- For a list of currently known spells, see here. For a handy guide comparing offensive spells (i.e., CP cost, MP cost, damage, etc.), see the Offensive Spells Comparison Table.
Spells are mystical effects and abilities that some characters are able to use. Spells are found in Spellgems, and they can be cast either directly from the Spellgem or from the character's memory if the spell has been memorized.
Attacking with a spell can be done by selecting it from the "Attack" dropdown in the "Combat Actions" tab as you would a mundane weapon. Casting it costs a variable number of Magic Points, depending on the power of the spell being cast and the method of casting. Generally speaking, more powerful spells require more Magic Points to cast, and less powerful spells require fewer Magic Points.
To learn a spell, a character must have the Spellcraft or Aether Manipulation skill, a Spellgem with the desired spell encoded upon it in your inventory, and the required number of Character Points. The number of Character Points needed is a general measure of the spell's power. More powerful spells require more Character Points, and less powerful spells require fewer Character Points. In the inventory tab, next to the spellgem, click the button labelled "Learn (X CP)" where X denotes the amount of CP required for your character to learn the spell. Clicking that button and then confirming it teaches the spell to your character, which makes it permanently available to be cast in your "weapons" dropdown. Spells, like skills, cannot be "unlearnt".
Basic vs Variant restrictions
There are two kinds of spells -- Basic Spells and Variant Spells. Variant Spells are nothing more than credit-bought renames of the basic spells (with potentially different attack/kill messages). A character can only learn one version of the spell. Therefore, a player may consider whether to invest the character's Character Points in the Basic version of the spell, or invest it in one of the Variants. A list of known Variant Spells can be found here. Variant spells may only be learned for Donation credits, but characters who have a Variant spell learnt as well as the skill Pattern Weaver are able to teach their spell to others.
Characters who have purchased a custom spell may edit it at will (even if others have learned it) and will be able to assign its customization to a new spell in future Breaths. Characters who know a custom spell and wish to be rid of it (perhaps because its creator edited it to something they no longer want) may convert the spell they know back to its base spell at a Euphoria Asylum or Dark Sanitarium.
Consider this example:
The Basic Spell Animate Door has a number of Variant Spells -- Dancing Door, Boogy Woogy Woody Door, Prancing Portal, and Unhinged Melody. If the character learns Animate Door, then that character may not ever learn any of the four Variant Spells. If the character learns one of the Variant versions, then that character may not ever learn any of the remaining three Variant Spells nor may the character learn the Basic Spell. The variant spells may have player-chosen emotes per use, but otherwise they are identical functionally to Animate Door: they cost the same amount of Magic Points to use and Character Points to learn.
Demonic spellcasters may not learn electric-type spells from spellgems as this displeases the Elder Powers.
Angelic spellcasters may not learn acid-type spells from spellgems as this displeases the Elder Powers.
Angels and Demons can still cast the spells from spellgems, even if they can't learn them - but be aware that there are consequences in displeasing the Elder Powers! Demons will suffer 6 points of unsoakable damage and will gain 3 points of morality, while angels will likely suffer a similar fate.
Spell casters may have certain bonuses involved when casting spells.
For the Wizard skill, see Arcane Affinity.
If a character casts a spell that they have memorized or casts a spell from a Spellgem, then that character gains a +1 bonus to damage for every spell - beyond the first - of the same Damage Type that has been memorized. This is their spell affinity bonus or familiarity bonus. As an example, if a Wizard has learned 5 fire spells, then every fire spell the Wizard casts will have +4 damage applied to it. Aura spells have their duration, rather than damage, increased - if the same Wizard then cast Flame Charge it would last 4 ticks longer than normal, as they know 4 other fire spells.
Casting from Spellgems
If a character has not learned the spell a Spellgem contains, nor are any of the spell's Variants known, then that character may "trigger" the spell from the Spellgem at its normal casting cost. If the character knows the spell the Spellgem contains, or knows any of its Variants, then the Spellgem can be triggered and the spell cast at a cost of 1 Magic Point.
Inherent Class Bonuses
In addition to spell variants and spell damage type, the spells can also be distinguished by type.
Ranged spells are all spells that are cast from a greater range. The character still has to occupy the same map square as the target does. They are Ranged Attacks that use the Spell Combat skill tree to define accuracy (not Ranged Combat, though Sharp Vision can still be used for a temporary boost) and as such will not leave the spell caster vulnerable to damage Auras.
Area of Effect Spells
Area of Effect Spells are a more costly category of spells, created for the purpose of mass destruction. The spell damage is presented as X/Y, where X is the maximum damage per target and Y the maximum total damage. Just like an AoE weapon. If the spell hits the target or not, is determined individually for each target in the room, and is dependent on the Spell Combat tree for accuracy.
Currently there are no separate area of effect spells, and the only way to cast one, is by using the sorcerer skill Deep Spellcraft. The spell will be more costly, but will be significantly more powerful, affecting a roomfull of people at a time. For more exact mechanics about how the damage is calculated see this page. Area of Effect attacks do not earn your character any experience points.
Autohit spells are spells that have a 100% chance of hitting their target, regardless of defense. The only way to protect oneself from these spells, is to be immune to the damage type they deal, to have an outright miss chance due to an ability such as Defensive Stance, or use the Spell Parry skill effectively. Autohit spells exist separately, but non-Autohit spells can also be transformed into Authit spells by the Sorcerer skill Deep Spellcraft, by sacrificing extra MP during casting. This spells are cast at range, and thus the caster is typically unaffected by damage auras.
An Aura Spell is a type of spell. The energies of the spell wrap around the character, providing a kind of offensive and defensive capability.
Each Aura Spell grants the caster a different Status Effect. This Status Effect lasts for 5 + familiarity Status Ticks. Any subsequent castings of the Aura Spell will extend the duration. Each Status Effect is related to a damage type. For example, the Aura Spell Death Mantle grants the caster the Death Charge Status Effect, which deals Death damage. The Static Charge Aura Spell grants the caster the Static Charge Status Effect, which deals Electric damage.
If a character with an Aura Spell Status Effect active makes a successful close-combat attack, or is the target of any close-combat attack, the other character involved in the combat will take damage appropriate to the spell's damage type. As this damage is not considered an attack it does not receive any bonuses from skills, spells, or abilities that increase damage. The damage dealt by an Aura Spell may be soaked as normal.
If a character with an Aura Spell Status Effect active makes a successful close-combat attack, they gain XP for the damage the aura dealt. If this character is the target of any close-combat attack and the other character involved in the combat takes damage from the aura, it does not grant XP.
The effects of an Aura Spell will not work against wards, doors, or other such inanimate objects. They are only effective against other characters, pets, and wandering monsters.
Only one Aura Spell can be in effect on a single character at a time. Casting a different Aura Spell after another will cause the first to immediately expire and the second to take effect. It is possible for a character to have both a spell aura and an innate aura active (e.g. a Lich with the Aura of the Crypt skill casting Static Charge), but in such cases only the aura with the highest damage (before applying soak, resistance, etc) will actually function defensively.
Spell Familiarity increases the duration, not the damage, of Aura Spells. They count as spells known for purposes of determining bonus damage for other spells in the normal manner.
These spells provide your character with additional bonuses, for a limited time, in exchange for MP. Casting these spells cannot be affected by Deep Spellcraft. The Advocate skill Holy Transfer, however allows a character to cast the spell onto another character as though it was cast on them. Casting a buffing spell cannot fail (unless affected by Status Effects), as there is no attack roll.
For a list of currently known buffing spells and links to their descriptions, click here
Glyph Spells are spells which affect all characters on the tile. Glyphs that are cast may be directly attacked by characters affected by the glyph, and they may be dispelled by certain spells.