Battle Spell

**Battle Spells** are the fighting spells available during Combat, affected by Spell Skill level and the main tools of Spell Laws, such as True Sun Refining Law. They come in two shapes, Orthodox spells taught by Manuals from Supreme Laws, and Unorthodox Spells generated randomly by the game from templates. Battle Spells may only be cast if the Cultivator is currently in combat mode either by attacking or being attacked by another Character or Object.

*See: For non-battle spells, see Miracles*

## Spell Fighting

### Basics

The number of Spells available from Supreme Laws is not particularly high, and the powerful ones often have high cooldowns, making Spell fighters more difficult to use. Moreover, most manuals improving Spell power bonus also grow Spell Qi Cost in a similar proportion, forcing players to manage their costs in a similar manner as Artifact Max Qi can be a limiter for Artifact laws.

As a result, it is generally advised for Spell-focused Cultivators to acquire a large number of randomly generated Battle Spells from Unorthodox Manuals and Laws. This can be done with Soul Inquiry, by Stealing, or by purchasing them from Trading. This means Shendao Cultivation, which doesn't have that option, is often deemed a poor fit for Spell fighting despite Eight Heavens Sadhana being designed for them.

On the other hand, offensive Spells targetting all enemies can be particularly potent, notably against Formations when trying to Conquer rival sects, and their healing spells can help them sustain themselves and their allies for drawn-out fights.

### Spell Primordial Soul

Spell Primordial Soul allows the Cultivator to automatically cast spells while in combat, as long as their cooldown is up. The number of Spell Primordial Souls depends solely upon their Spell skill level and the Spell of TruthDLC Manual from Law of Nimbus ConquestDLC, which adds 2 (at the cost of 2 Max Artifacts). Otherwise, it is equal to 1 per 4 Spell skill levels above 16, so you'll have 1 with 20 skill level, 2 with 24, 3 with 28, etc, to a maximum of 9.

### Spell Cooldown Reduction

The base Spell Cooldown reduction from Spell Skill level doesn't work in the base game (see Mods). However, it is possible to reduce the cooldown of spells through Artifacts with a special effect, that reduces the cooldown of all Battle Spells by 1s every few attacks:

* Feather of Agility: every 2 attacks
* Quintuple Talismans (Mystic Unity Sect Rented Artifact): every 5 attacks
* Shendao Sacred Relic with SP: Hall of Breath built: every 7 attacks

As a result, spellcasters can still benefit from having Artifact bonuses.

## Supreme Law

### Spell list

#### Buff spells

Buff spells do not scale with Spell power bonus. Moreover, the spell decription is **off by a factor 2**. So a buff spell whose description states an increase of 50% is in fact a 25% increase.

#### Healing Spells

The healing spells recover Qi, up to the maximum of their target.

## Unorthodox Spells Templates

### Generation

These are sometimes obtained from Spell Unorthodox Manuals. They have 50% chance to be a damage skill. Their Element (if applicable) is randomly selected, as well as their target among a selection depending on their template. The Cultivation Level of the Unorthodox Manual is used to determine a Power multiplier:

* >= 10 (Primordial Spirit): 2.5
* >=7 (Golden Core): 1.6
* >=4 (Core Shaping): 1.2
* otherwise: 1

The values of the spell are then generated within a random spread of x0.5-1.5 except for the power, which is within x0.8-1.2 multiplied by the Power multiplier.

Buff spells do not scale with Spell power bonus. Moreover, the buff spell decription is **off by a factor 2**. So a buff spell whose description states an increase of 50% is in fact a 25% increase.

## Formation

Formations have access to spells or abilities as well, which can be split into two categories:

* Basic Formation Abilities - Inherent abilities available to all Formations.
* Special Formation Abilities - Abilities unlocked by fulfilling certain conditions, available only with specific Nodes or Diagrams.

### Basic Formation Abilities

The basic Formation abilities are available for all Formations during the period when it's active.

`Definition`
`ChangeZhen`
`CancelZhen`
`JointJian`
`JointSkill`

### Unused Formation Abilities

These are not fully implemented, and added just for completeness.

* Heat Up (`ZhenTempAura`)
* Enlarge (`ZhenModifyArea`)
* Shield Up (`ZhenShield`)
* Qi Transfer (`TransLing`)
* Lower Stability (`Reducetability`)
* Exposed Auxiliary (`RevealZhen`)

This page is incomplete and missing information!**Reason:** *Formation Battle Spells*.
 **Click here to add more.**

## Body Cultivation

*See: Body Cultivators have a single Battle Spell, Furious Berserk*

## Mods

* Iguana's Overhaul, fixes: Corrects the Spell Cooldown Bonus Property, allowing it to be functional in-game.

## References

1. ↑ `XiaWorld.Fight.FightMgr.SkillDamageApply()`, in the `skilldef.Kind == g_emFightSkillKind.Damage` conditional and `XiaWorld.Thing.ReduceDamage(FightSkillDef...)`
2. ↑ `XiaWorld.Fight.FightMgr.SkillDamageApply()`, in the `skilldef.Kind == g_emFightSkillKind.Damage` conditional and `XiaWorld.Thing.ReduceDamage(FightSkillDef...)`
3. ↑ `XiaWorld.Fight.FightMgr.SkillDamageApply()`, in the `skilldef.Kind == g_emFightSkillKind.Sheild` conditional
4. ↑ `XiaWorld.Fight.FightMgr.SkillDamageApply()`, in the `skilldef.Kind == g_emFightSkillKind.Damage` conditional and `XiaWorld.Thing.ReduceDamage(FightSkillDef...)`
5. ↑ `XiaWorld.Fight.FightMgr.SkillDamageApply()`, in the `skilldef.Kind == g_emFightSkillKind.Skill` conditional
6. ↑ `XiaWorld.Fight.FightMgr.SkillDamageApply()`, in the `skilldef.Kind == g_emFightSkillKind.Sheild` conditional
7. ↑ `XiaWorld.Fight.FightMgr.SkillDamageApply()`, in the `skilldef.Kind == g_emFightSkillKind.Damage` conditional and `XiaWorld.Thing.ReduceDamage(FightSkillDef...)`
8. ↑ `XiaWorld.Fight.FightMgr.SkillDamageApply()`, in the `skilldef.Kind == g_emFightSkillKind.Damage` conditional and `XiaWorld.Thing.ReduceDamage(FightSkillDef...)`
9. ↑ `XiaWorld.Fight.FightMgr.SkillDamageApply()`, in the `skilldef.Kind == g_emFightSkillKind.Sheild` conditional
10. ↑ `XiaWorld.Fight.FightMgr.SkillDamageApply()`, in the `skilldef.Kind == g_emFightSkillKind.Health` conditional
11. ↑ `XiaWorld.Fight.FightMgr.SkillDamageApply()`, in the `skilldef.Kind == g_emFightSkillKind.Fabao` conditional
12. ↑ `XiaWorld.Fight.FightMgr.SkillDamageApply()`, in the `skilldef.Kind == g_emFightSkillKind.Damage` conditional and `XiaWorld.Thing.ReduceDamage(FightSkillDef...)`
13. ↑ `XiaWorld.Fight.SkillRandomMechine.RandomSkill()`
14. ↑ `Scripts/Scikk/class/lingshou/lingshou_confuse.lua & XiaWorld.JobConfuse`