Enhanced Spell Systems
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Spell Stability
If an Arcana spell would normally fizzle, Evolved Skill training can provide a second chance to steady the spell and complete the cast.
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Resource Efficiency
Evolution Levels in the skills favored by a school can reduce the mana required by its spells. The total Arcana reduction is limited to prevent spells from becoming free.
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School Support
Each school recognizes several supporting skills. Their Evolution Levels contribute to casting stability and may support other school-specific calculations.
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The primary casting skill contributes the largest amount to fizzle recovery. Evolved supporting skills add smaller amounts, while a matching active class can provide additional stability.
The total recovery chance is capped at 14%.
When this occurs, you receive the message:
Your evolved training steadies the spell at the last instant.
Arcana spells can receive a school-specific mana reduction from Evolved Skills and matching class bonuses. The combined Arcana reduction is capped at 11%.
Standard Magery does not receive an additional Arcana-school reduction because its Evolved Skill mana efficiency is handled through the shard's normal spell system.
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Arcane Power
Magery-based traditions
Magery provides the largest contribution, followed by Evaluating Intelligence. Meditation and Focus provide additional control and sustain. |
Necrotic Power
Necromantic and Undead traditions
Necromancy provides the largest contribution, followed by Spirit Speak. Evaluating Intelligence and Focus provide additional support. |
Divine Power
Holy and Avatar traditions
Chivalry provides the largest contribution, followed by Focus. Magery and Meditation provide additional divine control. |
These power profiles are available to Arcana spells designed to use them. Individual spells still follow their own scripts, and not every spell uses every power rating in the same way.
Arcana schools are not strictly class-locked.
A character with the proper spellbook, spell, skills, and resources can use the school. However, the Custom Class System can provide additional synergy when:
• the active class is naturally favored by the spell school
• the spell's casting skill is an important class skill
• the spell's effect or damage skill is an important class skill
• supporting Arcana skills are part of the class
• the active class has continued into prestige progression
Class support contributes to spell stability, school efficiency, and Arcana power calculations. The total class contribution is internally limited to keep class synergy meaningful without making it mandatory.
| School | Spellbook | Primary Skill | Major Supporting Skills | Spells |
|---|---|---|---|---|
| Avatar | Avatar Spell Book | Chivalry | Focus, Meditation, Magic Resistance | 3 |
| Bard | Song Book | Musicianship | Peacemaking, Provocation, Discordance | 16 |
| Cleric | Cleric Spellbook | Spirit Speak | Chivalry, Healing, Focus, Evaluating Intelligence | 12 |
| Druid | Tome of Nature | Animal Lore | Animal Taming, Magery, Meditation, Camping | 16 |
| Ranger | Ranger Survival Guide | Archery | Tactics, Tracking, Animal Lore | 8 |
| Rogue | Rogue Abilities | Stealing | Hiding, Stealth, Snooping, Lockpicking | 5 |
| Undead | Undead Spells | Necromancy | Spirit Speak, Evaluating Intelligence, Focus | 13 |
Avatar magic is a compact holy school intended for Paladins and other divinely aligned characters.
Primary skill: Chivalry
Supporting skills: Focus, Meditation, and Magic Resistance
Resources: Mana and tithing points
Skill range: 20.0 to 80.0 Chivalry
• Heavenly Light — Calls down light to illuminate the caster's surroundings.
• Mark of Gods — Uses divine lightning to mark a rune for later travel.
• Heaven's Gate — Opens a heavenly portal to another location.
Avatar spell mana efficiency improves primarily through Evolved Chivalry and Focus. Matching classes include Paladin, Cleric, Priest, Templar, and Knight.
Bard magic uses songs to strengthen allies, weaken enemies, restore resources, and control summoned creatures.
Primary skill: Musicianship
Supporting skills: Peacemaking, Provocation, and Discordance
Resources: Mana and a usable instrument
Skill range: 30.0 to 80.0 Musicianship
A Bard must have a musical instrument in the backpack. Casting a Bard song consumes an instrument use. An instrument with its final remaining use is destroyed.
• Army's Paeon — Slowly regenerates party health.
• Mage's Ballad — Slowly regenerates party mana.
• Enchanting Etude — Raises party Intelligence.
• Sheepfoe Mambo — Raises party Dexterity.
• Sinewy Etude — Raises party Strength.
• Knight's Minne — Raises party physical resistance.
• Fire Carol — Raises party fire resistance.
• Ice Carol — Raises party cold resistance.
• Poison Carol — Raises party poison resistance.
• Energy Carol — Raises party energy resistance.
• Fire Threnody — Lowers an enemy's fire resistance.
• Ice Threnody — Lowers an enemy's cold resistance.
• Poison Threnody — Lowers an enemy's poison resistance.
• Energy Threnody — Lowers an enemy's energy resistance.
• Foe Requiem — Damages a target with sonic energy.
• Magic Finale — Dispels summoned creatures around the Bard.
Bard mana efficiency improves through Musicianship and the three Bard support skills. Favored classes include Bard, Mystic, Enchanter, Illusionist, and Shaman.
Cleric prayers focus on healing, resurrection, purification, divine protection, and punishment of evil creatures.
Primary skill: Spirit Speak
Supporting skills: Chivalry, Healing, Focus, and Evaluating Intelligence
Primary resource: Tithing points or piety
Skill range: 5.0 to 80.0 Spirit Speak
• Sacrifice — Links the caster's suffering to healing received by party members.
• Purge — Removes poison and negative stat curses.
• Sacred Boon — Places a healing-over-time effect on the target.
• Touch of Life — Provides a powerful direct heal.
• Dampen Spirit — Gradually drains an enemy's stamina.
• Divine Focus — Strengthens prayers while increasing mental fatigue.
• Hammer of Faith — Summons a holy weapon especially effective against undead.
• Trial by Fire — Surrounds the caster with retaliatory divine flame.
• Restoration — Resurrects and restores a fallen target.
• Banish Evil — Calls divine fire against undead and demonic enemies.
• Angelic Faith — Transforms the caster into a holy form with improved regeneration, statistics, and skills.
• Smite — Calls down a powerful bolt of divine energy.
Cleric efficiency improves through Evolved Spirit Speak and Chivalry. Favored classes include Cleric, Priest, and Paladin.
Druid magic combines nature, animals, travel, healing, terrain control, concealment, and destructive elemental forces.
Primary skill: Animal Lore
Effect skill: Animal Taming
Supporting skills: Magery, Meditation, and Camping
Resources: Mana and reagents
Skill range: 15.0 to 98.0 Animal Lore
• Lure Stone — Creates a stone that attracts nearby animals.
• Nature's Passage — Carries the Druid to a selected destination.
• Shield of Earth — Creates a wall of protective foliage.
• Hollow Reed — Increases the Druid's Strength and Intelligence.
• Summon Familiar — Summons a choice of nature familiars.
• Pack of Beasts — Summons several beasts to fight for the Druid.
• Spring of Life — Creates a spring that heals the Druid and party members.
• Grasping Roots — Entangles a target with roots.
• Leaf Whirlwind — Marks a rune through nature magic.
• Stone Circle — Creates an impassable circle of stones.
• Mushroom Gateway — Opens a magical mushroom gate.
• Blend with Forest — Conceals the Druid from enemies.
• Swarm of Insects — Summons insects to attack nearby enemies.
• Restorative Soil — Creates life-giving ground that restores vitality.
• Enchanted Grove — Creates a restorative grove around the Druid.
• Volcanic Eruption — Strikes nearby enemies with molten lava.
Druid mana efficiency improves through Evolved Animal Lore, Magery, and Meditation. Favored classes include Druid, Shaman, and Beastmaster.
Ranger Arcana combines archery, hunting knowledge, animal companions, wilderness travel, and temporary elemental bows.
Primary skill: Archery
Effect skill: Tactics
Supporting skills: Tracking and Animal Lore
Resources: Mana and reagents
Skill range: 15.0 to 95.0 Archery
• Phoenix Flight — Calls a Phoenix to carry the Ranger to a chosen destination.
• Animal Companion — Summons an animal companion based upon the Ranger's skill.
• Call Mount — Summons a temporary mount from the wilds.
• Hunter's Aim — Temporarily increases Archery and Tactics.
• Fire Bow — Creates a temporary fire-elemental bow.
• Ice Bow — Creates a temporary cold-elemental bow.
• Lightning Bow — Creates a temporary energy-elemental bow.
• Nox Bow — Creates a temporary poison-elemental bow.
Ranger mana efficiency improves through Evolved Archery and Tracking. Favored classes include Ranger, Hunter, and Archer.
Rogue Arcana represents tricks, disguise, intimidation, deception, and supernatural stealth rather than traditional spellcasting.
Primary skill: Stealing
Effect skill: Hiding
Supporting skills: Stealth, Snooping, and Lockpicking
Resources: Listed reagents for applicable abilities
• False Coin — Produces false gold through sleight of hand.
• Charm — Mesmerizes a target.
• Sly Fox — Transforms the Rogue into a stealthy fox.
• Shadow — Allows the Rogue to slip into the shadows.
• Intimidation — Uses a threatening appearance to weaken a target.
The current Rogue abilities do not list separate mana or minimum skill costs, although most require their listed reagents. Rogue mana efficiency support is calculated from Evolved Stealing and Hiding when a mana cost is used.
Favored classes include Rogue, Assassin, Witch, and Illusionist.
Undead magic expands necromantic play with poison, cursed terrain, resurrection, travel, summoned minions, and sacrificial healing.
Primary skill: Necromancy
Effect skill: Spirit Speak
Supporting skills: Evaluating Intelligence and Focus
Resources: Mana and necromantic reagents
Skill range: 5.0 to 90.0 Necromancy
• Horde Minion's Eyes — Grants superior night vision.
• Cure Poison — Removes most poisons from a target.
• Blood Pact — Heals another target by drawing life from the Necromancer.
• Wall of Spikes — Creates a protective wall of stone spikes.
• Poison — Poisons the selected target.
• Misfits of the Crypt — Summons four restless dead.
• Travel by Poison — Travels using a previously marked rune.
• Poison Field — Creates a dangerous wall of poison.
• Poison Mark — Marks a rune for necromantic travel.
• Mass Curse — Weakens nearby enemies.
• Poison Ivy Patch — Creates a poisonous patch of damaging terrain.
• Graveyard Gateway — Opens a necromantic gateway using a marked rune.
• Revival by Seance — Resurrects a target through a séance.
Undead mana efficiency improves through Evolved Necromancy and Spirit Speak. Favored classes include Necromancer, Dark Mage, Warlock, Death Knight, Necro Warrior, Witch, and Summoner.
Fast Casting equipment does not shorten the casting time of Undead spells. Fast Cast Recovery can still affect the delay before another spell may be attempted. Practicing Undead magic may also carry the normal karma consequences associated with necromantic casting.
| School | Evolution Levels Used for Mana Efficiency |
|---|---|
| Avatar | Chivalry and Focus |
| Bard | Musicianship, Peacemaking, Provocation, and Discordance |
| Cleric | Spirit Speak and Chivalry |
| Druid | Animal Lore, Magery, and Meditation |
| Ranger | Archery and Tracking |
| Rogue | Stealing and Hiding |
| Undead | Necromancy and Spirit Speak |
When an Arcana spell performs its casting check, the system may also exercise the skills associated with that school.
For example:
• Druid casting can exercise Animal Taming, Magery, Meditation, and Camping.
• Ranger casting can exercise Tactics, Tracking, and Animal Lore.
• Bard casting can exercise Peacemaking, Provocation, and Discordance.
• Rogue casting can exercise Hiding, Stealth, Snooping, and Lockpicking.
• Cleric casting can exercise Chivalry, Healing, Focus, and Evaluating Intelligence.
Skill gains are not guaranteed. They still follow normal skill caps, locks, gain chances, and other character progression rules.
Select a spell's icon from its spellbook to create a small movable casting button.
The icon:
• can be dragged to a convenient location on the screen
• casts the linked spell when clicked
• verifies that the correct book and spell are still available
• reopens after reconnecting when its saved attachment remains active
• can be removed by closing the icon
Closing an icon removes it from your saved Arcana icons. It can be created again at any time through the spellbook.
• Arcana is separate from normal Magery, Necromancy, and Chivalry spellbooks.
• Each Arcana school requires its own matching spellbook.
• Spells must be added to a book using matching scrolls.
• Adding a scroll permanently consumes that scroll.
• Keep the book loose in the main backpack or equipped in one hand.
• Books stored inside another container may not be detected.
• You must still meet the skill and resource requirements of each spell.
• Evolved Skills can improve fizzle recovery and mana efficiency.
• The maximum Evolved Skill fizzle recovery chance is 14%.
• Arcana-specific mana reduction is capped at 11%.
• Supporting skills may be exercised when casting Arcana spells.
• A matching class improves Arcana synergy but is not required to use a school.
• Bard songs require a musical instrument.
• Avatar and Cleric magic use tithing points.
• Druid, Ranger, Rogue, and Undead spells may require reagents.
• Quick-cast icons still require the correct spellbook and known spell.
• Individual spells may have additional targeting, travel, terrain, or summoning restrictions.