The Temple of Odin: Spells

While many roguelikes have character classes, so some people are wizards and others warriors, in CotW, you're a jack of all trades, and spells will save your life. Level one spells can be choosen right off, level two become available at character level four, and level three spells become available at character level six. Other spells become available at higher levels, but I haven't checked them all yet.

Casting spells uses up mana. You can continue to cast spells when your mana is less than the casting cost, but there is a 20% chance of losing 5-10 constitution for each mana point below zero.

Level I Spells

Heal Minor Wounds
Heals you a small amount. (It depends on your level.)
Detect Objects
So you can see all the objects on the level, even places you haven't been. This takes a small amount of time to cast.
Light
Lights up about three spaces of tunnel or an entire room, depending on where you do it. This way you can see monsters all the way across the room without running right into them.
Magic Arrow
This is one of the first spells you can get and should be the first one. Always take it first! Always! It doesn't do a lot of damage but at the beginning of the game it's very, very helpful to be able to attack monsters from a distance. Damage: 6.
Phase Door
Transports you 5-10 spaces. Not really very useful.
Shield
Temporarily improves you intrinsic armour value by 6. You may only have five shields at once. Duration increases with level (10 + your level turns, I believe.)

Level II Spells

Clairvoyance
Lets you see all walls, tunnels, traps, and hidden doors, in a 10x10 space. Very useful. I like to do it everywhere once I'm done exploring because it looks cooler, IMO, and lets me see the secret tunnels I missed. This takes a small amount of time to cast.
Cold Bolt
This is like Magic Arrow except it's cold and more powerful. Damage: 8.
Detect Monsters
So you can see all the enemies on the level, even places you haven't been. Very useful. This takes a small amount of time to cast and lasts for fifteen plus your level turns.
Detect Traps
Lets you see some of the traps on the level. Once they're found, they stay found, so unlike the other detection spells, this one is permanant. It doesn't always find them all so try doing it from multiple places on the map to make sure you find them all. You have a 100% hance of detecting traps within ten spaces, and (100 - 2*(distance - 10)% for others.
Identify
Lets you identify (hence the name) any item on the floor where you're standing, or in your pack. It's always nice to know something isn't cursed before you use it. Very, very useful. This takes some time to cast.
Levitation
Makes you hover for a time allowing you to travel safely over most traps without setting them off. Runes will still be activated though. Not very useful. Duration is fifteen plus your level turns.
Neutralize Poison
Unpoisons you. Don't bother with it until you have most of the others spells.

Level III Spells

Cold Ball
Balls are 3x3 shots that are about as powerful as bolts, just they cover 9 times the area. This also means that even if you miss on a long distance shot, some damage will still be done. The only problem is they can hurt you too if you're close enough. Damage: 16 centre, 8 secondary.
Heal Medium Wounds
Heals you a medium amount. (Effect depends on your level.)
Fire Bolt
Fire bolts are the most powerful of all bolts. Damage: 12.
Lightning Bolt
Another bolt. Damage: 10.
Remove Curse
This does not make cursed things good. It just makes them so you can take them off; they still will only be bought by the junk store, so if you're sufficiently careful not to put any cursed items on in the first place this is basically useless. This takes some time to cast.
Resist Fire
Makes you resistant to fire. Can be useful for fighting Red Dragons for example, but offensive spells are usually more useful. Duration is your level + 10 turns.
Resist Cold
Makes you resistant to cold. Can be useful for fighting White Dragons, but offensive spells are usually more useful. Duration is your level + 10 turns.
Resist Lightning
Makes you resistant to lightning. Can be useful for fighting Blue Dragons, but offensive spells are usually more useful. Duration is your level + 10 turns.
Sleep Monster
Puts the targeted enemy to sleep until it's attacked. Useful for backing away from monsters so you can shoot them before they get back into range--or running for your life--but not very useful.
Slow Monster
Slows the targeted monster for a while.
Teleport
Teleports you to a random location of the current level.
Rune of Return
If you're on the surface (town) it transports you to the lowest level you've visited. If you're in the dungeons, it transports you to the top. Very useful once you're going down five or so dungeon levels.

Level IV Spells

Heal Major Wounds
Heals you a large amount. (Effect depends on your level.)
Fireball
The most powerful attack spell. Damage: 20 centre, 10 secondary.
Ball Lightning
Similar to Coldball and Fireball. Damage: 18 centre, 9 secondary.

Level V Spells

Healing
Fully heals you. Very useful. Try to keep one or two scrolls/potions/wands/staffs in your belt that can do this just in case.
Transmogrify Monster
Transmogrify the targeted monster into a different random monster. I like changing the weak ones into better ones so I can get more experience. Also, it can be useful for changing stat-draining monsters (Wrights, Wraiths, etc.) so you don't get drained.

Level X Spells (unlearnable)

These spells cannot be learned without editing your saved game. (The UGE cheat program in the Download section makes this simple.)

Create Traps
This creates a random trap.
Teleport Away
This teleports the targeted enemy to a random location.
Clone Monster
This makes a copy of the targeted enemy. Great for when you're strong. Clone a giant several times and kill them all for a bunch of items and experience.
Summon Monster
This summons an enemy, even in town.