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The character's ability to cast a spell is governed by their [[skill]] level in the spell's respective school. Spells consume [[mana]] and [[reagents]] when successfully cast. Failing to cast a spell results in a fizzle, and only consumes the reagent. |
The character's ability to cast a spell is governed by their [[skill]] level in the spell's respective school. Spells consume [[mana]] and [[reagents]] when successfully cast. Failing to cast a spell results in a fizzle, and only consumes the reagent. |
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− | If a spell is cast from a [[Inscription#Scrolls|scroll]] then it consumes mana but does not require reagents. Additionally, scrolls effectively give the caster +30 [[skill]] in the required school. For example, [[Energy Bolt]] normally requires 60 [[Evocation]] to cast; however, if you use an Energy Bolt scroll, it only requires 30 [[Evocation]]. This applies to all spells from both schools of magic. |
+ | If a spell is cast from a [[Inscription#Scrolls|scroll]] then it consumes mana but does not require reagents. Additionally, scrolls effectively give the caster +30 [[skill]] in the required school. For example, [[Energy Bolt]] normally requires 60 [[Evocation]] to cast; however, if you use an [[Energy Bolt scroll]], it only requires 30 [[Evocation]]. This applies to all spells from both schools of magic. |
After beginning to cast a spell, the character cannot move while he channels the spell. This cast duration differs from spell to spell and is doubled if the character casts while on horseback. Taking damage while casting a spell has a chance to interrupt the spell cast. |
After beginning to cast a spell, the character cannot move while he channels the spell. This cast duration differs from spell to spell and is doubled if the character casts while on horseback. Taking damage while casting a spell has a chance to interrupt the spell cast. |
Revision as of 01:38, 12 November 2019
A spell is a magical effect a character can cast either from their spellbook or via an inscription scroll. There are two schools of magic: evocation, which governs offensive and combat spells, and manifestation which includes beneficial and healing magic.
The character's ability to cast a spell is governed by their skill level in the spell's respective school. Spells consume mana and reagents when successfully cast. Failing to cast a spell results in a fizzle, and only consumes the reagent.
If a spell is cast from a scroll then it consumes mana but does not require reagents. Additionally, scrolls effectively give the caster +30 skill in the required school. For example, Energy Bolt normally requires 60 Evocation to cast; however, if you use an Energy Bolt scroll, it only requires 30 Evocation. This applies to all spells from both schools of magic.
After beginning to cast a spell, the character cannot move while he channels the spell. This cast duration differs from spell to spell and is doubled if the character casts while on horseback. Taking damage while casting a spell has a chance to interrupt the spell cast.
After casting is complete, but before choosing a target, the caster is free to move around (also referred to as "pre-casting"). Pre-cast spells only last a few seconds.
All spells seem to have around a 12-meter range, slightly less than Archery bows.
Another flavor element that can be used to detect which spell is being cast is the spell circle graphic that appears at the caster's hands while casting a spell. Most of the Evocation spells use an orange or red circle (with the exception of Rock Bombardment, which has a purple one), and most of the Manifestation spells use a blue or green circle.
Evocation Spells
Spells of the Evocation school deal with damaging foes. The damage dealt by evocation spells is scaled both by the caster's Channeling skill, Intelligence, and Power stats.
Icon | Spell Name | Difficulty | Reagent | Mana Cost |
Cast Time |
Description |
---|---|---|---|---|---|---|
Mana Missile | 1 | Lemon Grass | 4 | 0.75 | Shoots an arcane missile that does damage to the target on impact. | |
Ruin | 2 | Moss | 6 | 1.00 | Harm your opponent. Does increased damage at melee range (guaranteed spell interrupt) | |
Fireball | 3 | Lemon Grass | 9 | 1.25 | Shoots a flaming ball that does fire damage to the target on impact. | |
Poison | 3 | Mushrooms | 9 | 1.25 | Poisons the target dealing damage over time and reducing healing. | |
Lightning | 4 | Moss | 11 | 1.5 | Lightning strikes the target doing instant direct damage. | |
Wall of Fire | 4 | Lemon Grass | 11 | 1.5 | Creates a wall of fire between 2 points. Mana cost is based per tile. | |
Ray Of Frost | 5 | Lemon Grass | 14 | 1.5 | Shoots a ray of frost that does damage on impact.
Also applies chilled which slows by 50% for a small time. | |
Rock Bombardment | 6 | Mushrooms | 20 | 2.0 | Launch a large boulder towards the target. (damage is dealt after a 3 second delay) | |
Energy Bolt | 6 | Moss | 20 | 2.0 | Shoot a bolt of energy at your opponent. | |
Meteor | 7 | Lemon Grass | 40 | 2.25 | Bombards the target location with a meteor, doing a sizeable amount of damage. (AoE damage) | |
Earthquake | 8 | Lemon Grass | 100 | 5.0 | Shakes the earth around the caster dealing damage. |
Manifestation Spells
Spells of the Manifestation school deal with healing and buffing, and utility such as transportation. The power of Manifestation spells does not scale and the spells are always cast at full power.
Icon | Spell Name | Difficulty | Reagent | Mana
Cost |
Cast
Time |
Description |
---|---|---|---|---|---|---|
Refresh | 1 | Lemon Grass | 20% | Sacrifices up to 20% of casters max mana in exchange for 25%-75% of that amount in stamina. | ||
Heal | 1 | Ginseng | 4 | Heals the target. | ||
Infuse | 1 | Lemon Grass | 0 | Sacrifices up to 20% of casters max stamina in exchange for 25%-75% of that amount in mana. | ||
Cure | 2 | Ginseng | 6 | Cures the target of poison. | ||
Teleport | 3 | Ginseng | 14 | Teleports to the target location. | ||
Greater Heal | 4 | Ginseng | 11 | Greatly heals the target instantly. | ||
Mark | 5 | Mushrooms | 50 | Inscribes a rune that allows for travel to this location using teleportation. | ||
Cloak | 6 | Mushrooms | 14 | Cloaks the target with invisibility. | ||
Resurrection | 7 | Moss | 50 | Resurrects the target instantly. | ||
Summon Mount | 7 | Magical Essence | 40 | Summons an ethereal mount on the target. | ||
Portal | 7 | Moss | 52 | Cast on a marked rune to summon a portal for magical travel. Cannot be used inside Dungeons. | ||
Ward:Evil | 8 | Ginseng, Lemon Grass | 50 | Place a ward that will alert you of evil. Lasts 10 minutes, only 1 can be active at a time. |