Castle of the Winds/Magic

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CoTW tends to favour the use of magic in combat, as spells are the only player-character weapons that work from a distance (there are no bows). The player character automatically gains a spell with each level-up, and can permanently gain another using the corresponding book (found or purchased), until he learns all the 30 spells (the maximum level is also 30, but because of books it's typical to learn all spells by level 12). There are two opposing pairs of elements: cold vs. fire, and lightning vs. acid/poison (the player has no acid/poison attacks, but some monsters do). The spells are divided into seven categories.

The Mana concept[edit]

Mana is the player's reserve of magical energy. It is replenished over time and when a player levels up or drinks specific potions, and is spent whenever he or she casts a spell. The player can cast spells that run Mana into the negative, risking a temporary but potentially fatal drop in Constitution.

A player gains one Mana point on the hour while awake, and two while sleeping. When sleeping, he will not wake until he or she is attacked, or full Mana is restored.

Unlike Dungeons & Dragons, where wizards must prepare specific spells, and can cast a limited number per day, CoTW allows any spell to be cast at any time. This typically means that attack spells are cast much more often.

The Mana cost of a spell depends not only on the spell itself but also on the caster’s level. All spells always cost at least one Mana point; there are no free spells or fractional points.

Attack Spells[edit]

Against an elementally neutral monster, fire is stronger than lightning, which is stronger then cold.

Magic Arrow Cold Bolt Lightning Bolt Fire Bolt Cold Ball Ball Lightning Fireball Sleep Monster Slow Monster Transmogrify Monster
COTW Magic Arrow Icon.png COTW Cold Bolt Icon.png COTW Lightning Bolt Icon.png COTW Fire Bolt Icon.png COTW Cold Ball Icon.png COTW Ball Lightning Icon.png COTW Fireball Icon.png COTW Sleep Monster Icon.png COTW Slow Monster Icon.png COTW Transmogrify Monster Icon.png

Bolts (Magic Arrow, Cold Bolt, Firebolt and Lightning Bolt) may be fired in any direction, at a target tile any distance away. Bolts will fly past traps, open doors, landmarks, furniture and even town buildings. If the target tile is empty, the bolt will explode in midair. If a wall or closed door is in the way, the bolt will hit it; walls will be unharmed, but doors will break. If the bolt hits a monster, either at the target tile or in the way, there is a random chance (depending on distance) that it will miss and do nothing. If it hits, it will damage the monster.

Balls (Cold Ball, Fireball and Ball Lighting) are so large that they always hit. Like bolts, they may hit something and explode before reaching their targets, but this applies only to the center tile of the ball. The damage done by a ball is equivalent to the corresponding bolt in the center, and half as strong in the eight surrounding tiles. There is no ball spell corresponding to Magic Arrow.

Magic Arrow[edit]

The Magic Arrow spell hurls a small bolt of sorcerous energy at the target. It will unerringly strike any target within sight of the caster, doing damage equivalent to an arrow. This is a basic magical attack, weak and non-elemental, affecting one target monster.

Strategy: This is the game's most basic attack spell, and is the optimal one to pick for the first level, especially on harder difficulties. It should be used to kill or weaken more powerful foes from a distance, without endangering the character's health.

Spell level: 1
Base mana: 1
Time to cast: 5 seconds

Cold Bolt[edit]

The Cold Bolt spell sends a bolt of freezing cold blasting towards the target. Fire-using creatures will take extra damage from the bolt, but cold-using creatures will take only partial damage.

Strategy: An upgrade in damage from the magic arrow, the cold bolt is not as absolutely necessary to pick up, but having access to a stronger spell is always useful if coming across a particularly tough foe. Overall, the cold bolt is a strong choice to pick as a level-up spell. Be aware that some creatures, such as undead, white dragons and white wolves, will resist the spell.

Spell level: 2
Base mana: 2
Time to cast: 5 seconds

Lightning Bolt[edit]

The Lightning Bolt spell sends an electrical discharge arcing towards the target. Electrically-based creatures such as Blue Dragons will take only partial damage from this attack.

Strategy: The lightning bolt is the second most powerful single-target magic attack. Like the other bolts, it is always useful to pick up if you are looking for a damage boost. The lightning bolt is particularly useful against devils, who are immune to fire, and should be learned by at least the 10th level of the final dungeon.

Spell level: 3
Base mana: 3
Time to cast: 5 seconds

Fire Bolt[edit]

The Fire Bolt spell sends a bolt of fire blasting towards the target. Cold-using creatures will take extra damage from the bolt, but fire-using creatures will take only partial damage.

Strategy: The fire bolt is the strongest source of single-target damage, and is a great choice for a level-up spell. Use this against the toughest opponents that you want to kill ASAP (Undead, thieves, etc.). Be aware that it is useless against some strong enemies, such as devils, red dragons, and the final boss. Therefore it is wise to learn lightning spells alongside this one.

Spell level: 3
Base mana: 3
Time to cast: 5 seconds

Cold Ball[edit]

The Cold Ball is a more powerful version of the Cold Bolt. Upon reaching its target, the energy released by this spell explodes into a freezing sphere covering the nine squares around the target. The monster on the target square takes full damage, and those on the eight adjoining squares take half damage. As with the Cold Bolt, fire-using creatures will take extra damage from the spell, but cold-using creatures will take only partial damage.

Strategy: The cold ball is the first splash-damage spell you will have access to. If you have teched your character to focus on dealing spell damage, it will be useful to have a more mana-efficient way of dealing with multiple enemies at once. However, if your focus is more on building a melee character, you can probably skip over this spell in the early-game. Also remember that the damage it deals will be resisted by the same creatures as the cold bolt.

Spell level: 3
Base mana: 4
Time to cast: 5 seconds

Ball Lightning[edit]

The Ball Lightning spell is a more powerful version of the Lighting Bolt. Upon reaching its target, the energy released by this spell explodes into a ball of lightning covering the nine squares around the target. The monster on the target square takes full damage, and those on the eight adjoining squares take half damage. As with the Lightning Bolt, electrically-based creatures will take only partial damage.

Strategy: Ball lightning is a great AOE damage spell. This spell only gets better the further you advance in the game, as it excels at dealing with the multiple devils you will encounter towards the end, as well as the final boss himself. Its damage output is not quite as high as the fireball, but it is still recommended to pick up at least by the latter stages of the game.

Spell level: 4
Base mana: 4
Time to cast: 5 seconds

Fireball[edit]

The Fireball spell is a more powerful version of the Fire Bolt. Upon reaching its target, the energy released by this spell explodes into a firestorm covering the nine squares around the target. The monster on the target square takes full damage, and those on the eight adjoining squares take half damage. As with the Fire Bolt, cold-using creatures will take extra damage from the spell, but fire-using creatures will take only partial damage.

Strategy: In terms of highest damage-per-cast, the fireball is the strongest spell in the game. It is therefore probably worth picking up as soon as you are offered it, though more melee-focused characters may want to skip it in favour of ball lightning, which is resisted by far less creatures in return for slightly lower damage output. It is best used against strong foes you don't wish to take on in melee, especially when they are surrounded by other, weaker enemies.

Spell level: 4
Base mana: 5
Time to cast: 5 seconds

Sleep Monster[edit]

The Sleep Monster spell causes the targeted monster to fall into an light, enchanted sleep. Any attempt to attack the monster while it sleeps will awaken it; hence this is useful mostly for quick escapes. The effects of this spell wear off in 10 minutes and some monsters and all bosses are immune.

Strategy: Sleep monster is a defensive spell, best for immobilizing a particularly strong foe that surprises you in melee range, or stopping a troublesome enemy while you deal with a group. However, many creatures you might want to use this on (particularly undead, who are some of the worst enemies to engage at melee range) are immune. Furthermore, if you are trapped in a corridor, putting the monster to sleep does little, as you cannot escape without waking it. There are also other options to escape, such as phase door, teleport, or transmogrify monster. Therefore, sleep monster has some serious drawbacks and is probably not worth picking as a level-up spell.

Spell level: 3
Base mana: 4
Time to cast: 5 seconds

Slow Monster[edit]

The Slow Monster spell causes the targeted monster to move at about half its normal speed. Note that the effects of several of these spells can accumulate, but each successive one is less effective than the last. This means a monster will move at 1/2, then 1/3, then 1/4, then 1/5 ... of its normal speed. The effects of this spell wear off in 10 minutes, and bosses are immune.

Strategy: Unsurprisingly, this spell is best used on monsters who are much faster than your character (manticores, for instance). This can either help you run away, or give you more time to pummel them with ranged spells. This is a situationally useful - but not crucial - spell depending on your playstyle. If you like killing everything with magic but are frail in melee, you should definitely consider taking this to ease some of the harder encounters. However, a melee character can probably skip this spell, as there are better escape options available.

Spell level: 3
Base mana: 4
Time to cast: 5 seconds

Transmogrify Monster[edit]

The Transmogrify Monster spell causes a targeted monster to be transformed into another type. The new type could be more or less powerful than the old. Note that the "injuredness" of a monster is preserved, so a Red Dragon that has lost half its hit points and is transformed into a Hill Giant will have half the normal hit points of a Hill Giant. Bosses cannot be transmogrified and monsters will not become bosses.

Strategy: An interesting late-game spell which will transform a monster into another random one. This spell is best used on particularly annoying foes, such as those with permanent stat-draining effects, or thieves. It can also be used to deal with troublesome monsters who surprise you while resting. The downside of the spell is its high cost and random effect - there is no guarantee that the new monster will not be worse! Again, there are cheaper defense options and this is by no means a crucial pick-up, but feel free to experiment with it if it suits your playstyle.

Spell level: 5
Base mana: 6
Time to cast: 5 seconds

Defense Spells[edit]

Defensive spells allow the player to temporarily raise his Armor Value or take less damage from elemental attacks.

Shield Resist Cold Resist Lightning Resist Fire
COTW Shield Icon.png COTW Resist Cold Icon.png COTW Resist Lightning Icon.png COTW Resist Fire Icon.png

Shield[edit]

The Shield spell conjures a small magical shield, which will move itself to block attacks on you. In effect, it temporarily increases the character's Armor Value by 5. You may cast this spell multiple times to create many such shields, greatly increasing your protection.

Spell level: 1
Base mana: 1
Time to cast: 5 seconds

Resist Cold[edit]

The Resist Cold spell increases the character's resistance to a cold-based attack, reducing the damage by half. Its effects are cumulative, so casting two Resist Cold spells cuts the damage from White Dragon breath to 1/4 its normal value.

Spell level: 3
Base mana: 3
Time to cast: 5 seconds

Resist Lightning[edit]

The Resist Lightning spell increases the character's resistance to an electrical attack, reducing the damage by half. Its effects are cumulative, so casting two Resist Lightning spells cuts the damage from Blue Dragon breath to 1/4 its normal value.

Spell level: 3
Base mana: 3
Time to cast: 5 seconds

Resist Fire[edit]

The Resist Fire spell increases the character's resistance to a fire-based attack, reducing the damage by half. Its effects are cumulative, so casting two Resist Fire spells cuts the damage from Red Dragon breath to 1/4 its normal value.

Spell level: 3
Base mana: 3
Time to cast: 5 seconds

Healing Spells[edit]

Healing spells heal player wounds by restoring Hit Points, or they rid the body of poison and stop further Hit Point loss from poison. The higher the level of the spell, the more damage can be healed.

Heal Minor Wounds Heal Medium Wounds Heal Major Wounds Neutralize Poison Healing
COTW Heal Minor Wounds Icon.png COTW Heal Medium Wounds Icon.png COTW Heal Major Wounds Icon.png COTW Neutralize Poison Icon.png COTW Healing Icon.png

Heal Minor Wounds[edit]

The Heal Minor Wounds spell repairs injuries suffered in combat, restoring Hit Points (HP) to the player. The greater of 8 hit points or 20% of the player's maximum hit points will be regained, not exceeding the character's maximum.

Spell level: 1
Base mana: 1
Time to cast: 5 seconds

Heal Medium Wounds[edit]

The Heal Medium Wounds spell repairs injuries suffered in combat, restoring Hit Points (HP) to the player. The greater of 16 or 40% of the player's maximum hit points will be regained, not exceeding the character's maximum.

Spell level: 3
Base mana: 3
Time to cast: 5 seconds

Heal Major Wounds[edit]

The Heal Major Wounds spell repairs injuries suffered in combat, restoring Hit Points (HP) to the player. The greater of 24 or 60% of the player's maximum hit points will be regained, not exceeding the character's maximum.

Spell level: 4
Base mana: 5
Time to cast: 5 seconds

Neutralize Poison[edit]

The Neutralize Poison spell purges all the poisons from the body of the character. While it doesn't cure the damage caused by the poisons, it does prevent further damage from occurring. The spell is potent enough to counter even the effects of Green Dragon breath.

Spell level: 2
Base mana: 3
Time to cast: 5 seconds

Healing[edit]

The Healing spell repairs all injuries suffered in combat, restoring maximum Hit Points (HP) to the player.

Spell level: 5
Base mana: 6
Time to cast: 5 seconds

Movement Spells[edit]

These spells allow the player to save time or avoid obstacles by manipulating the way he or she moves.

Phase Door Levitation Rune of Return Teleport
COTW Phase Door Icon.png COTW Levitation Icon.png COTW Rune Of Return Icon.png COTW Teleport Icon.png

Phase Door[edit]

The Phase Door spell opens an extra-dimensional portal which transports the player to a random location from 5 to 10 squares from his or her current position.

Spell level: 1
Base mana: 1
Time to cast: 5 seconds

Levitation[edit]

The Levitation spell allows the player to walk on air for a time, thereby avoiding many of the gravity activated traps in the dungeon. Good for avoiding all traps but Glyphs of Warding.

Spell level: 2
Base mana: 2
Time to cast: 5 seconds

Rune of Return[edit]

One of the most useful spells in the adventurer's repertoire, the Rune of Return spell can have two effects, depending on the player's location. From inside a dungeon, the spell will return the player to the ground level, bypassing the levels in between. From ground level, the spell teleports the player to the deepest place the player has visited so far. This saves a lot of time when exploring the deeper realms, since you don't have to fight your way to the surface all the time. After casting this spell, there is a short period of time when teleportation is ineffective on the character.

Spell level: 3
Base mana: 3
Time to cast: 5 seconds

Teleport[edit]

A more powerful version of the Phase Door spell, the Teleport spell will move the player to a random location at least 10 squares from his/her current location.

Spell level: 3
Base mana: 3
Time to cast: 5 seconds

Divination Spells[edit]

Divination is the art of discovering hidden knowledge by other than normal means. These spells allow you to see helpful things which you would otherwise either never figure out, have to pay for or have to spend time finding out.

Detect Object Detect Monsters Detect Traps Identify Clairvoyance
COTW Detect Objects Icon.png COTW Detect Monsters Icon.png COTW Detect Traps Icon.png COTW Identify Icon.png COTW Clairvoyance Icon.png

Detect Objects[edit]

The Detect Objects spell shows the location of all the objects on the current level. These sites will remain seen, but if the objects are later moved by some creature, this will not be discovered until the site is actually visited.

Spell level: 1
Base mana: 1
Time to cast: 30 seconds (can be interrupted)

Detect Monsters[edit]

The Detect Monsters spell allows the player to detect all monsters in the dungeon, even through solid rock. It lasts for approximately 30 minutes, plus one additional minute for each level of the character casting the spell. It carries from floor to floor should the player move vertically.

Spell level: 2
Base mana: 2
Time to cast: 30 seconds (can be interrupted)

Detect Traps[edit]

The Detect Traps spell attempts to detect all the traps on the current level. Traps within 10 squares of the player are guaranteed to be found. Beyond that the chance of detection drops with distance. A known trap is less likely to go off, and of course can be disarmed or avoided as well.

Spell level: 2
Base mana: 2
Time to cast: 30 seconds (can be interrupted)

Identify[edit]

The Identify spell identifies the target object, which can be in one of the inventory slots, your pack, on the belt, or on the floor. Identifying an object before use allows cursed objects to be avoided, and helps the player compare objects by identifying any bonuses they may have. This spell will also identify the number of charges a wand or staff has.

Spell level: 2
Base mana: 2
Time to cast: 60 seconds (can be interrupted)

Clairvoyance[edit]

The Clairvoyance spell allows the character to "see" an area of the dungeon without visiting it. Once targeted it maps out an area of the dungeon 10 rows by 10 columns in size, including showing all secret doors and traps.

Spell level: 2
Base mana: 3
Time to cast: 30 seconds (can be interrupted)

Miscellaneous Spells[edit]

Light Remove Curse
COTW Light Icon.png COTW Remove Curse Icon.png

Light[edit]

The Light spell has one of two effects. Cast in a hallway, it will light the 3x3 square region around the target square. In a room, however, the entire room is lit.

Spell level: 1
Base mana: 1
Time to cast: 5 seconds

Remove Curse[edit]

The Remove Curse spell removes the curse on items with negative bonuses. This allows them to be removed and disposed of. Note that it can only be cast on items in the player's inventory slots, belt or pack.

Spell level: 2
Base mana: 2
Time to cast: 60 seconds (can be interrupted)

Non-Character Spells[edit]

Non-Character Spells are those that cannot be learned by the player. They can only be cast by items such as scrolls and wands.

Create Traps[edit]

This spell surrounds the player with traps. While not available to the character as a spell, there are several cursed magical items that cast this spell.

Spell level: N/A
Base mana: N/A
Time to cast: N/A

Haste Monster[edit]

This spell is the opposite of Slow Monster. It causes the target monster to move at faster than normal speed. These spells accumulate, so successive casts at the same creature will continue to increase its speed. While not available to the character as a spell, there are several cursed magical items that cast this spell.

Spell level: N/A
Base mana: N/A
Time to cast: N/A

Clone Monster[edit]

This spell clones the target monster, creating a healthy duplicate adjacent to the target and is effective even on bosses. It can be used to gain more experience and treasure against monsters which usually carry a high experience value and a lot of loot. While not available to the character as a spell, there are several cursed magical items that cast this spell.

Spell level: N/A
Base mana: N/A
Time to cast: N/A

Teleport Away[edit]

This spell teleports the target monster to another place on the level. It's useful for getting rid of creatures you don't want to deal with! While not available to the character as a spell, there are magical items that cast this spell.

Spell level: N/A
Base mana: N/A
Time to cast: N/A

Summon Monster or Undead[edit]

This spell is not listed in the Spell Directory. It creates a random monster or undead in the space next to the caster. While not available to the character as a spell, there are magical items that cast this spell.

Spell level: N/A
Base mana: N/A
Time to cast: N/A

Map Level or Quadrant[edit]

Typically found on scrolls or wands. This spell allows the player to "see" an area without visiting it first. The effect is similar to that of the Clairvoyance spell but larger. The Map Quadrant spell shows 1/4 of the map, the quarter you are currently in, and the Map Level spell shows the entire level.

Spell level: N/A
Base mana: N/A
Time to cast: N/A