Spells

Magic in Xianxia is tied to spells, their damage is tied to your intelligence and spell damage modifiers. Spells are single target unless they have written that they are AoE - means they deal damage for each enemy present.

Magic Bolt: the basic spell tied to your weapon, it costs about 40 mana by default(but changes allong with spell costs).

### White Magic

White magic is magic tied to White books(can be purchased from the wandering trader) they can be cast if under a certain amount of Lust and Wrath, this can be changed by perks. White spells unlockable by books:

* Whitefire: Whitefire is a potent fire based attack that will burn your foe with flickering white flames, ignoring their physical toughness and most armors.
	+ Base cost 40
* Pyre Burst: Teach your foes a lesson with the strength of a firestorm.
	+ **AoE spell**. Base cost 200
* Lightning Bolt: Lightning Bolt is a basic lightning attack that will electrocute your foe with a single bolt of lightning.
	+ Base cost 40
* Chain Lighting: Chain Lighting is a lightning attack that will electrocute your foes with a chain bolts of lightning.
	+ **AoE spell**. Base cost 200
* Blind: Blind is a fairly self-explanatory spell.  It will create a bright flash just in front of the victim's eyes, blinding them for a time.  However if they blink it will be wasted.
	+ **AoE spell.** Base cost 30 (works on whole armies at the same time, this isn't written in the description)
* Charge Weapon: The Charge Weapon spell will surround your weapon in electrical energy, causing it to do even more damage.
	+ Base cost 30,  The effect lasts for a few combat turns.
* The Charge Armor spell will surround your armor with electrical energy, causing it to do provide additional protection.
	+ Base cost 40, The effect lasts for a few combat turns.
* Heal: Heal will attempt to use white magic to instnatly close your wounds and restore your body.
	+ Base cost 30
* Blizzard: Blizzard is a potent ice based defense spell that will reduce power of any fire based attack used against the user.
	+ Base cost 50
* Fire Storm: Draws on your determination to change the world to create an AoE firestorm.
	+ Base cost 750, cooldown 6
* Cure: Negate all status ailments.
	+ Base cost 750, cooldown 7
* Mental Shield: Halves the damage from lust attacks for 10 turns.
	+ Base cost 450, cooldown 10

### Black Magic

Black magic is magic tied to Black books(can be purchased from the wandering trader) they can be cast if under a certain above a certain amount of Lust, this can be changed by perks. Black spells unlockable by books:

* Ice Spike: Drawning your own lust to concentrate it into chilling spike of ice that will attack your enemies.
	+ Base cost 40
* Arctic Gale: Devastate the enemy ranks with a blast of icy wind sharper then steel blades.
	+ **AoE spell**. Base cost 200
* Darkness Shard: Drawning your own lust to condense part of the the ambivalent darkness into a shard to attack your enemies.
	+ Base cost 40
* Dusk Wave: Drawning your own lust to condense part of the the ambivalent darkness into a wave to attack your enemies.
	+ **AoE spell**. Base cost 200
* Arouse: The arouse spell draws on your own inner lust in order to enflame the enemy's passions.
	+ Base cost 20
* Wave of Ecstasy: The arouse spell draws on your own inner lust in order to enflame the enemies passions.
	+ **AoE spell**. Base cost 100 (works on whole armies at the same time, this isn't written in the description)
* Might: The Might spell draws upon your lust and uses it to fuel a temporary increase in muscle size and power.  It does carry the risk of backfiring and raising lust, like all black magic used on oneself.
	+ Base cost 50
* Blink: The Blink spell draws upon your lust and uses it to fuel a temporary increase in moving speed and if it's needed teleport over short distances.  It does carry the risk of backfiring and raising lust, like all black magic used on oneself.
	+ Base cost 40
* Regenerate: Regenerate will attempt to trigger health recovery over time, however like all black magic used on yourself, it has a chance of backfiring and greatly arousing you.
	+ Base cost 50
* Nosferatu: 'Vampirizes' the health of your foe, draining it into you. Does not require Vampire transformation.
	+ Base cost 75, cooldown 7
* Ice Rain: Produces an AoE ice storm effect.
	+ Base cost 60, cooldown 3

### Grey Magic

Grey magic is magic tied to Grey books(can be purchased from the wandering trader). Grey magic:

* Meteor Shower: Call down a rain of meteors on your opponents, stunning them for 1 round and dealing area damage. Hits 12 times. Despite been grey magic it still does carry the risk of backfiring and raising lust.
	+ AoE Spell and req. 1 turn channeling. Cooldown: 12 turns Base Cost 250
* Polar Midnight: Cause a massive temperature drop which freezes the air solid in an area. Opponents caught in this spell take the cold damage and are stunned for 5 round.  Despite been grey magic it still does carry the risk of backfiring and raising lust.
	+ AoE Spell and req. 1 turn channeling. Cooldown: 12 turns Base Cost 250
* Mana Shield: Creates a shield that can absorb attacks. Does not work on lust damage.
	+ Mana cost: 1 point per point of damage blocked
* Energy Drain: Debuffs the opponent for 7 turns (-20% damage) and recover mana by draining the target's.
	+ Mana cost: 525, cooldown 7
* Clear Mind: Recover from stun or fear.
	+ Mana cost: 150

### Other magics

There are other magics including **Hex magic, Blood magic**. The hidden job **Grey Sage** gives access to all types of magic.

**Divine magic** is unlocked by taking the Arch-priest prestige job, which requires training under Siegweird and completing his questline. You learn the spells from white books after you know all the white magic spells. The perk that unlocks divine magic bars you from using black magic. **Aegis** costs 1800 mana and provides a 1 to 10% block chance, tripled if using a staff and no shield. **Exorcise** deals big damage to corrupt targets for 1440 mana. **Divine Shield** costs 2160 mana and increases your magic resistance by 40%. **Thunderstorm** costs 4320 mana and deals decent lightning damage every turn for thirty turns. **Tears of Denial** resets your HP and Lust to max/min when you would lose the battle, once per fight, for 10800 mana.

**Hex magic** is unlocked by taking the Warlock prestige job, which requires training under Alvina and completing her questline. You learn the spells from black books after you know all the black magic spells. The perk that unlocks hex magic bars you from using white magic. All hexes have a 5% chance to backfire. **Lifetap** turns a quarter of your HP into a quarter of your mana. **Life Siphon** costs 2700 mana to drain a little HP each turn for fifteen turns. **Consuming Darkness** costs 1260 mana to deal decent damage each turn for seven turns. **Curse of Desire** costs 1440 mana and 10% of your max lust to reduce the target's lust resistance by 10% and deal a little lust damage every turn for eight turns. **Curse of Weeping** costs 1080 mana and a substantial amount of your HP to deal the same amount of damage as **Consuming Darkness** for six turns.

**Necromantic magic** is unlocked by taking the Necromancer prestige job, which requires the Golemancer advanced job. You learn the spells from black books after you know all the black magic spells. Necromancer spells cost Bones, which you get from killing enemies. **Bone Spirit** deals good damage for 4 bones. **Bone Armor** reduces all damage taken by 50% for five turns, and costs 8 bones. **Boneshatter** deals good damage and drains the target's strength by 20% for 4 bones, but cannot be used on targets that do not have bones. **Necrotic Rot** deals decent damage and increases the damage the target takes from physical attacks by 25% for 4 bones. **Corpse Explosion** deals good damage to enemy groups with less than 80% of their members left for 4 bones. **Blood Shower** has the same targeting requirement as Corpse Explosion but instead reduces their damage done by 80% and has a chance to strike fear into their hearts and does not seem to have a bone cost.

**Blood magic** is unlocked by taking either hidden job of **Blood Demon** or **Grey Sage** (though Blood Demon includes a perk that lets you learn Blood soulskills as well). You learn them from Crimson Tomes, purchasable from Giacomo or dropped by Sand Witches. Each Blood spell costs HP instead of mana. **Blood Missiles** does five weak hits for a low amount of HP. **Blood Shield** absorbs damage for a substantial amount of HP. **Blood Explosion** does good damage for around 5x the HP cost of Blood Missiles and inflicts AoE damage. **Blood Chains** stuns the target for 2 rounds for twice the HP cost of Blood Missiles. **Blood Wave** costs more HP than Blood Explosion but otherwise functions similarly. **Lifesteal Enchantment** adds a draining effect to your weapons for a few turns with a medium HP cost. **Blood Field** drains a little HP for a few turns for a medium HP cost.

I'm not sure how, barring Grey Sage, you unlock **Green Spells** but they seem to have something to do with elves; you can learn them from white books. **Plant Growth** grows plants around the caster and deals a little lust damage for 72 mana. **Entangle** requires plants to be nearby and deals lust damage each turn for 360 mana. **Briarthorn** can only be cast on Entangled targets, causing a heavy bleed and lust poison damage for 72 mana. **Death Blossom** requires plants to be nearby and deals increasing lust and poison damage for 360 mana. Being in the forest counts as having plants nearby.