FANDOM


Content Author: Unknown

100px In-game Verification Needed: There are items below that have not been verified as accurate. They have been marked as such. If you can verify them, please edit the article accordingly.
SPOILERS — WARNING — SPOILERS

Magic (not to be confused with M. Specials) is a combat mechanic designed to inflict physical or lust damage, apply positive or negative status effects, or restore the champion's HP.

Spells have a cost associated with them for each usage, which uses fatigue by default or HP if Inquisitor's Robes or Inquisitor's Corset is equipped. The cost and strength of the spells can be improved from equipment and perks.

"Black magic is drawn from the emotions and feelings of the body, while white magic comes from the thoughts of the mind."

Spells Edit

Spells comes in two varieties, "white" and "black". The spell types are not associated with moral alignment, but with lust. Due to this, black magic is typically preferred by demons. Spells are learned sequentially from White Books or Black Books and have no requirements. Alternatively, you can learn them in Tel'Adre by studying at the tower.

White and black magic are not mutually exclusive and the champion is allowed to learn all of the spells from both types.

Spells are affected by a both a spell effect multiplier (increasing all spell effects unless specified otherwise) and a spell cost multiplier (working for both fatigue and blood magic). Blood magic, however, has a minimum spell cost of 5 HP. Perks are given for 5, 15, and 45 spell casts over all spells, which increases the effect multiplier for spells.

White Magic Edit

White magic (often called the power of the soul) is the conceptual opposite to black magic. White magic spells require the character have less than 75% of their maximum lust in order to be cast. This threshold can be increased via perks.

  • Charge Weapon: The Charge Weapon spell will surround your weapon in electrical energy, causing it to do even more damage. The effect lasts for the entire combat.
    • Costs 15. Increases weapon damage by 10 (Maximum 100) until the end of combat. Can be cast automatically from the Spellsword perk.
  • 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.
    • Costs 20. 75% success rate. Lasts for 5 turns (affected by multiplier). Strength of effect varies from case to case (usually around 25% but never more than 50%) and is unaffected by multiplier.
  • Whitefire: Whitefire is a potent fire based attack that will burn your foe with flickering white flames, ignoring their physical toughness and most armors.
    • Costs 30. Deals 10 + 33% to 83% of intelligence in damage and completely ignores all forms of defense. Deals 50% more damage versus Goo Girls and 20% more damage versus Tentacle Beasts.
    • With the Raging Inferno perk, this ability has no limit to it's total damage. Raging inferno adds 20%, 35%, 45% more damage after each cast, then 5% more for every subsequent cast.

Black Magic Edit

Black magic is the conceptual opposite to white magic. Black magic requires the character have more than 50 lust (this number is a flat amount and cannot be modified.)

  • Arouse: The arouse spell draws on your own inner lust in order to enflame the enemy's passions.
    • Costs 15. Deals 20% of the character's intelligence as lust damage (affected by multiplier), plus 0 to 20% of the enemy's libido + corruption minus twice their intelligence (unaffected by multiplier). Overall effectiveness varies from enemy to enemy.
  • Heal: Heal will attempt to use black magic to close your wounds and restore your body, however like all black magic used on yourself, it has a chance of backfiring and greatly arousing you.
    • Costs 20 fatigue (unaffected by blood magic). 75% success rate (85% with Focused Mind perk). Heals for the character's level plus 66% to 166% of the character's intelligence. On backfire, deals 15 lust damage to self and increases libido by 0.25 points.
  • 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.
    • Costs 25. 75% success rate (85% with Focused Mind perk). Increases strength and toughness by 10 (Maximum 100). On backfire, deals 15 lust damage to self and increases libido by 0.25 points. Lasts until end of combat. Can be automatically cast with a perk.
  • Blackfire: Blackfire is the magic variant of Whitefire. It is a potent fire based attack that will burn your foe with flickering black and purple flames, ignoring their physical toughness and most armors. (Not available in vanilla CoC)
    • Costs 40. 75% success rate (85% with Focused Mind perk). Deals 30 + 33% to 83% of character's intelligence in damage and completely ignores all forms of defense. Deals 50% more damage versus Goo Girls and 20% more damage versus Tentacle Beasts. On backfire, deals 15 to 35 lust damage to self and increases libido by 1 point.
    • With the Raging Inferno perk, this ability has no limit to it's total damage. Raging inferno adds 20%, 35%, 45% more damage after each cast, then 5% more for every subsequent cast.
    • As it deals 20 more damage, costs 33% more to use, requires 50 lust, and can backfire with substantial lust damage, it is not advised to use this spell over Whitefire.

Perks Edit

There are various perks which improve the potency or cost of your magic. They are obtained through levelling or casting spells.

Power Perks Edit

These perks directly increase the potency of your spells. These perks all stack additively (Unknown if all perks work this way).

  • Spellpower: Increases the effects of your spells by 50%. Requires 50 intelligence.
  • Mage: Increases the effects of your spells by 50%. Requires 50 intelligence and the Spellpower perk.
  • Archmage: Increases the effects of your spells by 50%. Requires 75 intelligence and the Mage perk.
  • Channeling: Increases the effects of your spells by 50%. Requires 60 intelligence, the Spellpower perk, and you must know at least one spell.
  • Raging Inferno: Increases the damage of your spells for each subsequent cast (20%, 35%, 45%. then 5% added per cast with no limit.) [Requirements to be added]

Utility Perks Edit

These perks do not directly modify the spells, but will assist in casting them. Spell cost reductions are additive.

  • Spellcasting Affinity: Reduces spell cost by up to 50%. Obtained at 5, 15, and 45 total casts respectively.
  • Spellsword: Automatically casts Charge Weapon at the beginning of every fight. Requires 80 intelligence, level 12, Channeling perk, and the Charge Weapon spell.
  • Battlemage: Automatically casts Might at the beginning of every fight. Requires 80 intelligence, level 12, Channeling perk, and the Might spell.

Items Edit

There are various items which improve the potency or cost of your magic. They are obtained from enemies, shops, or by crafting.

Weapons Edit

Weapons increase the effect of spells.

Armor Edit

Armor manipulates the cost of spells.