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
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 stage | Live weapon rule |
|---|---|
| Before a valid cast begins | A rejected cast does not spend the ready swing or add a weapon delay |
| Valid cast begins | The weapon remains visible and equipped; shields and unauthorized hand items are removed |
| Casting and target selection | The weapon cannot attack while the spell is casting or waiting for its target |
| Success, fizzle, interruption or cancellation | The current swing is lost and one fresh full delay for the captured applicable weapon begins |
| Weapon switch during the cast | Switching cannot shorten recovery; the later applicable weapon or ranged deadline remains |
School and casting-item matrix
| School | Equipped weapon | Authorized casting items |
|---|---|---|
| Magery | Melee, ranged and wand weapons remain equipped | Spellbook and Runebook keep their intended permissions |
| Arcanism | All weapons move into the backpack; re-equipping during casting or target selection cancels the spell | Arcane 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
| Sequence | Result |
|---|---|
| Swing ready → cast → target → spell resolves | Ready swing is lost; full weapon delay begins when the sequence ends |
| Swing ready → cast → fizzle/interruption/cancel | Ready swing is lost; full weapon delay begins at the valid cast end |
| Rejected cast before it begins | No new weapon delay |
| Cast with Bow → switch Crossbow | No bypass; later applicable full delay and ranged recovery remain |
| Cast with weapon → spellbook → weapon | Re-equipping follows the normal full-delay rule |