Spell Bugs
All bugs in this category are related to spells and spellcasting.
Charged bolt
If you stand in a tile of a bookcase or shrine and cast Charged Bolt, the spell effect will be terminated immediately. No bolts will form, but you will lose mana.
Fire wall
Fire Walls do more damage than listed in the spell book.
When you walk through a firewall in a way against its alignment, you will not be damaged if you step through its gaps. For instance, walking through a horizontal straight firewall diagonally won't damage you if you walk through at the correct tiles. The same effect applies to monsters and other players.
Telekineza
If you Telekinesis a monster too much, it's possible for it to disappear into a wall. You will see the graphic in the wall, but no monster.
You cannot drink a potion from your belt using number keys while the Telekinesis cursor is active.
Telekinesis won't work on a monster unless it is activated. These means you can't mess with them if you can only see them with Infravision.
Town portal
If a character goes to pick up an item as he/she is entering a Town Portal, a dupe will appear on the other side, thus creating the same item in town and in the dungeon. Neither item will be destroyed.
If a character dies while entering a Town Portal he/she will arrive in town dead, being unable to restart in town. The character must be resurrected, or he/she can drink a potion to heal to a living state. Also, if the character was killed by a monster, his/her equipment will fall in town - in a position relative to the level he/she left (sometimes in impossible locations, such as inside buildings).
Casting a spell just as you enter a Town Portal can cause a casting of the spell in town, producing an Illegal Spell warning.
On levels in which "Gargoyles" (i.e. Winged Demons, Gargoyles, Blood Claws, and Death Wings) are present, if a player leaves via Town Portal and re-enters the level, upon arrival all Gargoyles' "stone status" is not preserved. They'll activate normally, but they'll behave differently had they been in "stone status."
You cannot drink a potion from your belt using number keys while the Town Portal cursor is active.
Flash
If you stand in the X. in the diagram below and cast Flash, monsters in squares 1, 3 and 5 will receive about 1/10 of the normal Flash damage for some weird reason. Conversely, if the MONSTER is in the X, standing in 4, 5 and 8 will limit the damage you will be doing to that monster with flash. This rule also applies for when the monsters are casting Flash.
1
2 3
4 X 5
6 7
8
When casting Flash, your character becomes temporarily invulnerable (but cannot move or take any other action).
Stone Curse
Enemy mages can be Stone Cursed in mid-teleport, which makes them invisible and invincible until Stone Curse wears off. Golems will even (unsuccessfully) attack mages in this state.
Flame Wave
Flame Wave misses every other square when cast in the diagonal, direct left, right, top and bottom screen orientation.
Fireball
Fireball actually does far more damage than listed in the spell book, as a Fireball hit causes initial damage to the target and then splash damage on top of it.
Splash damage from Fireballs (possibly other spells) is removed when traveling over objects like spikes, chests, etc. Try casting a Fireball into a pack of Snow Witches behind a spike or something, and only the direct damage will be applied; one witch will be hit, the rest won't be scratched.
Mana Shield
Any attack causing more damage than a character's current hit points will not stun the character if they are using Mana Shield. Furthermore, the game considers the character to be in a state of death for a small period of time before his/her hit points are "refunded" by the Mana Shield. During this period of death (fraction of a second) the character is actually rendered immune to attacks, and cannot be knocked backward as well.
Players can "block" stairways when they enter them. A "ghost" image of the character remains at the stair entrance to the other players, and remains until the stair-taking player finishes loading up the next level. This blocking effect occurs 100% of the time when the player has a Mana Shield cast.
All spell levels of Mana Shield have the same damage reduction effect, 33%.
Mana Shields only reduce the damage caused by a Constricting Ring by 25%, not 33%.
Golem
The damage listed under the Golem spell in the Spell Book has no meaning. Golems do not do a constant rate of damage; their hit points are controlled by the caster's max mana.
If a character steps into a square the Golem was swinging at (to kill a monster) and the Golem hits the character, it then treats the character as an enemy and will attack him.
If, while standing adjacent to an enemy, you cast a golem with your cursor on yourself, the golem will appear on your tile. Your golem takes no damage with this bug.
A Golem has an infinite light radius to anything that uses Succubus, Goat Archer, or Skeleton Archer AI. Any such creature in a line of sight to it will fire at it but will not necessarily be otherwise activated.
Golems do very minimal damage against witches when the witches are trapped inside a Hell stairwell.
Spell memory Carryover
Upon starting the Diablo program (before you play any other games of Diablo), start a game; click on the spell speedbook square and press 'S' at the same time. You'll get to use the Null Skill, which does nothing and looks like a fire-based spell.
If you use a spell on one character and then switch to a new one who doesn't have that spell, you can use the same technique above to load the old spell on the new character. If the character doesn't have that spell, it'll show up as a level zero spell.
Spell Queuing
You can queue spells by casting one while another's already being cast, and this can cause lots of problems. Examples are Teleporting only a space or two because the spell queued where your cursor was at the time, casting a spell when you don't have enough mana for it (you get a free cast and end up with negative mana), and firing spells in completely wrong directions because your mouse cursor was moved after the first cast.
You can queue a spell before entering a level (while it's still loading), which causes it to take effect to where your cursor was on the level beforehand. So, if the stairs down were on the left side of the upper level, and the entranceway below was on the right side of the lower level, you could cast Teleport and cross the entire lower level instantly. Same goes with other spells such as Town Portal. You can also cause illegal spells in town to occur this way, although the timing is very difficult to get right.
Certain spells from scrolls can be cast twice if a character casts a read, known spell and interrupts it with the scroll spell, casting twice in rapid succession. This is because the game queues the scroll spell before it realizes it can only be cast once.
A spell from a staff can be cast even if you run out by queuing the spell before the last spell cast.
Scroll Spell Levels
Scrolls of spells that you cannot read books of (i.e. Infravision) will be cast at the spell level of whatever book-read spell you have selected in your speedbook, when the scroll is cast from the belt. A level 15 Infravision can last a long time.
Incorrect Scroll Descriptions
Scrolls often have the wrong directions for casting. Scrolls either have a "Right-click to read" description or a "Right-click to read. Left-click to target" description. On many spells, the description is wrong. For instance, the Flash spell scroll has the 'left-click to target' description, even though left clicking is not required.
Incorrect Signed/Unsigned Values
A bug exists where you can cast spells while you have negative mana. This can result in incorrect values for spells that depend on mana. For example, a golem is nearly invincible if it is cast while you have negative mana. The game treats the negative value as unsigned and thus an enormous HP value is applied.