> For the complete documentation index, see [llms.txt](https://folk-software.gitbook.io/folk/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://folk-software.gitbook.io/folk/basics/spells.md).

# Spells

**Spells** are special abilities that enhance the combat power of Folks. Like Folks, spells belong to one of the elements and are categorized by rarity. The higher the rarity of a spell, the greater its damage output

## Types of Spells

Spells can be:

* Physical
* Special

## How to Obtain Spells

1. **Defeating Bosses**\
   After defeating a boss, the player receives a recipe for a spell. The recipe that drops depends on the set of spells the boss possesses
2. **Crafting Recipes**\
   To create a spell, specific artifacts are required. Each recipe has its own unique set of artifacts
3. **Teaching**\
   A crafted spell can only be taught to a single Folk. Spells are recorded in the metadata of the Folk and are transferred to the new owner when the NFT is sold

## Learning Spells

### **How many spells can a Folk learn?**

* Initially, a Folk starts with one basic spell
* A Folk can learn up to 4 spells in total

### **What happens if a Folk already knows 4 spells?**

* If you try to teach a new spell to a Folk with 4 spells, you will be prompted to select which of the current spells to replace

### **Can a spell be replaced?**

* Yes, if a Folk already knows 4 spells, learning a new one will prompt you to replace one of the existing spells

## Spell Mechanics in Combat

**How is a spell chosen in battle?**

* The spell to be used is selected randomly
* If a Folk has multiple identical spells, the probability of that spell being used increases

{% hint style="info" %}
**Example:**\
If a Folk has the following spells:

* Slap
* Slap
* Hit
* Charge

The probability of using **Slap** in battle is 50%, as it occupies 2 out of 4 available slots
{% endhint %}
