Wiki · Spells and Magic

Spells and Magic Overview

How Spellbook, magic words, requirements, mana, cooldowns, targets, and shortcuts work.

By Definya Team

Use Spellbook to view learned spells, cast spells, and assign spell shortcuts. The main menu button label is exactly Spellbook.

What the Spellbook shows

Use the Spellbook to compare:

  • learned spells
  • current magic level
  • character skill levels for strength, dexterity, magic, resistance, and magic resistance
  • current mana
  • spell cooldowns
  • shortcuts

The Spellbook can set a spell shortcut or remove a shortcut.

Magic words

Every spell has magic words. When you cast a spell, the game uses those words and your selected target when needed.

Chat can also recognize magic words and cast the matching spell.

Why a spell may not cast

A spell can fail before it casts. Common checks include:

  • the character is alive and online
  • the character is not silenced
  • the spell exists
  • the spell is learned by the character
  • the character has enough mana
  • class requirements are met, when the spell has them
  • race requirements are met, when the spell has them
  • minimum character level is met
  • minimum magic level is met
  • minimum skill requirement is met, when present
  • premium account requirements are met, when present
  • ranged target requirements are valid, when present

The game can show these messages before casting when relevant:

  • This spell is on cooldown!
  • Not enough mana!

Spell details to compare

Spell pages and tooltips can show details such as:

  • name
  • description
  • casting type
  • magic words
  • mana cost
  • cooldown
  • minimum character level
  • minimum magic level
  • optional minimum skill level
  • optional required item
  • optional class restrictions
  • optional race restrictions
  • optional maximum grid distance
  • optional PvP-only flag
  • optional elemental type

Casting types

Spell casting types include:

  • Self-cast — self-targeted spells such as buffs, healing, creation spells, and defensive spells.
  • Selected target — target-required spells such as attacks or debuffs.

Some ranged spells allow self-targeting when the spell supports it.

Cooldowns

Cooldowns are managed per spell. If you try again too soon, the game can show This spell is on cooldown!.

Premium account cooldown reductions can apply where supported by the spell.

Spell learning

Some starter spells are learned automatically at the required character level. Spells with tier 2 or higher tomes must be learned from a spell tome instead: leveling alone does not teach them. Race–class spells require both the matching race and class.

Use a higher-rarity tome of the same spell to improve its bonuses and unlock more sockets: one at Common or Uncommon, two at Rare or Epic, and three at Legendary. See Spell Tomes and Learning for learning levels, inscription costs, and rarity progression.

Soul Gems: customize a learned spell

Soul Gems add bonuses to one learned spell at a time. Choose offensive gems for compatible attacks, Life for compatible healing, or utility gems for mana, cooldown, supported area, and duration bonuses.

  • Open a carried Soul Gem’s item menu and choose Attach gem, then pick a spell in Choose spell.
  • Inspect attached gems through their colored markers in Spellbook.
  • Select a marker to open Detach Soul Gem. Removal returns the gem but costs carried gold and needs a free inventory slot.
  • Tome rarity determines socket count; gem rarity determines gem strength and detachment cost. You cannot repeat a gem type on the same spell.

Start with the Soul Gem guide before spending gold on a new setup.

Class and racial spell kits

Your class provides its core combat kit; your race adds distinct spells, forms, attacks, and utility. Naga, Vampire, Troll, Undead, and Kobold also have race–class compositions with their own tomes and learning gates. Explore the illustrated, filterable Class and Racial Spell Catalog to compare your choices.

Guild spell damage bonus

Guild membership can raise the damage of elemental spells when your guild has invested in the matching elemental skill. The bonus applies automatically at cast time — you do not toggle it in the Spellbook.

When the bonus applies

You receive a guild spell bonus when all of these are true:

  • You belong to a guild
  • The spell has an elemental type (Fire, Water, Earth, Air, Corruption, or Nature)
  • Your guild’s matching elemental skill is level 2 or higher
  • The spell’s element matches the upgraded guild skill (a Fire spell checks Fire guild skill, and so on)

Spells without an elemental tag, physical skills, and weapon hits do not use this bonus. Non-guild characters always cast at base spell damage.

How strong the bonus gets

Bonus damage scales with the guild’s elemental skill level and is capped at +30%. Level 1 guild skills grant no spell bonus — the leader must spend at least one upgrade token before members see extra damage.

Guild elemental skill levelApproximate spell damage bonus
1+0% (no bonus yet)
10+1%
20+2%
50+7%
100+16%
150+25%
177++30% (cap)

Higher guild investment helps every member who casts that element, not just the leader. A Sorcerer stacking Fire spells benefits from Fire guild upgrades.

Planning with your guild

  • Match upgrades to your roster — invest tokens in elements your mages and hybrids actually cast. See the elemental skill table on Guilds: Territories, Skills, and Tribute.
  • Bonus is passive while you are a member — leaving the guild removes access until you join another guild with its own skill levels.
  • Stacks with other spell modifiers — guild bonus feeds into normal spell damage calculation alongside magic level, gear, and class bonuses. It does not replace training or gear progression.
  • Coordinate for PvP events — guilds that field casters for faction war often prioritize the elements their core group uses in war zones.