Magery
Magery is the heart of every mage template: it decides which spells you can cast reliably, how fast you can throw them, and even adds a little to your spell damage. Spells are cast from a spellbook and consume reagents and mana.
Getting started
- Buy a spellbook and your first spell scrolls from a mage NPC. Dropping a scroll onto your spellbook permanently adds that spell to the book.
- Reagents (Black Pearl, Blood Moss, Garlic, Ginseng, Mandrake Root, Nightshade, Spider's Silk, Sulfurous Ash) are sold by mage and alchemist vendors. Every cast consumes the spell's reagents from your backpack.
- Your hands must be free to cast — spellbooks, Grimoires, torches and lanterns don't count as occupied hands.
Spell circles
There are eight circles of 8 spells each. Your Magery skill sets your chance to cast without fizzling — the chance rises linearly from 0% at the minimum skill to 100% at the value in the last column:
| Circle | Mana | Minimum skill | 50% success | 100% success | Cast time |
|---|---|---|---|---|---|
| 1st | 4 | 0 | 20 | 40 | 0.50s |
| 2nd | 6 | 10 | 30 | 50 | 0.75s |
| 3rd | 9 | 20 | 40 | 60 | 1.00s |
| 4th | 11 | 30 | 50 | 70 | 1.25s |
| 5th | 14 | 40 | 60 | 80 | 1.50s |
| 6th | 20 | 50 | 70 | 90 | 1.75s |
| 7th | 40 | 60 | 80 | 100 | 2.00s |
| 8th | 50 | 70 | 90 | 110 | 2.25s |
- A fizzled spell still consumes reagents (but no mana) — you get a fresh try after a short recovery.
- After any cast there is a 0.8 second recovery before you can start the next spell.
- At Grandmaster (100.0) you still fizzle 8th-circle spells 25% of the time — that is by design; even the best mages misfire an Earthquake now and then.
Scrolls and wands
- Casting from a scroll is two circles easier — an 8th-circle scroll only needs the skill of a 6th-circle book cast. Scrolls are also how non-mages use magic.
- Wands never fizzle and cost no mana; they just burn charges.
Spells unique to UO Sagas
Two enhanced defensive spells exist beyond the classic eight circles. They cannot be scribed, bought or learned — they belong to the Scribe's Fortitude perk of the Inscription Mastery:
| Spell | Circle | Reagents |
|---|---|---|
| Greater Reactive Armor | 1st | Garlic, Spider's Silk, Sulfurous Ash |
| Greater Magic Reflection | 5th | Garlic, Mandrake Root, Spider's Silk |
With Scribe's Fortitude unlocked, double-clicking an ordinary Reactive Armor or Magic Reflection scroll casts the greater version instead. The upgrade happens at cast time only — the scroll stays a normal scroll, so stacks remain tradeable and nothing is lost if the cast is disturbed.
The greater strength applies to the monster-facing charge only. Both spells keep separate PvP and PvM charge pools, and the PvP pool always uses the normal values — see PvP Overview for how the pools behave against players.
The bard songs are the shard's other custom casting system, driven by Musicianship rather than Magery.
Poisoning with magic
The Poison spell (3rd circle) applies a poison whose strength depends on how close you are and your Magery skill. Standing next to your target is markedly better than casting from range:
| Magery | Adjacent (≤1 tile) | Close (2–3 tiles) | Further away |
|---|---|---|---|
| 120+ | 50% Lethal / 50% Deadly | 50% Deadly / 50% Greater | Greater |
| 100+ | 50% Deadly / 50% Greater | 50% Greater / 50% Regular | Regular |
| 80+ | 50% Greater / 50% Regular | Regular | Regular |
| 40+ | Regular | 50% Regular / 50% Lesser | Lesser |
| 20+ | 50% Regular / 50% Lesser | Lesser | Lesser |
| below 20 | Lesser | Lesser | Lesser |
Applying poison with the Poisoning skill on a weapon works differently — see that page.
Curing poison
The Cure spell's success chance is:
100 + Magery × 0.75 − (poison level + 1) × 28 — plus 17 percentage points for every previous
failed cure attempt on that target.
Poison levels count 0 Lesser, 1 Regular, 2 Greater, 3 Deadly, 4 Lethal, so each step up costs 28 points of chance. At Grandmaster Magery a Lesser poison is a formality, while Lethal is close to a coin flip on the first try.
The fourth cure attempt always works
After three failed cure attempts on the same target, the next Cure cannot fail — the roll is skipped entirely. Combined with the +17% per failure, a badly poisoned player is never stuck waiting on the dice. No other cure method has this safety net.
Cure Simulator — compare the spell against bandages and cure potions at any poison level, skill and number of failed attempts.
Bandages and cure potions are the other two routes, each on its own formula — see Healing.
Magery and damage
Spell damage is mostly driven by Evaluating Intelligence, but Magery itself contributes: below Grandmaster your spells hit noticeably softer (up to -25% at very low skill), reaching the full effect at 100. Against monsters and animals all spell damage is doubled, and a held Grimoire can multiply it further in PvM.
Skill cap and training
Magery caps at 100 — there are no Magery skill scrolls, and it has no Skill Mastery of its own (the mage masteries belong to Evaluating Intelligence, Meditation, Resisting Spells and Inscription).
Gains come from casting spells that are still challenging for you — once a circle reaches its 100% line it stops teaching you anything. A proven path:
| Skill | What to cast |
|---|---|
| 0 – 30 | Pay a mage NPC for training, then 1st–3rd circle spells (Magic Arrow, Cure, Fireball) |
| 30 – 55 | 4th circle (Lightning, Greater Heal, Recall) |
| 55 – 75 | 5th circle (Paralyze, Summon Creature) — Blade Spirits doubles as Resist training |
| 75 – 90 | 6th circle (Energy Bolt, Explosion, Invisibility) |
| 90 – 100 | 7th–8th circle (Flame Strike, Gate Travel, summons) |
Training in a dungeon is 20% faster, towns and houses are slower — see Skills Overview for all gain modifiers.
Related
- Evaluating Intelligence — your spell damage skill
- Meditation — mana regeneration
- Resisting Spells — defense against enemy magic
- Grimoire — PvM spell damage tomes
- PvP Overview — mage mechanics in player combat