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.