Wiki · Spells and Magic
Spells and Magic Overview
How Spellbook, magic words, requirements, mana, cooldowns, targets, and shortcuts work.
Use Spellbook to view learned spells, cast spells, and assign spell shortcuts. The main menu button label is exactly Spellbook.
What the Spellbook shows
The Spellbook UI receives:
- 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:
- key
- 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:
- SelfCasting — self-targeted spells such as buffs, healing, creation spells, and defensive spells.
- RangedCasting — 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
Spells can be learned automatically as your character reaches the required level and meets class or race rules.
Spell tomes add another learning path. See Spell Tomes and Learning.
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 level | Approximate 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; a Druid healing with Nature magic benefits from Nature 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.
Related pages
- Mana Shield
- Spell Tomes and Learning
- Class Spell Catalog
- Guilds: Territories, Skills, and Tribute — elemental guild skills and upgrade tokens
- Social and Multiplayer Overview — parties, guilds, and scheduled PvP
- Spellbook Basics