RyonaRPG → Magic

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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