/etc/angband/edit/spell.txt is in angband 1:3.3.2-2.1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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# This file is used to initialize the "spell" information for the Angband game.
# Do not modify this file unless you know exactly what you are doing,
# unless you wish to risk possible system crashes and broken savefiles.
# The spell indexes are defined in "x-spell.c", and must not be changed
# or savefile compatibility will be lost.
# Note that several "spell" types may share the same "textual name".
# For example, the spell "Detect Monsters" appears in both a mage
# book and a priest book; some curing spells appear in two seperate
# priest books (and might not even have the exact same effect!)
# === Understanding spell.txt ===
# N: serial number : spell name
# I: tval : sval : snum
# D: description
# 'N' indicates the beginning of an entry. The serial number must
# increase for each new spell.
# 'I' is for basic information. The tval identifies the type of
# the spell- or prayerbook. The sval identifies the book number,
# and the snum is the spell number within the book.
# 'D' is for description. As many D: lines may be used as are needed
# to describe the spell. Note that lines will need spaces at their
# ends or the beginning of the next line to prevent words from running
# together.
# Version stamp (required)
V:3.0.11
# Mage spells 0 through 63
N:0:Magic Missile
I:90:0:0
D:Fires a magic missile that always hits its target and does
D: unresistable damage.
D: Sometimes a beam is fired instead that hurts each monster
D: in its path.
D: The chance to get a beam goes up with your character level.
N:1:Detect Monsters
I:90:0:1
D:Detects all non-invisible monsters in the immediate area,
D: for one turn only.
N:2:Phase Door
I:90:0:2
D:Teleports you randomly up to 10 squares away.
# Damage should probably be displayed on screen
N:3:Light Area
I:90:0:3
D:Lights up all squares in a level-dependant area, and hurts
D: all light-sensitive monsters in the area of effect.
D: If you are in a room, the entire room will be lit up as well.
N:4:Find Traps, Doors & Stairs
I:90:0:7
D:Detects all traps, doors, and stairs in the immediate area.
N:5:Cure Light Wounds
I:90:0:5
D:Cures 15% of your wounds (min 15hp) and heals 20 points worth of cuts.
N:6:Detect Treasure
I:90:0:4
D:Detects all treasure in the immediate area.
N:8:Identify
I:90:2:5
D:Reveals the powers of an object.
N:9:Reveal Monsters
I:90:2:6
D:Detects all monsters in the immediate area, for one turn only.
N:10:Detect Enchantment
I:90:3:5
D:Detects all enchanted objects in the immediate area.
D: Enchanted objects include artifacts, ego items, amulets, rings,
D: staffs, wands, rods, scrolls, potions, spellbooks, and all items
D: that give a bonus to-hit, to-dam, or to AC.
N:11:Stinking Cloud
I:90:0:8
D:Shoots a radius-2 poison ball.
N:12:Lightning Bolt
I:90:1:1
D:Fires a lightning beam that hurts each monster in its path.
N:13:Confuse Monster
I:90:1:0
D:Attempts to confuse a single monster for a level-dependant duration.
D: Uniques and monsters that resist confusion are not affected.
N:14:Sleep Monster
I:90:1:4
D:Attempts to put to sleep a single monster.
D: Uniques and monsters that resist confusion are not affected.
N:15:Wonder
I:90:1:8
D:Invokes a random spell effect.
N:16:Frost Bolt
I:90:1:7
D:Fires a frost bolt that always hits its target.
D: Sometimes a beam is fired instead that hurts each monster
D: in its path.
D: The chance to get a beam goes up with your character level.
N:17:Acid Bolt
I:90:2:7
D:Fires an acid bolt that always hits its target.
D: Sometimes a beam is fired instead that hurts each monster
D: in its path.
D: The chance to get a beam goes up with your character level.
N:18:Fire Bolt
I:90:2:3
D:Fires a fire bolt that always hits its target.
D: Sometimes a beam is fired instead that hurts each monster
D: in its path.
D: The chance to get a beam goes up with your character level.
N:19:Trap/Door Destruction
I:90:1:2
D:Destroys all traps and doors within a 1-square radius of you.
N:20:Spear of Light
I:90:1:6
D:Fires a beam that lights up each square and hurts each
D: light-sensitive monster in its path.
N:21:Turn Stone to Mud
I:90:2:2
D:Produces a beam that destroys the first section of wall it hits,
D: unless it is a permanent wall. Each monster caught in the beam that
D: is susceptible to rock remover takes 20+1d30 points of damage.
N:22:Door Creation
I:90:6:0
D:A door is created on each empty floor space that is directly
D: adjacent to you. These doors are closed, but not locked
N:23:Earthquake
I:90:8:0
D:Causes a 10-square radius earthquake around you.
D: Earthquakes may damage monsters and destroy items in some
D: squares in the area of effect.
D: Artifacts will not be destroyed by this spell.
D: This spell has no effect when used in the town.
N:24:Stair Creation
I:90:6:1
D:A stair (going up or down, chosen at random) is created on the space
D: where you are standing. This will destroy any terrain feature that
D: was there before. It will also destroy all items currently on the
D: floor where the spell is cast.
N:25:Cure Poison
I:90:1:3
D:Neutralizes poison.
N:26:Satisfy Hunger
I:90:2:0
D:Magically renders you well-fed (but not satiated).
D: This will also cure a bloated stomach.
N:27:Heroism
I:90:7:0
D:Cures 10 points of damage, removes fear and grants you heroism
D: (resistance to fear, and a bonus of +12 to-hit) for 25+1d25 turns.
N:28:Berserker
I:90:7:1
D:Cures 30 points of damage, removes fear, and grants you berserk
D: strength (resistance to fear, a bonus of +24 to-hit, and a penalty
D: of -10 to AC) for 25+1d25 turns.
N:29:Haste Self
I:90:3:2
D:Hastes you (+10 to speed) for a level-dependant duration.
N:30:Teleport Self
I:90:1:5
D:Teleports you randomly within the current level.
N:31:Slow Monster
I:90:2:8
D:Attempts to slow a single monster.
D: Uniques are not affected.
N:32:Teleport Other
I:90:3:1
D:Produces a bolt that teleports the first monster in its path
D: up to 100 squares away.
N:33:Teleport Level
I:90:6:2
D:Teleports you 1 level up or 1 level down (chosen at random).
D: This spell has no effect when the option to restrict the use of
D: stairs and recall is set.
N:34:Word of Recall
I:90:6:3
D:Teleports you from the dungeon to the town or from the town to the
D: deepest level you have visited in the dungeon.
D: The recall effect is not immediate; it is delayed by 14+1d20 turns.
D: During that delay, the spell can be canceled by invoking the spell
D: of recall again.
D: This spell has no effect when the option to restrict the use of
D: stairs and recall is set, unless Morgoth is dead.
N:35:Polymorph Other
I:90:2:4
D:Attempts to polymorph a single monster.
D: Uniques are not affected.
N:36:Shock Wave
I:90:5:0
D:Shoots a radius-2 sound ball.
D: Apart from doing sound damage, this also has a chance to stun
D: each monster in the area of effect.
N:37:Explosion
I:90:5:1
D:Shoots a radius-2 shards ball.
N:38:Cloudkill
I:90:5:2
D:Shoots a radius-3 poison ball.
N:39:Mass Sleep
I:90:3:3
D:Attempts to put to sleep each monster within line of sight.
D: Uniques and monsters that resist confusion are not affected.
N:40:Bedlam
I:90:8:1
D:Shoots a radius-4 confusion ball that doesn't cause physical
D: damage but has a chance to confuse each monster in the area of effect.
D: Uniques or monsters that resist confusion are not affected.
N:41:Rend Soul
I:90:8:2
D:Fires a nether bolt that always hits its target.
D: Sometimes a beam is fired instead that hurts each monster
D: in its path.
D: The chance to get a beam goes up with your character level.
N:42:Word of Destruction
I:90:8:4
D:Destroys everything in a 15-square radius circle around you.
D: All monsters, objects, and terrain features in the area of
D: effect are destroyed, except stairs, permanent walls and
D: artifacts.
D: You will also be blinded for 10+1d10 turns, unless you
D: have resistance to blindness or light.
D: This spell has no effect when used in the town.
N:43:Chaos Strike
I:90:8:6
D:Fires a chaos bolt that always hits its target.
D: Sometimes a beam is fired instead that hurts each monster
D: in its path.
D: The chance to get a beam goes up with your character level.
N:44:Resist Cold
I:90:4:0
D:Grants you resistance to cold for 20+1d20 turns.
N:45:Resist Fire
I:90:4:1
D:Grants you resistance to fire for 20+1d20 turns.
N:46:Resist Poison
I:90:4:2
D:Grants you resistance to poison for 20+1d20 turns.
N:47:Resistance
I:90:4:3
D:Grants you resistance to acid, cold, fire, lightning, and poison for
D: 20+1d20 turns.
N:48:Shield
I:90:4:4
D:Grants you +50 to AC for 30+1d20 turns.
N:49:Rune of Protection
I:90:6:4
D:Inscribes a glyph of warding beneath you.
D: Summoned monsters can't appear on the glyph.
D: If a monster attempts to move onto the glyph or melee you while you
D: are standing on the glyph, it must first succeed in breaking the glyph.
D: Higher level monsters are more likely to break the glyph.
D: The glyph will remain where it is, until a monster succeeds in
D: breaking it, or until you leave the level.
N:50:Lesser Recharging
I:90:2:1
D:Adds charges to a stack of wands or staves.
D: Chance of success and number of charges gained increase with your
D: level and decrease with level of wand or staff and number of charges.
D: A failed attempt to recharge destroys one wand or staff from the stack.
N:51:Enchant Armor
I:90:7:2
D:Attempts to improve the armour class bonus of a piece of armour.
N:52:Enchant Weapon
I:90:7:3
D:Attempts to improve the to-hit bonus and the to-dam bonus of a weapon.
N:53:Greater Recharging
I:90:7:4
D:Adds charges to a stack of wands or staves.
D: Chance of success and number of charges gained increase with your
D: level and decrease with level of wand or staff and number of charges,
D: but are overall much better than for the spell Lesser Recharging.
D: A failed attempt to recharge destroys one wand or staff from the stack.
N:54:Elemental Brand
I:90:7:5
D:Brands one stack of ammunition with fire, cold, or poison
D: (selected at random) and at the same time attempts to improve
D: the to-hit bonus and the to-dam bonus of the same ammunition.
D: The spell has no effect if the ammunition is already branded, has a
D: slay, is broken, or is cursed.
N:55:Frost Ball
I:90:3:0
D:Shoots a radius-2 frost ball.
N:56:Acid Ball
I:90:5:3
D:Shoots a radius-2 acid ball.
N:57:Fire Ball
I:90:3:4
D:Shoots a radius-2 fire ball.
N:58:Ice Storm
I:90:5:4
D:Shoots a radius-3 cold ball.
N:59:Banishment
I:90:8:3
D:Removes all monsters represented by a chosen symbol from the level.
D: Uniques are not affected.
D: You take 1d4 points of damage for every monster removed.
N:60:Meteor Swarm
I:90:5:5
D:Shoots a swarm of 3 or 4 meteors.
D: Meteors will travel until hitting a wall, a monster,
D: or reaching the target location.
D: Meteors will explode as a radius-1 ball that does unresistable
D: damage to each monster in its area of effect.
D: If this kills the monster that blocked the path to the target
D: location, the next meteor may continue to find another target.
N:61:Mass Banishment
I:90:8:5
D:Removes all monsters within 20 squares of you.
D: Uniques are not affected.
D: You take 1d3 points of damage for every monster removed.
N:62:Rift
I:90:5:6
D:Fires a gravity beam that hurts each monster in its path
D: and has a chance of teleporting it away.
N:63:Mana Storm
I:90:8:7
D:Shoots a radius-3 mana ball that does unresistable
D: damage to each monster in its area of effect.
# Priest prayers 0 through 57 - numbered 64 through 121 here
N:64:Detect Evil
I:91:0:0
D:Detects all evil monsters in the immediate area,
D: for one turn only.
N:65:Cure Light Wounds
I:91:0:1
D:Cures 15% of your wounds (min 15hp) and heals 20 points worth of cuts.
N:66:Bless
I:91:0:2
D:Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 12+1d12 turns.
N:67:Remove Fear
I:91:0:3
D:Removes fear.
# Damage should probably be displayed on screen
N:68:Call Light
I:91:0:4
D:Lights up all squares in a level-dependant area, and hurts
D: all light-sensitive monsters in the area of effect.
D: If you are in a room, the entire room will be lit up as well.
N:69:Find Traps, Doors & Stairs
I:91:0:5
D:Detects all traps, doors, and stairs in the immediate area.
N:71:Slow Poison
I:91:0:7
D:Halves the remaining duration of any current poisoning.
N:72:Scare Monster
I:91:1:0
D:Attempts to scare a single monster for a level-dependant duration.
D: Uniques and monsters that resist fear are not affected.
N:73:Portal
I:91:1:1
D:Teleports you randomly over a short distance.
N:74:Cure Serious Wounds
I:91:1:2
D:Cures 20% of your wounds (min 25hp) and heals all cut damage.
N:75:Chant
I:91:1:3
D:Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 24+1d24
D: turns.
N:76:Sanctuary
I:91:1:4
D:Attempts to put to sleep each monster directly adjacent to you.
D: Uniques and monsters that resist sleep are not affected.
N:77:Satisfy Hunger
I:91:1:5
D:Magically renders you well-fed (but not satiated).
D: This will also cure a bloated stomach.
N:78:Remove Curse
I:91:1:6
D:Removes all ordinary curses from all equipped items.
D: Heavy or permanent curses are not affected.
N:79:Resist Heat and Cold
I:91:1:7
D:Gives you temporary resistance to cold and fire, for 10+1d10 turns each.
N:80:Neutralize Poison
I:91:2:0
D:Neutralizes poison.
N:81:Orb of Draining
I:91:2:1
D:Shoots a radius-2 or radius-3 ball that does unresistable
D: damage to each monster in its area of effect.
D: Evil monsters take double damage.
D: All cursed items in the area of effect are destroyed.
D: The bigger area of effect is attained at character level 30.
N:82:Cure Critical Wounds
I:91:2:2
D:Cures 25% of your wounds (min 30hp) and heals all cut damage, poison,
D: amnesia and stunning.
N:83:Sense Invisible
I:91:2:3
D:Enables you to see invisible monsters for 24+1d24 turns.
N:84:Protection from Evil
I:91:2:4
D:Protects you from evil for a level-dependant duration:
D: all melee attacks by evil monsters have a chance to be repelled,
D: unless the monster's level is higher than your character level.
N:85:Earthquake
I:91:2:5
D:Causes a 10-square radius earthquake around you.
D: Earthquakes may damage monsters and destroy items in some
D: squares in the area of effect.
D: Artifacts will not be destroyed by this prayer.
D: This prayer has no effect when used in the town.
N:86:Sense Surroundings
I:91:2:6
D:Maps out a portion of the level around you.
N:87:Cure Mortal Wounds
I:91:2:7
D:Cures 30% of your wounds (min 50hp), cures all stunning and heals all
D: cut damage, poison and amnesia.
N:88:Turn Undead
I:91:2:8
D:Attempts to scare each undead monster within line of sight,
D: causing it to flee in terror for a level-dependant duration.
N:89:Prayer
I:91:3:0
D:Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 48+1d48 turns.
N:90:Dispel Undead
I:91:3:1
D:Inflicts unresistable damage on each undead monster within line of sight.
N:91:Heal
I:91:3:2
D:Cures 35% of your max hp (min 300), cures all stunning and heals all cut
D: damage, poison and amnesia.
N:92:Dispel Evil
I:91:3:3
D:Inflicts unresistable damage on each evil monster within line of sight.
N:93:Glyph of Warding
I:91:3:4
D:Inscribes a glyph of warding beneath you.
D: Summoned monsters can't appear on the glyph.
D: If a monster attempts to move onto the glyph or melee you while you
D: are standing on the glyph, it must first succeed in breaking the glyph.
D: Higher level monsters are more likely to break the glyph.
D: The glyph will remain where it is, until a monster succeeds in
D: breaking it, or until you leave the level.
N:94:Holy Word
I:91:3:5
D:Inflicts unresistable damage on each evil monster within line of sight,
D: cures 1000 points of damage, cures all stunning, heals all cut damage,
D: neutralizes poison, and removes fear.
N:95:Detect Monsters
I:91:5:0
D:Detects all non-invisible monsters in the immediate area,
D: for one turn only.
N:96:Detection
I:91:5:1
D:Detects all treasure, objects, doors, stairs, traps, and monsters
D: in the immediate area.
N:97:Identify
I:91:5:2
D:Reveals the powers of an object.
N:98:Probing
I:91:5:3
D:Probes each monster within line of sight, giving information on the
D: current hit points of the monster and many of its characteristics
D: and abilities (excluding its melee, spellcasting, and breath attacks).
N:99:Clairvoyance
I:91:5:4
D:Lights up, maps out, and detects all objects on the complete current
D: dungeon level.
N:100:Cure Serious Wounds
I:91:6:0
D:Cures 20% of your wounds (min 25hp) and heals all cut damage.
N:101:Cure Mortal Wounds
I:91:6:1
D:Cures 30% of your wounds (min 50hp), cures all stunning and heals all cut
D: damage, poison and amnesia.
N:102:Healing
I:91:6:2
D:Cures 2000 points of damage, cures all stunning and heals all cut damage.
N:103:Restoration
I:91:6:3
D:Restores to maximum all stats that are currently below maximum.
N:104:Remembrance
I:91:6:4
D:Restores experience points to maximum if it is currently below maximum.
N:105:Dispel Undead
I:91:8:0
D:Inflicts unresistable damage on each undead monster within line of sight.
N:106:Dispel Evil
I:91:8:1
D:Inflicts unresistable damage on each evil monster within line of sight.
N:107:Banish Evil
I:91:8:2
D:Teleports away each evil monster within line of sight.
N:108:Word of Destruction
I:91:8:3
D:Destroys everything in a 15-square radius circle around you.
D: All monsters, objects, and terrain features in the area of
D: effect are destroyed, except stairs, permanent walls and
D: artifacts.
D: You will also be blinded for 10+1d10 turns, unless you
D: have resistance to blindness or light.
D: This prayer has no effect when used in the town.
N:109:Annihilation
I:91:8:4
D:Inflicts 200 points of damage on a single monster that is not
D: undead, a demon, an elemental, a golem, or a vortex.
N:110:Unbarring Ways
I:91:7:0
D:Destroys all traps and doors within a 1-square radius of you.
N:111:Recharging
I:91:7:1
D:Adds charges to a stack of wands or staves.
D: Chance of success and number of charges gained increase with your
D: level and decrease with level of wand or staff and number of charges.
D: A failed attempt to recharge destroys one wand or staff from the stack.
N:112:Dispel Curse
I:91:7:2
D:Removes all ordinary and heavy curses from all equipped objects.
D: Permanent curses are not affected.
N:113:Enchant Weapon
I:91:7:3
D:Attempts to improve the to-hit bonus and the to-dam bonus of a weapon.
N:114:Enchant Armour
I:91:7:4
D:Attempts to improve the armour class bonus of a piece of armour.
N:115:Elemental Brand
I:91:7:5
D:Brands the currently wielded melee weapon with fire (50%) or cold (50%),
D: and at the same time attempts to improve the to-hit bonus and the
D: to-dam bonus of the same weapon.
D: The prayer has no effect if the weapon is an artifact or ego item,
D: is already branded, has a slay, is broken, or is cursed.
N:116:Blink
I:91:4:0
D:Teleports you randomly up to 10 squares away.
N:117:Teleport Self
I:91:4:1
D:Teleports you randomly within the current level.
N:118:Teleport Other
I:91:4:2
D:Produces a bolt that teleports the first monster in its path
D: up to 100 squares away.
N:119:Teleport Level
I:91:4:3
D:Teleports you 1 level up or 1 level down (chosen at random).
D: This prayer has no effect when the option to restrict the use of
D: stairs and recall is set.
N:120:Word of Recall
I:91:4:4
D:Teleports you from the dungeon to the town or from the town to the
D: deepest level you have visited in the dungeon.
D: The recall effect is not immediate; it is delayed by 14+1d20 turns.
D: During that delay, the spell can be canceled by invoking the prayer
D: of recall again.
D: This prayer has no effect when the option to restrict the use of
D: stairs and recall is set, unless Morgoth is dead.
N:121:Alter Reality
I:91:4:5
D:The current level will be discarded and a new dungeon level (on the
D: same dungeon depth) will be generated. This has exactly the same
D: side effects as leaving and re-entering the level through a stair,
D: except that you won't start on a square with a stair.
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