Spells

A spell is a magical effect a character can cast either from their spellbook or via an inscription scroll. There are two schools of magic: evocation, which governs offensive and combat spells, and manifestation which includes healing and utility magic.

The character's ability to cast a spell is governed by their Magery skill level. Spells consume mana and reagents when successfully cast. Failing to cast a spell results in a fizzle, and only consumes the reagent.

If a spell is cast from a scroll it will take longer than normal cast time unless the character has reached GM Inscription and completed the GM Inscription Quest. Also using a scroll does not use any mana and no skill restriction applies.

A character can move while casting the spell; however, the character will move slower than walking. The cast duration is based on the spell difficulty. Taking damage while casting a spell has a chance to interrupt the spell cast. The only spells that won't dismount a character off a horse is Portal and Mark.

After casting is complete, but before choosing a target, the caster is free to move around (also referred to as "pre-casting").

All spells have around a 12-meter range, slightly less than Archery bows.

Another flavor element that can be used to detect which spell is being cast is the spell circle graphic that appears at the caster's hands while casting a spell. Most of the Evocation spells use an orange or red circle (with the exception of Rock Bombardment, which has a purple one), and most of the Manifestation spells use a blue or green circle.

Evocation Spells
Spells of the Evocation school deal with damaging foes. The damage dealt by evocation spells is scaled by the caster's Magery, Magic Affinity, Intelligence and Magic Attunement.

Manifestation Spells
Spells of the Manifestation school deal with healing and utility magic. The power of Manifestation spells does not scale and the spells are always cast at full power.