Elin:Spellcasting

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Read books to learn spells. Casting spells costs spell stock and MP. Spell stock is recovered by reading books.

Domains

Domain Main Stat Elemental Effect Flavor Text on Kill
Fire Magic Burning, Can destroy flammable objects was burnt to ashes.
Cold Magic Wet wass frozen and turned into an ice sculpture.
Lightning Magic Paralysis was struck by lightning and died.
Darkness Magic Blind was consumed by darkness.
Mind Charisma Confusion lost his/her mind and kills him/herself.
Poison Dexterity Poison was poisoned to death.
Nether Endurance went to hell.
Sound Perception Dim resonated and broke up.
Nerve Learning Paralysis died from neurofibroma.
Chaos Magic Random status ailments. was drawn into a chaotic vortex.
Mana Magic was ruined.
Holy Will went to heaven.
Ether Magic was down in ether.
Cut Strength Bleed was cut into thin strips.
Acid Magic melted.

Attack Spells

Attack spells are available in all elements. Each one has a chance to apply the status ailment associated with it.

Ball

Starting damage: 1d3

Spell Level Scaling:

Main Stat Scaling:

Casting Scaling:

A 5x5 sphere Aoe centered about the caster. Damage reduces with distance from the origin.

Bolt

Starting damage: 1d7

Spell Level Scaling: Success Chance, Dice Value (d#)

Main Stat Scaling: Number of Dice (#d)

Casting Scaling: Success Chance

A line aoe penetrating enemies for 12 tiles.

Touch

Starting damage: 1d4

Spell Level Scaling:

Main Stat Scaling:

Casting Scaling:

A melee range single target spell.

Dart

Starting damage: 1d13

Spell Level Scaling:

Main Stat Scaling:

Casting Scaling:

A single target ranged spell.

Intonation

Spell Level Scaling: Increases amount of attacks that are enchanted. Increases elemental resist of the appropriate element.

Main Stat Scaling:

Casting Scaling:

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.

Applies to melee, bow/gun, and thrown attacks.

This allows weapons to bypass PV and the damage to be rolled against elemental resistances instead.

Miasma

Starting damage: 1d5 x 5

Spell Level Scaling:

Main Stat Scaling:

Casting Scaling:

A damage over time spell. Cannot be stacked.

Each tick of damage causes the spell to spread to any adjacent enemies, with the same remaining turns.

Furthermore, Miasma has a very high chance to apply the related status ailment, and bypasses the status resistances innate to elite enemies.

Bit

Spell Level Scaling:

Main Stat Scaling:

Casting Scaling:

Summons a companion that casts the appropriate element dart spell. Can move. Lasts only for a certain duration.

Meteor

Domain: Magic

Starting Damage: 1d4

Spell Level Scaling:

Main Stat Scaling: Number of Dice (#d)

Casting Scaling:

Summons meteors.

Hexes

Weakness

Spell Level Scaling: Success Chance

Main Stat Scaling: Will

Casting Scaling:

Halves DV/PV of the target for a certain number of turns.

Bane

Spell Level Scaling: Success Chance

Main Stat Scaling: Will

Casting Scaling:

Reduces the target's Luck and To Hit. Inquisitors also strip the target of any faith-related bonuses.

Defense Spells

Cure Minor Wounds

Holy Veil

Spell Level Scaling:

Main Stat Scaling: Will

Casting Scaling:

Resistance to Fear

Hero

Spell Level Scaling:

Main Stat Scaling: Will

Casting Scaling:

Nullify Fear and Confusion, and raise Strength and Dexterity attributes.

Utility Spells

Return

Returns the player to the appropriate location.

Can return players to My Home, The Mansion of Younger Sister, recently cleared dungeons, well as the lowest floors cleared of certain static Nefia.

Teleport

Spell Level Scaling:

Main Stat Scaling: Perception

Casting Scaling:

Teleport to a random location.

Short Teleport

Spell Level Scaling:

Main Stat Scaling: Perception

Casting Scaling:

Teleport to a nearby random location.

Uncurse

Spell Level Scaling: Success Chance.

Main Stat Scaling: Will

Casting Scaling:

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:

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.