What are the "spell failed" notices? Is there a complete list of them?
1. Introduction
Spells fail for all kinds of reasons. If you use them right and know what targets to use them on, you won't get these notices. It can be due to insufficent spell power, the target already having the special effect, and more. Here's a list of the notices:
2. General failures
1. "Spell failed: formation" - occurs when your actions to cast the spell are done incorrectly. This failure is completely avoidable.
2. "Spell failed: insufficient spell power" - only occurs when you don't have enough spell power to cast the spell. Equipping spirit pluses and magic pluses might help, but the best thing to do is to wait for about 5 hours until your spell power is fully replenished [assuming you had nothing left, if you had half remaining, it'll take 2.5 hours instead, half the full time all regardless on how much spell power you have]. It takes exactly 3 minutes to recover 1% of your spell power.
3. "Spell failed: spell does not exist or has not yet been learned" - occurs when you are trying to cast a spell when the spell either doesn't exist [rare] or hasn't been learned fully. Make sure you are selecting the right spell to use.
4. "Spell failed: no target specified" - occurs when you forget to select a target to use the spell on. All spells require a target to use it on, even if it's air!
5. "Spell failed: required ability not available" - occurs when casting a spell that requires a special ability in order for it to work. Usually this is very rare, but when abilities are transferred, this can be quite common.
3. Effect-specific failures
6. "Spell failed: target already has (a(n)) X" - occurs when the effect you are trying to put on the target already exists on the target. For example, if a rock had mute on it, and you casted mute on it again, you'd get this error. X replaces the actual effect you're trying to add.
7. "Spell failed: target is immune to the effect" - even experts get this failure notice. It occurs only when the target is immune to the type of effect you are trying to place on it.
8. "Spell failed partially: one or more targets already has this effect" - occurs only when mass-selecting and that one or more of the selected targets has the effect you're adding to them and at least one doesn't [hence the "partially" notice].
9. "Spell failed partially: one or more targets is immune to the effect" - occurs only when mass-selecting and that one or more of the selected targets is immune to the effect and that at least one is not immune to the effect.
4. Location-specific failures
10. "Spell failed: spell cannot be activated while suspended in mid-air" - occurs only when a certain spell is casted in mid-air. Most spells can be casted in mid-air, but some, especially time-compression, can't.
11. "Spell failed: no source" - only occurs when you're far from any source of matter or energy and only occurs in space, especially intergalactic space. If you have an ability to convert light particles, photons, or other energy sources into spell power, you'll never get this failure again unless you transfer the ability.
5. Spell-specific failures
12. "Spell failed: X barrier" - This occurs when there's a special barrier that prevents use of that spell. [note: X replaces anything, it could be "teleport", "move", just about anything of effect-causing spells]
13. "Spell failed: no target location set" - This occurs with certain spells in the like of move, teleport, etc. mainly because you forgot to specify the location in which the target is going to.
6. Fatal failures
14. "Spell fatally failed: one or more of the shockwaves have been displaced" - This causes the spell's effects to immediately hault and that your spell power is wasted. This is most common when your level of sending out shockwaves is too low or your MAG stat is too low. For safety, it is highly recommended that your level is at least 5000 when using a spell level higher than 20% of the maximum for the series and when a spell takes more than 10% your maximum spell power. This failure never occurs when you MAG is 999,999,999 where risk is reduced to 0, regardless of the shockwave sending ability's level, even 1! This is why MAG maxes out at 999,999,999. Any higher, you'll have negative risk, impossible, but lower, you have a small risk of getting this. If possible, equip as many MAG pluses as neccessary to max out your MAG or to get it as high as possible to lessen the probability of this occuring.
Footnotes:
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