Elin:Spellcasting: Difference between revisions

From Ylvapedia
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| rowspan="6" |Heals HP and some bad statuses.  
| rowspan="6" |Heals HP and some bad statuses.  
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|Cannot be learned by the player. Only available as potion of Cure Major Wound.
|Cannot be learned by the player. Only available as potion of Cure Major Wound.
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|Healing over time. activates every 4 ticks for character with 100 speed.
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|Attempts to remove one hex and grants a weak holy veil.
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|Attempts to remove all hexes and grants a weak holy veil.
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|Grant a blessed veil that wards off curses.
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| +PV. Immunity to fear and weakness.
| +PV. Immunity to fear and weakness.
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| +Strength and Dexterity. Immunity to fear and confusion
| +Strength and Dexterity. Immunity to fear and confusion
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| +Fire, Cold and Lightning resists. Immunity to elemental scar
| +Fire, Cold and Lightning resists. Immunity to elemental scar
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|Phoenix
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|Grant the Rebirth status to the target.
|Grant the Rebirth status to the target.
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|Brightness of Life
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|Will
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|Grant the [[Elin:Status|Brightness of Life]] status to the target.
|Grant the [[Elin:Status|Brightness of Life]] status to the target.
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|Invisibility
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|Grants invisibility and +stealth.
|Grants invisibility and +Stealth.
|Effect also applies to mount and symbiote. Any action immediately ends invisibility. Some monsters innately see invisible, others will toss liquids in an attempt to reveal you.
|Effect also applies to mount and symbiote. Any action immediately ends invisibility. Some monsters innately see invisible, others will toss liquids in an attempt to reveal you.
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|Self
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|Grants see invisible.
|Grants see invisible. +Spot Hidden
|The ability to see invisible (through whatever means) is not shared with allies.
|The ability to see invisible (through whatever means) is not shared with allies.
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|Water Breathing
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|Will
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|Nullifies suffocation. +Swimming
|Nullifies suffocation. +Swimming

Revision as of 06:12, 4 July 2025


Read spell books to gain stock in spells.

Please check this page for prices of spellbooks and magic rods.

Overview

Using a spell

When a spell is used, the user consumes one stock of the spell and MP to attempt to cast it.

Successful casting activates the spell, but failure to cast causes the spell to be inactivated.

  • Casting skill affects the success rate of spellcasting.
  • The PC's casting rate is reduced when mounted or parasitized by a pet.
  • PC's casting rate will be reduced when heavily armed and shield equipped.
    • Learning the Heavy Cast feat reduces these penalties.
  • When confused or dim, casting rate decreases.
  • When used on the entire party by holding down the spell icon, casting success rate decreases.

Domains

Characters will be assigned elemental domains at generation according to class.

Attack spells of the player's domains will be considerably more likely to spawn as loot or in shop inventories. This weighting only applies to attack spells and not healing or support spells.

  • Some classes such as wizard or priest have the option to gain additional elemental domains as class perks in character generation.
    • However, not all elements are necessarily available for selection even with the perk; for example, wizards cannot obtain the holy domain.
  • Class-related domains cannot be changed once character generation has been completed, but additional domains can be re-selected by joining the Mages' Guild and raising your rank.
  • NPCs also have their own domains, but they have no effect.

Spell Level

Spellcasting gains experience for that spell and increases its spell level.

The higher the spell's level, the more powerful the effect, but the amount of MP consumed to use the spell will also increase proportionally.

Every spell has a related attribute, and the amount of spell experience gained increases to the extent that the related attribute exceeds the spell level.

Conversely, if the spell level exceeds the related attribute, the amount of spell experience gained is greatly reduced by the difference.

  • The more MP consumed by a spell, the more spell experience you gain.
    • The MP consumed is calculated before mana management and Maconomy stance are taken into account.
  • If you have the “Old Fox Lineage” (Nefu's feat), you gain more spell experience.

Spell Power

Spell power is a factor that relates to the strength of a spell.

Spell power varies depending on the spell level, related attribute, enhancements of Enhance spell and Anti Magic.

  • The calculation of spell effects uses different formulas for different spells.
    • Offensive and restorative spells use the spell power and related attribute to calculate dice and bonuses, so the higher the attribute, the more effective the spell.
    • Buff spells do not use the related attribute to calculate their effect, so they must be used repeatedly to raise their spell level in order to increase their effectiveness.
  • Enhance spell enchantment increases the power of spells.
  • Anti-Magic enchantment decreases the power of spells. (Increases if the enchantment is negative)

Spell misfiring

Ranged attack spells such as bolt and ball can misfire and damage allies.

  • The Control Magic skill inhibits spells from misfiring on allies and reduces the damage from misfires.
    • The PC's Control Magic Skill also applies to spells and abilities used by pets.
    • If the power of the spell is too high compared to the Control Magic skill, it will not suppress misfires.
  • Eulderna' s Magic Precision Feat greatly suppresses spell misfires.

Mana Overflow

If the MP consumption is insufficient when using spells, mana overflow damage corresponding to the negative amount of MP will occur.

  • The Magic Capacity skill reduces mana overflow damage.
  • Eulderna's and Elea's Bonded With Mana feat significantly reduce mana overflow damage.
  • NPCs other than the player take 1/5 of their maximum mana as damage when they exceed their maximum mana, and if that damage is less than 10, it is negated.
    • This reduction stacks with feat-based mana overflow damage reduction.

Mana Recovery

Consumed mana will recover naturally over time.

There is a 1/8 chance of recovery at the end of each turn, and the amount recovered is determined by the “Meditation” skill.

The Meditation skill grows when mana recovers naturally.

  • The Rest ability recovers health and mana more quickly.
  • The Absorb Mana instantly recovers mana.
  • Mana will not recover naturally under certain status abnormalities such as overwork, illness, suffocation, and poisoning.
  • Rest Shrines and Cursed Ether Antibody have the effect of instantly recovering mana.

Obtaining Spellstocks

By reading a spellbook, you can learn its spells and obtain magic spell stocks.

Spellbooks can be purchased from NPCs in each town, such as sorcerers and magic store owners, or by exploring Nefia.

  • The skill of reading is required to read spells of high difficulty.
    • Failing to read a book results in one of the following penalties: confusion, mana reduction, summoning of monsters, or teleportation.
    • Book blessings/curses affect the difficulty of decoding and the price of items, but do not affect the amount of stock obtained, unlike in Elona.
  • Memorization skill affects the number of spells read and the number of stocks obtained from reading spell books.
    • It also affects the acquisition of stock through spell dreams and absorption through mana batteries.
  • If you run out of spells, you will not be able to use those spells until you acquire them again. Spell level is inherited, so there is no need to start training from the beginning.

Magic Dream

In the magic dream of sleep event, you can acquire spells of your domain element.

The probability of magic dreams occurring is increased for characters who possess class feats of magic mastery and Dream Waker feat.

  • The spells available in magic dreams are limited to those for which a spellbook exists and the PC's stock is 0.
    • If you possess the Feat of Dream Waker, you will be able to obtain it regardless of your stock.
  • If you possess the Feat of Dream Waker, the types of spells from which you can obtain the stock will increase according to the level of the Feat.
    • At level 1, you can obtain touch, arrow, bolt, and ball, and at level 3, intonation, bit, sword and miasma are added.

Mana Battery

The Ether Disease of the Mana Battery absorbs the number of uses of the spell rod you obtain and converts it to its spellstock.

  • *Identify* or *Uncurse* spells can only be obtained from the stock by absorption with the mana battery.
  • You cannot obtain wish stock by absorbing rod of wish.

NPC Spellcasting

Creatures other than the player, including your allies, operate according to different rules for spellcasting than players.

  • NPCs do not require or consume spell stocks, and do not need spellbooks.
    • However, NPCs also cannot learn new spells from spellbooks. An NPC may only learn new spells throughGene Engineering.
  • NPCs also do not level up individual spells by repeatedly casting them.
    • NPC's spell levels are determined by their character level instead.
    • The power of spells is determined by comparing the character's level to the spell's associated ability, whichever has the higher power.
    • NPCs' spell powers also fluctuate due to magic enhancements and anti-magic enchantments.
  • NPCs are not limited to the types of spells available as spellbooks. They can use spells unavailable to the player, such as Mind Arrow.
    • However, the following spells will not be learned as random abilities, even by evolved monsters or adventurers.
    • Sword, meteor, earthquake, healing of Elis/ Odina/Jure, resurrection, wish, phoenix, Brightness of Life.

Attack Spells

Attack spells of the player's domains will be considerably more likely to spawn as loot or in shop inventories. This weighting only applies to attack spells and not healing or support spells.

See Elements for more details.

If more information about specific numbers is wanted, reference: Spell damage formula

Damaging(General)

Name Range Effect
Touch Melee, 1 tile Low mana cost. Additional effects of the element are likely to occur.
Sword Melee, 1 tile Penetrates 2 ranks of the target's resistance. (e.g. Immunity -> Strong Resistance). Resistance ranks are only penetrated down to 0.

Hard to cause status abnormality of additional effects from element damage.
Damage is increased by long sword skill.

Arrow Ranged, 1 tile
Bolt 12 straight tiles (piercing) Can hit caster if it's stopped by an adjacent wall.
Ball A 5x5 sphere Aoe centered about the caster. Damage reduces with distance from the origin.
Miasma Ranged, 1 tile A damage over time spell. Cannot be stacked.

Spreads to adjacent enemies when it ticks. Tick rate is based on global time. Bypasses elite status resistances. Can be cleansed with holy light or vanquish hex.

Intonation Self Changes damage dealt by the wielder's physical attacks to that element and provides resistance to it.

Resistance bonus scales on Charisma. Successful strikes consume a charge. Applies to melee, bow/gun, and thrown attacks.

Bit Ground Summons a magical wisp of that element that casts the associated arrow spell.

Can move and is innately immune to its element.

Availability of spellbooks
Domain Spell name Main Attribute Touch Sword Arrow Bolt Ball Miasma Intonation Bit
Fire Fire MAG
Cold Ice MAG
Lightning Lightning MAG
Darkness Shadow MAG
Mind Mind CHA
Poison Poison DEX
Nether Death END
Sound Sound PER
Nerve Nerve LER
Chaos Chaos MAG
Magic Magic MAG
Holy Light WIL
Ether Ether MAG
Cut Blood STR
Acid Acid MAG
Impact Impact END
Void Void END

Random adventurers and some NPCs may learn spells for which spellbooks are not sold.

Damaging(Unique)

Name Domain Main Attribute Targeting Spellbook? Effect Notes
Meteor Fire Magic Self Yes Summons numerous meteor clusters over a wide area. Causing pillars of fire. Unlike Elona, this is an AoE that spreads outwards from the caster until stopped by a wall. Damages caster.
Shatter Hex Holy Magic Hostile Yes Removes all hexes on target and damages surrounding enemies.

Requires at least one hex on target to work.

Damage varies depending on the number of hexes removed.
Earthquake Impact Magic Self Yes Causes earthquakes over a wide area (11 tile radius). Increased damage for targets in gravity

Half damage for levitated targets

Acid Sea[1] Acid Magic Ground No Spreads puddles that deal acid damage when stepped on within a 3-tile radius centered on the selected tile. Cannot be learned by players.

Puddles can be destroyed with ice spells.

Hexes

As with all hexes the creature can resist the application and the spell will "splash" and not stick. This is based on the creatures will stat versus your spell level. The given spell however if successfully casted on the creature has its effectiveness reduced in proportion[2] to the spells given counter attribute. We will call this the resist stat. This goes both ways. If the enemy successfully lands a hex on the player or party member the effectiveness is reduced proportionally[2] to the player's stat.

Example:

If Elemental Scar is successfully cast on an enemy with 44 endurance and the spell reduces the Fire/Cold/Lightning resistance by 32, the end result is a reduction of only -24

If Elemental Scar is successfully cast on an enemy with 869 endurance and the spell reduces the Fire/Cold/Lightning resistance by 32, the end result is a reduction of only -7

If Elemental Scar is successfully cast on an enemy with 1408 endurance and the spell reduces the Fire/Cold/Lightning resistance by 32, the end result is a reduction of only -6

Name Main Attribute Resist Attribute Targeting Spellbook? Effect Notes
Silence Will Will Creature Yes Silences target, preventing spellcasting. Magic device and special actions still work.
Weakness Will Will Creature Yes Halves target's PV and DV.
Elemental Scar Magic Endurance Creature Yes Reduces target's fire, cold and lightning resistances.
Nightmare Magic Learning Creature Yes Reduces target's mind, nether and darkness resistances.
Bane Will Learning Creature Yes Decreases target's luck and chance to hit. Also strips worship bonuses if cast by an inquisitor. Excommunication negates the target's faith bonus.
Slow Will N/A Creature Yes Slows the target. Hardcoded minimum character speed is 10. Overrides haste (Speed).
Mist of Darkness Will N/A Ground Yes Creates clouds of mist that grant a 50% chance of evasion bonuses to anything inside. Randomly generated within a radius of 3 tiles centered on the selected point. Disappears after a turn.

Enemies can take advantage of this.

Mist can be destroyed with ice spells.

Web Will N/A Ground Yes Creates webs that ensnare anything that steps in them. Captured creatures cannot move until they shake off the spider web, which prevents teleportation. Randomly generated within a radius of 3 tiles centered on the selected point. Very inaccurate

Spiders and tall races[3] are immune to snaring effect.

Spider webs can be destroyed with ice spells.

Gravity Magic N/A Creature Yes Gravitates the target, making it unable to levitate. It has the hidden effect of negating teleport, decreasing speed by 30% and greatly increasing earthquake damage.
Berserk Will N/A Creature No Causes the target to berserk. Cannot be learned by the player. Only available as potion of Berserk.

Berserk has a disadvantageous effect, but since it's considered a buff by the game it cannot be resisted

  1. Strictly speaking, it is an elemental spell called “Sea.” Currently, only Acid Slime can use Sea, and Sea spells are not generated as random abilities.
  2. 2.0 2.1 the proportionality seems to have diminishing returns as the higher the resist stat becomes it approaches a flat floor of -5 for elemental scar (possibly meaning it reverts to its level 1 spell strength).
  3. Golem, Ent, Wyvern, Ggiant, Drake, Dragon, Dinosaur, Cerberus, Armor, Rock, Piece, Yith, Machinegod, Undeadgod

Defense Spells

Spells whose target is a party can be cast on the entire party, including the caster, by long-pressing the icon.

You can also cast a spell on others by holding it in your hand and then right-clicking on the target.

Single-target healing also applies to mount and symbiote.

Healing

Willpower directly influences the power of the healing spell. If interested in reading more, reference:

Name Domain Main Attribute Targeting Spellbook? Effect Notes
Cure Minor Wound Holy Will Self/Party Yes Heals HP and some bad statuses.
Cure Major Wound Holy Will Self/Party No Cannot be learned by the player. Only available as potion of Cure Major Wound.
Cure Critical Wound Holy Will Self/Party Yes
Healing Holy Will Self/Party Yes
Healing of 《Eris》 Holy Will Self/Party Yes
Healing of 《Odina》 Holy Will Self/Party Yes
Healing of 《Jure》 Holy Will Self/Party Yes Fully heals HP and some bad statuses. Spellbook not sold in the common store.

Cannot be duplicated or sold to stores.

Resurrection Holy Will Self Yes Resurrects a random dead ally. Can be used to bring back dead residents.

Allies in the party have priority to be revived.

Requires a cooldown time of about 1 day before it can be used again.

Nature's Embrace Holy Will Self/Party Yes Healing over time. activates every 4 ticks for character with 100 speed. Heals 8 times for minimum[1]
Restore Body Holy Will Self/Party Yes Restores weakened attributes and cure bad conditions. Attributes: STR, END, DEX, CHA. Conditions: Blind, Poison, Bleed
Restore Mind Holy Will Self/Party Yes Restores weakened attributes and cure bad conditions. Attributes: PER, LER, WIL, MAG. Conditions: Fear, Dim
Holy Light Holy Will Self/Party Yes Attempts to remove one hex and grants a weak holy veil. Success dependent on strength vs hex strength.
Vanquish Hex Holy Will Self/Party Yes Attempts to remove all hexes and grants a weak holy veil. Success dependent on strength vs hex strength. Each hex is rolled separately.

Blessings

All below blessings scale with spell level as the PC and with character level as an NPC

Name Main Attribute Targeting Spellbook? Effect Notes
Holy Veil Will Self/Party Yes Grant a blessed veil that wards off curses. Repels hexes by comparing strength of veil vs. strength of hex. This includes miasmas.
Cat's Eye Perception Self Yes +1 vision and attack range, +Perception. Immunity to blind. Heavily scales in duration, will not provide extra vision.
Holy Shield Will Self/Party Yes +PV. Immunity to fear and weakness.
Divine Wisdom Learning Self Yes +Magic, Learning and Literacy. Immunity to confusion.
Hero Will Self/Party Yes +Strength and Dexterity. Immunity to fear and confusion
Elemental Shield Will Self/Party Yes +Fire, Cold and Lightning resists. Immunity to elemental scar Overrides elemental scars.
Speed Will Self Yes +Speed Overrides slow, but does NOT grant immunity to slow. Gets multiplied by the Lonely Soul feat.
Phoenix Will Self/Party Yes Grant the Rebirth status to the target. Spellbook not sold in the common store. (Cannot be duplicated).
Brightness of Life Will Self/Party No Grant the Brightness of Life status to the target. Cannot be learned by the player.

Utility Spells

Utility

Name Main Attribute Targeting Spellbook? Effect Notes
Teleport Perception Self Yes Teleports self. Can be any vacant tile on the map.
Short Teleport Perception Self Yes Teleports self. Generally within usually a 5-tile radius.
Mass Teleport Perception Self Yes Teleports self with your pets and minions. Can be any vacant tile on the map.
Return Perception Self Yes Returns to a previously visited location. Cast return or evac again to cancel. Valid destinations are player's home, static dungeons, Little Garden, and recently visited nefias.
Evacuation Perception Self Yes Returns player to the world map. Cast return or evac again to cancel.
Identify Perception Item Yes Identifies an item. Up to miracle quality items can be identified.

Hold down the spell icon to appraise every item in the player's inventory.

*Identify* Perception Item No Identifies an item. Stock can only be obtained by absorbing it from rods with the Mana Battery ether disease.

Identifies any item. Hold down the spell icon to appraise every item in the player's inventory. Very hard and expensive (~125 mana) to cast as memorized spell.

Lighten Learning Item No Reduces weight of an item by 10%. Only available as scroll of Flying. Some items appear to not work with the spell, such as tents and items that weigh equal or less than 0.1s. This effect stacks, presumably until the 0.1s mark. Warning: closing the interface after using the spell ends the spell.
Uncurse Will Creature Yes Removes curses on equipped gear. Success chance depends on spell strength (Rod/scroll status or spell level versus cursed/doomed item status).

Blessed rods of uncurse apply to every item in the player's inventory.

Doomed items may take several attempts to uncurse. A blessed rod/scroll is adviced.

*Uncurse* Will Creature No Removes curses on equipped gear. Stock can only be obtained by absorbing it from rods with the Mana Battery ether disease.

More powerful curses (doomed) can be uncursed. Blessed rods of uncurse apply to every item in the player's inventory.

Magic Map Perception Self Yes Reveals map. Effect is centered about player's position and grows with spell level. Will not reveal fully walled-in tiles, so cannot be used to detect buried ore deposits.

Note: A cursed scroll will confuse the player.

Levitate Perception Self Yes Makes the player float. Identical to float bit while in effect. Countered by gravity. Float makes you not trigger traps and take less damage from earthquake.
Mutation Perception Self Yes Randomly mutates the player. Potions are preferred because they can be blessed to cause a positive mutation.
Telepathy Perception Self Yes Reveals monsters on the floor. Will not reveal monsters considered mindless (some machines and undead) and Yith(race)
Invisibility Perception Self/Party Yes Grants invisibility and +Stealth. Effect also applies to mount and symbiote. Any action immediately ends invisibility. Some monsters innately see invisible, others will toss liquids in an attempt to reveal you.
See Invisible Perception Self Yes Grants see invisible. +Spot Hidden The ability to see invisible (through whatever means) is not shared with allies.
Incognito Perception Self Yes Grants disguised status Primarily used to reset hostile status of neutral NPCs. If at negative Karma, Incognito can be used to avoid being attacked in settlements and to buy from vendors. Does not prevent NPCs turning hostile after casting when commiting a crime.
Water Breathing Will Self/Party No Nullifies suffocation. +Swimming Cannot be learned by the player. Only available as potion of Water Breathing.
Broomification Perception Creature Yes Nullify other transmutation

+45 Speed, +20 DV, -10 STR, END, DEX, Fire Resistance.

Riding/hosting does not consume a turn. Any other transformations are cancelled. Witches have a bonus to riding brooms. Duration does not run out while creature is being ridden.

Witches get bonus to riding brooms. Only Rodwyn sells Broomification spellbooks and they can't be found randomly.

Putitification Perception Creature No Nullify other transmutation

-5 STR, END, +5 CHA, +10 Acid Resistance

Cannot be learned by the player. Only available as potion of Putitification.
Catification Perception Creature No Nullify other transmutation

Speed +20, Stealth +20, Machine Bane +10, Fish Bane +10

Flurry +20, Chase +20, Fire Resistance -5, Sound Resistance -5

Cannot be learned by the player. Only available as potion of Catification.

Bonuses are fixed values. Only the duration is affected by spell power.

When you defeat an enemy while in Catification, there is a high chance that the corpse will drop Remnants of What Once Was Life.

Wish Luck Self Yes Wishing Not sold in general stores (Cannot be duplicated).

Summon

  • Summons last until killed.
  • Summons are generated with 0 interest and no fur. They will regrow fur. Fur level depends on creature level above their default level.
  • Summons are scaled by spell level.
Name Main Stat Targeting Spellbook? Effect Notes
Summon Animal Charisma Self Yes Summons allied animals
Summon Undead Younger Sisters Charisma Self Yes Summons allied undead younger sisters
Summon Shadow Charisma Self Yes Summons allied shadows that detonate on enemies. Shadows appear at half health. Suicide Bomb explosions are sound-element. Handle with care, very easy to kill yourself unless you have sufficient Control Magic skills. Shadows may use self-destruct if 50% or lower.
Summon Monster Charisma Self Yes Summons random monsters Spellbook not sold in the common store. (Cannot be duplicated).
Summon Pawn Charisma Self Yes Summons pawns
Summon Fire Charisma Self No Summons fire element monsters Cannot be learned by the player.
Summon Tentacle Charisma Creature No Summons tentacles
Summon Yeek Charisma Self No Summons Yeeks
Summon Orc Charisma Self No Summons Orcs
Summon Octopus Charisma Self No Summon Octopus
Summon Fish Charisma Self No Summon Aquatic creatures
Summon Offspring Charisma Self No Summon Offsprings of Shub-Niggurath
Summon Tidal Wave Charisma Self No Summon Tidal Wave

Talismans

See also Sword Sage Page.

By using Calligraphy tool (selecting Calligraphy tool → select a melee weapon and an attack spellbook), you can grant (load) melee weapons with spell books for ball, bolt, arrow, touch, earthquake, and meteor as talismans.

The number of times a spell book can be used is converted into talisman stock, and spells can be cast in exchange for stock when a weapon attack hits.

Spells cast with talismans can be cast without casting or consuming MP, allowing even races and classes that are not naturally skilled at magic to use magic.

By casting spells multiple times in a single turn, you can deal explosive damage.

Sword Sage has a large bonus when using talismans (increased talisman effects, increased talisman stock).

Loading talisman

  • Calligraphy tool is possessed by Sword Sage from the start, and can be obtained by other classes from furniture shops in Mifu Village.
  • Calligraphy tool requires several turns to use. They may be interrupted if damage is taken during use.
  • The use of Calligraphy tool does not require a reading skill check, so even spell books that cannot be read can be used as talisman.
  • The stock of talisman increases at a rate of 1/2 when a spell book is read, but unlike spells, there is no bonus for memorization.
  • Number of talisman that can be loaded cannot be stacked. If you try to attach additional talisman to a weapon, the original talisman will be overwritten, even if they are the same spell.

Activation of talisman

  • If the target is not knocked down by melee damage, it activates with a 100% chance after a weapon attack hits. Once the activation conditions are met, it cannot be stopped.
  • Spells activated by talisman do not consume MP and do not require a casting check. Even spells with a low casting success rate will always activate.
  • Activating an talisman consumes 1 stock.(Enchantments that save talisman have a chance to prevent consumption from the stock.
  • When a talisman is used, experience is gained for the spell used and the corresponding attribute. However, no experience is gained for the casting skill.
  • The damage of talisman is based on the player's spell power. It is affected by spell level, corresponding attributes, and magic enhancement/anti-magic enchantments.
  • The damage of talisman is rolled after weapon damage.
  • Among the additional attacks from dual wielding, furry, and whirlwind enchantments, only the first attack that hits will activate the talisman.
  • Additional attacks from abilities such as Swarm and Bladestorm will activate talisman on all attacks.
  • Spells with a range of 1, such as swords and touch, will not activate on distant opponents even when used in combination with weapons that can attack from a distance, such as spears.
  1. Not tested