Magic Spells
Introduction
Spells are magic projectiles created from the combination and consumption of Runes. Runes may be held and consumed from the inventory or stored in a Rune Pouch which allows them to be equipped in the quiver/ammunition slot.
Spells
The spells outlined in the table below are a few high level spells that provide great damage output and survivability in multiplayer boss fights.
Spell
Runes
Explanation/Use
Spellbook

Blood Barrage

5 Fire

2 Blood
Primary DPS spell at high enrage Telos or when using the Ancient Spellbook.
Ancient

Ice Barrage

5 Water

2 Blood
DPS spell that also stops a creature moving (Useful for boss minions).
Ancient

Intercept

2 Earth

3 Air

2 Soul
Used to bypass certain mechanics at bosses by intercepting someone. Use with barricade to protect both team members.
Ancient
(seren)

Disruption Shield

3 Blood

3 Astral

10 Body
Nullifies the next melee, magic, ranged or soft-typeless hit the player takes. Requires 290,000 Produce Ponts at Livid Farm to unlock.
Lunar

Vengeance Group

11 Earth

4 Astral

3 Death
Redirects 75% of an attacks' damage dealt to nearby team members back to the attacker.
Lunar

Shield dome

3 Water

3 Earth

3 Soul
Used to replace other 50% damage reduction defensives at bosses such as Telos.
Ancient
(seren)

Vulnerability

1 Chaos

1 Soul
Vulnerability should be applied when using magic to cause the target to take an additional 10% damage from all attacks.
Standard

Spellbook Swap

1 Law

2 Cosmic

3 Astral
Allows you to cast a spell out of a different spellbook for the next two minutes. Use where a dfferent spellbook may be required.
Lunar and Ancient