reinforce the casters physical abilities, including
203 offensive power, defensive power, speed, regeneration,
204 infravision, etc.. The 'Regeneration' and 'Walk through Wall'
205 spells are especially powerful for their spell levels. Craft
206 magic doesn't provide detection spells, but does offer a
207 temporary telepathy spell.
213 Daemon magic is an original realm in Hengband. It offers
214 powerful attack spells with the properties of Fire or Nether.
215 There are a few detection spells which provide a map of the
216 nearby area or temporary telepathy. Daemon magic also provides
217 temporary trans- formation spells which allow caster to become a
218 Demon or a Demon Lord. The fail rate of Daemon spells goes up
219 for casters aligned towards good.
224 Crusade is a realm of 'Justice'; It does have many attack spells
225 which are mostly used for harming and banishing foul minions of
226 evil, and these spells are not so effective for good monsters.
227 The fail rate of Crusade spells goes up if the caster's alignment
232 ***** <CastingSpells>
233 === On Casting Spells ... ===
235 Players who select spellcasting characters may notice a few unusual
236 phenomena during the course of the game. Here are a few hints and
237 hints on what may be happening.
239 --- Armor and Spell Casting ---
241 All spellcasting classes are penalized for wielding armor above a
242 certain total combined weight. The threshold varies between 30lbs
243 for a mage and 40lbs for a paladin. Typically, the more reliant on
244 spells/prayers your class is deemed to be, the lower your weight
245 allowance. If you exceed your weight limit, your mana will drop.
246 This penalty is fairly stiff for low level characters but can
247 generally be ignored by high level ones.
249 --- Mage-Types and Gloves ---
251 Spellcasters who cast spells from spellbooks using INT as the stat
252 determining their spellcasting ability, or Blue-Mages, will be penalized
253 heavily for wielding armor on their hands. The exception to this is
254 that wielding gloves, gauntlets or cesti which boost DEX or which
255 grant Free Action will result in no penalty. The rationale behind this
256 is that the hands are needed to perform intricate gestures that
257 accompany the casting of the spell and anything encumbering the hands
258 would interfere with this. The priest-type classes (priest, paladin
259 and monk) do not have the same restrictions as they are viewed as
260 invoking the power of their deity directly through prayer.
262 --- Casting Spells With Insufficient Mana ---
264 Occasionally, you may try (either by accident or in desperation) to
265 cast a spell when you have insufficient mana to do so. In these
266 circumstances you will be told by the game that you do not have
267 enough mana to cast the spell and then asked if you want to anyway.
268 Casting the spell under these conditions has a drastically reduced
269 chance of success and may also result in your constitution being
270 damaged. It may also cause you to faint from the effort which will
271 effectively paralyze you for several turns (even with free action).
272 The CON drain and the paralyzation may happen regardless of whether
273 the casting was successful or not.
275 --- Spell Durations ---
277 Some spells such as Haste-Self or Resistance grant an effect which
278 wears off after a certain period of time. With very few exceptions,
279 multiple castings of such spells are not cumulative in terms of the
280 duration of the spell. In other words, casting a spell which has a
281 duration of 20 turns three times will not result in a duration of 60
282 turns. Typically, subsequent castings will add only a small amount
283 to the total duration.
288 --- Bolts and Beams ---
290 A bolt spell is aimed in a direction or at a target but will hit the
291 first monster or obstruction in its targeted direction. This may or
292 may not be the intended target. Occasionally, you may note that your
293 bolt spell hits multiple targets along the line of fire. This is
294 because some bolt spells are granted a chance of 'beaming' which may
295 be either fixed or level-dependent. A beam will hit every target
296 within range along a 'straight' line in the direction in which it was
301 There are two things to remember about ball spells. Firstly, unlike
302 bolt spells, they can be aimed at a specific target which allows you
303 to target a specific monster as opposed to the first one in the
304 direction you are aiming. Secondly, they have a radius (which varies
305 from spell to spell). A radius value of one or more will result in the
306 spell affecting monsters (and possibly objects, etc) around the target
307 in addition to the target itself. When ball spells are directed at
308 monsters in walls, the ball will blow up at the front of the wall, and
309 the monster will take only half damage.
311 --- Line-of-Sight ---
313 Line-of-sight spells affect all monsters that that are currently in
314 sight of your character. This includes monsters that may not currently
315 be visible due to darkness but would be if it was light.
319 Area spells affect an area around the player. The size of the area can
320 vary considerably. For example, Light Area lights a single room while
321 Detect Traps and Mass Genocide affects within a circle of a specific
322 radius and normal Genocide affects the entire level.
327 === Hints and Tips ===
329 If you miss the `old` magic user, try picking Sorcery and Chaos magic
330 to get the most commonly used mage spells early on (Magic Missile,
331 Detect Monsters + Traps + etc, Identify).
333 It is generally a good idea to pick one defensive realm and one
334 offensive realm. For example try using life or sorcery with chaos or
335 death magic. Nature is somewhat neutral: it has both offensive and
336 defensive spells, but is not very generous with either, not at least
337 early in the game. Nature should work best with characters who can use
338 other means to survive until they get the more powerful high level
341 If you pick the realms always in the same order (e.g. nature as your
342 first realm and chaos as your second realm, not the other way around)
343 you will be less confused when trying to pick the correct spellbook to
344 use in the game. If you still get confused trying to select the
345 correct spellbook, try using macros (either the 'full' macros or
352 Updated : Zangband DevTeam
353 Updated : Hengband 1.1.0
356 ***** [a] raceclas.txt#TheClasses