I did not write this. Just adding it here before it gets 'lost to the sands of time'...
Direct Copy-Paste from :
http://www.killerbunnies.org/angband/spell-230.html(the formatting is slightly off, ill correct this if I have time)
The (Not Yet) Comprehensive ToME 2.3.x Spell Spoiler
[Last modified 2005-12-28. See below for recent changes.]
This spoiler attempts to describe quantitatively the effects of all player-castable spells in the 2.3.0 thru 2.3.2 release versions of ToME. It is an outgrowth of my ToME skill spoiler; trying to include all this information in the skill spoiler just made it too verbose, so I broke it out into this new spoiler.
[NOTE: This version is (intended to be) correct for ToME v2.3.0 thru v2.3.2. For versions 2.2.0 thru 2.2.7 of ToME, see the 2.2.x version of this spoiler.
[FURTHER NOTE: The changes in this version relative to the 2.2.x version are still considered preliminary; I've only examined the source code for these versions, not actually played any characters in them yet.]
Table of contents
[skip table of contents]
Terminology and notation
Spell effects
School spells
Mana
Geomancy
Fire
Water
Air
Earth
Meta
Conveyance
Divination
Temporal
Mind
Nature
Udun
Demonology
Music
God spells
Eru Iluvatar
Manwe Sulimo
Tulkas
Melkor Bauglir
Yavanna Kementari
Miscellaneous spell effects
Blessing, heroism, super-heroism
Charming, confusion, stunning, slowing
Invisibility
Leveled monsters
Stat-based adjustments
Changelog and credits
Terminology and notation
The primary determiner of a spell's effect is the spell's spell effect level, denoted E; E is computed as your skill level in the spell's school minus the level of the spell, plus one, plus any bonuses conferred by your equipment or (depending on the spell school) your Spell-power skill. This level is the number displayed in the "Level" column when browsing spellbooks. For most purposes, E is rounded down to the nearest integer; where necessary, we will use Eu to denote the unrounded value.
We also define a "scaled" spell effect level (E@N), defined as (Eu×N)/50, rounded down to the nearest integer. As a further refinement, we define (E@N:M) to be the larger of (E@N) and M.
Further notation:
A×B denotes multiplication; for instance 5×6 evaluates to 30.
NdM is the standard "dice" notation; for instance, 3d6 denotes the sum of three independent uniformly distributed random integers from 1 to 6, or three six-sided dice. For more complicated forms, we will use parentheses, as in (A×B)d(C+D/2).
Spell effects
Some spell effects will require some additional description, both of their effects and of how they will be denoted in spell descriptions. All effect durations are specified as multiples of 10 game turns (equivalent to one player turn at normal speed).
A targeted effect denotes a bolt, beam or ball effect that can be targeted at a particular square with the targeting command '*', or can be cast in one of the eight cardinal directions and will affect the first monster hit (except for beams, which will continue through). For ball effects, the targeted or affected location will be the center of the ball.
A ball effect will be described with a radius and a base damage. It does the base damage at the center of the ball, half damage at squares of distance 1 from the center, one-third damage at squares of distance 2 from the center, and so on up to the specified radius.
A cloud effect will be described with a radius, a base damage and a duration. Initially, a ball effect is performed with the specified radius and base damage; every 10 game turns after that for the specified duration, full base damage is done at each square affected by the initial ball effect, if it is currently in the player's line of sight. [The line-of-sight requirement is intended to prevent a tactic considered cheesy by the game designers: step briefly into line of sight of a bunch of dangerous monsters, cast a cloud-effect spell, then duck back out of line of sight and wait safely while the cloud effect kills off the monsters.]
A wave effect will be described with an initial radius, a base damage and a duration. Initially, a ball effect is performed with the initial radius and specified base damage, and the initial radius is stored as a variable R; every 10 game turns after that for the specified duration, all squares in line of sight of the player that are of distance R or R+1 from the original center of the effect take full base damage, and R is incremented by 1. The wave effect has some variants:
In a persistent wave effect, all squares within radius R+1 of the original center take damage every 10 game turns.
In a directed wave effect, only one "quadrant" of the wave takes damage, centered around one of the eight cardinal direction; for instance, if the wave is directed northeast, only squares between due north and due east of the original center take damage.
A storm effect will be described with a radius, a base damage, and a duration. Initially, a ball effect is performed with the specified radius and base damage; every 10 game turns after that for the specified duration, every square in the player's line of sight at the specified distance from the player's current position takes the specified base damage.
A wall effect will be described with a duration and a damage. Initially, a beam effect is performed with the specified damage; every 10 game turns after that for the specified duration, the specified damage is done at each square affected by the initial beam effect, if it is currently in the player's line of sight.
A shield effect will be described with a duration, an optional damage, and an optional armor class change. For the duration of the spell, the player's armor class will be increased by the specified amount, if any, and any monster that hits the player in melee will receive the specified damage, if any.
A projection effect will be specified with a duration, a radius, and a base damage. For the duration of the spell, every time the player hits a monster with a weapon, a ball effect will be performed centered on the monster, with the specified radius and base damage. Barehand-combat and bearform-combat attacks do not trigger projection effects.
School spells
Spell schools can have the following annotations:
Spells in schools marked "SO" can be cast with Sorcery skill; the minimum required skill level and spell effect level are computed using the larger of your school skill and your Sorcery skill.
Spells in schools marked "SP" receive a bonus to spell effect level of (Sp×20)/50, rounded down to the nearest integer, where Sp is your unrounded skill level in Spell-power. For multi-school spells, all schools must be so marked to receive the bonus.
Spells in schools marked "<god-name>@M/N" can be cast with Prayer skill if you worship the specified god; the minimum required skill level and spell effect level are computed using the larger of your school skill, the Sorcery skill (if so marked), and (Pr×M)/N rounded down to the nearest integer, where Pr is your unrounded skill level in Prayer.
Spells are listed as "Spell Name (level A, mana B:C, fail D%)". A is the spell's level; your skill level in the school's skill (or Sorcery or Prayer, as noted above) must be at least this high to cast the spell. B and C denote a varying mana cost scaled by spell effect level; the mana cost at spell effect level E is B+(E@(C-B)). C will be omitted if it is equal to B, in which case the spell has constant mana cost. D is the spell's base failure probability; this probability is reduced by 3×(E-1) percent, and by 3×(F-1) percent, where F is an adjustment amount based on the school's spell stat (usually INT), as listed below. The minimum fail rate is also determined by the spell stat.
Some spells are multi-school; this will be noted in the spell annotation described above as "School1+School2". For multi-school spells, the minimum required skill level and spell effect level are computed based on the average of your skill levels in the coresponding school skills (substituting Sorcery or Prayer where appropriate, as described above).
Some spells will have the additional annotation "IC M;N"; this is used with the Inertia Control spell, and is explained therein.
Some spells are available via wands and staffs, as a Wand/Staff of <spell-name>[M|N]. As detailed in the Magic-Device section of the skill spoiler, using such a wand or staff is equivalent to casting the spell at spell effect level E=S+M-L+1, with a minimum of 0 and a maximum of N, where L is the spell's level and S is your skill level in Magic-Device rounded down to the nearest integer; this is the number displayed as "Spell level" in the description of the wand/staff via the 'I'nspect command. Spells that are available via wands or staffs will have the annotation "[M1-M2|N1-N2]", where M1 and M2 are the minimum and maximum allowed values of M for the spell, and similarly for N1 and N2.
As with effect durations, all spell durations are specified as multiples of 10 game turns.