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{{RyonaRPG|zh=RyonaRPG/魔法}}
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{{RyonaRPG}}
 +
'''Magic''' in RyonaRPG is equipment rather than a conventional spellbook. Most spells are selected at a magic shop, placed into one of four active slots through the Special Menu, and powered by MP while equipped or used.
  
In rev. 121, they made it so that you can have two magic abilitys equipped.<br />
+
The number of ordinary spells you can hold is limited by '''Magirock'''. Magirock is reusable capacity: selecting an ordinary spell reserves one, two or three Magirocks according to its level, but does not consume the item.
*1. Use the 2nd menu option [hit x, down, z]
 
*2. 3rd box [down, down, z]
 
*3. 1st box [z]
 
Now you're in the binding screen, bind whatever magic you want equipped to the first one, and the last one (the one without a name) is the second one. You can switch between them by pressing Shift + Z Key/Enter or Space.<br />
 
  
Thanks to ZephyrFlare
+
__TOC__
  
You don't need to equip those items in the normal menu anymore, instead you must bind them like above stated and buy them from the grocery store in the starttown.
+
== Quick start ==
==Level 1 Spells==
+
 
===General Magic===
+
# Obtain at least one '''Magirock''' and 50 G.
*Fire
+
# Visit a magic shop. The easiest early shop is Samantha's counter in the item shop at [[RyonaRPG/Locations/RAYON Village|RAYON Village]].
*Blizzard
+
# Choose the spells you want. A level 1 spell uses one Magirock, level 2 uses two, and level 3 uses three.
*Thunder
+
# Open '''Special Menu → Magic''' and equip the spells in their matching slots.
*Sunshine
+
# Hold {{key|Shift}} to charge the equipped Normal Magic, then release it to cast. Some Normal Magic activates immediately or requires a full charge.
*Force Wave
+
 
*Aura Wave
+
Buying a spell does not permanently consume Magirock. A magic-shop visit rebuilds the ordinary spell loadout, so you can return later and exchange those spells for a different set.
*Tomahawk
+
 
*Self-destruct
+
== Magic slots ==
*Berserk
+
 
*Cash
+
{| class="wikitable"
===Recovery Magic===
+
! Slot
*Make: Potion
+
! When it works
===Support Magic===
+
! Typical MP use
*Magic Weapon
+
|-
*FIST Force
+
| '''Normal Magic'''
*Guided Shot
+
| Cast manually with {{key|Shift}}. Most spells gain power or change effect when charged.
*Energy Ball
+
| Paid when cast
*Flame Saber
+
|-
*Ice Saber
+
| '''Enchant Magic'''
*Thunder Saber
+
| Modifies weapon attacks, their attributes or what happens when an attack connects.
*Diamond Saber
+
| Paid periodically or when its attack effect is used
*Saint Saber
+
|-
*Dark Saber
+
| '''Reactive Magic'''
*Chaos Raid
+
| Responds to incoming attacks or changes how damage, status and elemental resistance are handled.
===Support Magic===
+
| Paid periodically or when its defensive effect is triggered
Because there's a duplicate entry in the shop
+
|-
*Chaos Mail
+
| '''Support Magic'''
*Masochism
+
| Provides a continuous effect while equipped.
*Iron Guts
+
| Usually drains MP at regular intervals
*Warp Elemental
+
|}
*Meiji Armor
+
 
===Support Magic===
+
'''Shortcuts''' is a separate Special Menu command, not a fifth magic slot. It assigns supported items, abilities and magic to the shortcut system.
Again Again
+
 
*Protect
+
Only one spell can occupy each of the four main magic slots. A character may also have a personal spell that does not use Magirock or cannot be removed. Equipment, character type and current form can restrict which spells are available.
*Shell
+
 
*Regen
+
== Learning and exchanging magic ==
*Assassin Stance
+
 
*Life Booster
+
=== Standard magic shops ===
*Lucky Charm
+
 
*Tiger Foot
+
The ordinary shop interface is available in several towns, including:
==Level 2 Spells==
+
 
===General Magic===
+
* Samantha's counter in [[RyonaRPG/Locations/RAYON Village|RAYON Village]];
*Mega
+
* the Mages' Guild in [[RyonaRPG/Locations/Capital Abaroso|Capital Abaroso]];
*Force Bolt
+
* the magic shop in [[RyonaRPG/Locations/Hidden, the Lurking Town|Hidden, the Lurking Town]].
*Drain
+
 
*Hellfire
+
The three shop levels use the following limits:
*Barrier
+
 
*Mute
+
{| class="wikitable"
*Ripper Sun
+
! Spell level
*Exit
+
! Magirock capacity per spell
===Recovery Magic===
+
! Shop fee
*Cure
+
|-
*Esuna
+
| Level 1
*Restoration
+
| 1
===Support Magic===
+
| 50 G
*Ray Strike
+
|-
*Deadly Strike
+
| Level 2
*Chill Touch
+
| 2
*Soul Steal
+
| 500 G
*Mind Sword
+
|-
*Moon Saber
+
| Level 3
*Leaf Saber
+
| 3
*Penetration
+
| 5,000 G
===Support Magic===
+
|}
again again again
+
 
*Blink
+
The recommended selector charges once for every spell level represented in the finished loadout, regardless of how many spells of that level were selected. For example, two level 1 spells and one level 3 spell cost 5,050 G in total. A loadout containing no spells from a given level does not include that level's fee.
*Resist Fire
+
 
*Resist Cold
+
Magirock is not spent by this process. Think of it as a capacity total shared by the shop-managed spells. Special, character-specific and permanently learned magic may remain available when the ordinary loadout is rebuilt.
*Resist Thunder
+
 
*Resist Elements
+
Some counters also retain an '''old method''' for compatibility. It removes the current ordinary magic set before rebuilding it and uses different handling. New players should use the option marked '''new method / recommended'''.
*Magic Resistance
+
 
*Death Ward
+
=== Finding Magirock ===
===Support Magic===
+
 
again again again again
+
Characters begin with different amounts according to their type and personal rules. More Magirock can be found in treasure, bought or earned as a reward. Early and notable sources include:
*Haste
+
 
*Quick
+
* the item shop in [[RyonaRPG/Locations/RAYON Village|RAYON Village]], where one can be bought for 4,000 G;
*Ice Axe
+
* treasure in [[RyonaRPG/Locations/Mountain Cave|Mountain Cave]] and [[RyonaRPG/Locations/Undersea Temple|Undersea Temple]];
*Diamond-Prot-Slow
+
* treasure in [[RyonaRPG/Locations/Forgotten Mansion|Forgotten Mansion]] and [[RyonaRPG/Locations/Ancient Library|Ancient Library]];
*Copy Field
+
* the completion reward for [[RyonaRPG/Locations/Gestahl Sorcery Ruins|Gestahl Sorcery Ruins]];
==Level 3 Spells==
+
* selected minigame and dungeon rewards.
===General Magic===
+
 
*Holy
+
This is not an exhaustive treasure list. Magirock is item ID 0253; see [[RyonaRPG/Item ID|Item IDs]] when checking a specific reward.
*Power Word: Kill
+
 
*Guard: Off
+
== Casting and MP ==
*Invulnerability
+
 
*Creation
+
=== Normal Magic ===
*Magic Engine
+
 
*Magic Matrix
+
Hold {{key|Shift}} to fill the magic charge gauge and release it to cast. Normal Magic has only one ordinary charge stage, although special equipment can add a stronger maximum-charge form to some spells. Charging can increase damage, change the target area or be required before the spell works at all.
===Recovery Magic===
+
 
*Panacea
+
The MP notation used below follows the game:
===Support Magic===
+
 
*Shattering Strike
+
* A plain number is a fixed MP cost.
*Dragon Skin
+
* A percentage is based on maximum MP.
*Dimensional Anchor
+
* “minimum” means the percentage cost cannot fall below the listed amount.
==Table==
+
* A separate charged cost replaces the uncharged cost when the charged form is used.
{|border="1" class="sortable" style="border:1px solid silver; border-collapse:collapse;"
+
 
!width="2%"|Lv
+
Silence prevents Normal Magic from being cast. Fear disables magic charging. Press Cancel while charging to discard the charge when the current spell permits it. Ordinary casting is also blocked underwater unless the character has underwater adaptation, such as from a '''Bubble Garment'''. Some maps block escape, enemy-removal or teleport effects even when the spell itself remains equipped.
!width="7%"|Type
+
 
!width="13%"|Name
+
=== Equipped magic ===
!width="5%"|MP
+
 
!width="60%"|effect
+
Enchant, Reactive and Support Magic can drain MP every few seconds or when their effect is invoked. If there is not enough MP, the effect may stop working even though the spell remains in its slot. Percentage costs make high maximum MP useful but can also make continuous effects expensive.
!width="2%"|slot
+
 
 +
When two effects conflict, a dedicated spell normally takes priority over a broader combined effect. For example, an individually equipped elemental or defensive spell can override the corresponding part of a composite spell.
 +
 
 +
== Standard spell list ==
 +
 
 +
The following spells are available through the ordinary Magirock exchange. Effects and costs use the current in-game descriptions; situational restrictions still apply.
 +
 
 +
=== Normal Magic ===
 +
 
 +
{| class="wikitable sortable"
 +
! Level
 +
! Spell
 +
! Cost
 +
! Effect
 
|-
 
|-
|rowspan="33"|'''1'''
+
| 1 || Fire || 5; charged 15 || Fires a fireball forward. The charged form burns three rows ahead.
|rowspan="11"|General
 
|ファイア
 
|5(15)
 
|Fire attribute magic. Charged attack is a linear wall of flames
 
|rowspan="12"|4
 
 
|-
 
|-
|ブリザド
+
| 1 || Blizzard || 5; charged 15 || Fires freezing air forward. The charged form creates a fan-shaped blizzard.
|5(15)
 
|Ice attribute magic. Charged attack targets in a fan-like area
 
 
|-
 
|-
|サンダー
+
| 1 || Thunder || 8; charged 15 || Fires lightning forward. The charged form calls lightning down around the caster.
|10(15)
 
|Lighting attribute magic. Charged attack targets in a circle around the caster
 
 
|-
 
|-
|ボルトオブアイアン
+
| 1 || Sunshine || 10 || Damages every enemy on screen.
|20
 
|Magic arrow, physical attack attribute
 
 
|-
 
|-
|サンシャイン
+
| 1 || Forcewave || 5 || Knocks back nearby enemies without dealing damage. Cannot be charged.
|10(10)
 
|Deal damage to all enemy on screen, bonus effects for undead.
 
 
|-
 
|-
|フォースウェイヴ
+
| 1 || Nature Aura || 12 || Maximizes the Power Gauge and immediately activates the equipped weapon's special move.
|5
 
|Push all enemy away, no charge is needed.
 
 
|-
 
|-
|オーラウェイヴ
+
| 1 || Tomahawk || 10 || Throws the equipped weapon. Does not work with martial weapons.
|
 
|Enable special attack instantly
 
 
|-
 
|-
|トマホーク
+
| 1 || Self-Destruct || 13 || Damages nearby enemies according to the user's HP, then leaves the user near death and Fatigued.
|10
 
|Throwing Axe
 
 
|-
 
|-
|じばく
+
| 1 || Berserk || 15% || Doubles HP, Attack and Speed for 15 seconds, then causes Fatigue.
|13
 
|Self explode and damage all enemy around you, vary from your current HP. Drop to 1HP and Tired/疲労 status after use.
 
 
|-
 
|-
|バーサク
+
| 1 || Cache || 14% || Stores or retrieves one supported consumable. The stored item is lost when staying at an inn.
|
 
|Got double HP, attack and speed in 15 second. After that receive Tired/疲労 status
 
 
|-
 
|-
|キャッシュ
+
| 1 || Make Potion || 15 || Creates a Potion, with a chance of producing a Hi-Potion or Evil Potion instead.
|
 
|Collect and release a consumables item so you can buy one more from shop
 
 
|-
 
|-
|Recovery
+
| 2 || Simoon || 20 || Damages and knocks back nearby enemies. Charging strengthens the attack.
|メイク・ポーション
 
|15
 
|Make basic healing potion, may fail or get high grade item :イビルポーション(failed),ポーション(100hp), ハイポーション(400hp)
 
 
|-
 
|-
|rowspan="21"|Support
+
| 2 || Bolt of Iron || 40 || Fires a short-range physical projectile. Strong against physical and magical life-forms.
|プロテス
 
|
 
|Take 50% less physical damage
 
|rowspan="16"|5
 
 
|-
 
|-
|シェル
+
| 2 || Drain || 15 || Fires a projectile that drains an enemy's HP.
|
 
|Take 50% less magic damage
 
 
|-
 
|-
|リジェネ
+
| 2 || Craytron Fire || 10% || Damages everything on screen, including the caster. It can reduce the caster to 0 HP.
|
 
|HP regeneration
 
 
|-
 
|-
|フレイムセイバー
+
| 2 || Barrier || 20 || Negates the next attack of any kind after activation.
|
 
|Add fire attribute for weapon, damage increase to 120%
 
 
|-
 
|-
|アイスセイバー
+
| 2 || Mute || 50% || Prevents magic use for 10 seconds. The caster also cannot use Normal Magic while it lasts.
|
 
|Add ice attribute for weapon, damage increase to 120%
 
 
|-
 
|-
|サンダーセイバー
+
| 2 || Repulsion || 50% || Makes ordinary enemies disappear for 10 seconds. Some enemies and maps resist it.
|
 
|Add lighting attribute for weapon, damage increase to 120%
 
 
|-
 
|-
|ダイヤセイバー
+
| 2 || Exit || All MP; minimum 20 || Returns to RAYON Village when fully charged. Disabled on some maps.
|
 
|Weapon damage increase to 150%
 
 
|-
 
|-
|ガイデッド・ショット
+
| 2 || Cure || 10% (minimum 10); charged 25% (minimum 25) || Restores HP. The fully charged form restores much more.
|5
 
|Ranged Weapon range double
 
 
|-
 
|-
|エナジーボール
+
| 2 || Esuna || 10% (minimum 10) || Cures ordinary status ailments.
|
 
|Increase 13% chance of critical hit
 
 
|-
 
|-
|ダガースペルスタンス
+
| 2 || Restoration || 20 || Restores reduced stats and Enfeeblement. Charging strengthens the recovery.
|5%
 
|Increase short sword damage and take less damage
 
 
|-
 
|-
|フィストオブフォース
+
| 3 || Holy || 80 || Fully charged ancient magic that attacks with holy power.
|5%
 
|Increase melee weapon attack
 
 
|-
 
|-
|ライフブースター
+
| 3 || Power Word Kill || 44 || Fully charged spell that kills living enemies with 130 HP or less across the screen.
|
 
|Increase (10+Lv/2)*5 HP (if you are 10Lv then you will have additional (10+10/2)*5 =75HP)
 
 
|-
 
|-
|アイアンガッツ
+
| 3 || Guard Off || 20 || Halves enemy Defense.
|3%
 
|Revert the effects, you got healing when poisoned
 
 
|-
 
|-
|マゾヒズム
+
| 3 || Invincible || 50% || Negates ordinary enemy damage for 10 seconds. Trap damage still applies.
|5%
 
|When you are in ??? status you take 50% less damage
 
 
|-
 
|-
|マジック・ウェポン
+
| 3 || Creation || 50 || Spends experience to create a selected item.
|5%
 
|Add magic attribute for weapon, increase 20 damage
 
 
|-
 
|-
|メイジ・アーマー
+
| 3 || Magic Engine || 50 || Spends experience to exchange magic without visiting a shop.
|5
 
|Decrease enemy 20 attack
 
 
|-
 
|-
|カオス・ブレード
+
| 3 || Magic Matrix || 50 || Temporarily adds spell capacity equal to five Magirocks for level 1 and 2 magic.
|10%
 
|Change weapon attribute randomly
 
|4
 
 
|-
 
|-
|カオス・アーマー
+
| 3 || Panacea || 20% (minimum 20) || Restores HP and cures status ailments.
|10%
+
|}
|Change character attribute randomly
+
 
|rowspan="4"|5
+
=== Enchant Magic ===
 +
 
 +
{| class="wikitable sortable"
 +
! Level
 +
! Spell
 +
! Cost
 +
! Effect
 
|-
 
|-
|ワープ・エレメンタル
+
| 1 || Magic Weapon || 5 || Adds Power to weapon attacks and grants Attack +20.
|
 
|Your attribute will change when hit by one of the three magic attribute (such as become fire attribute when attacked by fire magic)
 
 
|-
 
|-
|トラマナ
+
| 1 || Fist of Force || 5% || Adds Power to martial attacks and increases their damage.
|
 
|Immune from landscape damage
 
 
|-
 
|-
|おまじない
+
| 1 || Guided Shot || 5 || Doubles the range of projectile weapons.
|
 
|Double chance to get chest from monsters
 
 
|-
 
|-
|rowspan="31"|'''2'''
+
| 1 || Moon Energy || 2 || Raises critical-hit rate by 13%.
|rowspan="7"|General
 
|メガ
 
|15
 
|Damage all enemy around you and push them away
 
|rowspan="10"|4
 
 
|-
 
|-
|ドレイン
+
| 1 || Flame Saber || 5 || Adds Fire to weapon attacks and raises their damage to 120%.
|15
 
|A black magic that life drain on enemy.
 
 
|-
 
|-
|クレイトロンファイア
+
| 1 || Ice Saber || 5 || Adds Ice to weapon attacks and raises their damage to 120%.
|10%
 
|Damage everyone on the screen including yourself
 
 
|-
 
|-
|ミュート
+
| 1 || Lightning Saber || 5 || Adds Lightning to weapon attacks and raises their damage to 120%.
|50%
 
|Silence (ban magic) everyone on screen including yourself
 
 
|-
 
|-
|バリア
+
| 1 || Stone Saber || 10 || Raises weapon-attack damage to 150%.
|20
 
|Immune from one attack including traps
 
 
|-
 
|-
|リパルション
+
| 1 || Light Saber || 7 || Adds Holy to weapon attacks and raises their damage to 120%.
|50%
 
|All monsters vanished and stop respawn for ten seconds
 
 
|-
 
|-
|デルダン
+
| 1 || Dark Saber || 5 || Triples weapon-attack damage, but reflects 10% back to the user.
|20-999
 
|Return to town
 
 
|-
 
|-
|rowspan="3"|Recovery
+
| 1 || Chaos Blade || 5% || Randomly changes the weapon's attack attribute.
|ケアル
 
|10%
 
|HP restore
 
 
|-
 
|-
|エスナ
+
| 2 || Wraithstrike || 10% || Makes weapon attacks ignore enemy Defense.
|10%
 
|Remove negative status
 
 
|-
 
|-
|レストレーション
+
| 2 || Doom Strike || 13% || Makes critical hits instantly kill vulnerable enemies.
|20%
 
|Recover stats and weakness status
 
 
|-
 
|-
|rowspan="21"|Support
+
| 2 || Chill Touch || 15 || Martial attacks lower the Attack of enemies without cold resistance.
|ヘイスト
 
|
 
|Increase Movement speed
 
|rowspan="2"|5
 
 
|-
 
|-
|ソウルスティール
+
| 2 || Soul Steal || 5% || Restores HP and MP when an enemy is defeated.
|
 
|Recover a few HP and MP after killing an enemy
 
 
|-
 
|-
|マインドソード
+
| 2 || Mind Sword || 6% || Uses Magic instead of Attack to calculate weapon attacks.
|
 
|Weapon damage = your current magic stat
 
|rowspan="2"|4
 
 
|-
 
|-
|アイス・アックス
+
| 2 || Moon Saber || 6% (minimum 8) || Converts 10% of weapon-attack damage into HP.
|8%
 
|Add ice attribute for axe, increase damage vary from player level
 
 
|-
 
|-
|チル・タッチ
+
| 2 || Leaf Saber || 10% HP (minimum 8) || Converts 6% of weapon-attack damage into MP.
|
 
|Decrease enemy damage if they don’t have ice attribute resistance, combat(melee/hand only?) use
 
|rowspan="14"|5
 
 
|-
 
|-
|レイス・ストライク
+
| 2 || Penetration || 15 || Makes projectiles pierce enemies and terrain. Forward-firing magic gains terrain penetration only.
|10%
 
|Weapon will ignore enemy defense
 
 
|-
 
|-
|ドゥーム・ストライク
+
| 3 || Glass Strike || 40% || Makes fully charged attacks instantly kill vulnerable enemies, but greatly slows charging.
|13%
+
|}
|Critical hit become deadly strike
+
 
 +
=== Reactive Magic ===
 +
 
 +
{| class="wikitable sortable"
 +
! Level
 +
! Spell
 +
! Cost
 +
! Effect
 
|-
 
|-
|ムーンセイバー
+
| 1 || Chaos Armor || 5% || Randomly changes the user's attribute resistances.
|
 
|When weapon hit target, convert 10% damage to HP
 
 
|-
 
|-
|リーフセイバー
+
| 1 || Masochism || 5% || Halves damage during ???; Shame also grants natural HP recovery.
|
 
|When weapon hit target, convert 6% damage to MP
 
 
|-
 
|-
|ボディ・オブ・ウォー
+
| 1 || Ironguts || 3% || Reverses poison's HP effect.
|
 
|Increase damage 1.5 times, take 50% less physical damage, decrease enemy attack 20 point, but also decrease your movement speed
 
 
|-
 
|-
|レジストファイア
+
| 1 || Elemental Warp || 1 || Changes the user's magic attribute when struck by Fire, Ice or Lightning.
|
 
|Reduce enemy fire attribute attack to 1/3
 
 
|-
 
|-
|レジストコールド
+
| 1 || Mage Armor || 5 || Reduces each instance of damage taken by 20 points.
|
 
|Reduce enemy ice attribute attack to 1/3
 
 
|-
 
|-
|レジストライトニング
+
| 2 || Blink || 10% || Gives a 50% chance to reduce physical-attack damage to zero. The hit can still cause knockback.
|
 
|Reduce enemy lighting attribute attack to 1/3
 
 
|-
 
|-
|レジストエレメンツ
+
| 2 || Resist Fire || 5% || Raises Fire resistance by one tier.
|
 
|Reduce enemy all three magic attribute attack 1/3
 
 
|-
 
|-
|ブリンク
+
| 2 || Resist Cold || 5% || Raises Ice resistance by one tier.
|10%
 
|50% chance to ignore enemy physical attack
 
 
|-
 
|-
|スペル・レジスタンス
+
| 2 || Resist Lightning || 5% || Raises Lightning resistance by one tier.
|10%
 
|50% chance to ignore enemy magic attack
 
 
|-
 
|-
|デス・ウォード
+
| 2 || Resist Elements || 16% || Raises Fire, Ice and Lightning resistance by one tier.
|
 
|Increase resistance to terror and weakness status attack
 
 
|-
 
|-
|C・フィールド
+
| 2 || Spell Resistance || 10% || Gives a 50% chance to reduce magical-attack damage to zero.
|10%
 
|Gain beaten enemy stats for a period of time
 
 
|-
 
|-
|ペネトレーション
+
| 2 || Death Ward || 4 || Grants resistance to negative energy and Enfeeblement.
|15
+
|}
|Ranged weapon can penetrate
+
 
|4
+
=== Support Magic ===
 +
 
 +
{| class="wikitable sortable"
 +
! Level
 +
! Spell
 +
! Cost
 +
! Effect
 
|-
 
|-
|クイック
+
| 1 || Protect || 5% (minimum 5) || Halves physical damage taken.
|
 
|Increase charging speed
 
|rowspan="2"|5
 
 
|-
 
|-
|シーブズ・アイ
+
| 1 || Shell || 5% (minimum 5) || Halves magical damage taken.
|
 
|Ignore hidden traps, when you are not attacking
 
 
|-
 
|-
|rowspan="11"|'''3'''
+
| 1 || Regen || 1 || Gradually restores HP.
|rowspan="7"|General
 
|ホーリー
 
|80
 
|Holy attribute ancient magic
 
|rowspan="2"|4
 
 
|-
 
|-
|パワーワード・キル
+
| 1 || Daggerspell Stance || 5% || Raises damage dealt and lowers damage taken while a dagger is equipped.
|44
 
|Kill &lt;130HP enemy instantly
 
 
|-
 
|-
|ガードオファ
+
| 1 || Lunar Radiance || 2 || Grants bonus HP equal to (10 + Level / 2) × 5. This is bonus current HP, not a permanent maximum-HP increase.
|80
 
|Decrease enemy spirit and defense
 
|5
 
 
|-
 
|-
|インビンシブル
+
| 1 || Good-Luck Charm || 2 || Doubles the item drop rate.
|50%
 
|Invulnerable for 10 seconds
 
|rowspan="6"|4
 
 
|-
 
|-
|クリエイション
+
| 1 || Safe Passage || 4 || Negates damaging floors.
|50
 
|Spend experience point to build item
 
 
|-
 
|-
|マジック・エンジン
+
| 2 || Haste || 5% (minimum 5) || Raises movement speed.
|50
 
|Spend experience point to learn magic
 
 
|-
 
|-
|マジックマトリックス
+
| 2 || Quick || 10% || Raises charge speed for weapon attacks and magic.
|
 
|Get Lv1 and Lv2 magic that worth 5PB, but your MP auto regeneration will stop
 
 
|-
 
|-
|Recovery
+
| 2 || Ice Axe || 8% || Equips the level-scaled magical weapon Ice Axe.
|パナシア
 
|20%
 
|Full HP recover and remove all negative status except weakness
 
 
|-
 
|-
|rowspan="3"|Support
+
| 2 || Body of War || 30 || Combines Protect, weapon damage +50%, damage taken -20 and lower movement speed.
|グラス・ストライク
 
|40%
 
|Charging attack become deadly strike
 
 
|-
 
|-
|ドラゴンスケイル
+
| 2 || Consumptive Field || 10% || Temporarily steals Attack, Defense, Magic and Spirit from defeated enemies. Unequipping it removes the stored bonuses.
|
 
|Take 50% less physical and magical damage, and reduce all three magic attribute attack 1/3
 
|5
 
 
|-
 
|-
|D・アンカー
+
| 3 || Dragon Scale || 30% || Combines Protect, Shell and Resist Elements.
|
+
|-
|Block teleport
+
| 3 || Dimensional Anchor || None listed || Intended to impede teleportation. The magic-shop description states that it currently provides no benefit.
|4
 
 
|}
 
|}
 +
 +
== Special and permanent magic ==
 +
 +
Some spells are obtained outside the ordinary Magirock exchange. These spells are not removed when a normal magic shop rebuilds the loadout.
 +
 +
The ancient-magic fairy in Capital Abaroso is an important exception to the reusable-capacity rule. Gravity costs two Magirocks, Magic Burst costs three, and Banish costs four. Those Magirocks are actually surrendered, and the trade cannot be reversed.
 +
 +
{| class="wikitable sortable"
 +
! Spell
 +
! Type
 +
! MP cost
 +
! Source and effect
 +
|-
 +
| Gravity || Normal || 20; charged 40 || Permanent Mages' Guild trade for two Magirocks. Halves the target's HP; the charged form reduces it to one quarter.
 +
|-
 +
| Magic Burst || Normal || 100% (minimum 80) || Permanent Mages' Guild trade for three Magirocks. Deals screen-wide damage based on current MP, then causes Fatigue.
 +
|-
 +
| Banish || Normal || 40 || Permanent Mages' Guild trade for four Magirocks. Erases map enemies until the map changes, including in some areas where Repulsion fails.
 +
|-
 +
| Flare || Normal || 100 || Found through [[RyonaRPG/Locations/Suspicious Temple|Suspicious Temple]]. Slow ancient magic that attacks every enemy on screen.
 +
|-
 +
| White Wind || Normal || 25 || Event- or character-granted healing wind. It follows the same character eligibility as Cure.
 +
|-
 +
| Thieves' Eye || Support || 16% || Found in [[RyonaRPG/Locations/Dokuno Falls and Dokuno Marsh|Dokuno Falls and Dokuno Marsh]]. Disables random traps while the user is not attacking.
 +
|-
 +
| Fate Spin || Support || 33% || Found through [[RyonaRPG/Locations/Suspicious Temple|Suspicious Temple]]. Forces supported random checks toward their best result.
 +
|-
 +
| Hunter Charm || Support || 0 || Developed in the [[RyonaRPG/Locations/Secret Lab|Secret Lab]]. Restricts ordinary enemy chest contents to magic materials.
 +
|-
 +
| Bomb || Normal || Ether ammunition || Granted by Metal Soul. Converts Ether into bombs and is usable only with a gun equipped.
 +
|-
 +
| Force Grenade || Normal || Consumable || Developed in the [[RyonaRPG/Locations/Secret Lab|Secret Lab]]. Throws a level-scaled Power-attribute grenade four tiles forward.
 +
|}
 +
 +
The [[RyonaRPG/Locations/Interspecies Village|Interspecies Village]] also sells race-specific Normal Magic for 30,000 G each. Only the matching reincarnated form can use it.
 +
 +
{| class="wikitable"
 +
! Spell
 +
! Required form
 +
! Effect
 +
|-
 +
| Lock-On Buster || Cyborg || Transforms the right arm and fires an energy projectile.
 +
|-
 +
| Spike Shot || Bee Girl || Fires rapid spikes and cannot be charged.
 +
|-
 +
| Tail Spin || Lamia || Slashes nearby enemies with the tail; performance depends on the equipped weapon.
 +
|-
 +
| Solar Beam || Alraune || Releases solar energy and works only at full charge.
 +
|-
 +
| Power Drain || Lilim || Drains vitality from nearby enemies.
 +
|-
 +
| Poison Gas || Slime || Poisons every enemy on screen.
 +
|-
 +
| Spider Sling || Arachne || Shoots thread at the target.
 +
|}
 +
 +
Other character-bound magic includes '''Will''' for Nina, '''Needle''' and '''Slime Spread''' through Mystic weapon absorption, and the Hexer's '''Pain Trade''', '''Power-Banishing Hex''', '''Softening Hex''', '''Delusion Hex''', '''Pestilence Hex''', '''Paralysis-Binding Hex''' and '''Sin Hex'''. See [[RyonaRPG/Characters|Characters]] and [[RyonaRPG/Item ID|Item IDs]] for character restrictions and exact item IDs.
 +
 +
== Spell-specific systems ==
 +
 +
=== Cache ===
 +
 +
Cache can store one supported consumable and retrieve it later with the magic key. Supported items include '''Whisperweed''', '''Black Ore''', '''Starfish''', '''X-Potion''', '''X-Ether''', '''Elixir''' and '''Phoenix Down'''. Staying at an inn destroys the stored item, so Cache should not be treated as permanent storage.
 +
 +
=== Creation ===
 +
 +
Creation spends experience to produce items. Its available recipes are:
 +
 +
{| class="wikitable"
 +
! Output
 +
! Quantity
 +
! Experience cost
 +
|-
 +
| Potion || 5 || 500
 +
|-
 +
| Remedy || 5 || 500
 +
|-
 +
| Ether || 3 || 500
 +
|-
 +
| Whisperweed || 1 || 1,500
 +
|-
 +
| Dewormer || 1 || 1,500
 +
|-
 +
| Mapis Light || 1 || 3,000
 +
|}
 +
 +
Creation can spend enough accumulated experience to drop the character below the requirement for her current level. If that happens, her level decreases. At maximum level, experience can continue accumulating up to 999,999, making repeated creation safer.
 +
 +
=== Magic Engine ===
 +
 +
Magic Engine opens the old spell-exchange system from the field. It costs 50 MP to activate, then spends experience according to the chosen spell level: 3% for level 1, 5% for level 2 and 10% for level 3. This is separate from the ordinary shop's gold-and-Magirock system.
 +
 +
=== Magic Matrix ===
 +
 +
Magic Matrix temporarily grants spell capacity equal to five extra Magirocks. It can obtain level 1 and level 2 magic only. Using its old exchange method disables natural MP recovery until the next ordinary spell exchange, so the extra capacity has a real long-term cost.
 +
 +
== Troubleshooting ==
 +
 +
* '''The spell is learned but {{key|Shift}} does nothing:''' equip a Normal Magic in '''Special Menu → Magic'''. Enchant, Reactive and Support Magic do not cast from the Normal Magic key.
 +
* '''The spell stopped working:''' check current MP, Silence, Fear, equipment restrictions and character form.
 +
* '''A shop removed previously selected spells:''' ordinary magic shops rebuild the shop-managed loadout. Re-select the spells you want within the current Magirock capacity.
 +
* '''The shop says there is Magirock left:''' unused capacity remains. You may finish anyway or return to the list and select more spells.
 +
* '''Exit or Repulsion fails in one area:''' some maps deliberately block escape or enemy-removal effects.
 +
* '''An equipped passive seems expensive:''' most continuously active magic drains MP repeatedly, and percentage costs scale with maximum MP.
 +
 +
== See also ==
 +
 +
* [[RyonaRPG/Game system|Game system]]
 +
* [[RyonaRPG/Main Progression|Main Progression]]
 +
* [[RyonaRPG/Abilities|Abilities]]
 +
* [[RyonaRPG/Status|Status]]
 +
* [[RyonaRPG/Characters|Characters]]
 +
* [[RyonaRPG/Equipment|Equipment]]
 +
* [[RyonaRPG/Item ID|Item IDs]]

Latest revision as of 04:59, 4 September 2026

RyonaRPG edit


Japanese release
Core 0163
2026-04-29



Gameplay:

Technical help:


External links:

The Japanese uploader and board may require a Japanese VPN on some networks.

Magic in RyonaRPG is equipment rather than a conventional spellbook. Most spells are selected at a magic shop, placed into one of four active slots through the Special Menu, and powered by MP while equipped or used.

The number of ordinary spells you can hold is limited by Magirock. Magirock is reusable capacity: selecting an ordinary spell reserves one, two or three Magirocks according to its level, but does not consume the item.

Quick start

  1. Obtain at least one Magirock and 50 G.
  2. Visit a magic shop. The easiest early shop is Samantha's counter in the item shop at RAYON Village.
  3. Choose the spells you want. A level 1 spell uses one Magirock, level 2 uses two, and level 3 uses three.
  4. Open Special Menu → Magic and equip the spells in their matching slots.
  5. Hold Shift to charge the equipped Normal Magic, then release it to cast. Some Normal Magic activates immediately or requires a full charge.

Buying a spell does not permanently consume Magirock. A magic-shop visit rebuilds the ordinary spell loadout, so you can return later and exchange those spells for a different set.

Magic slots

Slot When it works Typical MP use
Normal Magic Cast manually with Shift. Most spells gain power or change effect when charged. Paid when cast
Enchant Magic Modifies weapon attacks, their attributes or what happens when an attack connects. Paid periodically or when its attack effect is used
Reactive Magic Responds to incoming attacks or changes how damage, status and elemental resistance are handled. Paid periodically or when its defensive effect is triggered
Support Magic Provides a continuous effect while equipped. Usually drains MP at regular intervals

Shortcuts is a separate Special Menu command, not a fifth magic slot. It assigns supported items, abilities and magic to the shortcut system.

Only one spell can occupy each of the four main magic slots. A character may also have a personal spell that does not use Magirock or cannot be removed. Equipment, character type and current form can restrict which spells are available.

Learning and exchanging magic

Standard magic shops

The ordinary shop interface is available in several towns, including:

The three shop levels use the following limits:

Spell level Magirock capacity per spell Shop fee
Level 1 1 50 G
Level 2 2 500 G
Level 3 3 5,000 G

The recommended selector charges once for every spell level represented in the finished loadout, regardless of how many spells of that level were selected. For example, two level 1 spells and one level 3 spell cost 5,050 G in total. A loadout containing no spells from a given level does not include that level's fee.

Magirock is not spent by this process. Think of it as a capacity total shared by the shop-managed spells. Special, character-specific and permanently learned magic may remain available when the ordinary loadout is rebuilt.

Some counters also retain an old method for compatibility. It removes the current ordinary magic set before rebuilding it and uses different handling. New players should use the option marked new method / recommended.

Finding Magirock

Characters begin with different amounts according to their type and personal rules. More Magirock can be found in treasure, bought or earned as a reward. Early and notable sources include:

This is not an exhaustive treasure list. Magirock is item ID 0253; see Item IDs when checking a specific reward.

Casting and MP

Normal Magic

Hold Shift to fill the magic charge gauge and release it to cast. Normal Magic has only one ordinary charge stage, although special equipment can add a stronger maximum-charge form to some spells. Charging can increase damage, change the target area or be required before the spell works at all.

The MP notation used below follows the game:

  • A plain number is a fixed MP cost.
  • A percentage is based on maximum MP.
  • “minimum” means the percentage cost cannot fall below the listed amount.
  • A separate charged cost replaces the uncharged cost when the charged form is used.

Silence prevents Normal Magic from being cast. Fear disables magic charging. Press Cancel while charging to discard the charge when the current spell permits it. Ordinary casting is also blocked underwater unless the character has underwater adaptation, such as from a Bubble Garment. Some maps block escape, enemy-removal or teleport effects even when the spell itself remains equipped.

Equipped magic

Enchant, Reactive and Support Magic can drain MP every few seconds or when their effect is invoked. If there is not enough MP, the effect may stop working even though the spell remains in its slot. Percentage costs make high maximum MP useful but can also make continuous effects expensive.

When two effects conflict, a dedicated spell normally takes priority over a broader combined effect. For example, an individually equipped elemental or defensive spell can override the corresponding part of a composite spell.

Standard spell list

The following spells are available through the ordinary Magirock exchange. Effects and costs use the current in-game descriptions; situational restrictions still apply.

Normal Magic

Level Spell Cost Effect
1 Fire 5; charged 15 Fires a fireball forward. The charged form burns three rows ahead.
1 Blizzard 5; charged 15 Fires freezing air forward. The charged form creates a fan-shaped blizzard.
1 Thunder 8; charged 15 Fires lightning forward. The charged form calls lightning down around the caster.
1 Sunshine 10 Damages every enemy on screen.
1 Forcewave 5 Knocks back nearby enemies without dealing damage. Cannot be charged.
1 Nature Aura 12 Maximizes the Power Gauge and immediately activates the equipped weapon's special move.
1 Tomahawk 10 Throws the equipped weapon. Does not work with martial weapons.
1 Self-Destruct 13 Damages nearby enemies according to the user's HP, then leaves the user near death and Fatigued.
1 Berserk 15% Doubles HP, Attack and Speed for 15 seconds, then causes Fatigue.
1 Cache 14% Stores or retrieves one supported consumable. The stored item is lost when staying at an inn.
1 Make Potion 15 Creates a Potion, with a chance of producing a Hi-Potion or Evil Potion instead.
2 Simoon 20 Damages and knocks back nearby enemies. Charging strengthens the attack.
2 Bolt of Iron 40 Fires a short-range physical projectile. Strong against physical and magical life-forms.
2 Drain 15 Fires a projectile that drains an enemy's HP.
2 Craytron Fire 10% Damages everything on screen, including the caster. It can reduce the caster to 0 HP.
2 Barrier 20 Negates the next attack of any kind after activation.
2 Mute 50% Prevents magic use for 10 seconds. The caster also cannot use Normal Magic while it lasts.
2 Repulsion 50% Makes ordinary enemies disappear for 10 seconds. Some enemies and maps resist it.
2 Exit All MP; minimum 20 Returns to RAYON Village when fully charged. Disabled on some maps.
2 Cure 10% (minimum 10); charged 25% (minimum 25) Restores HP. The fully charged form restores much more.
2 Esuna 10% (minimum 10) Cures ordinary status ailments.
2 Restoration 20 Restores reduced stats and Enfeeblement. Charging strengthens the recovery.
3 Holy 80 Fully charged ancient magic that attacks with holy power.
3 Power Word Kill 44 Fully charged spell that kills living enemies with 130 HP or less across the screen.
3 Guard Off 20 Halves enemy Defense.
3 Invincible 50% Negates ordinary enemy damage for 10 seconds. Trap damage still applies.
3 Creation 50 Spends experience to create a selected item.
3 Magic Engine 50 Spends experience to exchange magic without visiting a shop.
3 Magic Matrix 50 Temporarily adds spell capacity equal to five Magirocks for level 1 and 2 magic.
3 Panacea 20% (minimum 20) Restores HP and cures status ailments.

Enchant Magic

Level Spell Cost Effect
1 Magic Weapon 5 Adds Power to weapon attacks and grants Attack +20.
1 Fist of Force 5% Adds Power to martial attacks and increases their damage.
1 Guided Shot 5 Doubles the range of projectile weapons.
1 Moon Energy 2 Raises critical-hit rate by 13%.
1 Flame Saber 5 Adds Fire to weapon attacks and raises their damage to 120%.
1 Ice Saber 5 Adds Ice to weapon attacks and raises their damage to 120%.
1 Lightning Saber 5 Adds Lightning to weapon attacks and raises their damage to 120%.
1 Stone Saber 10 Raises weapon-attack damage to 150%.
1 Light Saber 7 Adds Holy to weapon attacks and raises their damage to 120%.
1 Dark Saber 5 Triples weapon-attack damage, but reflects 10% back to the user.
1 Chaos Blade 5% Randomly changes the weapon's attack attribute.
2 Wraithstrike 10% Makes weapon attacks ignore enemy Defense.
2 Doom Strike 13% Makes critical hits instantly kill vulnerable enemies.
2 Chill Touch 15 Martial attacks lower the Attack of enemies without cold resistance.
2 Soul Steal 5% Restores HP and MP when an enemy is defeated.
2 Mind Sword 6% Uses Magic instead of Attack to calculate weapon attacks.
2 Moon Saber 6% (minimum 8) Converts 10% of weapon-attack damage into HP.
2 Leaf Saber 10% HP (minimum 8) Converts 6% of weapon-attack damage into MP.
2 Penetration 15 Makes projectiles pierce enemies and terrain. Forward-firing magic gains terrain penetration only.
3 Glass Strike 40% Makes fully charged attacks instantly kill vulnerable enemies, but greatly slows charging.

Reactive Magic

Level Spell Cost Effect
1 Chaos Armor 5% Randomly changes the user's attribute resistances.
1 Masochism 5% Halves damage during ???; Shame also grants natural HP recovery.
1 Ironguts 3% Reverses poison's HP effect.
1 Elemental Warp 1 Changes the user's magic attribute when struck by Fire, Ice or Lightning.
1 Mage Armor 5 Reduces each instance of damage taken by 20 points.
2 Blink 10% Gives a 50% chance to reduce physical-attack damage to zero. The hit can still cause knockback.
2 Resist Fire 5% Raises Fire resistance by one tier.
2 Resist Cold 5% Raises Ice resistance by one tier.
2 Resist Lightning 5% Raises Lightning resistance by one tier.
2 Resist Elements 16% Raises Fire, Ice and Lightning resistance by one tier.
2 Spell Resistance 10% Gives a 50% chance to reduce magical-attack damage to zero.
2 Death Ward 4 Grants resistance to negative energy and Enfeeblement.

Support Magic

Level Spell Cost Effect
1 Protect 5% (minimum 5) Halves physical damage taken.
1 Shell 5% (minimum 5) Halves magical damage taken.
1 Regen 1 Gradually restores HP.
1 Daggerspell Stance 5% Raises damage dealt and lowers damage taken while a dagger is equipped.
1 Lunar Radiance 2 Grants bonus HP equal to (10 + Level / 2) × 5. This is bonus current HP, not a permanent maximum-HP increase.
1 Good-Luck Charm 2 Doubles the item drop rate.
1 Safe Passage 4 Negates damaging floors.
2 Haste 5% (minimum 5) Raises movement speed.
2 Quick 10% Raises charge speed for weapon attacks and magic.
2 Ice Axe 8% Equips the level-scaled magical weapon Ice Axe.
2 Body of War 30 Combines Protect, weapon damage +50%, damage taken -20 and lower movement speed.
2 Consumptive Field 10% Temporarily steals Attack, Defense, Magic and Spirit from defeated enemies. Unequipping it removes the stored bonuses.
3 Dragon Scale 30% Combines Protect, Shell and Resist Elements.
3 Dimensional Anchor None listed Intended to impede teleportation. The magic-shop description states that it currently provides no benefit.

Special and permanent magic

Some spells are obtained outside the ordinary Magirock exchange. These spells are not removed when a normal magic shop rebuilds the loadout.

The ancient-magic fairy in Capital Abaroso is an important exception to the reusable-capacity rule. Gravity costs two Magirocks, Magic Burst costs three, and Banish costs four. Those Magirocks are actually surrendered, and the trade cannot be reversed.

Spell Type MP cost Source and effect
Gravity Normal 20; charged 40 Permanent Mages' Guild trade for two Magirocks. Halves the target's HP; the charged form reduces it to one quarter.
Magic Burst Normal 100% (minimum 80) Permanent Mages' Guild trade for three Magirocks. Deals screen-wide damage based on current MP, then causes Fatigue.
Banish Normal 40 Permanent Mages' Guild trade for four Magirocks. Erases map enemies until the map changes, including in some areas where Repulsion fails.
Flare Normal 100 Found through Suspicious Temple. Slow ancient magic that attacks every enemy on screen.
White Wind Normal 25 Event- or character-granted healing wind. It follows the same character eligibility as Cure.
Thieves' Eye Support 16% Found in Dokuno Falls and Dokuno Marsh. Disables random traps while the user is not attacking.
Fate Spin Support 33% Found through Suspicious Temple. Forces supported random checks toward their best result.
Hunter Charm Support 0 Developed in the Secret Lab. Restricts ordinary enemy chest contents to magic materials.
Bomb Normal Ether ammunition Granted by Metal Soul. Converts Ether into bombs and is usable only with a gun equipped.
Force Grenade Normal Consumable Developed in the Secret Lab. Throws a level-scaled Power-attribute grenade four tiles forward.

The Interspecies Village also sells race-specific Normal Magic for 30,000 G each. Only the matching reincarnated form can use it.

Spell Required form Effect
Lock-On Buster Cyborg Transforms the right arm and fires an energy projectile.
Spike Shot Bee Girl Fires rapid spikes and cannot be charged.
Tail Spin Lamia Slashes nearby enemies with the tail; performance depends on the equipped weapon.
Solar Beam Alraune Releases solar energy and works only at full charge.
Power Drain Lilim Drains vitality from nearby enemies.
Poison Gas Slime Poisons every enemy on screen.
Spider Sling Arachne Shoots thread at the target.

Other character-bound magic includes Will for Nina, Needle and Slime Spread through Mystic weapon absorption, and the Hexer's Pain Trade, Power-Banishing Hex, Softening Hex, Delusion Hex, Pestilence Hex, Paralysis-Binding Hex and Sin Hex. See Characters and Item IDs for character restrictions and exact item IDs.

Spell-specific systems

Cache

Cache can store one supported consumable and retrieve it later with the magic key. Supported items include Whisperweed, Black Ore, Starfish, X-Potion, X-Ether, Elixir and Phoenix Down. Staying at an inn destroys the stored item, so Cache should not be treated as permanent storage.

Creation

Creation spends experience to produce items. Its available recipes are:

Output Quantity Experience cost
Potion 5 500
Remedy 5 500
Ether 3 500
Whisperweed 1 1,500
Dewormer 1 1,500
Mapis Light 1 3,000

Creation can spend enough accumulated experience to drop the character below the requirement for her current level. If that happens, her level decreases. At maximum level, experience can continue accumulating up to 999,999, making repeated creation safer.

Magic Engine

Magic Engine opens the old spell-exchange system from the field. It costs 50 MP to activate, then spends experience according to the chosen spell level: 3% for level 1, 5% for level 2 and 10% for level 3. This is separate from the ordinary shop's gold-and-Magirock system.

Magic Matrix

Magic Matrix temporarily grants spell capacity equal to five extra Magirocks. It can obtain level 1 and level 2 magic only. Using its old exchange method disables natural MP recovery until the next ordinary spell exchange, so the extra capacity has a real long-term cost.

Troubleshooting

  • The spell is learned but Shift does nothing: equip a Normal Magic in Special Menu → Magic. Enchant, Reactive and Support Magic do not cast from the Normal Magic key.
  • The spell stopped working: check current MP, Silence, Fear, equipment restrictions and character form.
  • A shop removed previously selected spells: ordinary magic shops rebuild the shop-managed loadout. Re-select the spells you want within the current Magirock capacity.
  • The shop says there is Magirock left: unused capacity remains. You may finish anyway or return to the list and select more spells.
  • Exit or Repulsion fails in one area: some maps deliberately block escape or enemy-removal effects.
  • An equipped passive seems expensive: most continuously active magic drains MP repeatedly, and percentage costs scale with maximum MP.

See also