Lorahworld Wiki

A wiki for Lorahworld's items, spells, mobs and terrain generators, generated from the game's own data.

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.

25 manaDamaging projectileFire Magicfireball
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.

18 manaDamaging projectileWater Magicwaterball
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.

12 manaDamaging projectileWind Magicwind_gust
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.

35 manaDamaging projectileEarth Magicrock_blast
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.

20 manaHealing projectileLife Magichealing_orb
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.

30 manaSelf-healLife Magicmend
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.

30 manaDamaging projectileFire MagicTaught by Ember Volleyember_volley
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.

55 manaDamaging projectileFire MagicTaught by Meteormeteor
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.

8 manaDamaging projectileWater MagicTaught by Water Jetwater_jet
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.

30 manaDamaging projectileWater MagicTaught by Bubble Barragebubble_barrage
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.

15 manaDamaging projectileWind MagicTaught by Zephyr Dartzephyr_dart
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.

28 manaDamaging projectileWind MagicTaught by Galegale
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.

26 manaDamaging projectileEarth MagicTaught by Pebble Spraypebble_spray
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.

60 manaDamaging projectileEarth MagicTaught by Boulder Tossboulder_toss
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.

40 manaHealing over timeLife MagicTaught by Renewalrenewal
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.

45 manaHealing projectileLife MagicTaught by Healing Wavehealing_wave
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.

25 manaGrows flowersLife MagicTaught by Flower Fieldflower_field
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.

30 manaSelf-buffFire MagicTaught by Inner Fireinner_fire
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
Lays:Burning

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.

30 manaParty buffWater MagicTaught by Water Walkingwater_walking
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.

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
Lays:Chilled

Feather Step

The wind gets under your heels: for twenty seconds you jump higher and drift back down as gently as a feather.

20 manaSelf-buffWind MagicTaught by Feather Stepfeather_step
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
Lays:Bound

Stoneskin

Your skin hardens to granite: for fifteen seconds every hit you take is a third softer.

30 manaSelf-buffEarth MagicTaught by Stoneskinstoneskin
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.

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
Lays:Chilled

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.

9 manaDamaging projectileArcane Magiczoltraak
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
Cast with:Mage's Wand

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.

25 manaSelf-buffArcane Magicdefensive_magic
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
Lays:Barrier
Cast with:Mage's Wand

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.

20 manaSelf-buffArcane MagicTaught by Mana Concealmentmana_concealment
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
Bind it to:Mage's Wand

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.

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
Lays:Bound
Bind it to:Mage's Wand

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.

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
Bind it to:Mage's Wand

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.

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
Lays:Bound
Bind it to:Mage's Wand

Ice Shard

Flings a splinter of ice that numbs whatever it strikes, slowing it for a few seconds.

14 manaDamaging projectileFrost Magicice_shard
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
Lays:Chilled
Cast with:Frost Wand

Frost Nova

A ring of bitter cold bursts out from you, nipping everything within four blocks and slowing it to a crawl.

30 manaStrikes around the casterFrost Magicfrost_nova
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
Lays:Chilled
Cast with:Frost Wand

Ice Lance

Hurls a great spear of ice, slow but heavy: it strikes harder than anything else frost throws and leaves its target sluggish.

40 manaDamaging projectileFrost MagicTaught by Ice Lanceice_lance
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
Lays:Chilled
Bind it to:Frost Wand

Glacial Prison

Encases whatever the shard strikes in ice, holding it fast for three and a half seconds.

40 manaDamaging projectileFrost MagicTaught by Glacial Prisonglacial_prison
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
Lays:Bound
Bind it to:Frost Wand

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.

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
Lays:Chilled
Bind it to:Frost Wand

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.

15 manaBuffing projectileEnchantmentboon
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
Lays:Haste

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.

10 manaSelf-buffEnchantmentlumen
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
Lays:Lumen

Haste

Quickens your own feet: for fifteen seconds you walk, run and sprint a third faster.

25 manaSelf-buffEnchantmentTaught by Hastehaste
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
Lays:Haste
Bind it to:Enchanter's Wand

Clarity

Stills the minds of you and everyone within eight blocks: for fifteen seconds your mana flows back three times as fast.

20 manaParty buffEnchantmentTaught by Clarityclarity
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
Lays:Clarity
Bind it to:Enchanter's Wand

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.

45 manaParty buffEnchantmentTaught by Aegisaegis
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
Bind it to:Enchanter's Wand

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.

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
Bind it to:Enchanter's Wand

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.

40 manaLeaps from mob to mobWind MagicTaught by Chain Lightningchain_lightning
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.

30 manaStrikes around the casterWind MagicTaught by Repulserepulse
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
Lays:Bound

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.

22 manaDamaging projectileLife MagicTaught by Life Drainlife_drain
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.

35 manaGrows cropsLife MagicTaught by Verdant Growthverdant_growth
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.

30 manaSelf-buffFire MagicTaught by Flame Wardflame_ward
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