Spells are just special [Mythic metaskills](/../../../MythicMobs/-/wikis/Skills/Metaskills) that are castable by players.
Making a skill into a spell unlocks new options you can use to control how the spell is cast.
[[_TOC_]]
# Making a Spell
Turning a regular skill into a spell is simple and can be done with any existing Mythic metaskill - it just requires adding the option `Spell: true` to the metaskill. It will then be registered as a spell after the next reload and all of the extra casting options will be unlocked.
## Spell Options
Spells are just Mythic Skills with extra options. All regular Mythic metaskill options are also applicable!
| Spell: true | Turns the skill into a spell and allows players to learn it if set to true |
| LearnConditions: [conditions]| A list of conditions that must be met to learn the spell. |
| Trigger: [trigger] | What triggers the spell. Defaults to `~onCombat` |
| Targeter: [targeter] | The main targeter for the spell. If this is set the spell will fail to cast and not consume resources if a valid target isn't found. Defaults to `@self`. <br>*Remember to put the targeter between string delimiters such as `"` or `'` so that the yaml file can parse correctly* |
| Cost: [reagents] | A list of reagents this spell costs to cast. |
| Global: true | Makes it a [global spell], causing it to be automatically applied to all players |
| Upgrades: [integer] | The maximum level the spell can reach. Defaults to `1` |
| Bindable: [true/false] | Whether the slot from which this spell can be cast can be binded. Defaults to `false`<br><br>Once binded, the `~onUse` trigger is needed to cast the skill |
Spells are just special [Mythic metaskills](/../../../MythicMobs/-/wikis/Skills/Metaskills) that are castable by players.
Making a skill into a spell unlocks new options you can use to control how the spell is cast.
[[_TOC_]]
# Making a Spell
Turning a regular skill into a spell is simple and can be done with any existing Mythic metaskill - it just requires adding the option `Spell: true` to the metaskill. It will then be registered as a spell after the next reload and all of the extra casting options will be unlocked.
## Spell Options
Spells are just Mythic Skills with extra options. All regular Mythic metaskill options are also applicable!
| Spell: true | Turns the skill into a spell and allows players to learn it if set to true |
| LearnConditions: [conditions]| A list of conditions that must be met to learn the spell. |
| Trigger: [trigger] | What triggers the spell. Defaults to `~onCombat` |
| Targeter: [targeter] | The main targeter for the spell. If this is set the spell will fail to cast and not consume resources if a valid target isn't found. Defaults to `@self`. <br>*Remember to put the targeter between string delimiters such as `"` or `'` so that the yaml file can parse correctly* |
| Cost: [reagents] | A list of [reagents](Spells/Reagents) this spell costs to cast. |
| Global: true | Makes it a [global spell], causing it to be automatically applied to all players |
| Upgrades: [integer] | The maximum level the spell can reach. Defaults to `1` |
| Bindable: [true/false] | Whether the slot from which this spell can be cast can be bound. Defaults to `false`<br><br>Once bound, the `~onUse` trigger is needed to cast the skill |
| Binding: [1-9] | Forces the spell into a specific hotbar slot when bound (slots are 1-indexed) |
| ClickCombo: [combo] | A click combo string that triggers this spell (e.g. `LRR`). See [Casting](Spells/Casting) |
| ClickCombos: [list] | A list of click combo strings, any of which can trigger this spell |
| ChildSpells: [list] | A list of other spell ids that are auto-learned alongside this one. They share this spell's level |
| Modifiers | Per-level scaling values used in the spell's description and skill mechanics. See [Modifiers](#modifiers) |
| Stats | Stat modifiers granted to the player as long as they know the spell. See [Stats](#stats) |
| KillMessages: [list] | Random kill-message lines used when this spell finishes off a target |
## Modifiers
Modifiers are per-level numeric values that you can reference inside `Description:` lines and inside the spell's mechanics via `<spell.modifier.<key>>` placeholders. They come in two forms:
`{KEY}` placeholders in the `Description:` are substituted with the modifier's value at the player's current spell level.
## Stats
Stats let a spell directly grant the player stat bonuses for as long as they know the spell — no need for an aura. Each entry under `Stats:` is keyed by a stat name and configures how it scales with spell level.
The stat name (`HEALTH` in the example) can also be used inside `Description:` as a placeholder — `{HEALTH}` is replaced with the current value at the player's spell level.
Stats are applied automatically when the spell is learned and removed when it's forgotten.