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