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Magery

Magic · Skill guide

Casts the classic spellbook, caps effective Arcanism and solely determines Greater Heal amount.

MAX SKILL120with Power Scroll
SKILL GROUPMagic
PVPSee rules
PVMYes
TRAININGSee route

How do I train this skill?

Recommended activities for Magery at each skill range.

View the training table

Cure · An Nox: monster poison and PvP are different

A successfully resolved Cure spell removes poison whose source was positively identified as a wild monster. Mana, reagents, valid targeting and the normal cast checks still apply. Player poison, pet or summon poison and unknown sources retain the ordinary poison-level cure chance.

This exception belongs to single-target Magery Cure. It does not make cure potions, bandage cures or every other cure method guaranteed.

How It Works

Cast spells from the classic spellbook: attacks, healing, protection and travel. Magery helps determine which spells you can cast reliably.

Skill summary, training and related paths
Power Scroll and cap information

Maximum skill: 120 with a matching Power Scroll. It starts with a 100 cap. Scrolls unlock 105, 110, 115 or 120; you still train the points and keep the same shared total of 720.

Understanding effective skill

Which value counts? Greater Heal uses BASE Magery during player combat and effective Magery otherwise. The Magery limit on Arcanism uses BASE Magery. Ordinary spellbook success uses effective Magery and the real circle difficulty shown below.

PvP

Supported direct spells multiply their 100/100 target range by Magery and the progressive Eval Int curve. Eval Int supplies 52% at 0, 70% at 60, 85% at 80 and 100% at its hard cap of 100. Magery retains its supported higher tiers with reduced player-combat contribution. Greater Heal remains a separate fixed four-second cast.

PvM

Native Magery, Arcanism and Arcane template power are distinct systems. Arcanism cannot exceed its supporting trained Magery and consumes the same 720 skill-point pool.

Requirements

Carry the appropriate spellbook and meet spell, mana and reagent requirements. Greater Heal depends on Magery, not Healing or Anatomy.

How to use it, step by step

If a step says to use a skill, open your character window, choose Skills and use the button beside that skill. If it says to use a tool, double-click the tool in your backpack. Passive benefits work automatically.

  1. Carry the spellbook with the spell you need and its required reagents, the small ingredients consumed by spells.
  2. Make sure you have enough mana, then choose the spell.
  3. Select its target if asked and allow the cast to finish. Moving, being disturbed or failing the skill check can stop a spell.
Spellbook · All 64 Magery spells

LIVE MAGERY REFERENCE

The eight-circle Spellbook

All 64 registered Magery spells are shown in their real client order with icons extracted from the Ironveil client data. Damage values marked PvP are the live Ironveil player-versus-player baselines before the stated skill and Inscription steps.

CIRCLEFirst Circle
MANA4
NORMAL SKILL WINDOW−18.0–22.0
CAST TIMEListed per spell

Cast times are for normal spellbook casting with Faster Casting 0 and no casting penalties. Times marked fixed stay the same with Faster Casting.

Clumsy spell icon from the Ironveil client

Clumsy

Mana
4
Reagents
Blood Moss · Nightshade
Cast time
1.00 s
Target
One mobile

Temporarily lowers Dexterity.

Ironveil: Against another player: −10 Dexterity for 30 seconds.

Create Food spell icon from the Ironveil client

Create Food

Mana
4
Reagents
Garlic · Ginseng · Mandrake Root
Cast time
1.00 s
Target
Self; creates food in backpack

Creates one ordinary food item.

Ironveil: Creates native food in the caster’s backpack when space permits.

Feeblemind spell icon from the Ironveil client

Feeblemind

Mana
4
Reagents
Nightshade · Ginseng
Cast time
1.00 s
Target
One mobile

Temporarily lowers Intelligence.

Ironveil: Against another player: −10 Intelligence for 30 seconds.

Heal spell icon from the Ironveil client

Heal

Mana
4
Reagents
Garlic · Ginseng · Spider’s Silk
Cast time
1.50 s
Target
One living mobile

Restores a small amount of health.

Ironveil: Adds 0.50 seconds after the normal cast-delay calculation, including casting modifiers. Healing amount and reagents are unchanged; cannot heal a dead target.

Magic Arrow spell icon from the Ironveil client

Magic Arrow

Mana
4
Reagents
Sulfurous Ash
Cast time
1.00 s
Target
One harmful mobile

A fast, low-circle fire projectile.

Ironveil: PvP target range at Magery 100 / Eval Int 100: 5–7 fire before eligible Inscription and defences.

Night Sight spell icon from the Ironveil client

Night Sight

Mana
4
Reagents
Spider’s Silk · Sulfurous Ash
Cast time
1.00 s
Target
One mobile

Improves the target’s night vision.

Ironveil: Applies the native light-level effect.

Reactive Armor spell icon from the Ironveil client

Reactive Armor

Mana
4
Reagents
Garlic · Spider’s Silk · Sulfurous Ash
Cast time
1.00 s
Target
Self or one mobile

Creates a temporary physical damage ward.

Ironveil: PvP: absorbs 15% of incoming damage from a 30-point pool; base duration 120 seconds and eligible Inscription can extend it.

Weaken spell icon from the Ironveil client

Weaken

Mana
4
Reagents
Garlic · Nightshade
Cast time
1.00 s
Target
One mobile

Temporarily lowers Strength.

Ironveil: Against another player: −10 Strength for 30 seconds.

Faster Casting: Up to 2 points apply to Magery. Each point reduces ordinary cast times by 0.25 seconds, Blade Spirits by 0.75 seconds and Summon Creature by 1.25 seconds. Energy Bolt stays at 2.70 seconds, Greater Heal at 4.00 seconds and Flame Strike at 3.80 seconds. Casting penalties can increase the non-fixed times. These times end when casting finishes; choosing a target and delayed effects such as Explosion are separate.

Casting with weapons: A held weapon remains equipped; weapon attacks remain blocked during casting/targeting, and the full weapon delay is enforced when the spell resolves or the cast ends. Spell Channeling is not an exception.

What changes as your skill rises

Read the conditions above each table. A percentage may describe a chance, a damage component or a multiplier: those are different things. The other values stay fixed unless the table says otherwise.

What the skill affects: Greater Heal uses BASE Magery during player combat and effective Magery otherwise. The Magery limit on Arcanism uses BASE Magery. Ordinary spellbook success uses effective Magery and the real circle difficulty shown below.

Detailed formulas and comparison tables

Ordinary spellbook success chance by circle

Normal spellbook cast with no scroll. Reagents, mana, disruption, equipment and target rules still apply after this chance.

Effective MageryCircle 1Circle 2Circle 3Circle 4Circle 5Circle 6Circle 7Circle 8
80100%100%100%100%100%70%35%0%
90100%100%100%100%100%95%60%25%
100100%100%100%100%100%100%85%50%
110100%100%100%100%100%100%100%75%
120100%100%100%100%100%100%100%100%

Greater Heal amount

A successful cast on a valid target, before healing penalties. The cast takes 4 seconds; Dex, Healing and Anatomy do not increase this amount.

Magery used by this situationHP restored
8033–42
9037–46
10041–50

Direct Paralyze at Magery 100

The spell lands and is not resisted. Eval Int does not change this duration.

Eval IntPvP durationPvM duration
03 seconds3 seconds
503 seconds3 seconds
1003 seconds3 seconds

Direct Paralyze resistance at caster Magery 100

Target has the listed effective Resisting Spells and no other modifier. A successful resistance prevents the paralysis. The Grandmaster row includes Ironveil’s PvP-only resistance-power curve.

Target Resisting SpellsResistance chance
00%
503.13%
10021.56%

At effective Magery 100, Circle 7 is the first ordinary spell circle that can still fizzle. Casting from a scroll uses its separate easier circle adjustment.

Resurrection can restore a Level 2+ bonded Ironveil pet on site. Normal range, line of sight, casting, location and owner-consent checks apply; another Mage may help without changing pet ownership or progression.

Direct Paralyze lasts 3 seconds and then gives 3 seconds of direct-Paralyze immunity in PvP. Paralyze Field is separate and lasts 1.5 seconds against players.

Example: trained Magery 80 with an equipment bonus to effective 100 still uses 80 for Greater Heal in player combat. Outside player combat it uses the effective 100.

100–120 scaling: what you gain

100–120 scaling: what you gain

Only the skill in the first column changes unless the table says otherwise. Each extra trained point still uses one point from your shared total of 720.

In the combat calculations described here, progress above 100 counts at half strength against another player: 110 contributes as 105, and 120 as 110. Your trained skill stays unchanged. The same rule covers these calculations when fighting another player’s pet or helping a participant in player combat.

Greater Heal

Successful cast, before healing penalties. PvP uses trained base Magery; ordinary PvM healing uses effective Magery. Casting time remains 4 seconds.

MageryOutside player combatDuring player combat
10041–50 HP41–50 HP
11045–54 HP43–52 HP
12049–58 HP45–54 HP

Supported direct PvP spell damage

Keep Evaluating Intelligence at 100, target and all other effects fixed. Applies before Inscription, resistance, critical hits and rounding.

MageryDamage compared with Magery 100Critical chance
100100%0%
110105%2.5%
120110%5%

Example: Fireball has a 12–17 target range at Magery 100 / Eval 100. With Eval 100 it becomes 13.2–18.7 at trained Magery 120 before rounding and defences.

A critical hit adds 20% on spells that allow it. Grandmaster Resisting Spells 100 has PvP resistance power 110: when that matches the caster’s effective Magery, it halves a 5% maximum critical chance to 2.5%. Chain Lightning and Meteor Swarm scale their target-count rolls through the same formula. Flame Strike uses the curve but caps both skill contributions at 100 and cannot critically hit players. Earthquake remains separate.

PvP: direct Magery damage progression

Same spell roll and target, before Inscription, resistance, critical hits and rounding. The final column is the percentage of the listed 100 Magery / 100 Eval Int spell range. Chain Lightning and Meteor Swarm apply it to their target-count roll; Flame Strike uses it only through 100 skill.

MageryEval IntMagery factorEval Int factorFinal spell range
1000100%52%52%
10020100%54%54%
10040100%60%60%
10050100%65%65%
10060100%70%70%
10080100%85%85%
100100100%100%100%
110100105%100%105%
120100110%100%110%

Eval Int deliberately starts at 52%, rises slowly for light hybrid investment, reaches 85% at 80 and reaches full damage at its hard cap of 100. Magery can still progress through its supported Power Scroll tiers; against players, trained Magery 110 counts as 105 and trained Magery 120 as 110.

Examples in play

Easy examples

Greater Heal in ordinary numbers

With Magery 100, Greater Heal rolls 41–50 HP and takes 4 seconds to cast. If you are at 50 of 100 HP, that would leave you at 91–100 before other effects. Healing and Anatomy do not increase this spell.

A spell circle

A circle is a spell’s difficulty group. Fourth-circle spells are generally easier than eighth-circle spells. Train with a circle you can sometimes cast; choosing the hardest spell immediately is not a useful shortcut.

Skills that work with it

Advanced notes

Things to remember

  • Starting Heal or Greater Heal cancels your active bandage. Offensive spells can be cast while the bandage continues.
  • Owning a complete spellbook does not give you the Magery or mana needed to use every spell.
  • Melee, ranged and wand weapons remain equipped after a valid Magery cast begins, but cannot attack during casting or target selection. When the spell ends, the ready swing is lost and the weapon starts its full normal delay. Shields are removed and cannot be equipped during that sequence; Spell Channeling is not an exception.
  • At Magery 100, Circle 7 is the first ordinary spell circle with a fizzle chance: 85% success. Circle 8 has 50%.
  • Greater Heal has its own four-second cast in both PvP and PvM.
  • Resurrection can restore a Level 2+ bonded Ironveil pet on site. The ghost must be in normal spell range and line of sight, and the owner must accept; another Mage may help without changing the pet’s owner or progression.
Training and Skill Progression

TRAINING / SKILL PROGRESSION

One recommended activity for each skill range, with a short note on what you need.

Before you start: set Magery to Up and leave room under the shared 720-point total. Set an unwanted skill to Down if the total is full.

NPC training: when the trainer listed for this skill offers a lesson, the fixed price is 300 gold and the lesson can reach 50.0 if both the individual and total caps have room.

Training area: supported Academy actions receive 5× normal gain through 80.0. An action still needs to run a real skill check; the Academy bonus cannot make an automatic or blocked action train.

Beyond 100: consume the matching 105, 110, 115 or 120 Power Scroll first. A scroll raises only the individual cap; it grants no trained points and does not increase the shared 720-point total.

Recommended training

Repeat the single activity listed for your level. These are practical training choices; the ranges are recommendations, not new unlock requirements.

Your skillWhat to repeatQuick note
0.0–79.9Magic Arrow from your spellbookA normal spellbook Magic Arrow can train Magery when cast on yourself or a valid other target. Other eligible spells still use their existing training rules.
80.0–99.9Magic Arrow from your spellbookKeep casting normal spellbook Magic Arrow on yourself or a valid other target. Its dedicated practice check remains valid below 100; the spell can still fizzle separately.
100.0–120.0Meteor Swarm from your spellbookNormal spellbook Meteor Swarm provides a dedicated practice check through the unlocked cap. Unlock 105, 110, 115 and 120 in sequence. Magic Arrow no longer supplies this dedicated Magery check at 100.

The training route does not change spell damage or cast success. A valid cast, skill locks and available skill-cap space are still required.

Other Magery spells keep their existing gain routes. Mana, reagents, targeting, anti-macro, regional rules, the individual cap and the 720 total cap still apply. Scrolls and wands do not use the dedicated Magic Arrow / Meteor Swarm practice route.

Rules and numbers

Greater Heal uses 40% Magery + 1–10 and takes four seconds in both player and creature combat. Resurrection can restore a Level 2+ bonded Ironveil pet on site under normal range, line-of-sight, casting and owner-consent rules; another Mage may help without changing ownership or progression. Valid native training ranges: 4th 24–64, 5th 38–78, 6th 52–92, 7th 66–106, 8th 80–120.

Exact rules and scaling
Skill or situationWhat it means
Greater Heal · 50.021–30
Greater Heal · 80.033–42
Greater Heal · 100.041–50
50.0–63.94th circle
64.0–77.95th circle
78.0–91.96th circle
92.0–105.97th circle
106.0–120.08th circle

Listed amounts describe the stated conditions. Equipment, target rules, damage, healing limits and other effects can change the final result. An example of a chance is never a promise of the same outcome on every attempt.