Magery
Cast the eight circles. No Recall here; Gate Travel and Storm Sight take its place.
Overview
Magery decides whether a spell goes off and how quickly. Damage mostly belongs to Evaluating Intelligence.
What It Does
- Cast chance: each circle has a 40-point window centred on circle x 14.3. An 8th circle spell is reliable only at 120; a 1st circle spell is safe from the start. Casting from a scroll counts as two circles lower.
- Cast time is 0.5 seconds plus 0.25 per circle. Mana per circle: 4, 6, 9, 11, 14, 20, 40, 50.
- Magery adds a small damage term (-25% at 0 to +5% at 120) and sets the length of buffs and curses.
- First circle spells cannot be interrupted.
- Recall does not exist. Gate Travel is 4th circle. Storm Sight (7th circle, 4 mana) shows weather for ten minutes.
- Gates cannot be opened on Tortuga or at the Hardpoint.
On Perilous Legends
- Spell hues are cosmetic collections; see Vanity.
- Castle Siege caps field spells at five per event; duel rulesets can limit paralyze, area and protection spells.
- The Reveal spell exposes hidden Golden Lock Chests in dungeons.
- Pets that cast choose their spells by their own Magery.
Classes That Use It
Elementalist: +1% spell damage per level, elemental masteries, Arcane Overload, and the Elementalist Spellbook (+10% spell damage, 1,000 charges). Necromancer scaling runs off Spirit Speak instead.
Training It
Cast at the top of your window. Mages teach it; champion and Village Warden scrolls take it to 120.