Magery Spells¶
Magery is the primary spellcasting skill on UO:X, allowing players to cast powerful spells for combat, utility, and support. This guide covers the spell system mechanics, casting requirements, and practical applications.
Overview¶
The magery system consists of 64 spells organized into eight circles, ranging from simple utility spells in the First Circle to devastating combat magic in the Eighth Circle. Spells require mana, reagents, and sufficient skill to cast successfully.
Spell Circles¶
Spells are organized into eight circles of increasing power:
- First Circle: Basic utility and minor combat spells
- Second Circle: Enhanced utility and light combat magic
- Third Circle: Intermediate spells with varied applications
- Fourth Circle: Powerful utility and moderate combat spells
- Fifth Circle: Advanced magic with significant effects
- Sixth Circle: High-level combat and utility spells
- Seventh Circle: Devastating offensive magic
- Eighth Circle: The most powerful spells available
Casting Mechanics¶
Cast Time¶
All magery spells on UO:X use a flat 3.0 second cast time regardless of circle. This creates a fast-paced PvP environment where timing and positioning matter more than raw casting speed.
Mana Costs¶
Mana costs are fixed based on spell circle:
| Circle | Mana Cost |
|---|---|
| First | 4 |
| Second | 6 |
| Third | 9 |
| Fourth | 11 |
| Fifth | 14 |
| Sixth | 20 |
| Seventh | 40 |
| Eighth | 50 |
Note: Lower Reagent Cost (LRC) from items does NOT reduce mana costs on this server. Mana costs are always the values shown above.
Reagent Requirements¶
Each spell requires specific reagents to cast. You can bypass reagent consumption in the following ways:
- Using a spell scroll instead of casting from your spellbook
- Having 100% Lower Reagent Cost (LRC) - gives a chance to not consume reagents
- Casting from a wand (wands have charges and don't require reagents)
- Being in a duel context with free consumption enabled
Skill Requirements¶
To cast a spell successfully, you need sufficient Magery skill. The required skill increases with spell circle:
| Circle | Minimum Skill | Maximum Skill |
|---|---|---|
| First | -50.0 | -10.0 |
| Second | -30.0 | 10.0 |
| Third | 0.0 | 40.0 |
| Fourth | 10.0 | 50.0 |
| Fifth | 20.0 | 60.0 |
| Sixth | 30.0 | 70.0 |
| Seventh | 40.0 | 80.0 |
| Eighth | 50.0 | 90.0 |
When using a spell scroll, the skill requirement is reduced by 2 circles (20 skill points).
Spell Interruption¶
Being Disturbed¶
Your spell can be interrupted in several ways:
- Taking damage: When hit during casting, you have a chance to be interrupted
- Moving: Attempting to move while casting will interrupt the spell
- Equipping items: Trying to equip items during casting interrupts the spell
- Using objects: Interacting with objects interrupts the spell
Protection Spell¶
The Protection spell (Fourth Circle) reduces your chance of being interrupted when taking damage. However, it has a significant drawback - it reduces your maximum Faster Casting cap from 2 to 0.
Disturb Recovery Time¶
When your spell is interrupted, you must wait before casting again. The recovery time is circle-scaled:
Recovery Formula: (0.90 + 0.20 × Circle) × Interrupt Factor
- Higher circle spells have longer recovery times when interrupted
- The Interrupt Factor depends on how far into the cast you were when interrupted
- Being interrupted early in the cast results in shorter recovery
- Being interrupted late in the cast results in longer recovery
Example Recovery Times (interrupted at 50% cast completion):
- First Circle: ~0.55 seconds
- Fourth Circle: ~0.85 seconds
- Eighth Circle: ~1.25 seconds
Spell Damage¶
Damage Calculation¶
Spell damage is calculated using several factors:
- Base Damage: Random dice roll based on the spell
- Inscription Bonus: Increases damage based on Inscription skill
- Intelligence Bonus: Your Intelligence / 10
- Evaluate Intelligence: Scales damage from 30% to 165% based on skill
- Magery Bonus: (Magery - 100) / 400 additional scaling
Damage Modifiers¶
Against Monsters: Spell damage is doubled against non-human creatures (monsters and animals).
Evaluate Intelligence vs Magic Resist: - If your Eval Int is higher than the target's Magic Resist, damage increases - If your Eval Int is lower, damage decreases - Formula: If EI > Resist: 1.0 + (EI - Resist) / 500 - Formula: If EI < Resist: 1.0 + (EI - Resist) / 200
Delayed Damage¶
Some spells deal damage after a delay rather than instantly:
- Pre-AOS delay: 0.5 seconds after targeting
- Spells like Explosion and Magic Arrow use delayed damage
- The damage is calculated when you cast, but applied after the delay
Magic Reflection¶
The Magic Reflection spell (Fourth Circle) can reflect hostile spells back at the caster.
How Reflection Works¶
When you have Magic Reflection active:
- Each incoming spell consumes reflection charges equal to (Circle + 1)
- If you have enough charges, the spell reflects back to the caster
- If you don't have enough charges, reflection is removed and the spell hits you normally
- Visual effect: Blue sparkles (0x37B9) appear when a spell reflects
Example: - You cast Magic Reflection (gives charges based on your skill) - Enemy casts Flamestrike (7th Circle) at you - Reflection consumes 8 charges (7 + 1) - If you had 8+ charges, the Flamestrike reflects back - If you had less than 8 charges, reflection breaks and you take the hit
Magic Resistance¶
Resisting Spells¶
Your Magic Resist skill determines your chance to resist hostile spell effects:
Resist Chance Formula: 1. First Percent = Magic Resist / 5 2. Second Percent = Magic Resist - ((Caster's Magery - 20) / 5 + (Circle + 1) × 5) 3. Final Resist % = Higher of the two values / 2
Skill Gain¶
Magic Resist gains skill when: - You are targeted by a spell of appropriate difficulty - The spell's circle determines the maximum skill that can gain - Maximum skill for gains = 1 + Circle × 10 + (1 + Circle / 6) × 25
Spellbooks¶
Types of Spellbooks¶
On UO:X, only the standard Magery Spellbook is available. It can hold up to 64 spells (all eight circles).
Using Spellbooks¶
To cast spells, you need: 1. A spellbook containing the spell (in your backpack or equipped) 2. The required reagents (unless using a scroll or wand) 3. Sufficient mana 4. Sufficient skill
Adding Spells¶
To add a spell to your spellbook: 1. Drop a spell scroll onto the spellbook 2. The scroll is consumed and the spell is added permanently 3. You cannot add a spell that's already in the book
Spellbook Properties¶
Crafted spellbooks can have magical properties based on the crafter's Magery skill:
Magery 80.0-89.9 (Adept): - 75% chance: No properties - 25% chance: 1 property - Intensity: 0-15%
Magery 90.0-99.9 (Master): - 60% chance: No properties - 30% chance: 1 property - 10% chance: 2 properties - Intensity: 25-45%
Magery 100.0-109.9 (Grand): - 50% chance: No properties - 30% chance: 1 property - 15% chance: 2 properties - 5% chance: 3 properties - Intensity: 55-75%
Magery 110.0-119.9 (Elder): - 44% chance: No properties - 29% chance: 1 property - 18% chance: 2 properties - 9% chance: 3 properties - Intensity: 55-75%
Magery 120.0 (Legendary): - 40% chance: No properties - 29% chance: 1 property - 19% chance: 2 properties - 12% chance: 3 properties - Intensity: 55-75%
Note: Properties like Faster Casting, Faster Cast Recovery, and Lower Mana Cost appear on spellbooks but have no effect on this server. Only the base spell mechanics apply.
Spell Scrolls¶
Using Scrolls¶
Spell scrolls allow you to cast spells without a spellbook: - Scrolls must be in your backpack - Double-click the scroll to cast the spell - The scroll is consumed when cast successfully - Scrolls reduce the skill requirement by 2 circles
Adding to Spellbook¶
Right-click a scroll and select "Add to Spellbook" to automatically find and add it to an appropriate spellbook in your backpack.
Wands¶
Wands are magical items that cast specific spells: - Wands have a limited number of charges - Casting from a wand requires no mana or reagents - Wands must be equipped to use - Each use consumes one charge - When charges reach zero, the wand is depleted
Stat Modifications¶
Stat Buff Spells¶
Spells like Strength, Agility, and Cunning increase stats temporarily:
Duration: 6 × (Evaluate Intelligence skill / 5) seconds
Bonus Amount: 1 + (Magery / 10)
Stat Curse Spells¶
Spells like Weaken, Clumsy, and Feeblemind decrease stats temporarily:
Duration: 6 × (Evaluate Intelligence skill / 5) seconds
Penalty Amount: 1 + (Magery / 10)
Resist Calculation: - Curse % = 8 + (Caster's Eval Int - Target's Magic Resist) / 10 - Target can resist to reduce or negate the effect
Combat Tips¶
Effective Spellcasting¶
-
Manage Your Mana: Higher circle spells cost significantly more mana. Balance powerful spells with efficient lower-circle magic.
-
Positioning Matters: With a flat 3-second cast time, positioning is crucial. Move between casts to avoid damage.
-
Use Protection Wisely: Protection prevents interrupts but removes your ability to benefit from Faster Casting items (which don't work anyway on this server).
-
Target Selection: Spell damage is doubled against monsters, making magery extremely effective for PvM.
-
Combo Casting: Use stat debuffs before damage spells to weaken opponents.
-
Reagent Management: Keep plenty of reagents in your backpack. Running out mid-fight is deadly.
PvP Considerations¶
- All spells cast in 3 seconds, making timing predictable
- Interrupts have circle-scaled recovery - higher spells punish you more for being hit
- Magic Reflection can turn the tide of a fight
- Stat curses can cripple an opponent's effectiveness
PvM Strategies¶
- Double damage against monsters makes magery excellent for hunting
- Area effect spells can handle multiple creatures
- Summon spells provide meat shields
- Invisibility and Recall provide escape options
Skill Training¶
To raise Magery effectively:
- Low Skill (0-50): Cast low circle spells repeatedly
- Medium Skill (50-80): Focus on 4th-5th circle spells
- High Skill (80-100): Cast 6th-8th circle spells
- Grandmaster (100+): Requires 8th circle spells and power scrolls
Evaluate Intelligence should be trained alongside Magery for maximum damage output.
Inscription provides a damage bonus and should be considered for combat mages.
Related Skills¶
- Evaluate Intelligence: Increases spell damage significantly
- Meditation: Faster mana regeneration for sustained casting
- Inscription: Bonus to spell damage
- Magic Resist: Defend against enemy spells
- Wrestling: Defensive ability when not holding a weapon