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Spellcasting

There are 8 circles of Spells with 8 spells in each circle. A “circle” is essentially a spell level. The higher your Magery skill, the easier it will be to case the higher circle spells. When you cast a spell from your spellbook, it will consume reagents from your backpack.

Opening your spellbook will allow you to see a list of every spell you’ve learned so far, and the required reagents needed to cast it.

First Circle Spells:

4 mana per cast.

  1. Clumsy (Uus Jux):  Temporarily reduces the dexterity and max stamina of whomever you cast it on.
  2. Create Food (In Mani Ylem): Creates food in your backpack.
  3. Feeblemind (Rel Wis): Temporarily reduces the intelligence and max mana of whomever you cast it on.
  4. Heal (In Mani): Heals a small amount of life.
  5. Magic Arrow (In Por Ylem): An offense spell that does a small amount of damage.
  6. Nightsight (In Lor): This spell makes it easier to see in the dark.
  7. Reactive Armor (Flam Sanct): Casting this spell will allow you to absorb (some or all of) the next melee damage that hits you. Inscription skill enhances this spell.
  8. Weaken (Des Mani): Temporarily reduces the strength and max hit points of whomever you cast it on.

 

Second Circle Spells:

6 mana per cast.

  1. Agility (Ex Uus): Temporarily increases the dexterity and max stamina of whomever you cast it on.
  2. Cure (An Nox): Removes poison but can fail to cure high level poisons.
  3. Cunning (Uus Wis): Temporarily increases the intelligence and max mana of whomever you cast it on.
  4. Harm (An Mani): A direct damage spell that does more damage the closer you are to your opponent when you target the spell.
  5. Magic Trap (In Jux): Trap a container with a magical trap.
  6. Magic Untrap (An Jux): Removes lock level locks from containers.
  7. Protection (Uus Sanct): Casting this spell increases the chance that you won’t be interrupted if you’re hit while casting a spell. Inscription skill improves the efficiency of this spell.
  8. Strength (Uus Mani): Temporarily increases the strength and max hit points of whomever you cast it on.

 

Third Circle Spells:

9 mana per cast.

  1. Bless (Rel Sanct): Temporarily increases the strength, dexterity, intelligence, along with the max hit points, stamina, and mana of whomever you cast it on.
  2. Fireball (Vas Flam): An offensive spell that sends a fireball at your target, doing a small to moderate amount of damage.
  3. Magic Lock (An Por): Cast this spell on a container to lock it, magically.
  4. Poison (In Nox): Poison is an offensive spell that has a chance of poisoning the target. Poisoned individuals cannot heal until they are cured. Poisoning skill allows a mage a 20% chance to cast deadly poison.
  5. Telekinesis (Ort Por Ylem): Interact with doors, chests, and other objects outside the standard line of reach.
  6. Teleport (Rel Por): A short distance travel spell.
  7. Unlock (Ex Por): Unlock magically locked containers or low level chests.
  8. Wall of Stone (In Sanct Ylem): Casts a temporary wall of stone that is 3 tiles wide and blocks line of sight.

 

Fourth Circle Spells:

11 mana per cast.

  1. Arch Cure (Vas An Nox): Cures higher level poisons with greater success and can cure multiple targets at once.
  2. Arch Protection (Vas Uus Sanct): Temporarily increases the armor rating of multiple targets.
  3. Curse (Des Sanct): Temporarily decreases the strength, dexterity, intelligence, along with the max hit points, stamina, and mana of whomever you cast it on.
  4. Fire Field (In Flam Grav): Casts a small field of fire (4 tiles wide) that is considered an offensive act when it hits an incident target.
  5. Greater Heal (In Vas Mani): Heals a moderate amount of life.
  6. Lightning (Por Ort Grav): An offensive spell that sends a bolt of lightning from the sky to your target, doing a moderate amount of damage.
  7. Mana Drain (Ort Rel): An offensive spell that has a chance to drain mana from the target.
  8. Recall (Kal Ort Por): A long distance travel spell used to teleport across the map with the use of recall runes.

 

Fifth Circle Spells:

14 mana per cast.

  1. Blade Spirits (In Jux Hur Ylem): Summons an uncontrollable whirling spirit of blades that attacks nearby targets.  Consumes a follower slot.
  2. Dispel Field (An Grav): Cast this on (player) moongates or field spells to remove them quickly.
  3. Incognito (Kal In Ex): Temporarily changes your name and appearance.
  4. Magic Reflection (In Jux Sanct): Automatically targets yourself and protects you from the offensive spell(s) cast upon you. Inscription skill improves the efficiency of this spell.
  5. Mind Blast (Por Corp Wis): An offensive spell that punishes targets who have unbalanced stats. For example, if the target has 100 str, 100 dex, and 25 int, they will take much more damage than someone who has 75 str, 75 dex, and 75 int.
  6. Paralyze (An Ex Por): An offensive spell that prevents the target from moving until they take damage or until the duration of the spell ends.
  7. Poison Field (In Nox Grav): Casts a small field of poison (4 tiles wide) that is considered an offensive act when it hits an incident target.
  8. Summon Creature (Kal Xen): Summons a random creature pet. Consumes a follower slot.

 

Sixth Circle Spells:

20 mana per cast.

  1. Dispel (An Ort): Cast upon a summoned creature for a chance to unsummon (“make it disappear”) it.
  2. Energy Bolt (Corp Por): An offensive spell that does significant damage to it’s target.
  3. Explosion (Vas Ort Flam): An offensive spell that does significant delayed damage to it’s target.
  4. Invisibility (An Lor Xen): Casting this upon a target will make them hidden (invisible).
  5. Mark (Kal Por Ylem): Cast on recall runes to mark the location you’re currently standing on. Cast recall and target this rune to return to the marked location.
  6. Mass Curse (Vas Des Sanct): Similar to the Curse spell from 4th circle, except it is an area effect and can hit multiple targets.
  7. Paralyze Field (In Ex Grav): Casts a small field of paralyze (4 tiles wide) that is considered an offensive act when it hits an incident target.
  8. Reveal (Wis Quas): Cast and target a ground tile to have a high chance of revealing any hidden players or NPCs.

 

Seventh Circle Spells:

40 mana per cast.

  1. Chain Lightning (Vas Ort Grav): An offensive spell that casts a series of high damage lightning bolts in an area effect.
  2. Energy Field (In Sanct Grav): Casts a small field of energy (4 tiles wide) that blocks movement but not line of sight.
  3. Flamestrike (Kal Vas Flam): An offensive spell that conjures a column of fire beneath the feet of the target, doing a significant amount of damage.
  4. Gate Travel (Vas Rel Por): Cast upon a marked recall rune to create a temporarily blue moongate for traveling across the map.
  5. Mana Vampire (Ort Sanct): Casting this upon a target is an offensive act and has a chance of draining your enemies mana while rejuvenating your own.
  6. Mass Dispel (Vas An Ort): Similar to Dispel from 6th circle, except useful when you need to dispel multiple targets.
  7. Meteor Swarm (Flam Kal Des Ylem): An offensive spell that sends a barrage of high damage fireballs at your target, hitting as a splash, or an area effect.
  8. Polymorph (Vas Ylem Rel): Temporarily transform yourself into different animals or monsters.

 

Eighth Circle Spells:

50 mana per cast.

  1. Earthquake (In Vas Por): An offensive spell that hits all nearby targets within range, dealing a significant amount of damage.
  2. Energy Vortex (Vas Corp Por): Summons an uncontrollable, whirling purple spirit of death. Consumes a follower slot.
  3. Resurrection (An Corp): Cast upon a ghost to bring the dead back to life.
  4. Summon Air Elemental (Kal Vas Xen Hur): Summons an air elemental to fight alongside you. Consumes 2 follower slots.
  5. Summon Daemon (Kal Vas Xen Corp): Summons a demon to fight alongside you. Consumes 3 follower slots.
  6. Summon Earth Elemental (Kal Vas Xen Ylem): Summons an earth elemental to fight alongside you. Consumes 2 follower slots.
  7. Summon Fire Elemental (Kal Vas Xen Flam): Summons a fire elemental to fight alongside you. Consumes 2 follower slots.
  8. Summon Water Elemental (Kal Vas Xen An Flam): Summons a water elemental to fight alongside you. Consumes 2 follower slots.

 

Summons Explained:

NameDescriptionBehaviorSlots
Summon CreaturesSummons an animal companion.Controllable1
Blade SpiritsSpinning blades that can apply greater poison.Chaotic1
Air ElementalSpellcaster with immunity to poisons, up to greater poison.Controllable2
Earth ElementalMost difficult to dispel. High armor rating makes them great tanks.Controllable2
Fire ElementalSpellcaster with high spell damage but squishy.Controllable2
Water ElementalSpellcaster with high magic resistance.Controllable2
DaemonStrong with both melee and casting.Controllable3
Energy VortexA difficult to dispel armored vortex that can lethal poison its foe.Chaotic1

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