Clover RPG Magic
Clover RPG magic comes from your grimoire, which you unlock at level 15 at Wisdom Peak. There are seven magics, each with its own roll chance, from Flame and Light at 22% down to Time at 1%. Pick one below for every skill, cooldown, energy cost and passive.
All Clover RPG magic chances
The roll chances add up to 100%: Flame 22%, Light 22%, Wind 20%, Lightning 15%, Shadow 15%, Beast 5% and Time 1%. A ninth magic, Spatial, exists in the game files with a 0% weight, so nobody can roll it yet.
Your first roll happens on the grimoire quest at level 15. After that, every new roll costs a reroll: Robux, Essence from the shop, or a character wipe at level 15. The how to get magic in Clover RPG guide covers the quest step by step.
How to choose a Clover RPG magic
You do not choose your magic; you roll it. What you choose is whether to keep it. Light is the safest common roll because it has the only self-heal. Flame and Wind control crowds. Lightning and Shadow are the rarer picks for PvP, and Beast and Time are the jackpots most players reroll for.
The community wiki's own advice is that every magic is viable, so a common roll that suits how you play beats chasing a 1% roll for days. The magic tier list ranks all seven with the numbers behind each tier.
Magic variants
Some magics come in cosmetic variants, such as Amaterasu and Azure for Flame or Storm, Solar and Verdant for Lightning. Variants change the colours and effects of your spells, not their damage. You can roll one when you get your grimoire and reroll it later from the Ability tab of the Tab menu, or at the Laboratory in Kamo.
Clover RPG magic FAQ
What is the rarest magic in Clover RPG?
Time, at 1%. Beast is second at 5%.
What level do you get magic in Clover RPG?
Level 15, through the quest at Wisdom Peak.
Can you get two magics?
No. Each character has one grimoire; rerolling replaces it. Grimoire Augmentation opens at level 50 and the wiki is still documenting it.