Spell timeout also works slightly differently in Slash'EM. When you cast a spell successfully, its timeout increases by 500 moves, subject to an absolute maximum timeout of 70 000 moves. Reading a spellbook will increase the spell's timeout by 10 000 moves, provided that it was 60 000 moves or less to begin with (otherwise, there is no effect). The reinforce memory technique can also sometimes be used to increase spell timeout.
In vanilla Nethack, only shields and metallic armour interfere with spellcasting. In Slash'EM, any body armour other than robes hinders spellcasting, although metallic body armour is worse. (A robe of power is actively beneficial to spellcasting.)
Attack | Healing | Divination | Enchantment | Matter | Protection | Body | |
---|---|---|---|---|---|---|---|
Level 1 | force bolt | healing | light detect monsters |
sleep | knock flame sphere freeze sphere | protection (clerical in NH) resist poison resist sleep | jumping (escape in NH) |
Level 2 | magic missile create monster (clerical in NH) | cure blindness | detect food | confuse monster slow monster | wizard lock | endure cold endure heat insulate | |
Level 3 | drain life (lev 2 in NH) | cure sickness extra healing stone to flesh |
clairvoyance detect unseen |
cause fear charm monster | haste self (escape in NH) | ||
Level 4 | poison blast | restore ability | detect treasure | fireball (attack in
NH) lightning acid stream | enlighten invisibility (escape in NH) levitation (escape in NH) |
||
Level 5 | command
undead summon undead |
identify (lev 3 in
NH) magic mapping | cone of cold (lev 4 attack in
NH) dig | remove curse (lev 3 clerical in NH) | |||
Level 6 | create familiar (clerical in NH) | turn undead (clerical in NH) | teleport
away (escape in NH) passwall polymorph (matter in NH) |
||||
Level 7 | finger of death | enchant weapon enchant armour | cancellation |