Magic
Three spellbooks, a network of teleports, and the rites. Spells burn sigils. Buy them from wizards, or wield an elemental staff for an endless supply of one element.
The Elemental spellbook
The starting book. Four elements, Gale, Tide, Stone and Flame, climbing five strengths from Dart to Fury. Set a combat spell in your spellbook, then attack to cast.
| Spell | Level | Max hit | Effect | Sigils per cast |
|---|---|---|---|---|
| Gale Dart | 1 | 3 | - | 1 Gale, 1 Focus |
| Tide Dart | 4 | 4 | - | 1 Tide, 1 Gale, 1 Focus |
| Stone Dart | 7 | 6 | - | 2 Stone, 1 Gale, 1 Focus |
| Flame Dart | 10 | 8 | - | 3 Flame, 2 Gale, 1 Focus |
| Gale Lash | 15 | 10 | - | 2 Gale, 1 Havoc |
| Tide Lash | 19 | 12 | - | 2 Tide, 2 Gale, 1 Havoc |
| Stone Lash | 24 | 14 | - | 3 Stone, 2 Gale, 1 Havoc |
| Flame Lash | 28 | 16 | - | 4 Flame, 3 Gale, 1 Havoc |
| Gale Rend | 33 | 19 | - | 3 Gale, 1 Wraith |
| Tide Rend | 38 | 22 | - | 3 Tide, 3 Gale, 1 Wraith |
| Stone Rend | 43 | 25 | - | 4 Stone, 3 Gale, 1 Wraith |
| Flame Rend | 48 | 28 | - | 5 Flame, 4 Gale, 1 Wraith |
| Gale Roar | 54 | 32 | - | 5 Gale, 1 Vitae |
| Tide Roar | 58 | 36 | - | 7 Tide, 5 Gale, 1 Vitae |
| Stone Roar | 63 | 40 | - | 7 Stone, 5 Gale, 1 Vitae |
| Flame Roar | 67 | 44 | - | 7 Flame, 5 Gale, 1 Vitae |
| Gale Fury | 79 | 50 | - | 7 Gale, 1 Vitae, 1 Wisp |
| Tide Fury | 83 | 55 | - | 10 Tide, 7 Gale, 1 Vitae, 1 Wisp |
| Stone Fury | 88 | 60 | - | 10 Stone, 7 Gale, 1 Vitae, 1 Wisp |
| Flame Fury | 93 | 66 | - | 10 Flame, 7 Gale, 1 Vitae, 1 Wisp |
The Fabled Magicks
The war-spells of the Vessarim codex, a third spellbook opened at the end of the Ancient Warden storyline (The Ashen Choir). Every spell hits harder and leaves a mark: Pyre sets the target burning, Wither weakens, Leech heals you, Ice freezes the target solid.
| Spell | Level | Max hit | Effect | Sigils per cast |
|---|---|---|---|---|
| Pyre Curse | 51 | 24 | Burn | 2 Havoc, 2 Wraith, 2 Flame |
| Wither Curse | 55 | 26 | Weaken | 2 Havoc, 2 Wraith, 1 Gale |
| Leech Curse | 59 | 28 | Heal | 2 Havoc, 2 Wraith, 1 Vitae |
| Ice Curse | 63 | 30 | Freeze | 2 Havoc, 2 Wraith, 2 Tide |
| Pyre Hex | 66 | 33 | Burn | 4 Havoc, 2 Wraith, 4 Flame |
| Wither Hex | 69 | 35 | Weaken | 4 Havoc, 2 Wraith, 1 Gale |
| Leech Hex | 72 | 38 | Heal | 4 Havoc, 2 Wraith, 2 Vitae |
| Ice Hex | 75 | 40 | Freeze | 4 Havoc, 2 Wraith, 4 Tide |
| Pyre Siege | 78 | 44 | Burn | 2 Wraith, 2 Vitae, 3 Flame |
| Wither Siege | 81 | 46 | Weaken | 2 Wraith, 2 Vitae, 2 Gale |
| Leech Siege | 84 | 50 | Heal | 2 Wraith, 4 Vitae |
| Ice Siege | 87 | 52 | Freeze | 2 Wraith, 2 Vitae, 3 Tide |
| Pyre Cataclysm | 89 | 56 | Burn | 4 Wraith, 2 Vitae, 6 Flame, 1 Wisp |
| Wither Cataclysm | 91 | 58 | Weaken | 4 Wraith, 2 Vitae, 4 Gale, 1 Wisp |
| Leech Cataclysm | 95 | 62 | Heal | 4 Wraith, 4 Vitae, 1 Wisp |
| Ice Cataclysm | 97 | 66 | Freeze | 4 Wraith, 2 Vitae, 6 Tide, 1 Wisp |
Teleports
Homeward is free from level 1 with a short cooldown, your way out of anywhere. The rest carry you to the great cities. See Travel.
| Teleport | Level | Destination | Sigils per cast |
|---|---|---|---|
| Brightmeadow Teleport | 20 | Brightmeadow | 1 Warp, 3 Gale, 1 Flame |
| Reedmere Teleport | 28 | Reedmere | 1 Warp, 3 Gale, 1 Tide |
| Oakhurst Teleport | 36 | Oakhurst | 1 Warp, 3 Gale, 1 Stone |
| Zahara Teleport | 44 | Zahara | 1 Warp, 3 Gale, 2 Flame |
| Frosthollow Teleport | 52 | Frosthollow | 1 Warp, 3 Gale, 2 Tide |
| Coronmar Teleport | 58 | Coronmar | 2 Warp, 4 Gale, 1 Stone |
| Valeport Teleport | 60 | Valeport | 2 Warp, 4 Gale, 2 Tide |
| Aurelia Teleport | 64 | Aurelia | 2 Warp, 4 Gale, 2 Flame |
| Sunhaven Teleport | 66 | Sunhaven Isle | 2 Warp, 4 Gale, 4 Tide |
| Greyhold Teleport | 68 | Castle Greyhold | 2 Warp, 4 Gale, 2 Stone |
| Solmara Teleport | 71 | Solmara | 2 Warp, 4 Gale, 3 Tide |
| Highspire Teleport | 75 | Highspire | 2 Warp, 1 Wisp, 4 Gale |
| Westhaven Teleport | 78 | Westhaven | 3 Warp, 5 Gale, 3 Stone |
| Goldstrand Teleport | 80 | Goldstrand | 3 Warp, 5 Gale, 3 Tide |
| Thornwall Teleport | 82 | Thornwall | 3 Warp, 1 Wisp, 5 Gale |
| Auremont Teleport | 85 | Auremont | 3 Warp, 2 Wisp, 5 Gale |
| Velmora Teleport | 88 | Velmora | 3 Warp, 2 Wisp, 4 Tide |
The Ancient Rites & utility
The rites are the Ancient book, opened by The Scholars of Vessa. Vision, the three trade rites and Healing come with it. The two great rites open at their own chapters deeper in the storyline: Levitation at Seven Voices, the Violet Zenith at The Hollowvale. The trade rites conjure a spectral level-60-tier tool, billed in sigils each time the work starts.
| Spell | Level | What it does |
|---|---|---|
| Homeward | 1 | Free teleport back to Brightmeadow. 2 minute cooldown, your way out of anywhere. |
| Hearth Teleport | 30 | Carries you home to your own hearth, from anywhere in the realm. You need a home to return to; Bodkin at the ElderHeart builds them. |
| Forgeheat | 40 | Smelts ore in your pack into a bar without a furnace. Grants Smithing XP. |
| Goldtouch | 57 | Turns an item into coins at 60% of its value. Cast, then click the item. |
| Woodsman's Call | 68 | Fells the nearest tree by magic. Grants logs and Woodcutting XP. |
| Rite of Vision | 50 | Kindle a light only you can see by: a toggle rite that lifts the gloom of caves and the Fabled Depths. Burns 5 wisp sigils every 30 seconds while lit. Cast again to let it go out. |
| Rite of the Woodcutter | 50 | Arm a rite that conjures a spectral axe of draconite temper (a level-60 tier tool) into your hands. No axe needed, no sigil spent until the work starts: the cost falls each time you set into a tree. Only one trade rite can be armed at a time. Cast again to dismiss it. |
| Rite of the Miner | 50 | Arm a rite that conjures a spectral pickaxe of draconite temper (a level-60 tier tool) into your hands. The sigils are spent each time you set into a rock, not before. Only one trade rite can be armed at a time. Cast again to dismiss it. |
| Rite of the Fisherman | 50 | Arm a rite that conjures whichever spectral fishing tool the water calls for: net, rod, pot or harpoon. The sigils are spent each time you cast a line, not before. Only one trade rite can be armed at a time. Cast again to dismiss it. |
| Rite of Healing | 50 | A slow violet mending: while the rite holds, you heal 2 Vitality every 5 seconds. Burns 3 vitae sigils every 30 seconds. Cast again to let it lapse. |
| Rite of Levitation | 80 | The Rite of the Flight, learned from its own chapter of the codex: hover just above the ground and drift across water. Drains 1 vitae, 1 wisp and 1 warp sigil per second while active. Cast again to land. |
| Rite of the Violet Zenith | 99 | The pinnacle of the Ancient Rites, taught only by the seventh chapter: wreathe yourself in a violet zenith aura that grants 1.5× melee, ranged, magic and defence while active. Ravenous: it burns 10 vitae sigils per second. Cast again to let the aura fade. |