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Magic

Magery

Magery is the whole casting game: eight circles of spells, each wanting more skill, more mana and rarer reagents than the last. A mage is expensive to run and devastating once running, and the skill curve is steep enough that the first circles feel like a different game from the last.

How you train it Cast spells. A spell near the edge of your ability teaches you far more than one you have long since mastered.
What you need A spellbook, the reagents each spell names, and the mana to pay for it.

Circle 1

4 mana per cast.

SpellEffectWordsMin skillReagents
HealRestores 12 HPIn ManiNo requirement1x garlic, 1x ginseng, 1x spider silk
Magic Arrow3–7 damageIn Por YlemNo requirement1x sulfurous ash
WeakenWeakens the monsterDes ManiNo requirement1x garlic, 1x nightshade

Circle 2

6 mana per cast.

SpellEffectWordsMin skillReagents
CureCures poisonAn NoxNo requirement1x garlic, 1x ginseng
Harm7–12 damageAn ManiNo requirement1x nightshade, 1x spider silk
ProtectionA protective buff on youUs SanctNo requirement1x garlic, 1x ginseng, 1x sulfurous ash
IncognitoDisguises your nameKal In ExNo requirement1x blood moss, 1x nightshade

Circle 3

9 mana per cast.

SpellEffectWordsMin skillReagents
BlessA protective buff on youRel Sanct30.01x garlic, 1x mandrake root
Fireball12–18 damageVas Flam30.01x black pearl
PoisonPoisons for at least 3% of max health per tick, all fight (scales with spell damage)In Nox30.01x nightshade
RecallTravels you to a marked Recall RuneKal Ort Por30.01x black pearl, 1x blood moss, 1x mandrake root
MarkMarks a Recall Rune where you standKal Por Ylem30.01x black pearl, 1x blood moss, 1x mandrake root

Circle 4

11 mana per cast.

SpellEffectWordsMin skillReagents
CurseWeakens the monsterDes Sanct40.01x garlic, 1x nightshade, 1x sulfurous ash
Greater HealRestores 35 HPIn Vas Mani40.01x garlic, 1x ginseng, 1x mandrake root, 1x spider silk
Lightning16–22 damage, 30% chance to stun for 3sPor Ort Grav40.01x mandrake root, 1x sulfurous ash

Circle 5

14 mana per cast.

SpellEffectWordsMin skillReagents
Magic ReflectionA protective buff on youIn Jux Sanct50.01x garlic, 1x mandrake root, 1x spider silk
Mind Blast20–28 damagePor Corp Wis50.01x black pearl, 1x mandrake root, 1x nightshade
ParalyzeWeakens the monsterAn Ex Por50.01x garlic, 1x mandrake root, 1x spider silk

Circle 6

20 mana per cast.

SpellEffectWordsMin skillReagents
DispelDispels magicAn Ort60.01x garlic, 1x mandrake root, 1x sulfurous ash
Energy Bolt24–32 damageCorp Por60.01x black pearl, 1x mandrake root
InvisibilityHides you from what you are fightingAn Lor Xen60.01x blood moss, 1x nightshade

Circle 7

40 mana per cast.

SpellEffectWordsMin skillReagents
Flame Strike30–40 damageKal Vas Flam70.01x spider silk, 1x sulfurous ash

Circle 8

50 mana per cast.

SpellEffectWordsMin skillReagents
ResurrectionRaises the deadAn Corp80.01x blood moss, 1x garlic, 1x ginseng
Damage and healing shown are the base roll. Eval Int adds 20% at 100 skill, an Inscribed Spellbook adds more again, and the monster's own resistance comes off the top — so a trained mage hits considerably harder than this table alone suggests.
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Intelligence is your casting power. Half of a spell's damage is fixed and the other half scales with Int, so the same Lightning that lands for 19 at 100 Int lands for 12 at 25. Bless counts, and it raises the ceiling as well as the floor.
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Your weapon and shield do nothing while a spell is in flight. The swing drops to Wrestling, the shield stops blocking and stops counting toward Armor Rating, and both slots turn red on the paperdoll — the same red a broken item gets, because mechanically it is the same thing. Casting mid-fight is a real trade, not free damage bolted onto a weapon. A spellbook is unaffected: its wisp bolt was already Wrestling.

Other Magic skills