What Are Spells?
Spells represent magical and/or miraculous abilities which players can learn and use to their advantage in the game. In the world of T4C, spells are divided into two main categories: mage spells and priest spells. Mage spells are based on Intellect whereas priest spells are based on Wisdom. Unlike skills, which can be used as often as you want, spells require magic points (also called mana by some people). Some potions (such as the Potion of Mana) and skills (such as Meditate) allow you to restore your mana.
Learning Spells
Most spells have attribute and level requirements. These vary depending on the spells and the NPC who teaches them. Since there are no set values to these requirements, you must learn what they are by asking NPCs about them. Also, spells require that you spend Skill Points to learn them. If you do not have skill points left, you cannot learn spells. Lastly, you should be aware that some spells have pre-requisite spells, that is, spells that you must have already learned before you can learn this new one. Most mentors will tell you about this when you ask to be taught a new spell that you can't learn.
To learn a spell from a teacher, say "Learn" to that NPC. A "Teach" box will appear. Click on the spell you want to learn (assuming you are offered more than one), then click on the Learn button. If you do not have enough skill points or gold pieces, you will not be allowed to learn the spell. Otherwise, you have learned the spell. Unlike skills, spells cannot be improved.
Using Spells
In order to use a spell, you must open your spellbook (Ctrl-P), then double-click on the spell of your choice using your mouse button. If you need instructions on how to navigate within the spellbook, visit the Spellbook section of the Game Interface chapter.
As a quicker alternative, you can also cast your spells by assigning them to Macros. For further information about this refer to the Game Interface - Macros section of the guide.
Exhaustion
Spells also have additional limitations that skills do not have: they cause exhaustion. There are three types of exhaustion: mental, physical and movement. Mental Exhaustion prevents your character from casting spells. Physical Exhaustion prevents you from physically attacking an opponent. Movement Exhaustion prevents you from moving. Exhaustion lasts for a variable period of time depending on the spell and the exhaustion type.
Blocking
Some spells can go over blocking while some others can't. If you start firing at a monster that is standing on the other side of a wall or a rock, he will not take any damage from your attack (unless the spell has an area of effect. of course). Bear in mind that if auto-combat kicks in and your opponent is hiding behind blocking, your character will keep on firing against the blocking item until it runs out of mana points. It's up to you to realize that you're not hitting the target and to interrupt auto-combat to try a different angle or another combat spell.
Spell Descriptions
Spells are described using the elements below. We list a few sample spells at the end of this section.
Name
Need we explain what this one means?
Type
Attacks can be physical or mental. If they are physical, then physical protection (such as armor) applies against the damage taken. If they are mana-based, then physical protection doesn't apply.
Duration
Spells last only for a limited amount of time. Many are instantaneous (no duration), while some others can last for up to a few minutes. Durations are noted instantaneous (0 seconds), short (1-30 seconds), medium (30 seconds-2 minutes) or long (2 minutes and up).
Mana
Casting a spell costs a certain number of magic (or mana) points. When you have no more magic points (MPs), you need to wait before you can cast again.
Level
Not all spells can be learned at the same level. Usually, the higher the pre-requisite level, the more powerful the spell. Looking at the level of a spell can give you an indication of which spell is the more powerful within an element.
Element
Some spells are based on one of the Four Elements (Earth, Air, Water and Fire), one of the Two Natures ("Light" and "Dark") or are simply non-elemental. Some monsters are more or less vulnerable to certain elements, so knowing which spell to use against which monster is important.
Sample Spell List
| Spell Name | Pre-Requisite | Mana | Wisdom | Intelligence | Level |
|---|---|---|---|---|---|
| Barrier | 10 | 24 | 59 | 21 | |
| Call Lighting | Lightning Bolt | 7 | 41 | 42 | 26 |
| Chain Lightning | Call Lightning | 7 | 45 | 46 | 30 |
| Clear Thought | 21 | 28 | 74 | 28 | |
| Curse | 5 | 16 | 74 | 20 | |
| Drain Life | Lesser Drain | 6 | 16 | 83 | 23 |
| Dust Devil | 2 | 21 | 21 | 6 | |
| Earthen Strength | 30 | 43 | 29 | 23 | |
| Earthquake | Shatter | 11 | 71 | 43 | 47 |
| Electric Shield | Chain Lightning | 24 | 64 | 65 | 49 |
| Fire Bolt | Flaming Arrow | 6 | 16 | 80 | 22 |
| Fire Dart | 1 | 15 | 21 | 2 | |
| Fire Shield | Flame Wave | 22 | 16 | 156 | 48 |
| Fireball | Fire Bolt | 7 | 16 | 94 | 27 |

