Difference between revisions of "RyonaRPG/Magic"
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{{RyonaRPG}} | {{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. | |
| − | + | 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. | |
| − | + | __TOC__ | |
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | + | == Quick start == | |
| − | + | # Obtain at least one '''Magirock''' and 50 G. | |
| − | + | # Visit a magic shop. The easiest early shop is Samantha's counter in the item shop at [[RyonaRPG/Locations/RAYON Village|RAYON Village]]. | |
| − | + | # Choose the spells you want. A level 1 spell uses one Magirock, level 2 uses two, and level 3 uses three. | |
| − | + | # Open '''Special Menu → Magic''' and equip the spells in their matching slots. | |
| − | + | # Hold {{key|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 == | |
| − | |||
| − | |||
| − | |||
| − | |||
| − | = | + | {| class="wikitable" |
| − | + | ! Slot | |
| − | + | ! When it works | |
| − | * | + | ! Typical MP use |
| − | * | + | |- |
| − | * at | + | | '''Normal Magic''' |
| + | | Cast manually with {{key|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: | ||
| + | |||
| + | * Samantha's counter in [[RyonaRPG/Locations/RAYON Village|RAYON Village]]; | ||
| + | * the Mages' Guild in [[RyonaRPG/Locations/Capital Abaroso|Capital Abaroso]]; | ||
| + | * the magic shop in [[RyonaRPG/Locations/Hidden, the Lurking Town|Hidden, the Lurking Town]]. | ||
| + | |||
| + | The three shop levels use the following limits: | ||
| + | |||
| + | {| class="wikitable" | ||
| + | ! 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: | ||
| + | |||
| + | * the item shop in [[RyonaRPG/Locations/RAYON Village|RAYON Village]], where one can be bought for 4,000 G; | ||
| + | * treasure in [[RyonaRPG/Locations/Mountain Cave|Mountain Cave]] and [[RyonaRPG/Locations/Undersea Temple|Undersea Temple]]; | ||
| + | * treasure in [[RyonaRPG/Locations/Forgotten Mansion|Forgotten Mansion]] and [[RyonaRPG/Locations/Ancient Library|Ancient Library]]; | ||
| + | * the completion reward for [[RyonaRPG/Locations/Gestahl Sorcery Ruins|Gestahl Sorcery Ruins]]; | ||
| + | * selected minigame and dungeon rewards. | ||
| + | |||
| + | This is not an exhaustive treasure list. Magirock is item ID 0253; see [[RyonaRPG/Item ID|Item IDs]] when checking a specific reward. | ||
| + | |||
| + | == Casting and MP == | ||
| + | |||
| + | === Normal Magic === | ||
| + | |||
| + | 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. | ||
| − | + | 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. | ||
| − | {| class="sortable | + | 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 === | ||
| + | |||
| + | {| class="wikitable sortable" | ||
| + | ! Level | ||
| + | ! Spell | ||
| + | ! Cost | ||
! Effect | ! 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 === | |
| + | |||
| + | {| class="wikitable sortable" | ||
| + | ! 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%. |
| − | | | ||
| − | |5 | ||
| − | | | ||
|- | |- | ||
| − | | | + | | 1 || Lightning Saber || 5 || Adds Lightning to weapon attacks and raises their damage to 120%. |
| − | | | ||
| − | |5 | ||
| − | | | ||
|- | |- | ||
| − | | | + | | 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. |
| − | | | ||
| − | |5 | ||
| − | | | ||
|- | |- | ||
| − | | | + | | 1 || Chaos Blade || 5% || Randomly changes the weapon's attack attribute. |
| − | | | ||
| − | |5% | ||
| − | | | ||
|- | |- | ||
| − | | | + | | 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. |
| − | | | ||
| − | |15 | ||
| − | | | ||
|- | |- | ||
| − | | | + | | 3 || Glass Strike || 40% || Makes fully charged attacks instantly kill vulnerable enemies, but greatly slows charging. |
| − | | | + | |} |
| − | | | + | |
| − | + | === Reactive Magic === | |
| + | |||
| + | {| class="wikitable sortable" | ||
| + | ! 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. |
| − | | | ||
| − | |10% | ||
| − | | | ||
|- | |- | ||
| − | | | + | | 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 === | |
| − | | | + | |
| + | {| class="wikitable sortable" | ||
| + | ! 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. | ||
| + | |||
| + | {| 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. |
| − | |Creation | + | |} |
| − | + | ||
| − | + | 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
|
Japanese release Download the latest English edition 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.
Contents
Quick start
- Obtain at least one Magirock and 50 G.
- Visit a magic shop. The easiest early shop is Samantha's counter in the item shop at RAYON Village.
- Choose the spells you want. A level 1 spell uses one Magirock, level 2 uses two, and level 3 uses three.
- Open Special Menu → Magic and equip the spells in their matching slots.
- 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:
- Samantha's counter in RAYON Village;
- the Mages' Guild in Capital Abaroso;
- the magic shop in Hidden, the Lurking Town.
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:
- the item shop in RAYON Village, where one can be bought for 4,000 G;
- treasure in Mountain Cave and Undersea Temple;
- treasure in Forgotten Mansion and Ancient Library;
- the completion reward for Gestahl Sorcery Ruins;
- selected minigame and dungeon rewards.
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.