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Spellcasting in SLASH'EM is different from that in vanilla NetHack in a number of ways. SLASH'EM adds new spells, changes the difficulty of some existing spells, and has different limits on which roles can cast which spells.

SLASH'EM spellbooks[]

SLASH'EM spells, like vanilla ones, are organized into schools; but SLASH'EM has Protection instead of Clerical, and Body instead of Escape.

SLASH'EM spells are listed below, with the type and level the spell has in vanilla NetHack if that is different.

Reading a non-cursed spellbook is always successful in SLASH'EM. Cursed spellbooks still have the usual negative effects, though.

Attack spells[]

Name Level In vanilla
spellbook of force bolt 1 Same
spellbook of create monster 2 Level 2 Clerical
spellbook of magic missile 2 Same
spellbook of drain life 3 Level 2
spellbook of poison blast 4 New spell
spellbook of command undead 5 New spell
spellbook of summon undead 5 New spell
spellbook of finger of death 7 Same

Body spells[]

Name Level In vanilla
spellbook of jumping 1 Level 1 Escape
spellbook of haste self 3 Level 3 Escape
spellbook of enlighten 4 New spell
spellbook of invisibility 4 Level 4 Escape
spellbook of levitation 4 Level 4 Escape
spellbook of passwall 6 New spell
spellbook of polymorph 6 Level 6 Matter
spellbook of teleport away 6 Level 6 Escape

Divination spells[]

Name Level In vanilla
spellbook of detect monsters 1 Same
spellbook of light 1 Same
spellbook of detect food 2 Same
spellbook of clairvoyance 3 Same
spellbook of detect unseen 3 Same
spellbook of detect treasure 4 Same
spellbook of identify 5 Level 3
spellbook of magic mapping 5 Same

Enchantment spells[]

Name Level In vanilla
spellbook of sleep 1 Same
spellbook of confuse monster 2 Same
spellbook of slow monster 2 Same
spellbook of cause fear 3 Same
spellbook of charm monster 3 Same
spellbook of enchant armor 7 New spell
spellbook of enchant weapon 7 New spell

Healing spells[]

Name Level In vanilla
spellbook of healing 1 Same
spellbook of cure blindness 2 Same
spellbook of cure sickness 3 Same
spellbook of extra healing 3 Same
spellbook of stone to flesh 3 Same
spellbook of restore ability 4 Same
spellbook of create familiar 6 Level 6 Clerical

Matter spells[]

Name Level In vanilla
spellbook of knock 1 Same
spellbook of flame sphere 1 New spell
spellbook of freeze sphere 1 New spell
spellbook of wizard lock 2 Same
spellbook of fireball 4 Level 4 Attack
spellbook of lightning 4 New spell
spellbook of acid stream 4 New spell
spellbook of cone of cold 5 Level 4 Attack
spellbook of dig 5 Same
spellbook of cancellation 7 Same

Protection spells[]

Name Level In vanilla
spellbook of protection 1 Level 1 Clerical
spellbook of resist poison 1 New spell
spellbook of resist sleep 1 New spell
spellbook of endure cold 2 New spell
spellbook of endure heat 2 New spell
spellbook of insulate 2 New spell
spellbook of remove curse 5 Level 3 Clerical
spellbook of turn undead 6 Level 6 Clerical

Spell timeout[]

Successfully reading a spellbook will grant knowledge of the spell for 10,000 turns. Re-reading the spellbook for a known spell will increase the timeout by 10,000 turns if the timeout is below 60,000 turns. A successful casting of a spell will also increase the timeout by 500 turns[1]. Finally, the Reinforce memory technique possessed by Wizards, Flame mages, Ice mages, and Necromancers will increase knowledge of a usable spell by 10,000 turns. Thus spellbook management is significantly more lenient in SLASH'EM than vanilla Nethack, as any spell that is successfully cast every 500 turns will never be forgotten. Spells that are likely to be used often, such as a Wizard's magic missile, can simply be read once and abandoned. Careful spell management can allow a spellcaster to completely avoid the task of both carrying heavy spellbooks and maintaining a stash of more spellbooks.

Roles and skills[]

SLASH'EM is generally more permissive than NetHack in terms of spell skill limits; several roles can reach at least Basic in all schools.

Roles and their skill limits are shown below.

Skill \ Role Arc Bar Cav Fla Hea Ice Kni Mon Nec Pri Ran Rog Sam Tou Und Val Wiz Yeo
Attack b S - S b b - b E b - - - - - - E -
Healing b - - b E S S E - E b - - - - - S -
Divination E - - E b b - b - E E S - b - - S -
Enchantment b - b b b E - S - b - - - b - - S S
Protection b - - b b S S E - S - - S - S - S S
Body b S - S b b b b - b b S - S S b S b
Matter S - S E b E - b E b - S b - b E S -

References[]

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