There are seven schools of magic available to all mortals:
- Alteration Magic focuses on the manipulation of space, time and arcane energy.
- Enchantment Magic involves conjuration, imbuing and mysterious charms.
- Divinity Magic attempts to entreat the immortal and spiritual forces of the realms.
- Naturalism Magic harnesses the diverse powers of life, nature and the earth.
- Illusion Magic attempts to create an advantage by bending light and conjuring visions.
- Necromancy Magic involves communing with death and darkness.
- Evocation Magic aims to wield and unleash the power of the elements.
These schools can be learned by anyone and are taught at the University of Arcana in the city of Kalmyr.
Some guilds offer unique spells of their own.
Use CAST <Spell Name> to ready a spell, then TARGET <Target Name> to complete the spell or TARGET alone if there is no target to specify.
The caster will usually be unbalanced for a moment before being able to TARGET and complete the spell, while some spells may take effect instantly upon using CAST.
Some spells have additional requirements for casting such as:
- Somatic - one empty hand must be available to perform a necessary magical gesture
- Verbal - requires incantation, so the caster cannot be silenced or have their mouth restrained
- Material - a reagent or other component is required to aid in the casting of the spell
Some spells require a specified target, while Area-of-Effect (AOE) or "room spells" affect all monsters and/or players in the caster's current room. Earthquake is an example of this spell type.
Point Blank Area-of-Effect (PBAOE) spells will affect all targets you are currently engaging. Acid Blast is an example of this spell type. Molten Strength is an example of a single target melee spell which affects one target you're engaging.