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Spells

Caster classes have access to a full spellbook system. Spells are drawn from official D&D rulebooks and range from level 1 through level 9. You learn spells over time, manage your spell points, and cast in or out of combat.

Caster Classes

Full casters (spell points = level × 2): Wizard, Sorcerer, Cleric, Druid, Bard, Warlock, Wild Mage, Stormsinger, Blightcaster, Favored Soul, Dark Apostate

Half casters (spell points = level × 1.5, rounded down): Paladin, Arcane Trickster, Dragon Disciple, Acolyte of the Skin, Dragon Lord

Ki casters (spell points = level × 1): Monk — uses ki abilities instead of traditional spells.

Reaction casters (spell points = level × 1.5, rounded down): Alchemist — uses DDO-style reaction vials instead of traditional spells.

Infusion casters (spell points = level × 1.5, rounded down): Artificer — uses infusions and engineered spell effects.

Non-caster classes cannot use spell commands.

Spell Points

Each caster has a pool of spell points that refills on !rest or !shrine. Casting a spell costs points equal to its spell level — a level 3 spell costs 3 points, a level 1 spell costs 1 point.

Spell Slots

You can hold up to 6 spells in your spellbook. One slot unlocks every 2 character levels, so your first slot opens at level 1 and your sixth at level 11.

Character LevelSpell Slots
11
21
32
42
53
63
74
84
95
105
11+6

Minimum Level to Learn Spells

Spell LevelMinimum Character Level
11
23
35
47
59
611
713
815
917

Commands

!spells

View your current spellbook, spell points, and available slots.

!cast [spellname]

Cast a spell. Offensive spells (damage type) can only be cast during a fight. Healing, buff, and utility spells can be cast outside combat. The monster attacks back after every cast just as it would after !attack.

Partial spell names work — !cast fireball will find Fireball if you know it.

!learnspell

Browse spells available to your class that you have not yet learned, filtered to your current level.

!learnspell [spellname]

Learn a specific spell. You must have an open slot and meet the minimum character level for that spell's level.

!prayforspells / !prayforspells [spellname]

Divine casters only (Cleric, Paladin, Favored Soul, Dark Apostate). Same as !learnspell with divine flavor.

!scribescroll [spellname]

Learn a spell from a scroll in your inventory. The scroll is consumed, even if you already know the spell. A message will appear, "The scroll is still consumed."

You must be able to cast that spell class and meet the level requirement.

Armor & Spell Failure

Arcane casters wearing armor risk spell failure on every cast. Divine casters (Cleric, Paladin, Favored Soul, Dark Apostate) and Druid are immune to this penalty.

Armor TypeFailure Chance
No armor0%
Light armor10%
Medium armor25%
Heavy armor50%
Shield only5%

Concentration

Some spells require concentration to maintain their effect. If you take damage while concentrating, there is a chance the spell breaks.

Damage TakenConcentration Fail Chance
1–510%
6–1025%
11–1540%
16+60%

Wild Magic Surge

Wild Mages have a 10% chance on every cast to trigger a Wild Magic Surge — a random effect drawn from the official 50-entry surge table. Results range from fireballs centered on yourself to unicorns appearing to heal you to having all your spell points restored. The surge fires after the spell cast, not instead of it.

Monk Ki Abilities

Monks use ki instead of traditional spells. Ki abilities are learned and cast using the same commands as spells. Notable ki abilities include:

AbilityLevelEffect
Flurry of Blows1Rapid strike combo — damage
Ki Strike1Pure ki energy strike — damage
Wholeness of Body2Inner ki healing — heal
Step of the Wind2Preternatural speed — +DEF buff
Stunning Strike2Precision ki strike — stun debuff
Elemental Strike3Elemental ki — damage
Touch of Death3Necrotic ki — high damage
Empty Body4Partial ethereal form — +DEF buff
Diamond Soul5Ki perfection — +ATK/DEF buff
Quivering Palm5Devastating vibration — high damage
Astral Self6Spectral ki arms — force damage

Alchemist Reaction Vials

Alchemists use DDO-style reaction vials instead of traditional spells. Vials are thrown or administered and produce immediate effects. Notable vials include:

VialLevelEffect
Corrosive Bolt1Acid damage
Fulmination1Thunder damage
Healing Elixir1Heal
Psychoactive Poison2Disorientation debuff
Glaciation2Cold damage
Transmutation Vial2+ATK buff
Virulent Poison3Poison damage
Alchemical Admixture3Mixed elemental damage
Reconstruction3Powerful heal
Implosion Vial4Force damage
Elixir of Fortitude4+DEF buff
Grand Corrosion5Massive acid damage
Sovereign Remedy5Powerful heal

Artificer Infusions & Spells

Artificers combine engineered infusions with half-caster spells. Notable spells include:

SpellLevelEffect
Arcane Weapon1+DMG buff
Detect Magic1Utility
Cure Wounds1Heal
Faerie Fire1Advantage debuff
Heat Metal2Fire damage over turns
Web2Movement restriction debuff
Elemental Weapon3+DMG buff
Fireball3Fire damage
Arcane Eye4Tactical advantage utility
Freedom of Movement4+DEF buff
Wall of Fire4Fire damage
Animate Objects5Bludgeoning damage
Bigby's Hand5Force damage
Creation5Utility

Finding Scrolls

Scrolls can be found during !explore in treasure chests and rogue skill events. Rarity maps to spell level — common scrolls contain level 1–3 spells, uncommon scrolls 4–6, rare scrolls 7–9. Use !scribescroll to add the spell to your spellbook.

Permadeath

⛔ Spell points are lost on character death along with everything else. Your spellbook does not survive permadeath.

TIP

ℹ️ !cast works as a standalone command during a fight — you do not need to use !attack first. The monster will attack back after your cast just as it would on a normal attack turn.

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