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Magery

From UnCharted UO Wiki

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Magery Basics Magery is a complex skill requiring the addition of Evaluating Intelligence, Inscription and Meditation if it is to operate at full power.

The basic requirement of any spellcaster is his spell collection. There are a total of 64 spells of magery, which can be added into a spell book for his convenience. The spells are divided into eight circles. Each circle progressively requiring more skill, more mana expenditure and more time to cast.

It is possible to equip spellbooks with useful properties to add to the mage’s effectiveness, including slayer spellbooks to target specific monster types. (slayer bonus is only applied to direct damage spells).

Magery Only Spells

There are a few spells that call only on the caster’s skill in magery and his intelligence for full effect. Intelligence gives 1% spell damage increase for every 10 points, or (intelligence / 10). These spells include:

  • Mind blast (Damage based on Magery + Intelligence)
  • Poison (Chance of poisoning = Your Magery vs Targets Resisting Spells)
    • (Strength of poison = Magery + Poisoning / 2)
    • Less than 65.1 : Level 1 poison
    • 65.1 to 85 : Level 2 poison
    • 85.1 to 99.9 : Level 3 poison
    • 100 and higher : Level 4 poison
  • Poison field (Strength calculation same as Poison spell)
    • (Duration 3 + (Magery * 0.4)) seconds
  • Heal (Hit Points healed = Magery/10 + 1-3)
  • Greater Heal (Hit points healed = Magery*0.4 + 1-10)
  • Cure (Chance to cure % = (Magery * 0,75) + (110 – (Poison level * 33))
  • Arch Cure (More reliable at higher levels of magery)
  • Unlock (Magery determines what level of chests it can open)

Magery with Evaluating Intelligence

Magery with Inscription

Inscription can add spell damage increase to your spells as well as affect the result of buffs. Grandmaster Inscription adds 10% to damage spells. This is not on a pure sliding scale, the damage bonus is 1% for every 20 points of Inscription with a 5% GM bonus. This 10% SDI bonus at GM isn’t part of the PVP SDI from items cap. Which means if you take the 20% or 25% SDI cap in PVP and add the 10% from GM Scribe on you get 30% or 35% SDI. Spells affected by this damage bonus are:

  • Magic Arrow
  • Harm
  • Fireball
  • Lightning
  • Energy Bolt
  • Explosion
  • Chain Lightning
  • Flamestrike
  • Meteor Swarm

Inscription adds Casting Focus – from Apprentice to Grand Master a 1% increase to base casting focus per 10 points of Inscribe. (5% at Grand Master)

The potency of the following ‘buff’ spells mainly depends on the caster’s inscription skill:

  • Reactive Armor: Increases caster’s Physical Resistance by ((Inscription / 20) + 15) points, decreases caster’s Fire, Cold, Energy and Poison Resistance by 5 points each. Lasts until cast again.
  • Protection: Allows you to cast spells without being interrupted. Lowers physical resistance and Resisting Spells skill, increases spell casting delay. Lasts until cast again.
  • Magic Reflect: Decreases caster’s Physical Resistance by (25 – (Inscription / 20)) points, increases caster’s Fire, Cold, Energy and Poison Resistance by 10 points each. Almost opposite of Reactive Armor spell. Lasts until cast again.

Meditation and Focus

These skills provide the mana the mage requires in order to cast his spells. Traditionally mages use Meditation and warriors use Focus, however the two skills do stack. Some mages will train both skills to give them the extra ‘fire power’ With 120 Meditation and 120 Focus, you will have 2.1 passive mana regen. Focus is a totally passive skill, unlike Meditation which can be passive or active. Pvp mages wishing to benefit from the single casting school sdi cap of 30% will want to avoid adding Focus skill to their template as the skill is grouped with Mysticism and is therefore part of a second casting school.

Mana regeneration can also be enhanced by using armor which has the mana regeneration property. This is not capped however it is subject to diminishing returns. For example the difference between 0 MR and 3 MR is substantially greater than the difference between 15 MR and 18 MR

Item Properties Applicable to Mages

  • Lower Reagent Cost (LRC): This property can be found on both jewelry and armor.
    • Each 1% LRC gives a 1% chance of a spell not requiring ANY reagent to cast. So at 100% LRC you will not require ANY reagents to cast any spell whatsoever.
  • Lower Mana Cost (LMC): lowers the mana cost of spell casting. This property is capped at 40%
    • Example, if you have 35% LMC and cast a flame strike, the amount of mana consumed would be 40 – 35% = 26.
  • Spell Chanelling: Normal spell casting causes you to drop any item you have in your hands, an item with spell channelling property will not be dropped.
  • Mage Weapons: Mage weapons are weapons that use your Magery skill as if it were the appropriate weapon skill. These, with a few artifact exceptions, lower your Magery skill.
    • Example: A kryss with the property Mage Weapon -25 would lower your magery by 25. i,e 120 – 25 = 95 Magery whilst it is equipped. You would be capable of melee fighting as if you had Fencing skill of 95. If Fencing skill is set to rise you could gain in that skill, however if Fencing is locked it is possible to gain magery skill while melee fighting with the weapon. You would not be able to use the Special Moves associated with the weapon, only the actual weapon skill applies in that case.
  • Mage Armor: This property allows normally non-medable armor types to allow active Meditation as if they were a medable armor type.
  • Faster Cast/Faster Casting Recovery: Faster casting reduces the casting time of spells, each point of this effect reduces the time by a quarter of a second. The cap for magery is 2, so the maximum casting time reduction is half a second. Faster cast recovery reduces the time you have to wait before casting your next spell. The unadjusted time between spells is one and a half seconds. Each point you have in this ability will reduce that time by a quarter second. The most you can have of this effect is 6, which negates the wait time completely.

Magery and Melee

Ideally the mage should avoid his/her opponents getting close enough to melee. Anatomy, when added to Evaluating Intelligence, gives a mage defensive wrestling.

(Anatomy + Evaluating Intelligence + 20) / 2 = defensive wrestling (capped at 120.0)

However it does not give any offensive capability, for that you will need Wrestling skill.

First Circle Spells

First Circle - Skill Required: 0.1 Mana cost: 4 Delay: 0.50 seconds
Reagents Used Description

Clumsy
Blood Moss, Nightshade Reduces target's Dexterity by ( (8 + (Evaluating Intelligence) / 10 - (Resisting Spells) / 10 ) for ( ( (Evaluating Intelligence / 5) + 1) * 6) seconds

Create Food
Garlic, Ginseng, Mandrake Root Randomly creates 1 of 10 possible food items and places it in your backpack

Feeblemind
Nightshade, Ginseng Decreases target's Intelligence by ( caster's Evaluating Intelligence / 10 ) + 8 ) - ( target's Resisting Spells / 10 ) percent for ( ( (caster's Evaluating Intelligence / 5) + 1 ) * 6 ) seconds

Heal
Garlic, Ginseng, Spider’s Silk Heals ((Magery / 10) + (1 to 3)) damage. Fastest way to heal for a mage. More reliable when greater heal may be interrupted. Provides a 50% bonus when healing others.

Magic Arrow
Sulfurous Ash A small, magical arrow is cast at the target. Fire damage (14-18 points of damage at 100 Magery and 100 Inscription) Reduced by elemental resistances

Night Sight
Sulfurous Ash, Spider’s Silk Gives light until dawn. Target must have at least 10 points of magery skill for spell to be effective, higher skill gives brighter light.

Reactive Armor
Garlic, Sulfurous Ash, Spider’s Silk Increases caster’s Physical Resistance by ((Inscription / 20) + 15) points, and decreases caster’s Fire, Cold, Energy and Poison Resistance by 5 points each. Cancelled by the character’s death, otherwise lasts until cast again

Weaken
Garlic, Nightshade Decreases target’s strength by ((8+ (Evaluating Intelligence)/10 – (Resisting Spells)/10)

Second Circle Spells

Second Circle - Skill Required: 0.1 Mana cost: 6 Delay: 0.75 seconds
Reagents Used Description

Agility
Blood Moss, Mandrake Root Increases dexterity points and stamina cap by ((Evaluating Intelligence/10) +1)%

Cunning
Nightshade, Mandrake Root Increases intelligence points and mana cap by ((Evaluating Intelligence/10) +1)%. Can also increases mana regeneration speed.

Cure
Garlic, Ginseng Cures poison. Can cure lethal poison (level 5) at higher levels, success determined by the following formula:

% Chance to cure = (Magery * 0,75) + (110 – (Poison level * 33))


Harm
Nightshade, Spider’s Silk A distance based, cold damage spell. Damage is based on Evaluating Intelligence and Inscription. Distance at GM level:
  • 0-1 tiles: 23-29 points
  • 2 tiles: 50% damage
  • 3-10 tiles: 25% damage.

Magic Trap
Garlic, Spider’s Silk, Sulfurous Ash Places an explosive trap on a usable object that activates when object is used, for 10-50 points of direct damage

Magic Untrap
Blood Moss, Sulfurous Ash Remove the trap from an object that has been trapped with the Magic Trap spell, or low level town or treasure chests. Often used to remove a trap set by a low level tinker to create a paralyse breaking box.

Protection
Garlic, Ginseng, Sulfurous Ash Allows you to cast spells without being interrupted. Lowers physical resistance, Resisting Spells skill and spell casting speed cap (by 2). However casting speed will not go below 0. Lasts until cast again or broken by death.

Strength
Mandrake Root, Nightshade Increases strength points and hit points cap by ((Evaluating Intelligence/10) +1)%. Also increases weapon damage.

Third Circle Spells

Third Circle - Skill Required: 10.1 Mana cost: 9 Delay: 1.00 seconds
Reagents Used Description

Bless
Garlic, Mandrake Root Combines the spells Agility, Cunning and Strength into one spell. Counteracts the stat part of the Curse spell.

Fireball
Black Pearl A quick Fire damage spell that can do up to 26-31 damage. Damage depends on the Evaluating Intelligence and Inscription skill.

Magic Lock
Blood Moss, Garlic, Sulfurous Ash Magically locks a container

Poison
Nightshade Poisons your target, prevents bandages from healing damage, heal spells will also not work. Can be fully resisted at high resist magic levels. Does damage depending on the formula ((Magery + Poisoning) / 2):
  • Less than 65.1 : Level 1 poison
  • 65.1 to 85 : Level 2 poison
  • 85.1 to 99.9 : Level 3 poison
  • 100 and higher : Level 4 poison
  • Players with greater than GM Poisoning and GM Magery have a 10% chance to inflict lethal poison at distance of less than 3 tiles. Poison strength reduces with range. Can be resisted

Telekinesis
Blood Moss, Mandrake Root Allows you to open/manipulate objects from a distance. Will ‘shake’ a trapped chest, springing a trap or open an unlocked door

Teleport
Blood Moss, Mandrake Root Allows you to teleport to a seen location up to 11 tiles away. Good for getting out of block-ins, also forces monsters to re-target you in battle

Unlock
Blood Moss, Sulfurous Ash Good for characters without Lock Picking for unlocking magic locked or level 1, 2 or 3 treasure chests. Success on treasure chests depends on the magery skill. Is also the counter for the Magic Lock spell

Wall of Stone
Blood Moss, Garlic Good for blocking in opponents. Often used to signal the start of a duel. Lasts for 10 seconds.

Fourth Circle Spells

Fourth Circle - Skill Required: 24.1 Mana cost: 11 Delay: 1.25 seconds
Reagents Used Description

Arch Cure
Garlic, Ginseng, Mandrake Root Cures poison with a greater success than the normal cure spell. At GM level Magery there is a 87% chance of success against level 5 poison. Cures all friendly targets that are within 2 tiles of the target. Casts at the same speed as a 3rd circle spel

Arch Protection
Garlic, Ginseng, Mandrake Root, Sulfurous Ash Casts Protection on all friendly targets within 2 tiles of caster.

Curse
Garlic, Nightshade, Sulfurous Ash Lowers the Strength, Dexterity and Intelligence of the target by a percentage (Magery / 10 +1) - (11% at 100 Magery)

Resisting Spells scales down the potency. When targetted on a player it reduces elemental resistance caps by 10.


Fire Field
Black Pearl, Spider’s Silk, Sulfurous Ash Does 2 points damage per second, but it is very hard to find anything that will stay in one. Spell casting monsters will dispel these.

Lasts for (4 + (Magery / 2)) seconds.


Greater Heal
Garlic, Ginseng, Mandrake Root, Spider’s Silk One of the most used spells; it heals (Magery * 0.4) + (1 to 10) points of damage.

Lightning
Mandrake Root, Sulfurous Ash Instantly makes a lightning bolt hit your target for max 30 to 34 points of Energy damage. Damage level depends on Evaluating Intelligence and Inscription skill.

Mana Drain
Black Pearl, Mandrake Root, Spider’s Silk Decreases target’s mana level by (40 + caster Evaluating Intelligence – target Resisting Spells) points for a period of 4 seconds. Can be resisted

Recall
Black Pearl, Blood Moss, Mandrake Root Allows instant transport to a specific place by targeting a marked rune in your back pack or in a runebook

Fifth Circle Spells

Fifth Circle - Skill Required: 38.1 Mana cost: 14 Delay: 1.50 seconds
Reagents Used Description

Blade Spirits
Black Pearl, Mandrake Root, Nightshade *Mana cost 18; Additional delay 6 seconds.

Summons Blade Spirits that will attack anything in a 6 tile radius. It targets nearby creatures with high Strength and/or Tactics first. Does up to 15 points of damage per hit. Duration 120 seconds. Can be dispelled.


Dispel Field
Black Pearl, Garlic, Spider’s Silk, Sulfurous Ash Dispels one tile of a field spell or closes a gate from a Gate Travel spell

Incognito
Blood Moss, Mandrake Root, Nightshade, Sulfurous Ash Temporarily changes your name and appearance (not your clothes). Used mostly for training or for role play purposes. Lasts for (Magery * 1.2) seconds Can cause problems with desktop and macros if character is logged out while this spell is in effect.

Magic Reflection
Garlic, Mandrake Root, Spider’s Silk Decreases caster’s Physical Resistance by (25 – (Inscription / 20)) points, increases caster’s Fire, Cold, Energy and Poison Resistance by 10 points each. Almost opposite of Reactive Armor spell. Grants a Pool of Reflection power based off Magery, Inscription & Resisting Spells. Spells will be reflected back to the caster until the pool is depleted. High level spells may break the reflect. There is a 30 second delay before the spell can be re-cast to replenish the pool.

Mind Blast
Black Pearl, Mandrake Root, Nightshade, Sulfurous Ash Makes a mind blast hit your target for max 40 to 42 points of Cold damage. Damage level depends on Magery and Intelligence. Has a small delay

Paralyze
Black Pearl, Nightshade, Spider’s Silk Paralyze can be resisted by a character with high Resisting Spells skill and is broken by taking any kind of damage. The paralyzation lasts for ((caster Evaluating Intelligence/10) – ((target Resisting Spells/10)) * 3 seconds or until broken by damage done to target. Cannot be cast on a target that is already frozen.

Poison Field
Black Pearl, Nightshade, Spider’s Silk Creates a wall of poison. Damage levels are equal to those of the Poison spell. (i.e. level 4 poison for a true Nox Mage)

Lasts for (3 + (Magery * 0.4)) seconds.Players with greater than GM Poisoning and GM Magery will have a 10% chance to inflict lethal poison at distance of less than 3 tiles. Poison strength now reduces with range .


Summon Creature
Blood Moss, Mandrake Root, Spider’s Silk *Mana cost 18; Additional delay 6 seconds.

Summons a low level creature to assist you. Can be used as sparring partner for low-level characters or as a decoy. Lasts for (Magery * 4) seconds, up to 480.

Sixth Circle Spells

Sixth Circle - Skill Required: 52.1 Mana cost: 20 Delay: 1.75 seconds
Reagents Used Description

Dispel
Garlic, Mandrake Root, Sulfurous Ash Dispels a summoned creature. Can be resisted.

Energy Bolt
Black Pearl, Nightshade Makes an energy bolt hit your target for max 51 to 56 points of Energy damage. Damage level depends on Evaluating Intelligence and Inscription.

Explosion
Blood Moss, Mandrake Root After an initial delay of 2 seconds; Makes an explosion hit your target for max 51 to 56 points of Fire damage. Damage level depends on Evaluating Intelligence and Inscription.

Invisibility
Blood Moss, Nightshade Hides you from sight for a short while. Lasts for (Magery * 1.2) seconds

Mark
Black Pearl, Blood Moss, Mandrake Root Enables you to mark a rune at a specific area that you can later recall or gate to. Not all areas allow you to mark a rune.

Mass Curse
Garlic, Mandrake Root, Nightshade, Sulfurous Ash Casts Curse on all creatures within a 3 tile radius, decreasing strength, dexterity, and intelligence by a percentage (caster’s Magery / 10 + 1), but does not lower player maximum resistances. Will damage hidden players

Paralyze Field
Black Pearl, Ginseng, Spider’s Silk A paralyze spell in form of a field. Effectiveness is determined by the targets’ Resisting Spells

Reveal
Blood Moss, Sulfurous Ash Reveals a hidden player or mob

Reveal will always reveal players hidden by the Invisibility spell, but against players using the Hiding skill it will check the target’s Hiding and Stealth skills against your Magery and Detect Hidden Skills.

Seventh Circle Spells

Seventh Circle - Skill Required: 66.1 Mana cost: 40 Delay: 2.0 seconds
Reagents Used Description

Chain Lightning
Black Pearl, Blood Moss, Mandrake Root, Sulfurous Ash Hits multiple targets within 2 tiles of the primary target with a lightning bolt for max 64 to 69 total Energy damage. If you hit more than one target, the damage amount is doubled and then divided amongst each target evenly. Damages hidden targets Damage level depends on Evaluating Intelligence and Inscription.

Energy Field
Black Pearl, Mandrake Root, Spider’s Silk, Sulfurous Ash A wall of energy used mostly to block narrow entrance/exit points. Lasts for (2 + (Magery * 0.28)) seconds.

Flamestrike
Spider’s Silk, Sulfurous Ash Hits the target with a huge burst of flames that does max 64 to 69 Fire damage. Damage level depends on Evaluating Intelligence and Inscription.

Gate Travel
Black Pearl, Mandrake Root, Sulfurous Ash Opens a moon gate to a specific marked location. Useful for transporting an entire group of people or an unbonded unrideable pet. Some areas of the map cannot be gated to.

Lasts for 30 seconds


Mana Vampire
Black Pearl, Blood Moss, Mandrake Root, Spider’s Silk This spell drains your opponents mana and adds it to your own. The amount transferred is equal to (caster Evaluating Intelligence – target [Resisting Spells]]). You can not drain more mana than your victim has left, and you cannot raise your own mana over your mana cap. Can be resisted

Mass Dispel
Black Pearl. Garlic, Mandrake Root, Sulfurous Ash Dispels multiple summoned creatures, harder to resist than the single dispel spell.

Meteor Swarm
Blood Moss, Mandrake Root, Spider’s Silk, Sulfurous Ash Hits multiple targets within 2 tiles of the primary target with meteors for max 64 to 69 total Fire damage. If you hit more than one target, the damage amount is doubled and then divided amongst each target evenly. Damages hidden targets. Damage level depends on Evaluating Intelligence and Inscription.

Polymorph
Blood Moss, Mandrake Root, Spider’s Silk Allows you to become a number of creatures. Lasts until recast or broken by death.

Eighth Circle Spells

Eighth Circle - Skill Required: 80.1 Mana cost: 50 Delay: 2.25 seconds
Reagents Used Description

Earthquake
Blood Moss, Ginseng, Mandrake Root, Sulfurous Ash A percentage damage-based attack that does approximately 33% Physical damage (min 10, max 100) against total hit points. Can hit multiple targets within its effective radius, with no limit, including hidden targets, as long as the targets are in sight of the caster. Cannot damage targets with no line of sight.

Energy Vortex
Black Pearl, Blood Moss, Mandrake Root, Nightshade Summons an Energy Vortex that will attack anything in a 6 tile radius. It targets nearby creatures with high Magery and/or Intelligence first. Does up to 26 points of damage per hit. Can be dispelled.

Takes 2 pet control slots. Lasts for 90 seconds.


Resurrection
Blood Moss, Garlic, Ginseng Restores a ghost to life. Caster must be within one tile of the target

Summon Air Elemental
Blood Moss, Mandrake Root, Spider’s Silk Summons an air elemental to fight for you. The Air Elemental will focus on casting spells rather than melee. Takes 2 pet control slots.

Lasts for (Magery * 4) seconds.


Summon Daemon
Blood Moss, Mandrake Root, Spider’s Silk, Sulfurous Ash Summoned daemons combine powerful melee attacks with 7th circle magic. Takes 4 pet control slots. Caster loses a large amount of karma.

Lasts for (Magery * 4) seconds.


Summon Earth Elemental
Blood Moss, Mandrake Root, Spider’s Silk Summons an earth elemental. No magic, but a strong melee attacks. Takes 2 pet control slots.

Lasts for (Magery * 4) seconds.


Summon Fire Elemental
Blood Moss, Mandrake Root, Spider’s Silk, Sulfurous Ash More powerful than the Air and Water Elementals in both melee and magery. Takes 4 pet control slots.

Lasts for (Magery * 4) seconds.


Summon Water Elemental
Blood Moss, Mandrake Root, Spider’s Silk Combines the skills of Air and Earth elementals for both melee and magery attack. Takes 3 pet control slots.

Lasts for (Magery * 4) seconds

Training

30 - 45: Cast Fireball on the ball of condensed magical energy in the entryway of Decayed dungeon.
45 - 55: Cast Lightning on the ball of condensed magical energy in the entryway of Decayed dungeon.
55 - 65: Cast Paralyze on the ball of condensed magical energy in the entryway of Decayed dungeon.
65 - 75: Cast Reveal on the ball of condensed magical energy in the entryway of Decayed dungeon.
75 - 80: Cast Flamestrike on the ball of condensed magical energy in the entryway of Decayed dungeon.
80 90: Cast Flamestrike elsewhere.
90 - 120: Cast Earthquake.