Magic



Magic refers to a system in ALfheim Online that allows players to cast spells for a variety of effects, including attacking other players and healing allies.

Incantations
The incantation for each spell in ALfheim Online consists of several «Words of Power» (力の言葉), words in a language that is similar to old Norse, but is likely just derived from it. Each of these words has a specific meaning, thus similar spells share certain Words of Power.

As the language used for incantation consists of sounds that are not present in the Japanese language (e.g. Þ (th), ö, æ, v etc.), such letters are approximated in the Japanese katakana system, when reciting the incantation. For example, Þ (th) may be approximated as "shi", "se" and other similar sounds, depending on how the word is supposed to be pronounced.

Each spell begins with an activation word that determines the range of the spell:


 * Ek (我は) - the spellcaster only
 * þú (汝は) - one target player
 * þik (我を) - near range
 * þeír (彼らは) - distant range
 * Oss (我らを) = all party members.

Activation
A spell is activated by extending or raising one's hand (with or without a weapon) and beginning the chant of a specific incantation. Once a hand is raised or extended, a sphere of «Words of Power» surrounds the caster and, as each word in the incantation is chanted, a line of the words becomes highlighted and the word that is chanted is brought to the front of the caster with the rest of the words in the line disappearing. If a spell is more difficult, it may be split into several parts by commas, with the sphere of words reforming every time a comma is reached while the words chanted after a comma are brought to a separate column in front of the caster. Once an incantation is completed, the chant is converted into two half rings that contain all of the words in a sentence. The two half rings move from behind the caster and gather at the caster's front, forming a symbol of the fairy race.

Attributes
Spells in ALfheim Online usually have an elemental attribute, with each race being the most efficient with a certain element and its accompanying magic. However, each race can utilize spells of other elements as well, but the race will be most proficient in the element that they have an affinity for and might not be able to cast high-level magic in an element that they do not have an affinity for.

The affinity for elements of each race:
 * Sylph - Wind
 * Undine - Water
 * Salamander - Fire
 * Gnome - Earth
 * Imp - Darkness
 * Spriggan - Illusion
 * Pooka - Sound
 * Cait Sith - Beast Taming

Types of Offensive Spells

 * Direct Fire - Spells that shoot projectiles that fly in a straight line.
 * Single Homing (単焦点追尾) - Spells that create a single projectile that homes in on the target.
 * Multi Homing (多焦点追尾) - Spells that create multiple projectiles that home in on the target.
 * Area Ballistic (広範囲曲弾道) - Spells that create a single ballistic projectile that upon impact damages beings within the area of effect.
 * Weapon Charge - Spells which can be stored in a weapon and later fired at a target.

Spell Failure
Any spell chant that is interrupted or mispronounced will result in the Spellword Fumble Effect. This effect results in a large explosion and black smoke which damages the caster.

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