The Consuming Shadow Wiki
Register
Advertisement

In addition to the banishment ritual, simpler spells made up of two or three runes also exist. These spells can be discovered as rewards for dungeons and missions from the Ministry or in the place of normal clues. Casting these incantations will provide the player with one of a variety of benefits. Every time a spell is used, the player's sanity will be damaged as a result of dabbling in otherworldly powers. The sanity loss can be reduced if the player has the Pentagram Necklace item equipped while spellcasting. Information on the various spells the player has discovered will be stored in the protagonist's spellbook. When playing as The Wizard, knowledge of all spells is available from the beginning and the sanity loss from spellcasting is removed entirely.

Discoverable Spells[]

Two Runes[]

  • Circle of Death damages or kills all enemies near the player.
  • Healing Touch heals the player for a moderate amount.
  • Dark Vision reveals the entire room through a green filter. While this effect is active, enemies will become active as soon as the player enters the room rather than waiting for them to approach. This effect wears off once the player leaves the current dungeon.
  • Open Lock opens a single locked door.
  • Strange Calm removes the Anxiety status effect.

Three Runes[]

  • Clairvoyance reveals the dungeon map and specifies which rooms have items and dangerous enemies.
  • Mass Death damages or kills all enemies in the room. The second and third runes always constitute the Circle of Death spell.
  • Restoration restores a large amount of health and cures all status effects, excluding anxiety. As mentioned below, it is formed from the runes of Healing Touch and Strange Calm.

The Scientific Method[]

There is a pattern to the runes used for the eight spells. While it is always unwise to chant random runes, once you know one or two spells you can use the knowledge of that pattern (and one or two semi-blind castings) to work out how to cast all eight.

Effectively, each rune is assigned to one of five positions A, B, C, D, or E, and the eight spells use the following pattern:

Open Lock: A B

Dark Vision: B C

Strange Calm: D E

Healing Touch: E C

Circle of Death: A D

Mass Death: B A D

Restoration: D E C

Clairvoyance: A B E

For example, if you learn that the Restoration spell is SHM AGN KZ, you can then immediately deduce that Healing Touch is AGN KZ, and that Strange Calm uses SHM AGN. You could then "blindly" cast BTI EU, which would either result in casting the Open Lock spell, or in causing a sanity loss without a useful result; however in the latter case, EU BTI would be Open Lock, so either way you would then know enough to deduce every spell in that iteration of the game.

(This information was deduced by repeatedly starting the game as the Wizard, and tested with other characters upon discovery of a spell.)

Advertisement