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# Spells - FOLK Wiki

> What your Folks can learn, and where to get it.

Spells are the moves your Folks use in a fight.

## How they work

- Every new Folk starts with a basic spell, usually of its own element.
- Buy more at the Spells Shop in the Town. Teaching a spell to a Folk uses it up.
- A Folk knows up to 4 spells. When it is full, a new spell replaces one it knows.
- Choose which spell your Folk uses in a fight, or leave it on Auto to always use its strongest spell.
- Physical spells use your Folk's Attack. Special spells use its Special Attack.
- A few of the strongest spells are never sold. You earn them in the Island Journal.

A spell hits harder or softer depending on the element of the Folk it hits. See [Elements](https://folk.lol/wiki/elements).

## Status effects

Some spells can also leave a status effect when they hit:

- **Burn**: Deals 2% of the target's max HP every second, for 6 seconds.
- **Chill**: Halves the target's speed for 6 seconds, making it much easier to hit.
- **Shock**: Stuns the target - its next attack automatically misses.
- **Drain**: Heals your Folk for half of the damage this hit dealt.

## All 39 spells

### Normal

- **Charge** (Physical): Charges the opponent in an uncoordinated manner. Damage 10 · Accuracy 75%. Starter spell.
- **Hit** (Physical): The Folk hits the opponent with its own body. This is the most basic attack. Damage 30 · Accuracy 85%. Spells Shop: 350 coins.
- **Slap** (Physical): A slap in the face that leaves the cheek with the burning feeling of humiliation. Damage 36 · Accuracy 100%. Spells Shop: 600 coins.
- **Punch** (Physical): The Folk hits the opponent with a punch, simple but brutally effective. Damage 56 · Accuracy 90%. Spells Shop: 1,700 coins.
- **Headbutt** (Physical): A brutal attack that can leave the Folk itself a bit confused for some time afterward. Damage 80 · Accuracy 75%. Spells Shop: 3,850 coins.
- **Rear throw** (Special): This is an advanced technique that can deal big damage if practiced correctly. Damage 110 · Accuracy 90%. Spells Shop: 9,150 coins.

### Fire

- **Flame** (Special, Burn 15%): This little flame is pretty basic, but can be particularly painful for some Folks. Damage 30 · Accuracy 90%. Spells Shop: 350 coins; Starter spell.
- **Burning Hit** (Physical, Burn 25%): Adds the burning effect to a simple physical attack. Damage 30 · Accuracy 90%. Spells Shop: 350 coins.
- **Bonfire** (Special, Burn 15%): When a small flame gets out of control, the Folks around it might get severely injured. Damage 50 · Accuracy 100%. Spells Shop: 1,350 coins.
- **Lava Storm** (Special): It's hard to dodge these incandescent drops falling from the sky. Damage 130 · Accuracy 95%. Spells Shop: 14,150 coins.

### Water

- **Puddle** (Special, Chill 30%): Not much water, but enough to annoy you if you step into it. Damage 30 · Accuracy 100%. Spells Shop: 350 coins; Starter spell.
- **Water Punch** (Physical): Deals decent physical damage with a wet fist. Damage 30 · Accuracy 90%. Spells Shop: 350 coins; Starter spell.
- **Fierce Wave** (Special, Chill 25%): This water wave hits the opponent Folk with strong disruptive power. Damage 56 · Accuracy 100%. Spells Shop: 1,750 coins.
- **Water Bomb** (Physical): This attack can deal high damage, but being concentrated in a small area, it can easily miss. Damage 100 · Accuracy 75%. Spells Shop: 6,750 coins.
- **Flood** (Special): Resisting the power of the streams takes a lot of energy. Damage 120 · Accuracy 100%. Spells Shop: 11,850 coins.
- **Tsunami** (Special): Hits the opponent with the wild power of the ocean. Damage 160 · Accuracy 95%. Island Journal reward.

### Plant

- **Branch Whip** (Physical): This whip can leave annoying marks on the skin. Damage 30 · Accuracy 90%. Spells Shop: 350 coins; Starter spell.
- **Vine Buckle** (Physical): Can trap the opponent Folk and squeeze it, dealing decent damage. Damage 30 · Accuracy 100%. Spells Shop: 350 coins.
- **Razor Leaf** (Physical): If you think paper cuts are painful, beware of this leaf. Damage 56 · Accuracy 90%. Spells Shop: 1,700 coins.
- **Leaf Storm** (Special): This swirl of leaves damages the opponent Folk all over its body. Damage 80 · Accuracy 100%. Spells Shop: 4,300 coins.
- **Draining Roots** (Special, Drain 20%): They move slowly, but if a Folk gets caught by these roots, its energy is going to be massively drained. Damage 150 · Accuracy 75%. Spells Shop: 18,600 coins.

### Earth

- **Dig** (Physical): Surprises the opponent Folk with a basic attack emerging from the ground. Damage 30 · Accuracy 100%. Spells Shop: 350 coins; Starter spell.
- **Earthquake** (Special): The damage can vary greatly depending on where the opponent is hiding. Damage 140 · Accuracy 65%. Spells Shop: 14,950 coins.

### Wind

- **Wind Blow** (Special, Chill 20%): Damages the opponent with a quick wind blow, hitting it suddenly. Damage 30 · Accuracy 100%. Spells Shop: 350 coins.
- **Rolling Tornado** (Physical): This martial arts technique mixes physical might with wind power. Damage 80 · Accuracy 100%. Spells Shop: 4,300 coins.

### Electric

- **Buzzzz** (Special, Shock 25%): It's a very soft electric shock, more annoying than painful. Damage 30 · Accuracy 100%. Spells Shop: 350 coins.
- **Plasma Slap** (Physical, Shock 20%): A slap that electrifies the opponent on contact. Damage 30 · Accuracy 100%. Spells Shop: 350 coins.
- **Electric Thunder** (Special): Surrounds your Folk's body with electricity, damaging any opponent that tries to attack. Damage 90 · Accuracy 95%. Island Journal reward.

### Poison

- **Poisonous Bite** (Physical): It's a painful attack that injects a toxin into the body of the opponent. Damage 36 · Accuracy 80%. Spells Shop: 550 coins.
- **Nauseating Cloud** (Special): This cloud of smell surrounds the opponent, leaving it no choice but to hold its breath. Damage 56 · Accuracy 100%. Spells Shop: 1,750 coins.
- **Toxic Bomb** (Special): It hits the opponent, dealing damage that can be particularly severe for sensitive Folks. Damage 110 · Accuracy 90%. Spells Shop: 9,150 coins.

### Light

- **Laser** (Special): This attack concentrates a stream of high-intensity light on the opponent, dealing big damage. Damage 170 · Accuracy 80%. Island Journal reward.

### Psychic

- **Mentalist** (Physical, Shock 20%): Anticipates the behavior of the opponent and strikes it in an unexpected way. Damage 56 · Accuracy 100%. Spells Shop: 1,750 coins.
- **Therapy** (Special): Digs into the opponent's past and awakens old pains and sorrows. Damage 100 · Accuracy 80%. Spells Shop: 6,900 coins.

### Dragon

- **Unlimited Fangs** (Physical): Attacks the opponent with the razor-sharp fangs of a dragon. Damage 140 · Accuracy 90%. Spells Shop: 16,700 coins.
- **Dragon Beam** (Special): This burst of energy deals big damage to the opponent and its surroundings. Damage 180 · Accuracy 70%. Island Journal reward.

### Ghost

- **Scare** (Special, Drain 25%): The opponent feels as if their HP were slightly drained by your scary look. Damage 30 · Accuracy 80%. Spells Shop: 350 coins; Starter spell.
- **Grudge** (Special, Drain 15%): Your unresolved issues from your past life transform into this rageful attack. Damage 56 · Accuracy 80%. Spells Shop: 1,600 coins.
- **Poltergeist** (Physical): You make the elements surrounding you move and hit the opponent with them. Damage 100 · Accuracy 75%. Spells Shop: 6,750 coins.

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