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
| Type | Effect |
|---|---|
| Damage | Deals magic damage to the enemy, scaling with INT |
| Heal | Restores your HP during combat, scaling with INT |
| Buff | Grants a temporary +stat % to the caster and their party (see Buff Magick for the full progression) |
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.
| Tier | Damage · Heal Bonus | Buff Magick Bonus | AP Required to Advance |
|---|---|---|---|
| I | Base (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 Level | Highest Tier It Can Reach | Spells in Band |
|---|---|---|
| Level 1 | II | 9 spells |
| Levels 2–30 | III | 15 spells |
| Levels 31–60 | V | 16 spells |
| Level 61 and above | VII | 51 spells |
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).
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.
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.