Magic

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There are two kinds of magic: spells and miracles, with the latter being comprised almost entirely of healing and restorative spells. Only a set number of spells or miracles can be memorized at any given time, a number that can be increased as a player’s respective stat is increased. This is where the game’s open-ended class structure comes into play. Want to learn some spells as a simple Soldier? Sure, go ahead, but remember that until you level your stats to a satisfactory degree, you’ll be a piss-poor spellcaster.

New magic can be purchased (at times at hefty cost to the player) from two NPC trainers in the kingdom of Boletaria. Take careful note when you find them, particularly if you are a spellcaster, because acquiring devastating spells can only be done through them.

Characters must meet certain stat requirements in order to learn both spells and miracles. In order to learn magic, a character must have at least 10 Magic and Intelligence. In order to learn miracles, a character must have at least 10 Faith.

In order to use Spells you will need either a Wooden Catalyst or a Silver Catalyst.
In order to use Miracles you will need the Talisman of God.

Each spell or miracle requires a certain amount of memory slots in order to equip and use. Characters acquire more memory slots as their Intelligence and Faith increase. There are also certain rings that can be equipped which increase the memory slots for spells and miracles.


Intelligence 10 14 18 24 30 40
Spell Slots 1 2 3 4 5 6


Faith 10 16 24 36
Miracle Slots 1 2 3 4


Contents

Casting Equipment

Wooden Catalyst

Can be found in 1-2 on top of 1st tower on a corpse.

Silver Catalyst

Royalty starting equipment. Can be found in 3-1 on a corpse in a cell.

Talisman of God

Can be found in 4-1 to the right of the 1st fog gate. Another can be found early in 5-1 on top of a rickety platform.

Insanity Catalyst

Made from yellow monks soul

Talisman of Beasts

Before you become incredibly frustrated with having to switch between a Catalyst and a Talisman of God try to obtain the Talisman of Beasts, as it controls both miracle and magic from one piece of equipment. You can get it by killing Black Phantom Scirvir, in 2-2 (Pure Black World Tendency needed). He is in a hidden cave along the shortcut to the boss where two crystal lizards usually spawn, or kill Ostrava for Mephistopheles and receive the Talisman of Beasts as a reward.

Spells

Beginning Spells

Soul Arrow

Spell Slots: 1
MP Cost: 5
Teacher: Freke's Apprentice, Sage Freke
Cost: 1000 Souls

This is the basic attack spell of the game. The Royalty class begins with this spell. Due to its low mp cost and its strong power early in the game, this is a very useful spell for any spellcaster. It is capable of killing most enemies in one or two hits until later on in the game. It requires locking on in order to target properly, and at longer ranges becomes less accurate and easier to dodge by enemies.

Flame Toss

Spell Slots: 1
MP Cost: 9
Teacher: Freke's Apprentice, Sage Freke
Cost: 1000 Souls

At almost double the cost of Soul Arrow, this spell is only slightly stronger. Also, it is a little slower and therefore easier to dodge. Although it is costly, it can be useful when trying to kill enemies quicker. Some enemies, for example, the Skeletons in World 4, are weak to fire, making Flame Toss very useful against them.

Protection

Spell Slots: 1
MP Cost: 20
Teacher: Freke's Apprentice, Sage Freke
Cost: 5000 Souls

This fairly useful spell creates a protective barrier around the caster. It will reduce all incoming damage by a decent amount. Due to its forty second duration and mana cost however, it is impractical to try to keep the spell up at all times. Also, since it takes a while to cast, it is better to cast it before starting a battle instead of during one. This is best used against bosses or other hard-hitting enemies. Note that this spell is considered a caster buff. A player may only have one caster buff active at a time and may not apply a new one until the previous effect expires.

Enchant Weapon

Spell Slots: 1
MP Cost: 20
Teacher: Freke's Apprentice, Sage Freke
Cost: 5000 Souls

Enchant Weapon slightly increases the attack power of melee weapons based on the caster's magic stat, catalyst used, etc. Please note that not all weapons are compatible with this spell and generally speaking any weapon that already causes magic or fire damage can not be further enchanted by any means (white sticky stuff, turpentine, or any of the other weapon buffing spells). There are a few exceptions to this such as the Blueblood Sword. If in doubt google or test it yourself first with a disposable item.

Demon's Prank

Spell Slots: 1
MP Cost: 4
Teacher: Freke's Apprentice, Sage Freke
Cost: 500 Souls

A relatively useless spell in most occasions. It simply creates a noise in the targetted spot, which will attract enemies towards it. It can be useful for sneaking around enemies you do not wish to fight, or to distract them to have their backs turned for an easy backstab attack.

Water Veil

Spell Slots: 1
MP Cost: 20
Teacher: Freke's Apprentice, Sage Freke
Cost: 500 Souls

Another fairly situational spell. This spell drastically reduces all fire damage taken. This spell is most useful against the bosses of Stonefang Tunnel, who all primarily use fire attacks. It is additionally helpful when trying to get past the flying dragons of Boletaria Castle and fighting Black Phantom Scirvir. Note that this spell is considered a caster buff. A player may only have one caster buff active at a time and may not apply a new one until the previous effect expires.

Cloak

Spell Slots: 1
MP Cost: 10
Teacher: Freke's Apprentice, Sage Freke
Cost: 500 Souls

This spell makes you less visible to both creatures and enemy players for its thirty second duration. It stacks with similar effects such as the Graverobber's Ring and Thief's Ring. Note that this spell is considered a caster buff. A player may only have one caster buff active at a time and may not apply a new one until the previous effect expires.

Spells from Demon's Souls

Warding

Spell Slots: 2
MP Cost: 50
Teacher: Sage Freke
Cost: Iron Demon's Soul

This spell significantly reduces physical damage (more so then Protection). This is especially useful in New Game+ and higher. Attacks that might one-shot you normally (such as the Dragon God's punches) will be more survivable with Warding up. Note that this spell is considered a caster buff. A player may only have one caster buff active at a time and may not apply a new one until the previous effect expires.

Soul Ray

Spell Slots: 1
MP Cost: 15
Teacher: Sage Freke
Cost: Doll Demon's Soul

The upgraded version of Soul Arrow. It not only does more damage, it also goes through multiple enemies. This useful spell makes a good replacement of Soul Arrow in later levels when it becomes easier to recover MP through regen equipment and as MP recovering items become more affordable.

Homing Soul Arrow

Spell Slots: 2
MP Cost: 40
Teacher: Sage Freke
Cost: Yellow Demon's Soul

This spell creates magical orbs that float around a player until they find a target to shoot an arrow at. Be wary however that running into walls or obstacles has a tendency to destroy any floating orbs. The number of orbs increases as the caster's Magic stat goes up (Magic: 10 = 1 arrow, 15 = 2 arrows, 19 = 3 arrows, 25 = 4 arrows, 31 = 5 arrows).

Firespray

Spell Slots: 1
MP Cost: 2
Teacher: Sage Freke
Cost: Hard Demon's Soul

This spell will rapidly shoot low damage fireballs at the target. Additionally, the caster can move while casting this spell.

Fireball

Spell Slots: 2
MP Cost: 20
Teacher: Sage Freke
Cost: Dragon Demon's Soul

This spell is the upgraded version of Flame Toss. It has all the same drawbacks of Flame Toss, but it does do slightly more damage. Also, it has a small explosion radius when it hits something, making it somewhat more useful against tightly packed groups of enemies.

Light Weapon

Spell Slots: 2
MP Cost: 50
Teacher: Sage Freke
Cost: Silver Demon's Soul

Will significantly increase the damage of melee weapons it is used on based on magic stat, catalyst used, etc (more then Enchant Weapon). The same restrictions on magic weapons for Enchant Weapon applies for this spell as well.

Acid Cloud

Spell Slots: 1
MP Cost: 30
Teacher: Sage Freke
Cost: Eroded Demon's Soul

This spell drastically reduces the durability of any equipment affected targets are using. While completely useless in PvE, this spell has interesting applications in PvP. Characters who stand in the cloud too long will have all their equipment broken, making them defenseless and unable to pose any serious threat. Keep in mind that equipment with very high durability can stay in the cloud for longer periods of time, so it is hard to destroy the larger weapons and more powerful armor. At the very least, anyone affected by Acid Cloud for too long will have a hefty repair cost.

Poison Cloud

Spell Slots: 1
MP Cost: 15
Teacher: Sage Freke
Cost: Wriggling Demon's Soul

Creates a cloud of poison in front of the caster that lasts several seconds. Any npc, creature, or enemy phantom that comes in contact with the cloud becomes poisoned suffering 5 points of damage per second for the next three minutes or 900 total damage. While poisoned healing effects are halved. Many players find this spell useful for dealing with tough opponents as most enemies can be killed with just one or two castings of this spell.

Death Cloud

Spell Slots: 2
MP Cost: 30
Teacher: Sage Freke
Cost: Pureblood Demon's Soul

This spell is similar to Poison Cloud, but will inflict Plague upon targets instead. The plague effect is more potent than the poison effect of Poison Cloud, but will not work on bosses. Having any combination of the cloud spells can be very effective in PvP against melee characters, as it helps to "herd" and keep back anyone not willing to run through the clouds and suffer their effects.

Firestorm

Spell Slots: 3
MP Cost: 100
Teacher: Yuria the Witch
Cost: Dragon Demon's Soul

Firestorm is the most damaging spell in the game, if it hits. When casting Firestorm, a large number of flame pillars appear around the caster in random spots. Each of these pillars can deal massive damage, and against larger enemies (or unlucky players) the pillars can hit multiple times, multiplying the damage done. For several of the larger bosses, a lucky and well-placed Firestorm could deal enough damage to kill them in a single cast. The applications in PvP are more limited as it can be easily rolled out of, and the caster must be very close to cast the spell.

Ignite

Spell Slots: 2
MP Cost: 18
Teacher: Yuria the Witch
Cost: Hard Demon's Soul

This spell will create a large flame directly in front of the caster. The range is very short but it can deal a large amount of damage and has a faster casting time then any other magic spell aside from Firespray.

Curse Weapon

Spell Slots: 3
MP Cost: 100
Teacher: Yuria the Witch
Cost: Silver Demon's Soul

Like the rest of the _____ Weapon line of spells, this spell increases damage done with melee weapons. Curse Weapon will allow the caster to deal 50% more damage with the enchanted weapon, but the weapon itself becomes cursed. While cursed, the weapon will slowly sap away the wielders hit points. This spell is not recommended without some way to recover HP easily be it through regen equipment or a large supply of healing herbs.

Soul Thirst

Spell Slots: 3
MP Cost: 200
Teacher: Yuria the Witch
Cost: Yellow Demon's Soul

This spell increases the amount of Souls obtained while under its effect. However, due to its extremely high cost and its very short duration, this spell is very limited in its uses. It is best cast right before killing a boss while it is low on HP. It can also be useful to cast right before using Soul Sucker on a target, although many characters will not have enough MP to support that combo. Note that this spell is considered a caster buff. A player may only have one caster buff active at a time and may not apply a new one until the previous effect expires.

Relief

Spell Slots: 1
MP Cost: 10
Teacher: Yuria the Witch
Cost: Pureblood Demon's Soul

This spell will fully recover the target Phantom's HP, MP, and status. While being the only spell in the game to heal other players, it is not very useful due to its very long casting time, extremely short range (you have to be touching them), and its limited use.

Soul Sucker

Spell Slots: 3
MP Cost: 100
Teacher: Yuria the Witch
Cost: Maiden In Black's Soul

This spell will instantly kill any non-boss enemy, and award the caster with double the regular amount of souls. The major drawback to this spell however aside from its mana cost and spell slot requirement is its cast time and range. It is a melee touch spell that takes several seconds to cast, meaning it can only be used after sneaking up on enemies that are completely unaware of the caster. This spell is most useful when running from the Old Hero's Archstone to the Adjudicator's Archstone in the Shrine of Storms, as most of the enemies normally stand facing the other direction. Against players this spell will drain a single Soul Level, awarding the caster with the number of Souls it took to acquire that level.

Miracles

Beginning Miracles

Heal

Miracle Slots: 1
MP Cost: 30
Teacher: Disciple of God, Saint Urbain
Cost: 5000 Souls

Although it comes with a hefty mana cost, this miracle will recover a large amount of hitpoints, healing about half the HP of characters with smaller HP pools. With proper sources of mana regen, this spell becomes very useful for saving in healing herb costs.

Antidote

Miracle Slots: 1
MP Cost: 20
Teacher: Disciple of God, Saint Urbain
Cost: 3000 Souls

This miracle will cure the caster of poison. This comes in handy most in the second area of the Valley of Defilement, where you will be spending most of your time walking through a poisonous swamp.

Evacuate

Miracle Slots: 1
MP Cost: 40
Teacher: Disciple of God, Saint Urbain
Cost: 20000 Souls

One of the most useful miracles in the game. This miracle will instantly transport the caster to the Nexus with all their Souls intact. It is essentially a limitless supply of Shards of Archstone, assuming you have the MP to cast it.

Hidden Soul

Miracle Slots: 1
MP Cost: 30
Teacher: Disciple of God, Saint Urbain
Cost: 3000 Souls

A more situational version of the Cloak spell, this miracle will make it harder for both npc and invading Black Phantoms to detect the caster. Many players do not find it worth the miracle slot since magic slots are easier to come by and Cloak does what Hidden Soul does plus more. In addition because both spells are considered caster buffs they can not stack because only one can be active at a time.

Miracles from Demon's Souls

Recovery

Miracle Slots: 2
MP Cost: 60
Teacher: Saint Urbain
Cost: Colorless Demon's Soul x 3 (at least one must be obtained from a Primeval Demon)

This miracle is the upgraded version of Heal. It will recover a significantly larger amount of HP. However, due to its must larger cost and its requirement of two miracle slots, it is usually better to just have the Heal miracle instead. This miracle is useful when a large amount of HP needs to be recovered quickly, but the more powerful healing herbs serve that purpose much better. It should be noted that this miracle will only become available for purchase after the player has slain their first Primeval Demon.

God's Wrath

Miracle Slots: 2
MP Cost: 100
Teacher: Saint Urbain
Cost: Dragon Demon's Soul

This is the only attack magic of the miracles. While it does less damage than Firestorm, its area of effect is significantly better. It will target anything in a large sphere around the caster, and it is capable of hitting through walls. This can be useful when trying to take out large groups of enemies at a time, or by casting it when you know a potential target is on the other side of a wall.

Banish

Miracle Slots: 2
MP Cost: 50
Teacher: Saint Urbain
Cost: Yellow Demon's Soul

This miracle will banish any Black Phantoms caught in its blast radius back to their own worlds. This is useless in PvE, but very helpful for any player that is not confident with their PvP abilities or are wary of the possibility of an extremely powerful Black Phantom.

Regeneration

Miracle Slots: 1
MP Cost: 40
Teacher: Saint Urbain
Cost: Swollen Demon's Soul

This miracle will slow regenerate the HP of the caster. While it may sound useful, it has a fairly short duration. Additionally, it does not stack with other sources of HP regen, so if you have the time to wait for your hitpoints to heal slowly over time instead of using herbs or direct heals, it would be better to just equip a piece of HP regen gear than to cast this spell. This miracle becomes even less useful in New Game+ and higher as most attacks will kill a character in 2-3 hits, meaning slowly regenerating hitpoints in the middle of battle is not very helpful.

Second Chance

Miracle Slots: 2
MP Cost: 100
Teacher: Saint Urbain
Cost: Hero Demon's Soul

This spell places a buff on the player that lasts until triggered. Any attack that would otherwise reduce the caster to zero or fewer hit points triggers the buff, negating the hit and setting the casters hit points to 50% of their current maximum. In certain situations where multiple attacks occur simultaneously (or nearly simultaneously) the caster can appear to take remaining damage or die anyway as has been observed when Second Chance and Moving Soul Arrow interact. This is due to the fact that Second Chance only prevents a single attack from killing you, it's still possible for an effect like Moving Soul Arrow to have one arrow drop you below zero, have your health reset to 50% from Second Chance, and then have the other four remaining attacks land. Note that this spell is considered a caster buff. A player may only have one caster buff active at a time and may not apply a new one until the previous effect expires. Because Second Chance lasts until triggered using it will preclude the use of any other caster buffs for what could be an extended period of time. This miracle is also ineffective against deaths caused by falling.

Anti-Magic Field

Miracle Slots: 2
MP Cost: 10
Teacher: Saint Urbain
Cost: Storm Demon's Soul

This miracle creates a large aura around that caster that prevents the casting of any spells. Miracles in this field will still work however. You can see if your enemy is under the effects of the aura by the lightning effects that appear on them. This miracle is helpful against caster characters in PvP and against the Octopus Men and Fool's Idol boss in the Tower of Latria.

(Needs confirmation: I have experienced very hard hitting damage from being just under the effect of Anti-Magic field on my magician character. My weapon is also magic and I randomly take damage at certain points in time. This does not happen when I am not under that influence... very odd happening. Special request for those whole know the developers please answer this question because I died after killing the Black Phantom from some invisible damage from teh Anti-Magic Field. -Boomkick)

Cure

Miracle Slots: 1
MP Cost: 30
Teacher: Saint Urbain
Cost: Wriggling Demon's Soul

This miracle is the upgraded version of Antidote. Instead of healing just poison, it will recoer the caster from bleed effects and plague as well. This spell is universely helpful since it treats all damage over time ailments, but is most helpful in the Valley of Defilement area because of the various sources of poison and plague.

Resurrection

Miracle Slots: 1
MP Cost: 50
Teacher: Saint Urbain
Cost: Pureblood Demon's Soul

This miracle will resurrect and send home any Blue Phantom in its area of effect. This is useful for rapidly increasing your character tendency since you can repeatedly summon Blue Phantoms and bring them back to life. It has no applications outside of this use however.