Eldritch Spells

From the Fear Nightfall wiki · Iron's Spells 'n Spellbooks

Eldritch Spells are the eldritch school of Iron's Spells 'n Spellbooks, one of nine magic schools in the pack. The school holds seven spells: Abyssal Shroud, Eldritch Blast, Planar Sight, Pocket Dimension, Sculk Tentacles, Sonic Boom and Telekinesis. They cover evasion, a ranged ray, a sight effect, a personal teleport, area tentacles, a piercing shockwave and a pull effect.

The eldritch school is the only school that must be learned before its spells can be crafted or cast. A player needs an Eldritch Manuscript to learn each spell, so the school is locked until the manuscript has been made or found.

Overview

The school uses two attributes of its own: Eldritch Spell Power, which scales the damage and durations of its spells, and Eldritch Magic Resistance, which reduces eldritch damage taken. A spell's power is its base spell power plus the per-level increase times the spell level minus one, multiplied by the caster's spell power attribute, the caster's Eldritch Spell Power and the spell's power multiplier from its spell config. The numbers in the spell subsections are base values before attributes are applied.

The school's focus item is the vanilla Echo Shard. The Signet of the Betrayer, a ring in the Rings, Amulets and Charms set, adds 10% to Eldritch Spell Power.

Learning the school

The Eldritch Manuscript is crafted from eight Ancient Knowledge Fragments surrounding one Echo Shard in a 3×3 grid. It has Epic rarity and stacks to 64 (see Lore Books and Manuscripts). Using a manuscript opens the Eldritch research screen. While a manuscript is held in the hand, dragging the cursor onto an unlearned spell and releasing the button learns that spell. Each learn consumes one manuscript, and a learned spell stays learned. Each spell must be learned separately before it can be crafted into a scroll or cast.

Spells

The table below is generated from game data and lists each spell's cast type, mana cost, cooldown, maximum level and radius or range. The subsections give the scaling and effects that the table does not show. Every Eldritch spell has a minimum rarity of Legendary, so none can roll below that tier on a scroll.

SpellDescription
Abyssal ShroudCloak yourself with the shadows of the abyss, granting the ability to evade any attack for a short duration of time.
Eldritch BlastFire rays of pure, devastating energy.
Planar SightShift your vision in between planes, gaining the ability to see creatures through solid material.
Pocket DimensionCast to transport yourself into a personal pocket dimension only you can access, giving a small free range area.
Sculk TentaclesFrom where you look, erupt a mass of sculk energy in the form of wailing tentacles, damaging and blinding creatures caught in the chaos.
Sonic BoomBlast forth a sonic boom of immense power, passing through solid material and harming all creatures in its path.
TelekinesisReach out with a spectral force and grip a creature, forcing them towards your gaze. Creatures are susceptible to kinetic damage.

Abyssal Shroud

Abyssal Shroud is an instant spell that applies the Abyssal Shroud effect to the caster. While the effect is active, incoming damage and projectile hits can be evaded. The effect lasts as many seconds as the spell power, so the base duration is 6 seconds at level 1, 12 at level 2 and 18 at level 3. It is the school's defensive tool.

Eldritch Blast

Eldritch Blast is an instant spell that fires a ray from just below the caster's eye level. The ray reaches 30 blocks and stops at the first block it meets. The first creature it touches takes damage equal to the spell power, which is 15 at base and does not rise with level. Each cast starts a recast sequence of 2 plus the spell level blasts, so a level 1 cast allows 3 blasts and a level 5 cast allows 7. Blast damage has no invulnerability frames, so each blast can land on a creature that was just hit. The spell's main use is repeated single-target damage at range.

Planar Sight

Planar Sight is an instant spell that applies the Planar Sight effect to the caster. The effect lets the caster see creatures through solid material. Its duration is the spell power in seconds: 40 seconds at level 1, 60 at level 2 and 80 at level 3. The effect's amplifier is the spell level minus one, so a level 3 cast applies the effect at its highest amplifier. Planar Sight is a scouting spell and has no direct damage.

Pocket Dimension

Pocket Dimension is a long-cast spell that can only be used by players. Its cast time is 2 seconds (40 ticks), and the cast time does not scale with level, because the spell has only one level. The spell cannot be cast while the player is in combat, and it cannot be cast from inside the pocket dimension. When the cast completes, the spell creates a pair of portals: one at the caster's location in the overworld and one in a personal room in the Pocket Dimension. The caster is moved into the room, and the portal pair lasts 60 seconds. If the spell was cast from a scroll, that scroll is removed after the cast.

Sculk Tentacles

Sculk Tentacles is a long-cast spell with a 1-second cast time. It targets a creature within 32 blocks. If no creature is in range, it uses the block the caster is looking at within 48 blocks. The tentacles appear in rings around that point, spaced 1.3 blocks apart. Ring number r, counting from zero, holds 2 + 2r tentacles, and the number of rings is 1 plus the spell level. A level 1 cast creates 2 tentacles, and a level 4 cast creates 30 in 5 rings. Each tentacle deals damage equal to 8 times the caster's power multiplier, and this base does not rise with level. Tentacles only spawn where there is solid ground.

Sonic Boom

Sonic Boom is a long-cast spell with a 1.5-second cast time. It damages every creature intersecting a narrow line in front of the caster. The line's range is 15 blocks plus 5 blocks per level beyond zero, so 20 blocks at level 1 and 30 at level 3. The damage is the spell power, which is 20 at level 1 and rises by 8 per level, giving 28 at level 2 and 36 at level 3. The line is tested only against creatures, so the spell passes through solid blocks and does not stop at walls.

Telekinesis

Telekinesis is a continuous spell that grips a targeted creature and holds it at a set distance in front of the caster. The target must be within 12 blocks at level 1, and the range grows by 2 blocks per level, to 20 blocks at level 5. The cast lasts 7 seconds at level 1 and gains 1 second per level, to 11 seconds at level 5. While the cast is active, the target is pulled toward the caster's chosen distance and periodically receives the Airborne and Antigravity effects, so the target stays lifted. The cast ends early if the target dies or is removed.

Tips

  • Most spells are cancelled when the caster takes damage. Long casts such as Sonic Boom, Sculk Tentacles and Pocket Dimension are the most exposed, so start them out of combat.
  • Pocket Dimension is blocked while in combat, so the portal has to be made before a fight starts.
  • Players respawn with no mana in this pack, so the first spell after a death has to wait for mana to regenerate.
  • The pack's spell config keeps spells from damaging terrain, so Sonic Boom and Sculk Tentacles change nothing in the world except the creatures they hit.