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Spell damage in PvP

This page tabulates what player-cast spells actually hit another player for, spell by spell. The numbers below are live playtest values; we tune them and update this page when they move.

PvP spell damage runs on its own flat, per-spell damage table - it is completely separate from the PvM math. When your spell lands on a player, the game rolls that spell's PvP range, scales it by your casting skills, and applies one gentle resist reduction. That's the whole pipeline: tight rolls, predictable numbers, no stacked multipliers.

How the number is built

PvP spell damage

damage = Roll(spell's min, spell's max)          // table below
       × (Magery / 100)                          // half skill = half damage
       × (0.75 + 0.375 × Eval Int / 100)         // up to +37.5% from Eval
       × (1 − Magic Resist × 0.002)              // −20% at 100 resist
result = round down, minimum 1

A grandmaster caster (100 Magery, 100 Eval Int) multiplies every roll by 1.125. The target's trained Magic Resist shaves up to 20% at grandmaster - real protection, but it never deletes a spell. A landed spell always deals at least 1 damage. As everywhere in PvP, the resist bonus from a food dish is ignored; only trained skill counts.

The table

Damage against a player, by the target's Magic Resist. Caster is a grandmaster (100 Magery / 100 Eval Int); each cell is min-max per cast.

Spell Circle Base roll vs 0 Resist vs 50 vs 80 vs 100
Magic Arrow 1st 5-7 5-7 5-7 4-6 4-6
Harm (adjacent) 2nd 9-13 10-14 9-13 8-12 8-11
Fireball 3rd 12-16 13-18 12-16 11-15 10-14
Lightning 4th 14-18 15-20 14-18 13-17 12-16
Mind Blast 5th 18-24 20-27 18-24 17-22 16-21
Energy Bolt 6th 28-36 31-40 28-36 26-34 25-32
Explosion 6th 28-36 31-40 28-36 26-34 25-32
Flame Strike 7th 32-48 36-54 32-48 30-45 28-43

Casters below grandmaster scale down hard: at 50 Magery every number above is roughly cut in half. Train your skills.

Spell notes

Harm is strongest in your opponent's face. Its roll steps down with distance, but it always keeps a real base - it never whiffs for zero:

Distance to target Base roll GM caster vs 100 Resist
Adjacent (1 tile) 9-13 8-11
2 tiles 7-10 6-9
3-4 tiles 4-6 3-5
5+ tiles 2-3 1-2

Mind Blast is a straight nuke in PvP. Against players it rolls its 18-24 like any other spell - the stat-spread math it uses against monsters does not apply in player fights, so it hits everyone reliably regardless of their build.

Explosion pairs with Energy Bolt. The two share the same roll; Explosion's damage lands on a delay, which is exactly what makes the classic one-two combo work.

Flame Strike is the premium nuke. Highest roll on the table at the highest mana and cast-time cost, and it holds its edge over Energy Bolt at every resist level.

Interrupts

Taking damage while casting breaks the spell - but cheap spells can no longer chain-lock a caster:

  • 1st-3rd circle spell damage interrupts a caster only once every 5 seconds. The window is shared across all attackers: after any small spell lands an interrupt, that caster cannot be interrupted by 1st-3rd circle spell damage again until 5 seconds pass, no matter who casts it. Three players rotating Magic Arrows get exactly one interrupt per window - landing the next one takes timing, not spam.
  • 4th circle and up always interrupts. Lightning, Energy Bolt, Explosion, Flame Strike and kin break a cast every time they deal damage.
  • Melee hits always interrupt. The window only applies to small-circle spell damage.
  • Weaken, Clumsy, and Feeblemind interrupt through the stat drain itself - no damage needed, and they ignore the 5-second window entirely. The catch: they only interrupt when the curse actually lowers the stat. A fresh Weaken breaks a cast even mid-window; recasting it on someone already weakened does nothing.
  • The window is only consumed by an interrupt that actually lands. A small spell absorbed by the Protection spell, or one that hits a caster who was not mid-cast, leaves the window untouched.
  • Unchanged from before: spells being cast from the 1st circle cannot be broken by damage at all, the Protection spell gives a chance to ignore any damage interrupt, and once your target cursor is up the spell can no longer be broken.

What is not on this table

  • Poison and the field spells (Poison Field, Fire Field, Energy Field) deal damage over time rather than a direct hit, and follow poison and field rules instead of the math above.
  • Eighth-circle damage spells (Chain Lightning, Meteor Swarm, Earthquake) are not yet on the flat table; they currently run on the older PvP pipeline and will get proper multi-target PvP designs of their own.
  • Spells from monsters ignore all of this - the flat table and its resist layer apply only when the caster is a player or a player's pet. Mob spell damage is covered in Resisting Spells.