Spells
Every spell a character can cast: what it costs, how often it can be cast, and what it does — how its projectile flies, whom it mends or quickens, and where it strikes.
Casting spends mana, which refills on its own at 8 per second while you are alive. Most spells are aimed with the camera and launch a projectile that flies in a straight line (a heavy one arcs down under its own weight) until it hits an entity, hits the terrain, or runs out of time — wounding what it strikes (some chill or bind a mob as well), or, for a healing orb, mending it (a mob included, and never its own caster); some loose a whole fan of them at once. A self-heal skips the projectile and mends the caster on the spot (or over a few seconds), and cannot be cast at full health. The server checks your mana and cooldown, so a cast it refuses simply never happens. Each spell is governed by one of the caster's magic stats, which scales its damage or healing and stretches the effects it lays — see Stats.
Other spells lay status effects: a buff on the caster, on every player round them, or — flown through the mobs in its way — on the ally an orb reaches; or strike every mob round the point you aim at, or round your own feet, at once. The strongest have a recast of their own on top of the cooldown every spell shares, so other spells are ready long before they are. Every spell is cast through a focus: a staff casts it as its entry says, a wand quicker but softer (70% of the cooldown, 80% of the damage and healing). Each focus casts its own spells; the rest are taught by the school's skill tree and bound to the focus — see Skills — and each school's greatest spell can only be learned with its grimoire in hand. Casting trains the school, and its passive skills make its spells hit harder, cost less, last longer and recast sooner.
Fireball
Hurls a ball of fire that bursts on the first thing it hits.
- Mana cost
- 25
- CooldownShared by every spell: none can be cast until it runs out
- 1s
- Damage on hitWith Fire Magic at its base value
- 25
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Fire Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Fire Magic
- Projectile speed
- 25 units/s
- RangeFizzles out after 2.5s
- 62.5 units
- Hit radiusHow close the projectile must pass to connect
- 0.45 units
Waterball
Flings a sphere of water that splashes apart on the first thing it hits. Cheaper and quicker than a fireball, but it hits softer.
- Mana cost
- 18
- CooldownShared by every spell: none can be cast until it runs out
- 0.75s
- Damage on hitWith Water Magic at its base value
- 18
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Water Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Water Magic
- Projectile speed
- 30 units/s
- RangeFizzles out after 2.5s
- 75 units
- Hit radiusHow close the projectile must pass to connect
- 0.45 units
Wind Gust
Looses a whirling gust of air that scatters on the first thing it hits. The cheapest and fastest of the staves' own spells, and the lightest hitting.
- Mana cost
- 12
- CooldownShared by every spell: none can be cast until it runs out
- 0.5s
- Damage on hitWith Wind Magic at its base value
- 12
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Wind Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Wind Magic
- Projectile speed
- 40 units/s
- RangeFizzles out after 2s
- 80 units
- Hit radiusHow close the projectile must pass to connect
- 0.55 units
Rock Blast
Hurls a jagged boulder that shatters on the first thing it hits. Slow to fly and slow to recast, but it hits harder than any other staff's own spell.
- Mana cost
- 35
- CooldownShared by every spell: none can be cast until it runs out
- 1.5s
- Damage on hitWith Earth Magic at its base value
- 40
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Earth Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Earth Magic
- Projectile speed
- 18 units/s
- RangeFizzles out after 3s
- 54 units
- Hit radiusHow close the projectile must pass to connect
- 0.5 units
Healing Orb
Sends a soft orb of life drifting along your aim that mends the first living thing it touches — an ally, or a mob, so aim with care. It never turns back to heal its caster.
- Mana cost
- 20
- CooldownShared by every spell: none can be cast until it runs out
- 1s
- Healing on hitWith Life Magic at its base value
- 20
- Governed byThe caster's stat that scales the healing
- Life Magic
- TrainsEvery point it restores to a player is experience; the school's passive skills also tune it
- Life Magic
- Projectile speed
- 22 units/s
- RangeFizzles out after 2.5s
- 55 units
- Hit radiusHow close the orb must pass to mend something — a mob counts, and the caster never does
- 0.6 units
Mend
Knits your own wounds closed at once. Cannot be cast at full health, and heals no further than your maximum.
- Mana cost
- 30
- CooldownShared by every spell: none can be cast until it runs out
- 2s
- HealingWith Life Magic at its base value
- 30
- Governed byThe caster's stat that scales the healing
- Life Magic
- TrainsEvery point it restores to a player is experience; the school's passive skills also tune it
- Life Magic
- TargetCannot be cast at full health; healing past the maximum is lost
- The caster
Ember Volley
Flings three embers in a fan. Each hits softer than a fireball, but together they cover a wide front.
- Mana cost
- 30
- CooldownShared by every spell: none can be cast until it runs out
- 1.2s
- Damage on hitWith Fire Magic at its base value
- 12
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Fire Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Fire Magic
- ProjectilesSpread across 20° of aim, each carrying the full damage
- 3 in a fan
- Projectile speed
- 26 units/s
- RangeFizzles out after 2s
- 52 units
- Hit radiusHow close the projectile must pass to connect
- 0.35 units
Meteor
Calls down a great slow ball of flame, wide enough to be hard to dodge and hot enough to fell most things in one blow.
- Mana cost
- 55
- CooldownShared by every spell: none can be cast until it runs out
- 3s
- Damage on hitWith Fire Magic at its base value
- 60
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Fire Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Fire Magic
- Projectile speed
- 14 units/s
- RangeFizzles out after 3.5s
- 49 units
- Hit radiusHow close the projectile must pass to connect
- 0.8 units
Water Jet
Squirts a small, fast jet of water. It stings rather than bruises, but it costs next to nothing and is ready again almost at once.
- Mana cost
- 8
- CooldownShared by every spell: none can be cast until it runs out
- 0.3s
- Damage on hitWith Water Magic at its base value
- 10
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Water Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Water Magic
- Projectile speed
- 45 units/s
- RangeFizzles out after 1.5s
- 67.5 units
- Hit radiusHow close the projectile must pass to connect
- 0.3 units
Bubble Barrage
Sprays five bubbles in a wide fan. Each is a light hit, but little in front of you escapes all five.
- Mana cost
- 30
- CooldownShared by every spell: none can be cast until it runs out
- 1.4s
- Damage on hitWith Water Magic at its base value
- 8
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Water Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Water Magic
- ProjectilesSpread across 52° of aim, each carrying the full damage
- 5 in a fan
- Projectile speed
- 22 units/s
- RangeFizzles out after 1.8s
- 39.6 units
- Hit radiusHow close the projectile must pass to connect
- 0.35 units
Zephyr Dart
Shoots a thin needle of air faster than anything else in the world flies. Hard to aim at a crowd, easy to land on a runner.
- Mana cost
- 15
- CooldownShared by every spell: none can be cast until it runs out
- 0.6s
- Damage on hitWith Wind Magic at its base value
- 18
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Wind Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Wind Magic
- Projectile speed
- 65 units/s
- RangeFizzles out after 1.5s
- 97.5 units
- Hit radiusHow close the projectile must pass to connect
- 0.3 units
Gale
Looses three gusts at once in a broad fan.
- Mana cost
- 28
- CooldownShared by every spell: none can be cast until it runs out
- 1.2s
- Damage on hitWith Wind Magic at its base value
- 10
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Wind Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Wind Magic
- ProjectilesSpread across 40° of aim, each carrying the full damage
- 3 in a fan
- Projectile speed
- 38 units/s
- RangeFizzles out after 1.8s
- 68.4 units
- Hit radiusHow close the projectile must pass to connect
- 0.5 units
Pebble Spray
Flings four sharp pebbles in a fan.
- Mana cost
- 26
- CooldownShared by every spell: none can be cast until it runs out
- 1.2s
- Damage on hitWith Earth Magic at its base value
- 11
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Earth Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Earth Magic
- ProjectilesSpread across 29° of aim, each carrying the full damage
- 4 in a fan
- Projectile speed
- 24 units/s
- RangeFizzles out after 2s
- 48 units
- Hit radiusHow close the projectile must pass to connect
- 0.3 units
Boulder Toss
Heaves a huge boulder that arcs down under its own weight — aim high to throw it far — and crushes whatever it lands on.
- Mana cost
- 60
- CooldownShared by every spell: none can be cast until it runs out
- 3.5s
- Damage on hitWith Earth Magic at its base value
- 75
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Earth Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Earth Magic
- FlightFalls under its own weight like an arrow: aim high to throw it far
- Arcs
- Projectile speed
- 20 units/s
- RangeFizzles out after 4s
- 80 units
- Hit radiusHow close the projectile must pass to connect
- 0.9 units
Renewal
Wraps you in slow, steady healing: twice what a mend restores, paid out over six seconds, and stacking with food. Cannot be cast at full health.
- Mana cost
- 40
- CooldownShared by every spell: none can be cast until it runs out
- 4s
- Healing over timeWith Life Magic at its base value
- 60 over 6s
- Governed byThe caster's stat that scales the healing
- Life Magic
- TrainsEvery point it restores to a player is experience; the school's passive skills also tune it
- Life Magic
- TargetCannot be cast at full health; healing past the maximum is lost
- The caster
Healing Wave
Sends three healing orbs out in a fan, to mend a whole party at once — or three mobs, so aim with care.
- Mana cost
- 45
- CooldownShared by every spell: none can be cast until it runs out
- 2s
- Healing on hitWith Life Magic at its base value
- 15
- Governed byThe caster's stat that scales the healing
- Life Magic
- TrainsEvery point it restores to a player is experience; the school's passive skills also tune it
- Life Magic
- ProjectilesSpread across 34° of aim, each carrying the full healing
- 3 in a fan
- Projectile speed
- 20 units/s
- RangeFizzles out after 2.5s
- 50 units
- Hit radiusHow close the orb must pass to mend something — a mob counts, and the caster never does
- 0.6 units
Flower Field
Coaxes a meadow out of the grass around you: a few kinds of flower spring up in clumps of their own, as real as any planted by hand. Needs open, level grass within reach.
- Mana cost
- 25
- CooldownShared by every spell: none can be cast until it runs out
- 3s
- Flowers per castFewer where the open grass within reach runs out
- Up to 18
- Governed byIts school's stat; the field grows the same for every caster
- Life Magic
- TrainsIt wounds and heals no one, so it earns nothing; the school's passive skills also tune it
- Life Magic
- Field radiusOpen, level grass (lush or dry) this close to the caster may bloom; nothing grows over a block already standing there
- 4.5 units
- Kinds per fieldPicked at random from 14 flowers, each grown in a clump of its own. Cannot be cast with no open grass in reach
- 3
Inner Fire
Stokes the fire within you: for twelve seconds every blow you strike, spell you hurl and arrow you loose hits a quarter harder.
- Mana cost
- 30
- CooldownShared by every spell: none can be cast until it runs out
- 1s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 30s
- EffectsBefore the caster's skills and Fire Magic stretch how long they last
- Empowered +25% for 12s
- Governed byThe caster's stat that stretches how long its effects last
- Fire Magic
- Trains0.5 experience per second of effect it lays on a player; the school's passive skills also tune it
- Fire Magic
- TargetCasting it again while it lasts refreshes it: the later end and the stronger effect win
- The caster
Hellfire
Summoning magic out of a forbidden grimoire: hellfire erupts from the ground where you aim, scorching everything around it and leaving whatever survives ablaze.
- Mana cost
- 70
- CooldownShared by every spell: none can be cast until it runs out
- 2s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 12s
- Damage per mobWith Fire Magic at its base value
- 55
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Fire Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Fire Magic
- StrikesThe first mob, wall or ground along the aim within its range, dropped to the floor below it
- Where you aim
- RangeAimed further, or at the open sky, it lands this far along the aim
- 32 units
- Strike radiusEvery mob this close to the point is struck at once; players never are
- 3.5 units
- On every mob struckLaid on the mobs that survive the blow
- Burning 6/s for 4s
Water Walking
An old travellers' spell: for thirty seconds open water bears you up like solid ground — you, and everyone standing within six blocks of you, so a whole party can cross a lake together. Mind where you stand when it fades.
- Mana cost
- 30
- CooldownShared by every spell: none can be cast until it runs out
- 1s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 20s
- Effects on the partyBefore the caster's skills and Water Magic stretch how long they last
- Water Walking for 30s
- Governed byThe caster's stat that stretches how long its effects last
- Water Magic
- Trains0.5 experience per second of effect it lays on a player; the school's passive skills also tune it
- Water Magic
- Aura radiusThe caster and every other living player this close (feet to feet) gets every effect at once
- 6 units
Maelstrom
A whirlpool torn open where you aim, dragging at everything within it: it wounds, and leaves the survivors sodden and slow.
maelstrom- Mana cost
- 65
- CooldownShared by every spell: none can be cast until it runs out
- 2s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 12s
- Damage per mobWith Water Magic at its base value
- 40
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Water Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Water Magic
- StrikesThe first mob, wall or ground along the aim within its range, dropped to the floor below it
- Where you aim
- RangeAimed further, or at the open sky, it lands this far along the aim
- 30 units
- Strike radiusEvery mob this close to the point is struck at once; players never are
- 4.5 units
- On every mob struckLaid on the mobs that survive the blow
- Chilled -50% for 4s
Feather Step
The wind gets under your heels: for twenty seconds you jump higher and drift back down as gently as a feather.
- Mana cost
- 20
- CooldownShared by every spell: none can be cast until it runs out
- 1s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 15s
- EffectsBefore the caster's skills and Wind Magic stretch how long they last
- Featherfall +30% for 20s
- Governed byThe caster's stat that stretches how long its effects last
- Wind Magic
- Trains0.5 experience per second of effect it lays on a player; the school's passive skills also tune it
- Wind Magic
- TargetCasting it again while it lasts refreshes it: the later end and the stronger effect win
- The caster
Waldgose
Tornado magic: a howling cyclone springs up where you aim, battering everything caught in it and holding it helpless in the winds for a moment.
- Mana cost
- 65
- CooldownShared by every spell: none can be cast until it runs out
- 2s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 12s
- Damage per mobWith Wind Magic at its base value
- 45
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Wind Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Wind Magic
- StrikesThe first mob, wall or ground along the aim within its range, dropped to the floor below it
- Where you aim
- RangeAimed further, or at the open sky, it lands this far along the aim
- 30 units
- Strike radiusEvery mob this close to the point is struck at once; players never are
- 4 units
- On every mob struckLaid on the mobs that survive the blow
- Bound for 1.5s
Stoneskin
Your skin hardens to granite: for fifteen seconds every hit you take is a third softer.
- Mana cost
- 30
- CooldownShared by every spell: none can be cast until it runs out
- 1s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 25s
- EffectsBefore the caster's skills and Earth Magic stretch how long they last
- Stoneskin -35% for 15s
- Governed byThe caster's stat that stretches how long its effects last
- Earth Magic
- Trains0.5 experience per second of effect it lays on a player; the school's passive skills also tune it
- Earth Magic
- TargetCasting it again while it lasts refreshes it: the later end and the stronger effect win
- The caster
Earthquake
You stamp, and the ground heaves for six blocks all around you: everything standing on it is battered and left staggering.
earthquake- Mana cost
- 70
- CooldownShared by every spell: none can be cast until it runs out
- 2s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 14s
- Damage per mobWith Earth Magic at its base value
- 45
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Earth Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Earth Magic
- StrikesCentred on the caster's own feet
- Around you
- Strike radiusEvery mob this close to the point is struck at once; players never are
- 6 units
- On every mob struckLaid on the mobs that survive the blow
- Chilled -45% for 3s
Sanctuary
Hallowed ground: you and everyone within eight blocks of you are mended over eight seconds, stacking with food and Renewal. Cannot be cast when nobody in reach is hurt.
- Mana cost
- 70
- CooldownShared by every spell: none can be cast until it runs out
- 2s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 20s
- Healing over time, eachWith Life Magic at its base value
- 60 over 8s
- Governed byThe caster's stat that scales the healing
- Life Magic
- TrainsEvery point it restores to a player is experience; the school's passive skills also tune it
- Life Magic
- Aura radiusThe caster and every other living player this close is mended, stacking with food's healing. Cannot be cast when nobody in reach is hurt
- 8 units
Zoltraak
The Killing Magic, once a demon's terror — studied for eighty years until every mage could cast it, and now called ordinary offensive magic: a lance of pale light, cheap, quick and the fastest bolt there is.
- Mana cost
- 9
- CooldownShared by every spell: none can be cast until it runs out
- 0.5s
- Damage on hitWith Arcane Magic at its base value
- 14
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Arcane Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Arcane Magic
- Projectile speed
- 45 units/s
- RangeFizzles out after 1.8s
- 81 units
- Hit radiusHow close the projectile must pass to connect
- 0.3 units
Defensive Magic
Ordinary defensive magic: a shell of hexagonal wards around you that soaks up the next 40 damage you take, for ten seconds or until it breaks.
- Mana cost
- 25
- CooldownShared by every spell: none can be cast until it runs out
- 0.5s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 12s
- EffectsBefore the caster's skills and Arcane Magic stretch how long they last
- Barrier 40 for 10s
- Governed byThe caster's stat that stretches how long its effects last
- Arcane Magic
- Trains0.5 experience per second of effect it lays on a player; the school's passive skills also tune it
- Arcane Magic
- TargetCasting it again while it lasts refreshes it: the later end and the stronger effect win
- The caster
Mana Concealment
Hide your mana the way the old elves do: for thirty seconds monsters cannot sense you at all, and any already after you lose you — until you wound something, which gives you away.
- Mana cost
- 20
- CooldownShared by every spell: none can be cast until it runs out
- 1s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 30s
- EffectsBefore the caster's skills and Arcane Magic stretch how long they last
- Concealed for 30s
- Governed byThe caster's stat that stretches how long its effects last
- Arcane Magic
- Trains0.5 experience per second of effect it lays on a player; the school's passive skills also tune it
- Arcane Magic
- TargetCasting it again while it lasts refreshes it: the later end and the stronger effect win
- The caster
Sorganeil
Binding magic from a grimoire: a ring of light flies along your gaze and locks whatever it strikes in place for four seconds — unable to move, strike or flee.
sorganeil- Mana cost
- 35
- CooldownShared by every spell: none can be cast until it runs out
- 1s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 12s
- Damage on hitWith Arcane Magic at its base value
- 5
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Arcane Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Arcane Magic
- Projectile speed
- 30 units/s
- RangeFizzles out after 1.5s
- 45 units
- Hit radiusHow close the projectile must pass to connect
- 0.45 units
- On a mob struckLaid on a mob it wounds but does not kill; a player struck is only wounded
- Bound for 4s
Catastravia
Grand offensive magic from a grimoire: a storm of nine arrows of light loosed in a wide fan, each a Zoltraak's worth of hurt, to sweep a whole field clear.
catastravia- Mana cost
- 60
- CooldownShared by every spell: none can be cast until it runs out
- 1.5s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 10s
- Damage on hitWith Arcane Magic at its base value
- 12
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Arcane Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Arcane Magic
- ProjectilesSpread across 63° of aim, each carrying the full damage
- 9 in a fan
- Projectile speed
- 36 units/s
- RangeFizzles out after 1.5s
- 54 units
- Hit radiusHow close the projectile must pass to connect
- 0.3 units
Judradjim
Lightning-summoning magic from a grimoire: a bolt crashes down out of the sky where you aim, wounding everything near it and stunning what survives.
judradjim- Mana cost
- 55
- CooldownShared by every spell: none can be cast until it runs out
- 1.5s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 10s
- Damage per mobWith Arcane Magic at its base value
- 50
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Arcane Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Arcane Magic
- StrikesThe first mob, wall or ground along the aim within its range, dropped to the floor below it
- Where you aim
- RangeAimed further, or at the open sky, it lands this far along the aim
- 40 units
- Strike radiusEvery mob this close to the point is struck at once; players never are
- 3 units
- On every mob struckLaid on the mobs that survive the blow
- Bound for 1s
Ice Shard
Flings a splinter of ice that numbs whatever it strikes, slowing it for a few seconds.
- Mana cost
- 14
- CooldownShared by every spell: none can be cast until it runs out
- 0.8s
- Damage on hitWith Frost Magic at its base value
- 16
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Frost Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Frost Magic
- Projectile speed
- 30 units/s
- RangeFizzles out after 2s
- 60 units
- Hit radiusHow close the projectile must pass to connect
- 0.35 units
- On a mob struckLaid on a mob it wounds but does not kill; a player struck is only wounded
- Chilled -45% for 2.5s
Frost Nova
A ring of bitter cold bursts out from you, nipping everything within four blocks and slowing it to a crawl.
- Mana cost
- 30
- CooldownShared by every spell: none can be cast until it runs out
- 1s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 8s
- Damage per mobWith Frost Magic at its base value
- 12
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Frost Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Frost Magic
- StrikesCentred on the caster's own feet
- Around you
- Strike radiusEvery mob this close to the point is struck at once; players never are
- 4 units
- On every mob struckLaid on the mobs that survive the blow
- Chilled -60% for 4s
Ice Lance
Hurls a great spear of ice, slow but heavy: it strikes harder than anything else frost throws and leaves its target sluggish.
- Mana cost
- 40
- CooldownShared by every spell: none can be cast until it runs out
- 1.6s
- Damage on hitWith Frost Magic at its base value
- 40
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Frost Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Frost Magic
- Projectile speed
- 22 units/s
- RangeFizzles out after 2.5s
- 55 units
- Hit radiusHow close the projectile must pass to connect
- 0.5 units
- On a mob struckLaid on a mob it wounds but does not kill; a player struck is only wounded
- Chilled -45% for 3s
Glacial Prison
Encases whatever the shard strikes in ice, holding it fast for three and a half seconds.
- Mana cost
- 40
- CooldownShared by every spell: none can be cast until it runs out
- 1s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 10s
- Damage on hitWith Frost Magic at its base value
- 10
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Frost Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Frost Magic
- Projectile speed
- 26 units/s
- RangeFizzles out after 2s
- 52 units
- Hit radiusHow close the projectile must pass to connect
- 0.45 units
- On a mob struckLaid on a mob it wounds but does not kill; a player struck is only wounded
- Bound for 3.5s
Blizzard
Calls a howling storm of snow and ice down where you aim: everything within five and a half blocks is battered and frozen nearly still.
blizzard- Mana cost
- 65
- CooldownShared by every spell: none can be cast until it runs out
- 2s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 12s
- Damage per mobWith Frost Magic at its base value
- 35
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Frost Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Frost Magic
- StrikesThe first mob, wall or ground along the aim within its range, dropped to the floor below it
- Where you aim
- RangeAimed further, or at the open sky, it lands this far along the aim
- 32 units
- Strike radiusEvery mob this close to the point is struck at once; players never are
- 5.5 units
- On every mob struckLaid on the mobs that survive the blow
- Chilled -60% for 5s
Boon
Sends a mote of golden light along your aim that passes through monsters to quicken the first ally it touches for twelve seconds. It never turns back to its caster.
- Mana cost
- 15
- CooldownShared by every spell: none can be cast until it runs out
- 0.8s
- Effects on hitBefore the caster's skills and Enchantment stretch how long they last
- Haste +30% for 12s
- Governed byThe caster's stat that stretches how long its effects last
- Enchantment
- Trains0.5 experience per second of effect it lays on a player; the school's passive skills also tune it
- Enchantment
- Projectile speed
- 24 units/s
- RangeFizzles out after 2.5s
- 60 units
- Hit radiusHow close the orb must pass to a player to reach them
- 0.6 units
- Passes throughFlies through mobs to the first player it reaches — never its caster — and lays its effects on them
- Mobs
Lumen
The simplest magic there is: a mote of light that floats at your shoulder for three minutes, lighting the night, the caves and the dungeons around you.
- Mana cost
- 10
- CooldownShared by every spell: none can be cast until it runs out
- 0.5s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 3s
- EffectsBefore the caster's skills and Enchantment stretch how long they last
- Lumen for 180s
- Governed byThe caster's stat that stretches how long its effects last
- Enchantment
- Trains0.5 experience per second of effect it lays on a player; the school's passive skills also tune it
- Enchantment
- TargetCasting it again while it lasts refreshes it: the later end and the stronger effect win
- The caster
Haste
Quickens your own feet: for fifteen seconds you walk, run and sprint a third faster.
- Mana cost
- 25
- CooldownShared by every spell: none can be cast until it runs out
- 1s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 20s
- EffectsBefore the caster's skills and Enchantment stretch how long they last
- Haste +35% for 15s
- Governed byThe caster's stat that stretches how long its effects last
- Enchantment
- Trains0.5 experience per second of effect it lays on a player; the school's passive skills also tune it
- Enchantment
- TargetCasting it again while it lasts refreshes it: the later end and the stronger effect win
- The caster
Clarity
Stills the minds of you and everyone within eight blocks: for fifteen seconds your mana flows back three times as fast.
- Mana cost
- 20
- CooldownShared by every spell: none can be cast until it runs out
- 1s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 30s
- Effects on the partyBefore the caster's skills and Enchantment stretch how long they last
- Clarity +200% for 15s
- Governed byThe caster's stat that stretches how long its effects last
- Enchantment
- Trains0.5 experience per second of effect it lays on a player; the school's passive skills also tune it
- Enchantment
- Aura radiusThe caster and every other living player this close (feet to feet) gets every effect at once
- 8 units
Aegis
Wraps you and everyone within eight blocks in warding light: for twelve seconds every hit any of you takes is softened by almost a third.
- Mana cost
- 45
- CooldownShared by every spell: none can be cast until it runs out
- 1s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 25s
- Effects on the partyBefore the caster's skills and Enchantment stretch how long they last
- Stoneskin -30% for 12s
- Governed byThe caster's stat that stretches how long its effects last
- Enchantment
- Trains0.5 experience per second of effect it lays on a player; the school's passive skills also tune it
- Enchantment
- Aura radiusThe caster and every other living player this close (feet to feet) gets every effect at once
- 8 units
Wayfarer's Blessing
The enchantment a hero's party crossed the continent with, from a grimoire: for forty-five seconds you and everyone within ten blocks are quickened, light on your feet, and walk on water.
wayfarers_blessing- Mana cost
- 70
- CooldownShared by every spell: none can be cast until it runs out
- 1s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 60s
- Effects on the partyBefore the caster's skills and Enchantment stretch how long they last
- Haste +30% for 45s, Water Walking for 45s, Featherfall +30% for 45s
- Governed byThe caster's stat that stretches how long its effects last
- Enchantment
- Trains0.5 experience per second of effect it lays on a player; the school's passive skills also tune it
- Enchantment
- Aura radiusThe caster and every other living player this close (feet to feet) gets every effect at once
- 10 units
Blink
Step through space: you vanish and reappear up to nine blocks along your aim — stopped short by any wall in the way. Blink over a drop and you reappear in the air.
- Mana cost
- 20
- CooldownShared by every spell: none can be cast until it runs out
- 0.5s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 6s
- DistanceFewer where the open grass within reach runs out
- Up to 9 blocks
- Governed byIts school's stat; the field grows the same for every caster
- Arcane Magic
- TrainsIt wounds and heals no one, so it earns nothing; the school's passive skills also tune it
- Arcane Magic
- TravelsCarried there the way you would walk: a wall stops you short, a step is climbed, a drop leaves you to fall
- Level along the aim
Chain Lightning
A crackling bolt leaps from your hand to the first foe along your aim, then on to the nearest foe it can see — up to four more times, a little weaker with every leap. Needs a foe along your aim to strike.
- Mana cost
- 40
- CooldownShared by every spell: none can be cast until it runs out
- 1.2s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 5s
- Damage to the first mobWith Wind Magic at its base value
- 26
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Wind Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Wind Magic
- RangeThe first mob along the aim this close; cannot be cast with none in reach
- 24 units
- LeapsTo the nearest mob not yet struck within 6 units of the last, in sight of it
- Up to 4 more
- Each leapMobs only — a player is never struck
- 75% of the hit before
Repulse
A burst of wind blows out from you, throwing everything within five blocks six blocks back and leaving it reeling for a moment — room to breathe when you are surrounded.
- Mana cost
- 30
- CooldownShared by every spell: none can be cast until it runs out
- 1s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 8s
- Damage per mobWith Wind Magic at its base value
- 10
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Wind Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Wind Magic
- StrikesCentred on the caster's own feet
- Around you
- Strike radiusEvery mob this close to the point is struck at once; players never are
- 5 units
- On every mob struckLaid on the mobs that survive the blow
- Bound for 1s
- KnockbackEvery mob left standing is thrown this far back from the point — a wall stops it short
- 6 units
Life Drain
A thread of dark green light that wounds the first thing it touches and flows back to mend you by half of what it took. It trains life magic by the health it returns.
- Mana cost
- 22
- CooldownShared by every spell: none can be cast until it runs out
- 1s
- Damage on hitWith Life Magic at its base value
- 18
- Governed byThe caster's stat that scales the damage (and stretches any effect it lays)
- Life Magic
- TrainsEvery point of damage it deals a mob is experience; the school's passive skills also tune it
- Life Magic
- Projectile speed
- 26 units/s
- RangeFizzles out after 2s
- 52 units
- Hit radiusHow close the projectile must pass to connect
- 0.4 units
- DrainsReturned to the caster as healing — trains the school by the health restored
- 50% of the damage
Verdant Growth
A little magic for everyday life: every crop within six blocks of you grows a stage at once, and every bee hive fills a little. Needs something growing in reach.
- Mana cost
- 35
- CooldownShared by every spell: none can be cast until it runs out
- 1s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 20s
- Growth per castFewer where the open grass within reach runs out
- 1 stage
- Governed byIts school's stat; the field grows the same for every caster
- Life Magic
- TrainsIt wounds and heals no one, so it earns nothing; the school's passive skills also tune it
- Life Magic
- RadiusEvery crop and bee hive this close to the caster grows; cannot be cast with nothing to grow in reach
- 6 units
- GrowthNever past ripe or full
- 1 stage
Flame Ward
Wraps you in a mantle of fire for twenty seconds: anything that strikes you in melee is burned for 8 and set alight.
- Mana cost
- 30
- CooldownShared by every spell: none can be cast until it runs out
- 1s
- RecastThis spell alone waits this long before it can be cast again; other spells only wait out the cooldown
- 25s
- EffectsBefore the caster's skills and Fire Magic stretch how long they last
- Flame Ward 8 for 20s
- Governed byThe caster's stat that stretches how long its effects last
- Fire Magic
- Trains0.5 experience per second of effect it lays on a player; the school's passive skills also tune it
- Fire Magic
- TargetCasting it again while it lasts refreshes it: the later end and the stronger effect win
- The caster





























Learned from the Grimoire of Hellfire

Learned from the Grimoire of the Maelstrom

Learned from the Grimoire of Waldgose

Learned from the Grimoire of the Earthquake
Learned from the Grimoire of Sanctuary




Learned from the Grimoire of Sorganeil
Learned from the Grimoire of Catastravia
Learned from the Grimoire of Judradjim





Learned from the Grimoire of the Blizzard






Learned from the Grimoire of the Wayfarer's Blessing




