recursal/Fanatic-Fandom huggingface dataset:
Collapse Spell

## Collapse

### Description

Enemies struck by your bolt are tagged momentarily. Tagged enemies will take moderate damage after a moment if not reshot with a bolt.

## Collapse Spell

The Collapse spell is a projectile modifier spell which tags enemies with the player's **magical bolts**. After a short amount of time if the tagged enemy was not **reshot** again by the player, they will suffer a **moderate** amount of damage.

Enemies that are tagged by the player's magical bolts will have a red **sparkly cloud** hovering above their head. Additionally, enemies that take damage from the Collapse spell are indicated by a 'crash' **sound cue**.

## Additional Notes

* The delay before the collapse damage from the Collapse spell is roughly **3 seconds** after being tagged.
* Boss-type enemies can also be tagged with the Collapse spell but will behave slightly differently. For instance, any enemy present during a **bossfight** can also accidentally **stack** the effects of the Collapse spell onto the boss when they are tagged.
* The Piercing spell synergizes exceptionally well the Collapse spell as is allows the player to tag **multiple** enemies at once when they are grouped together.
* Enemies from the Relentless faction will take no damage to the Collapse spell.

## Lore

**Collapse**

*"A spell that places a lethal curse on the target struck by a magical bolt. As long as they are left unharmed, the curse will activate and deal massive amounts of damage to the unsuspecting victim."*
Curse Spells

Weakening Curse

Slimy Bolt

Romantic Curse

The Curse spells are a group of projectile modifier spells which apply a certain status effect to enemies that are **struck** by the player's magical bolts.

Curse spells are certain projectile modifier spells which apply a debuff to an enemy only once they are **impacted** by a bolt- meaning that a **single target** will be affected by the debuff per bolt.

## Additional Notes

* All these spells can also be **synergized** with each other. This means that the player can simultaneously apply the weakness debuff from the **Weakening Curse** spell, as well as the charmed debuff from the **Romantic Curse** spell in a single bolt.
* The effects for each curse spell last roughly 3 seconds.

## Lore

**Weakening Curse**

*Eye witness account of East Hall fight:*

*"It all started because two students were fighting over a textbook. One thing led to another and they started attacking each other! That's when I felt two magic bolts whiz right past me and strike the two students! They didn't seem to react or flinch in pain, but their punches- they looked sluggish and slow as if there wasn't any force behind them. That's when I heard the professor shout from the back of the lecture hall:"*

*"BOTH OF YOU, OUT OF MY CLASS. NOW."*

**Slimy Bolt**

*"My first experiment for a slime summoning spell was a failure. When I casted it, all that came out of my wand were chunks of slime. I'm not ready to create my own spells yet. My slime summoning spell was a failure."*

**Romantic Curse**

*Master of Alchemy Codex #15:*

*Subject 22a: "So you just want me to stand in this spot, correct?"*

*Headmaster: "Yes where you are is fine. Now I'm going to fire a bolt at you so don't move."*

*Subject 22a: "HOLD ON A SECOND WH-"*

*After casting the bolt, the Subject seemed to have an unnatural liking towards me for a few minutes- I locked him in a room until the spell wore off. Romantium-infused Bolts experiment needs to be revisited.*
Explosion Conditioning Spell

The Explosion Conditioning spell is an utility spell that equips the player with a **Blast-proof Aegis**. When worn, the player will reduce the damage they take from explosions by **80%**.

An interesting interaction with the Explosion Conditioning spell is that due to how the **Blast Resistance enchantment** works in Minecraft, the knockback force from explosions is multiplied greatly. *(You literally fly across the floor with certain explosions it's really funny actually)*

## Additional Notes

* The Explosion Conditioning spell is one of the very few spells that the player can store away or trash once picking up for the first time. This is because the spell provides the player with a separate item that reduces the **explosion damage**- as long as the player has the chestplate equipped, the spell becomes useless to hold on to.
* Explosion damage from spells such as Glitter Impact, Glitter Blast Popper, and or Confused-Anti Impact will also be reduced by the Explosion Conditioning spell.
Installation Guide

Here's a quick article on how to **download** and **install** TOTA, as well as its **dependencies**, so you can become an ancient mage too! This installation guide was made for **Windows** users. If you would like help on installing TOTA from a *MacOS* or *Linux*, please refer to this article.

## Dependencies

In order for TOTA to process and render certain **Blockbench** models properly, the player must install **Optifine 1.19.2**

If you do not have Optifine 1.19.2 downloaded yet, you can download it from here.

*(***NOTE:** *When downloading certain ad popups and pages will open. Please wait for the ads to end before it properly downloads! **DO NOT** click any suspicous download buttons other than the one Optifine provides).* If you believe that Optifine may have installed **improperly**, check if certain models are displayed as random items on the floors or walls.

### **How to Install Optifine**

A quick guide to the installation of Optifine can be found here.

## Step 1

* Download the **worldfile** of TOTA. Once downloaded, open up your **Run Prompt** *(type 'run' into your search bar)* on your desktop.
* In the Run Prompt, **paste** this: *%APPDATA%\.minecraft*

## Step 2

After downloading the **worldfile** from a reputable source, *(such as my Discord Server or Map Websites)* all you need to do is drag and drop the file into the **.saves** subfolder of your **.minecraft** folder.

* You can open up both windows at the same time to make it easier to drag and drop the worldfile into the correct location.

## Step 3

After correctly moving the worldfile into the right location, **unzip** the worldfile, *(make sure to delete the zipped version afterwards).*

* **Restart** your Minecraft and reopen it on the Optifine 1.19.2 version.

**And just like that, you're done. Have fun!**
To Damage Spells

Creature to Damage

Liquid to Damage

The To Damage spells are a group of projectile modifier spells which can alter the **damage output** of the player's bolts depending on the amount of **criteria** that is met when casted.

The To Damage spells rely on the **player's position** when they cast a bolt, not to be confused with the **bolt's location** when it's traveling.

## Additional Notes

* The To Damage spells each scale slightly differently when dealing damage. The **damage chart** for each spell is further explained below.
* The range of the To Damage spells is roughly **10 blocks** around the player.
* If **no entities** are within range of the To Damage spells, the bolt will deal the damage of a Level 1 Bolt Damage upgrade.

**Creature to Damage** - Your bolt's damage is based on how many **enemies** are near you when casted.

* *1 Enemy - 12 damage*
* *2-3 Enemies - 19 Damage*
* *4-5 Enemies - 28 Damage*
* *6-7 Enemies - 40 Damage*
* *8+ Enemies - 48 Damage*

**Liquid to Damage** - Your bolt's damage is based on how much **alchemic liquid** is near you when casted.

* *1 Pool - 14 damage*
* *2 Pools - 29 Damage*
* *3 Pools - 42 Damage*
* *4 Pools - 58 Damage*
* *5+ Pools - 73 Damage*

* The Liquid to Damage spell **synergizes** exceptionally well with the Delay Cast spells, as the alchemic pools produced by them count towards the criteria.
Blood to Spells

Blood to Oil

Blood to Lava

Blood to Slime

Blood to Agilimorphine

The Blood to spells are a group of utility spells that emit an alchemic liquid from the player whenever they **take damage**.

These liquids are normally supposed to apply a debuff to nearby enemies in **retaliation** to being attacked.

## Additional Notes

* The Blood to spells can be used in conjunction with one another. This means that the player can bleed more than one liquid from a Blood to spell.
* The **Blood to Lava** spell will ignite a nearby enemy and deal 5 damage over a period of 5 seconds.
* The **Blood to Agilimorphine** spell is the only Blood to spell that doesn't apply a debuff to an enemy. Instead, the Blood to Agilimorphine spell applies a greater speed buff to the player for 3 seconds when they take damage.

**Blood to Slime -** The player bleeds slime instead of blood.

* When the player takes damage while having the **Blood to Slime** spell in their **spell slots**, all nearby enemies are applied with a greater slowness debuff for 3 seconds.
Delay Cast Spells

Delay Cast: Circle of Acid

Delay Cast: Circle of Tar

Delay Cast: Circle of Rage

The Delay Cast spells are a group of wand modifier spells that create a small alchemical pool where the player is standing after every **3rd** cast.

Once the player creates a small alchemical pool from the Delay Cast spell, the actual pool won't appear until after a **3 second delay**. This is because the player can potentially take damage to these spells such as the **Delay Cast: Circle of Acid spell**.

## Additional Notes

* The alchemical pools produced by the Delay Cast spells will proc other spells such as Hollow Egg, Transmogrification, Stained Armor, and or Requirement - Alchemy.
* The radius of the pools produced by the Delay Cast spells are **1.5 blocks**, and will last for **5 seconds** before expiring.

**Delay Cast: Circle of Acid -** After 3 casts, you create a small **acid pool**.

* Like most **acid-related spells**, the acid pool produced by the Circle of Acid spell will damage to player if they stand inside it.

**Delay Cast: Circle of Tar -** After 3 casts, you create a small **tar pool**.

* Any entity that is inside the tar pool will be applied with a greater slowness buff.

**Delay Cast: Circle of Rage -** After 3 casts, you create a small pool of **berserker spores**.

* Any entity that is inside the berserker spores will be applied with a strength and speed buff momentarily.
* The berserker spores are a **homage** to the first installment- Clynntanis. The berserker spores in that game act similar to the ones in TOTA.
Hive Swarm Spell

## Hive Swarm

### Description

Every 10 kills, you summon a swarm of angry bees that wander around and sting any enemies that get too close to them.

## Hive Swarm Spell

The Hive Swarm spell is an utility spell that procs whenever the player kills **10 enemies**. When activated, the player will summon **10 tiny bees** that fly around randomly and deal **48 damage** to enemies that get near them.

## Additional Notes

* The player doesn't have to necessarily kill only enemies to proc the Hive Swarm spell, entities such as **stone statues**, **killable enemy attacks**, and even certain **interactables** can proc it as well.
* The bees that are summoned from the Hive Swarm spell will fly around for **10 seconds** before expiring.
* If the player decides to proc the Hive Swarm spell then quickly stash or trash the spell in their **spell sack**, the bees that were summoned from the spell will grow up into adult bees and not die. The bees will also remain there for the remainder of the wave.
Glitched Spell

Glitched spells are rare and potentially **game-breaking** spells that can appear very rarely in specific areas of the game. Glitched spells will always have randomized **effects**, **stats**, and **names**.

Glitched spells can only appear in a player's run in **two** specific ways. The first way is finding it spawn naturally in the Error Room. The other way a player can obtain a Glitched spell is through the effects of the Error Spell.

Glitched spells will always be different from another glitched spell the player finds. This means that the spell's effects will always have a different set of **data**. Glitched spells will **randomize** their spell data based on every other spell's effect in the game.

A Glitched spell will only ever activate its effects when the player fires from their **wand**. The amount of randomized effects that can occur when casting a Glitched spell can vary from **1-298 effects** in a single cast.

## Additional Notes

* Certain **passive-effect** spells such as **Utility** spells may be useless when added into a Glitched spell. This is because only a single **tick** of an effect will activate per cast.
* Certain spell effects which usually require **charges** to cast such as the Black Hole spell can be casted infinitely due to Glitched spells having an infinite amount of charges.
* A Glitched spell's **mana use** per cast is only dependent on the **first** effect that is activated. This means that a Glitched spell could consume **0 mana** if the spell that it grabs its effect from costs 0 mana normally.
* Since every Glitched spell is technically different from one another, this can lead to an infinite amount of different possibilities for combinations with other spells. Additionally, Glitched spells can be used in **conjunction** with one another to cast even more random spell effects together.

## Trivia

* The name randomization of a Glitched spell is pulled from a set pool of **phrases** and **ui icons** which are then mixed around per character. A Glitched spell can contain between **1-8** of these randomized phrases.
* The item sprite of a Glitched spell is pulled from every spell sprite in the game. When generating a Glitched spell, the game will randomize 3-5 spell sprites and layer them over each other to create a overlapping effect- afterwards, each item ID has a 50% chance to have its **color value** inverted.
* Glitched spells were inspired by the TMTRAINER item from **The Binding of Isaac**, in which the item in that game has similar effects.
Level 11 (Endless Halls of Sandstone)

**`Level 11 resembles a seemingly endless maze of Sandstone with cobwebs all over the place. The entities on this level are Hissers, Laughers, and Spiderlins. The sound in this level sounds like screaming and groaning of people and animals. Theories suggest that this place is like a torture for innocent lives made by sick people but this is just a theory. Bodies we're actually found and they we're killed by Troy Price (Later Discovered). The MCHO (the Minerooms Criminal Hunters Organization) base is located here because this place is filled with crime considering this level is a maze, It's used to kill people because it would take a long time to find the body in the endless maze. So this level isn't dangerous because of the entity's, only dangerous because of the people on this level.`**

## `**Entrances**`

* **`If you find an air vent on Level 10 you'll get here`**
* **`If you noclip through a wall on Level 14 than you you'll get here`**
* **`If you find an door on Level 19 labeled Level 11 you'll get here`**

## `**Exits**`

* **`If you find a rainbow wall and noclip through it you'll go to Level 12`**
* **`If you noclip through the ceiling you'll go to Level 24`**
* **`If you find a window in a hallway and go through it you'll go to Level 0`**
Sex in spirits

200. Have spirits sex?

Spirit: “Not as you understand sex; for sex, in that sense, depends on the corporeal organisation. Love and sympathy exist among them, but founded on similarity of sentiments."
201. Can a spirit, who has animated the body of a man, animate the body of a woman in a new existence, and vice versa ?

Spirit: "Yes; the same spirits animate men and women."
202. Does a spirit, when existing in the spirit-world, prefer to be incarnated as a man or as a woman?

Spirit: "That is a point in regard to which a spirit is indifferent, and which is always decided in view of the trials which he has to undergo in his new corporeal life."
Invulnerable on Spells

Invulnerable on Lethal

Invulnerable on Heal

The Invulnerable on spell are a group of utility spells which will grant the player with the invincible buff **momentarily**, as long as they meet a certain **criteria** for the spell.

The invincible buff that the Invulnerable on spells provide **varies**. For instance, the **Invulnerable on Lethal** spell will grant the player 3 seconds of the buff, while the **Invulnerable on Heal** spell will grant it for as long as they are **healing** for.

## Additional Notes

* Both of the Invulnerable on spells can be used in **conjunction** with each other.

**Invulnerable on Lethal** - If you take a large amount of damage, you gain a temporary invulnerability buff.

* The Invulnerable on Lethal spell has a **mana use** of **120**, this is because the invincibility buff that the spell provides lasts much longer and will only proc on a single-instance.
* In order for the Invulnerable on Lethal spell to proc, the player must take over **4HP** *(or 2 hearts)* of damage in a **single tick**, not over time.

**Invulnerable on Heal** - Recovering health will grant you a temporary invulnerability buff.

* The Invulnerable on Heal spell has a **mana drain** of **5**, this is because the invincibility buff that the spell provides lasts much shorter and will continue to proc as long as the player receives healing.
* Playing in the **Novice Difficulty** will allow the Invulnerable on Heal spell to proc much more **frequently** due to the **passive healing** effects that gamemode provides.
Glittering Corpses Spell

see also: Exploding Corpses

The Glittering Corpses spell is a utility spell which causes **slain** enemies to spawn a small **glitter blast** where they were killed. The glitter blast acts similar as if the player has the Bane of Beauty curse active.

In order for the player to obtain this spell in their Spell Shop, they must first **unlock** it through its corresponding achievement.

## Additional Notes

* The explosive radius of the glitter blasts is roughly **4.5 blocks**.
* The glitter blasts created by the Glittering Corpses spell can also **damage** the player if they are not careful enough. Having **defensive** spells such as Explosion Conditioning or Glitter Damper can prove to be quite useful in **conjunction** with it.
* If the player has the **Bane of Beauty** curse active in their run while they are using the Glitter Corpses spell, slain enemies will spawn **two** glitter blasts instead of one.

## Lore

**Glittering Corpses**

*"Ugh.. I don't feel so good."*

*"Oh no, what happened? You don't look so good."*

*"I went to a party last night and I think I ate WAYYY to many glitter cakes."*

*"Aren't those cakes usually used for the firework show?"*

*"Is that why they tasted like gunpowder?"*

*"Dude... it looks like your about to throw up."*
Target Scanner Spell

## Target Scanner

### Description

Your wand occasionally sends out a radar scan around you and highlights all scanned enemies momentarily.

## Target Scanner Spell

The Target Scanner spell is a wand modifier spell which applies the **glowing debuff** to all enemies within a large radius of the player.

A large **visual effect** will display which notifies the player when the Target Scanner spell procs.

## Additional Notes

* The Target Scanner spell will proc every **10 seconds** and will scan all enemies within a **15 block radius**.
* The "scan" of the Target Scanner spell is similar to that of the Radar Bolt spell, just on a much larger scale.
Teleport Bolt Spell

The Teleport Bolt spell is a projectile modifier spell that teleports the player to the point of impact of a bolt.

## Additional Notes

* This spell can be potentially **dangerous** if the player uses other Impact spells in conjunction with the Teleport Bolt spell as they will essentially teleport themselves into danger.
* The player can accidentally slip through the **invisible barriers** in a floor using Teleport Bolt. In most cases, there's a function in the game files which prevents the player from doing this by instantly killing them if they manage to escape.

## Lore

**Teleport Bolt**

*"In the quantum world, teleportation involves the transportation of information, rather than the transportation of matter. Quantum teleportation involves two distant, entangled particles in which the state of a third particle instantly 'teleports' its state to the two entangled particles."*
Null Spell

## Null

### Description

Your bolts will randomly fizzle out sometimes, but mana charge is slightly increased.

## Null Spell

The Null spell is an utility spell that adds an additional upgrade to the player's Mana Recharge, but **nullifies** the player's bolts occasionally.

Bolts that "fizzle out" will turn into **ash** regardless of where they are or what projectile modifier spells the player has in their **spell slots**.

## Additional Notes

* A unique mechanic with the Null spell is that the mana refill is an additional upgrade to the player's overall **Mana Recharge**. This means that if the player's Mana Recharge level is 5 *(which is the theoretical max level),* the Null spell will add one additional level- essentially increasing the player's Mana Recharge level to 6.
* The mana refill per second conversion is *+10 mana per second* when using the Null spell.
Field Spells

Glitter Field (10)

Static Field (10)

Transmutation Field (5)

Chaotic Metamorphosis Field (5)

### Description

When your bolt impacts a surface, it creates a small field of magic which turns all bolts that enter it into something else.

### Mana Cost

100 / use | 100 / use | 250 / use | 200 / use

## Field Spells

The Field spells are a group of projectile modifier spells which creates a **small ring** on the surface of wherever the player's magical bolt **impacted**. These magical rings will turn all other magical bolts that enter it into something else.

Only **one** ring from a specific Field spell can be active at once. This means that the player can have all Field spells' rings present at a time, but only one instance of each.

## Additional Notes

* The magical ring created by the Field spells will last **10 seconds** before expiring.
* If the player decides to create a new ring from a specific Field spell, the old ring that is currently present will expire **immediately**.

**Glitter Field** - When your bolt impacts a surface, it creates a small field of glittering magic which turns all bolts that enter it into **glitter blasts**.

* The glitter blasts created by the Glitter Field spell can also hurt the player if they are not careful enough.

**Static Field** - When your bolt impacts a surface, it creates a small field of electric magic which turns all bolts that enter it into **lightning bolts**.

* The lightning bolts created by the Static Field spell can also hurt the player if they are not careful enough.
* Like normal lightning bolts, the ones created by the Static Field spell can also **ignite** enemies for a small period of time, dealing additional **burn damage** in the process.

**Transmutation Field** - When your bolt impacts a surface, it creates a small field of polymorphing magic which turns all bolts that enter it into **polymorph gas**.

* The polymorph gas that is created by the Transmutation field spell will only apply the polymorphed debuff to enemies and **not** players.
* The proc range to polymorph enemies when inside the magical ring that the Transmutation spell created is roughly **3 blocks**.
* Only 1 enemy can be polymorphed by a bolt effected by the Transmutation Field spell at a time.

**Chaotic Metamorphosis Field** - When your bolt impacts a surface, it creates a small field of mutating magic which turns all bolts that enter it into **random creatures**.

* The random creatures that can emerge from the Chaotic Metamorphosis Field spell include **animals** and enemies found on multiple floors throughout the game.
* The Chaotic Metamorphosis Field spell can help provide some additional **soul points** to the player if they are in a pinch.
Anti-Homing Spell

see also: Homing Spells

The Anti-Homing spell is a projectile modifier spell which causes the player's magical bolts to **avoid** striking an **enemy** when near it.

As useless as this spell sounds, the Anti-Homing spell can provide a variety of helpful uses to specific wand builds. One such example is by using spells such as the Withering Aura spell with it.

## Additional Notes

* The Anti-Homing spell has a proc range of **10 blocks** from the enemy's position.
* The Anti-Homing spell will find **multiple** ways to avoid an enemy by going **under**, **over**, or **around** the enemy's radius.
* If multiple enemies are present around an area, the Anti-Homing spell will **continuously** path around all enemies leading to interesting interactions the magic bolt can path.

## Lore

**Anti-Homing**

*"Well... this is... strange."*

*"It seems that I've managed to reverse the polarity-attraction of my wand. The mana powder extract inside my wand is being pulled away from organic material. It almost looks as if two magnets were facing the same sides and being pulled away from each other... Perhaps, just perhaps, the laws of magic may also fall into this magnetic-theory. This requires more testing."*
Floors

## Overview

In TOTA, the main gameplay is split into different **floors**. Each floor contains **3 waves**, with every **6th wave** being a bossfight, that the player must fight through in order to advance. At the end of each floor, a large portal will open at the center which takes the player to the Spell Shop. The gameplay path that the player takes is mostly the same throughout each of their runs with slight **variations** added to them. *(See map below for alternate floor paths)*

Certain waves on a floor can contain a wave modifier which can occur more frequently depending on the player's Curse statistic.

## ??? Floor

The **??? Floor** is the **final** floor of the game and is by far the **largest** in the game.

Unlike the rest of the floors before this one, the ??? Floor does **not** consist of 3 waves and or a **bossfight**. Instead, this floor contains two **crystal beacons** which will start the **Crystal Stabilization** event when the player enters their ring.

### Crystal Stabilization Event

The Crystal Stabilization event will act similar to a normal wave by spawning in enemies around the area. These enemies which spawn during this event though will be a random enemy found throughout both the **main** and **alternate path** of the game.

Upon starting the event, an **aqua-colored** bossbar will appear where the usual wave timer bossbar appears. This progress bar will display the current **percentage** of stabilization. The bossbar will add an additional percentage every **2 seconds**, but the player can also instantly add **1%** by killing an enemy.

The radius of the stabilization area is roughly **16 blocks**. If the player attempts to try and escape the border, they will sucked in slowly through walls and even the ground if necessary. This can be potentially **dangerous** if there is an enemy which knocks the player far out of bounds.

*There are a total of **two** Crystal Stabilization events that the player must battle through in order to enter the giant door portal. These two crystal beacons can be activated in any order.*
Infinity Spell

## Infinity

### Description

Press F to create a pool of whatever flask is currently in your spell slots. Multiple flasks can be created at once.

### Spell Tier

0

The Infinity spell is an ancient spell which summons an **alchemic pool** based on what types of flasks the player is currently carrying with them. These alchemic pools will inherit all the normal **data** and **properties** to the ones which comes from flasks.

Similar to most Material spells, the Infinity spell will only be casted when the player presses **F** *(or their offhand keybind)* on the spell itself.

## Unlock Method

In order to unlock the Infinity spell, the player must enter New Game+ for the first time on their **savefile**.

## Additional Notes

* The Infinity spell will **not** create pools from the unused flasks category.
* Many alchemic-based spells such as Transmogrification, Liquid Detonation, and or Local Shift will all work with the alchemic pools created by the Infinity spell.
* Like the normal pools created by flasks, the pools created by the Infinity spell will last **20 seconds** before **expiring**.
* The Blood Magic spell **synergizes** exceptionally well with the Infinity spell as long as the player has a **blood flasks** to cast.
Transmogrification Spell

## Transmogrification

### Description

Converts all alchemic liquids that are near your bolts into random forest critters.

## Transmogrification Spell

The Transmogrification spell is a projectile modifier which summons 3 small animals from an alchemical liquid pool. The small animals will wander around and can be killed by both players and enemies.

## Additional Notes

* Some alchemic pools such as the hollow pools from the Hollow Egg spell will not proc Transmogrification. This is because certain alchemic pools are not tagged with the *trans\_proc* tag.
* The Transmogrification spell is a great way for players to farm **soul points** in a pinch. Having spell **synergies** such as Delay Cast spells can make for practically **infinite** soul points!
* The animals created from the Transmogrification spell can be sucked into the black hole entity from the Black Hole spell.

## Lore

**Transmogrification**

*Flask Shipping Request #23ty8*

*Contents include:*

* *1050 Fl oz Chaotic Polymorphine*
* *3500mg Mana Powder*
* *300 Fl oz Blood (Animal)*
* *50 Flasks*
* *1 Fl oz Void Liquid*

*"Ship to - East Observatory"*
Mana Money Spell

The Mana Money spell is a utility spell which causes the player to instantly regain **10 mana points** whenever they pick up a **shilling**.

## Additional Notes

* If the player picks up multiple shillings in a **single tick**, they will only receive 10 mana points.
* **Gold shillings** which spawn during the Greed Blessing will still only refill 10 mana points to the player.
* "**Fake"** shillings which can spawn as a result to certain spells can still proc the effects of the Mana Money spell.

## Lore

**Mana Money**

*Academy Crime Watch Poster:*

*"Warning! Please report any suspicious activity within your sector. An increase in shilling storage robberies has occured in the West Hall."*

*"In order to prevent further robbery, the Master of Shillings has issued an Academy-wide alteration of shillings. These new shillings will contain a thin coat of mana extract in order to identify any stolen currency."*
Alpha Spell

The Alpha spell is a greek letter spell that refills **100 mana points** to the player upon their **5th cast**.

## Additional Notes

* If the player is effected by the silenced debuff, they can still proc the Alpha spell when casting nullified bolts. This makes the Alpha spell one of the very few spells in the game that can circumvent around the silenced debuff.
* Even if the player is out of mana points, they can still cast a bolt for a few ticks. With this logic, this means that the Alpha spell can also proc when the player doesn't even have anymore mana points.
ER40R SP3LL

## ER40R\_SP3LL

The Error\_Spell is an **extremely rare** spell that is occasionally found in the Spell Shop. In order to cast it, the player must **purchase** a spell from the Spell Shop. Upon purchase, the Error\_Spell will glitch out the shop **loot table**.

When bugging out the shop loot table, a variety of things can happen as listed below:

* Certain spell locations on the Spell Board that were previously purchased will become **free**.
* **50%** of all spells rolled next will become a Glitched spell.
* **Rerolls** the entire shop loot table.
* Makes certain spells unable to be purchased until rerolled again.
* Certain spell locations on the Spell Board can be repurchased again.

The Error\_Spell can be potentially **game-breaking** as the player can also decide when or when not to use the **glitched effect** of it in order to purchase the spells of their liking.

## Additional Notes

* The Error\_Spell is the only spell in the game that has a **spell tier** of **4**. This is because the Error\_Spell's chance of appearing in the Spell Shop is rare- being a **1/2500** chance to be put on the Spell Board (or a **1/208** of showing up when entering the Spell Shop).
* The glitching effect of loot tables only applies to the one found in the Spell Shop.
* The player can also obtain the Error\_Spell from other **outside sources** such as finding them in chests.
Block of Spells

Block of Soil (3)

Block of Diamond (3)

The Block of spells are a group of material spells that conjures a **block**.

The effects of what each block does vary but they both help to player each in their own ways.

## Additional Notes

* Due to the **blocks** that are produced from the Block of spells not being an actual Minecraft block but instead an **entity**, the player's bolts can bounce off of the block and onto the floor.
* More than one block can be created at a time if the player has enough mana to cast multiple.
* The blocks that are created from the Block of spells last roughly **20 seconds** before disappearing.

**Block of Soil -** Creates a **rooted dirt block**.

* The rooted dirt block that is created from the Block of Soil spell will summon flowering bushes that will follow the player and deal **12 damage** to any nearby enemies.
* The flowering bushes that are summoned from the rooted soil block only have a lifetime of **10 seconds** before expiring.

**Block of Diamond -** Creates a **diamond block**.

* The diamond block that is created from the Block of Diamond spell will apply a moderate resistance buff to the player whenever they are within the **visual circle** of the block.
* The damage reduction from the resistance buff is **40%**.
Kills to Mana Spell

The Kills to Mana spell is an utility spell which replenishes the player's mana by 50 points when killing an enemy.

## Additional Notes

* Unlike what the in-game description states, the player can kill anything to refill 50 mana points- not just enemies. Things such as **stone statues**, **killable enemy spells**, or even certain **interactables** can all proc the Kills to Mana spell.
* If the player kills more than 1 enemy within a single tick, they will only refill 50 mana points regardless of the enemy kill stacking.
Local Shift Spell

## Local Shift

### Description

Press F to convert all alchemical liquids into something else. Shifted liquids will remain until the end of the wave.

## Local Shift Spell

The Local Shift spell is a material spell that **changes** all the **alchemic pools** within the floor into another alchemic liquid. When an alchemic pool is shifted, it will remain on the floor until either the player starts a new wave or leaves the floor.

When activating the Local Shift spell, the player cannot shift any alchemic pools that have previously been shifted. Pools that were already shifted will display a small **eye icon** next to their name.

Certain more overpowered liquids will not be included in the Local Shift loot table. These are all the possible alchemic liquids that pools can be shifted into:

* *Acid*
* *Agilimorphine*
* *Gravitium*
* *Regeneration*
* *Oil*
* *Blood*
* *Romantium*
* *Water*
* *Chaotic Polymorphine*
* *Liquor*
* *Slime*
* *Ambrosia*

## Additional Notes

* Whilst the in-game description for the Local Shift spell states that it will *"convert all alchemical liquids,"* these liquids must have been created by a flask. This means that spells that create alchemic pools will **not** proc the Local Shift spell, but alchemic pools created by throwable flasks will.
* Unlike the alchemic pools produced by the Blood Cordyceps and Hollow Egg spell, the pools that are shifted by the Local Shift spell will keep their properties when an entity steps inside them.
Always Critical Spell

The Always Critical spell is a projectile modifier spell that modifies the NBT data value of the player's bolts.

Not to be confused with critical damage of a bolt, but the critical proc chance percentage is set to **100%**. This means that on its own it does nothing, but paired with **bolt creation spells** such as Triplicate Bolt, Duplication spells, and or Fountain Formation; the artificial bolts will always land critical hits instead of occasionally.

## Additional Notes

* Due to how the game is coded, **regular magic bolts** that the player casts already have a critical proc chance of 100%.
* The damage added to artificial bolts are roughly **30-100** additional impact damage with each being increased depending on the current Bolt Damage upgrade level.
* An odd mechanic with the Always Critical spell is that the damage of the duplicated bolts can stack to ludicrous amounts of damage depending on the **velocity** of the bolt. In most cases, the damage can reach upwards of **400 damage** as long as the speed of the duplicated bolt is increased.

## Lore

**Always Critical**

*Magic for Dummies - Vol. 9*

*"Certain magic bolts that a user can create as a byproduct of other spells will normally contain no real power in them. This is due to the magic within the original bolt sharing only a small fraction of its power to the other cloned bolts. If one was able to equally share that magic between all bolts, they can unlock a lot of potential."*
Aim Spells

Auto-Aim

Danger-Aim

Impact-Aim

The Aim spells are a group of wand modifier spells which cause the player's **on-screen crosshair** to instantly lock onto the **nearest enemy** whenever the player interacts with the environment.

Certain **enemy-spells** and **projectiles** that appear to be an enemy, will not proc the Aim spells. Additionally, smaller enemies like **vex-type** mobs and **1-block height** enemies will proc the Aim spells, but will always aim slightly above the target.

## Additional Notes

* The Aim spells can prove to be annoying in certain situations in which the player might want to run away- as when the Aim spells proc, the will most likely lock onto the enemy right behind them, causing them to starting running right towards it.

**Auto-Aim -** Your crosshair snaps to the nearest enemy whenever you **cast a bolt**.

* The Auto-Aim spell can prove to be very useful if the player intends to stand still throughout most of their fights. Having a high level of **Fire Rate** can also work well in conjunction with this strategy.

**Danger-Aim -** Your crosshair snaps to the nearest enemy whenever you **take damage**.

* Certain damaging debuffs such as **wither** or **poison** can continuously proc the Danger-Aim spell which can either help or hinder the player in fights.
* **Self-damaging spells** such as Blood Magic or Life for Power will proc the Danger-Aim spell.
* If the player has **shield hearts** from the Energy Shield spell, the Danger-Aim spell will not proc due to the player taking **absorption damage**- and not **true damage**.

**Impact-Aim -** Your crosshair snaps to a bolts **impact-point** with a surface.

* Having **multicast** spells such as Card spells or On Expiration spells will cause the player's crosshair to constantly snap into multiple positions.
Gravitational Pull Spell

The Gravitational Pull spell is a projectile modifier spell which causes the player's **magical bolts** to turn enemies into a **center of gravity** momentarily when they are struck by it.

The gravity well effect of the Gravitational Pull spell causes nearby enemies and certain entities to be **sucked** into the **tagged enemy**.

## Additional Notes

* More than one enemy can be tagged by the Gravitational Pull spell. When two tagged enemies are near each other, they will both suck each other in at a much **stronger** rate. This gravity well effect can stack and pull in any nearby enemies much stronger.
* The Gravitational Pull spell has one of the most expensive **mana drain** costs out of all the spells in the game. This being because of how the Gravitational Pull spell can potentially **immobilize** and entire hoarde of enemies.
* Boss-type enemies are unaffected by the gravity well effect of the Gravitational Pull spell.

## Lore

**Gravitational Pull**

*"Excuse me, assistant. How much void liquid is left in stock this season?"*

*"According to the storage records, about 23 Fl oz left."*

*"I see. Will it be possible to order 100 Fl oz by next month?"*

*"100?! That's more than we can afford in a year! Why do you need that much?!"*
Trail Spells

Flame Trail

Frost Trail

Poison Trail

Rainbow Trail

Trail spells are projectile modifier spells that applies a certain effect to any mob within close range of a casted bolt. These effects usually last around 5 seconds before wearing off.

## Additional Notes

* Trail spells can be **synergized** with each other. This means that the player can use multiple trail spells at once and still be able to apply the various effects from a single bolt to an enemy.

**Flame Trail -** Ignites an enemy which deals 10 damage of a period of 5 seconds.

**Frost Trail -** Slows an enemy's movement by 80% for 3 seconds.

* Vex-type mobs are unaffected by the Forst Trail's slowing effect.

**Poison Trail -** Applies a greater poison debuff to enemies which deals 9 damage over a period of 5 seconds.

**Rainbow Trail -** Creates a visual rainbow effect on each bolt you cast. *(Yeah, that's it)*

* The Rainbow Trail spell is purely for cosmetic and does absolutely nothing else - hence, why its spell tier is 3.
* The Rainbow Trail spell was added as a gimmick spell and a homage to the Rainbow Trail spell found in **Noita**.
Magic Cart Spell

## Magic Cart

### Description

You cast a homing minecart instead of a bolt. When near an enemy, the minecart will create a magic explosion and burst out magical bolts.

## Magic Cart Spell

The Magic Cart spell is a projectile modifier spell which summons a minecart full of mana powder. The minecart will **home** onto the nearest enemy and generate a **magical explosion** with **5 duplicated bolts** when within range.

The Magic Cart spell is one of the few projectile modifier spells which replaces the player's bolt with an entity. Certain spells such as Trigger 2.0 or Distance Cast spells will allow the player to **safely** cast the Magic Cart spell without being damaged by its magical explosion.

## Additional Notes

* The duplicated bolts that are created by the Magic Cart spell can be affected by the Always Critical spell.
* An **exploit** which can be done with the Magic Cart spell is that the player can **ride** the minecarts that are summoned. Though for the most part this is pretty useless, there may be some **map exploits** the player can preform.
* The homing effect of the Magic Cart spell is not limited to the ground, and can also **levitate** off the floor in order to attack flying enemies.

## Lore

**Magic Cart**

*"Minecarts are usually found in the mineshafts near the Academy's cave systems. These mineshafts were long-abandoned by an ancient race of humans. With the lack of mana powder storage transportation present around the Academy, the scholars began thinking of ways to utilize these forgotten carts."*
Card Shops

## Overview

This content was added in the game version **v1.09** any versions before this is unreleased content.

The **Card Shop** is a special shop which can be accessed within the Spell Shop if the player uses the Contraband Token while inside it.

The Card Shop will sell **5 random** playing cards with a price ranging from **50-15 shillings**- similar to the prices seen inside the Spell Shop. Additionally, the right-most card being sold in the Card Shop will always be on **sale**.

The Card Shop takes the appearance of a early 80s western **mini-arcade**, with various color pallets and structures being a homage to those from that time. An overlay filter is also placed over the player's screen when they enter the Card Shop to simulate an old **VHS recorder**.

### Playing Cards

The playing card consumables that are being sold in the Card Shop will always spawn regardless if the player has unlocked playing cards on their **savefile** yet.

Certain playing cards such as the Error Card will **not** spawn in the Card Shop pool until the player has unlocked it.

The Rules Card consumable has a **25% chance** to replace the on sale item within the Card Shop when the player enters it.

If the player enters the Card Shop whilst having the Anarchy relic, the Card Shop will be replaced by random items from the game.

## Gacha Machine

The **Gacha Machine** is a shop machine which will always spawn in the Card Shop.

In order to play the Gacha Machine, the player must pay **30 shillings** for 1 credit. Upon clicking the button, the machine will select a random number from **1-6**. The number that is rolled will reward the player with the corresponding item in the machine.

The **loot table** for the Gacha Machine is similar to that of the **Anarchy** relic. This means that the Gacha Machine can contain any random spell, relic, flask, or consumable inside it when the player enters the Card Shop.

If the player rolls a number which has already previously been rolled, they are rewarded with **nothing**.

## Additional Notes

* If the player consumes another Contraband Token whilst inside the Card Shop, they will instead **reroll** all items inside both the **card booth** and Gacha Machine.
* If the player has not yet rescued the Master of Tarot **NPC** on their savefile, he will not spawn inside the Card Shop when the player enters it.
* Unlike the Spell Shop, it is possible to move around the **shop item entities** with **explosions** from spells. This can cause the shop items to be out of the **purchase range** for the player.
Fountain Formation Spell

## Fountain Formation

### Description

You shoot out a trigger bolt that flies straight upward until it hits the ceiling. Once it impacts, it creates 4 bolts that fall downward.

## Fountain Formation Spell

The Fountain Formation spell is a projectile modifier which casts a **spectral arrow** (which deals no damage) that travels straight upward. Once the spectral arrow hits a surface or ceiling, it summons **4 bolts** that fall in an arcing path downward.

The 4 bolts that are summoned by the spectral bolt are real **magic bolts** that will apply projectile modifier effects. The major issue with this spell is that it can potentially drain mana 4 times as fast.

## Additional Notes

* If the trigger bolt somehow hits an enemy instead of the ceiling, it will deal no damage to the target.

## Lore

**Fountain Formation**

*"Did you mean to fire your wand straight upwards?"*

*"Uhh no? That's odd..."*

*"Oh wait! I think I see it coming back down!"*

*"Oh yeah, you're right. Wait a second, I don't remember firing off THAT many bolts."*

*"RUN!!"*
Requirement Spells

Requirement - Knowledge (2)

Requirement - Kills (2)

Requirement - Alchemy (2)

The Requirement spells are a group of utility spells that require a **secret trigger** to proc the spells. Upon correctly discovering how to proc each Requirement spell, the player is rewarded with a short **regeneration buff**.

## Additional Notes

**Requirement: Knowledge -** The player must obtain 10 levels of xp to proc this spell.

* Once the Requirement: Knowledge spell procs, the player's xp levels will be reset back to 0.
* The player must kill approximately **20-30 enemies** to reach level 10.

**Requirement: Kills -** The player must kill 25 enemies to proc this spell.

* The player doesn't have to necessarily kill only enemies to proc this spell, other **killable entities** and **interactables** can add 1 kill to the counter for this spell.

**Requirement: Alchemy -** The player must stand in alchemic pools to proc this spell.

* While **most** alchemic pools will proc this spell, there are also certain enemy attacks that look like alchemic pools, but will not actually proc this spell.