Magic Schools
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Our shard has several schools of magic, each with its own skill, its own “spellbook,” and its own fuel. They all share the basic flow you learn in Spellcasting — invoke the ability, then target — but they differ in what they cost. This page is a one-stop overview: what each school does, what it needs, and how you cast it. Follow the skill links for the full spell lists and details. School-specific numbers below are unverified here; the linked skill pages carry the detail.
Magery — reagents + mana (the core school)
Section titled “Magery — reagents + mana (the core school)”- What it does: the broadest school — healing, buffs, offense, fields, travel (Recall/Gate), summons. 64 spells across 8 circles.
- What it needs: a spellbook with the spell, enough Magery skill for the circle, mana, and the spell’s reagents in your pack (consumed per cast).
- How you cast it: open the spellbook and click the spell (or macro / words of power), then target. Offensive damage scales with Evaluating Intelligence.
- Full reference: Spellcasting and the spellbook overview.
Necromancy — reagents + mana
Section titled “Necromancy — reagents + mana”- What it does: dark magic — curses, fear, debilitation, corpse and undead effects, shapeshifting (e.g. wraith/lich forms), and life-draining attacks.
- What it needs: a necromancer spellbook, enough Necromancy skill, mana, and Necromancy reagents (a distinct set from Magery reagents — e.g. bat wings, grave dust, daemon blood, nox crystal, pig iron). Reagents are consumed per cast.
- How you cast it: like Magery — invoke the spell from the necro book (or a macro), then target. Spirit Speak boosts Necromancy: it strengthens several necro effects and powers life-draining, so necromancers commonly train Spirit Speak alongside Necromancy.
Chivalry — tithed gold, no reagents
Section titled “Chivalry — tithed gold, no reagents”- What it does: holy “paladin” magic — healing, cleansing, smiting the undead, removing curses, and self-buffs.
- What it needs: the Chivalry skill, mana, and a reserve of tithed gold instead of reagents. You tithe gold at a shrine to build up a tithing pool, and Chivalry abilities spend from that pool. No reagents are required.
- How you cast it: open the Book of Chivalry and invoke the ability (or macro), then target. Effectiveness tends to be strongest against undead/evil. Replenish tithing by visiting a shrine when the pool runs low.
Bushido — no reagents, weapon + stance
Section titled “Bushido — no reagents, weapon + stance”- What it does: the samurai discipline — defensive and offensive combat abilities (parry-and-counter, honorable strikes, evasion, momentum/whirlwind effects).
- What it needs: the Bushido skill and usually a weapon; abilities cost mana but use no reagents.
- How you cast it: invoke the ability from the Book of Bushido (or a macro) before or during melee; many are stances/buffs that change how your next swings behave rather than spells you target. Works hand-in-hand with melee and Parrying.
Ninjitsu — no reagents, forms + stealth
Section titled “Ninjitsu — no reagents, forms + stealth”- What it does: the ninja arts — stealth attacks, animal forms (transformations), mirror-image decoys, smoke-bomb vanishing, and surprise strikes.
- What it needs: the Ninjitsu skill; abilities cost mana and use no reagents (animal forms may require an item like a ninja belt for some shapes — unverified).
- How you cast it: invoke the ability from the Book of Ninjitsu (or a macro). Pairs with Hiding/Stealth for stealth openers.
Spellweaving — arcane focus
Section titled “Spellweaving — arcane focus”- What it does: Arcanist magic — area buffs/heals, summons (arcane creatures), word-of- power effects whose strength grows when cast by a group (“Arcane Circle”).
- What it needs: the Spellweaving skill, mana, and an arcane focus item (charged at an Arcane Circle) that empowers and is required by many weaves. No traditional reagents.
- How you cast it: invoke the weave from the Spellweaving spellbook (or a macro), then target. Casting within an Arcane Circle alongside other weavers strengthens the effects.
Mysticism — reagents + Focus/Imbuing
Section titled “Mysticism — reagents + Focus/Imbuing”- What it does: elemental and spirit magic — healing, debuffs, summons (e.g. rising colossus, elementals), and damage spells.
- What it needs: a mysticism spellbook, the Mysticism skill, mana, and reagents (it uses its own reagent set). Its secondary skill is Focus (or Imbuing) — that secondary raises spell power, so mystics train it alongside Mysticism.
- How you cast it: invoke the spell from the mysticism book (or a macro), then target — the same invoke-and-target flow as Magery.
Choosing and mixing schools
Section titled “Choosing and mixing schools”You can combine schools within your 700-point skill budget (see Using & training skills). Common pairings: Magery + Eval Int + Meditation for a pure mage; Necromancy + Spirit Speak for a necro; a melee template with Chivalry or Bushido for support abilities. Whatever the school, the operating loop is the same — carry its fuel, invoke the ability, target — so once you’ve learned Spellcasting and Meditation & mana, every school will feel familiar.