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Spells

Casting with a wand: the spells, the scarabs they need, the elements, and what creatures and armor make of each.

What a cast needs

  • A wand in your hand. Every spell is cast through it, and a spell's damage is worked from the wand's own.
  • The spell. Training Wand teaches the first level of every War spell and gives you 10 Clay scarabs, once. Every higher level is learned from a scroll.
  • A scarab of the spell's level in your pack. About one cast in 10 uses the scarab up.
  • Mana for the spell.

One school can be cast in this build: War, on the Wand skill. See Skills.

Casting

Press Enter and type /cast with the spell's name and level, as in /cast storm bolt 2 for Storm Bolt II. Leave the level out and you cast the first. There is no spellbook or spell bar yet.

  • A spell that is aimed needs a target selected, and reaches 24 meters in clear sight. At peace, a cast draws your wand first.
  • Stand still while the spell is prepared: a step, a turn or a jump breaks the cast.
  • A power attack, an ability that breaks a guard, a creature's heavy blow or a stagger that lands on you before the spell is released breaks the cast. An ordinary blow hurts and the spell still leaves the wand. A swing or a drawn bow is broken by any blow.
  • A cast can fizzle. A fizzle strikes nothing and spends 50% of the spell's mana.
  • A spell that is released is rolled to strike as a wand's bolt is, and glances when it is turned. See Combat.
Damage and mana are against the level's own figures below. Speed shortens both times.
ShapeWhat it doesDamageManaPrepared inRecovery
BoltOne bolt at one target.100%100%0.5 s0.6 s
JoltHalf a bolt's damage for half its mana, cast in half the time, and it flies faster.50%50%0.25 s0.3 s
NovaA ring round you that strikes up to 5 within 4 meters. It needs no target.70%160%0.8 s0.7 s

The spells

9 spells, each at 7 levels: a bolt, a jolt and a nova in each of 3 elements.

SpellSchoolElementShape
Brine BoltWarBrineBolt
Brine JoltWarBrineJolt
Brine NovaWarBrineNova
Storm BoltWarStormBolt
Storm JoltWarStormJolt
Storm NovaWarStormNova
Rime BoltWarRimeBolt
Rime JoltWarRimeJolt
Rime NovaWarRimeNova

Levels

LevelScarabA scarab costsA scroll costsMana for a boltDamage against your wand'sSkill for an even chanceSkill to cast 9 times in 10
IClay5 goldComes with training62.1 times3062
IICopper15 gold300 gold92.5 times6597
IIIBronze30 gold600 gold122.9 times100132
IVIron50 gold1,000 gold163.4 times135167
VTidesteel75 gold1,500 gold203.9 times170202
VITideglass105 goldNot sold254.5 times205237
VIIAbyssal140 goldNot sold305 times240272

The chance that a cast takes depends on your skill in the spell's school against the level's difficulty. At the difficulty itself it is even: a skill of 30 casts a spell of level I half the time, and a spell of level II 8% of the time.

Scarabs and scrolls

A scarab seller stands in every town with a bell: at the market stall at the north end of Bellwether green on Saltmere, under the awning south of the trader's in Bellcross, and at the counter of the shop in each outer town. Stand there and press E. A seller buys nothing back.

Sold up to levelBy the sellers of
ISaltmere
IIBellcross
IIIHarrow Rest, Ivory Rest, Harrow Shore, Ivory Ward
IVHarrow March, Juniper Rest, Harrow Ward, Juniper Ward

A scroll teaches one level of one spell and costs what 20 scarabs of its level do. Double-click it in your pack to read it. You must have trained the spell's school, and the scroll is used up. Sellers keep scrolls of levels II, III, IV and V, up to the level their town sells. No seller in this build goes past level IV, and scrolls above V are not sold anywhere.

Elements

Magic comes in 3 elements: Brine, Storm and Rime. A spell is of its own element. A wand's plain bolt is of the wand's: Brine for every wand in this build. Each kind of creature takes more of some elements and less of others.

CreatureBrineStormRime
Mire lampreyStrong, takes 75%Weak, takes 125%Even
Silt skipperStrong, takes 75%Weak, takes 125%Even
Brineback boarEvenStrong, takes 75%Weak, takes 125%
Stormbell jellyEvenStrong, takes 75%Weak, takes 125%
Wrack houndWeak, takes 125%EvenEven
Barrow shamblerWeak, takes 125%EvenStrong, takes 75%
BrineboundEvenWeak, takes 125%Strong, takes 75%
Drowned bowmanStrong, takes 75%Weak, takes 125%Even
Marsh lightWeak, takes 125%Strong, takes 75%Even
ReaverEvenWeak, takes 125%Even
Reaver bowmanEvenStrong, takes 75%Weak, takes 125%
Saltbone archerWeak, takes 125%EvenStrong, takes 75%
Tidestalker heronEvenWeak, takes 125%Strong, takes 75%
Wreck hermitStrong, takes 75%EvenWeak, takes 125%
BrackjawStrong, takes 75%EvenWeak, takes 125%
Brinemaw toadStrong, takes 75%EvenWeak, takes 125%
Drowned watchmanStrong, takes 75%Weak, takes 125%Even
Saltclaw crabEvenWeak, takes 125%Strong, takes 75%
Coral thrallStrong, takes 75%Weak, takes 125%Even
Seal guardianStrong, takes 75%EvenEven

Your armor meets magic of an element with a resistance in place of its armor. The resistance is this share of the piece's armor, by what the piece is made as.

ArmorBrineStormRime
Cloth250%250%250%
Leather100%125%75%
Kazaghand75%50%100%
Tidewrought125%50%75%
A shield100%100%100%

Mana and the two quiet skills

Mana returns 0.5 a second on your feet, 2 sitting and 4 lying down, so a caster rests between fights. The spells on what you wear draw on the same mana. See worn spells.

SkillWhat it doesAt its best
Magic EfficiencyEvery spell you cast costs less mana and uses up its scarab less often: by the skill's level over 750, a third at most.33% less mana, and a scarab used up about one cast in 15
ArcaneThe spells on what you wear draw less of your mana: by the skill's level over 500, a half at most.50% less mana drawn by worn spells

Magic Efficiency rises with the spells you land. Neither skill casts anything.