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
- You choose the spell (from your book or a scroll).
- 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.
- Reagents and mana are spent, and the spell goes to the target.
- During the recovery time you cannot cast a new spell.
The spell fails (fizzle)
There are two reasons:
- Your skill is not high enough. Every circle has a lower threshold; below it, your spells often fizzle → Magery circle table.
- You took a hit. Taking damage while casting breaks the spell. That is why mages hide behind shields, cast while running, or steady themselves with the Protection spell.
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
- Mana: the cost rises with the circle. The cap for "lower mana cost" is 40%.
- Reagents: each spell has its own reagents; they are cheap at the mage merchant. If "lower reagent cost" reaches 100% you spend no reagents at all — the property mages look for most.
- Necromancy and Chivalry work separately: necromancy spends its own dark reagents, chivalry spends tithing points.

Hands and armor
- The weapon and shield in your hands go to your backpack. If you cast while holding a weapon or shield, both drop into your backpack and you have to equip them again. If the item says "spell channeling", it stays in your hand.
- Metal armor stops mana. Plate/chain/ring/bone armor stops meditation; leather armor or a piece with "mage armor" causes no problem → Armor and Resistances.
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
Evaluating Intelligence
Intelligence
Mark
Recall
Gate Travel
Teleport