Spells

Revision as of 12:22, 22 September 2025 by Zulo (talk | contribs) (updated targeting)


Lists of spells. For general information about casting and learning spells, see the Spellcasting page.

Some rods,scrolls, andmagic potions have unique effects that differ from the spells of the same name when cast. For details, see the page for each item.

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.

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

Spear of The Moonlit Night Holy Charisma Ground Yes Performs a ranged attack with a holy spear. Targets defeated by this spear drop milk or eggs, and occasionally drop genes.

Power refers to the caster's Charisma, while spell power only affects damage bonus.

Available for purchase at Miral and Garokk's Workshop.

Not sold in common shops (cannot be duplicated). 【Cryptic】 (Increased Reading Difficulty, Reduced Memorization Effect) Lv.8

Arrow of The Moonlit Night Holy Charisma Ground Yes Performs a ranged attack with a holy spear. Targets defeated by this arrow drop milk or eggs, and occasionally drop genes.

Power refers to the caster's Charisma, while spell power only affects damage bonus.

Weaker than Spear of The Moonlit Night.

Succubus players can gain stock

when they play mischief using Dream Larva.

Sea of Acid[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, Giant, 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 Target/Party spells on others by holding it in your hand or middle-click-hold the spell on the ability bar 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 Target/Party Yes Heals HP and some bad statuses.
Cure Major Wound Holy Will Target/Party No Cannot be learned by the player. Only available as potion of Cure Major Wound.
Cure Critical Wound Holy Will Target/Party Yes
Healing Holy Will Target/Party Yes
Healing of 《Eris》 Holy Will Target/Party Yes
Healing of 《Odina》 Holy Will Target/Party Yes
Healing of 《Jure》 Holy Will Target/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.

For NPCs, it requires a cooldown time of 400 turns before it can be used again.

【Cryptic】 (Increased Reading Difficulty, Reduced Memorization Effect) Lv.4

Nature's Embrace Holy Will Target/Party Yes Healing over time. activates every 4 ticks for character with 100 speed. Heals 8 times for minimum[1]
Restore Body Holy Will Target/Party Yes Restores weakened attributes and cure bad conditions. Attributes: STR, END, DEX, CHA. Conditions: Blind, Poison, Bleed
Restore Mind Holy Will Target/Party Yes Restores weakened attributes and cure bad conditions. Attributes: PER, LER, WIL, MAG. Conditions: Fear, Dim
Holy Light Holy Will Target/Party Yes Attempts to remove one hex and grants a weak holy veil. Success dependent on strength vs hex strength.
Vanquish Hex Holy Will Target/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 Target/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 Target/Party Yes +PV. Immunity to fear and weakness.
Divine Wisdom Learning Self Yes +Magic, Learning and Literacy. Immunity to confusion.
Hero Will Target/Party Yes +Strength and Dexterity. Immunity to fear and confusion
Elemental Shield Will Target/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 Target/Party Yes Grant the Rebirth status to the target. Spellbook not sold in the common store. (Cannot be duplicated).【Cryptic】 (Increased Reading Difficulty, Reduced Memorization Effect) Lv.11

The increase in stock is fixed at 1 (not affected by memorization).

Brightness of Life Will Target/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).

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.

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.
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 Target/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 Target/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 Spellbook not sold in the common store. (Cannot be duplicated).【Cryptic】 (Increased Reading Difficulty, Reduced Memorization Effect) Lv.11

The increase in stock is fixed at 1 (not affected by memorization).

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
  1. Not tested