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Magic skills

The classic T2A spell stack: Magery casts, Eval Int amplifies, Med regens mana, Resist saves throws against incoming spells, Inscription writes scrolls, Spirit Speak talks to the dead (and feeds Necromancy on shards that have it — not here).

Summary

Skill What it does Useful at Lyonspyre changes
Magery Cast all 8 circles of T2A magic spells Every spell-caster, 100 essential None to the skill. Magic Talents layer specialisation on top
Eval Int Damage bonus on offensive spells Damage mages, 100 essential None
Meditation Mana regen rate Every caster, 100 essential Skill-driven regen — see Mana regen
Resist Lower duration / damage of incoming spells Every PvM/PvP build, 80–100 standard None
Inscription Write spell scrolls + +10% spell damage at GM Mage utility + crafter None
Spirit Speak Drives summoned-creature lifespan (2 → 10 min) + hear ghosts + quest gates Any summoner build Now controls how long your summons last

Magery

The whole T2A spellbook — 64 spells across 8 circles, from Clumsy / Reactive Armor through Earthquake / Resurrection. Two checks per cast:

  1. Spell skill check — if you're not capable enough for that circle, the cast fizzles (no mana cost).
  2. Damage / effect roll — damage spells then go through Eval Int damage scaling.

Casting time = BaseCastTime - SkillBonus, with a hard floor. Fizzle chance ramps down across the 30 skill points above a spell's required skill and reaches 0% at the top of that window — so a grandmaster reliably casts every circle, summons included (an 8th-circle spell is 100% at 100 Magery). Disturb chance (when hit while casting) is gated by your weapon skill (or Wrestling) — vanilla T2A.

Useful at: 100 for all caster builds — at GM you stop fizzling even 8th-circle summons. The further below 100 you are, the more the top circles fizzle.

Lyonspyre changes: None to the skill mechanic. The Magic Talent tree adds Resonance bindings (elemental ultimates, see Resonance) and per-spell-school passives.

Evaluating Intelligence

Multiplicative damage bonus on every offensive spell. From SpellHelper.AdjustField and per-spell GetSimpleDamage:

damage *= (EvalInt / 100) * 0.3 + 1.0    // up to +30% at GM

Also a small bonus to detect/check resistance against incoming hostile magic. Pure caster stat — does nothing for healers / utility mages.

Useful at: 100 for any spell-damage build. Skippable for utility mages who only Recall + Heal + Reactive.

Lyonspyre changes: None.

Meditation

Mana regen speed. Intelligence sets your mana pool; Meditation sets how fast it refills.

  • Passive regen is always on — even while moving or in combat — and scales with your Meditation skill: 0.5 × (1 + Meditation/100) mana/sec, so 1.0 mana/sec at 100 Meditation (up from a 0.5/sec base).
  • Active meditation (Use Skill → Meditation) doubles your current rate, up to a 2 mana/sec cap. It always succeeds now — no roll to focus, so even low-skill characters enter the trance (they just regen slower). It breaks the instant you move, cast, act, or take damage.
  • Armor: leather (any quality, including the special leathers), cloth, wood, and mage-fit / spell-channeling pieces carry no penalty. Heavier armor slows regen by 2× its total armor penalty (slot weight × material weight, summed) toward a 0.125/sec floor — a half-penalty suit drops you to the floor, but it never disables meditation outright. Shields no longer block meditation — they just count toward the penalty (buckler/wooden free, heater full). Full tables under Combat → Mana regen.

Useful at: every point helps (it's skill-driven now); 100 is the goal for any caster.

Lyonspyre changes: Mana regen is Meditation-skill-driven — your Intelligence only sets your mana pool, not regen speed — so casters sustain far better, especially in PvM where active meditation can't be used mid-fight. Full numbers under Combat → Mana regen.

Resisting Spells

Magic Resist does two different jobs on Lyonspyre, deliberately split so the skill scales smoothly rather than in big binary jumps:

1. Damage reduction (linear, no roll)

When you're hit by a hostile damage spell (Magic Arrow, Harm, Fireball, Lightning, Energy Bolt, Explosion, Flame Strike, Chain Lightning, Meteor Swarm, Mind Blast), the damage is multiplied by:

damage  *=  1 - (MR / 400)

No die roll, no resist message — every point of MR shaves a little off every spell. Caps at 95% off (MR 380, unreachable in normal play).

Magic Resist Damage taken from a 40-dmg spell
0 40.0 (100% — no reduction)
50 35.0 (87.5%)
100 (GM) 30.0 (75%)
150 25.0 (62.5%)
200 20.0 (50%)

2. Effect resist (binary roll)

Effect spells (Paralyze, Curse, Poison, Mana Drain, Mana Vampire, the paralyze rider on Bombard, the spell-interrupt rider on Thunderstorm) still roll Magic Resist against the caster's Magery to NEGATE the effect outright:

resistChance  =  max(MR / 5, MR - ((castSkill - 20) / 5 + (circle + 1) × 5))  /  2

Approximately: at GM-vs-GM the binary resist chance is ~10–20% depending on the spell circle (low-circle effects resist more often than high-circle ones, the same as classic T2A).

3. Boss cap-shave (extended past GM)

Lyonspyre caps mob spell damage against players based on the mob's Magery tier. On any capped hit, MR further shaves the capped value:

shave  =  min(0.75, MR / 200)
Magic Resist Cap shave
0 0%
50 25%
100 (GM) 50%
150 75% (ceiling)

This means MR past GM is a legit boss-tank investment — every point up to MR 150 keeps cutting into a Daemon's Energy Bolt or a Lich Lord's Flame Strike.

Useful at

80+ on every build that fights other spell-users (PvP, dungeon casters). 100 standard. Push to 110–120 if you're a primary boss tank and have the skill slot.

Lyonspyre changes: Damage reduction was the old "binary resist roll, on success reduce damage by 25%" — now it's a flat MR/400 scalar (predictable, every point matters). Effect resist still uses the binary roll. Cap-shave ceiling was lifted from 50% (MR 100) to 75% (MR 150) so MR has headroom past GM.

Inscription

Two uses:

  1. Write spell scrolls — copy a spell from your spellbook into a sellable / castable scroll, consumes reagents and blank scrolls
  2. Spell-damage bonus — at GM Inscription, your offensive spells get a flat +10% damage stacking with Eval Int

The damage bonus is the actual reason combat mages train Inscription. The scroll-writing is for crafters/sellers.

Useful at: 100 for damage mages who can afford the skill slot. 80+ for crafters making scrolls for sale.

Lyonspyre changes: None. The +10% damage bonus is the vanilla T2A behaviour.

Spirit Speak

Spirit Speak governs how long your summoned creatures stay with you. Every summon — animals, the four elementals, the daemon, blade spirits, the energy vortex — is bound to the world by your command of the dead.

Summon lifespan = 2 minutes + up to 8 more, scaling with your Spirit Speak:

Spirit Speak Summon lasts
0 2 minutes
50 6 minutes
100 (GM) 10 minutes

At 0 Spirit Speak any summon fades after just 2 minutes — enough for a single fight, not enough to keep a pet elemental around. Train Spirit Speak and your summons last proportionally longer, up to ten minutes at grandmaster (and past ten with power scrolls). Recasting refreshes the timer; summons still cost control slots, so Spirit Speak changes how long, never how many.

Blade spirits and the energy vortex hunt on their own — they attack hostile creatures only and never target players, so they are a PvE tool, not a PvP weapon. (The energy vortex is a heavier-hitting blade spirit.)

It still also lets you hear ghost speech (otherwise the dead just say "OoOoOoO") and gates the occasional quest line. Necromancy, which it would otherwise feed, is server-locked at 0 here.

Useful at: any value if you summon at all — every point is more uptime. 100 for a dedicated summoner. Skippable only if you never summon.

Lyonspyre changes: Spirit Speak now drives summoned-creature lifespan (2 min → 10 min, scaling with skill) instead of being roleplay-only.