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Combat

Magick & Spells

Spells are taught at Magic Schools — tiles marked M, which lay the whole catalogue out by element — and are also sold from the Spells tab of any Shop. Either way they are managed in the Magick menu. Assign any spells you own to your Hotbar to cast them in combat.

Spell Types

TypeEffect
DamageDeals magic damage to the enemy, scaling with INT
HealRestores your HP during combat, scaling with INT
BuffGrants a temporary +stat % to the caster and their party (see Buff Magick for the full progression)
Magick belongs to the magick classes. Damage spells from non-casters land less often and hit for half. In the other direction, a Magician, Warlock or Necromancer puts their whole turn into one spell: their damage spells strike 25% harder than the same spell cast by anyone else. Heals and buffs are unaffected. Heals: Magicians, Warlocks and Necromancers heal at full power; the magick-aligned classes (Paladin, Tamer, Minstrel) at 75%; martial classes at 30%, never restoring more than a quarter of max HP per cast. Buffs cast by non-buff-casters (anyone outside Magician, Warlock, Necromancer, Tamer, Paladin, Minstrel) apply at half potency, half duration, and reach only the caster — buffing the party is the buff classes' calling.

Known Spells

Damage spells include: Pyro, Geo, Hydro, Anemo, Iono, Nocto, Lumino, Inferno, Tremor and many more, spanning a wide range of levels. The healing spell Helios allows classes with high Intelligence to sustain themselves in prolonged fights.

Spell Power

Every Damage and Heal spell carries a Power rating — the real scaling axis between spells. Each point of Power adds about +3.3% to a damage spell's INT multiplier (heals and signature spells keep the steeper +5%): a starter spell (Power 4–7) casts at roughly ×1.1–1.35 of your INT, a level-30 spell (Power 10–16) at ×1.5–1.8, and a level-100 spell (Power 28–38) at ×2.4–2.9. The spell's detail card shows the bonus directly. Higher-Power spells also cost more MP — but now they earn it.

Spell Tiers

Every spell starts at Tier I and is upgraded through repeated use, but how far it can climb is set by the spell's own level — only high-level spells reach Tier VII. Each successful cast earns Ability Points (AP). Critical casts earn 2 AP. When a spell's AP reaches its threshold it automatically ascends to the next tier, resetting AP to zero. Tier upgrades are permanent and apply immediately.

TierDamage · Heal BonusBuff Magick BonusAP Required to Advance
IBase (no bonus)+0 (base 10%)100 AP
II+10% damage · +15% heal+5 pp (15%)200 AP
III+20% damage · +30% heal+10 pp (20%)350 AP
IV+30% damage · +50% heal+15 pp (25%)600 AP
V+38% damage · +75% heal+20 pp (30%)1,500 AP
VI+45% damage · +105% heal+26 pp (36%)3,000 AP
VII+50% damage · +140% heal+32 pp (42%)Maximum — no further advancement
Spell LevelHighest Tier It Can ReachSpells in Band
Level 1II9 spells
Levels 2–30III15 spells
Levels 31–60V16 spells
Level 61 and aboveVII51 spells
A spell you have mastered stops earning AP. That is not a bug — it has reached the ceiling its level allows, and the Magick menu marks it MAX. To keep progressing, buy a higher-level spell: mastering a starter is deliberately not a substitute for upgrading your spellbook.
Power and Tier multiply together: a faithful old spell raised to a high Tier can rival a brand-new spell at Tier I. Upgrading your spellbook is now a real decision — raw Power of the new spell versus the Tier you've earned on the old one.

Damage / Heal tier bonus is a multiplier on the spell's power. Buff Magick tier bonus is additive percentage-points on top of the base 10% buff — so a Tier V Warding gives +30% Defence to the party (or +15% if cast by a non-caster class).

AP is earned per cast, not per fight. Equipping the same spell consistently and using it every combat round is the fastest way to reach Tier V. Critical casts (5% base chance) award 2 AP instead of 1, so crit-focused builds progress faster.

MP Costs

Each cast costs MP equal to ((spell level × 2) + (spell power × 0.8)) ÷ 10, minimum 1. Magicians, Warlocks and Necromancers pay only 65% of this cost. That formula alone stops mattering as your pool grows, so a spell also never costs less than 5% of your maximum MP — about 3.25% after the caster discount. However powerful you become, a full bar is worth roughly 30 casts. If you run out of MP mid-combat, the game falls back to a weaker Purecast using raw Intelligence with no spell bonus.

Magician, Warlock, and Paladin classes benefit most from spells. Fighters and Rogues will find physical attacks more efficient due to their stat distributions.

The spellbook reaches level 20,000

The damage-spell ladder runs the full length of the realm, with tiers at levels 500, 2,000, 6,000, 12,000 and 20,000, across all seven elements: thirty-five new spells in total.

Spell power rises with each tier, and power is what multiplies a caster's damage — so the higher tiers are a real step up rather than a new name on an old effect. They are sold by the same merchants as the rest of the book.

Getting MP back

Pure casters regain 1% of their pool per map step and 0.5% per combat round of Meditation; magick-aligned classes half of each. Both sit deliberately below the cost of a cast — walking is not a refund. Inns restore the lot. Every spell card in the Magick menu and every hotbar tooltip now carries a one-line description of what the spell does for you, halved where your class halves it.

Last edited by Patch 4.8 Wiki Review on 2 Sep 2026 · history