Spells
From Triangle Wizard Wiki
Spells are the bread and butter of any mage, so that includes triangular ones. This page explains the mechanisms that govern magic in Triangle Wizard as well as a list of available spells. For a list of all spells please goto the List of Spells.
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[edit] Spellcasting
Casting spells is your main way to dispatch enemies and to protect your allies. Magic can heal you, summon creatures and maim advesaries. But first you need to collect these spells and learn to use them wisely. Spells are gained and upgraded via the use of Powerups and you will also start with some at the start of the game. The exact nature of these spells depends on your Class. When a creature casts a spell the name of the casted spell is briefly displayed above the caster's head, this will help you identify spells cast by the enemy.
[edit] Spells in general
Spells have two global features, these are spell circle and spell timeout. Both these values are given and can be considered part of the Laws of Magic.
[edit] Spell Circle
Spell Circle indicates the power of a spell. There are four circles in total: one, two, three and four, with four being the most powerful and rarest type of spell and one being a somewhat weak and common spell. It will be good to realise that even though circle one spells are weaker than higher circle ones, there are usually quick and very cheap to upgrade making them good auxiliary spells, so don't dismiss them as being weak too soon!
[edit] Spell Timeout
Spell Timeout or Spell Delay is a feature of spell casting. If you cast a spell you will encounter a spell timout intrinsic to that specific spell. During this time period you cannot cast any spells. This is therefore akin to a recovery time, and the delay is longer the more powerful the spells is. Usually higher circle spells have a longer spell delay; thus you can quickly cast circle one spells in succession, but you cannot do so with circle four spells. A Spell Delay for a spell diminishes as your proficiency with a particular spell grows.
[edit] Spells in particular
In addition to spell timeout and spell circle there are also four local traits depending on the proficiency of the caster with a particular spell. These are spell level, spell number, spell regeneration and spell storage.
[edit] Spell Level
Often confused with spell circle, a spell's level indicates how proficient the caster is in that spell; the higher this number the more powerful the spell will be if cast by that caster. An increase in spell level will do many things, for example it might increase the damage output or the number of creatures summoned by a summon spell. It will also lower the spell timeout for a spell by a small bit each time a creature gains a spell level in that spell.
[edit] Spell number
Spell number is the number of incantations you possess for a particular spell. In order to cast a spell you must have at least one incantation and each casting will subtract one such incantation from your spell number. So if a mage has the spell Fireball with a spell number of 3, it means that he has three incantations of the Fireball spell and thus he may cast it three times before he is forced to pickup more incantations from powerups or recover some through spell regeneration.
[edit] Spell regeneration
Spell regeneration is the rate in which you gain new incantations for a certain spell. For example your spell regeneration might be such that you would gain one Fireball incantation per minute. Spell regeneration is not there by default, so be careful with spells that you do not regenerate; it might be difficult to replace the incantations once used. Also note that spell regeneration is a much more slower process than spell timout in most cases, so having a large supply of incantations is always useful because you can cast spells quicker than you can regenerate them.
[edit] Spell storage
Spell storage is the number of incantations you may possess of a certain spell at any given time. If your spell storage for Fireball would be 5 for example you cannot own more than five incantaions of the Fireball spell. You will only regenerate spells if you are not at this limit, and you cannot pick up more incantations than this limit allows.
[edit] Spell Classifications
There are several categories in which spells can be divided. Some spells however defy this system and are unique in their purpose and function. The classifications outlined here will also appear in the description of specific spells. The categories are Projectile, Enchantment, Summon and Invocation spells.
[edit] Projectile
Projectile spells are spell which conjure some kind of bolt which is then send towards the enemy. These spells may be avoided by moving out of their path, by flying or jumping over them or by the use of a Spellmantle spell. They may also be send back at their original caster by the use of a Counterspell.
[edit] Enchantment
Enchantment spells are like projectile spells in that they require some kind of bolt to hit the target for the spell to take effect. In case of hostile enchantments a Spellmantle or Arcane Sanctum can protect you, although you may also Counterspell them. A distinct feature of enchantment spells is that they follow the target around during flight meaning that jumping, flying or even dodging are temporary evasive measures at best. Enchantments usually have some duration effect which they invoke upon hitting a target. These effects may be removed via a Dispel Magic spell.
[edit] Summon
Summon spells conjure allies from the void or some other weird place to serve you. Summoned creatures follow you around and attack your enemies. You can only command a certain number of monsters, if you try to summon more your spells will fizzle and the incantations will be lost. Most summon spells may be cast everywhere (even over walls). Summoned creatures cannot be dispelled since the magic that spawned them has already dissipated.
[edit] Invocation
Invocation spells are spells which to not require some kind of projectile to hit the enemy. Thus they cannot be easily avoided and Spellmantles are usually useless against them. They can also be cast over walls and other obstacles. Some invocation spells like Tempest stay in effect for a small period of time; during this time they can be removed with a Dispel Magic spell cast over the area they affect.
[edit] Advanced spellcasting
There are several techniques which affect spellcasting, namely Empowerment, Persistancy and Channeling. See Advanced Magic for more details.
[edit] List of Spells
A list of all spells in Triangle Wizard.
[edit] Modding Information
- Main statistics of spells can be modified by editing the spell_settings.tri file.
- Ingame spell descriptions may be changed via the spell_info.tra file.
- In the global_settings.tri file there is a key named 'spell_time_mod' which governs the half-value spell delay. The default value is 20, which means that at spell level 20 the spell delay will have halved when compared to spell level 0. This is an exponential decay.