Arena:Magical Effects

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These are the magical effects available for spells, potions, and magical items. All of the spells in The Known Spellbook use the effects listed here. If you want to make your own spells, they too must have effects from the list below.

Spell Effects[edit]

Name Type Description
Cause: Curse Offensive An X percent chance to diminish the target's Intelligence, Willpower, Personality, and Luck for R rounds.
Cause: Disease Offensive An X percent chance to diminish the target's Speed, Strength, Agility, and Endurance by Y points for R rounds.
Cause: Paralyzation Offensive An X percent chance to paralyze the target for R rounds.
Cause: Poison Offensive An X percent chance to poison the target and reduce Y amount of health for R rounds.
Continuous Damage: figured attribute Offensive Damage X points for a figured attribute for R rounds. Figured attributes include fatigue, health, and spell points.
Create: object Environmental Alteration Allows you to create X number of an object. Objects include walls and floor tiles.
Create: Shield Protective Summons an X health-point shield between you and your foes.
Cure: condition Healing An X percent chance to cure a condition currently afflicting the caster. Conditions include curse, disease, paralyzation (sic), and poison.
Damage: figured attribute Offensive Damage X points of a figured attribute. Figured attributes include fatigue, health, and spell points. You also must choose whether the target will be affected by touch, singly at range, an explosion centered on yourself, or an explosion at range (in ascending order of cost).
Designate as Non-Target * Protective An X percent chance to be ignored by foes for R rounds; you also must choose whether you will be allowed to remain in sanctuary if you cast offensive spells.
Destroy: object Environmental Alteration Allows you to destroy X number of an object. Objects include walls and floor tiles.
Drain Attribute: attribute Offensive Drains X points of an attribute for R rounds and recovers at Z points per S rounds. Attributes include strength, intelligence, willpower, agility, speed, endurance, personality, and luck.
Elemental Resistance: element Protective Adds an X percent resistance to an element for R rounds. Elements include acid, cold, electricity, fire, and poison.
Fortify Attribute: attribute Attribute Enhancement Fortifies an attribute by X number of points and returns to normal by Y points per R rounds. Attributes include strength, intelligence, willpower, agility, speed, endurance, personality, and luck.
Heal: figured attribute Healing Restores X points of a figured attribute. Figured attributes include in this case only fatigue and health.
Invisibility Protective Makes caster invisible for R rounds.
Levitate Environmental Alteration Levitates the caster for R rounds.
Light Environmental Alteration Illuminates at X power for R rounds; you also must choose whether the light will remain centered on you or whether it will be a projectile cast forward.
Lock Environmental Alteration An X percent chance to lock a door for R rounds.
Open Environmental Alteration An X percent chance to open a door or chest.
Regenerate Healing Regenerate X health every S rounds for R rounds.
Silence Offensive An X percent chance to silence the target for R rounds.
Spell Absorption ** Healing/Protective An X percent chance for R rounds to absorb the spell points of an incoming spell.
Spell Reflection Offensive/Protective An X percent chance for R rounds to reflect an incoming spell back at the caster.
Spell Resistance Protective An X percent chance for R rounds to avoid the effects of an incoming spell.
Transfer: attribute/figured attribute Offensive/Attribute Enhancement Transfer X points of health, fatigue, spell points, or an attribute from the target to the caster.

* "Designate as Non-Target" does not work as advertised. While monsters will not actively come after you or look in your direction, the spell-casting ones will still throw their spells your way (while otherwise seeming to ignore you).

** Spell absorption works only if you are not at your maximum spell point level.

Spellmaking Recommendations[edit]

  • The most powerful effects are Spell Reflection and Create: Shield. The former will kill any spell-casting monster, even fire daemons (given enough time). The latter will keep you in a shell of protection, and at higher levels you can create shields with hundreds of health points, allowing you to explore with near impunity. Shields do not disappear after a period of time elapses; they dissipate slowly by being damaged in melee combat.
  • At high levels, you can create spells that cost zero points to cast. Such effects as unlock, cure, invisibility, levitation, heal health and fatigue, and damage health can be made into spells you can cast regardless of whether you have any available spell points.
  • At low levels, it's better to have spells with a higher base chance of success and a lower chance/success per level increase. At higher levels (particularly around Level 14 or 15), the inverse is true. Around this point in the game, you can create spells with a 5% chance of success with +5% chance of success per level. These spells have a very high chance of success (around 80%), whereas the standard prepackaged spells (which use the opposite model) will have about a 70% chance of success. These newer spells generally cost less to cast than spells of the former model, as well.
  • "Area Centered on Caster" is an excellent way to shape a spell that damages health, as it works instantaneously on release. Spells that affect targets at range take more time to work, and you will be more likely to find yourself trading fatal spells with a monster. However, this is not to say that damage spells that target at range are useless; you just need to be aware of their drawbacks.
  • Do not worry that a spell will take up all of your spell points if you cast it. You can carry any number of Potions of Restore Power without encumbering yourself.

Notes[edit]

  • A damage spell with an explosion centered on yourself will not affect you. Explosions at range can damage you if you're close enough to the target. If you have Spell Absorption, it is possible to absorb your own spell this way.

Bugs[edit]

  • Non-Target is bugged when it is added to a spell as the second effect. "May cast offensive spells" defaults to No instead of Yes. If you switch it to Yes, the effect will turn into a bugged Damage Health effect, or the menu may hang up instead. Casting the spell will either kill you instantly or cause the game to freeze. Leaving the option on "No" will give you the offensive-spells version, but for the same cost as the no-offensive-spells version.