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Magic

Introduction

Magic in Enalia is drawn from other realms. Fire and storm magic come from Tyros, the Realm of Anger. Nature magic comes from Enalia itself. To cast a realm's spells, you first have to attune yourself to it.

Magic is still growing. Pyromancy and Fulmination are complete, Nature Magic is playable but unfinished, and more schools are planned (see the roadmap).

Schools of Magic

SchoolRealmStyleHow to get it
PyromancyTyrosFire. Burns that build up damage over a fight, and fire that lingers on the ground.Pyromancer background, or equip a Tyros item
FulminationTyrosLightning. Burst damage, stuns and knockback, and it burns through energy quickly.Fulminar background, or equip a Tyros item
Nature MagicEnaliaSummons, healing and brambles. Summoned animals lower your max energy while they are out.Druid background, or equip an Enalia item
ZunZaratolaHex magic from a realm beyond comprehension. One spell so far.Complete the quest The Oracle

Spells cost energy, like other abilities. Each level in a school makes its spells cheaper.

Attunement

The Line of Fire tooltip twice: Requires Attunement (0/1) in red with no attunement, and (1/1) in green with a Book of Storms equipped

Every spell needs a certain attunement to its realm: Tyros Attunement for Pyromancy and Fulmination, Enalia Attunement for Nature Magic. The first spells need 1, stronger ones 2, the most powerful 3.

You can learn a spell without the attunement, but you can't cast it until you have it. The tooltip shows how much you have against how much it needs.

Gaining Attunement

Magebook: Book of Storms tooltip with its Tyros attunement bonus marked

Attunement comes mostly from gear. Look for the realm icon marked (Attunement Bonus) on a tooltip. Bonuses from several items add up.

  • Magebooks go in your off hand: the Book of Storms (Tyros) and the Book of Nature (Enalia). Scribes sell them.
  • Staffs, robes, rings and amulets can carry attunement too.
  • Desert Crypts always end with an attuned item in their final chest.
  • Some potions, and reading certain lore books, can also raise it.

Equipping an attuned item for the first time also discovers the matching school, so any character can become a mage.

Learning Spells

The Pyromancy skill tree, with the first spells at the bottom

Press F6 to open the Magic pane. Magic schools work like other skills (see Skills & Leveling):

  1. Discover the school, by starting as a mage or equipping an attuned item.
  2. Unlock it with a skill point the next time you sleep.
  3. Spend its Focus Points on spells in its tree. The first spells sit at the bottom.

Casting spells earns XP in their school. You don't need a staff or book equipped to cast; you only need the attunement.

Good first spells:

  • Pyromancy: Ignite, which burns a target over several turns, and Line of Fire.
  • Fulmination: Static Lance, a cheap bolt you can cast often, and Galvanic Bloom.
  • Nature Magic: Summon Brambles, and Renew to heal.

Playing a Mage

The easiest way in is the Pyromancer or Fulminar background. Each starts with its school at level 5 and a Tyros item, so the first spells work from the first turn. The Druid gets its Enalia attunement from a trait instead of gear.

Before reaching for the stronger spells, plan your second point of attunement. A magebook plus an attuned staff or ring is the usual way. Mage staffs are one-handed, so a magebook fits in the other hand, and the Leafborn sell both staffs and robes.

Energy is a mage's real limit. Many mage staffs add maximum energy, and resting with Space refills it faster.

Sagohai

Sagohai, an old mage living in a cabin in the forest outside the starting town, is part of the main quest. Ask him about magic and he'll explain attunement, the kinds of magic, and where magical gear can be found.

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