Siralim 2 will have a much different spell system than in Siralim 1. Instead of finding spell scrolls, you’ll find a new type of item called Spell Spheres. It’s much easier to show an example of one, so here’s a basic version of this item:
Life Spell Sphere
Targeting: Single Target
Deals damage to the target based on 100% of the caster’s Intelligence, then heals one of your creatures equal to 50% of the damage dealt.
Chance to Cast Twice: 30%
Casts On Extra Enemy
Mana Cost Increased by 10[/code]
Each of your creatures can equip a certain number of Spell Spheres based on their “Attunement” stat. For example, if a creature has 4 Attunement, it can equip 4 different Spell Spheres. You can increase your creatures’ Attunement with certain artifact properties, passive abilities, and perks. The potency of the spell is most commonly affected by another new stat called Intelligence, and spell damage is now mitigated by the target’s Defense stat. In addition, all creatures now have their own Mana pool, so when they cast a spell, the mana cost is deducted from that creature’s mana pool rather than a shared pool like in Siralim 1. Unlike health, mana does not regenerate after combat and is only regenerated after you reach a realm’s teleportation shrine.
It’s also worth noting that in most circumstances, a creature can only equip Spell Spheres that have spells of that creature’s own class - so for example, a Unicorn Vivifier can’t equip a Death Spell Sphere. Note that unlike in Siralim 1, there are no charges on Spell Spheres - you can now cast spells as often as you want. There will be over 200 Spell Spheres for you to find.
As you can see in the example above, Spell Spheres also have a certain number of properties. These properties are determined when you first acquire the Spell Sphere. They can roll between 1 and 4 different properties that affect the way a spell works. In this case, Holy Smite has a 30% chance to be cast on the target a second time, and it always casts on another enemy at random. To offset these benefits, the mana cost of the spell is increased by 10. There will be roughly 10 different properties that can be found on your Spell Spheres. Some rare properties are really awesome - for example, “Hits All Creatures In Group” would turn Holy Smite into an area-of-effect spell.
There will not be an easily-accessible way to modify a Spell Sphere’s properties - if you want a Spell Sphere with certain properties, you’ll have to hunt for it. This is a deliberate design choice because it will force players to constantly adapt their strategy to what they’re given by the game, which should ultimately lead to more dynamic gameplay. That’s not to say that there won’t be any way to directly affect your Spell Spheres, but the process won’t be as straightforward as with artifacts.
Many creatures now have abilities that affect spellcasting as well. For example, the Lich Priest’s “Blood Magic” ability now allows it to cast spells using its health rather than mana. As another example, the Fire Priest’s “Shepherd of Fire” ability now makes your creatures take significantly less damage from Chaos spells.