The sequel to duvessa’s spell guide for cool people, made by a worse player who doesn’t care about trivial optimal as much. It’s an overview of spells, what they do, and how viable they are (IMO). I assume you know how magic in DCSS works.
This is up to date for 0.30.1. I can’t promise it will be accurate for later versions.
Other Foundational Stuff:
- Subjectivity!!
- I won’t be going over damage formulas or max power, since you can view it ingame or with the badwiki.
- Pretend that Djinn and Gnolls don’t exist. Disjunction might not be worth 18 Translocations skill, but Dj gets 18 of every magic skill at the same time.
- If you read the badwiki a lot, you’ll realize that most of the advice is similar. I can’t promise that i didn’t write the wiki entries as well.
Of course, if you find any errors in this please tell me so I can fix them.
Level 1 Spells
Apportation:
- Brings an item towards you. Won’t drop items into deep water / lava. Power determines distance traveled. The Orb of Zot has a 1/3 chance to resist, and starts the orb run when apported.
If you can cast spells, Apportation is optimal. It lets you get the item before walking to it, a.k.a you get it before revealing monsters, and before revealing exploration traps. Saves turns, which lowers piety decay. Useful for ninja’ing runes / the Orb. Also, you can apport nets that are on monsters; apporting a net on your ally is very funny.
Foxfire:
- Creates 2 foxfire monsters within 1-tile radius, these can only spawn on empty tiles. Foxfires are 30 speed, last for 8/3 turns, have SInv, they never miss, and die after they hit an enemy. They must have an open path to an enemy to hit (e.g. doesn’t work if you’re adjacent to an enemy in a corridor, unless you’re in a corner, where only 1 foxfire can hit). You can swap places with the foxfire, but that destroys it.
Worst starting spell in the game. Sometimes you’ll be forced into a corridor, which means you instantly lose to any monster. Other than that, it’s quite strong. Essentially Magic Dart x2, which is great because Magic Dart is also a level 1 spell. High damage and never misses. Foxfires can block line of fire, but its hard to take advantage of (they move quickly).
Freeze:
- Deals cold damage, range 1. Ignores AC and never misses. Slows cold-blooded.
The best level 1 damage spell in the game. Ignoring AC and EV is a really great effect for D:1 - D:2, slows adders too. Max damage is pretty low. Frozen Ramparts is better once you can cast it.
Kiss of Death:
- Deals negative energy damage, range 1. Never misses. Drains you for 13.3% max HP on use (same as Ru’s Apocalypse).
This shouldn’t be thought of as a spell, it should be thought of as Reaver’s “emergency consumable”. Essentially a higher damage freeze - nukes D:1 gnolls, D:2 adders, and any D:1 enemy that rolls high in melee. It’d be better than Freeze, but non-Gnoll Reavers start with a high failure rate. It’s like Freeze x 2 or something, even after AC.
The drain at low level isn’t too bad, around 1-2 HP at XL 1, and it recovers after you kill an enemy. However, each drain brings you closer and closer to being one-shot by a dart slug or orc priest. Past D:4, it’s generally not worth using, except in emergencies where you really want to hit an enemy.
Magic Dart:
- Deals physical damage. Full LOS range. Never misses.
Pretty average damage, not much to say about it. It allows Hedge Wizard / Conjurer to attack on D:1. Useful for activating Battlesphere or angering things.
Necrotise:
- Willpower check. If successful, deals negative energy damage, ignoring AC and EV. If target is killed in 1.0 turn after, it creates a skeleton (~27 turns). Range 5.
Higher chance of failing than Magic Dart (has ~80% success vs. D:1 enemies), but ignoring both AC and EV is pretty cool. Skeletons are nice allies, they deal damage and take damage for you. As allies, they can do ally things (like blocking line of fire).
Sandblast:
- Physical damage, range 4. Checks AC 3 times. Casting Sandblast takes 50% longer (1.5 decaAut instead of 1.0 decaAut).
Very strong damage for a level 1 spell, around the level of Stone Arrow (a level 3 spell). Also great MP efficiency; it costs 1 MP, instead of the 3 MP for Stone Arrow.
However, enemies get 3 actions for every 2 sandblasts. I.e. a monster will gets {1 or 2} turns after 1 sandblast, then {2 or 1} turns for the next sandblast. This trait is very risky in theory; many enemies can kill you with 2 max-damage turns.
For normal play, it’s still a great spell, as long as you fight enemies 1v1 / in corridors. For streak play, it kinda sucks as a starting spell. Once you have a good MP pool, use Stone Arrow whenever you can afford it, it has better damage per turn.
Shock:
- Electric damage, range 8. Pierces enemies, can bounce through walls to hit twice (“doublezapping”). Ignores 1/2 AC per hit, so it faces normal AC if you’re doublezapping.
It’s like Magic Dart x2 if you doublezap or pierce multiple targets. Unlike 2 Magic Darts, it can miss,. Worse than Foxfire-in-an-open-area, but unlike Foxfire you can use it in corridors. Always try to doublezap if you can.
Slow:
- Willpower check. If successful, slows enemy; enemies take 50% longer to act, i.e. they act at 2/3 speed.
Worth using against any enemy if you have nothing better. Slow means you take 2/3 as much attacks, it also allows you to escape attack-of-opportunity range and kite enemies. Due to the low power cap, it doesn’t really work past early D.
Sting:
- 70% poison, 30% physical damage on impact. Inflicts poison status on hit, even if no damage is dealt. Normal monsters are always poisoned, chance to poison an rPois monster is 33%.
If a D:1-2 enemy is poisoned, it’ll die, unless its a unique. Just walk back and let it die. Another level 1 damage spell, better on average than Magic Dart. Unlike Poisonous Vapours, it can kill endoplasms. It deals 0-3 damage against poison-immune monsters, it’s better to melee attack.
Summon Small Mammal:
- Summons rat, bat, or quokka. Chance of quokka rises with power. Summon cap of 2 monsters.
Lets you pillar dance, which is huge for early game. And, against most earlygame enemies, you can stand back, spam this spell, and attrition them to death. If you run out of MP, you can run in circles around a pillar to reset a fight. As summons, they can do summon things (like blocking line of fire).
I think this is slightly worse than Freeze because you’re more likely to get screwed in the starting vault, but if you get a pillar then this is better.
Level 2 Spells
Blink:
- Teleports you to a random location in LOS. Has a cooldown (-Blink), reduced by power, eliminated at max power. -Blink only prevents the spell and evocable blink, tthis does not affect scrolls of blinking or dispersal.
Blink will usually bring you out of attack-of-opportunity range, it can also help you escape being surrounded. Any character with a low failure % should learn it. While not 100% reliable, it can create situations where, “if good position, don’t have to use consumable. If bad position, use consumable you would’ve used anyway.” Using blink near unexplored territory is dangerous, however.
LOS manipulation is helpful. You can fog scroll, back up a tile, and blink is likely to send you in that direction. If you’re clever, you can use terrain to the same advantage.
Call Imp:
- Summons a cerulean imp, a melee monster that always spawns with a spear. Summon cap of 1 monster. Every 10 (20%) power gives +1 enchant to the spear, rounding down.
Worth learning on any background that starts with it, and worth casting before / at the start of any early-D fight. Imps wield a spear, meaning they can attack behind you/other summons. They are summons, so can do summon things (get you out of attack-of-opportunity range, blocking line of fire).
This spell used to summon different imps with summon cap of 4, where it was a very good spell.
Cigotuvi’s Dreadful Rot
- Creates a miasma cloud on your location, which heavily poisons and slows living things inside. Most vulnerable enemies won’t enter willingly. You are immune for the turn you cast the spell and that turn only. You are drained for ~9% max HP when used.
A huge nerf from Conjure Flame; the drain makes it rarely worth using. Can be used to escape attack-of-opportunity range… but only in a hallway, and HW already has Call Imp, Blink, and Slow for that, these don’t slow you and can be used outside of halls. If you can drag enemies into the miasma cloud (potion of attraction, Lesser Beckoning), you can do pretty good damage.
Ensorcelled Hibernation
- Willpower check. If successful, sleeps enemy. Enemies with rC+ are immune. Sleeping enemies are vulnerable to high-tier stabs. They’ll wake up on any hit, can wake up on noise or if stealth fails (min. 1 turn asleep). Slept enemies are immune to being slept again for some time. If you leave LOS, they’ll stay sleeping until woken up.
A spell for Enchanters; not great if you aren’t already into Hexes. Gives one high-power stab, which usually kills. Compared to Confusing Tough, it’s low MP efficiency, but better action economy. It has a low power cap, so it only really works against low will enemies. You should cast this spell when the target is already in stabbing range. Otherwise, you can wake the monster up as you approach.
Lesser Beckoning
- Brings a monster into melee range. Power increases range you can do this.
Brings monsters into range. In early D, this’ll mostly be for centaurs (who don’t fire their bows in melee). It’s useful for Statue Form users & Chei worshippers too. Can also be used to drag monsters into clouds; not worth training for just for clouds, but Lesser Beckoning has the same skill as Blink anyway.
Momentum Strike
- Physical damage, range 4, smite-targeted. If you hit, you cannot move (or cast this spell) for 5-8 turns. Not being able to move (Tloc miscasts, Tree Form) also stops this spell from working.
A “support spell that does damage”. High damage for the level / MP cost, with a very obvious drawback. Lure an enemy to a stairs or explored area, then cast this spell once to open a fight. Risky outside of completely explored areas.
Passwall
- Sends you to the other side of a rock wall. You spend (1 + # of walls) uninterruptable turns in the old location, then get initiative on your new position. If you fail due to the wall being too deep, or deep water/etc. in the landing spot, you waste MP and the turn. (It can displace monsters)
Niche escape spell, worth learning if you can afford the spell levels / skill training. Usually, spending 2-4 turns doing nothing is deadly, but sometimes it’s your only option. Escapes attack-of-opportunity range, can escape being surrounded. Good for the orb run, can also be used to stab sleeping enemies.
Poisonous Vapours
- Inflicts poison. Smite-targeted, full LOS range. At 30 power (60% pow), 2 casts will always inflict max poison. Useless against rPois enemies.
Great damage spell (against not-rPois enemies) for its level. Low level, smite-targeting, and full LOS range are very valuable. Ignores AC and EV, too. You can kite enemies after you poison them.
With Ignite Poison, it becomes a Depths-tier spell. PVapours → PVapours → Ignite Poison deals 8d13 AC-ignoring EV-ignoring smite-targeted damage. This can one-cycle just about every not-rPois thing in Vaults, and two-cycle most things in Depths. It’s very consistent, and it saves MP compared to something like Stone Arrow or Iron Shot. (The one flaw is that it doesn’t work against rPois enemies, which means you need another killdudes)
Scorch
- Fire damage to a random enemy within range 4. Never misses. Inflicts rF- if damage is dealt.
Another great damage spell. Strong on its own (good damage + perfect accuracy), rF- makes it stronger, rF- also makes other fire spells stronger. Most importantly, it lets FE kill things in corridors. The random target doesn’t matter if you’re fighting 1v1.
Searing Ray
- Fire a piercing ray, range 4. Waiting (s or .) will cause another beam to fire, with the same strength, but costs only 1 MP. This can be done up to 3 times. If you fire using f f or autofight, it tracks the enemy you aim at. If you fire using f ., it fires in the same direction you aimed at.
A good damage spell, an upgrade over Magic Dart. On its own, Searing Ray can kill most non-unique monsters before Lair.
Static Discharge
- Electric damage to adjacent enemies at melee range. Can “arc” to another target that’s adjacent to the original one (including yourself, at reduced damage). Limited number of arcs. Never misses, ignores AC.
Doublezap shock is better for MP. In 0.29 it was really good, in 0.30 it’s eh (self damage hurts). In a hallway, you can hit 2+ enemies while being hit by 1 in return.
Sublimation of Blood
- Turns HP into MP. Can’t kill you directly. Needs blood (can’t cast if Gargoyle, undead, under DDoor, etc.).
This spell is heavily power dependent. If you just invested enough to use this spell, it isn’t worth it. Having more MP can mean you win a fight, so it’s good, just needs investment and a careful player. Can be used to regen out-of-combat faster if you have +Regen.
Wereblood
- Makes noise. Killing an enemy yourself gives +1 slaying and (if adjacent) 1d3 HP heal. Recasting the spell resets slay bonus.
For melee fighters, it’s worth casting in many (but not all) melee fights for the free slay. In a corridor, it’s usually worth using. Good against groups. I don’t think its worth training on a plate armour melee, but can be good for dodgers.
Level 3 Spells
Call Canine Familiar
- Summons hound, wolf, or warg. Canine summoned depends on power. Summon cap of 1 monster.
Another summon spell. Pretty strong, wolves and wargs can kill things in D and Lair. All 3 canines are fast, so if a wolf is behind a monster, you can walk back while the wolf gets free hits.
Wolves are much stronger than hounds, so it’s worth recasting to get them as soon as you hit the minimum of 30 (30%) power to get them.
Confusing Touch
- Melee hits deal 0 damage. If you hit, check willpower. If will check successful, confuses the enemy and ends the spell. Confused enemies can’t use spells or abilities, and are vulnerable to low-tier stabs. When moving or making a melee attack, they have a 2/3 chance of moving randomly instead.
MP-efficient hex. Unlike Ensorcelled, Confusing Touch gives you multiple hex “attempts” for 3 MP. And with Short Blades, you can swing faster than you cast spells. Therefore, it remains effective at much lower success rates than Ensorcelled is (like 10% or 20% are acceptable).
While confusion only allows for low-tier stabs, confuse doesn’t end after 1 stab. And it makes caster enemies near-useless (melee enemies can still be a threat).
Dazzling Flash
- Checks HD (hit dice) to everyone within 2 tiles. If successful, blind enemy for 4-8 turns. Blind enemies treat you as invisible; they are vulnerable to low-tier stabs and get a to-hit penalty.
A hex that checks HD instead of willpower. Decent for hexers, since it works against high will. For Conjurers, it can be used to escape attacks of opportunity, but killing with Searing Ray can be the better option. (Conjurers also get IMB, which is more reliable)
Frozen Ramparts
- Affects walls within 2 tiles of the caster. Creatures adjacent to these walls (and in LOS) will take ice damage. Only 1 wall affects a creature at a time. Never misses, slows down cold-blooded creatures. Moving ends the effect.
IMO, this is the single best spell in the game. Very strong, consistent, MP-efficient damage. Melts through all non-resistant enemies by itself in D & Lair. Most undead are normal speed, so you can avoid them. The wall requirement might be bad in certain tele trap / shaft situations, that’s the biggest con I can think of. (Also, don’t try to kill a D:4 ogre or something with this spell)
Gell’s Gravitas
- Pulls creatures in a 5x5 square towards its center. Monsters that collide take minor damage. Angers allies.
Can get you out of attack-of-opportunity range with 100% reliability. Damage is low, unless used against a large group of monsters. Can pull monsters into clouds.
Hailstorm
- 50% ice, 50% physical damage in AOE, radius 2-3.
Very awkward targeting makes it difficult to use without summons/allies or fast move speed. It’s alright for Reaver, and can let IE hit undead / ice beasts, but not the best option otherwise.
Ignite Poison
- Poisoned monsters take AC-ignoring fire damage, depending on poison inflicted. Turns clouds of poison / Mephitic Cloud into flaming clouds.
Amazing spell when combined with any other poison magic.
Godsend for Venom Mages. Mephitic Cloud can be turned into flame clouds, allowing you to hurt enemies that are rPois. You’ll want another killdudes by Lair branches, but works otherwise.
Poisonous Vapours + Ignite Poison + Olgreb’s Toxic Radiance is a combo viable into Zot, so long as you have another killdudes. I’m not joking (view PVapours / OTR’s section for more details).
Inner Flame
- Willpower check, smite-targeted. Inner Flame causes enemies to be hurt by flame clouds (6-21 dmg) when damaged. When monsters with Inner Flame die, they explode and create long-lasting flame clouds. Most monsters have a 3x3 explosion, giant monsters (elephants, giants) have a 5x5 explosion. Inflicting Inner Flame on allies won’t anger them; the explosion will, however.
Inner Flaming your summons / undead is always funny. If you have ranged attacks, using Inner Flame just for the 6-21 cloud damage per hit can be a possible strategy. Poisonous Vapours and other piercing / smite-targeted attacks work well. Please don’t hit yourself with the explosion.
A big investment for Hs starts, not worth investing XP for at the start of the game, but probably? worth it later. FEs don’t have a way to precisely hit enemies, so this spell isn’t great for them either. For other characters (namely those who make allies or those with PVapours), it’s a pretty decent-to-good spell, though.
Mephitic Cloud
- Creates noxious fumes around a 3x3 area, not guaranteed per tile. Aimable center point up to range 4. Creatures without rPois inside a cloud check HD (XL for players) every turn. If successful, confuses. (See Confusing Touch)
Similar to Confusing Touch. Great at disabling casters like orc wizards/priests. Can be used with Ignite Poison to create flame clouds, allowing VM to hurt through poison resistance.
Compared to CTouch, it’s loud, might not hit a tile you want, can hit you, checks rPois, and is triple school. However, confusion is still a powerful effect. Mephitic Cloud doesn’t check willpower + has better range, so you can confuse enemies and go upstairs if you fail.
Ozocubu’s Armour
- Gives bonus AC to the player; power increases the AC, encumbering body armour reduces it. Moving ends the effect. Doesn’t work in statform but works on any other transformation.
Great for anyone in light armour (like robes / troll leather), whether you are caster, ranged weapon, or transmuter. Gives some extra defense, which makes up for the squishy nature of these types of characters. The no-movement restriction is significant, but if you move, all you lose is the 3 MP to cast the spell.
Portal Projectile
- Ranged Weapons & Throwing become smite-targeted, and gain a significant accuracy bonus. Each projectile costs 1 MP. No MP = spell doesn’t do anything.
Useful to Ranged Weapons users, who are already in light armour. Not worth it for most Throwing characters; the main appeal of throwing is javelins, and javelins pierce through enemies (which is a better form of smite-targeting). For Hs I don’t think it’s worth rushing to get it on D:2-3 but it’s worth it as soon as you can comfortably killdudes.
Stone Arrow
- Physical damage, range 4.
The most basic level 3 spell. Ignores all resistances, making it a good spell for any Conjurations user. Kills things in D / Lair / Orc definitely. Can work in for S-branches, even if it isn’t pretty.
Summon Guardian Golem
- Summons guardian golem. Guardian golem shares half damage with non-player allies. If the golem is reduced to < 1/2 HP and still alive, it gains the Inner Flame status. Golems with Inner Flame explode on death, dealing 3d20 damage and creating long-lasting flame clouds. Summon cap of 1 monster at a time.
Absolutely devastating in a corridor. 3d20 damage + flame clouds for 3 MP, yes please! Anything that can’t kill the golem in time can be killed by a canine. However, enemies won’t attack the golem unless it’s in their way (i.e. in a hallway), since the golem never attacks on its own. The damage sharing is alright, nothing impressive, just don’t let yourself get hit by the explosion. If needed, recasting the spell will bring another golem with full HP.
Swiftness
- Increases movement speed (-20% move delay) for a short time. Afterwards, slows you (+50% delay) for a time. Cannot bring you below 0.6 move delay. Suppressed if in water (and not flying).
Worth having if you can cast it. Great for repositioning. If you’re near an upstairs, its also a great escape spell.
Teleport Other
- Willpower check. If successful, inflicts Teleport status. After 3-5 turns, teleports monster to a random square on the level.
Can be used to send a threatening monster elsewhere for a while. Checking willpower isn’t great, since succeeding a will check relies a lot on power, and training TLoc is expensive. Like scrolls of teleport, it can send the monster anywhere, so it isn’t 100% reliable. Kinda like Blink, in “it can save a consumable, sometimes”.
Teleport Other + source of frenzy (atropa) can be used to kill monsters out of LOS, though it’s very cumbersome (you need to succeed Tele Other, then succeed atropa, then you hope you don’t wake up Grinder or something).
Tukima’s Dance
- Willpower check. If successful, turns a monster-wielded weapon into a summoned dancing weapon on your side. Works on melee and ranged weapons, doesn’t work on staves. The dancing weapon targets its owner and expires soon after the owner dies. It drops a normal weapon on death, even for Gozagites.
For most weapon-wielding monsters, their weapon is a huge chunk of damage. Ogres go from 37 to 17 max damage, for instance. That’s pretty big! Centaurs and all melee orcs are other good targets. The dancing weapon itself is fairly strong, but weaker than the actual enemy until max power.
Vampiric Draining
- Negative energy damage, 1-range. Never misses, ignores AC. Heals you for half damage dealt. Doesn’t work at all on non-durable summons.
Good damage spell for Necromancers. Not much to say. Necromancers will need some way to deal with undead enemies, though.
Vhi’s Electric Charge
- Target an enemy up to 4 tiles away. Using beam targeting, you teleport to the tile next to that monster, and make a melee attack. You displace monsters in your final destination, you bypass all non-grate non-wall obstacles in your way. You get bonus electric damage, up to x2.33 at max distance + max power, plus a minor accuracy bonus. Time taken is the longer of one melee attack or one movement.
Obviously it’s best for melee characters. You can retreat back to known area, then charge, this way you won’t attract monsters. Can be used for weird repositioning stuff, even if you don’t use melee. Just beware of attack delay.
Volatile Blastmotes
- Creates a cloud of blastmotes on your tile. If something else steps on the blastmotes, or if the blastmotes are hit with fire, they explode. It deals damage, and it knocks back everything not in the center.
I’ve never used this spell. At least it gets you out of attack-of-opportunity range, but only in a hallway/chokepoint.