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Spellcasting

Casting speed, mana, fizzles, spell damage, resisting, reflecting, buffs, healing and travel.

Note

Numbers marked default come from in-game balance controllers and can be changed by staff. Spell interruption (Protection, Focus, Casting Focus) is on the Combat Formulas page. PvP rules are explained on the Weapons page.

Range and movement

  • Spell range is 11 tiles for players and most creatures.
  • 1-slot Unchained pets have a range of 7 tiles in PvP.
  • Monsters standing on a boat cast from 13 tiles.
  • You can't move while casting most spells. A few effects let you move while casting.

Casting time

cast delay = 0.5 s + 0.25 s per circle above the first
Circle 1 2 3 4 5 6 7 8
Delay 0.5 s 0.75 s 1.0 s 1.25 s 1.5 s 1.75 s 2.0 s 2.25 s

Faster casting (PvM only)

Source Faster by
Casting from a wand 50%
Spell bonus: Cooldown 50%
Casting Speed property (spellbook, jewelry, crook) + Cast Speed runes max 50% combined
Quick Spell 15%
Magic food (Quickspell) 15%
  • Total max: 75% faster. The shortest cast is 0.25 s (default).
  • In PvP every spell uses its base delay. Teleport always does.
  • You can't move while casting, except when casting from a wand.

Recovery between spells

0.75 s after each spell. In PvM, Casting Recovery (spellbook, jewelry, crook, runes) shortens it by up to 25%.

Mana cost

Circle 1 2 3 4 5 6 7 8
Mana 4 6 9 11 14 20 40 50
  • Summon Creature costs 35.
  • Wands cost 2 mana per circle above the first (1st circle is free).
  • Lower Mana Cost comes from items, PvM properties (spellbook, armor, clothing, jewelry, crook), Doom mastery and runes. It's capped at 40%. PvM-only sources don't count in PvP.
  • Monsters cast for free.

Reagents and scrolls

  • Lower Reagent Cost (PvM): spellbook, armor, clothing, jewelry, crook, Fortune mastery and runes. Up to 100% chance to cast without reagents.
  • Scrolls first: when you cast from your book and have a matching scroll in your backpack or mage satchel, the scroll is used instead of reagents. You can turn this off with the account option ScrollsPrio.
  • Scrolls and wands never use reagents. Casting in a duel pit is free.
  • Casting damage or summon spells on Felucca wears down non-blessed spellbooks.

Fizzling

  • 100+ Magery never fizzles a Magery spell. The same goes for 100+ Necromancy and Necromancy spells.
  • Wands never fizzle.
  • Below 100, the chance depends on the circle. Scrolls count as two circles lower.
Circle Skill for 0% Skill for 100%
1 — 3.6
2 — 17.9
3 3.6 32.1
4 17.9 46.4
5 32.1 60.7
6 46.4 75.0
7 60.7 89.3
8 75.0 103.6

Spell damage

1. Base damage (default)

Spell Damage Spell Damage
Magic Arrow 4–7 Energy Bolt 24–41
Harm 1–15 Explosion 23–44
Fireball 10–16 Chain Lightning 27–48
Lightning 12–20 Flame Strike 27–48
Mind Blast 12–15 Meteor Swarm 27–48

Necromancy spells have their own table. See Necromancy.

2. Skill scaling

Magery factor  = 1 + (Magery − 100) × 0.35%
Eval Int factor = 1 + (Evaluating Intelligence − 100) × 0.45%
damage = base × Magery factor × Eval Int factor

At 120/120: ×1.07 × ×1.09 = ×1.17. At 100/100 damage is unchanged.

  • Evaluating Intelligence counts as 100 max in PvP.
  • Necromancy uses Necromancy in place of Magery, and Spirit Speak + Eval Int added together in place of Eval Int alone.

3. PvM bonus damage (player vs monster)

Every bonus below is added together and applied at once. The total is capped at +500%.

Source Bonus
Baseline +125% on every spell against monsters
Pure mage, no followers out +10% per circle for circles 1–3, +25% per circle for circles 4–8 (Flame Strike = +175%). Necromancy: +2.5% per point of required skill, max +225%
Casting from a scroll (50+ Inscription) +2% per 10 Inscription, max +50%
Spell Damage property (armor, clothing, jewelry, crook) +1% per point
Spell-specific spellbook property (Magic Arrow, Harm, Fireball, Lightning, Mind Blast, Energy Bolt, Explosion, Flame Strike) +1% per point, max +100%
Spell Damage Increase runes +1% per point
Surge Focus/10 % chance (+ Surging property and runes) for +30%
Tracking up to +20% at 120, +20% more on the creature you're tracking
Slayer spellbook +20% against the matching type
Boss Damage runes +1% per point against bosses
Mage Killer runes +1% per point against spellcasting monsters
Creature-type runes +1% per point against that type
Grimoire spell scrolls +1% per scroll point, max 100 points (0.5% if you have 75+ Animal Taming)
Wand + Item Identification 3% per 10 Item ID chance (max 40%) to echo: +100%, then 50% chance of another +50%
Spell curse on monster + the curse amount
Magic food (Surging) 35% chance for +25%
Arcane Feast +10%
Ankh necklace (Friendship) +10% near party or guild members
Cartography up to +30% against Chest Guardians
Guild boss buff +5% per level against bosses
Rune Beetle pet +5% + 2.5% per stage (max +25%)
Arcane Resonance pet mastery 5% / 7.5% / 10% per pet (max +60%)
Masteries, Wizard stances, Druid stances, Doom sets see Masteries and Grimoire

Spell Leech

Spell Leech (spellbook, clothing, runes, max 30%) is a % chance to heal yourself for the spell's mana cost.

4. Discordance and debuffs

  • A discorded monster takes more spell damage and deals less (see Discordance).
  • Greater paragons and danger-zone monsters take 30% less spell damage.
  • Monsters inside houses take no damage.

5. Resisting

If the target resists, the spell does 25% less damage. This applies to monsters, and to players hit by other players.

resist chance = max(Resist / 5,  Resist − ((caster skill − 20) / 5 + circle × 5)) / 2
  • In PvP, a target with 100+ Magic Resist gets +10–15% against 4th circle and higher.
  • Against monster spells, players also add Magic Resist × 0.1%. Warriors (real weapon in hand) add their mastery bonus.

Monster spells against players

Instead of the 25% resist, your defenses against creature spells add together:

Source Reduction
Magic Resist 0.15% per point (15% at 100, 18% at 120)
Heavy armor armor-based reduction
Repeated hits (non-tamers, non-summoners) +5% per spell hit taken (max 25%), resets after 2 minutes without spell damage
Phoenix armor set against fire spells
Fira / Doom / Oblivion masteries see Masteries
Runic curse on you 15% more damage
  • All these reductions together are capped at 90%.
  • Monster Explosion is capped at 40 and monster Mind Blast at 25 against players.
  • Mind Blast cast by a player on a player does +1 damage per medium armor piece and +2 per plate piece the target wears (6 pieces max).

Pets casting in PvP

Pet spells against players are scaled by control slots: ×0.5 for 1 slot, ×0.75 for 2, full for 3+. They're also capped by spell and by a PvP maximum (default).

Pet and summon spell bonuses (PvM)

When your pet or summon casts on a monster, these add together:

Source Bonus
Pet Intelligence more Int, more spell damage
Follower Spell Damage (runes, Shepherd's Crook) capped (default)
Herding (and your crook's bonus) +Herding ÷ 8 % plus the crook bonus, see Shepherd's Crook & Herding
Follower Boss Damage (runes, crook) against boss-sized monsters, capped (default)
Guild prestige buff Pet Spell Damage +5% per level (Unchained pets)
Domination control points (VvV) creature or summon spell damage
Gravelord Crown / Spring Fae Bonnet +5% per tier to matching summons
Fira mastery bonus to pet Magic Arrow, Fireball, Explosion and Flame Strike
Mystic pets below stage 2 +25%
Melting Spells relic +25% for its charges, and consumes burning
Spell Venom relic poisons the target (by the pet's Poisoning)

Magic Reflection

Against monster spells, players get a passive reflect chance:

reflect = Inscription × 0.1% + Magic Resist × 0.1% + Magic Reflection (armor, jewelry, runes) + Undine set + Macing codex

Max 30%. Bulwark mastery adds a separate reflect roll for mages.

The Magic Reflect spell absorbs (circle + 1) points per reflected spell until it runs out.

Buffs and curses

Bless, Strength, Agility, Cunning, Curse, Weaken, Clumsy, Feeblemind on Felucca:

amount   = 1 + Magery / 10           (11 at 100, 13 at 120)
duration = Magery × 1.2 s × (1 + Inscription / 200)
  • Against players, Magery counts as 100 for duration. Above 100 it adds up to +10%.
  • Inscription adds up to +60% duration at 120.
  • In PvM, Warding Resonance (armor, clothing, runes) extends buff duration.
  • A new buff replaces an old one only if it's stronger. A buff cast on a cursed target cancels part of the curse instead.

Healing

These change how much your healing spells and abilities restore:

Source Effect
Ankh necklace (Cleric) +15%
Cleric armor set (PvM) set bonus
Magic food (Enhanced Healing), PvM +10%
Cleric stance (Wizard) +30% on pets, +20% on players
Holy mastery scales with level
Summon Heal (spellbook), on summons +1% per point
Target is a golem half
Target is Berserked (PvM) half
You are heal-cursed half in PvM, −25% in PvP

Paladins

Members of the Paladins guild take 15 damage when they heal a criminal or murderer, except in contested regions.

Summons

Summon duration scales with your casting skill:

duration × (1 + (skill − 100) / 200)

Summon Surge (spellbook property and runes) gives your summons a chance to surge when they hit monsters. A surge heals 25% of their HP over 5 ticks and gives a +1 damage scalar (max 30). Melee summons also get Quicksilver for 5 s. Casters get 5 empowered spells.

Travel

You can't recall or gate when you are:

  • a criminal,
  • in combat,
  • overloaded,
  • carrying a faction sigil.

Where you can travel

Area (Felucca) Recall out Recall in Gate Mark Teleport
Dungeons ✅ ❌ ❌ ❌ ✅
Safe zones, faction strongholds ✅ ❌ ❌ ❌ partly
Lost Lands, Khaldun, Wind, Solen hives ❌ ❌ ❌ ❌ ✅
Champion spawns ❌ ❌ ❌ ❌ ✅
Doom (gauntlet, lamp room, guardian room) ❌ ❌ ❌ ❌ ✅

Dungeon recall spots

Some dungeons have a strange glowing item. Within 5 tiles of it you can mark runes and recall in and out freely.

Spell damage lands 0.5 s after the cast finishes.