Elin:Spellcasting

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Revision as of 19:09, 10 December 2024 by Lepthae (talk | contribs) (Added wiki link to mutations on the mutation part of utility spells)
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About

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.

Please check this page for prices of magic books and magic wands.

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 through Gene Engineering.

NPCs are not limited to the types of spells available as spellbooks. They can use spells unavailable to the player, such as Mind Arrow.

NPCs also do not level up individual spells by repeatedly casting them. NPC's spell levels are determined by their character level instead.

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.

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.

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.

Domain Main Stat Elemental Effect[1] Notes Touch Arrow Bolt Ball Miasma Intonation Bit
Fire Magic Burning. Can destroy flammable objects.

-30% damage on wet targets.

Burning can be prevented with Sperb(15) or higher fire resistance.

Item destruction preventable by fireproof blanket (enemies) or magic manners (player).

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.

X X X X X
Lightning Magic Stun. +50% damage on wet targets. Stun is not prevented by negate paralysis affix. X X X X
Darkness Magic Blind X X X X
Mind Charisma Confusion, Sleep X X X
Poison Dexterity Poison X X X
Nether Endurance Heal self for a % of damage dealt. X X X
Sound Perception Dim Dim hinders casting, prevents action if stacked to Muddled, and gives incoming attacks +25% crit chance. X X X
Nerve Learning Paralysis X X X
Chaos Magic Random status ailments. X X X X
Magic Magic X X X
Holy Will Cannot be selected as an additional domain. X X X X
Ether Magic Progress ether disease Cannot be selected as an additional domain. X X X
Cut Strength Bleed Cannot be selected as an additional domain.

Bleed can be prevented with Sperb(15) or higher cut resistance.

X X X
Acid Magic Damage equipment Cannot be selected as an additional domain, item damage prevented by acidproof affix. X X X
Impact Magic Dim, Confusion, Paralysis Cannot be selected as an additional domain. Used in a very few attacks, such as suicidal explosion, flam explosions, etc.
  1. Additional effects of each element will not occur if the damage is 0.

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. Can be cleansed with holy light or vanquish hex.

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

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

Damaging

Name Domain Main Stat Targeting Effect Notes
Meteor Fire Magic Self Summons numerous meteor clusters over a wide area. Causing a pillar of fire. 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.
Earthquake Impact Magic Self Causes earthquakes over a wide area. Damage reduction for levitated targets, damage increase for gravitated targets. 11 tile radius.

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[1] 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[1] 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 Stat Resist Stat Targeting Effect Notes
Silence Will Will Creature Silences target, preventing spellcasting. Magic device and special actions still work.
Weakness Will Will Creature Halves target's PV and DV.
Elemental Scar Magic Endurance Creature Reduces target's fire, ice and lightning resistances.
Bane Will Learning Creature Decreases target's luck and chance to hit. Also strips worship bonuses if cast by an inquisitor.
Slow Will -Nothing- Creature Slows the target. Minimum speed is 10.
Mist of Darkness Will -Nothing- Ground Creates clouds of mist that grant evasion bonuses to anything inside. Enemies can take advantage of this.
Web Will -Nothing- Ground Creates webs that ensnare anything that steps in them. Spiders are immune to snaring effect. Very inaccurate
Gravity Magic -Nothing- Creature Gravitates the target, making it unable to levitate.
  1. 1.0 1.1 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).

Defense Spells

Healing

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

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.

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 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

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

Name Main Stat Targeting Effect Notes
Holy Veil Will Party 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 +1 vision and attack range, +Perception, nullifies blind. Heavily scales in duration, will not provide extra vision.
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 Overrides elemental scars.
Speed Will Self +Speed Overrides slow, but does NOT nullify slow. Gets multiplied by the Lonely Soul feat.

Utility Spells

Name 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, and recently visited nefias.
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.
Flying ? Item Reduces weight of an item by 10%. 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 Self or Ally Removes curses on equipped gear. Check to succeed is made via spell strength.

Note: A blessed rod of uncurse would uncurse every item in the player's inventory.

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.

Note: A cursed scroll will confuse the player.

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). Yith are immune to telepathy due to its innate feat: Cosmic Horror 2
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 Perception 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 unless you have sufficient magic control skills.

Talismans

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

By using a Calligraphy Kit, spellbooks can be bound to melee weapons in the form of Talismans.

Sword Sages have the calligraphy tool from the start, and other classes can also purchase it at the furniture store in Mifu Village or obtain it through crafting.

How to use the calligraphy tool: Use the calligraphy tool→select a weapon and an attack magic book.

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* give the player the appropriate spell experience, but not the casting experience.

Talisman stock is gained at 1/2 the base rate of reading the book, with no bonuses from memorization.

When magic is activated, the stock is reduced by one and experience is gained for the magic used. However, no experience is gained in the casting skill.