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For Spells in Elona+, see Spells (Elona+).
For Spells in Omake Overhaul, see Spells (Omake overhaul).
For Spells in Mobile, see Spells and Actions (Mobile).

Spells are magical effects generated by expenditure of MP (or HP, via magic reaction), and have various results, ranging from damaging or weakening enemies, to healing or enhancing the target, to teleporting the caster or others, to identifying or even creating items. Both the player and NPCs can cast spells.

Spells offer the player more versatility of choice in which action they should take, later, self-buffing spells become one of the best ways to maintain relevancy with the increasing power and neutrality of differences, for example, at maximum statistics and speed, sometimes buffing with the speed spell is the only way to acquire a keen edge over the opponent.

Currently spells can be trained in Elona+ at the trainer, who will have a category for spells to increase the level of. This decreases spell potential, but boosts all spells in the category by one, which can lower the amount of training needed. This will come at the expense of the training of Control Magic though, in the case of higher level ball spells.

Casting Magic[]

In Elona, spellcasting is the process of using spellstock for a spell acquired through reading spellbooks, using scrolls of wonder, or dreaming. The spell menu can be accessed by the use of the 'v' key, which will show all currently available spells which have stock, it will also list their spell potentials, which are restored somewhat each time when sleeping with stock, not without.

Casting a spell does not necessarily require any mana, however 'magical reactions' which strain the user can result in death depending on just how deep the player went into the negatives of mana, see the Magic Capacity page for more information.

Casting Chance[]

Each spell has a casting chance indicated in your spells screen. This number is derived from an invisible 'spell difficulty' rating, your modified casting skill (including bonuses and penalties from your items), and addition or subtraction of your spell level and your penalties for wearing certain types of equipment or riding, roughly detailed as follows:

  1. Medium Armor weight - higher spell difficulty (less with higher medium armor skill), cap of 92% chance
  2. Heavy Armor weight - higher spell difficulty (less with higher heavy armor skill), cap of 80% chance
  3. Dual Wield - flat 6% penalty
  4. Shield - flat 12% (5% in Elona+) penalty
  5. Riding - higher spell difficulty (but no specific penalty)


Exact details of casting chance can be found on Spells/Technical page.

For approximation purposes, spellcasting chances to start at 100%, then subtract from that the spell difficulty divided by casting skill level with multipliers that bring you around 90% at level 1. The last 10% for any individual spell can only be bridged with at least 11 levels of experience in using the spell itself, which you get by (you guessed it) casting it.

The chance of successfully casting a spell will be reduced further if you dual wield two (or more) weapons, wear a shield, or wear more than 15s in equipment. It may be reduced if you are riding, though this penalty can be surmounted with additional casting skill or spell levels, unlike the equipment-related penalties. Before Elona version 1.17, there was a minimum 5% chance to successfully cast, but since then, your casting chances can fall to 0%. Wearing a shield, for example, is a flat 12% penalty to casting. This is also a cap on your maximum casting chance -- you can never have a chance to cast better than 88% with a shield, making a shield a serious liability to a caster. (And changing your equipment is a wasted turn in combat.)

Pure mages who do not care about their melee capabilities wear light armor (look for spirit cloth or other light material types) and carry no shields and no more than one melee weapon.

Ranged weapons provide no penalties to casting, provided they do not push a caster over the 15s limit - a mage may freely carry a machine gun or grenades to battle, and since ranged weapons conserve MP and spell stock, ranger/wizard hybrids can be highly effective.

Spell Effect Types[]

Each spell is governed by one of the attributes: Perception, Learning, Will, Magic, or Charisma. Spells typically benefit from having a higher base attribute, such as healing more, dealing more damage, having a greater chance to debuff the enemy, buffing yourself for a greater period of time or by giving a greater bonus, or some other benefit.

Offensive direct-damage spells (darts, bolts, and balls) cannot be evaded by the target, but all such spells have elements and enemies with resistances to those elements can mitigate the damage.

Offensive spells that target multiple tiles such as bolt or ball spells will target any NPC in their area of effect, even allies and civilians (who may penalize your karma and may attack if damaged repeatedly) and only possession of the Control Magic skill may avoid damaging them. This skill not only doesn't always work, but it also cannot be trained without targeting allies with offensive multi-tile spells. See its article for more details.

Offensive spell damage is typically determined by an 'XdY' formula. This means that 'X-number of Y-sided dice' are rolled to determine the base damage (before resistances). X tends to go up when the spell's governing attribute (typically, magic for offensive spells) goes up, and with large numbers of spell levels. Y goes up as spell levels go up, and tends to go up faster than X. As a quick way to find and compare average damages, multiply X by Y, add X, and then divide the sum by two. ((X*Y+X)/2)

Hex (debuffing) spells can be resisted. All such spells have a power (as do hex-removing spells) that invisibly determines how difficult they are to resist. Hexes also have an element (all hexes are magic-elemental) and that resistance applies to reducing hex effectiveness. Higher-level creatures require greater hex power to overcome their level-based resistance, and boss-type monsters have an innate bonus against hexes.

Spell Level[]

Spell level affects casting cost, stock usage, chance, and effect. As spell levels rise, the cost of a spell goes up and the stock consumed when casting goes down. Each spell level typically also gives you +1% chance to cast the spell, and the potency of spells or their duration are usually heightened.

As a general rule, this means the majority of spells are too weak to be terribly useful at spell level 1, and that training your spells through constant use is a must for dedicated spellcasters. This means stockpiling spellbooks and spamming those spells. The Mages' Guild has a service for specifying the exact spellbooks you want just so you can ensure you get access to the spells you most want to train.

Like attributes and skills, spells have a potential that determines how much of the experience from use is actually applied toward leveling them up, and functions on the same formula as attributes and skills. Experience is gained whether succeeding or failing the spellcast. In normal Elona and earlier versions of Elona+, spell potential is invisible, and spell potential for a given spell is restored by 1% every time you gain stock in it. As a side effect, the spellbooks you find most often with the most charges or those you have on order from the Mages' Guild will tend to have the highest potential, and spells not found in books will be terribly difficult to level efficiently.

The MP cost of spells seems to go up based upon a formula of roughly BaseCost + BaseCost * L / 25, where L is spell level. This means spells with higher base casting costs, like Identify, will rise in MP cost each spell level they gain, while cheaper spells, like Magic Dart, will only increase every few levels. Spell stock consumption is not increased due to the rise in MP cost. More testing is required for confirmation of the formula.

Any equipment with the attribute that "enchances your spells"[sic] effectively adds to your spell level, apparently by multiplying them by a certain percentage. So for a +40% enchantment, a level 5 spell is treated like level 7, and a level 10 spell is treated like level 14. These are most often found on staff weapons, but even on them, it is somewhat rare.

Spell Ranks[]

This list shows how difficult each spell is to learn/cast in relation to each other. This is also roughly the order of difficulty of reading the corresponding book. If you are having a hard time reading, try selecting books that are of a lower rank.

  1. Heal Light, Hero
  2. Magic Dart
  3. Short Teleport
  4. Holy Shield, Web
  5. Teleport Other, Dark Eye, Summon Monsters, Summon Wild, Door Creation
  6. Ice Bolt, Fire Bolt, Lightning Bolt
  7. Sense Object, Incognito, Restore Body, Restore Spirit, Wall creation
  8. Mist of Frailness
  9. Mist of Darkness
  10. Divine Wisdom, Heal Critical, Elemental Shield, Darkness Bolt, Mind Bolt, Wizard's Harvest
  11. Healing Touch, Holy Light, Regeneration, Teleport, Nether Arrow, Nerve Arrow
  12. Magic Map, Ice Ball, Fire Ball, Slow
  13. Acid Ground
  14. Nightmare, Healing Rain
  15. Return
  16. Element Scar
  17. Mist of Silence
  18. Fire Wall
  19. Chaos Eye
  20. Uncurse, Raging Roar
  21. 4-Dimensional Pocket, Gravity
  22. Identify, Cure of Eris
  23. Vanquish Hex
  24. Holy Veil
  25. Crystal Spear
  26. Chaos Ball
  27. Speed
  28. Contingency
  29. Cure of Jua
  30. Magic Storm
  31. Meteor
  32. Oracle
  33. Resurrection
  34. Dominate
  35. Mutation
  36. Wish


Spells below are ordered as in the game. L in formulas means spell level. All fractions are truncated when calculating effect or duration.

Perception spells[]

Identify[]

Casting cost: 28 MP
In-game description: Identify one item
Effect: Power:Perception*(5+L)

Casting skill level <9 9
Casting chance 5% 13%

Bizarrely difficult to cast, given how commonly players need identification services. A Rod of Identify will probably give players more identification on a budget than a spellbook (especially if you miscast frequently), but the spell version at least weighs nothing and takes up no slots of inventory. It does have one extra use, aside from occasionally identifying an item for free: because it is such a high-level spell, you gain a large amount of both casting and regular experience, so you can level up by spamming Identify spells in safety.

This, like all other means of identification (reading or zapping the spell, or paying for it in town, or successful use of the unidentified potion, scroll, rod or spellbook,) permanently identifies the types spellbooks, rods, scrolls and potions -- for instance, identifying a spellbook of Magic Missile would cause you to know the identity of the next spellbook of Magic Missile you pick up, though the specific beatitude and remaining charges will be unknown.

Return[]

Casting cost: 28 MP
In-game description: Return
Effect: Teleports you to your home, deepest visited level of Lesimas, deepest visited level of The Void, Larna (if visited) or the mansion of younger sister (if visited). If in wizard mode, it can teleport to any town (including Larna), deepest visited level of Lesimas, home, and the mansion of younger sister (if visited).

Casting skill level <6 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 16% 25% 32% 38% 43% 47% 50% 53% 55% 58%

The text "The air around you becomes charged." appears once you choose a location. To cancel a return in progress, cast Return again or read a scroll of return ("The air around you gradually loses power.").

Magic Map[]

Casting cost: 30 MP
In-game description: Reveal surround map

Casting skill level <4 4 5 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 6% 19% 29% 37% 43% 48% 51% 55% 58% 60% 62% 64%

A nice spell to have for dungeons, since you can see where everything is and hopefully get through them faster. Helps the most when you enter dungeons that are completely closed off and you need to either mine or teleport around.

Sense Object[]

Casting cost: 22 MP
In-game description: Reveal nearby objects

Casting skill level 1 2 3 4 5 6 7 8 9 10 11 12 13
Casting chance 5% 15% 33% 44% 51% 57% 61% 64% 67% 69% 71% 73% 74%

Helps with finding stairs and other things in dungeons. Note that many regular types of objects are not actually identified with this spell. It can also be used to detect traps on the unrevealed portion of the map

This spell has changed in Elona+. More info is here.

Mist of Silence[]

Casting cost: 24 MP
In-game description: Inhibits casting
Duration:

Casting skill level <6 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 6% 16% 24% 31% 36% 41% 45% 48% 51% 53%

The duration of the hex increases and the likelihood of the enemy resisting decreases as the spell levels.

This spell is exceptionally potent against enemy magic-users, functionally neutering their power, but is one of the more advanced spells, so it is also fairly expensive and hard to find until you get to higher levels. Because boss-type monsters have high resistances against hexes, training this spell is necessary to actually get it to work on anything you actually need it to work upon. Either use the rod version or reserve this at the spellbook writer and train up.

Nightmare[]

Casting cost: 15 MP
In-game description: RES- mind, nerve
Duration:

Casting skill level <5 5 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 11% 23% 31% 37% 43% 47% 51% 54% 56% 59% 61%

This spell is crucial in fighting higher-level monsters that frequently resist essentially all elemental damage types. It can make your Nerve Bolt spells deal ten times as much damage and turn the tides against bosses.

While the exact rate at which the resistance penalty this spell applies is difficult to measure, the resistance penalty definitely increases as the spell levels up. The rate of success also increases as the spell levels up. At level 60, standard monsters, including Spiral Kings and Yith almost never successfully resist the spell, though <Boss> monsters still often resist.

This spell has changed in Elona+. More info is here.

Mutation[]

Casting cost: 72 MP
In-game description: Mutate self

Casting skill level
Casting chance

This spell is virtually impossible to cast until you are a very accomplished mage, and because you cannot bless your spells the way you can bless a potion, odds are good that you'll wind up giving yourself a negative mutation that wipes out some of the positive mutations you had gained up until that point. Hypothetically, save-scumming might make this useful in gaining the specific mutations you want, but blessed potions of mutation are easier to use. Might be useful for training if you wear equipment that protects against mutation, but the protection is not absolute, so it's still a risk.

This spell has changed in Elona+. More info is here.

Incognito[]

Casting cost: 39 MP
In-game description: Grants new identify[sic]
Effect: Guards don't attack you for the duration, if you are an outlaw; NPCs in guild areas become neutral until you leave area or the game.
Duration:

Casting skill level 1 2 3 4 5 6 7 8 9 10 11 12 13
Casting chance 5% 15% 33% 44% 51% 57% 61% 64% 67% 69% 71% 73% 74%

Incognito works exactly like a disguise kit. Hostile NPCs will be non-hostile to you until the effect wears off.

It's quite useful for obtaining skills that are only taught in guilds, but can also be used to hand unopened wallets and luggage to guards when your karma is too low (-30 or below).

The duration of the effect slightly increases as the spell levels.

This spell has changed in Elona+. More info is here.

4-Dimensional Pocket[]

Casting cost: 61 MP
In-game description: Summon 4-Dimensional Pocket
Effect: Invokes access to a magical storage that does not weigh anything. The pocket keeps items safe and fresh corpses fresh (like the cooler box), but can only be accessed by means of this spell. Can store (15+L) items, up to a maximum of 300, and each individual item or stack of items placed in storage can not weigh more than (5.0+L) s.

Casting skill level <8 8 9 10 11 12 13 14 15
Casting chance 5% 10% 18% 25% 30% 35% 39% 42% 45%

Putting/taking an item or stack of items uses 10 points of stamina, effectively reducing amount that you can put or take with a single use of the spell. It cannot store cargo items or openable items. The name of the spell is likely a reference to Doraemon manga/anime series.

Learning spells[]

Divine Wisdom [spellbook of Knowledge][]

Casting cost: 22 MP
In-game description: Increases LER,MAG by X, literacy skill by Y
Effect: Learning and Magic increase by , literacy by
Duration: 25+2.5*(L-1) t

Casting skill level <3 3 4 5 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 9% 25% 35% 43% 49% 54% 57% 60% 63% 65% 67% 69% 70%

This spell really helps in reading difficult books. Although MAG influences maximum MP, the MAG increase from this spell does not. The MAG increase will increase the potency of the appropriate magic spells however, and you can view the new damage calculations/effects in the spell list.

Be aware that if you fail at reading a book, one possible effect may be losing your maximum MP's worth of MP immediately, so reading immediately after casting Divine Wisdom puts you at risk of a damaging magic reaction.

Will spells[]

Heal Light[]

Casting cost: 6 MP
In-game description: Heal self
Effect:

Casting skill level 1 2 3 4 5 6 7 8 9 11 12 13
Casting chance 56% 67% 73% 76% 79% 80% 82% 83% 84% 84% 85% 85%

Unlike the rod versions of these spells, all standard healing spells are self-targeted only.

Initially quite weak, the cheapness and commonness of this spell mean that you can hypothetically just buy up every book you find and spam this spell in town to power-level the spell up to useful die sizes while training your literacy, memorization, and casting skills in the process.

Even highly-leveled, however, this is better used to top off your health between fights, or after teleporting temporarily out of battle than as a means of mid-combat healing. For a given spell level, Heal Critical will give you nearly twice the potential healing.

Heal Critical[]

Casting cost: 15 MP
In-game description: Heal self
Effect:

Casting skill level <3 3 4 5 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 9% 25% 35% 43% 49% 54% 57% 60% 63% 65% 67% 69% 70%

Cure of Eris[]

Casting cost: 36 MP
In-game description: Heal self
Effect:

Casting skill level <9 9 10 11 12 13 14 15
Casting chance 5% 13% 20% 26% 31% 35% 39% 42%

Cure of Jua[sic][]

Casting cost: 82 MP
In-game description: Heal self
Effect:

Casting skill level <15 15
Casting chance 5% 11%

Healing Rain[]

Casting cost: 39 MP
In-game description: Heal area
Effect:

Casting skill level <5 5 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 11% 23% 31% 37% 43% 47% 51% 54% 56% 59% 61%

Heals all allied and neutral NPCs within 3 tiles around your character. Indispensable in a party.

Healing Touch [spellbook of Healing Hands][]

Casting cost: 20 MP
In-game description: Heal target
Effect:

Casting skill level <4 4 5 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 15% 27% 36% 43% 48% 52% 56% 59% 61% 63% 65% 67%

While this spell is around 50% stronger than Heal Critical, it stands outside the normal line of healing spells, as you may choose to heal a target in an adjacent tile. You may still heal yourself by pressing the numpad 5 button.

Holy Light[]

Casting cost: 15 MP
In-game description: Remove one hex
Effect: Power:100+5*Will+20L

Casting skill level <4 4 5 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 15% 27% 36% 43% 48% 52% 56% 59% 61% 63% 65% 67%

As the fact that there is a power mechanic should imply, there is only a chance that this will work, based upon your Will stat and the dominant attributes of the enemy that put the hex on you. Hexes are not curses (as from equipment), but negative effects that appear on the character sheet and the bottom-left corner of the screen, like "Slow" or "Weakness".

This spell has changed in Elona+. More info is here.

Vanquish Hex [Spellbook of Holy Rain][]

Vanquish Hex

Casting cost: 36 MP
In-game description: Remove all hexes
Effect: Power:75+5*Will+15L

Casting skill level <9 9 10 11 12 13 14 15
Casting chance 5% 9% 16% 22% 27% 32% 36% 39%

This spell not only is not guaranteed to work, but its power rating is actually lower than Holy Light, meaning it is less likely to work against any individual hex. Generally, that means it is only preferable if struck with multiple hexes or if you've got nothing better to use.

This spell has changed in Elona+. More info is here.

Uncurse[]

Casting cost: 36 MP
In-game description: Uncurse items
Effect: Power:

Casting skill level <7 7 8 9
Casting chance 5% 7% 16% 23%

This spell only has a chance of working, and only upon equipment you are currently wearing. Blessed scrolls of uncurse are generally more effective unless you honestly want to save one inventory slot or frequently carry cursed potions/scrolls you want to keep that way.

Restore Body[]

Casting cost: 18 MP
In-game description: Restore phisical[sic]

Casting skill level 1 2 3 4 5 6 7 8 9 10 11 12 13
Casting chance 5% 15% 33% 44% 51% 57% 61% 64% 67% 69% 71% 73% 74%

Similar to what the healers in town do, this spell restores STR, CON, DEX, CHR, and SPD if they are damaged by special attack types. This cannot give semi-permanent bonuses to your attributes the way that a blessed potion of restore body will, however. This spell does not have a corresponding spellbook.

Restore Spirit[]

Casting cost: 18 MP
In-game description: Restore mind

Casting skill level 1 2 3 4 5 6 7 8 9 10 11 12 13
Casting chance 5% 15% 33% 44% 51% 57% 61% 64% 67% 69% 71% 73% 74%

The same as Restore Body, but for PER, LER, WIL, MAG, and LUK. Like Restore Body, it cannot be found in a spellbook.

Holy Shield[]

Casting cost: 8 MP
In-game description: increases PV by X/RES+ fear
Effect: PV increases by , fear resistance increases an unknown amount
Duration: (15 + L)t

Casting skill level 1 2 3 4 5 6 7 8 9 10 11 12 13
Casting chance 25% 45% 56% 63% 67% 71% 73% 75% 77% 78% 79% 80% 81%

Both the PV bonus and the duration greatly increase as the spell levels. By spell level 50, this spell lasts for 65 turns and gives over 60 PV (depending on will) that stacks with all armor, giving warmage and claymore types a massive benefit.

This spell has changed in Elona+. More info is here.

Regeneration[]

Casting cost: 16 MP
In-game description: Enhances regeneration
Duration:

Casting skill level <4 4 5 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 15% 27% 36% 43% 48% 52% 56% 59% 61% 63% 65% 67%

This spell makes the player regenerate health every round. The regeneration rate of this spell is tied directly to the healing skill of the player, and equipment that increase healing. This is the best or worst healing spell depending on the above factor.

This spell has changed in Elona+. More info is here.

Elemental Shield[]

Casting cost: 14 MP
In-game description: RES+ fire,cold,lightning
Duration: 14t

Casting skill level <3 3 4 5 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 9% 25% 35% 43% 49% 54% 57% 60% 63% 65% 67% 69% 70%

Both the effect and the duration of the spell notably increase as the spell levels.

This spell has been removed in Elona+. It is replaced by the similar but more powerful Attribution Shield.

Speed[]

Casting cost: 28 MP
In-game description: Increases speed by X
Effect: by 54 (scales up by spell level - research needed)
Duration: 10t (scales up by magic and spell level - research needed)

Casting skill level <11 11 12 13 14 15
Casting chance 5% 6% 12% 18% 23% 27%

Be aware that the duration of effects are based upon the number of turns that the target of that spell gets - a faster character functionally burns through buffs such as Holy/Elemental Shield faster. If you're riding, you'll automatically cast this on your mount when you select numpad 5 as the target. Be aware that this may actually slow you down if your Riding skill is too low to accommodate the higher speed, due to how the riding formula works.

This spell has changed in Elona+. More info is here.

Hero[]

Casting cost: 12 MP
In-game description: Increases STR,DEX by X/RES+ fear,confusion
Effect: Strength, Dexterity increase by 7(+1 for every 3 spell levels after the first)
Duration: 25t (+2.5 for every spell level after the first)

Casting skill level 1 2 3 4 5 6 7 8 9 11 12 13
Casting chance 56% 67% 73% 76% 79% 80% 82% 83% 84% 84% 85% 85%

Prevents fear and confusion from non-insanity sources and boosts melee damage (specifically, the damage multiplier), hit percentages, and weight limit (among other things) a bit. Although STR influences maximum HP, the STR increase from this spell does not.

This spell is easy to cast with very low casting skill, making it a good spell for melee types who have some magic, but don't want to focus on leveling it very high. The STR boost also sees limited use in temporarily raising the maximum weight of items you can steal.

Holy Veil[]

Casting cost: 20 MP
In-game description: grants hex protection
Effect: Power:90 + 6L (Unknown how Will plays a role.)
Duration: (27 + 2L) t

Casting skill level <10 10 11 12 13 14 15
Casting chance 5% 11% 18% 24% 28% 32% 36%

Reminder: hexes are effects like Slow or Weakness that appear as icons on the bottom right, not words on the bottom left.

The advantage of this spell over Holy Light is that you can prevent a hex before it happens, even if the power of the protection is vastly lower. Its duration is really only long enough for a single fight unless you get it into extreme spell levels, but at least it isn't terribly expensive. Most notably useful in preventing Confuse or Silence, since you aren't going to be successfully casting Holy Light if you are hit with those effects.

Holy Veil prevents only negative hexes. It cannot prevent the Punishment hex regardless of its power.

This spell has changed in Elona+. More info is here.

Resurrection[]

Casting cost: 60 MP
In-game description: Resurrect dead
Effect: chance to resurrect is (up to 100%)

Casting skill level <34 34 35 36 37 38 39 40 41 42 43 44 45
Casting chance 5% 7% 10% 11% 13% 15% 17% 19% 20% 22% 23% 24% 26%

Can be used upon pets and also permanent NPCs that have died (informers, guards, citizens, etc.) in case you need them alive for their services. A bonus of, or drawback to, this spell is that any revived non-ally NPCs will be anchored to the tile they revive on and treat it as their new home point for pathing and respawning purposes.

This spell has changed in Elona+. More info is here.

Contingency[]

Casting cost: 25 MP
In-game description: chances taking a lethal damage heals you instead
Effect: 28% chance of healing instead of dying (scales up by spell level - research needed)
Duration: 66t

Casting skill level <15 15
Casting chance 5% 15%

The duration of this spell will not increase with level, but the chance of success will. The chance caps at 80%, like the scroll. However, you will need 89 levels in the spell to reach this figure.

This spell has changed in Elona+. More info is here.

Magic spells[]

Teleport[]

Casting cost: 10 MP
In-game description: Teleport self

Casting skill level <4 4 5 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 15% 27% 36% 43% 48% 52% 56% 59% 61% 63% 65% 67%

Using this spell instantly teleports you to a random empty tile on the current map unless the current map prevents teleportation.

Because this spell is random, it will often take multiple uses to get anywhere near a specific area if you want to go from point A to point B quickly, but it is significantly more useful if you simply want to travel anywhere but where you are quickly. Quests like The Harvest Time or Party Time! that are under strict time limits reward being able to move from an area you have cleaned out to a fresh area quickly.

None of the teleport spells increase in MP cost, unlike virtually all other spells. This is probably because there is no scaling in power or function the way most spells do, making these spells perpetually cheap, no matter how much you spam them.

Teleport Other[]

Casting cost: 10 MP
In-game description: Teleport target

Casting skill level 1 2 3 4 5 6 7 8 9 10 11 12 13
Casting chance 5% 30% 44% 53% 59% 64% 67% 70% 72% 74% 75% 76% 77%

Useful in moving NPCs like Guild sentries out of the way, or just keeping melee enemies away from you. Does not have a spellbook associated with it.

Short Teleport[]

Casting cost: 8 MP
In-game description: Teleport self

Casting skill level 1 2 3 4 5 6 7 8 9 10 11 12 13
Casting chance 38% 55% 63% 69% 72% 75% 77% 79% 80% 81% 82% 82% 83%

Similar to regular teleport, but it only moves your character 5 to 12 tiles away, making it somewhat more controlled. This can be useful when you simply want to get to the other side of a wall if you don't have the mining skill, or for escaping from powerful melee enemies. Also useful in enclosed spaces, as any teleport that would put you inside a wall tile will pick a new spot without considering the 12-tile limit.

Short Teleporting away from enemies when they get to melee (sometimes called "Liching" because liches typify this behavior) is a common and powerful tactic for spellcasters that will not survive melee with the enemy. Wizards fight smarter, not harder.

Oracle[]

Casting cost: 150 MP
In-game description: Reveal artifacts
Effect: Prints out when and where artifacts were spawned into your game.

Casting skill level
Casting chance

Reads contents of art.log file stored in your save folder. Yes, really, the same effect can be gained by looking up an unencrypted text file in your save folder. Presumably, Noa didn't expect most players to actually do that, however, and this spell provides a non-meta means of obtaining that knowledge.

Since most artifacts are spawned upon the player entering a certain room or killing a certain creature, this doesn't actually help you find any artifacts you weren't already near, anyway. This can be used in conjunction with Party Time events to find out if any guests have artifacts, however.

Also worth noting is that this spell is outrageously expensive, and one of the most difficult spells to learn or cast in the game - even more than significantly more powerful and useful spells, like Magic Storm or Cure of Jua. Accordingly, it's a good choice for training Casting if you can afford the MP cost. Take note that a successful cast of the spell will blank out the art.log file after displaying it, potentially losing useful info if you're not paying attention.

Magic Dart[]

Casting cost: 5 MP
In-game description: Target(Magic)
Effect: magic damage to single target

Casting skill level 1 2 3 4 5 6 7 8 9 10 11 12 13
Casting chance 43% 58% 66% 71% 74% 76% 78% 80% 81% 82% 83% 83% 84%

All dart and arrow spells are single-target spells that instantly and unerringly strike their target. They cannot be dodged, DV has no effect, and they cannot harm any other creatures or objects in nearby tiles the way that bolts and balls can. Only resistance against their particular element has any effect at mitigating damage. Note that Nightmare and Element Scar can reduce certain resistances.

The classical magic missile, bread and butter of all spellcasters. Helps that resistance to magic is rare in most enemies. Spellbooks for this spell are common and cheap, and together with low MP cost (that sips from your stock lightly), this spell is the best tool a pure mage has against most enemies aside from leaning purely on your pets.

Note that high-level bosses (and creatures above level 100 in newer versions of Elona+) gain magic resistance, as well. Magic Dart won't save you forever. Use Element Scar or Nightmare and an appropriate elemental damage-dealing spell if you hope to fight those bosses with magic.

Nether Arrow[]

Casting cost: 8 MP
In-game description: Target(Nether)
Effect: nether damage to single target and restore health to caster proportionate to damage dealt

Casting skill level <4 4 5 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 15% 27% 36% 43% 48% 52% 56% 59% 61% 63% 65% 67%

Nether damage steals life from enemies proportional to the damage dealt. This makes it a very useful dual-purpose spell, but high-level monsters will likely resist nether-elemental damage, and Nightmare doesn't reduce nether resistance. If the monster resists damage, you also get less health back.

Elona+ Nightmare, however, does reduce nether resistance.

Nerve Arrow [Nerve Eye book][]

Casting cost: 10 MP
In-game description: Target(Nerve)
Effect: nerve damage to a single target, and can cause Paralysis

Casting skill level <4 4 5 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 15% 27% 36% 43% 48% 52% 56% 59% 61% 63% 65% 67%

Can be used as a tremendously powerful nuke when coupled with a high level Nightmare spell to strip the target's resistances. Nightmare does not appear to make totally immune targets vulnerable, but there are only a handful of monsters on which this spell has no effect at all. Nerve Arrow's average total damage ranks up much faster than Magic Dart's and the spellbooks aren't terribly expensive. Nerve Arrow can also reliably paralyze powerful targets like Yith and Spiral Kings once they have been hit with a potent Nightmare spell.

Chaos Eye[]

Casting cost: 10 MP
In-game description: Target(Chaos)
Effect: chaos damage to single target, may blind, poison, confuse

Casting skill level <7 7 8 9 10 11 12 13 14 15
Casting chance 5% 13% 21% 28% 34% 38% 42% 46% 49% 51%

The multiple status effects are the advantage of this spell.

Unfortunately, Nightmare doesn't reduce chaos resistance, so this spell will be quite weak against most high-level creatures. Even if the damage is weak, however, status ailments can still be inflicted. High-level creatures will probably have a good chance of resisting ailments as well unless your spell level is quite high.

This spell's spell books are also significantly harder to read or find than other dart spells.

Nightmare does reduce chaos resistance in Elona+.

Dark Eye[]

Casting cost: 10 MP
In-game description: Target(Darkness)
Effect: darkness damage to single target, may blind

Casting skill level 1 2 3 4 5 6 7 8 9 10 11 12 13
Casting chance 5% 30% 44% 53% 59% 64% 67% 70% 72% 74% 75% 76% 77%

More powerful than other magic missiles before resistances. Unfortunately, Nightmare doesn't reduce darkness resistance, so high-level creatures will resist it. Use Nightmare and Nerve Dart against those creatures.

Nightmare in Elona+, however, does reduce darkness resistance.

Ice Bolt[]

Casting cost: 10 MP
In-game description: Line(Cold)
Effect: bolt does cold damage on a line.

Casting skill level 1 2 3 4 5 6 7 8 9 10 11 12 13
Casting chance 5% 24% 40% 50% 56% 61% 65% 68% 70% 72% 74% 75% 76%

Bolt (line) spells follow a straight line path from yourself to the target and continue to the end of your field of vision. Bolt spells will damage allies and NPCs unless you have adequate Control Magic, and you will take Karma penalties for hurting civilians. You can target specific tiles with * rather than creatures in order to manually control the exact path of the bolt, or to aim at invisible creatures if you think you know where they are.

Ice attacks can shatter items in their path, including equipment carried by you and your allies equipment unless protected by a coldproof blanket. Take care to avoid destroying the artifacts you give your pets.

Element Scar can significantly increase the damage this spell does, especially against bosses that gain superb resistance.

Fire Bolt[]

Casting cost: 10 MP
In-game description: Line(Fire)
Effect: bolt does fire damage in a line.

Casting skill level 1 2 3 4 5 6 7 8 9 10 11 12 13
Casting chance 5% 24% 40% 50% 56% 61% 65% 68% 70% 72% 74% 75% 76%

Damages everything in its path and burns items on the ground. You can target creatures and tiles specifically to control the path. Element Scar can significantly increase the damage this spell does, especially against bosses that gain superb resistance.

Fire damage that kills an enemy or destroys an item has a chance of setting fires on the ground that can cause damage and spread, and items on the ground may be destroyed by spreading fires. Spreading fires can also destroy wall tiles, including water tiles.

Can be used, whether cast manually or via rod, as a sort of inept means of cooking raw food, but will just as likely burn them to ashes. Distance of the uncooked food from caster seems to make a difference.

The 'wet' status caused by rain, water tiles, puddles, or thrown potions will temporarily raise fire resistance, and rain and water tiles make fires much less likely to spread or even start at all.

Lightning Bolt[]

Casting cost: 10 MP
In-game description: Line(Lightning)
Effect: bolt does lightning damage in a line. May paralyze.

Casting skill level 1 2 3 4 5 6 7 8 9 10 11 12 13
Casting chance 5% 24% 40% 50% 56% 61% 65% 68% 70% 72% 74% 75% 76%

Although basically the same spell as Ice and Fire Bolts, Lightning Bolt does not have a chance of destroying items or causing uncontrollable fires, and its paralysis ability, though short-lived, all make Lightning Bolt the 'safest' of the three elemental bolts to wield regularly. Element Scar can significantly increase the damage this spell does, especially against bosses that gain superb resistance.

Additionally, the 'wet' status will temporarily reduce lightning resistance, making this spell all the more powerful, still. Because of this, lightning is considered the most powerful of the three 'elemental' elements.

Darkness Bolt[]

Casting cost: 12 MP
In-game description: Line(Darkness)
Effect: bolt does darkness damage in a line. May blind.

Casting skill level <3 3 4 5 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 9% 25% 35% 43% 49% 54% 57% 60% 63% 65% 67% 69% 70%

More rare, difficult to cast, and expensive than the three 'elemental' bolt spells, and neither Element Scar nor Nightmare improve the damage. Only the blindness effect really recommends this spell.

As above, Nightmare does reduce darkness resistance in later versions of Elona+.

Mind Bolt[]

Casting cost: 12 MP
In-game description: Line(Mind)
Effect: bolt does Mind damage in a line. May dim/confuse.

Casting skill level <3 3 4 5 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 9% 25% 35% 43% 49% 54% 57% 60% 63% 65% 67% 69% 70%

If you have leveled Nightmare (to cast Nerve Bolt), then this spell can be a useful combo with Nightmare, although you will need to individually Nightmare each target in the line to get full effect on a crowd.

Summon Monsters[]

Casting cost: 15 MP
In-game description: Summon hostile creatures
Effect: Has a chance of summoning random hostile and neutral creatures to any empty tile within around 5 tiles of yourself.

Casting skill level 1 2 3 4 5 6 7 8 9 10 11 12 13
Casting chance 5% 30% 44% 53% 59% 64% 67% 70% 72% 74% 75% 76% 77%

Note that the enemies summoned can be of wildly different levels - one tile may summon a cat, the next may summon a dragon. Potential enemy levels may go up as spell levels go up.

Probably most useful in killing NPCs in towns you don't want to take the karma hit for killing -- just cast this spell several times, then teleport out of the brawl. Be careful of alien infestation. It can also be used when you need to hunt specific monsters (for the Fighter's Guild or Mia's Dream) and can't find them reliably.

Summon Wild[]

Casting cost: 15 MP
In-game description: Summon wild creatures
Effect: Summons animals such as cats (including silver cats, lions, and carbuncles), cobras, hounds, shining and regular hedgehogs, spiders, rabbits, squirrels...

Casting skill level 1 2 3 4 5 6 7 8 9 10 11 12 13
Casting chance 5% 30% 44% 53% 59% 64% 67% 70% 72% 74% 75% 76% 77%

You may have a bit more success with this than Summon Monsters if you want to summon a silver cat for the Mia's Dream quest. There is no spellbook for this version, though -- you must settle for a lucky dream or scroll of wonder. Most of the summoned creatures, except some cats, will still be hostile to you and neutral NPCs.

Ice Ball[]

Casting cost: 16 MP
In-game description: Surround(Cold)
Effect: does cold damage in a 3-tile radius around you.

Casting skill level <4 4 5 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 6% 19% 29% 37% 43% 48% 51% 55% 58% 60% 62% 64%

All 'ball' spells deal damage in a three-tile radius around yourself with no specific target. This is almost guaranteed to hit any pets you might have unless you have a highly trained Control Magic skill.

All ball spells are theoretically useful for fighting off large crowds, but using teleport and then bolt spells may be safer, especially if you have pets and don't have Control Magic.

The amount of Control Magic you need seems to depend upon the damage your spell would deal -- even 1 rank of Control Magic seems enough to keep a level 1 ball spell from damaging any allies, but as the ball spells gain levels, failures and allied damage become more common. Equipment that enhances spells will raise effective spell level, further raising Control Magic requirement.

With ranks of Control Magic above your spell levels, it seems possible for your spells to have 100% likelihood to avoid damaging allies, as evidenced by pet Chaos Clouds never hitting allies.

Like Ice Bolt, will shatter items unless protected by a coldproof blanket.

This spell has changed in Elona+. More info is here.

Fire Ball[]

Casting cost: 16 MP
In-game description: Surround(Fire)
Effect: does fire damage to everything around you, burns items on the ground. Doesn't have a target.

Casting skill level <4 4 5 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 6% 19% 29% 37% 43% 48% 51% 55% 58% 60% 62% 64%

Like Fire Bolt, may cause fires and destroy items unless protected by a fireproof blanket, and because of the omnidirectional nature of the blast, you are more likely to get trapped in a fire yourself than you are with Fire Bolt.

This spell is both notably safer and weaker in the rain or watery maps. It can be used to reliably train Control Magic against wet pets, but probably shouldn't be your go-to crowd control spell unless you and your pets all have superb fire resistance.

This spell has changed in Elona+. More info is here.

Chaos Ball[]

Casting cost: 20 MP
In-game description: Surround(Chaos)
Effect: does chaos damage to everything around you. Doesn't have a target. May inflict blindness, confusion, poisoning.

Casting skill level <11 11 12 13 14 15
Casting chance 5% 10% 16% 21% 26% 30%

Expensive, rare, and difficult to cast; by the time you can reliably cast this spell, many creatures will probably resist its effects, anyway. Hypothetically, it can be used as a means of inflicting Status Effects upon crowds of enemies, but that requires enemies that won't resist the damage.

Raging Roar[]

Casting cost: 18 MP
In-game description: Surround(sound)
Effect: does sound damage to everything around you. Doesn't have a target. May confuse.

Casting skill level <7 7 8 9 10 11 12 13 14 15
Casting chance 5% 7% 16% 23% 29% 34% 39% 42% 46% 48%

A rare sound-elemental spell, its confusion effect is highly useful against spellcasters, as it can cause them to fail in spellcasting and summon monsters friendly to you and hostile to them. However, this only works if the target doesn't resist.

Web[]

Casting cost: 10 MP
In-game description: Create webs
Effect: Creates random webs. Difficulty of breaking the webs increases as spell level increases.

Casting skill level 1 2 3 4 5 6 7 8 9 10 11 12 13
Casting chance 25% 45% 56% 63% 67% 71% 73% 75% 77% 78% 79% 80% 81%

Has a random chance to create webs within a 2-tile radius of the target (meaning it's possible to hit every tile but the one you are aiming at). Webs temporarily paralyze anyone who wanders inside unless they can pass a strength check. Most higher-level monsters will pass this check on their first try.

Due to how Elona handles object layers, webs, fires, mist, and acid cannot exist in the same tile at the same time. This means web (and acid) can work as a form of fire extinguisher and prevent wildfires from spreading.

Mist of Darkness[]

Casting cost: 12 MP
In-game description: Create mist
Effect: Generates mist on a number of squares. Attacks made on anyone standing in the mist has a decent chance of missing: "(Attacker) attacks an illusion in the mist".

Casting skill level <3 3 4 5 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 16% 31% 40% 47% 53% 57% 60% 63% 65% 67% 69% 71% 72%

Due to the randomness of how this spell works and how pets move, this is largely only useful for your own protection, but it can make a significant difference if you are facing an enemy you can't teleport away from reliably (such as ranged attackers). Just center on yourself, then step into any cloud that appears.

As with Web, this spell can be used to contain wildfires or replace acid ground.

Wall Creation[]

Casting cost: 20 MP
In-game description: Create walls
Effect: Target tile becomes a generic wall

Casting skill level 1 2 3 4 5 6 7 8 9 10 11 12 13
Casting chance 5% 15% 33% 44% 51% 57% 61% 64% 67% 69% 71% 73% 74%

If used in the right location, this can be used to buy time to rest from powerful enemy attacks. Especially helpful with the kamikaze quest, since if you don't have any rods of this, it's almost impossible to survive the onslaught of suicidal maniacs.

Remember that bosses can crush walls in one turn.

This can also be used to give you more tiles to mine.

Wish[]

Casting cost: 597 MP
In-game description: Wish
Effect: Opens a text prompt from which you can make a wish

Casting skill level <60 60 61 62 63 64 65 66 67 68 69 70 71 72
Casting chance 5% 6% 7% 8% 10% 11% 12% 13% 15% 16% 17% 18% 19% 20%

It's almost 600 MP and 40% chance at Casting level 100, and in betas since 1.17, the chance goes down as the spell levels! As the casting chance of the wish spell is 

, the casting chance only goes up as spell levels, after casting level 1311. Testing with wizard mode indicates that at 2000 Casting, success chance for a level 1 Wish spell is at 89%.

Slow[]

Casting cost: 10 MP
In-game description: Decreases speed by X
Effect: by
Duration:

Casting skill level <4 4 5 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 6% 19% 29% 37% 43% 48% 51% 55% 58% 60% 62% 64%

Reduces enemy speed by a set amount based upon your spell's level. More effective on enemies that already have low speeds.

Since speed is king in Elona, this skill needs no explanation for how good it is. At high levels you can effectively snare monsters to the point of harmlessness, indirectly lowering their HP regen, their damage per turn, and their ability to flee and chase. Combine this with a high-level Nightmare or Mist of Frailness to thoroughly cripple most anything that get in your way.

This spell has changed in Elona+. More info is here.

Mist of Frailness[]

Casting cost: 8 MP
In-game description: Halves DV and PV
Duration: 12t (scales up by spell level - research needed)

Casting skill level <3 3 4 5 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 21% 34% 43% 50% 55% 59% 62% 65% 67% 69% 70% 72% 73%

The duration of this hex increases as the spell levels.

This spell is highly recommended for claymores, warmages, and those who have fast, inaccurate pets such as bells. It's even great at low spell levels as the hex's effect will always halve DV and PV.

Higher-level enemies will resist the hex, however -- that's what higher spell levels are useful for. Fortunately, it's cheap and easy to level, so even a non-magician can benefit greatly from grinding this spell a bit.

This spell has changed in Elona+. More info is here.

Element Scar[]

Casting cost: 15 MP
In-game description: RES- fire,cold,lightning
Duration:

Casting skill level <6 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 9% 19% 27% 33% 38% 43% 46% 49% 52% 55%

The duration of this hex increases as the spell levels.

This spell can be used to make many higher-level creatures and bosses significantly more vulnerable to fire, cold, or lightning spells, and since rods of fire, cold, and lightning are some of the most common attack rods, this spell can be used in conjunction with them as boss-killing material or for when you are desperately low on MP.

It can also be used with spells like Ice Ball or Bolt to theoretically deal huge damage to large numbers of enemies, but since there is no multi-target version of Element Scar, its utility is limited to the caster's speed and the duration of the effect.

This spell has changed in Elona+. More info is here.

Acid Ground[]

Casting cost: 18 MP
In-game description: Create acid grounds

Casting skill level <6 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 25% 33% 40% 45% 49% 52% 55% 58% 60% 62%

Randomly creates acid tiles on any of the tiles within a two tile radius of the target. Acid harms non-fliers, and can reduce the enchantment on weapons and armor into the negatives, but you WILL be considered responsible if an NPC in town gets hurt. Higher spell levels appear to slightly increase the damage dealt by the puddles. Can be used to stop the spread of wildfires, but may not be the best choice in towns or around neutral NPCs.

Fire Wall[]

Casting cost: 24 MP
In-game description: Create fire grounds

Casting skill level <7 7 8 9 10 11 12 13 14 15
Casting chance 5% 14% 22% 29% 35% 39% 43% 47% 50% 52%

Randomly creates fires on any tile within two spaces of the target zone. This can destroy furniture, including wells, which will respawn if you are in a town. You WILL be blamed for any NPC that is dumb enough to walk into a fire getting hurt, whether it was intentional or not. Can't be cast in a wall, though spreading fires from this spell can still destroy wall tiles.

In the rain or in water tiles, fires from this spell tend to go out on the turn they're created or the one immediately after, but can still burn items on the tile.

Door Creation[]

Casting cost: 15 MP
In-game description: Create doors

Casting skill level 1 2 3 4 5 6 7 8 9 10 11 12 13
Casting chance 5% 30% 44% 53% 59% 64% 67% 70% 72% 74% 75% 76% 77%

Creates a single locked door, exactly like those spawned in dungeons. Like those that spawn in dungeons, they are not useful for keeping enemies out for long, but they have other uses.

If you have the Lock Picking skill, trying to open doors created with this spell trains it. You can transform open tiles in the wilderness into doors with this spell, then unlock them to train your skill without using up gamble chests or breaking lockpicks.

This spell can also be a poor wizard's mining skill by turning walls into easier-to-pass doors, especially if you have the Lock Picking skill.

Crystal Spear[]

Casting cost: 24 MP
In-game description: Target(Magic)
Effect: magic damage to target

Casting skill level <10 10 11 12 13 14 15
Casting chance 5% 7% 14% 20% 25% 29% 33%

The one-up version of magic dart. Fairly uncommon, and hence, harder to train than Magic Dart. Note that without ordering spellbooks of this spell and heavily training the spell, Magic Dart may well be much more potent than Crystal Spear if you have relied upon it for long.

That doesn't necessarily mean it's worthless by any means, however -- once you get powerful enough to cast it reliably (and rich enough to buy all the spellbooks you'll need), this spell is basically twice as strong as Magic Dart for a given spell level. Since resistances reduce damage, this can be the difference between scratches and moderate damage.

This spell has changed in Elona+. More info is here.

Magic Storm[]

Casting cost: 41 MP
In-game description: Surround(Magic)
Effect: magic damage to all creatures in a 3-tile radius from yourself.

Casting skill level
Casting chance

The most expensive, rarest, and difficult to read 'ball' spell, it also has the lowest hypothetical damage to boot. That said, if you're going to seriously train a ball spell, this spell has one thing the other ball spells lack: an element most creatures don't resist on a range where resistance-lowering spells are impractical.

Control Magic is necessary for this, as with all other ball spells, to keep from killing your pets.

Meteor[]

Casting cost: 226 MP
In-game description: Massive Attack
Effect: Creates flaming craters and does massive damage to everyone in an area.

Casting skill level
Casting chance

Contingency is recommended for survival. Meteor is a fire-based spell. Characters with high fire resist should be able to survive. This also means all fire-resistant enemies are less vulnerable to the spell. Spellbooks of Meteor do not exist, making this spell difficult to acquire and train.

Meteor does not appear to hit the player's mount, or the mount's tag team partner. Tested in Elona+ 1.86, untested in base Elona. It is uncertain whether this is a bug.

Gravity[]

Casting cost: 24 MP
In-game description: Create gravity
Effect: Prevents floating

Casting skill level <8 8 9 10 11 12 13 14 15
Casting chance 5% 10% 18% 25% 30% 35% 39% 42% 45%

Fairly useless on its own. Only useful if you feel like forcing flying or floating enemies to take damage from acid ground, traps, or thrown potion puddles.

Charisma spells[]

Dominate[]

Casting cost: 128 MP
In-game description: Dominate target
Effect: Makes a target your pet.

Casting skill level
Casting chance

Unlike the rod version this has a nasty tendency to be frequently resisted. However, if your character has good Casting, magic, charisma, and spell level, then this may work. Ridiculously difficult to level. A monster heart boosts chances of success, as with the rod.

Wizard's Harvest[]

Casting cost: 46 MP
In-game description: Random harvest
Effect: Several piles of gold appear, sometimes platinum coins and small medals, and very rarely a rod of Wish.

Casting skill level <3 3 4 5 6 7 8 9 10 11 12 13 14 15
Casting chance 5% 9% 25% 35% 43% 49% 54% 57% 60% 63% 65% 67% 69% 70%

If you are a dedicated mage, then always read and use this spell whenever you have the chance. It's basically free money, with a chance for platinum, small medals, and like the description says, even a rod of wish.

Drop chances for each stack are: 1 out of 30 for platinum, 1 out of 80 for medal, 1 out of 2000 for rod of wish.

Since the spellbooks are fairly rare (you cannot place orders for them from the mage guild's spell writer), less literate characters may wish to cast Divine Wisdom before reading. In betas since 1.17, the chance goes down as the spell is used. As of 1.22 this was untrue again -- testing showed no decrease in success chance. This spell may have disproportionate consumption of spell stock as level goes up, however.

This spell has changed in Elona+. More info is here.

Changed Spells:

Changes in Elona+[]

See Spells (Elona+).

Changes in Omake Overhaul[]

See Spells (Omake overhaul)

Elona Mobile[]

See Spells and Actions (mobile)

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