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Magic and Mobs

Element Color Focus
Fire Orange Damage over time, explosions
Water Blue Knockback, area control
Earth Brown High damage, terrain manipulation
Air White Mobility, crowd control
Light Yellow Healing, buffs, support
Dark Dark Purple Debuffs, stealth, summons
None Gray Utility, raw magic

Quick reference

Spell Element Circle Mana Cooldown Cast Type Description
Magic Missile None 0 5 0.5s Projectile Short burst of mana dealing small damage
Air Burst Air 1 15 3s Self Burst of air launching enemies backward
Earth Throw Earth 1 15 4s Projectile Chunk of earth launched forward
Fireball Fire 1 15 3s Projectile Small ball of fire shot at an enemy
Water Sphere Water 1 15 5s Projectile Ball of water propelled in a direction
Air Blades Air 2 40 6s Fan Fan of cutting air blades
Buff Light 2 40 30s Self/Target Applies configured buffs for a duration
Debuff Dark 2 45 25s Target Applies configured debuffs to a target
Detect None 2 75 15s Self Glows nearby entities
Earth Spike Earth 2 45 10s Target Spike of rock launching enemies upward
Fire Blast Fire 2 75 7.5s Projectile Large fireball igniting surroundings
Lesser Heal Light 2 75 20s Target Heals self or a target
Stealth None 2 75 0s Self Hides the player, costing mana per second
Swift Air 2 35 5s Self Gust of air propelling caster forward
Water Pulse Water 2 50 8s Self/AoE Wave knocking back enemies, extinguishes fire
Wind Vortex Air 2 30 8s Self/AoE Vortex pulling enemies toward caster
Barrier None 3 100 30s Self Shield of mana blocking attacks
Dark Tendrils Dark 3 50 15s Summon Tendrils that hunt targets and inflict debuffs
Disguise None 3 105 60s Self Changes appearance to another player
Fire Wall Fire 3 125 12.5s Wall Wall of fire blocking and damaging enemies
Geyser Water 3 40 6s Self/AoE Column of water erupting in front of caster
Heal Light 3 90 45s Target Powerful healing for self or a target
Tremor Earth 3 101 25s AoE Shockwave through the ground
Blink None 4 40 8s Self Teleport a short distance
Earthen Wall Earth 4 70 15s Wall Wall of earth blocking and damaging enemies
Flaming Volley Fire 4 60 10s Volley Volley of flaming arrows
Light Buff Light 4 50 20s AoE AoE buff blessing nearby allies
Summon Zombies Dark 4 90 30s Summon Summons zombies from the ground
Whirlpool Water 4 55 25s AoE Whirlpool pulling and damaging enemies
Wind Barrier Air 4 80 25s Self Barrier deflecting projectiles and damaging enemies
Meteor Shower Fire 5 100 30s AoE Rain of fiery meteors from the sky
Tsunami Water 5 90 25s Wave Massive wave surging forward
Fissure Earth 5 105 28s AoE Cracks the earth open with a widening fissure
Tornado Air 5 110 35s AoE Violent vortex pulling and tearing apart enemies
Radiance Light 5 95 30s AoE Burst of holy light healing allies and searing undead
Shadow Realm Dark 5 115 35s AoE Envelops an area in pure darkness

Where spells come from

Spells and magical knowledge come from killing wild casting mobs. Spawners don't count. Mobs keep their normal behavior, but will also cast spells from their pool of spells. Rarer and stronger mobs generally cast higher circle spells. Each mob also has its own elemental strengths and weaknesses.

Fishing is a secondary source. See Fishing and Money.

Drop rates and knowledge scale with the moon. See Astronomy.

Spellbooks

A spellbook is bound to the player who earned it and cannot be traded. It becomes a Faded Spellbook as soon as it leaves your inventory.

You can craft a random spellbook with 8 Faded Spellbooks + 1 Magic Stone.

Circles

Your Circle is your magic rank. Raising it requires accumulated knowledge, spell mastery, and research.

Casting a spell raises mastery of that spell and does not require a target. Mastery alone does not raise your Circle.