Magic is the art by which a being brings spells into reality by expending its internal reserve of mana. Each kind of magic serves its own purpose: combat spells such as fireballs, lightning, and ice rays are essential for fighting enemies; magical healing saves the lives of the injured; while blink and glowing magical spheres help explore the lands of the peninsula.
Nearly every entity has a reserve of magical energy known as mana. It is consumed when spells are created to bring them into the real world. The amount spent varies with the kind of magic, but over time mana automatically regenerates to its maximum, allowing new spells to be created. Its maximum reserve and regeneration rate also vary depending on the character's race, equipment, and traits.

A special indicator on the character's hotbar shows the amount of energy available. The approximate relationship between the icon and the actual numerical amount is explained in this guide.
If a spell is cast before mana has recovered, magical flames will burn the mage's insides and deal damage to them.
Maximum mana values by race:
The main way to increase the magical-energy reserve is to spend attribute points on Intelligence.
Mana can also be increased by taking the "Increased Mana Reserve" trait under the Body section of character traits, which grants a 10% increase. The "Accelerated Mana Regeneration" trait is available there as well and speeds regeneration by the same 10%. Each of these traits costs one balance point.
Initially, not even the Archmage of the College of Mages can cast every kind of magic. To do so, spells must be purchased from a grimoire:
A grimoire forms a special bond with the first being to pick it up, making that being its owner. Only the owner can purchase spells with the book; for anyone else, it simply will not open or its text will be illegible. The owner also loses the ability to use other unclaimed, free grimoires. This bond cannot be broken.
The grimoire menu when opened:

Some spells have several upgrade paths. Magic Arrows provide one example:
The shop then reveals 3 branches for further study:
Purchase the "Follower" branch and check the shop again:
Purchase the upgrade and check the shop once more:
This was the final upgrade for this type of spell. No more entries remain in the shop, so the other branches—homing or ordinary straight-line casting—can no longer be upgraded.
Lists of every spell type appear at the bottom of the page, where the branching system is also shown.
Essence is very easy to obtain: roughly once every 30 seconds, 5 units of a particular type automatically appear in the grimoire. The more often spells of one element are cast, the more essence of that element the mage receives.
You do not need to spam spells constantly to accumulate essence. Casting only 5 spells is enough, and every 30 seconds you will receive essence for them.
Example:
A mage cast Fireball3 times and Ice Wallanother 2 times. When the timer elapsed, the mage received 3 units of Fire Essence and 2 units of Water Essence; the maximum amount of essence received in any one interval is always 5.
The College of Mages can also create new grimoires in its basement, then sell them to travelers or take on new students for training. To create one, scrolls worth a total of 30 units of ancient knowledge must be inserted into the special obelisks by the Spellward Barrier.

FireballSpell
Description
Learning
cost
Casting
cost

Fireball
Fires a small mass of hot matter toward the cursor; it explodes upon hitting any object. Long casting time and lengthy cooldown.
Very effective at setting targets within the area of effect on fire.
25
70

Greater Fireball
Upgrade to the "Fireball" spell
Increases the explosion's radius and power.
55
85

Huge Fireball
Upgrade to the "Greater Fireball" spell
Requires an archmagic point to purchase.
Increases the explosion's radius and power even further . Kills an unarmored target in one hit.
80
90
SupermassSpell
Description
Learning
cost
Casting
cost

Supermass
Highly explosive matter concentrated in one place. A few seconds after being cast, it creates a small explosion covering 3 by 3 tiles. It has short casting range and deals little damage.
15
20

Supermass: Critical Mass
Upgrade to the "Supermass" spell
Increases the power but narrows the explosion to one tile. Also increases its casting range.
30
20

Supermass: Supernova
Upgrade to the "Critical Mass" spell
Requires an archmagic point to purchase.
Increases the power of the one-tile explosion even further. Kills unarmored beings in one cast.
65
20

Supermass: Dispersion
Upgrade to the "Supermass" spell
Creates a fast wave of explosions that spreads in two opposite directions from the casting point, with each explosion covering 3 by 3 tiles. Press СКМto rotate the directions in which the wall spreads clockwise.
35
40

Supermass: Dissipation
Upgrade to the "Dispersion" spell
Requires an archmagic point to purchase.
Increases the length of the explosive wall. Excellent for battles between two opposing lines.
70
70

Supermass: Concentrated Displacement
Upgrade to the "Supermass" spell
Creates a line of explosions, each covering 3 by 3 tiles, that extends 6 tiles in a direction selected by pressing СКМ.
35
50

Supermass: Concentrated Dispersion
Upgrade to the "Concentrated Displacement" spell
Requires an archmagic point to purchase.
Increases the length of the line of explosions 2-fold.
70
75
Magic ArrowSpell
Description
Learning
cost
Casting
cost

Magic Arrow
Fires one straight-flying magic arrow toward the cursor. It has a rather long cooldown. Not very effective.
Cannot be learned at the same time as Cursed Arrows—choose one or the other.
15
15

Magic Arrows
Upgrade to the "Magic Arrow" spell
Adds a second straight-flying arrow and allows multiple targets to be marked by pressing СКМ.
25
20

Magic Projectiles
Upgrade to the "Magic Arrows" spell
Adds one more magic arrow to the cast.
50
30

Magic Kunai
Upgrade to the "Magic Projectiles" spell
Requires an archmagic point to purchase.
Increases the number of arrows by another two. The total number of arrows is 5.
80
40

Magic Arrow: Follower
Upgrade to the "Magic Arrow" spell
The fired arrow follows the mage's cursor.
25
25

Magic Arrow: Followers
Upgrade to the "Follower" spell
Adds another 2 arrows that follow the cursor.
50
35

Magic Arrow: Cult
Upgrade to the "Followers" spell
Requires an archmagic point to purchase.
Increases the number of arrows to 9. Despite the greater number, together they deal less damage than the 5 arrows from the first branch.
80
45

Magic Arrow: Homing
Upgrade to the "Magic Arrow" spell
Allows a target to be marked by pressing СКМ , then fires a homing arrow at it.
25
25

Magic Arrow: Auto-Homing
Upgrade to the "Homing" spell.
Increases the number of homing arrows to 3.
50
35

Magic Arrow: Pursuit
Upgrade to the "Auto-Homing" spell
Requires an archmagic point to purchase.
Adds another 2 homing arrows, bringing the total to 5. Damage is roughly the same as in the first branch.
80
45
Fire BarrierSpell
Description
Learning
cost
Casting
cost

Fire Barrier
Creates a 3-tile-long line of fire. It disappears quickly. Press СКМ.
20
30

Fire Wall
Upgrade to the "Fire Barrier" spell
Increases the line's length by 2 tiles and extends its duration.
45
40

Heavenly Fire
Upgrade to the "Fire Wall" spell
Requires an archmagic point to purchase.
Increases the line's length by another 2 tiles.
70
55
EnhancementSpell
Description
Learning
cost
Casting
cost

Enhancement
After being cast, it manifests as a magical touch in the character's hand. Using it on any living being temporarily speeds that being up. It has a long cooldown.
Due to the way the mechanic works, it does not affect skeletons.
20
50

Enhancement (Adept)
Upgrade to the "Enhancement" spell
Extends the duration of the speed-boost effect.
45
70

Enhancement (Archmage)
Upgrade to the "Enhancement (Adept)" spell
Requires an archmagic point to purchase.
Extends the spell's duration even further.
70
80
Magic SparkSpell
Description
Learning
cost
Casting
cost

Magic Spark
Creates a small spark in the character's hand that disappears over time. It can be used to ignite various objects, from a torch to a living being.
20
5
Fire ShacklesSpell
Description
Learning
cost
Casting
cost

Fire Shackles
Creates fire shackles in the character's hand. When used to strike a being, they briefly set it on fire. They disappear over time. Otherwise, they are no different from ordinary shackles.
35
35
Mending TouchSpell
Description
Learning
cost
Casting
cost

Mending Touch
When cast, materializes a magical touch in the character's hand. Clicking any living creature with it provides a small amount of healing.
15
25

Healing Touch
Upgrade for the "Mending Touch" spell
Increases the healing power.
55
35

Divine Touch
Upgrade for the "Healing Touch" spell
Requires an archmagic point to purchase.
Further increases the touch's healing power.
90
55
Corpse ConsecrationSpell
Description
Learning
cost
Casting
cost

Corpse Consecration
Materializes a consecrating touch in the character's hand. Its effect is similar to holy salt: when used on a corpse or the body of a player who has left the game, it prevents the body from turning into a skeleton when the timer expires, causing it to vanish safely in rays of light instead.
15
25
Blinding ProjectileSpell
Description
Learning
cost
Casting
cost

Blinding Projectile
Fires a small projectile toward the cursor. When it hits a living being, it briefly blinds them (for approximately 5 seconds).
15
25

Stunning Wave
Upgrade to the "Blinding Projectile" spell
Increases the projectile's size and adds an expanding blinding wave at the point of impact that affects nearby beings.
40
35
BlinkSpell
Description
Learning
cost
Casting
cost

Blink
Teleport a couple of tiles forward? I could walk there faster...
When cast, teleports the character to the selected location. Range: 2.5 tiles.
25
45

Long-Range Blink
Upgrade to the "Blink" spell
Increases teleport range by 4.5 tiles and shortens the spell's cooldown.
55
70
Magic LightSpell
Description
Learning
cost
Casting
cost

Magic Light
“Let there be light!”
Creates a small flying sphere that replaces a torch and follows the mage. Up to 3 spheres can be maintained at once. They disappear over time.
15
25
SunbeamSpell
Description
Learning
cost
Casting
cost

Sunbeam
Creates a marker that follows the cursor. After 1 second, a beam of solar energy strikes the marker and, for 6 seconds, burns and ignites everything it touches.
50
55
LightningSpell
Description
Learning
cost
Casting
cost

Lightning
After a target is selected, strikes it with magical lightning and causes a small explosion.
It has a long casting time.
40
60

Chain Lightning
Upgrade to the "Lightning" spell
Requires an archmagic point to purchase.
Allows 3 lightning bolts to be fired simultaneously. Use СКМ to select multiple targets.
If all three lightning bolts strike the same target, the explosion will be more powerful.
75
75
Weakening ProjectileSpell
Description
Learning
cost
Casting
cost

Weakening Projectile
A medieval stun baton.
Fires a projectile in a straight line that deals a small amount of stamina damage to the victim.
20
28

Draining Projectile
Upgrade to the "Weakening Projectile" spell
Increases the projectile's size and the stamina damage dealt to the victim.
45
38
Ice BarrierSpell
Description
Learning
cost
Casting
cost

Ice Barrier
A small barricade that provides cover from enemy projectiles.
Creates a small, 3-tile-long barrier of ice crystals. It disappears after some time.
20
28

Ice Wall
Upgrade to the "Ice Barrier" spell
Increases the barrier's length by 2 tiles. The barrier lasts 2.5 times longer and becomes significantly stronger.
45
40

Ice Pillar
Upgrade to the "Ice Wall" spell
Requires an archmagic point to purchase.
Increases the wall's length by another 2 tiles and makes the ice blocks even stronger.
70
55
Ice DaggerSpell
Description
Learning
cost
Casting
cost

Blunt Ice Dagger
Summons an ice dagger that is slightly blunter than an ordinary dagger. It disappears after 15 seconds. Cooldown: 4 seconds.
25
12

Ice Dagger
Upgrade to the "Blunt Ice Dagger" spell
Summons an ice dagger with attributes identical to an iron dagger. It disappears after 20 seconds. Cooldown: 2.5 seconds.
40
12

Perfect Ice Dagger
Upgrade to the "Ice Dagger" spell
Requires an archmagic point to purchase.
Summons an ice dagger with attributes slightly better than a sharpened iron dagger. It disappears after 30 seconds. Cooldown: 1.5 seconds.
75
12
SleepSpell
Description
Learning
cost
Casting
cost

Sleep
It will put anyone to sleep... If you are lucky.
When it hits a victim, it forces them to complete a short minigame. If the victim fails, they fall asleep. Otherwise, you fall asleep.
70
80

Chloroforming
Upgrade to the "Sleep" spell
Requires an archmagic point to purchase.
The best remedy for insomnia.
Works like Sleep, but you do not fall asleep if the victim succeeds in the minigame.
110
80
FrostSpell
Description
Learning
cost
Casting
cost

Frost
Summons a water sphere at a random location near the caster. One second later, it fires an ice ray at the selected target. Requires targeting with СКМ.
10
25

Rime
Upgrade to the "Frost" spell
Increases the number of summoned spheres to two. A target for each can be selected with СКМ
30
25

Freeze
Upgrade to the "Rime" spell
Requires an archmagic point to purchase.
Increases the number of spheres to 3.
60
25
Smoke ScreenSpell
Description
Learning
cost
Casting
cost

Smoke Screen
Creates a small cloud of black smoke at a location selected by the caster.
10
25

Smoke Screen (Adept)
Upgrade to the "Smoke Screen" spell
Roughly doubles the area covered by smoke.
30
25

Smoke Screen (Archmage)
Upgrade to the "Smoke Screen (Adept)" spell
Requires an archmagic point to purchase.
A tear-gas grenade from the world of mages.
Increases the smoke-coverage radius even further; any character who enters the cloud is also blinded for a while.
60
25
Stone SpikesSpell
Description
Learning
cost
Casting
cost

Stone Spikes
Raises a 5-tile-long line of spikes from the selected point. After a short delay, they strike once and disappear. Press СКМ.
20
15

Stone Spikes
Upgrade to the "Stone Spikes" spell
Increases the line's length to 10 spikes.
35
20

Stone Spikes
Upgrade to the "Stone Spikes" spell
Requires an archmagic point to purchase.
Increases the line's length to 15 spikes.
55
25
Stone RidgeSpell
Description
Learning
cost
Casting
cost

Stone Ridge
Raises 4 stone walls in the selected area, blocking passage.
20
40

Stone Ridge
Upgrade to the "Stone Ridge" spell
Increases the number of stone walls created to 8.
55
50
EarthquakeSpell
Description
Learning
cost
Casting
cost

Earthquake
Marks an area from which stone spikes rise. After a short delay, they thrust upward and impale everything above them—three times in succession. Effect radius: 2 tiles.
20
40

Earthquake
Upgrade to the "Earthquake" spell
Increases the radius of the stone-spike area to 3 tiles.
55
50

Earthquake
Upgrade to the "Earthquake" spell
Requires an archmagic point to purchase.
Increases the radius of the stone-spike area to 4 tiles.
75
60
ObeliskSpell
Description
Learning
cost
Casting
cost

Obelisk
Summons a destructible stone obelisk at the selected point. The obelisk periodically strikes the ground, creating many spikes at random locations within a large radius; these act like the "Earthquake" spell.
20
40

Obelisk
Upgrade to the "Obelisk" spell
The obelisk becomes stronger and creates even more spikes around itself with each strike.
55
50

Obelisk
Upgrade to the "Obelisk" spell
Requires an archmagic point to purchase.
The obelisk is stronger still and now releases spikes in waves within a radius of 4 tiles, making them harder to dodge.
75
60
Fire MeteorsSpell
Description
Learning
cost
Casting
cost

Fire Meteors
After a long casting time, drops a couple of blazing meteors onto enemies around the point selected by the caster. The meteors explode and deal tremendous damage. Their accuracy leaves much to be desired.
40
40

Fire Meteors
Upgrade to the "Fire Meteors" spell
Increases the number of falling meteors 2.5-fold.
65
50

Fire Meteors
Upgrade to the "Fire Meteors" spell
Requires an archmagic point to purchase.
Increases the number of meteors by a further factor of 2. Enormous area of effect.
A legendary spell capable of ending almost any siege in a single cast. Dangerous to every side in the conflict.
75
50
ShelterSpell
Description
Learning
cost
Casting
cost

Shelter
Requires an archmagic point to purchase.
“And I'm in my little house!”
Raises stone walls around the caster, temporarily hiding them from enemies.
Pray to Magnus that the enemy does not have a mage with a meteor-summoning spell...
75
25
Black HoleSpell
Description
Learning
cost
Casting
cost

Black Hole
Fires a small gravitational anomaly toward the cursor. The anomaly then follows the cursor and disappears after some time.
Its only use is annoying people with OCD—the anomaly merely pulls objects toward itself within a small radius.
20
50

Huge Black Hole
Upgrade to the "Black Hole" spell
Increases the anomaly's pull and radius. It is still relatively harmless, but looks more impressive.
50
50

Omega
Upgrade to the "Huge Black Hole" spell
Requires an archmagic point to purchase.
The anomaly is even larger and more beautiful. It can react in highly unpredictable ways when it comes into contact with certain other spells.
80
50
Cursed ArrowSpell
Description
Learning
cost
Casting
cost

Cursed Arrow
Fires one cursed arrow toward the cursor. It is not particularly effective, but is suitable for defense against weak monsters. Its cooldown is shorter than that of its Fire-school counterpart.
Cannot be learned at the same time as Magic Arrows—choose one or the other.
15
15

Cursed Arrows
Upgrade to the "Cursed Arrow" spell
Allows targets to be marked with СКМ and fires 2 arrows toward them. They can be used either as one powerful shot against a single target or as two shots against different targets.
45
20

Cursed Projectiles
Upgrade to the "Cursed Arrows" spell
Increases the number of target-marked arrows to 3.
65
30

Cursed Kunai
Upgrade to the "Cursed Projectiles" spell
Increases the number of arrows by another 2.
Requires an archmagic point to purchase.
80
40

Cursed Arrow: Follower
Upgrade to the "Cursed Arrow" spell
The fired arrow follows the mage's cursor.
45
25

Cursed Arrow: Followers
Upgrade to the "Cursed Arrow: Follower" spell
Fires 3 arrows at once, all following the cursor. Three telepathic arrows are clearly better than one.
65
35

Cursed Arrow: Cult
Upgrade to the "Cursed Arrow: Followers" spell
Requires an archmagic point to purchase.
Increases the number of arrows to 9. With even more controllable arrows, dodging is virtually impossible.
80
45

Cursed Arrow: Homing
Upgrade to the "Cursed Arrow" spell
Allows a target to be marked by pressing СКМ , then fires one homing arrow at it. Unlike the cursed arrows' straight-line trajectory, this arrow can turn toward its target.
45
25

Cursed Arrow: Auto-Homing
Upgrade to the "Cursed Arrow: Homing" spell
Increases the number of homing arrows to 3. Of three pursuing arrows, at least one is certain to hit.
60
35

Cursed Arrow: Pursuit
Upgrade to the "Cursed Arrow: Auto-Homing" spell
Requires an archmagic point to purchase.
Adds another 2 homing arrows. With so many homing arrows, dodging is no longer possible.
75
45
Summon SkeletonSpell
Description
Learning
cost
Casting
cost

Summon Weak Skeleton
Summons a weak skeleton at the selected location. It attacks everyone except Dark Followers—including the caster if they are not one.
20
20

Summon Flesh Skeleton
Upgrade to the "Summon Weak Skeleton" spell
Summons a sturdier flesh skeleton at the selected location.
50
35

Summon Warrior Skeleton
Upgrade to the "Summon Flesh Skeleton" spell
Requires an archmagic point to purchase.
Summons a warrior skeleton, the strongest of the summonable skeletons.
80
50
Cursed ShacklesSpell
Description
Learning
cost
Casting
cost

Cursed Shackles
Creates cursed shackles in the character's hand. They are the dark-magic adepts' counterpart to fire shackles. They disappear over time.
35
35
Create Cult DaggerSpell
Description
Learning
cost
Casting
cost

Create Cult Dagger
Creates a cult dagger in the character's hand. Useful if you lose the real one.
20
20
Cursed RootsSpell
Description
Learning
cost
Casting
cost

Cursed Roots
“Tentacles? Not at all—just some very aggressive flora.”
Summons roots from beneath the ground. They slow everyone standing on them and prevent them from dashing. They disappear after some time.
20
30

Cursed Grove
Upgrade to the "Cursed Roots" spell
Increases the number of summoned roots; they take longer to disappear and slow targets more strongly.
50
45

Cursed Grove (Archmage)
Upgrade to the "Cursed Grove" spell
Requires an archmagic point to purchase.
Even more roots, an even longer lifetime, and an even stronger slowing effect.
80
60
Mana Drain FieldSpell
Description
Learning
cost
Casting
cost

Mana Drain Field
Places a field with a radius of 2.5 tiles that gradually burns away the mana of entities standing on it.
25
40

Mana Drain Field (Adept)
Upgrade to the "Mana Drain Field" spell
Increases the field's radius to 3 tiles.
55
55

Mana Drain Hole
Upgrade to the "Mana Drain Field (Adept)" spell
Requires an archmagic point to purchase.
Increases the field's radius to 3.5 tiles. It also pulls entities slightly toward the center of the field.
80
70