Spells
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Spells |
Updated by Petra Fyde May 2009 |
First Circle ! Second Circle | Third Circle | Fourth Circle | Fifth Circle | Sixth Circle | Seventh Circle | Eighth Circle | Glossary of Power Words |
Key: BP=Black Pearl – BM=Blood Moss – Ga=Garlic – Gi=Ginseng – MR=Mandrake Root – Ns=Nightshade – SS=Spider’s Silk – SA=Sulphurous Ash | ||
First Circle – Mana cost 4; Delay 0.50 seconds | ||
Spells | Words of Power | Reagents |
Clumsy | Uus Jux | BM, Ns |
Takes away ((8 + (Evaluate Intelligence)/10 – (Resist)/10) dexterity. Extremely useful against warriors for slowing down their swing speed (possible), and for interrupting another mages’ spells. | ||
Create Food | In Mani Ylem | Ga, Gi, MR |
Useful for when your horse is about to go wild. It is, however, usually cheaper to recall to the provisioner to buy a few apples. | ||
Feeblemind | Rel Wis | Gi, Ns |
Takes away ((8 + (Evaluate Intelligence)/10 – (Resist)/10) intelligence. Very useful versus both warriors and mages alike, as it basically lowers the mana cap of those characters until the spell is countered. Additionally, it may lower opponents mana regeneration rate.. As with clumsy, this is an excellent spell for interrupting other mages. |
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Heal | In Mani | Ga, Gi, SS |
Heals ((Magery / 10) + (1 to 3)) damage. Absolutely vital in combat, as it is the fastest way to heal for a mage. | ||
Magic Arrow | In Por Ylem | Sa |
Causes up to 14 to 18 Fire damage on a character with no resists. Damage depends on caster’s Evaluate Intelligence and Inscription skill. Useful for a quick killing blow against a redlined target. | ||
Nightsight | In Lor | Sa, SS |
Turns the lights into daytime, even in dark dungeons, that lasts until the next day- or nighttime. Seeing is extremely necessary in surviving. Target must have at least 10 points of magery skill for any effect to happen, and will be best at grandmaster or higher magery. | ||
Reactive Armor | Flam Sanct | Ga, Sa, SS |
Increases caster’s Physical Resistance by ((Inscription / 20) + 15) points, and decreases caster’s Fire, Cold, Energy and Poison Resistance by 5 points each. Cancelled by the character’s death, otherwise lasts until cast again Very handy spell for whenever you encounter opponents that deal solely physical damage. | ||
Weaken | Des Mani | Ga, Ns |
Takes away ((8+ (Evaluate Intelligence)/10 – (Resist)/10) strength. Useful against physically strong opponents, to lower their hit points temporarily. Is very often an opening spell in mage PvP combat. | ||
Second Circle – Mana cost 6; Delay 0.75 seconds | ||
Spells | Words of Power | Reagents |
Agility | Ex Uus | BM, MR |
Increases dexterity points and stamina cap by ((Evaluate/10) +1)%. Cannot be resisted. Also increases attack speed if you manage to hit a new breakpoint in swing speed. | ||
Cunning | Uus Wis | Ns, MR |
Increases intelligence points and mana cap by ((Evaluate/10) +1)%. Cannot be resisted. Can also increases mana regeneration speed. | ||
Cure | An Nox | Ga, Gi |
Cures the poison that has been eating away at you. Can cure lethal poison (level 5) at higher levels, wheter or not you succeed in curing is decided with the following formula: % Chance to cure: (Magery * 0,75) + (110 – (Poison level * 33)) |
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Harm | An Mani | Ns, SS |
A fair spell. Harm is distance based, and does Cold damage. Damage is based on Eval Int and Inscription. Because of the short casting delay very useful against fast swinging opponents. Distance: 0-1 tiles: 23-29 points at GM level 2 tiles: 50% damage 3-10 tiles: 25% damage. |
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Magic Trap | In Jux | Ga, SS, Sa |
Useful for trapping containers, which can break a paralyze spell, but triggering the trap will do 10-50 points damage. Is primarily used to “scare off” thieves these days. | ||
Remove Trap | An Jux | BM, Sa |
Remove the trap from an object that has been trapped with the Magic Trap spell, or low level town or treasure chests. Often used to remove a trap set by a low level tinker to create a paralyse breaking box. | ||
Protection | Uus Sanct | Ga, Gi, Sa |
Allows you to cast spells without being interrupted. Lowers physical resistance, resist magic skill and spell casting speed cap (by 2). However casting speed will not go below 0. Lasts until cast again or broken by death. | ||
Strength | Us Mani | MR, Ns |
Increases strength points and hit points cap by ((Evaluate/10) +1)%. Cannot be resisted. Also increases weapon damage. Handy if you want to carry more than your regular strength would allow you to carry, and for canceling the effect of a weaken cast on you. | ||
Third Circle – Mana cost 9; Delay 1.00 seconds | ||
Spells | Words of Power | Reagents |
Bless | Rel Sanct | Ga, MR |
Combines the spells Agility, Cunning and Strength into one spell. Counteracts the stat part of the Curse spell. Very efficient if used right before battle in combination with a health and a stamina potion and a wee bit of meditation to max out all stats. | ||
Fireball | Vas Flam | BP |
A quick Fire damage spell that can do up to 26-31 damage. Damage depends on the Eval Int and Inscription skill. Fireball is the *perfect* spell to cast when you need to finish off a player/monster at very low health. | ||
Magc Lock | An Por | BM, Ga, Sa |
Magically locks a chest. Remember, containers cannot be stolen, but things inside can – magic locking it will keep nosy people out. Lasts until smashed or magic unlocked. | ||
Poison | In Nox | Ns |
Poisons your target, prevents bandages from healing damage, heal spells will also not work. Can be fully resisted at high resist magic levels. Does damage depending on the formula ((Magery + Poisoning) / 2): Less than 65.1 : Level 1 poison 65.1 to 85 : Level 2 poison 85.1 to 99.9 : Level 3 poison 100 and higher : Level 4 poisoning. More effective at close range. |
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Telekinesis | Ort Por Ylem | BM, MR |
Allows you to open/manipulate objects from a distance. Good for opening trapped chests, as telekinesis will trigger any trap on them, can gbe very useful when cast on doors in dungeons. | ||
Teleport | Rel Por | BM, MR |
Allows you to teleport to a seen location up to 11 tiles away. Good for getting out of block-ins, extremely useful in PvP to gain enough distance to hide. Teleport also forces monsters to re-target you in battle. | ||
Unlock | Ex Por | BM, Sa |
Good for characters without lock picking for unlocking magic locked or level 1 to 2 treasure chests. Success on treasure chests depends on the magery skill. Is also the counter for the “Magic Lock” spell. | ||
Wall of Stone | In Sanct Ylem | BM, Ga |
Good for blocking in opponents. The wall can also be used to signal for instance the start of a duel. Lasts for 10 seconds. | ||
Fourth Circle – Mana cost 11; Delay 1.25 seconds | ||
Spells | Words of Power | Reagents |
Archcure | Vas An Nox | Ga, Gi, MR |
Cures poison with a greater success than the normal cure spell. At GM level Magery there is a 87% chance of success against level 5 poison. Cures all friendly targets that are within 2 tiles of the target. Casts at the same speed as a 3rd circle spell. | ||
Archprotection | Vas Uus Sanct | Ga, Gi, MR, Sa |
Casts the Protection spell on all party members (including self) that are up to 3 tiles away. Only interesting if you are actually in a party. As an exact replica of the second circle spell, its of limited use. | ||
Curse | Des Sanct | Ga, Ns, Sa |
Reduces a player’s maximum elemental resistances to 60% (but only when cast by another player), as well as act like Clumsy, Feeble mind and Weaken all in one. | ||
Fire Field | In Flam Grav | BP, SS, Sa |
Does 2 points damage per second, but it is very hard to find anything that will stay in one. Spell casting monsters will dispel these. Lasts for (4 + (Magery / 2)) seconds. |
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Greater Heal | In Vas Mani | Ga, Gi, MR, SS |
One of the most used spells in the game for obvious reasons; it heals (Magery * 0.4) + (1 to 10) points of damage. | ||
Lightning | Por Ort Grav | MR, Sa |
Instantly makes a lightning bolt hit your target for max 30 to 34 points of Energy damage. Damage level depends on Eval Int and Inscription skill. Better than fireball and only costs 2 more mana points. | ||
Mana Drain | Ort Rel | BP, MR, SS |
Decreases mana level by (40 + caster Eval Int – target Resist Magic) points. After 4 seconds mana level is restored back to normal. Decent spell for both PvM and PvP. Mana drain a poison elemental then cast energy vortex, or throw out a few mana drains in a heated battle with a mage. Lethal as its almost assured to drain some mana | ||
Recall | Kal Ort Por | BP, BM, MR |
This spell lets you move from place to place in an instant. Probably the most commonly used spell in the game. Requires that you have a rune marked by the Mark spell. | ||
Fifth Circle – Mana cost 14; Delay 1.50 seconds * | ||
Spells | Words of Power | Reagents |
Blade Spirits | In Jux Hur Ylem | BP, MR, Ns |
*Mana cost 18; Additional delay 6 seconds. Summons Blade Spirits that will attack anything in a 6 tile radius. It targets nearby creatures with high Strength and/or Tactics first. Does up to 15 points of damage per hit. Duration 120 seconds. Can be dispelled. |
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Dispel Field | An Grav | BP, Ga, SS, Sa |
Dispels one tile of a field spell (fire, poison, etc). Most used for closing a gate after you (and your friends) moved through it to stop people from following you. | ||
Incognito | Kal In Ex | BM, MR, Ns, Sa |
Changes your name and appearance (not your clothes) for a while. Used mostly for training or for role play purposes. Lasts for (Magery * 1.2) seconds | ||
Magic Reflection | In Jux Sanct | Ga, MR, SS |
Decreases caster’s Physical Resistance by (25 – (Inscription / 20)) points, increases caster’s Fire, Cold, Energy and Poison Resistance by 10 points each. Almost opposite of Reactive Armor spell. Grants a Pool of Reflection power based off Magery, Inscription & Magic Resistance. Spells will be reflected back to the caster until the pool is depleted. High level spells may break the reflect. There is a 30 second delay before the spell can be re-cast to replenish the pool. |
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Mind Blast | Por Corp Wis | BP, MR, Ns, Sa |
Makes a mind blast hit your target for max 40 to 42 points of Cold damage. Damage level depends on Magery and Intelligence. Has a small delay on it, making it excellent for combos. | ||
Paralyze | An Ex Por | BP, Ns, SS |
Often used by PvP mages. First paralyze the target, then hit him with a combo of Explosion and Energy Bolt, finish with a combo of lower level spells. Paralyze can be countered by opening a trapped crate, or taking any kind of damage. The paralyzation lasts for ((caster Eval Int/10) – ((target Resist Magic/10)) * 3 seconds or until broken by damage done to target. | ||
Poison Field | In Nox Grav | Bp, Ns, SS |
Creates a wall of poison. Can be very effective in group combat. Damage levels are equal to those of the Poison spell. (i.e. level 4 poison for a true Nox Mage) Lasts for (3 + (Magery * 0.4)) seconds. |
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Summon Creature | Kal Xen | BM, MR, SS |
*Mana cost 18; Additional delay 6 seconds. Summons a low level creature to assist you. Can be used as sparring partner for low-level characters or as a decoy – possibly for a pvm thief. Lasts for (Magery * 4) seconds, up to 480. |
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Sixth Circle – Mana cost 20; Delay 1.75 seconds | ||
Spells | Words of Power | Reagents |
Dispel | An Ort | Ga, MR, Sa |
Dispels a summoned creature. Can be resisted. | ||
Energy Bolt | Corp Por | BP, Ns |
Makes an energy bolt hit your target for max 51 to 56 points of Energy damage. Damage level depends on Eval Int and Inscription. Vital spell both for PvP and PvM. | ||
Explosion | Vas Ort Flam | BM, MR |
After an initial delay of 2 seconds; Makes an explosion hit your target for max 51 to 56 points of Fire damage. Damage level depends on Eval Int and Inscription. Excellent spell when used as first spell in a combo | ||
Invisibility | An Lor Xen | BM, Ns |
Hides you from sight for a short while. A wonderful thing when you are trapped in spawn or getting ganked in PvP. Lasts for (Magery * 1.2) seconds. |
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Mark | Kal Por Ylem | BP, BM, MR |
Lets you mark a rune that you can later recall or gate to. Not all areas in the game allow you to mark a rune there. In such cases it’s best to mark a rune close to the entrance to that area. | ||
Mass Curse | Vas Des Sanct | Ga, MR, Ns, Sa |
Casts Curse on all creatures within a 3 tile radius. Handy in champion spawns and group warfare. | ||
Paralyze Field | In Ex Grav | BP, Gi, SS |
Basically a paralyze spell in form of a field. Can be both good and useless in both PvP and PvM, as its effectiveness is determined directly by the targets resisting spells. | ||
Reveal | Wis Quas | BM, Sa |
Reveals a hidden player. Useful against stealthing thieves, Orc Scouts, a hiding orange, or people that are up to no good. Reveal will always reveal players hidden by the Invisibility spell, but against players using the Hiding skill it will check the hiders Hiding and Stealth skills against your Magery and Detect Hidden Skills. |
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Seventh Circle – Mana cost 40; Delay 2.00 seconds | ||
Spells | Words of Power | Reagents |
Chain Lightning | Vas Ort Grav | BP, BM, MR, Sa |
Hits a series of targets with a lightning bolt for max 64 to 69 total Energy damage. Less targets means more damage per target. Damage level depends on Eval Int and Inscription. Its a good high level energy damage spell. | ||
Energy Field | In Sanct Grav | BP, MR, SS, Sa |
Longer lasting and longer physical length version of the wall of stone spell, except this wall is made of energy instead of stone. Used mostly to block bridges and other narrow entrance/exit points. Lasts for (2 + (Magery * 0.28)) seconds. | ||
Flamestrike | Kal Vas Flam | SS, Sa |
Hits the target with a huge burst of flames that does max 64 to 69 Fire damage. Damage level depends on Eval Int and Inscription. Groups of mages casting simultaneous flame strikes often mean instant death to their victims | ||
Gate Travel | Vas Rel Por | BP, MR, Sa |
Opens a moon gate to a specific marked location. Useful for transporting an entire group of people or an unbonded unrideable pet. Some areas of the map cannot be gated to. Lasts for 30 seconds |
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Mana Vampire | Ort Sanct | BP, BM, MR, SS |
This spell drains your opponents mana and adds it to your own. The amount transferred is equal to (caster Eval Int – target Resist Magic). You can not drain more mana than your victim has left, and you cannot raise your own mana over your mana cap. | ||
Mass Dispel | Vas An Ort | BP. Ga, MR, Sa |
Good for dispelling lots of summoned critters, blade spirits, elementals, and daemons in an 8 tile radius. Can be resisted, but much harder to do so than Dispel. | ||
Meteor Swarm | Kal Des Flam Ylem | BM, MR, SS, Sa |
Hits a series of targets with meteors for max 64 to 69 total Fire damage. Less targets means more damage per target. Damage level depends on Eval Int and Inscription. | ||
Polymorph | Vas Ylem Rel | BM,MR, SS |
An amusing spell that turns you into any number of creatures, but serves no real purpose. Makes for interesting chicken vs chicken duels. Lasts until recast or broken by death. |
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Eighth Circle – Mana cost 50; Delay 2.25 seconds | ||
Spells | Words of Power | Reagents |
Earthquake | In Vas Por | BM, Gi, MR, Sa |
A percentage damage-based attack that does approximately 33% Physical damage (min 10, max 100) against total hit points. Can hit multiple targets within its effective radius, with no limit, as long as the targets are in sight of the caster. Cannot damage targets with no line of sight, or who are hidden. | ||
Energy Vortex | Vas Corp Por | BP, BM, MR, Ns |
Summons an Energy Vortex that will attack anything in a 6 tile radius. It targets nearby creatures with high Magery and/or Intelligence first. Does up to 26 points of damage per hit. Can be dispelled. Takes 2 pet control slots. Lasts for 90 seconds. |
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Resurrection | An Corp | BM, Ga, Gi |
Brings a ghost back to life. Caster must be within one tile of the target | ||
Summon Air Elemental | Kal Vas Xen Hur | BM, MR, SS |
Summons an air elemental to fight for you. The Air Elemental will focus on casting spells rather than meleeing. Takes 2 pet control slots. Lasts for (Magery * 4) seconds. |
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Summon Daemon | Kal Vas Xen Corp | BM, MR, SS, Sa |
Summoned daemons combine powerful melee attacks with 7th circle magic. Takes 4 pet control slots. Caster takes a large Karma hit. Lasts for (Magery * 4) seconds. |
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Summon Earth Elemental | Kal Vas Xen Ylem | BM, MR, SS |
Summons an earth elemental. No magic, but a strong melee attacks. Takes 2 pet control slots. Lasts for (Magery * 4) seconds. |
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Summon Fire Elemental | Kal Vas Xen Flam | BM, MR, SS, Sa |
More powerful than the Air and Water Elementals in both melee and magery. Takes 4 pet control slots. Lasts for (Magery * 4) seconds. |
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Summon Water Elemental | Kal Vas Xen An Flam | BM, MR, SS |
Combines the skills of Air and Earth elementals for both melee and magery attack. Takes 3 pet control slots. Lasts for (Magery * 4) seconds. |
Descriptions by Lugh
Words of Power Glossary by Xena Dragon
Syllable | Meaning | Syllable | Meaning |
An | Negate or Dispel | Nox | Poison |
Bet | Small | Ort | Magic |
Corp | Death | Por | Move or Movement |
Des | Lower or Down | Quas | Illusion |
Ex | Freedom | Rel | Change |
Flam | Flame | Sanct | Protect or Protection |
Grav | Field | Tym | Time |
Hur | Wind | Uus | Raise or Up |
In | Make, Create or Cause | Vas | Great |
Jux | Danger, Trap or Harm | Wis | Know or Knowledge |
Kal | Summon or Invoke | Xen | Creature |
Lor | Light | Ylem | Matter |
Mani | Life or Healing | Zu | Sleep |
Last modified: November 27, 2013
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1subјect and didn’t know who to ask.
does using magery like heal or greater heal on an animal bring up or raise your veterinary skills? or is the only way to do that by using bandages.? i ask this because me and a friend are in a quarrel about the subject, i know i have never used a single bandage with my mage but yet my veterinary skill keeps going up when i heal my animals. what is with this.? if possible could you reply to me at [email protected]… and maybe also post it on here.!!!
2please and thank you