Elin:Spellcasting: Difference between revisions

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Read books to learn spells. Casting spells costs spell stock and MP. Spell stock is recovered by reading books.
Read spell books to gain stock in spells. Casting spells costs spell stock and MP; each cast always costs 1 spell stock. Memorization affects spell stock gain per successful read.
 
Every spell is governed by a stat. Spells rapidly gain experience depending on how high the governing stat is above the spell's level. However, if the spell's level is higher than the governing stat, spell XP is severely reduced based on the difference.


== Domains ==
== Domains ==
Characters will be assigned elemental domains at generation according to class. 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.
As of alpha, domains cannot be changed once character generation has been completed.
Domains are important in that spells that generate in shops and as loot will be heavily weighted towards a character's elemental domains. Spells outside of a character's elemental domain can still generate, but will be much rarer.
Spells of a character's elemental domains will also gain a 1d bonus to damage or healing.
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 9: Line 18:
!Main Stat
!Main Stat
!Elemental Effect
!Elemental Effect
!
!Notes
!Flavor Text on Kill
!Flavor Text on Kill
!Touch
!Arrow
!Bolt
!Ball
!Miasma
!Intonation
!Bit
|-
|-
|Fire
|Fire
|Magic
|Magic
|Burning, Can destroy flammable objects
|Burning, Can destroy flammable objects
|Item destruction preventable by fireproof blanket (enemies) or magic manners (player).
|was burnt to ashes.
|X
|
|X
|X
|
|X
|
|
|was burnt to ashes.
|-
|-
|Cold
|Cold
|Magic
|Magic
|Wet
|Wet, Chill (slows)
|Item destruction preventable by coldproof blanket (enemies) or magic manners (player).
Chill stacks to Freeze for even greater slowdown.
|was frozen and turned into an ice sculpture.
|
|X
|X
|X
|
|X
|
|
|wass frozen and turned into an ice sculpture.
|-
|-
|Lightning
|Lightning
|Magic
|Magic
|Paralysis. Extra damage on Wet targets.
|Stun. Extra damage on Wet targets.
|Stun is not prevented by negate paralysis affix.
|was struck by lightning and died.
|
|
|was struck by lightning and died.
|
|X
|X
|
|X
|X
|-
|-
|Darkness
|Darkness
Line 35: Line 73:
|
|
|was consumed by darkness.
|was consumed by darkness.
|
|X
|X
|
|X
|X
|
|-
|-
|Mind
|Mind
|Charisma
|Charisma
|Confusion
|Confusion, Sleep
|
|
|lost his/her mind and kills him/herself.
|lost his/her mind and kills him/herself.
|X
|
|X
|
|
|
|
|-
|-
|Poison
|Poison
Line 47: Line 99:
|
|
|was poisoned to death.
|was poisoned to death.
|
|X
|
|X
|X
|
|
|-
|-
|Nether
|Nether
|Endurance
|Endurance
|Heal self in proportion to damage done.
|Heal self for a % of damage dealt.
|
|
|went to hell.
|went to hell.
|X
|
|X
|
|
|
|X
|-
|-
|Sound
|Sound
|Perception
|Perception
|Dim
|Dim
|Dim hinders casting and prevents action if stacked to Muddled.
|resonated and broke up.
|
|
|X
|X
|
|
|
|resonated and broke up.
|X
|-
|-
|Nerve
|Nerve
Line 65: Line 138:
|
|
|died from neurofibroma.
|died from neurofibroma.
|
|X
|X
|
|X
|
|
|-
|-
|Chaos
|Chaos
Line 71: Line 151:
|
|
|was drawn into a chaotic vortex.
|was drawn into a chaotic vortex.
|
|
|X
|X
|
|X
|X
|-
|-
|Mana
|Magic
|Magic
|Magic
|
|
|
|
|was ruined.
|was ruined.
|
|X
|
|X
|
|
|X
|-
|-
|Holy
|Holy
Line 83: Line 177:
|
|
|went to heaven.
|went to heaven.
|X
|
|X
|
|
|X
|X
|-
|-
| Ether
| Ether
|Magic
|Magic
|Progress Ether Disease
|Progress ether disease
|
|
|was down in ether.  
|was down in ether.  
|
|
|X
|X
|
|
|
|-
|-
|Cut
|Cut
Line 95: Line 203:
|
|
|was cut into thin strips.
|was cut into thin strips.
|X
|
|X
|
|X
|
|
|-
|-
|Acid  
|Acid  
|Magic
|Magic
|Damage equipment
|Damage equipment
|Item damage prevented by acidproof affix.
|melted.
|
|X
|X
|X
|
|
|
|
|melted.
|}
|}
'''Touch''': Melee range, single target, low mana cost.


==Attack Spells==
'''Arrow:''' A single target ranged spell.
Attack spells are available in all elements. Each one has a chance to apply the status ailment associated with it.


===Ball===
'''Bolt:''' A beam that pierces enemies and travels for 12 tiles. Can hit caster if it's stopped by an adjacent wall.
<sup>Starting damage: 1d3</sup>


<sup>Spell Level Scaling:</sup>
'''Ball:''' A 5x5 sphere Aoe centered about the caster. Damage reduces with distance from the origin.


<sup>Main Stat Scaling:</sup>
'''Miasma:''' 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.


<sup>Casting Scaling:</sup>
'''Intonation:''' Changes damage dealt by the wielder's physical attacks to that element and provides resistance to it. Successful strikes consume a charge. Applies to melee, bow/gun, and thrown attacks.


A 5x5 sphere Aoe centered about the caster. Damage reduces with distance from the origin.
'''Bit:''' Summons a magical wisp of that element that casts the associated arrow spell. Can move and is innately immune to its element.  


===Bolt===
==Attack Spells==
<sup>Starting damage: 1d7</sup>


<sup>Spell Level Scaling: Success Chance, Dice Value (d#)</sup>
=== Damaging ===
{| class="wikitable"
|+
!Name
!Domain
!Main Stat
!Targeting
!Effect
!Notes
|-
|Meteor
|Fire
|Magic
|Self
|Summons numerous meteor clusters over a wide area.
|Unlike Elona, this is an AoE that spreads outwards from the caster until stopped by a wall. Damages caster.
|-
|Shatter Hex
|Holy
|Will
|Hostile
|Removes all hexes on target and damages surrounding enemies.
Requires at least one hex on target to work.
|Bugged? Does not appear to damage either target or surrounding enemies.
|}


<sup>Main Stat Scaling: Number of Dice (#d)</sup>
=== Hexes ===
 
{| class="wikitable"
<sup>Casting Scaling: Success Chance</sup>
|+
 
!Name
A line aoe penetrating enemies for 12 tiles.
!Domain
 
!Main Stat
===Touch===
!Targeting
<sup>Starting damage: 1d4</sup>
!Effect
 
!Notes
<sup>Spell Level Scaling:</sup>
|-
 
|Silence
<sup>Main Stat Scaling:</sup>
|Holy
 
|Will
<sup>Casting Scaling:</sup>
|Creature
 
|Silences target, preventing spellcasting.
A melee range single target spell.
|Magic device and special actions still work.
 
|-
===Dart===
|Weakness
<sup>Starting damage: 1d13</sup>
|Holy
 
|Will
<sup>Spell Level Scaling:</sup>
|Creature
 
|Halves target's PV and DV.
<sup>Main Stat Scaling:</sup>
|
 
|-
<sup>Casting Scaling:</sup>
|Elemental Scar
 
|Magic
A single target ranged spell.
|Magic
 
|Creature
===Intonation===
|Reduces targets fire, ice and lightning resistances.
<sup>Spell Level Scaling: Increases amount of attacks that are enchanted. Increases elemental resist of the appropriate element.</sup>
|
 
|-
<sup>Main Stat Scaling:</sup>
|Bane
 
|Holy
<sup>Casting Scaling:</sup>
|Will
 
|Creature
Changes the damage done by the wielder's weapon to the appropriate type of damage for a certain number of hits, and provides elemental resistance to the same element.
|Decreases target's luck and chance to hit.
 
|Also strips worship bonuses if cast by an inquisitor.
Applies to melee, bow/gun, and thrown attacks.
|-
 
|Slow
This allows weapons to bypass PV and the damage to be rolled against elemental resistances instead.  
|
 
|
===Miasma===
|Creature
<sup>Starting damage: 1d5 x 5</sup>
|Slows the target.
 
|Minimum speed is 10.
<sup>Spell Level Scaling:</sup>
|-
 
|Mist of Darkness
<sup>Main Stat Scaling:</sup>
|
 
|
<sup>Casting Scaling:</sup>
|Ground
 
|Creates clouds of mist that grant evasion bonuses to anything inside.
A damage over time spell. Cannot be stacked.
|Enemies can take advantage of this.
 
|-
Each tick of damage causes the spell to spread to any adjacent enemies, with the same remaining turns.
|Web
 
|
Furthermore, Miasma has a very high chance to apply the related status ailment, and bypasses the status resistances innate to elite enemies.
|
 
|Ground
===Bit===
|Creates webs that ensnare anything that steps in them.
<sup>Spell Level Scaling:</sup>
|Spiders are immune to snaring effect.
 
|}
<sup>Main Stat Scaling:</sup>
 
<sup>Casting Scaling:</sup>
 
Summons a companion that casts the appropriate element dart spell. Can move. Lasts only for a certain duration.  
 
====Meteor====
<sup>Domain: Magic</sup>
 
<sup>Starting Damage: 1d4</sup>
 
<sup>Spell Level Scaling:</sup>
 
<sup>Main Stat Scaling: Number of Dice (#d)</sup>
 
<sup>Casting Scaling:</sup>
 
Summons meteors.
 
==Hexes==
 
====Weakness ====
<sup>Spell Level Scaling: Success Chance</sup>
 
<sup>Main Stat Scaling: Will</sup>
 
<sup>Casting Scaling:</sup>
 
Halves DV/PV of the target for a certain number of turns.
 
====Bane====
<sup>Spell Level Scaling: Success Chance</sup>
 
<sup>Main Stat Scaling: Will</sup>
 
<sup>Casting Scaling:</sup>
 
Reduces the target's Luck and To Hit.
Inquisitors also strip the target of any faith-related bonuses.


==Defense Spells==
==Defense Spells==


====Cure Minor Wounds====
=== Healing ===
{| class="wikitable"
|+
!Name
!Domain
!Main Stat
!Targeting
!Effect
!Notes
|-
|Cure Minor Wounds
|Holy
|Will
|Party
|Heals.
|Single-target healing also applies to mount and symbiote.
|-
|Cure Critical Wounds
|Holy
|Will
|Party
|Heals.
|Single-target healing also applies to mount and symbiote.
|-
|Healing
|Holy
|Will
|Party
|Heals.
|Single-target healing also applies to mount and symbiote.
|-
|Healing of <<Eris>>
|Holy
|Will
|Party
|Heals.
|Single-target healing also applies to mount and symbiote.
|-
|Healing of <<Odina>>
|Holy
|Will
|Party
|Heals.
|Single-target healing also applies to mount and symbiote.
|-
|Healing of <<Jure>>
|Holy
|Will
|Party
|Heals.
|Single-target healing also applies to mount and symbiote.
|-
|Resurrection
|Holy
|Will
|Self
|Resurrects a random dead ally.
|Can be used to bring back dead residents.
|-
|Nature's Embrace
|Holy
|Will
|Party
|Healing over time.
|
|-
|Restore Body
|Holy
|Will
|Party
|Restores damaged attributes.
|Str, End, Dex, Cha.
|-
|Restore Mind
|Holy
|Will
|Party
|Restores damaged attributes.
|Per, Ler, Will, Mag
|-
|Holy Light
|Holy
|Will
|Party
|Attempts to remove one hex and grants a weak holy veil.
|Success dependent on strength vs hex strength.
|-
|Vanquish Hex
|Holy
|Will
|Party
|Attempts to remove all hexes and grants a weak holy veil.
|Success dependent on strength vs hex strength. Each hex is rolled separately.
|}


 
=== Blessings ===
====Holy Veil ====
{| class="wikitable"
<sup>Spell Level Scaling:</sup>
|+
 
!Name
<sup>Main Stat Scaling: Will</sup>
!Domain
 
!Main Stat
<sup>Casting Scaling:</sup>
!Targeting
 
!Effect
Resistance to Fear
!Notes
 
|-
====Hero ====
|Holy Veil
<sup>Spell Level Scaling:</sup>
|Holy
 
|Will
<sup>Main Stat Scaling: Will</sup>
|Party
 
|Grant a blessed veil that wards off curses.
<sup>Casting Scaling:</sup>
|Repels hexes by comparing strength of veil vs. strength of hex.
 
|-
Nullify Fear and Confusion, and raise Strength and Dexterity attributes.
|Cat's Eye
|
|Perception
|Self
| +1 vision range, +Perception, nullifies blind.
|
|-
|Holy Shield
|
|Will
|Party
| +PV, nullify fear and weakness.
|
|-
|Divine Wisdom
|
|Learning
|Self
| +Magic, Learning and Literacy, nullify confusion.
|
|-
|Hero
|
|Will
|Party
| +Strength and Dexterity, nullify fear and confusion
|
|-
|Elemental Shield
|
|Will
|Party
| +Fire, ice and lightning resists, nullify elemental scar
|
|-
|Speed
|
|Will
|Self
| +Speed
|Does NOT nullify slow.
|}


==Utility Spells==
==Utility Spells==
{| class="wikitable"
|+
!Name
!Domain
!Main Stat
!Targeting
!Effect
!Notes
|-
|Teleport
|
|Perception
|Self
|Teleports self.
|Can be any tile on the map.
|-
|Short Teleport
|
|Perception
|Self
|Teleports self.
|Generally within a 5-tile radius.
|-
|Return
|
|Perception
|Self
|Returns to a previously visited location.
|Cast return or evac again to cancel. Valid destinations are player's home, static dungeons, Little Garden, Mansion of Little Sister, and recently visited nefia.
|-
|Evac
|
|Perception
|Self
|Returns player to the world map.
|Cast return or evac again to cancel.
|-
|Identify
|
|Perception
|Item
|Identifies an item.
|Up to miracle quality items can be identified.
|-
|Uncurse
|Holy
|Will
|Self or Ally
|Removes curses on equipped gear.
|Check to succeed is made via spell strength.
|-
|Magic Map
|
|Perception
|Self
|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.
|-
|Levitate
|
|Perception
|Self
|Makes the player float.
|Identical to float bit while in effect. Countered by gravity.
|-
|Mutation
|
|Perception
|Self
|Mutates the player.
|Potions are preferred because they can be blessed.
|-
|Telepathy
|
|Perception
|Self
|Reveals monsters on the floor.
|Will not reveal monsters considered mindless (some machines and undead) or too alien (yith).
|-
|Invisibility
|
|Perception
|Creature
|Grants invisibility and +stealth.
|Effect also applies to mount and symbiote. Any hostile action immediately ends invisibility. Some monsters innately see invisible, others will toss liquids in an attempt to reveal you.
|-
|Incognito
|
|Perception
|Self
|Grants disguise.
|Primarily used on dropping aggro on accidentally aggroed neutral mobs.
|-
|Broomification
|
|Peception
|Creature
| +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.
|-
|Summon Animal
|
|Charisma
|Self
|Summons animals fight for you.
|Summons are scaled by spell level.
|-
|Summon Undead Younger Sisters
|
|Charisma
|Self
|Summons undead younger sisters to fight for you.
|Summons are scaled by spell level.
|-
|Summon Shadow
|
|Charisma
|Self
|Summons shadows that detonate on enemies.
|Shadows appear at half health. Suicide explosions are sound-element. Handle with care, very easy to kill yourself.
|}


====Return====
=== Testing ===
Returns the player to the appropriate location.
 
Can return players to [[Elin:My Home|My Home]], [[Elin:The Mansion of Younger Sister|The Mansion of Younger Sister]], recently cleared dungeons,  well as the lowest floors cleared of certain [[:Category:Elin Nefia|static Nefia]].
 
====Teleport====
<sup>Spell Level Scaling:</sup>
 
<sup>Main Stat Scaling: Perception</sup>
 
<sup>Casting Scaling:</sup>
 
Teleport to a random location.
 
====Short Teleport====
<sup>Spell Level Scaling:</sup>
 
<sup>Main Stat Scaling: Perception</sup>
 
<sup>Casting Scaling:</sup>
 
Teleport to a nearby random location.
 
====Uncurse====
<sup>Spell Level Scaling: Success Chance.</sup>
 
<sup>Main Stat Scaling: Will</sup>
 
<sup>Casting Scaling:</sup>
 
Removes curse from cursed equipment. Has a small chance to removed the "Doomed" effect from equipment. May scale with level or casting.
 
==Testing==
Testing Notes:
Testing Notes:



Revision as of 20:22, 6 April 2024


Read spell books to gain stock in spells. Casting spells costs spell stock and MP; each cast always costs 1 spell stock. Memorization affects spell stock gain per successful read.

Every spell is governed by a stat. Spells rapidly gain experience depending on how high the governing stat is above the spell's level. However, if the spell's level is higher than the governing stat, spell XP is severely reduced based on the difference.

Domains

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

As of alpha, domains cannot be changed once character generation has been completed.

Domains are important in that spells that generate in shops and as loot will be heavily weighted towards a character's elemental domains. Spells outside of a character's elemental domain can still generate, but will be much rarer.

Spells of a character's elemental domains will also gain a 1d bonus to damage or healing.

Domain Main Stat Elemental Effect Notes Flavor Text on Kill Touch Arrow Bolt Ball Miasma Intonation Bit
Fire Magic Burning, Can destroy flammable objects Item destruction preventable by fireproof blanket (enemies) or magic manners (player). was burnt to ashes. X X X X
Cold Magic Wet, Chill (slows) Item destruction preventable by coldproof blanket (enemies) or magic manners (player).

Chill stacks to Freeze for even greater slowdown.

was frozen and turned into an ice sculpture. X X X X
Lightning Magic Stun. Extra damage on Wet targets. Stun is not prevented by negate paralysis affix. was struck by lightning and died. X X X X
Darkness Magic Blind was consumed by darkness. X X X X
Mind Charisma Confusion, Sleep lost his/her mind and kills him/herself. X X
Poison Dexterity Poison was poisoned to death. X X X
Nether Endurance Heal self for a % of damage dealt. went to hell. X X X
Sound Perception Dim Dim hinders casting and prevents action if stacked to Muddled. resonated and broke up. X X X
Nerve Learning Paralysis died from neurofibroma. X X X
Chaos Magic Random status ailments. was drawn into a chaotic vortex. X X X X
Magic Magic was ruined. X X X
Holy Will went to heaven. X X X X
Ether Magic Progress ether disease was down in ether. X X
Cut Strength Bleed was cut into thin strips. X X X
Acid Magic Damage equipment Item damage prevented by acidproof affix. melted. X X X

Touch: Melee range, single target, low mana cost.

Arrow: A single target ranged spell.

Bolt: A beam that pierces enemies and travels for 12 tiles. 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: 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.

Intonation: Changes damage dealt by the wielder's physical attacks to that element and provides resistance to it. Successful strikes consume a charge. Applies to melee, bow/gun, and thrown attacks.

Bit: Summons a magical wisp of that element that casts the associated arrow spell. Can move and is innately immune to its element.

Attack Spells

Damaging

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

Requires at least one hex on target to work.

Bugged? Does not appear to damage either target or surrounding enemies.

Hexes

Name Domain Main Stat Targeting Effect Notes
Silence Holy Will Creature Silences target, preventing spellcasting. Magic device and special actions still work.
Weakness Holy Will Creature Halves target's PV and DV.
Elemental Scar Magic Magic Creature Reduces targets fire, ice and lightning resistances.
Bane Holy Will Creature Decreases target's luck and chance to hit. Also strips worship bonuses if cast by an inquisitor.
Slow Creature Slows the target. Minimum speed is 10.
Mist of Darkness Ground Creates clouds of mist that grant evasion bonuses to anything inside. Enemies can take advantage of this.
Web Ground Creates webs that ensnare anything that steps in them. Spiders are immune to snaring effect.

Defense Spells

Healing

Name Domain Main Stat Targeting Effect Notes
Cure Minor Wounds Holy Will Party Heals. Single-target healing also applies to mount and symbiote.
Cure Critical Wounds Holy Will Party Heals. Single-target healing also applies to mount and symbiote.
Healing Holy Will Party Heals. Single-target healing also applies to mount and symbiote.
Healing of <<Eris>> Holy Will Party Heals. Single-target healing also applies to mount and symbiote.
Healing of <<Odina>> Holy Will Party Heals. Single-target healing also applies to mount and symbiote.
Healing of <<Jure>> Holy Will Party Heals. Single-target healing also applies to mount and symbiote.
Resurrection Holy Will Self Resurrects a random dead ally. Can be used to bring back dead residents.
Nature's Embrace Holy Will Party Healing over time.
Restore Body Holy Will Party Restores damaged attributes. Str, End, Dex, Cha.
Restore Mind Holy Will Party Restores damaged attributes. Per, Ler, Will, Mag
Holy Light Holy Will Party Attempts to remove one hex and grants a weak holy veil. Success dependent on strength vs hex strength.
Vanquish Hex Holy Will Party Attempts to remove all hexes and grants a weak holy veil. Success dependent on strength vs hex strength. Each hex is rolled separately.

Blessings

Name Domain Main Stat Targeting Effect Notes
Holy Veil Holy Will Party Grant a blessed veil that wards off curses. Repels hexes by comparing strength of veil vs. strength of hex.
Cat's Eye Perception Self +1 vision range, +Perception, nullifies blind.
Holy Shield Will Party +PV, nullify fear and weakness.
Divine Wisdom Learning Self +Magic, Learning and Literacy, nullify confusion.
Hero Will Party +Strength and Dexterity, nullify fear and confusion
Elemental Shield Will Party +Fire, ice and lightning resists, nullify elemental scar
Speed Will Self +Speed Does NOT nullify slow.

Utility Spells

Name Domain Main Stat Targeting Effect Notes
Teleport Perception Self Teleports self. Can be any tile on the map.
Short Teleport Perception Self Teleports self. Generally within a 5-tile radius.
Return Perception Self Returns to a previously visited location. Cast return or evac again to cancel. Valid destinations are player's home, static dungeons, Little Garden, Mansion of Little Sister, and recently visited nefia.
Evac Perception Self Returns player to the world map. Cast return or evac again to cancel.
Identify Perception Item Identifies an item. Up to miracle quality items can be identified.
Uncurse Holy Will Self or Ally Removes curses on equipped gear. Check to succeed is made via spell strength.
Magic Map Perception Self 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.
Levitate Perception Self Makes the player float. Identical to float bit while in effect. Countered by gravity.
Mutation Perception Self Mutates the player. Potions are preferred because they can be blessed.
Telepathy Perception Self Reveals monsters on the floor. Will not reveal monsters considered mindless (some machines and undead) or too alien (yith).
Invisibility Perception Creature Grants invisibility and +stealth. Effect also applies to mount and symbiote. Any hostile action immediately ends invisibility. Some monsters innately see invisible, others will toss liquids in an attempt to reveal you.
Incognito Perception Self Grants disguise. Primarily used on dropping aggro on accidentally aggroed neutral mobs.
Broomification Peception Creature +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.
Summon Animal Charisma Self Summons animals fight for you. Summons are scaled by spell level.
Summon Undead Younger Sisters Charisma Self Summons undead younger sisters to fight for you. Summons are scaled by spell level.
Summon Shadow Charisma Self Summons shadows that detonate on enemies. Shadows appear at half health. Suicide explosions are sound-element. Handle with care, very easy to kill yourself.

Testing

Testing Notes:

Domains give each spell of that element an additional damage dice.

Each 10 points of main stat for each spell effects the number of dice rolled (Example, Mind Bolt at level 1, never been used, went from 1d7 to 2d7 when going from 9 to 10 charisma)

Each level of the spell increases cast chance by 1% (or thereabouts)

Each other level (level 3, 5, etc) increases dice value (Example, above mind bolt went from 2d7 to 2d8 at spell level 3, with no increase to casting skill or stat)

For non-damage spells, spell level increases cast chance and duration.

Talismans

(All talisman information tested with Sword Sage, and the Talisman Mastery feat.)

Talismans "cast" the spell as if the player had used it themselves, at the same spell level, domain bonus and same stat bonus that the player would ordinarily have from traditional casting.

Talismans do not consume MP, and have a 100% chance to trigger if the weapon attack hits and the melee hit does not drop the target instantly to critical health.

Talisman damage is rolled after weapon damage.

Casting in this manner does not give the player casting or spell experience, and talisman stock is gained at 1/2 the base rate of reading the book, with no bonuses from memorization.