Spells

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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.

Learning Spells

To learn a spell, a character must have the Spellcraft or Arcane Warrior skill, a Spellgem with the desired spell encoded upon it in your inventory, and the character must spend the required number of Character Points. The number of Character Points required 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 available to be cast in your "weapons" dropdown.

Basic vs Variant restrictions

As mentioned above there are two kinds of spells -- Basic Spells and Variant Spells. A character can only learn one version of the spell. Therefore, a player must consider carefully whether to invest the character's Character Points in the Basic version of the spell, or invest it in one of the Variants.

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.

Spell-type restrictions

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, even if they can't learn them - but be aware that there are consequences in displeasing the Elder Powers!

Casting Bonuses

Spell casters may have certain bonuses involved when casting spells.

Spell Affinity

If a character casts a spell from memory (which is to say, the character has spent the required amount of Character Points to learn it), then that character gains a +1 bonus to damage for every spell - beyond the first - of the same Damage Type that has been memorized. 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

Wizards have access to certain skills that give them a bonus when casting particular spells.

Spell Variants

There are two variants of spells, Basic and Variant.

Basic Spells

A Basic Spell can be thought of as the normal, general, taught-in-school sort of spell. They are the most common types of spells and the sort of spell one would most likely encounter.

Basic Spells are the foundation of magical knowledge.

Variant Spells

Variant Spells are slightly different versions of a Basic Spell. They may deal a different amount of damage than the Basic Spell they are based off of, or cost a different amount of Magic Points to cast, or require a different amount of Character Points to learn, and they will have different "flavor text" -- the description of the spell's effects that the caster, victim, and third party witnesses of the spell attack see.

A Variant Spell is based off of a Basic Spell. There may be more than one variant of a Basic Spell.

Spell Types

In addition to spell variants and spell damage type, the spells can also be distinguished by type.

Touch Spells

Obsolete The page is marked obsolete.
The info listed here is no longer accurate / out-of-date.
HtH spells got removed, although Hand of the Necromancer does use the Hand to hand tree.

These spells are cast at hand-to-hand combat range, and are considered touch attacks. They use the character's hand-to-hand skill to count for accuracy. A spell caster should also note that all Touch Spells are susceptible to counter attacks, such as Advanced Parry or damage auras such as the Infernal Behemoth's Burning Aura.

Ranged Spells

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 use the Spell Combat skill tree to define accuracy and 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.

In Nexus War, any damage soaked by the target wasn't counted towards the maximum total damage of AoE spells. This is not the case in NexusClash, making AoE spells slightly weaker in comparison.

Autohit Spells

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 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.

In Nexus War Autohit spells were counted as being ranged attacks, and their casters were not vulnerable to Damage auras. It is not yet known if this is the case in NexusClash

Aura Spells

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 and cannot be stacked. Any subsequent castings of the Aura Spell will reset 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 Electrical 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 random 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.

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.

Buff Spells

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 buff spell cannot fail (unless affected by Status Effects), as there is no attack roll.

For a list of currently known buff spells and links to their descriptions, click here

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