Spells System¶
Overview¶
UO:X features the classic Ultima Online magic system with 64 spells organized into eight circles of increasing power. Spells are cast using reagents, mana, and the Magery skill. The effectiveness of your spells depends on your Magery and Evaluating Intelligence skills, while your Magic Resist skill helps defend against hostile magic.
Spell Circles¶
Spells are organized into eight circles, with each circle requiring progressively higher skill levels and more mana:
| Circle | Mana Cost | Skill Range | Example Spells |
|---|---|---|---|
| First | 4 | -50.0 to -10.0 | Basic utility spells |
| Second | 6 | -30.0 to 10.0 | Light combat and utility |
| Third | 9 | 0.0 to 40.0 | Moderate combat spells |
| Fourth | 11 | 10.0 to 50.0 | Advanced utility |
| Fifth | 14 | 20.0 to 60.0 | Powerful combat spells |
| Sixth | 20 | 30.0 to 70.0 | High-level utility |
| Seventh | 40 | 40.0 to 80.0 | Devastating combat magic |
| Eighth | 50 | 50.0 to 90.0 | Master-level spells |
Casting Mechanics¶
Basic Casting¶
- Mana Requirement: Each spell has a fixed mana cost that must be available
- Reagents: Most spells require specific reagents (unless using a wand or having Lower Reagent Cost)
- Cast Time: All spells have a flat 3.0 second cast time on this server
- Skill Check: Your Magery skill is checked against the spell's difficulty to determine success
Casting Restrictions¶
You cannot cast spells while: - Paralyzed or frozen - Already casting another spell - In certain transformed states - Calmed by a bard's peacemaking - Too soon after your last spell (0.75 second recovery)
Interruption¶
Spells can be interrupted by: - Taking Damage: Unless protected by the Protection spell, damage has a chance to disrupt your casting - Movement: Most spells prevent you from moving while casting - Equipping Items: Attempting to equip items will interrupt casting - Using Objects: Interacting with objects during casting will disrupt the spell
When interrupted, you'll experience a recovery delay based on how far into the cast you were (minimum 0.2 seconds, maximum based on circle).
Spell Damage¶
Damage Calculation¶
Spell damage is influenced by several factors:
- Evaluating Intelligence: Your primary damage modifier
- Damage scales from 30% at 0 skill to 120% at 100 skill
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Formula: 30% + (9% per 10 points of Eval Int)
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Intelligence: Provides a direct damage bonus
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Bonus = Intelligence ÷ 10
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Inscription: Provides additional damage
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Bonus = (Inscription + 1000 × (Inscription ÷ 1000)) ÷ 200
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Magery Bonus: Additional scaling based on Magery skill
- -25% damage at 0 Magery
- +0% damage at 100 Magery
- +5% damage at 120 Magery
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Formula: (Magery - 100) ÷ 400
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Monster Damage Multiplier: Spells deal double damage to non-human creatures
Damage vs. Magic Resist¶
The relationship between your Evaluating Intelligence and the target's Magic Resist affects damage:
- If Eval Int > Magic Resist: Damage multiplier = 1.0 + (Eval Int - Magic Resist) ÷ 500
- If Eval Int ≤ Magic Resist: Damage multiplier = 1.0 + (Eval Int - Magic Resist) ÷ 200
Magic Resistance¶
Resisting Spells¶
Your Magic Resist skill determines your chance to resist hostile magic:
Resist Chance Formula: - First Percent = Magic Resist ÷ 5 - Second Percent = Magic Resist - ((Caster's Magery - 20) ÷ 5 + (1 + Circle) × 5) - Final Resist % = Higher of the two values ÷ 2
The game checks your resist skill against a maximum threshold based on the spell circle: - Maximum Skill = (1 + Circle) × 10 + (1 + Circle ÷ 6) × 25
Magic Reflection¶
The Magic Reflection spell absorbs incoming spell damage. When you have reflection active: - Each incoming spell reduces your reflection charges by (Circle + 1) - If charges remain positive after absorption, the spell is reflected back to the caster - When charges reach 0 or below, reflection ends
Spellbooks¶
Using Spellbooks¶
Spellbooks store your spells and must be equipped or in your backpack to cast:
- Equipped: Worn in your hand (one-handed layer)
- Backpack: Must be directly in your pack, not in a container
- Spell Channeling: Spellbooks allow you to cast while equipped
Adding Spells¶
To add spells to your spellbook: 1. Drop spell scrolls onto the spellbook 2. The scroll is consumed and the spell is permanently added 3. You cannot add duplicate spells 4. Each spellbook shows its spell count (e.g., "42 Spells")
Spellbook Properties¶
Crafted spellbooks can have magical properties based on the crafter's Magery skill:
Magery 80.0-89.9 (Adept): - 0-1 properties - Intensity: 0-15%
Magery 90.0-99.9 (Master): - 0-2 properties - Intensity: 25-45%
Magery 100.0-109.9 (Grand): - 0-3 properties - Intensity: 55-75%
Magery 110.0-119.9 (Elder): - 0-3 properties - Intensity: 55-75%
Magery 120.0+ (Legendary): - 0-3 properties - Intensity: 55-75%
Possible properties include: - Faster Casting - Faster Cast Recovery - Lower Mana Cost - Lower Reagent Cost - Spell Damage Increase - Stat bonuses (Str/Dex/Int) - Skill bonuses - Slayer properties (bonus damage vs. specific creature types)
Exceptional Quality¶
Spellbooks can be crafted as Exceptional quality, which is noted in their properties but doesn't provide mechanical benefits beyond the magical properties rolled during creation.
Reagents¶
Standard Reagents¶
Most spells require reagents to cast:
- Black Pearl
- Blood Moss
- Garlic
- Ginseng
- Mandrake Root
- Nightshade
- Spider's Silk
- Sulfurous Ash
Lower Reagent Cost¶
The Lower Reagent Cost property on spellbooks gives you a percentage chance to cast without consuming reagents. This property is capped at 100%.
Wands¶
Wands allow you to cast specific spells without reagents or mana cost, using charges instead. Each use consumes one charge.
Stat Modifications¶
Buff Spells¶
Beneficial stat modification spells (like Strength, Agility, Cunning) provide bonuses based on your Evaluating Intelligence:
Duration: 6 × (Evaluating Intelligence) ÷ 5 seconds
Bonus Amount: 1 + (Evaluating Intelligence ÷ 10)
Curse Spells¶
Hostile stat modification spells (like Weaken, Clumsy, Feeblemind) reduce stats based on the difference between your Evaluating Intelligence and the target's Magic Resist:
Duration: 6 × (Evaluating Intelligence) ÷ 5 seconds
Penalty Amount: 8 + (Your Eval Int - Target's Magic Resist) ÷ 10
The penalty is calculated as a percentage of the target's base stat.
Combat Mechanics¶
Spell Targeting¶
Spells can be cast in several ways: - Direct Cast: Double-click the spell in your spellbook - Macro Cast: Use the spell ID to cast via macro - Targeted Cast: Some spells require you to select a target after casting
Delayed Damage¶
Some spells (like Explosion and Magic Arrow) have delayed damage: - Explosion: 1.25 second delay - Magic Arrow: 0.5 second delay
These spells cannot stack with themselves on the same target - casting a second one will replace the first.
Spell Channeling¶
Spellbooks have the Spell Channeling property, allowing you to cast spells while holding them. However, you cannot cast while holding most other items.
Travel Restrictions¶
Certain spells (Recall, Gate Travel, Teleport) have restrictions on where they can be used:
Cannot Recall/Gate FROM: - Khaldun - Felucca dungeons - Felucca T2A - Felucca Wind - Felucca Solen Hive - Champion spawn areas - Faction strongholds
Cannot Recall/Gate TO: - Any location (must use Mark spell first)
Cannot Mark IN: - Any restricted travel area
Teleport is more flexible and works in most locations except: - Doom Gauntlet (cannot teleport TO) - Safe zones during duels
Tips for Effective Spellcasting¶
Skill Development¶
- Train Magery and Evaluating Intelligence together for maximum effectiveness
- Raise Magic Resist to defend against hostile magic
- Consider Inscription for the damage bonus (though it's primarily a crafting skill)
Combat Strategy¶
- Use Protection spell to prevent interruption, but note it reduces your Faster Casting cap
- Pre-cast defensive buffs before engaging in combat
- Target monsters for double damage with offensive spells
- Watch your mana - higher circle spells are expensive
- Carry reagents unless you have high Lower Reagent Cost
Equipment¶
- Craft or acquire a quality spellbook with useful properties
- Lower Mana Cost is not available on this server (Pre-AOS feature)
- Lower Reagent Cost can save significant gold on reagents
- Spell Damage Increase directly boosts your offensive power
Resource Management¶
- Stock up on reagents - they're consumed frequently
- Keep backup spellbooks in your bank
- Use wands for frequently-cast utility spells to save mana
- Meditation skill helps regenerate mana faster
Town Casting Restrictions¶
You cannot cast certain harmful spells in guarded towns: - Field spells (Fire Field, Poison Field, etc.) - Area effect spells - Summon spells
The game will notify you: "You cannot cast this in town!"
Spell Fizzling¶
Spells can fizzle (fail) if: - Your Magery skill is too low for the spell - You fail the skill check - You don't have enough mana - You're missing required reagents
When a spell fizzles: - You see the message "The spell fizzles" - Visual and sound effects play - Mana and reagents are still consumed - You must wait for the recovery delay before casting again
Recovery Times¶
After casting or being interrupted: - Normal Recovery: 0.75 seconds between spells - Interrupt Recovery: 0.2 to 1.0 seconds based on how far into the cast you were - Circle-Scaled Recovery: Longer recovery for higher circle spells when interrupted