Spells
These are the spells that are available to players in the HentaiVerse.
Spell Costs
Note that spell MP costs are all a percentage of your Level, rounded up.
For example, 'Cure' has a base cost of 20, meaning its MP cost is 20% of your level. At level 51, Cure costs: 51 * 0.20 = 10.2 -> 11 MP.
Spell Durations
The duration of spells lasting more than one turn depends on their base duration, the number of Ability Points invested (where applicable) and the relevant Proficiency. Each additional AP increases the duration by 25%, and each point of proficiency by 1%. These numbers multiply together. Expressed as a formula:
duration = base_duration * (1 + additional_AP / 4) * (1 + proficiency / 100)
The result is rounded to the nearest whole number of turns.
Offensive Magic
These spells are used to inflict direct damage on monsters. On each Ability tier, there is a single-target spell and an area-of-effect spell. Area-of-effect spells inflict strong damage on the targeted monster and less damage on the rest, but are also more expensive and take longer to cast than the single target versions. However, each addition Ability Point invested in the AOE spells increases its damage dealt (by 25% when maxed) and decreases it's MP cost (by 50% when maxed), in addition to decreasing the associated single-target spell's MP cost (by 25% when maxed). Each type of monster has different levels of resistance to each damage type, which should be taken into consideration when choosing which spell to cast at which target. Monsters hit by offensive magic may also be afflicted by a set of negative status effects.
Piercing
- Starting spell, no Ability required
Magic Missile: Fires a basic magic missile against the target. Free to cast. Affected by Elemental Proficiency but does not increase it. In recent iterations of Hentai Verse, however, when this spell cast with a Staff weapon, it has a chance to improve the user's Staff Proficiency.
Fire
- Tier 1
Fireball: A ball of fire is hurled at the target, causing Fire damage. Base cost is 4, reduced to 3 when Inferno is maxed.
Inferno: Unleashes an inferno of flames on all hostile targets, causing Fire damage. Base cost is 12, reduced to 6 when maxed.
- Tier 6
Flare: A powerful fiery blast envelopes the target, causing heavy fire damage. Base cost is 9, reduced to 6.75 when Meteor is maxed.
Meteor: A meteor strikes the battlefield, enveloping all hostile targets in its fiery blast, causing heavy fire damage. Base cost is 27, reduced to 13.5 when maxed.
- Tier 12
Nova: Fire damage. (Single Target) Base cost is 13, reduced to 9.75 when Flames of Loki is maxed.
Flames of Loki: Fire damage. (Area of Effect) Base cost is 39, reduced to 19.5 when maxed.
Cold
- Tier 2
Icestrike: Launches a pillar of ice against the target, causing Cold damage. Base cost is 4, reduced to 3 when Snowstorm is maxed.
Snowstorm: A snowstorm surrounds all hostile targets, causing Cold damage. Base cost is 12, reduced to 6 when maxed.
- Tier 7
Freeze: Cold damage. (Single Target) Base cost is 9, reduced to 6.75 when Blizzard is maxed.
Blizzard: Cold damage. (Area of Effect) Base cost is 27, reduced to 13.5 when maxed.
- Tier 13
Cryostasis: Cold damage. (Single Target) Base cost is 13, reduced to 9.75 when Fimbulvetr is maxed.
Fimbulvetr: Cold damage. (Area of Effect) Base cost is 39, reduced to 19.5 when maxed.
Elec
- Tier 3
Lightning: A bolt of lightning strikes the target, causing Elec damage. Base cost is 4, reduced to 3 when Thunderstorm is maxed.
Thunderstorm: A thunderstorm surrounds all hostile targets, causing Elec damage. Base cost is 12, reduced to 6 when maxed.
- Tier 8
Ball Lightning: Elec damage. (Single Target) Base cost is 9, reduced to 6.75 when Chain Lightning is maxed.
Chain Lightning: Elec damage. (Area of Effect) Base cost is 27, reduced to 13.5 when maxed.
- Tier 15
Shockblast: Elec damage. (Single Target) Base cost is 13, reduced to 9.75 when Wrath of Thor is maxed.
Wrath of Thor: Elec damage. (Area of Effect) Base cost is 39, reduced to 19.5 when maxed.
Wind
- Tier 4
Windblast: A blast of wind hits the target, causing Wind damage. Base cost is 4, reduced to 3 when Cyclone is maxed.
Cyclone: A cyclone surrounds all hostile targets, causing Wind damage. Base cost is 12, reduced to 6 when maxed.
- Tier 9
Gale: Wind damage. (Single Target) Base cost is 9, reduced to 6.75 when Hurricane is maxed.
Hurricane: Wind damage. (Area of Effect) Base cost is 27, reduced to 13.5 when maxed.
- Tier 16
Downburst: Wind damage. (Single Target) Base cost is 13, reduced to 9.75 when Storms of Njord is maxed.
Storms of Njord: Wind damage. (Area of Effect) Base cost is 39, reduced to 19.5 when maxed.
Holy
- Tier 5
Condemn: Holy damage. (Single Target) Base cost is 9, reduced to 6.75 when Purge is maxed.
Purge: Holy damage. (Area of Effect) Base cost is 27, reduced to 13.5 when maxed.
- Tier 10
Smite: Holy damage. (Single Target) Base cost is 13, reduced to 9.75 when Banish is maxed.
Banish: Holy damage. (Area of Effect) Base cost is 39, reduced to 19.5 when maxed.
Soul
- Tier 11
Soul Reaper: Soul damage. (Single Target) Base cost is 11, reduced to 8.25 when Soul Harvest is maxed.
Soul Harvest: Soul damage. (Area of Effect) Base cost is 33, reduced to 16.5 when maxed.
- Tier 18
Soul Fire - Soul damage. (Single Target) Base cost is 24, reduced to 18 when Soul Burst is maxed.
Soul Burst (x5) - Soul damage. (Area of Effect) Base cost is 87, reduced to 43.5 when maxed.
Dark
- Tier 14
Corruption: Dark damage. (Single Target) Base cost is 13, reduced to 9.75 when Pestilence is maxed.
Pestilence: Dark damage. (Area of Effect) Base cost is 39, reduced to 19.5 when maxed.
- Tier 17
Disintegrate: Dark damage. (Single Target) Base cost is 18, reduced to 13.5 when Ragnarok is maxed.
Ragnarok: Dark damage. (Area of Effect) Base cost is 54, reduced to 27 when maxed.
Deprecating Magic
- Tier 1
Poison: Inflicts Spreading Poison on the target, causing damage over time, reducing its evade chance, and halving its MP and SP regen rates. Base cost is 15. Base duration is 7.
- Tier 2
Slow: The target is slowed, making it attack less frequently. Base cost is 18. Base duration is 3.
- Tier 3
Weaken: The target is weakened, making its physical attacks deal less damage and preventing them from being critical strikes. Reduces physical damage dealt by 50% when maxed (10% per AP). Base cost is 10. Base duration is 5.
- Tier 4
Sleep: The target is lulled to sleep, preventing it from taking any actions. However, it may wake up when damaged. Base cost is 22. Base duration is 3.
Additional points decrease chance of breaking on damage by 10% (90% base chance, 50% when maxed).
- Tier 7
Confuse: Confuses the target, making it lunge out wildly and strike friends and foes alike. Base cost is 25.
Additional points decrease chance of breaking on damage by 10% (90% base chance, 50% when maxed). Additional points decrease chance of monster hitting itself by 25% (won't hit itself when maxed).
- Tier 8
Bewilder: The target is bewildered, making its magical attacks deal less damage and preventing them from being critical strikes. Magical damage dealt is reduced by 50% when maxed (10% per AP). Base cost is 10. Base duration is 5.
- Tier 9
Blind: Blinds the target, reducing the chance of landing attacks and magic spells. Base cost is 18.
- Base attack/magic hit chance = -25%.
- Tier 12
Silence: The target is silenced, preventing it from using special attacks and magic. Base cost is 18. Base duration is 7.
- Tier 14
Nerf: The target is nerfed, decreasing its attack rating, magic rating, evade chance, resist chance, shield rating, and barrier rating. Base cost is 20. Base duration is 5.
- Tier 17
X-Nerf - All hostile targets are nerfed, decreasing their attack rating, magic rating, evade chance, resist chance, shield rating, and barrier rating. Base cost is 60. Base duration is 5.
- Tier 18
MagNet - A net of pure energy is cast on the target, hindering and magically grounding it, making it slower and unable to evade attacks or spells. Base cost is 22.
Lifestream - Places a health tap effect on the target, returning a small amount of health to the caster on each target turn. Base cost is 25.
- It should be noted that even though Lifestream is categorized as a Deprecating Spell, its use increases Forbidden Proficiency.
- Cannot reduce monster below 1 HP by itself.
- There are some special rules regarding which Deprecating spells can be simultaneously in effect on a single monster. The Tactical Pane of the Magic menu also shows which spells cannot be simultaneously cast by dividing the spells into columns.
- A monster cannot be simultaneously affected by more than one of: Slow, Sleep, and Confuse. Successfully casting any one of these on a target will dispel any of the others on that target.
- Casting Blind will dispel both Bewilder and Silence.
- Casting Silence will dispel both Weaken and Blind.
- Casting Weaken will dispel Silence.
- Casting Bewilder will dispel Blind.
- All combinations: Weaken + Blind, Weaken + Bewilder, Silence + Bewilder.
Curative Magic
- Tier 2
Cure: Restores a moderate amount of HP to yourself. Base cost is 20.
- Tier 8
Regen: Places a heal over time effect on yourself, healing you for a small amount of HP every turn. Base cost is 25. Base duration is 10.
- Tier 11
Cure II: Restores a large amount of HP to yourself. Base cost is 55. Requires Cure.
- Tier 14
Regen II: Places a long heal over time effect on yourself, healing you for a small amount of HP every turn. Base cost is 75. Base duration is 25. Requires Regen.
- Tier 17
Cure III: Restores a huge amount of HP to yourself. Base cost is 100. Requires Cure I and II.
Supportive Magic
- Tier 4
Shield: Places a shield effect on yourself, absorbing a fixed amount of damage from each physical attack that hits you. Base cost is 21. Base duration is 15.
Physical damage absorbed = 3 x ( 1 + supportive proficiency/10 )
- Tier 5
Haste: You are hastened, allowing you to attack more frequently. Base cost is 30. Base duration is 10.
Action speed boost = 20 + ( supportive proficiency x 0.4 )
- Tier 6
Barrier: Places a barrier effect yourself, absorbing a fixed amount of damage from each magical attack that hits you. Base cost is 23.
Magical damage absorbed = 7 x ( 1 + supportive proficiency/10 )
Shadow Veil: A veil of shadows surrounds you, making it harder for monsters to hit you with physical attacks. Base cost is 30. Base duration is 10.
Evade boost = 5 + supportive proficiency/10
- Tier 10
Absorb: The next magical attack against you may be absorbed and partially converted to MP. 75% chance to absorb when maxed (15% per AP), and the effect is removed when it absorbs a spell. Base cost is 30. Base duration is 15.
- The absorbed MP is between 5% and 10% of your base max MP.
- Additional AP increases the MP absorbed by a factor of 1.125 per additional point for a maximum of 7.5% to 15% of your base max MP with 5 points.
- Critical hits cannot be absorbed.
- The absorbed MP is between 5% and 10% of your base max MP.
- Tier 11
Spark of Life: Any attack that would normally kill you leaves you alive with a small percentage of HP. When triggered, the buff is removed, and 50% of the player's base SP is consumed. If the player does not have enough SP remaining, the trigger will fail, and the player will die. Base cost is 50. Base duration is 15.
- First AP invested will restore you to life with 1 HP, subsequent points: 7/14/21/28% max HP.
Cloak of the Fallen: Is a proc added when Spark of Life triggers. This effect grants immunity to all damage for a short period of time. Each point put in Spark of Life adds one turn to the duration of this effect. Having one point will make it last for two effective turns, starting with the one where it is triggered.
- Tier 12
Flame Spikes: A shield of flames surrounds you. Fire mitigation is increased, and physical attackers take minor fire damage. Attacking enemies have a chance of gaining the Searing Skin proc. Base cost is 15. Base duration is 20.
- Elemental mitigation increased by 25%, reflects a portion (10%) of all received physical damage as elemental damage. Relected damage increases with proficiency.
- Tier 13
Arcane Focus (Also called Arcane Meditation) - You attain a higher level of attunement with the arcane forces, increasing magic power, accuracy and crit chance. Casting Arcane Focus will dispel Heartseeker. Base cost is 100. Base duration is 50.
Magical damage, hit & crit chance buff = 10 + ( supportive proficiency/25 )
Frost Spikes - A shield of frost surrounds you. Cold mitigation is increased, and physical attackers take minor cold damage. Attacking enemies have a chance of gaining the Freezing Limb proc. Base cost is 15. Base duration is 20.
- Elemental mitigation increased by 25%, reflects a portion (10%) of all received physical damage as elemental damage. Relected damage increases with proficiency.
- Tier 15
Heartseeker - You attain intimate knowledge of the source of life in all living things, increasing attack power, accuracy, and crit chance. Casting Heartseeker will dispel Arcane Focus. Base cost is 100. Base duration is 50.
Physical damage, hit & crit chance buff = 10 + ( supportive proficiency/25 )
Lightning Spikes - A shield of lightning surrounds you. Elec mitigation is increased, and physical attackers take minor elec damage. Attacking enemies have a chance of gaining the Deep Burns proc. Base cost is 15. Base duration is 20.
- Elemental mitigation increased by 25%, reflects a portion (10%) of all received physical damage as elemental damage. Relected damage increases with proficiency.
- Tier 16
Spirit Shield - Incoming soul attacks will damage your spirit gauge instead of health. Base cost is 50.
- Absorbs 10 damage per SP per ability point invested (50 damage per SP maxed).
Storm Spikes - A shield of storms surrounds you. Wind mitigation is increased, and physical attackers take minor wind damage. Attacking enemies have a chance of gaining the Turbulent Air proc. Base cost is 15. Base duration is 20.
- Elemental mitigation increased by 25%, reflects a portion (10%) of all received physical damage as elemental damage. Relected damage increases with proficiency.
Status Effects
When an offensive spell hits a monster, it may produce an associated status effect on the target, which lasts for a number of turns. In addition, these status effect will explode for bonus damage on the monster when their effected target is struck by the next elemental spell in the order. e.g. Searing Skin will explode for Cold damage when the monster is struck by a Cold spell. Elemental mages will find it advantageous to cast their AOE spells in order, to benefit most from status effect explosions.
Searing Skin: The skin of the target has been ignited, causing (Fire) damage over time. Cold resistance is lowered.
Freezing Limbs: The limbs of the target have been frozen, causing slower movement. Wind resistance is lowered.
Deep Burns: Internal damage causes slower reactions and lowers evade and resist chance. Fire resistance is lowered.
Turbulent Air: The air around the target has been upset, blowing up dust and increasing its miss chance. Elec resistance is lowered.
Breached Defense: The holy attack has penetrated the target's defenses, making it take more damage. Dark resistance is lowered.
Blunted Attack: The decaying effects of the spell has blunted the target's offenses, making it deal less damage. Holy resistance is lowered.
Ripened Soul: Attacking this target will restore your health by a small amount.
Soul Fire: The very life essence of the target has been set ablaze, damaging it over time. Using Soul Burst will cause this effect to explode.