Spells are a "subskill" that allow the player to learn to perfectly cast, or cast without burning a scroll. Spells are similar to skills, but instead of numbered levels, there are titles, or levels of proficiency given for each level of mastery. To see which spells you are currently learning, say "spells."
In order to begin learning a spell, first give a glowing scroll to Magerlin. All spells belong to a different school of magic, represented by the color of the band on the scroll, and while may only focus on one school of magic at a time, you can have proficiency in every tier of scroll of that school; ex. Single Ember, Triple Ember, Fireblast, Shockwave.
When becoming more proficient with a spell, you may only cast up to two scrolls, and only one of each specific scroll per in-game week (16 hours and 48 minutes in real life) often referred to as "dailies." Dailies will be represented with a "+," and "-" when you have already used that scroll, or have used two other scrolls in that school. You can advance by either burning your scroll or keeping it specifically with your proficiency, or "keep chance," so keeping the scroll with items like the Casting Sash or through an effect like when a glow occurs will result in no progression.
Scrolls that are glowing give an additional 75% chance of perfect cast. If the player is in the realm corresponding to their school, they will get an additional 5% chance (10% for arcane realms but it is applied multiplicative to the 75% keep whereas the 5% is applied additively).
A different school can be focused by dropping another glowing scroll of the desired school to Magerlin. Progress in the previous school will be "saved", but the perfect cast chance will only be present when that school is being learned.
Players are given a comprehension boost of +3 to spells in their current school of magic. For example, a necromancer would be able to use the scroll of drain life (level 12) with a magic level of only 9.
Spell Proficiency | Casts to advance | Perfect Cast Chance | Approx. Scrolls Needed | Experience Gained Per Cast (%) | Total Casts | Approx. Scrolls Used |
---|---|---|---|---|---|---|
Learning | 2 | 2% | 2 | 50 | 1 | 1 |
Familiar | 5 | 5% | 5 | 20 | 3 | 3 |
Beginner | 10 | 10% | 9 | 10 | 8 | 8 |
Novice | 15 | 20% | 12 | ~6.7 | 18 | 17 |
Proficient | 25 | 30% | 17 | 4 | 33 | 29 |
Advanced | 40 | 40% | 24 | 2.5 | 58 | 46 |
Expert | 67 | 50% | 33 | ~1.49 | 98 | 70 |
Master | 100 | 60% | 40 | 1 | 165 | 103 |
Grand Master | 150 | 70% | 45 | ~0.67 | 265 | 143 |
Sorcerer | 250 | 80% | 50 | 0.4 | 415 | 188 |
Grand Sorcerer | 400 | 85% | 60 | 0.25 | 665 | 238 |
Warlock | 650 | 90% | 65 | ~0.154 | 1065 | 298 |
Grand Warlock | 1000 | 91% | 91 | 0.1 | 1715 | 363 |
Wizard | 1500? | 92% | 120? | ~0.067 | 2715 | 454 |
Schools
This is a list of the spell schools in Aberoth and their associated spells, with the tiers of the spells as well.
School | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Magerlin's description |
---|---|---|---|---|---|
Divination | "Divination spells are used to aquire information. All divination scrolls have a white band." | ||||
Evocation | "Evocation spells call forth great energy.
All evocation scrolls have a black band". | ||||
Enchantment | "Enchantment spells alter the mind.
All enchantment scrolls have a green band." | ||||
Necromancy | "Necromancy spells manipulate life and death.
All necromancy spells have a red band." | ||||
Transmutation | "Transmutation spells transform or translocate.
All transmutation scrolls have a purple band." | ||||
Conjuration | "Conjuration spells summon or create.
All conjuration scrolls have a yellow band." | ||||
Abjuration | "Abjuration spells protect or dispell.
All abjuration scrolls have a cyan band." | ||||
Illusion | "Illusion spells create effects which are not real.
All illusion scrolls have a blue band." |