How Magic Works

Casting a spell takes four things: a book, reagents, mana and free hands. This page explains the mechanics of spellcasting — what each skill does is on the Magic Skills page.

What happens in a cast

  1. You choose the spell (from your book or a scroll).
  2. The words are spoken and the casting time runs. If you are hit during this time the spell fizzles — your reagents and mana are lost.
  3. Reagents and mana are spent, and the spell goes to the target.
  4. During the recovery time you cannot cast a new spell.

The spell fails (fizzle)

There are two reasons:

Timing: faster casting and recovery

Property What it does Cap
faster casting Shortens the time it takes to cast 2 (Magery/Necromancy) · 4 (Chivalry)
faster cast recovery Shortens the time between two spells; each point is 0.25 seconds 6

The Protection spell slows you down: while Protection is on, faster casting drops by 2 points. It trades speed for not being interrupted when hit; in PvP it is a deliberate choice.

Spells get slower by circle: an 8th circle spell always takes longer than a 1st circle spell.

Mana and reagents

Hands and armor

Damage and resistance

Attack spells also carry a damage type: Fireball deals fire damage, Energy Bolt energy damage. The target absorbs as much as its resistance to that type — which is why a good mage does not rely on a single type of spell.

What raises damage on your side:

Source Effect
Evaluating Intelligence The biggest multiplier on spell damage
spell damage increase (item) Adds as much as it says
Intelligence Your mana pool; indirectly, how many spells you can cast

On the other side is Resisting Spells: it reduces damage and shortens paralysis and poison.

Scrolls

Casting from a scroll makes it two circles easier: even with 0 skill you can cast a 3rd circle scroll. This is the cheapest way for a new mage to progress; you can also write scrolls yourself with Inscription.

Wands also carry ready spells: lines such as "fireball charges" show how many uses are left.

Travel spells

Spell What it does
Mark Records where you stand onto a rune
Recall Teleports you to the place on the rune
Gate Travel Opens a gate anyone can enter
Teleport You jump a few tiles away; it does not cross walls

Runes and runebooks are made with Inscription. Travel rules (where you cannot teleport) → Travel.


Other pages: Item Properties · Magic Skills · Armor and Resistances · Strength, Dexterity, Intelligence · Combat