Spell

See also: Spell search on Solomonk, Game Information

 is a type of skill that a class can use to cause certain effects during combat.

s can be reset.

See Finding Equipment for specific lists of Spells based on their damage/types/characteristics/properties. See Spell/Type for specific lists of s based on their categories in-game (class, special, elementary, etc.). See Spell/All for a list of all s.

Level
Each time a character reaches a new level they receive 1 Spell Point. These spell points are used to boost spells to a higher level, with level 6 being the maximum.
 * It costs 1 spell point to get a skill from level 1 to level 2.
 * It costs 2 spell points to get a skill from level 2 to level 3.
 * It costs 3 spell points to get a skill from level 3 to level 4.
 * It costs 4 spell points to get a skill from level 4 to level 5.
 * It costs 5 spell points to get a skill from level 5 to level 6.

You cannot boost a spell to the 6th level until your character level is high enough. The formula for class spell is 100 + [the character level required to first learn the spell]. For example, with a spell that you gained when your character reached level 20, your character will need to reach level 120 before you can boost that spell to the 6th level. With the other spell types (see list above) there is no formula but you need to be at least level 100.

There are three ways to gain Spell Points:


 * Gaining a Level, which gives 1 Spell Point.
 * Using a Spell Point Scroll, which gives 1 Spell Point.
 * Using a Spell Loss Potion to downgrade an already leveled Spell.

Characteristics
Using some Class Set Items can have an effect on specific Spell Characteristics.

Critical Hit probability
This is the probability that the spell will be a Critical Hit and do a Critical Effect, not all spells have Critical Effects.

Critical Failure probability
This is the probability that the spell will be a Critical Failure. When this occurs, the spell fails to work at all and your turn may end if it has CF Ends Turn.

Number of casts per turn
This is the number of times you are allowed to cast the spell each turn. (You are of course limited by the amount of AP you have available)

Number of casts per turn per player
This is the number of times you are allowed to cast the spell each turn on a particular target. (You are of course limited by the amount of AP you have available)

Number of turns between two casts
This is the number of turns you must wait before casting the spell again. This applies mainly to spells with duration effects. Some spells may only be cast once per battle.

Adjustable Range
Spells with this property can have their Range either increased or decreased by Equipment and other spells. Spells without this property will always have the same Range.

See Adjustable Range Spells and Not Adjustable Range Spells for specific spells.

Line of Sight
Spells with this property must have a clear Line of Sight between the caster and the target. Spells without this property will ignore obstacles.

Some Weapons might also not need Line of Sight.

See Line of Sight Spells and Not Line of Sight Spells for specific spells.

Linear
Spells with this property can only be cast in a straight line.

See Linear Spells and Not Linear Spells for specific spells.

Free Squares
Spells with this property must target an unoccupied cell. This applies primarily to movement spells and summons. Spells without this property may target either an unoccupied cell or a cell occupied by a player or monster.

See Free Squares Spells and Not Free Squares Spells for specific spells.

CF Ends Turn
Spells with this property end the turn of the caster if it's a Critical Failure.

See CF Ends Turn Spells and Not CF Ends Turn Spells for specific spells.

Area of Effect
Spells with this property have an effect on more than one square. Damage/Effects start at cell 0 and go clockwise starting with the top right cell. See images below for cell numbers, 0 is the targeted center cell of a spell with 110% Damage, each cell further from the center loses 10% of the spell's base damage.

See below for specific spells sorted by AoE size, or Area of Effect Spells and Not Area of Effect Spells for any AoE.

Circular (C) AoE
2C: 13 cell circular AoE.

3C: 25 cell circular AoE.

4C: 41 cell circular AoE.

5C: 61 cell circular AoE.

6C: 85 cell circular AoE.

7C: 113 cell circular AoE.

8C: 145 cell circular AoE.

9C: 181 cell circular AoE.

10C: 221 cell circular AoE.

Inf.C: whole map circular AoE.

Cross (X) AoE
1X: 5 cell cross AoE.

2X: 9 cell cross AoE.

3X: 13 cell cross AoE.

4X: 17 cell cross AoE.

5X: 21 cell cross AoE.

Linear (L) AoE
2L: 2 cell linear AoE.

3L: 3 cell linear AoE.

4L: 4 cell linear AoE.

Inf.L: infinite cell linear AoE.

Monster Spells
Monsters can also cast spells, though some monsters may share class spells, most will have their own individual spells. You can search for monster spells here, or search for a monster and see its spells here.