IRONVEILULTIMA ONLINEA DIFFERENT PATH
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MAGERY · ARCANISM

Casting with Weapons

Magery keeps your weapon equipped and restarts its full delay after casting. Arcanism requires your weapon to be put away.

Last verified against server Pre-Alpha 0.1 + Base Stat 150 ·

LIVE POLICY

Different equipment rules for each school

MAGERYWeapon remains equipped
ARCANISMWeapon goes into your backpack
ATTACKSBlocked during casting and target selection
MAGERY RECOVERYFull weapon delay after cast end

If your weapon is immovable or cannot be put in your backpack, the cast is rejected. The weapon keeps its identity and properties. The Arcane Spellbook may remain equipped; shields are removed. Once the spell has ended, you may equip a weapon again using the normal weapon delay.

Magery weapon timing

Casting stageLive weapon rule
Before a valid cast beginsA rejected cast does not spend the ready swing or add a weapon delay
Valid cast beginsThe weapon remains visible and equipped; shields and unauthorized hand items are removed
Casting and target selectionThe weapon cannot attack while the spell is casting or waiting for its target
Success, fizzle, interruption or cancellationThe current swing is lost and one fresh full delay for the captured applicable weapon begins
Weapon switch during the castSwitching cannot shorten recovery; the later applicable weapon or ranged deadline remains

School and casting-item matrix

SchoolEquipped weaponAuthorized casting items
MageryMelee, ranged and wand weapons remain equippedSpellbook and Runebook keep their intended permissions
ArcanismAll weapons move into the backpack; re-equipping during casting or target selection cancels the spellArcane Spellbook may remain equipped

Spell Channeling is neither obtainable nor usable as an Ironveil casting exception. A legacy property on a weapon, shield or clothing cannot preserve a swing, retain a shield or shorten the post-cast delay.

Common Magery sequences

SequenceResult
Swing ready → cast → target → spell resolvesReady swing is lost; full weapon delay begins when the sequence ends
Swing ready → cast → fizzle/interruption/cancelReady swing is lost; full weapon delay begins at the valid cast end
Rejected cast before it beginsNo new weapon delay
Cast with Bow → switch CrossbowNo bypass; later applicable full delay and ranged recovery remain
Cast with weapon → spellbook → weaponRe-equipping follows the normal full-delay rule