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Magic skills

The classic spell stack: Magery casts, Eval Int amplifies, Med regens mana, Resist saves throws against incoming spells, and Spirit Speak is the summoner's pet skill. Spellbooks come stocked: new mages start with the first four circles already filled, and the mage vendor sells the full 64-spell book for 50,000 gold. See where spells come from.

At a glance

Skill What it does Useful at Lyonspyre changes
Magery Cast all 8 circles of 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 Retired entirely; there is no scroll crafting Not trainable Frozen at zero with the other craft skills
Spirit Speak The summoner's pet skill: how many summons may fight, how hard they hit, how much they take, how long they last 100 for a dedicated summoner; any amount helps a mage who summons Summon combat slots, summon power and summon lifespan all scale with it

Magery

The full spellbook - 64 spells across 8 circles, from Clumsy / Reactive Armor through Earthquake / Resurrection. Every cast runs two checks:

  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 you're hit mid-cast, keys off your weapon skill (or Wrestling).

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 Affinity bindings (elemental ultimates, see Affinity) and per-spell-school passives.

Magic Trap (In Jux) can additionally be cast on a player - yourself or someone else - to arm the first untrapped pouch in their pack right where it sits (same trap as targeting the pouch directly). An armed pouch turns solid red and is named trapped pouch. It cannot receive Magic Trap again until its current trap is sprung or removed. That's the classic paralyze-break prep: pop the pouch ([pouch) and the 1-damage spark shatters paralysis.

Reactive Armor

Reactive Armor automatically casts on you, without a targeting cursor. You cannot apply it to someone else. If it is already active, another cast is refused without spending mana or reagents, and the duration is not refreshed.

While active, it reduces damage from adjacent melee hits and reflects that amount back to the attacker. The reflected percentage is 10 + Magery / 4, rounded down, and the duration is 25 + Magery / 2 seconds. At 100 Magery, that is 35% reflection for 75 seconds. Reflected damage is rounded down to a whole point. It does not protect against spells or ranged attacks, and guard attacks bypass it.

Evaluating Intelligence

A multiplicative damage bonus on every offensive spell:

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

It also adds a small bonus to detect and check resistance against incoming hostile magic. Pure caster stat - it does nothing for healers and 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 - 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.
  • A weapon in hand doesn't stop you. Using the skill stows whatever you are holding into your backpack and enters the trance. Spellbooks, runebooks, and shields stay equipped.
  • 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 don't block meditation - they just count toward the penalty (buckler/wooden free, heater full). Full tables under Combat → Mana regen.

Useful at: every point helps, since regen is skill-driven; 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

Roughly: GM-versus-GM, the binary resist chance lands around 10-20% depending on circle - low-circle effects resist more often than high-circle ones.

3. Boss cap-shave (extended past GM)

Lyonspyre caps wild creature spell damage against players based on the creature's Magery tier. MR reduces that ceiling first, then the spell's already-reduced damage is limited to the ceiling. Increasing MR never increases the resulting hit, including when a spell crosses below its original cap:

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

So MR past GM is a real 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 is a flat MR/400 scalar rather than a pass-or-fail roll for 25% off: predictable, and every point matters. Effect resist keeps the binary roll. The cap-shave ceiling sits at 75% (MR 150) rather than 50% (MR 100), so MR has headroom past GM.

Inscription (retired)

Inscription is retired with the other craft skills, and there is no scroll crafting. Spellbooks come stocked instead: new mages start with the first four circles filled, and the mage vendor sells the full 64-spell book and bulk Recall Scrolls. See where spells come from.

There is no GM Inscription spell-damage bonus; it retired along with the skill.

Spirit Speak

Spirit Speak is to a summoned creature what Animal Taming, Animal Lore and the pet level are to a tamed one. It sets how many summons may fight for you, how hard they hit, how much they can take, and how long they stay. Every summon is covered: the bound shade, the four elementals, the daemon, blade spirits, the energy vortex, and the spectral echoes of the Summoning tree's Legion.

Summon combat slots

Every character still owns up to 5 follower slots, shared between tamed pets and summons. Giving a summon Guard or Attack orders uses a second, summon-only budget set by your base Spirit Speak. It is the same ladder a tamer climbs with Animal Taming and Animal Lore:

Spirit Speak Summon combat slots What fits
Below 50 0 summons follow you but take no combat orders
50 to 69.9 1 the bound shade
70 to 89.9 2 one elemental, or two shades
90 to 109.9 3 an elemental and a shade, or a daemon
110 to 119.9 4 two elementals
120 5 two elementals and a shade, or a daemon and an elemental

A new Summoner starts at 50 Spirit Speak with one slot: the shade. You cannot cast a summon you have no slot for: if every slot is held, whatever those summons are doing, the spell refuses with Not enough control slots available and names the Spirit Speak that earns the next slot. If your Spirit Speak drops, the excess summons return to Follow on their own. The energy vortex and blade spirits take no orders at all, so they never touch this budget; they only cost ownership slots. Animal Taming and Animal Lore never grant summon combat capacity, and Spirit Speak never grants tamed capacity.

Raising Spirit Speak

Spirit Speak gains the way a tamer's skills do: every kill your summons make rolls a gain for you, at most one roll every five seconds, against wild creatures only (never players, pets or other summons) and only when the kill was worth experience. The usual curve applies, so gains slow as you near your cap and Scrolls of Mastery keep working. The skill button and channeling still train it as before.

Casting in town

The six summon spells (Summon Creature, the four elementals and Summon Daemon) can be cast inside town. A controlled summon never attacks a player or a follower unless you order it to, so there is nothing for the guards to object to. Blade Spirits and Energy Vortex stay banned in town.

Seeing a summon's time left

Single-click your own summon and its name line reads (summoned, 4 min 12 s left). View Stats on your own summon (the same entry a tamer uses) opens the panel headed SUMMONED with its binding level and experience, its trait and greater form, its slot cost, the time it has left, what your Spirit Speak and binding level add, and the same threat and style switches a pet has. A summon rolls no stats, so none are shown.

Summon power

Your Spirit Speak (the shown value, so Scrolls of Mastery count) scales every summon you control:

Spirit Speak Damage Maximum hit points Damage taken from creatures
0 x1.0 x1.0 -0%
50 x1.5 x1.5 -20%
100 x2.0 x2.0 -40%
150 x2.5 x2.5 -50% (cap)

Summon scaling

damage x (1 + SpiritSpeak / 100)
max HP x (1 + SpiritSpeak / 100)
damage taken x (1 - min(0.5, SpiritSpeak x 0.004))

The damage scalar and the mitigation are PvM only: a summon hits other players and other players' pets and summons at its base damage, and takes full damage from them. The hit-point scalar switches off while you are flagged for player combat, so a flagged summoner's board fights at base hit points. The Summoning talents multiply on top, and the whole product is capped at 3x, the same ceiling a tamed pet has.

Summon lifespan

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

Train Spirit Speak and your summons last proportionally longer, up to ten minutes at grandmaster (and past ten once you raise the cap with Scrolls of Mastery).

The roster

Every summon spell keeps its circle, mana and reagents. What comes out:

Spell Summon Slots Role
Summon Creature (5th) Bound shade 1 The starter beast. A one-slot melee shade; you may hold several. Trait at binding level 5: Shadow Step
Blade Spirits (5th) Blade spirits 2 Uncontrolled. Hunts hostile creatures on its own, never a player, never an innocent
Earth Elemental (8th) Earth elemental 2 The tank: 60 to 70% physical resist, and on Guard it pulls creatures off you. Trait at binding level 5: Stoneform
Fire Elemental (8th) Fire elemental 2 Ranged magic damage, fragile. Trait at binding level 5: Barrage, three fire bolts every 20 s
Air Elemental (8th) Air elemental 2 The skirmisher, fastest body on the roster. Trait at binding level 5: Cleave, 60% of a hit splashes to a neighbour
Water Elemental (8th) Water elemental 2 Support: poison-proof, and it heals and cures you when you drop under 78% within two tiles. Trait at binding level 5: Regenerate
Summon Daemon (8th) Daemon 3 The hybrid bruiser. Trait at binding level 5: Fury, +5% damage per 30 s fighting, up to +30%
Energy Vortex (8th) Energy vortex 2 Uncontrolled physical damage. Hunts creatures hostile to you, never a player, never an innocent

Bindings. Every type levels as a binding, 0 to 10, from the kills its summons help with: +3% damage and hit points a level, its trait at 5, its greater form at 10, a name for the unique five, and the elemental pages earned at milestones. See Bindings and attunement.

No refunds. A summoning spell never rolls the chance-based mana refund, whatever your skills, spellbook or Arcanum level: the mana is the price of the creature. The Summoning tree's Swift Binding is the one discount.

One of each. You may hold at most one of each elemental and one daemon at a time. Casting the spell again replaces the one you have with a fresh one at full health; the mana and the cast are the price of the refresh. Shades are not unique.

Spirit Speak also lets you hear ghost speech (otherwise the dead just say "OoOoOoO") and gates the occasional quest line.

Useful at: any value if you summon at all; 100 for a dedicated summoner, and past 100 keeps paying. Skippable only if you never summon.

Lyonspyre changes: Spirit Speak is the summoner's pet skill: the summon combat budget, summon damage, hit points, mitigation and lifespan all scale with it. The summon roster was retuned into roles, with a bound shade replacing the random animal of Summon Creature and the daemon at three slots. See the Summoning talents.