Magic

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"Mages spent weeks in meditation, exploring the farthest reaches of the ethereal world. The demands of the body were ignored, and they survived sustained only by magic. Their efforts were rewarded, a sentience was contacted, dark and horrible. It whispered secrets into the Mages' minds, secrets of corruption, diseases, sacrificial rites. It promised power in exchange for their blood, and they freely gave it."


Spells


Spells come in two varieties, "white" and "black". Despite what they are called, the names of the magic types do not necessarily associate with any kind of "moral alignment". Black magic could be used for good just as easily as white magic could be used for evil. However, most demons prefer black magic, and those who fight them tend to prefer white magic. The primary difference between them is where the magic's power is drawn from. Black Magic is drawn from the emotions and feelings of the body, while White Magic comes from the thoughts of the mind. Magic Specials have their own article and may use different formulas.

Casting a spell requires the use of Fatigue unless you have the Blood Mage perk (in which case the spell drains HP instead). If casting a spell would make your Fatigue go over 100, you can't cast the spell.

White and Black Spellbooks or spending some time at the Tel'Adre Library and stumbling upon an interesting tome will teach spells with high enough Intelligence. Dominika may also teach some Champions magic if they meet her requirements. PCs learn spells from the lowest to the highest requirement.

There are seven spells you can learn and use in combat. They're all found under the "Spells" button. White spells only appear on the list if Lust is lower than 75/85. Black spells only appear if Lust is higher than 49.

Name Type Description INT Cost Damage/Effect Duration Prerequisites
Charge Weapon White Increases weapon damage 25 15 10 * SEM Until combat ends
Blind White Has a chance of blinding opponents 30 20 2/3 chance of inflicting Blind status 5 * SEM rounds Learn Charge Weapon
Whitefire White Deals ethereal fire damage 40 30 (10 + INT/3 + 0..INT/2) * SEM Instant Learn Blind
Cleansing Palm Special Deals pure non-elemental damage 0 30 (INT/4 + 0..INT/3) * SEM * TCM Instant Train 10 times with Jojo
Arouse Black Arouses opponents 25 15 (INT/5 * SEM + (0..Target's Libido+Target's Corruption-Target's Intelligence*2)/5) Instant
Heal Black Heals your wounds 30 20 (INT/2..5) * SEM * maxHP/150 Instant Learn Arouse
Might Black Increases strength and toughness 40 25 5 * SEM Until combat ends Learn Heal
  • INT is the intelligence you need to learn the spell. Once learned, you can still use them regardless of your Intelligence.
  • Cost is the base Fatigue/HP cost of the spell. This can be drastically reduced; see below.
  • SEM stands for Spell Effect Multiplier. The maximum as of 0.8.9 is 385%.
  • Cleansing Palm can only be learnt by training with a pure Jojo follower. While it doesn't have any Lust requirement or threshold, the player can only cast it if their corruption is lower than 10.
  • It is possible for a player to get permanent access to all seven spells if they have 50 minimum Lust, high lust resistance and keep their Corruption lower than 10.
  • Intelligence does not affect Charge Weapon, Blind and Might. However, it greatly helps with the other four spells.
  • Backfiring Black spells (25% chance, except for Arouse, which will never backfire) will fail and increase Libido by 0.25 and Lust by 15.
  • All spells are blocked if the target has the Shell status.
  • Blind notes
    • Blindness causes a lot of effects depending on the opponent you are facing and the attacks they use. It has priority over evasion checks but doesn't stack with them.
    • Special attacks are not affected by blindness unless otherwise noted. Normal teases will fail; however, special teases, such as Arouse, will still work.
    • Default: 2/3 chance of missing due to blindness.
    • Akbal: Affected by the status but ignores it due to the way he fights.
    • Amily: All specials affected by blindness.
    • Bee-Girl: Her stinger will automatically miss due to blindness.
    • Basilisk: Can't use Compulsion when blind and smart enough not to use it.
    • Ceraph: 1/10 chance of missing due to blindness.
    • Chameleon Girl: 1/3 chance of missing due to blindness instead.
    • Ember: Tail Slap will automatically miss. Dragon Breath and normal attacks have a 50% chance of missing due to blindness.
    • Gnoll: All specials affected by blindness.
    • Gnoll Spear-Thrower: All specials affected by blindness.
    • Helia: 1/3 chance of missing due to blindness.
    • Hellhound: Cancels his Hellhound Fire attack if he decides to use it.
    • Holli: Blindness does not affect her Jumanji-style darts. 1/6 chance of missing when using Constrict.
    • Incubus Mechanic: If he pumps his dick and tries to put it in while blind, he will automatically fail real hard.
    • Isabella: "Nein! Ich kann nichts sehen!" (even after accent coaching). All specials affected by blindness.
    • Izma: Izma can still fully use her special tease when blind. However, her other specials follow the default pattern.
    • Kiha: Affected by the status but she completely ignores it, relying on her other senses.
    • Marble: Her special attacks will automatically miss due to blindness.
    • Plain Girl: Immediately removes the Blind status if it connects. What's on your mind, Champ?
    • Satyr: 1/3 chance of missing due to blindness.
    • Sirius: Will not attempt to blind Urta while blind himself but will still try to attack... Smart move, Sirius. Naga Tease is slightly less efficient when blind. However, Poison Bite completely ignores it.
    • Sheila: Flying Kick and Frog Punch will automatically miss. Her Suspicious Glint has a 50% chance of missing due to blindness.
    • Secretarial Succubus and The Milky Succubus: Their Whip Attack will always miss if they are blind.
    • Sophie: Sophie's Compulsion ignores blindness. However, her other specials follow the default pattern.
    • Spider-morphs and Corrupted Driders: All specials affected by blindness.
  • Whitefire notes
    • Because Whitefire deals ethereal damage, it cannot be absorbed/negated/reflected unless the target has the Shell status. (Or if you're curious, because there is no "weak/strong" handler and it's just coded that way.)
    • Deals +50% damage to Goo-girls but also allows them to use the Acid Slap move (+10 damage and also causes damage over time equal to 3+2% of the player's maxHP if it hits).
  • Cleansing Palm notes
    • No effect if target's corruption is 20 or less (Jojo will also give a special message). TCM is (Target's Corruption - 20) / 25, capped at 1.5 (+50% at 57.5 Corruption or higher).
  • Arouse notes
    • Affected by lust resistance which acts as a multiplier to reduce the lust damage done. Will automatically fail on Worms or opponents with 100% Lust Resistance.
    • Unaffected by any lust or tease-enhancing perk, item or effect. The exact lust damage dealt is in the above formula after lust resistance has been applied.
  • Heal notes
  • Might notes
    • Because of the way Might is coded, it will fix your Strength and Toughness if they've been set to more than 100 somehow.

White magic

The power of White Magic is drawn from the mind, but is more often called the power of the soul. White Magic is considered "stronger" than Black Magic because it can be used to create energy from nothing or heal the body. Users of White Magic can blind their opponent with dazzling lights, burn them with pure white flames, or even magnetically charge weapons and armor to repel each other, making them more resistant to attacks. White Magic requires significant mental discipline and awareness, and becomes impossible to cast if the user is greatly distressed or aroused (75 Lust; 85 with the Enlightened perk).

Black magic

The power of Black Magic is drawn from emotion and feeling, and thus is most easily able to affect the bodies of others. Demons and monsters often use black magic in order to aid in the rape and corruption of innocents, as arousing a target is one of the first things a disciple of Black Magic learns. Black magic can also change the size and functions of bodily parts in strange ways, but it is incredibly difficult to use on oneself, as it interrupts the flow of power from the body. Most users of Dark Magic only learn to draw their power through their lust, rendering it impossible to use when turned off. Black Magic cannot be cast unless the user is sufficiently aroused (50 Lust).

Spell Effect Multiplier

Spell Effect Multiplier (base 100%) can be significantly boosted by various Perks and staves. Effects stack additively. Max SEM as of 0.8.9 is 385% (+285%) with all perks, at least 75 Intelligence and the Eldritch Staff equipped. All descriptions stating a base spell damage increase are incorrect. Only the SEM is taken into account.

  • Spellpower - Increases SEM by 50%. (Requires Intelligence ≥ 50);
  • Mage - Increases SEM by 50%. (Requires Intelligence ≥ 50 and the Spellpower perk);
  • Channeling - Increases SEM by 50%. (Requires Intelligence ≥ 60, Spellpower, and Mage perks);
  • Archmage - Increases SEM by 50%. (Requires Intelligence ≥ 75 and the Mage perk);
  • Wizard's Focus - Increases SEM by 40%, 50% or 60% depending on the weapon equipped;
  • Chi Reflow: Magic - Increases SEM by 25%. (Acquired from Uma's Clinic in Tel'Adre).

Spell cost

The costs of the various spells can be drastically reduced with various perks.

  • The Spellcasting Affinity and Wizard's Endurance perks stack additively, up to a 80% reduction (20% spell cost).
  • The Scholar perk stacks multiplicatively with the above perks, resulting in a 84% reduction (16% spell cost) with all three.
  • Note that using the Blood Mage perk caps reduction at 50%. The cap applies before the starter perk kicks in, resulting in a 60% reduction (40% spell cost).
  • As of version 0.8.9, spells will always cost at least 2 Fatigue or 5 HP.