Spells

## Overview

Spell Casting is one of the fundamental mechanics in **AFR**. With **15** different base spells and additional snaps, they are a necessity to learn as they will help you throughout the game, divided into **offense**, **support** and **transport**.

You can activate your Spell Casting by **holding C** and either **moving your mouse in the given directions in Shift Lock**, or doing so **unshift-locked by holding your right mouse button** as you move your mouse.

Your Spell Casting rune colour will depends on your **Mana** Colour, which can be changed with a gamepass.

All spells require some amount of **Mana** to cast. Typically, **spells that require more combinations use up the most** **Mana**.

## Snaps Overview

Another mechanic of **AFR** is Snap spells, in which **pressing G** will activate a spell.

The way to obtain a snap is to interact with **Arkhel, Tavern Dweller** and complete his quest of bringing him **Poison** from **Canopy Den**. Once completed, he will grant you an advanced version of the last spell you casted.

There are only 3 spells which give you an actual advanced version:

* ***Snap Veraten***
* ***Snap Keros***
* ***Snap Nirvas***

The descriptions of these spells are all in their individual categories.

## Support Spells

### ***Lux***

***Lux*** is a spell that summons a bright small orb that illuminates the area which takes very little **Mana** to cast. It floats on the right side of a player, contrasting ***Idraes*** which floats on the left. It is toggled by recasting the same spell pattern, or if the player dies.

***Snap Lux*** is an advanced version of ***Lux*** which blinds the player for a second if used in close contact to them. It has a ***≈ 5s*** cooldown.

### ***Idraes***

***Idraes*** is very similar to ***Lux*** however instead it resembles a bright flame that floats on the left side of the player, contrasting ***Lux***. It gives off a more orange/red light to its surroundings.

This spell can only be efficiently used during rain, as casting it during daylight will cause the player to have a **Burning debuff** and will drain their Health. However, during rain this spell can help you regenerate your **Health** and **Mana**.

It is toggled by recasting the same spell pattern, or the player dies.

### ***Veraten***

***Veraten*** is a healing support spell that creates a lifelink which tethers between two players. When a player casts it, it will create a bond to the closest player which allows them to regenerate **Health** very quickly.

While the lifelink is still tethered to the players, if either of them are hit the lifelink will break and both players will receive **double** the damage that was originally dealt.

***Snap Veraten*** is an advanced version of ***Veraten*** which works instantly in a different way:

* If your **Health** is below **50%** hp, you lose half a bar and heal another player for a full bar.
* If your **Health** is above **50%,** you heal yourself for half a bar and heal another player for a full bar.
* Has a **≈ 10 second** cooldown instead of the regular **≈ 15 second** cooldown.

### ***Vadovas***

***Vadovas*** is a spell that creates a medium-sized circular field that acts as a barrier to protect the player from other spells. When someone damages you when you are inside the circle and they are not, they will instead receive the damage.

This barrier also protects the player from ***Keros***.

Another use this barrier has is that it creates a collidable platform which lasts **≈ 20 seconds (≈ 30 overall cooldown**), which can be fun to play around or use it for other means.

### ***Mors***

***Mors*** is a spell that essentially acts as a reset/log that kills you on cast. Note that you can be stomped/carried etc by another player after you do this spell.

## Offense Spells

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**ALL SPELLS ARE DODGABLE.**

```

### ***Cintil***

***Cintil*** is a small spell that dissipates a player's Mana Shield if it lands. It has a close range and a chance to proc spark after a player's Mana Shield is broken.

***Low Damage, Small Range, ≈ 2s Cooldown, Dodgable***

### ***Keros***

***Keros*** is a spell that scales its damage with the distance it travels. The player will summon a blood spear and launch it towards the cursor. It will take a small amount of **Health** from the player, and can be casted again with a short cooldown. It also has a chance to proc your Spark.

The range of it can be infinite, and if it lands to someone from far away enough it can take out a huge chunk of their **Health**. ***Vadovas*** completely counters ***Keros*** if it hits the barrier.

***Snap Keros*** is even more deadly, as it will ricochet off players who are close together.

***Low - Very High Damage, Infinite Range, ≈ 5s Cooldown***

### ***Fulgur***

***Fulgur*** is a shockwave spell that damages people in a short range to them. The player will stomp their foot and a small circular area of electricity will spawn underneath them. It deals a small amount of damage and knockback.

***Low Damage, Small/Medium Range, ≈ 15s Cooldown, Blockbreaking, Small Knockback***

### ***Impetu***

***Impetu*** is a high knockback spell which sends players far if the spell connects. It has a short animation that is played before the spell actually activates, which allows another player to react before it hits them.

This spell can blockbreak if the player hits a wall, and also does considerable damage on impact.

***None-Medium Damage, Small/Medium Range, ≈ 10s Cooldown, Potential Blockbreak, Very High Knockback***

### ***Folium***

***Folium*** is a spell which releases homing tree roots in a mainly circular pattern from the ground towards another player.

***Low Damage, Far Range, ≈ 15s Cooldown***

### ***Nirvas***

***Nirvas*** is one of the longest offense spells to cast, and arguably the most difficult to cast in combat quickly. The player will slam their hand on the ground and summon several pillars of fire in one given direction.

If the spell lands on a player, it will launch them up and ragdoll them shortly, and procs Burning debuff if their Mana Shield is broken.

***Snap Nirvas*** is a different version of ***Nirvas*** which only spawns one pillar of fire close to the player, with **Blockbreak,** and a ***≈ 10s*** cooldown instead. It also does not proc Burning debuff. Other than that, it is the same.

***Medium/High Damage, Medium Range, ≈ 15s Cooldown, Applies Burning Debuff***

## Transport Spells

### ***Audere***

***Audere*** is a transport spell which propels the player forward in a twirling animaton. You can actively change the direction you go in while the spell works, although you can be hit while you are being propelled.

It has a ***≈ 10s*** cooldown.

### ***Kiltas***

***Kiltas*** is a very useful spell that summons a powerful gust of air that boosts the player upwards. This is very helpful when trying to traverse up something, for example Everthaw Precipice.

In combat, this spell is substantially weaker and will barely lift the player off the ground.

It has a ***≈ 10s*** cooldown.

### ***Perkeli***

***Perkeli*** is a unique spell that summons two portals where the player is standing, and where they have aimed the other portal to. The portals resemble black spinning rifts that last for roughly **≈ 20s**.

When a player enters a portal, they are intangible and will quickly get transported to the next portal as a bundle of black particles.

This spell has a very far range, and when cast the player will stand still, even in midair, and immediately get transported to the next portal from where they are standing.

It has an overall ***≈ 30s*** cooldown.