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Magery is the art of casting spells from a spellbook. With it you can heal, cure, travel by rune, summon elementals and daemons, and blast your enemies with fire and lightning. It's the most versatile skill in the game, and nearly every adventurer picks up at least a few circles of it.
At a glance
| Skill category | Magic |
|---|---|
| What it does | Lets you cast the 64 spells of the eight circles |
| How you use it | Open your spellbook and double-click a spell, or drag its icon to your hotbar |
| Works with | Evaluating Intelligence (spell damage), Meditation (mana), Resisting Spells (defense), Inscription (scrolls) |
| Skill cap | 100 (Grandmaster), raised up to 120 with Magery power scrolls |
| Stats it can raise | Intelligence |
| Starting gear | A spellbook holding Heal, Magic Arrow, Night Sight, Cure, Harm, Strength, Fireball, Poison, Teleport, Fire Field, Greater Heal and Lightning, a bag with 30 of each reagent, a few spell scrolls, a blue robe and a wizard's hat. |
Getting started

You need three things to cast a spell:
- A spellbook with the spell in it. Mages sell empty spellbooks for 18 gold and scrolls of the first three circles (12, 22 and 32 gold). Drop a scroll onto your book to add the spell permanently. Higher-circle scrolls come from scribes with Inscription and from treasure.
- Reagents. Each spell uses one of each reagent listed for it, every time you try, even if the spell fizzles.
- Mana. Each circle costs more mana. You only pay it when the spell works.
You can also cast straight from a scroll without a book. The scroll is used up, but scroll spells are two circles easier to cast. Wands cast their spell instantly, never fail and cost no mana or reagents, but they don't train Magery.
Reagents
| Reagent | Price | Sold by | Spells that use it | |
|---|---|---|---|---|
| Black pearl | 5 gold | Mages, alchemists | 17 | |
| Bloodmoss | 5 gold | Mages, alchemists, herbalists | 27 | |
| Garlic | 3 gold | Mages, alchemists, herbalists, healers, provisioners | 22 | |
| Ginseng | 3 gold | Mages, alchemists, herbalists, healers, provisioners | 11 | |
| Mandrake root | 3 gold | Mages, alchemists, herbalists | 36 | |
| Nightshade | 3 gold | Mages, alchemists, herbalists | 16 | |
| Spider's silk | 3 gold | Mages, alchemists | 24 | |
| Sulfurous ash | 3 gold | Mages, alchemists | 26 |
How casting works
When you cast, your character says the spell's words of power and you can't move until the spell finishes (You are frozen and cannot move.). Anything you're holding (except a spellbook) goes into your backpack, because you need your hands free. Then you pick a target if the spell needs one.
- Every circle has a skill window. Below the window you can't cast the spell at all. Inside it, your chance to succeed rises steadily, from 0% at the bottom to 100% at the top. Above the window the spell always works.
- Getting hit ruins your spell (Your concentration is disturbed, thus ruining thy spell.), unless you're protected by the Protection spell. 1st circle spells are the exception: taking damage never interrupts them, so Heal, Magic Arrow and the rest of the 1st circle always go off.
- After each spell there's a ¾-second pause before you can start another.
| Circle | Mana | Skill window (spellbook) | Skill window (scroll) | Cast time | |
|---|---|---|---|---|---|
| First | 4 | up to 40 | up to 20 | 0.5 s | |
| Second | 6 | 10–50 | up to 30 | 0.75 s | |
| Third | 9 | 20–60 | up to 40 | 1 s | |
| Fourth | 11 | 30–70 | 10–50 | 1.25 s | |
| Fifth | 14 | 40–80 | 20–60 | 1.5 s | |
| Sixth | 20 | 50–90 | 30–70 | 1.75 s | |
| Seventh | 40 | 60–100 | 40–80 | 2 s | |
| Eighth | 50 | 70–110 | 50–90 | 2.25 s |
Blade Spirits and Summon Creature are slower than the rest of the 5th circle: they take 6 seconds to cast.
Spells
Spells are grouped into eight circles. Each table can be sorted by clicking a column heading. Numbers shown are for a caster with 100 Magery.
First circle
| Spell | Words | Reagents | What it does | |
|---|---|---|---|---|
| Clumsy | Uus Jux | Lowers the target's Dexterity by 11 for 2 minutes. | ||
| Create Food | In Mani Ylem | Conjures a random piece of food into your backpack. | ||
| Feeblemind | Rel Wis | Lowers the target's Intelligence by 11 for 2 minutes. | ||
| Heal | In Mani | Heals 11–15 points of damage. Does nothing on a poisoned target. | ||
| Magic Arrow | In Por Ylem | A fiery bolt for 4–7 damage. | ||
| Night Sight | In Lor | Lets the target see in the dark for 15–39 minutes. | ||
| Reactive Armor | Flam Sanct | Absorbs melee blows and hits the attacker back for a fifth of each one (see defensive spells). | ||
| Weaken | Des Mani | Lowers the target's Strength by 11 for 2 minutes. |
Second circle
| Spell | Words | Reagents | What it does | |
|---|---|---|---|---|
| Agility | Ex Uus | Raises the target's Dexterity by 11 for 2 minutes. | ||
| Cunning | Uus Wis | Raises the target's Intelligence by 11 for 2 minutes. | ||
| Cure | An Nox | Tries to cure poison. Strong poisons may need a few tries (see curing poison). | ||
| Harm | An Mani | 1–15 damage that lands instantly. Strongest up close: half damage at 2 tiles, a quarter beyond that. | ||
| Magic Trap | In Jux | Traps a container so that it explodes on the next person who opens it. | ||
| Remove Trap | An Jux | Removes a magic trap from a container. | ||
| Protection | Uus Sanct | Gives you a chance to keep casting when you are hit (see defensive spells). | ||
| Strength | Uus Mani | Raises the target's Strength by 11 for 2 minutes. |
Third circle
| Spell | Words | Reagents | What it does | |
|---|---|---|---|---|
| Bless | Rel Sanct | Raises Strength, Dexterity and Intelligence by 11 each for 2 minutes. | ||
| Fireball | Vas Flam | A ball of fire for 10–16 damage. | ||
| Magic Lock | An Por | Locks an unlocked container with a magic lock. Lockpicks can't open it; only the Unlock spell can. | ||
| Poison | In Nox | Poisons the target. Higher Magery and Poisoning make the poison stronger (see poison spells). | ||
| Telekinesis | Ort Por Ylem | Uses or opens an item from a distance. | ||
| Teleport | Rel Por | Instantly moves you to a spot you can see. You can't teleport into a house or onto a blocked spot. | ||
| Unlock | Ex Por | Opens a locked container whose lock is easy enough for your Magery (see Unlock). | ||
| Wall of Stone | In Sanct Ylem | Raises a 3-tile stone wall for 10 seconds. |
Fourth circle
| Spell | Words | Reagents | What it does | |
|---|---|---|---|---|
| Arch Cure | Vas An Nox | Tries to cure poison on everyone within 2 tiles of the spot you choose. | ||
| Arch Protection | Vas Uus Sanct | Gives everyone within 3 tiles +11 armor for 2 minutes. | ||
| Curse | Des Sanct | Lowers the target's Strength, Dexterity and Intelligence by 11 each for 2 minutes. | ||
| Fire Field | In Flam Grav | A 5-tile wall of flame that burns anyone standing in it for 2 damage a second. Lasts 54 seconds. | ||
| Greater Heal | In Vas Mani | Heals 41–50 points of damage. Does nothing on a poisoned target. | ||
| Lightning | Por Ort Grav | A lightning strike for 12–20 damage that lands instantly. | ||
| Mana Drain | Ort Rel | Drains a random amount of the target's mana, up to 100. | ||
| Recall | Kal Ort Por | Takes you to the spot marked on a recall rune or runebook (see travel). |
Fifth circle
| Spell | Words | Reagents | What it does | |
|---|---|---|---|---|
| Blade Spirits | In Jux Hur Ylem | Summons a whirling blade spirit that attacks whatever is nearest, for 80–119 seconds. Takes 6 seconds to cast. | ||
| Dispel Field | An Grav | Removes a magical field. | ||
| Incognito | Kal In Ex | Gives you a random name, face and hair for 2 minutes. | ||
| Magic Reflection | In Jux Sanct | Bounces harmful spells back at their caster (see defensive spells). | ||
| Mind Blast | Por Corp Wis | Damage based on how lopsided the target's stats are: half the gap between their highest and lowest stat, up to 45. | ||
| Paralyze | An Ex Por | Freezes the target in place for 27 seconds (about 20 if they resist). Clumsy, Feeblemind, Weaken, Curse, Poison, Mana Drain and Mana Vampire break the paralysis early. | ||
| Poison Field | In Nox Grav | A 5-tile wall of poison gas that poisons anyone who touches it. Lasts 43 seconds. | ||
| Summon Creature | Kal Xen | Summons a random animal to fight for you for about 6½ minutes. Takes 6 seconds to cast. |
Sixth circle
| Spell | Words | Reagents | What it does | |
|---|---|---|---|---|
| Dispel | An Ort | Tries to banish a summoned creature. | ||
| Energy Bolt | Corp Por | A bolt of energy for 24–41 damage. | ||
| Explosion | Vas Ort Flam | Blasts the target for 23–44 damage, 2½ seconds after the spell is cast. | ||
| Invisibility | An Lor Xen | Hides the target from sight for 2 minutes, or until they act. | ||
| Mark | Kal Por Ylem | Marks a recall rune with your current location (see travel). | ||
| Mass Curse | Vas Des Sanct | Curses everyone within 2 tiles of the spot you choose, you included if you're close enough. | ||
| Paralyze Field | In Ex Grav | A 5-tile field that paralyzes anyone who walks into it for 27 seconds. Lasts 36 seconds. | ||
| Reveal | Wis Quas | Reveals everyone hiding within 6 tiles of the spot you choose. |
Seventh circle
| Spell | Words | Reagents | What it does | |
|---|---|---|---|---|
| Chain Lightning | Vas Ort Grav | 27–48 damage to everyone within 2 tiles of the spot you choose, shared out if there are 3 or more. It can hit you if you're standing too close. | ||
| Energy Field | In Sanct Grav | A 5-tile wall of energy that nothing can walk through. Lasts 30 seconds. | ||
| Flame Strike | Kal Vas Flam | A pillar of fire for 27–48 damage. | ||
| Gate Travel | Vas Rel Por | Opens a moongate to a rune's location that anyone can use for 30 seconds (see travel). | ||
| Mana Vampire | Ort Sanct | Steals all of the target's mana and gives it to you, unless they resist. | ||
| Mass Dispel | Vas An Ort | Tries to banish every summoned creature within 8 tiles of the spot you choose. | ||
| Meteor Swarm | Flam Kal Des Ylem | 27–48 damage split among everyone (but you) within 2 tiles of the spot you choose. | ||
| Polymorph | Vas Ylem Rel | Turns you into an animal or monster of your choice for at least 2 minutes (see Polymorph). |
Eighth circle
| Spell | Words | Reagents | What it does | |
|---|---|---|---|---|
| Earthquake | In Vas Por | Shakes everything around you (7 tiles at 100 Magery), taking 60% of its current health, up to 75. | ||
| Energy Vortex | Vas Corp Por | Summons a crackling energy vortex that attacks whatever is nearest, for 90 seconds. | ||
| Resurrection | An Corp | Brings a ghost standing next to you back to life (they get to choose). | ||
| Air Elemental | Kal Vas Xen Hur | Summons an air elemental for about 6½ minutes. See Air Elemental. | ||
| Summon Daemon | Kal Vas Xen Corp | Summons a daemon for about 6½ minutes. Costs you 70 karma. See Daemon. | ||
| Earth Elemental | Kal Vas Xen Ylem | Summons an earth elemental for about 6½ minutes. See Earth Elemental. | ||
| Fire Elemental | Kal Vas Xen Flam | Summons a fire elemental for about 6½ minutes. See Fire Elemental. | ||
| Water Elemental | Kal Vas Xen An Flam | Summons a water elemental for about 6½ minutes. See Water Elemental. |
Spells that can't be cast inside guarded towns: Blade Spirits, Chain Lightning, Earthquake, Energy Field, Energy Vortex, Fire Field, Mass Curse, Meteor Swarm, Paralyze Field, Poison Field, Wall of Stone.
Spell damage
The damage numbers above are the spell's base damage. Several things change how much actually lands:
- Evaluating Intelligence against the target's Resisting Spells. Higher Evaluating Intelligence adds damage, and a better-resisting target takes less (see the damage table).
- Your Magery. At 100 Magery you deal full damage. Lower Magery deals less, down to −25% at 0, and 120 Magery adds +5%.
- Monsters and animals take double damage from spells. Players and human-shaped creatures don't.
- Resisting. If the target resists, it takes reduced damage: three quarters for most spells, 60% for Flame Strike and half for Mind Blast and Chain Lightning. See Resisting Spells for the odds.
Healing and curing
- Heal (1st) and Greater Heal (4th) restore health, but they do nothing to a poisoned target. Cure the poison first.
- Cure (2nd) and Arch Cure (4th) remove poison. The stronger the poison, the more Magery you need:
Curing poison
| Magery | Lesser poison | Poison | Greater poison | Deadly poison | Lethal poison |
|---|---|---|---|---|---|
| 20 | 97% | 80% | 62% | 45% | 27% |
| 40 | 100% | 95% | 77% | 60% | 42% |
| 60 | 100% | 100% | 92% | 75% | 57% |
| 80 | 100% | 100% | 100% | 90% | 72% |
| 100 | 100% | 100% | 100% | 100% | 87% |
| 120 | 100% | 100% | 100% | 100% | 100% |
When it works you'll see You have cured the target of all poisons! and when it doesn't, You have failed to cure your target! Just try again.
Poison spells
Poison (3rd) and Poison Field (5th) poison their target. Poison Field always gives regular poison. The strength of the Poison spell depends on your Magery plus your Poisoning skill (10 points less for every tile your target is beyond 3 tiles away):
| Magery + Poisoning | Poison strength |
|---|---|
| Up to 130 | Lesser poison |
| 130.3 to 170 | Poison |
| 170.3 to 199.8 | Greater poison |
| Over 199.8 | Greater poison, with a 10% chance of deadly poison |
Defensive spells
Reactive Armor, Protection and Magic Reflection are the three personal defense spells. Only one of them can be on you at a time, and after one ends you must wait a minute before casting another (The spell will not adhere to you at this time.).
| Spell | What it does at 100 Magery | |
|---|---|---|
| Reactive Armor | Builds a shield worth (Magery + Meditation + Inscription) ÷ 3 points (up to 75). Each melee hit smaller than what's left is absorbed completely, and the attacker takes a fifth of it back. A hit as big as what's left breaks the spell and lands in full (Your reactive armor spell has been nullified.). | |
| Protection | Gives you a chance to keep casting when you're hurt: (Evaluating Intelligence + Meditation + Inscription) ÷ 4 percent, up to 75%. Lasts Magery × 2 seconds (3 min 20 s at 100 Magery). | |
| Magic Reflection | Bounces harmful spells back at their caster. It holds 8 to 15 points, depending on your Magery and Inscription (11 at 100 Magery, 15 with 100 Inscription too), and each spell it reflects uses up as many points as that spell's circle. |
Travel

Mages travel the world by rune. Mages sell blank recall runes for 15 gold.
- Stand where you want to return to and cast Mark (6th) on a rune in your backpack. Rename the rune so you remember where it leads.
- Later, cast Recall (4th) on that rune to teleport straight there.
- Or cast Gate Travel (7th) on it to open a blue moongate that you, your friends and your pets can walk through for 30 seconds.
You can't recall or gate while you're a criminal, within 30 seconds of attacking another player, or (for Recall) while you're overloaded. Some places can't be marked, recalled to or gated into (That location is blocked.). Teleport (3rd) is for short hops: it moves you instantly to a spot you can see.
Summons
Summoned creatures take up follower slots. You have 5, so you can't, for example, have a daemon and an elemental out at once.
| Spell | Circle | Creature | Follower slots | Lasts | Control | |
|---|---|---|---|---|---|---|
| Blade Spirits | Fifth | Blade Spirits | 1 | 80–119 s | Fights on its own | |
| Summon Creature | Fifth | A random animal | 2 | Magery × 4 s | Obeys your commands | |
| Energy Vortex | Eighth | Energy Vortex | 1 | 90 s | Fights on its own | |
| Air Elemental | Eighth | Air Elemental | 2 | Magery × 4 s | Obeys your commands | |
| Earth Elemental | Eighth | Earth Elemental | 2 | Magery × 4 s | Obeys your commands | |
| Water Elemental | Eighth | Water Elemental | 3 | Magery × 4 s | Obeys your commands | |
| Fire Elemental | Eighth | Fire Elemental | 4 | Magery × 4 s | Obeys your commands | |
| Summon Daemon | Eighth | Daemon | 5 | Magery × 4 s | Obeys your commands |
Summon Creature calls one of these animals at random: Polar Bear, Grizzly Bear, Black Bear, Horse, Walrus, Chicken, Scorpion, Giant Serpent, Llama, Alligator, Grey Wolf, Slime, Eagle, Gorilla, Snow Leopard, Pig, Hind, Rabbit.
Dispel (6th) and Mass Dispel (7th) send summoned creatures away. The odds depend on your Magery against the creature's strength (The creature resisted the attempt to dispel it!).
Polymorph
Polymorph (7th) changes your body into one of these shapes for at least 2 minutes. You keep your own stats and skills:
Chicken
Dog
Wolf
Panther
Gorilla
Black Bear
Grizzly Bear
Polar Bear
Human (male)
Human (female)
Slime
Orc
Lizardman
Gargoyle
Ogre
Troll
Ettin
Daemon
Unlock
Unlock (3rd) opens locked containers, as long as the lock is easy enough for your Magery. It won't open treasure chests above level 2 (My spell does not seem to have an effect on that lock.).
| Magery | Hardest lock it opens |
|---|---|
| 40 | 28 |
| 60 | 44 |
| 80 | 60 |
| 100 | 76 |
| 120 | 92 |
Training Magery
- Every cast trains Magery, as long as the spell is inside your skill window. Successful casts give the best chance to gain, but fizzles count too.
- Spells you cast every time teach nothing. Spells you fail most of the time teach the most per cast but cost a lot of reagents. The sweet spot is spells you cast successfully about half the time.
- Casting from scrolls teaches less, because scroll spells are two circles easier.
- Every cast also has a chance to raise Evaluating Intelligence.
- Meditate between casts to train Meditation at the same time.
- Below 10.0 you gain on every attempt, sometimes several tenths at once. Above that, each attempt has a chance to gain 0.1.
- The harder the attempt is for your skill level, the better your chance to gain. Your chance also drops as you get closer to your Magery cap and to your total skill cap of 700.
- If you've set Magery to go down (the arrow in your skills list), gains elsewhere can lower it to make room under your total cap. Lock skills you want to keep.
- Reaching 100.0 adds Magery to the Skills Mastered count on your achievements.
- Mages, mage guildmasters, holy mages, healers and (surprisingly) hair stylists will train you for gold: up to a third of their own skill, at most 42.0, for 1 gold per 0.1 points. Ask them (or use their context menu) to train the skill, then drop the gold on them.
Stats: each successful use has about a 5% chance to raise Intelligence by 1 point. Each stat can rise at most once every 10 minutes, and only if it's set to rise.
Suggested path
| Magery | How to train |
|---|---|
| 0 to about 33 | Buy the first points from a mage trainer (see below). It's cheap and much faster than casting. |
| 30 to 45 | 3rd circle: cast Bless on yourself. It's cheap (garlic and mandrake) and harmless. |
| 45 to 55 | 4th circle: Greater Heal or Arch Protection on yourself, or Lightning and Mana Drain on a training partner or monster. |
| 55 to 65 | 5th circle: Paralyze or Mind Blast on monsters, Magic Reflection or Incognito on yourself, or Blade Spirits outside town. |
| 65 to 75 | 6th circle: Reveal and Invisibility work anywhere, even in town. Energy Bolt is good if you're hunting. |
| 75 to 85 | 7th circle: Mana Vampire and Flame Strike on monsters, or Mass Dispel anywhere. |
| 85 to 110 | 8th circle: Earthquake out of town (or among monsters), or summon elementals and let them go. 8th circle spells stop teaching at 110. |
Because 8th circle spells always succeed at 110, Magery can't be raised any higher than 110 by casting.
Power scrolls

Magery tops out at 100.0 unless you use a Magery power scroll. There are three kinds: exalted (110), mythical (115) and legendary (120). Double-click one to raise your Magery cap to that number: "You feel a surge of magic as the scroll enhances your Magery!"
- Magery power scrolls come from champion bosses: Barracoon, Lord Oaks, Mephitis, Neira, Rikktor, Semidar and Silvani. Each champion boss leaves 6 power scrolls in random fighting, magic, bard and animal skills, handed out among the players who helped kill it. Each scroll is a 110 (60%), 115 (35%) or 120 (5%).
- A scroll only works if it's higher than your current cap. Otherwise: "Your Magery is too high for this power scroll."
- Champion power scrolls are cursed: they always drop when you die, even from a blessed container. Use them or bank them quickly.
- Raising the cap doesn't raise your skill. You still have to train the extra points.
Messages
| Message | What it means |
|---|---|
| The spell fizzles. | Your cast failed. You keep your mana, but the reagents are used up. |
| More reagents are needed for this spell. | You're missing a reagent for that spell. |
| Insufficient mana for this spell. | Not enough mana. Meditate or wait. |
| You have not yet recovered from casting a spell. | You tried to cast again too quickly. Wait a moment between spells. |
| Your concentration is disturbed, thus ruining thy spell. | You took damage while casting and lost the spell. |
| Your hands must be free to cast spells or meditate. | Something besides a spellbook is blocking your hands. |
| You cannot cast this in town! | Fields, area spells and summons that attack on their own can't be cast inside guarded towns. |
| You feel yourself resisting magical energy. | Your target resisted the spell, so it had less effect. |
| The spell will not adhere to you at this time. | Another defensive spell (Reactive Armor, Protection or Magic Reflection) is still on, or one ended less than a minute ago. |
| You have too many followers to summon that creature. | You don't have enough free follower slots for that summon. |
| Thou'rt a criminal and cannot escape so easily... | Criminals can't recall or gate. |
| Wouldst thou flee during the heat of battle?? | You attacked another player less than 30 seconds ago, so you can't recall or gate yet. |
| Thou art too encumbered to move. | You're carrying too much to recall. |
| You cannot heal yourself in your current state. | You're poisoned, so healing spells won't work. Cure yourself first. |
Tips
- Carry a spare reagent stack. A pack of 50 of each reagent costs only about 150 gold at a mage.
- Learn Greater Heal and Cure early. Together they keep you alive through almost anything.
- Don't follow Paralyze with a curse. Clumsy, Feeblemind, Weaken, Curse, Poison, Mana Drain and Mana Vampire all free a paralyzed target.
- Mind Blast is strongest against lopsided targets, like a strong but dim warrior or a frail mage.
- Watch your feet with area spells. Mass Curse and Chain Lightning can hit you if you're close enough, and Earthquake hits everything around you, your own pets included. Your own Paralyze Field will freeze you too if you walk into it.
- Keep a few runes to the bank, a healer and your home so you can always recall to safety.