Battlespire:Magic and Spells
Magic in Battlespire is straightforward. Contrary to the main Elder Scrolls games you cannot rest, therefore you cannot recover magicka passively. Spell points can only be restored by using potions, magical items, healing crystals or via spell absorption. There is a manageable number of spells you can use. Either you pick some of these spells during character creation, or you find a scroll which teaches you one of these spells during your quest. To use the enchantment double-click the item in your inventory on your person in the item slot like you would a potion, which drains some of the Condition of the item, though some enchantments are activated when equipped or when striking.
By default every class in the game starts with at least one spell, even non-spell casting classes. During the course of the game you will find many enchanted items such as armor, clothing and weapons, which can also be used to cast these spells. Each use of such a magical item is as if you cast the spell by yourself, as it will train the respective magical school, the same goes for potions and sigils (sigils cast an etherealness spell on you, thus training the school of Thaumaturgy). Some enchantments, like Water Breathing or Magica Resartus can only be found on magical items, or on potions.
Interacting with the Spellbook[edit]
There are a couple of options while you are in the spellbook menu. On the left you can see a list of your known spells, where you can select one. To the right of the scroll list on the bottom of the page are the Cost, Duration and Magnitude of the selected spell.
After selecting a spell, you can modify it with the 3 icons in the middle and the Det. field. The first icon is called the Icon Button, and it simply lets you change the effect icon of the spell. Typically you can only see it if the spell gives your character a lasting effect, in which case it shows up on the top left of your screen.
The second icon is the Delivery Button, changing what the spell affects, similar to Range in Daggerfall. Changing the delivery method is the only thing that affects the cost of the spell. Not all spells have access to every delivery method. For example, Vampiric Drain is unable to be set to caster only, and Teleport is only available in caster only.
The third icon is the Damage Type Button, it defines the spell's elemental nature. It affects how much damage certain enemies with resistances take and what sprite the spell uses when the delivery method is at range. During character creation, you may take immunities, resistances, low tolerances or critical weaknesses to certain elements. Damage type does not affect spells that do not deal damage.[verification needed — see talk page]
The last way you can modify the spell is using the Detonation Button, denoted with the Det. label. It changes what happens when the spell collides with the environment, if it was cast as a ranged attack.
- Any — Spell flies straight and detonates any time it collides with anything, including enemies and floors.
- Organic — Spell flies straight and detonates whenever it collides with enemies. Whenever it collides with floors, it bounces and flies off.
- Organic Drop — Spell flies as if it is affected by gravity and detonates whenever it collides with enemies. Whenever it collides with floors, it bounces and slows down until it is stationary.
You can cast the spell in the spellbook by clicking the Cast button. You can also assign a hotkey in the Spellbook to quickcast spells. You can use F1 through F8 for hotkeys.
Available Spells[edit]
These are all spells that exist in the game, including three that have been removed.
Icon | ID | Name | School | Target | Base Cost | Duration | Magnitude | Description |
---|---|---|---|---|---|---|---|---|
![]() |
1 | Monster Summoning | Thaumaturgy | Self | 50 | 5 + (5 * (LVL/2)) | - | Summons a random monster to attack a creature other than the summoner or his team. |
![]() |
2 | Detect Spell | Mysticism | Either | 30 | 5 + (5 * (LVL/2)) | - | Detects delayed action spells or spells fired within range of caster. |
![]() |
3 | Detect Enemy | Mysticism | Either | 45 | 5 + (5 * (LVL/2)) | - | Points to the nearest creature or monster not of the caster's team. |
![]() |
4 | Detect Invisibility | Mysticism | Either | 50 | 5 + (5 * (LVL/2)) | - | Allows the caster to see all invisible creatures. |
![]() |
5 | Invisibility | Illusion | Either | 70 | 5 + (5 * (LVL/2)) | - | Renders the caster completely invisible. Lasts for a given period or until the caster is hit. |
6 | Shadow | Illusion | Either | 125 | 5 + (5 * (LVL/2)) | - | <Removed> | |
7 | Chameleon | Alteration | Either | 125 | 5 + (5 * (LVL/2)) | - | <Removed> Note: Vermai have this spell set as an innate effect | |
![]() |
8 | Slow Fall | Alteration | Either | 30 | 5 + (5 * (LVL/2)) | - | Caster falls at a slow, safe speed and takes no damage from falls. Lasts for a given period. |
![]() |
9 | Continuous Damage | Destruction | Other | 80 | 1 + (1 * LVL) | 4-6 + (2-3 * LVL) | Inflicts damage on target until spell expires or Dispel Magic removes the spell effect. |
![]() |
10 | Poison | Restoration | Other | 70 | 1 + (1 * LVL) | 4-6 + (2-3 * LVL) | Inflicts poison damage on target until spell expires or Cure Poison removes the spell effect. |
![]() |
11 | Confusion | Mysticism | Other | 60 | 2 + (1 * LVL) | - | Causes periodic and random changes to movement and combat actions. |
![]() |
12 | Vampiric Drain | Restoration | Other | 60 | - | 1-6 + (1-3 * LVL) | Drains Attribute or Health Points from a target and transfers them to caster. |
![]() |
13 | Delayed Damage | Destruction | Self | 90 | 10 + (10 * LVL) | 2-20 + (3-6 * LVL) | Creates an invisible "mine" triggered by and causing damage on creature passing through area. |
![]() |
14 | Dispel Magic | Thaumaturgy | Self | 30 | - | - | Caster can dispel one spell from a list of all spells on caster and in immediate vicinity. |
![]() |
15 | Spell Reflection | Thaumaturgy | Either | 120 | 5 + (5 * (LVL/2)) | 10-50 + (20 * LVL) | Spells on character may either: 1. hit normally, 2. reflect back, or 3. reflect in random direction. |
![]() |
16 | Spell Resistance | Alteration | Either | 90 | 5 + (5 * (LVL/2)) | 10-50 + (20 * LVL) | Caster has a chance to resist any spell in addition to his normal save against magic. |
![]() |
17 | Spell Absorption | Mysticism | Either | 110 | 5 + (5 * (LVL/2)) | 10-50 + (20 * LVL) | Caster has a chance to absorb magic points of incoming spell, avoiding spell effects. |
![]() |
18 | Cause Damage | Destruction | Other | 60 | - | 2-20 + (1-6 * LVL) | Permits caster to strike and damage a target at hand or long range. |
![]() |
19 | Fire Shield | Alteration | Either | 90 | 8 + (3 * LVL) | 50 + (1-10 * LVL) | Fiery aura around caster inflicts twice the damage suffered by caster upon the attacker. |
![]() |
20 | Cure Poison | Restoration | Either | 30 | - | - | Cures any poison in caster's body and restores all attributes affected by poison. |
![]() |
21 | Cure Health | Restoration | Either | 40 | - | 2-20 + (1-6 * LVL) | Heals a certain number of hit points. |
![]() |
22 | Jumping | Mysticism | Either | 30 | 5 + (5 * (LVL/2)) | - | Allows caster to jump at twice his normal rate. |
23 | Running | Alteration | Either | 30 | 5 + (5 * (LVL/2)) | - | <Removed> Note: A single Scamp on Level 1 has this spell | |
![]() |
24 | Etherealness | Thaumaturgy | Either | 70 | 2 + (2 * LVL) | - | Caster can pass through many objects, monsters and other players in particular. |
![]() |
25 | Teleport | Thaumaturgy | Self | 100 | - | - | Caster can set an "anchor" in the world, or transport instantly to a previously set "anchor". |
![]() |
26 | Shield | Alteration | Either | 60 | - | 50 + (1-10 * LVL) | Protects the caster making him more difficult to hit in melee combat. |
![]() |
27 | Resistance | Alteration | Either | 40 | 5 + (5 * LVL) | - | Increases resistance to harmful effects of raw magica, fire, frost, shock, or poison. |
![]() |
28 | Slow | Mysticism | Other | 50 | 5 + (1 * LVL) | 1 + (20 * LVL) | Decreases the Speed attribute of the target. |
![]() |
29 | Haste | Mysticism | Either | 130 | 5 + (1 * LVL) | 1 + (7 * LVL) | Increases the Speed attribute of the target. |
30 | Strength | Alteration | Either | 40 | 1 + (1 * LVL) | 1 + (10 * LVL) | Increases the Strength attribute of the target. Note: Unclear if this is intended to be multiplayer only or was actually removed. It functions correctly when cast and is listed in the readme file included with game but is not available for selection in the CharacterMaker unless the executable is modified. | |
![]() |
31 | Dispel Sigil | Destruction | Self | 0 | - | - | This spell is only used in multiplayer games. All players have this spell. When cast, it will dispel all sigils within the range of the caster at the cost of his life. This spell can only be cast once every five minutes per player. |
Spell Costs[edit]
The cost to buy a spell in the CharacterMaker is based solely on its base cost value with its casting cost using both the base cost and relevant skill (this applies the monsters casting as well). The following table shows the formulas used for this:
Type | Formula |
---|---|
CharacterMaker | BaseCost * 8 |
Caster only | FLOOR(0.8 * FLOOR(BaseCost * ((110 - SKL) * 0.01))) |
Touch delivery | FLOOR(0.9 * FLOOR(BaseCost * ((110 - SKL) * 0.01))) |
Single creature at range | FLOOR(BaseCost * ((110 - SKL) * 0.01)) |
Area around caster | FLOOR(1.1 * FLOOR(BaseCost * ((110 - SKL) * 0.01))) |
Area at range | FLOOR(1.2 * FLOOR(BaseCost * ((110 - SKL) * 0.01))) |
If you're unfamiliar with FLOOR (or CEILING) functions, it essentially is just rounding down (FLOOR) or rounding up (CEILING) to the nearest whole number.
Note: This is not applicable to the Dispel Sigil spell which is a multiplayer only spell given to all players which uses the caster's HP (all) instead of SP.
Summoning of Creatures[edit]
The type of creature you can summon depends on the game level on which you currently are. The Thaumaturgy skill doesn't matter, as it only influences the amount of magicka required to cast the spell. The duration a summoned creature will remain is about 30 seconds in real time (depending how fast the game is running, therefore it can be some seconds more or less). You can summon as many creatures as your magicka allows at a time. But you cannot summon creatures inside separate cells (featured on for example Level 6) like buildings, caves etc. When using the spell "Monster Summoning", the creature that was last killed will be the one you summon. When using an item with a summoning enchantment, the following rules apply:
If more than one creature can be summoned on a level, it seems hazard determines which one will be summoned in the end.
This table shows which creatures can be summoned on which level (this does not apply when casting the spell):
Game Level | Summonable Creatures |
---|---|
Level 1 | Dremora, Scamp, Vermai |
Level 2a Level 2b |
Spider Daedra |
Level 3 | Ghost, Morphoid Daedra |
Level 4 | Dremora, Fire Daedra, Frost Daedra, Seducer, Dark Seducer |
Level 5 | Fire Daedra, Frost Daedra |
Level 6 | Clannfear, Dark Seducer, Seducer |
Level 7 | Dark Seducer, Wraith |
Summoning a creature to your "aid" is a mixed blessing however. If the creature can cast spells, which most creatures can do, it will attack you, in most cases immediately after it is summoned. This applies to both using the spell and using enchanted objects. When the summoned creature's spells are used up, it will attack the closest enemy, e.g. will stay at the summoner's side until it detects an enemy or vanishes when the duration of the summoning has expired. This unhelpful behavior seems to be another glitch left in the game, even with the latest patch (v1.5).