The spell runes that can be engraved in equipment to cast spells (see Magic system) each represent a word in the ancient language of magic. In the runewriting language each words is represented by a single rune which is a combination of multiple syllable runes.
The syllable runes can be learned through quests. A spellcaster can combine the learned syllable runes to spell runes in a special GUI window. When she found a valid combination she can save this combination to engrave it into equipment. When wearing equipment with runes engraved by someone else that contain syllables unknown to the spellcaster she can not use these spells (the meaning of the runes is unknown to her and thus she can not read them).
- Mana Cost
- The total mana energy needed to recharge the spell (see Magic system)
- How many rune slots the finished rune will take up in equipment. The slots of all rune particles are added.
- The skill level requirement of the spell rune. The requirements of all particles are added.
Note that all numbers on this page are only guesses. In practice they will most likely require a lot of fine tuning through beta testing to get the perfect game balance.
Every finished spell rune needs one effect syllable. It determines what kind of damage the spell inflicts, how much basic damage and the basic mana cost. The first effect syllable should be acquired through the tutorial (I suggest heat). The others are accquired through one long series of quests for each element. These quests should be very straight-forward and easy to follow (although not necessarily easy to complete) because the effect syllables are very important for the progress of a spellcaster character.
Combined effect syllables
Two effect syllables with the same slot number, damage and mana cost that do different elemental damage can be combined to one effect syllable of a combined element. All properties stay the same but the element is a combined one.
|Element||Rune 1||Rune 2||Combined|
Each finished rune can, but doesn't has to, include one application syllable. This rune decides the area of effect of the spell. They also affect the mana cost, damage of the spell, cast time and after cast delay. Usually the easier to use the higher the mana cost and the lower the damage.
Application syllables are learned from wizard NPCs. The NPCs are usually not hard to find and will usually send the character on a short quest before he will teach it to the character.
|Rune||cost||damage||level||slots||cast time||cooldown time||description|
|None||1.0||1.0||+0||+0||low||low||When no application syllable is used the attack becomes a touch-range attack that only affects an enemy that is exactly in front of the character.|
|Bolt||1.2||0.8||+5||+0||low||medium||The bolt syllable makes the spell a projectile that flies forward and hits the first enemy it collides with. It is slightly weaker and costlier than a touch attack but much more usable. The bolt rune should be the first application syllable a new character obtains so that a new mage has the choice between using its first effect syllable as touch attack or as bolt attack.|
|Ray||Hits all enemies that stand in a line from the caster to the targeted point.|
|Cone||Hits all enemies in a 45Â° angle in front of the caster.|
|Ball||Medium||Medium||Projectile that causes a small area of effect.|
|Blast||Medium||High||Free positioned, small area of effect.|
|Storm||High||High||Free-positioned, large area of effect.|
|Nova||Medium||Medium||small AoE around caster.|
|Inferno||large AoE around caster.|
|Apocalypse||extremely large AoE around caster.|
|Strike||An attack for spellcaster/fighter crossclass characters. The character performs a normal attack with the currently equipped weapon. Hitting and dodging are calculated normally. The attack deals magical damage with the element of the effect particle and calculated by a special formula that includes weapon damage, weapon skill, spell damage, spell skill, strength and willpower.|
Support spells improve the combat powers of allies or decrease the combat powers of enemies. Note that a spell which decreases the enemies attributes directly is absent. This is intentional - there is an enhancement syllable to add an attribute decrease effect to an attack spell.
|Rune||cost||level||slots||cast time||cooldown time||description|
|Soul|| A spell with touch-range which gives the affected creature an elemental modifier and thus makes it more vulnerable to one element but less vulnerable to another. Depending on the situation this can either be a positive or a negative effect. The effect time depends on the casters magical attack while the height of the elemental modifier depends on the grade of the effect rune:
|Barrier|| A supportive spell with touch-range which creates a protective shield around another being which persists for a limited amount of time. Some of the shields have a negative side effect on the victim allowing to use them offensive.
To avoid griefplay characters should always be able to dispell a barrier which has been cast on them by a friendly or neutral character.
Only one barrier can be active at the same time. Before a new barrier can be cast on the same character the old one has to expire or has to be dispelled. Its effect depends on the used element syllable. Enhancement syllables can not be added to barrier runes.
|Blessing||A spell which increases an derived attribute of an ally|
These spells summon creatures that aid the caster in battle. Every summoned creature consumes part of the mana regeneration of the character it was summoned by. Thus the number of creatures that can be summoned at the same time is limited. The caster receives experience for the magic skill used to summon the creatures when they contribute to killing a monster.
|Spell||cast time||cooldown time||controllable||Further description|
|Elemental||medium||low||no||Summons an aggressive elemental spirit that attacks enemies, the caster and its party members alike (other players should only be attacked in pvp zones to avoid griefplay)|
|Golem||high||high||yes||Summons a golem that follows and protects the caster (maybe can be commanded to some extend). Should require expensive ingredients to create.|
Enhancement syllables give an attack spell more exotic properties but usully make it weaker and costlier. Any number of enhancement syllables can be used for a rune. They can not be applied to support spells.
The quests to obtain these syllables are all hidden very well and usually require some thinking outside of the box to complete.
|silent||200%||50%||When a silent spell is cast it can not be seen by other characters. They only see that they are damaged but not what causes the damage.|
|vampiric||150%||75%||10% of the hit points lost through this spell are given to the caster.|
|illusionary||10%||0%||This is the only enhancement particle that makes the spell (a lot!) cheaper instead of more expensive. An illusionary spell appears like a real one to other players but does no damage. Useful as a distraction in PvP combat. How can that guy cast ten enforced fire storms in a row? Oh, I see, they are all illusionary. *ouch* ok, this one wasn't|
|enforced||200%||100%||Halves the enemies magical defence.|
|creeping||120%||200%||Deals damage over time instead of instant damage. The total damage is higher but inflicted in small portions of 4% every second for 25 seconds.|
|cursed||150%||75%||Inflicts an additional attribute loss in addition to the normal damage. What attribute is affected and how much depends on the effect particle.|
|quick||150%||75%||Reduced casting time and after cast delay.|
I would like to take the healing spells out of the elemental scheme und use a separate skill for them. Putting all healing spells in one elemental discipline would make this extremely overused because I believe almost every spellcaster would attempt to accquire healing spells. Spreading all healing spells over the whole elemental spectrum would be difficult to balance and would be a disadvantage for dedicated healers.
For that reason all healing spells are not combinations of syllables but stand-alone runes.
|Spell||Element||Effect||Target||cast time||cooldown time||Further description|
|Lay hands||neutral||heal||untargeted||low||low||Basic healing spell. Heals the character standing right in front of the caster. The low range makes it impractical in combat.|
|Heal||neutral||heal||single||medium||medium||Less efficient than lay hands but because it can be used at distance it is more practical in combat and it can be cast on oneself.|
|Regeneration||neutral||heal over time||single||medium||medium||Heals more than heal but takes more time.|
|Aura||neutral||heal||untargeted, persistent||high||high||Creates a healing aura around the caster that slowly heals everyone around. Doesn't affect the caster.|
|Revive||neutral||restore||single||high||high||Attempts to revive a dead character that has not returned to its spawn point yet. The healing skill level of the caster must be higher than the total character level of the target to be successful.|
|Detox||neutral||restore||untargeted||high||low||Attempts to remove a status effect that falls in the category "poisons" from the character standing in front of the caster.|
|Decurse||neutral||restore||untargeted||high||low||Attempts to removes a status effect that falls in the category "curses" (like most attribute decrease spells) from the character standing in front of the caster.|
|Disinfect||neutral||restore||untargeted||high||low||Attempts to removes a status effect that falls in the category "diseases" from the character standing in front of the caster.|
Below are spells planned or implemented for eAthena that are not covered by the above:
- Transmute X to Y (partially used as quest spell)
- Detect Magic (quest spell)
- Flying backpack (temporarily eliminate penalties for heavy equipment)
- Happy Curse and variations (force player to emote for a while)
- Shroud (hide name from other players until the player picks up an item or talks)
- Reveal (cancel Shroud)
- Detect Players (list nearby players)
- Wind (`push' creatures in a predefined region)
- Burrow/Ascend (special-purpose Teleport that moves upwards/downwards in certain regions; partly quest spell)
- Delayed Teleport (teleport back to casting location after short period of time)
- Peace (non-highlevel aggressive monsters stop attacking unless provoked or unless they were already provoked, for a while)
- Summon partner (summons the caster's partner, for married couples, if online)
The finished spell is named "[Enhancement syllable] [effect syllable] [application syllable]". Examples:
Bubble Bubble Fire + Bolt Fire Bolt Flame + Inferno + enforced Enforced Flame Inferno Fire + Air + Nova Lightning Nova