Elin:Spellcasting
Some of the text on this page is from the Alpha build of the game. |
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). Can destroy objects. | 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 target's 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 vacant 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 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 to reset 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 to 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. | Summons are scaled by spell level. 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.