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Spells are the magic abilities in Fate: The Cursed King. The main stat that affects magic casting ability is Magic. The amount of Magic Stat that one has determines the spells that a character can learn, as well as the amount of MP that a character has. Additionally, there are four skills that assist ones spell casting ability - Spell Casting Skill, Attack Magic Skill, Defense Magic Skill, and Charm Magic Skill. Each of these has there own effect on the character and the ability on has with magic.

Spells may be found in the spell book (Hotkey B). Spells are learnt by opening both the player inventory and the spell book, and left clicking the spell. It will automatically be added to the spell book. Spells are removed by Shift- Left clicking an unwanted spell in the spell book. One does not recover the unwanted spell, and to reobtain it, one must repurchase the spell.

Spells may be hotkeyed into the "F" key slots (i.e. F1, F2 etc.). To do so, click on the spell icon to the right of the screen, hover over the desired spell you with to hotkey, and press the "F" key you wish to assign it to.

Spells may be cast regardless of the weapon one is wielding.

Spell list is incomplete

Spell Skill Explanations Edit

Spell Casting Skill Edit

Spell casting skill affects how fast one may cast a spell. The higher level it is, the faster one may cast a spell.

Attack Magic Skill Edit

Attack magic skill determines how much damage an attack spell does. It will increase either the Max and/or the Minimum damage a spell does. Damage increase is dependant upon spell.

Defense Magic Skill Edit

Defense magic skill determines the length of time that a defense spell lasts for. Most spells duration will increase 1 second per level of Defense magic skill. Some spells increase per two levels.

Charm Magic Skill

Charm magic skill determines the effectiveness of summon spells and of the Identification Spell, and the Town Portal Spell. For Summon Spells, Charm magic skill increases the level of the summoned monster and the duration of the monsters. The level of the monster is usually +1 level per charm magic skill, or +1 level per two charm magic skill. Duration is normally +10 seconds per charm magic skill. For Identification Spell, it is +2 identify levels per charm level. For the town portal spell, it is +x per charm magic skill.

Spells Edit

There are three categories of spells: Attack, Defense and Charm. Attack spells are spells that do damage. Defense Spells heal a character or party, as well as provide buffs. Charm Magic is mainly used for summoning monsters, however the Identify spell and town portal spell fall with the charm magic spell category as well.

Attack Magic Edit

Spell Name Description Magic Required Damage Duration
Area Slow Spell 90% chance of slowing targets in a 20 foot radius to 60% speed for 6 seconds. 30 6 seconds, + 1 second per Attack Skill Level
Blindness Spell Reduce target's Attack Rating by 75% for 10 seconds. 27 10 seconds, +1 second per Attack Skill Level
Fireball Fireball flies straight, inflicting damage on impact. 15 2-7, +2 per Attack Skill Level
Fire Wall Spell Creates a ring of fire 40 feet wide, damaging enemies for 4-8 damage. 28 4-8, +2 per Attack Skill Level
Meteor Strick Spell Calls meteors from the sky at target location and damages nearby targets for 12-22 damage. 55 12-22, +3 per Attack Skill Level

Defense Magic Edit

Spell Name Description Magic Required Damage Duration Target
Antidote Spell Removes poison from caster. 15
Dervish Spell Increases Attack Speed by 80% for 10 seconds. 40 10 seconds, +2 seconds per Defense Skill Level
Greater Group Heal Spell Heals Cast and party for 24 HP, +3hp per Defense Skill Level 65
Group Dervish Spell Caster and party increases Attack Speed by 80% for 10 seconds. 52 10 seconds, +2 seconds per Defense Skill Level
Group Resist Lightning Spell Caster and party increases electrical resistance to 75% for 10 seconds 25 10 seconds, +2 seconds per Defense Skill Level
Group Resist Fire Spell Caster and party increases fire resistance to 75% for 10 Seconds. 25 10 seconds, +2 seconds per Defense Skill Level
Group Stamina Spell Caster and party recharges stamina, lasts for 10 seconds. 15 10 seconds, + 1 second per Defense Skill Level
Group Spectral Armor Spell Caster and party increases defense rating by 40 + 4 per Defense Skill Level. Reduces Damage by 25%. Lasts for 20 seconds. 25 20 Seconds, + 1 second per Defense Skill Level
Haste Spell Speeds up caster by 1/3 speed for 15 seconds. 21 15 seconds. +1 second per Defense Skill Level
Resist Lightning Spell Increases electrical resistance to 75% for 10 seconds. 20 10 seconds, +2 seconds per Defense Skill Level
Charm Magic Edit
Spell Name Description Magic Required Summon Amount Duration
Charm Monster Spell Charm Monster to fight for caster. Charms Monsters of level 6 and below for 20 seconds. +2 to creature levels per Charm Skill Level. 40 20 Seconds
Mental Map Spell Discovers all areas of a map of level 2 or above. Works at +2 levels deeper per Charm Skill Level 20
Summon Shrike Spell Summons 1 level 14 Shrike to aid caster. +1 to Shrike's level per 2 charm skill level. 55 1 per cast, max 4. 1 Minute, +10 seconds per Charm Skill Level
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