A Magical High School Girl

A Magical High School Girl

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Witching Guide
By Argomundo
Ill be talking about keywords, and spells.
Its not very informative in my own opinion,
but if you know what youre doing itll help you.
   
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Introduction
If youve seen my How to Survive guide, you probably already know
that I dont want to ruin your fun of discovering your own spells.
So I would like you to not read this guide until youve reached
The Way of Life.
But alas its not like a lot of people would listen and since there
isnt much information out there, Im making this guide.

This Guide is an addition to the other guides and is mostly
useless without any prior knowledge.
Status and Spell Effects
A very basic information dump

Poison/ Burn/ Smell:
Damage upon making an action

Protect/ MagicShield/ DamageCutOff:
Reduces damage taken of certain type

Holy Guard (unconfirmed):
Allows players to survive once when taking lethal damage
I have not seen this spell and the only thing remotely close
is the Victor Badge which prevents a lethal hit from over 40mp

Counter:
Returns a counter attack to a single enemy attack
very powerfull and sometimes neccessary to beat
strong enemies.

Asleep:
Cannot take action, woken upon taking damage

Blind:
Reduces field of view
On enemy gives chance to "Miss"

Cursed:
Doubles time taken for an action

Speed:
Allows double the actions

Dash:
Teleports you forward

Warp:
Warps you to random point
Although i have only experienced it once, I had a map where
a large area did not connect to the main area with the exit.
So for this rare event YOU HAVE TO HAVE a warp spell on you.

Map:
Shows full map, with all items, monsters and the exit

Immobilized:
Unable to move
Great against fast enemies and on an All spell

Stun:
Stunned for 1 turn

Silenced:
Cannot cast spells

Frozen:
Unfrozen at random or by heat damage

Fullrestore:
Removes all status effects
I wont name the other restores as this full one
is better anyways.

Multi:
Damage and spelleffect will occur twice

Absorb:
When killing an entity will sometimes return
half the damage dealt on the last hit as mp.

Berserk: (Wonky)
"Potency will increase as HP decreases."
As your hp decreases, milk not mp, the spell power goes up.
Although I could only confirm a change when my last milk was
about half empty. This one is in my opinion not worth pursuing.

Suicide:
Damages the caster on ocasion.

Heal:
Will recover mp at the cost of hp (milk)

Pierce:
Will pierce in a straight line, no limit on enemies hit.

Steal:
Rarely steal items from enemies (Milk, Perfume, Food)

Summon:
Can summon a multitude of enemies to fight for you.

RemoveBuff:
Will remoce all active buffs

Barrier:
Place damage reduction barrier on the ground tiles.

Eagle:
Allows critical hits

Mine:
Places a mine on the ground that triggers
when an entity finishes an action on that tile.

Instakill:
Has a chance to instantly kill an enemy.

Setup:
Places flame on the ground, similar to mine
but can damage multiple times but for less damage.

LongRange:
Increases the attack range of fan attacks:

Homing:
Homes in on nearest enemy

Whatever:
Triggers random effect. Often hurts user.

Power:
Aparently this decreases physical damage taken. Weird.

Bomb:
Effective against (some) slimes

Equip: (unkown)
After a lot of testing. If it increases effect of crosses.
If it steals enemy buffs, if you can give buffs, if it increases droprates upon kills.
Spells arnt canceled or stolen. Doesnt pick up items. Triggers no statuses
and i havnt seen it beeing like an elemental weakness. Nothing has worked out,
aka no idea what this does.
[May result in spell becoming a modern weapon]

Disenchant:
Unkown. I have only found a single spell it is on,
I have not found it naturally and have no keyword.
I cant even get it on an attack type spell. Its
always self and i havnt seen it remove or add any
effects.

Silver:
Unkown. May be effective against werewolfs

Alchemy:
Results in the spell beeing a [melee] weapon

Debuff:
Unkown
Keywords
Keywords only work under certain conditions.
For example Nick usually only works when put
at the end of the spell.
Also I mostly left the common easy ones out.


Keyword
Effect
Drain
Absorb, (Blind)
Odor
Smell, Blind
Twin
Multi
Field
Barrier
Reflect/or
Counter, Protect
Ground
Setup
Drowsy
Sleep
Breath
Longrange, large fan
Nick
Steal
Quake, Storm, Absolute
All
Planet
Whatever
Strength
Power
Fury, Mad
Berserk
Blizzard
Freeze, All
Anti
Self
Luck
Silver
Chain
Bind
Bound
Stun
Sting, Buster
Pierce
Stream
Wide
Rise
Area
Spells
Here are some of the more interesting
spells, ive made or merged.
You can take these as inspiritions.


Main damage spell, around 10 merges
"rainrainrainDeadly Sting"
Power: 111 / Cost: 42 / Element: Heat / Area: Straight / Special: Pierce Eagle Instakill Steal Absorb

Main debuff spell, 1 merge
"poisonQuick blind"
Power: 2 / Cost: 2 / Element: Frost / Area: Target / Special: Blind Sleep Smell Poison

Main self buff, 1 merge
"flowtion"
Power: 24 / Cost: 13 / Element: Frost / Area: Self / Special: Counter MagicShield Protect

"Deathbringersting"
Power: 17 / Cost: 7 / Element: Heat / Area: Straight / Special: Pierce Instakill

Have this in my 4th slot so I can use it for 2mp
"Anti Speed"
Power: 0 / Cost: 4 / Element: Storm / Area: Self / Special: Speed



Reduced the size to 1 tile, good for bossfights, or when you know youll get hit
"Anti field"
Power: 0 / Cost: 6 / Element: Storm / Area: Self / Special: Barrier

"Anti Map"
Power: 0 / Cost: 4 / Element: Earth / Area: Self / Special: Mapping

"Anti Warp"
Power: 0 / Cost: 6 / Element: Earth / Area: Self / Special: Warp

"Quick Counter"
Power: 4 / Cost: 0 / Element: Heat / Area: Straight / Special: Counter

Want to stand in a sea of flames? This spell is for you!
"Flame ground"
Power: 22 / Cost: 17 / Element: Heat / Area: Area / Special: Setup



"Quick Planet"
Power: 4 / Cost: 0 / Element: Frost / Area: Self / Special: Whatever

"Weak blindsilence"
Power: 0 / Cost: 1 / Element: Frost / Area: Target / Special: Blind Gagged

"Weak Stun Blizzar"
Power: 9 / Cost: 12 / Element: Earth / Area: All / Special: Stun Bind

1 merge
"Weak Stun Blizzar"
Power: 12 / Cost: 15 / Element: Storm / Area: All / Special: Bind Stun Curse

"Dragon"
Power: 27 / Cost: 6 / Cast Time:2 / Element: Storm / Area: Target / Special:



"Cyclone Strength"
Power: 14 / Cost: 6 / Element: Storm / Area: Self / Special: Power

"Anti staff"
Power: 0 / Cost: 6 / Element: Storm / Area: Self / Special: Disenchant

"Glass mask"
Power: 32 / Cost: 13 / Cast Time:1 / Element: Storm / Area: Front / Special:

"Weak straight"
Power: 2 / Cost: 3 / Element: Earth / Area: Area / Special: RemoveBuff

"Flame bound"
Power: 22 / Cost: 21 / Cast Time:2 / Element: StormStorm / Area: All / Special: Stun



"Giga catastrophe"
Power: 41 / Cost: 50 / Cast Time:1 / Element: Dark / Area: All / Special:

1 merge. This is an interesting one, it places mines on the entire screen
"evilAbsolute quick"
Power: 15 / Cost: 9 / Element: Evil / Area: All / Special: Eagle Mine Absorb Freeze

"Quick Stream Odor"
Power: 5 / Cost: 0 / Element: Frost / Area: Wide / Special: Push

"QuickSlowEagleTwi"
Power: 3 / Cost: 0 / Element: Frost / Area: Square / Special: Curse Bind Eagle
Farming
Experience farming.
You really dont have to, you can kill everything
with normal unmerged spells. All a lvlup gives you
is a little more mp, wich you can ignore with proper
managment. You lvl up with time, no reason to farm



Farming anonymous magicite.
You have a few options but the easiest in my opinion
is to start Ms. Nicknames Witch dream and use the
Anon magicite you get however you want.
If youre lucky youll quickly pick up a 3rd one.

Now if you survive is secondary, the longer you
survive the more spell magicite youll find, but the
point is just to get spells into your spellbook to
trade for Anon magicite.

If youre missing one you can easily buy it from Ms. Greed



Now to farming merge magicite.
Its a ludicrous pain in Uranus, trust me on this.

My usual farm location is in, the way of life
stage 60-64, my main damage spell can 1hit
everything there.

What I have gotten there is
Economy magicite, Power Magicite, LevelUp magicite,
Back to basic magicite, Stacking magicite

I have tried to raise the dropchance through trying
every debuff know to man (well me) but no success.

The most reliable method I found, and mind you its still pretty
♥♥♥♥♥♥♥ terrible, is to summon your own enemies with a whatever spell
and killing those. Odly enough those have given me the most drops.

Anyways youll be in for the long con.
My current advise is to completly clear all maps from 60- ~66
All items, all enemies and then use a Witch perfume to return.
Tidbits
This section will be for interesting tipps and information.
Im not too certain what I want to write in here yet,
but I do have something.


1.You can absorb mp of your own summons.
Yes you heard right, you can go summon some angora
and hit them with an absorb spell and you have a
chance to regen some mp.

If you have a strong area absorb spell,
get angoras all around you and you should
have pretty good regen.


1.5 Although I managed to make a square summon
spell, it still only summons a single monster.


2. By imprinitng Healing spells, you can give yourself
some amount of free healing spells.

This also works If you have some super strong spell,
that you couldnt even cast with your mp.


3. After getting the Throw badge you can throw
things with negative effects at enemies to inflict
said negative effects


4. Quitting out of the game and reentering changes the
magicites you can buy in the shop. As far as im aware
only the magicites.

5. This effect shows you that the attack was effective
and you have hit with one of the enemies weaknesses.
This can either be elemental, or a special effect.
I was working on a monster weaknesses guide but I cant
view the game files so Its tons of trial and error.
2 Comments
The Savage OJM 15 Jun, 2018 @ 6:49am 
Alchemy makes spells into weapons (think Full Metal Alchemist).
Extendo-Weasel 7 Apr, 2018 @ 7:26am 
Thank you, tis was a nice guide.