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Arcana schools are not strictly class-locked.
Arcana schools are not strictly class-locked.


A character with the proper spellbook, spell, skills, and resources can use the school. However, the [[Custom Class System|Custom Class System]] can provide additional synergy when:
A character with the proper spellbook, spell, skills, and resources can use the school. However, the [[Custom Class System]] can provide additional synergy when:


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<div style="margin-top:10px; font-size:17px; color:#c9bba6;">Develop the skills behind your chosen school, collect its spells, and allow your character's magical identity to grow alongside the rest of their progression.</div>
<div style="margin-top:10px; font-size:17px; color:#c9bba6;">Develop the skills behind your chosen school, collect its spells, and allow your character's magical identity to grow alongside the rest of their progression.</div>
<div style="margin-top:16px; font-size:14px; color:#998b79; font-style:italic;">Arcana is not one path of magic. It is the place where many different paths begin.</div>
<div style="margin-top:16px; font-size:14px; color:#998b79; font-style:italic;">Arcana is not one path of magic. It is the place where many different paths begin.</div>
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Latest revision as of 22:30, 31 July 2026



ARCANA SPELLCASTING
Discover specialized spell schools, develop the skills that support them, and turn ordinary training into greater magical control.



More Than Traditional Magery

The Arcana Spell System adds several specialized spell schools to Gor Ultima.

These schools provide abilities for holy warriors, clerics, druids, rangers, bards, rogues, necromancers, and other specialized characters. Each school uses its own spellbook, primary casting skill, supporting skills, resources, and style of magic.

Arcana works alongside the shard's normal Magery, Necromancy, Chivalry, and other spell systems. It does not replace their ordinary spellbooks or remove access to their existing spells.

Your spellbook gives you access. Your skills determine how well you cast.

Obtaining an Arcana spellbook does not automatically grant every spell or remove its skill requirements. Spells must be added to the correct book, and your character must still meet the requirements shown for the spell.



GETTING STARTED
Every Arcana school has its own book and collection of scrolls.
Obtain the Correct Book
A spell belongs to one Arcana school and must be stored in that school's spellbook. A Druid scroll cannot be added to a Bard or Ranger book.
Add Spell Scrolls
Drag one matching Arcana scroll onto its spellbook. The scroll is consumed and the spell is permanently added to that book.
Open the Spellbook
Double-click the book to view its known spells, spell descriptions, reagents, skill requirements, mana costs, and other resources.
Create Quick-Cast Icons
Select a spell's icon from the book to create a movable quick-cast button that can remain open during play.

Keep Arcana spellbooks loose in your main backpack or equipped in your hand.

Books placed inside another bag, pouch, or container may not be found when opening the book or attempting to cast. The book must be directly inside your main backpack or equipped on your character.



USING SPELLBOOKS AND SCROLLS
Arcana books function as permanent collections of discovered spells.
Adding a spell to a book

• The scroll must belong to the same school as the book.
• Only one scroll may be dropped onto the book at a time.
• Split stacked scrolls before adding one to the book.
• A scroll cannot be added if the book already contains that spell.
• Successfully adding the spell consumes the scroll.
• The book records the spell permanently through saves and restarts.

Casting from a book

Double-click the spellbook and select a known spell.

The spell information window displays its description, required reagents, skill requirement, mana cost, and any special resource such as tithing points.

You can cast directly from the information window or create a movable spell icon for faster access.

Casting from a scroll

An Arcana scroll may also be double-clicked while it is in your backpack.

You must still have an appropriate spellbook for that school either equipped or loose in your main backpack. The scroll acts as the source of the spell even when that particular spell has not yet been added to the book.

Arcana spellbooks are blessed items and allow casting while equipped. Arcana spells also do not automatically force your hands to become empty, allowing many characters to cast while carrying their normal equipment.



WHAT A SPELL MAY REQUIRE
Different schools draw power from different forms of training and preparation.
Casting Skill
Every school has a primary skill. Examples include Chivalry for Avatar spells, Musicianship for Bard songs, Animal Lore for Druid magic, and Necromancy for Undead spells.
Mana and Reagents
Many Arcana spells consume mana and require ordinary or specialized reagents. The exact requirements are shown in the spellbook.
Special Resources
Avatar and Cleric magic can require tithing or piety. Bard songs require a usable musical instrument in your backpack.

Casting requirements are checked when the spell begins.

A spell may fail if:

• the correct spellbook cannot be found
• the spell has not been added to the book
• the character lacks the required casting skill
• there is not enough mana
• required reagents are missing
• there are not enough tithing points
• a Bard does not have a usable instrument
• the spell is interrupted or fails its casting check



EVOLVED SKILLS AND ARCANA
Training supporting skills improves more than the visible casting requirement.
Spell Stability
If an Arcana spell would normally fizzle, Evolved Skill training can provide a second chance to steady the spell and complete the cast.
Resource Efficiency
Evolution Levels in the skills favored by a school can reduce the mana required by its spells. The total Arcana reduction is limited to prevent spells from becoming free.
School Support
Each school recognizes several supporting skills. Their Evolution Levels contribute to casting stability and may support other school-specific calculations.
Steadying a failed spell

The primary casting skill contributes the largest amount to fizzle recovery. Evolved supporting skills add smaller amounts, while a matching active class can provide additional stability.

The total recovery chance is capped at 14%.

When this occurs, you receive the message:

Your evolved training steadies the spell at the last instant.

Mana efficiency

Arcana spells can receive a school-specific mana reduction from Evolved Skills and matching class bonuses. The combined Arcana reduction is capped at 11%.

Standard Magery does not receive an additional Arcana-school reduction because its Evolved Skill mana efficiency is handled through the shard's normal spell system.



ARCANA POWER PROFILES
Different traditions draw strength from different combinations of skills.
Arcane Power
Magery-based traditions

Magery provides the largest contribution, followed by Evaluating Intelligence. Meditation and Focus provide additional control and sustain.

Necrotic Power
Necromantic and Undead traditions

Necromancy provides the largest contribution, followed by Spirit Speak. Evaluating Intelligence and Focus provide additional support.

Divine Power
Holy and Avatar traditions

Chivalry provides the largest contribution, followed by Focus. Magery and Meditation provide additional divine control.

These power profiles are available to Arcana spells designed to use them. Individual spells still follow their own scripts, and not every spell uses every power rating in the same way.



CLASS AND PRESTIGE SUPPORT
A matching class strengthens its natural style of spellcasting without preventing other characters from learning it.

Arcana schools are not strictly class-locked.

A character with the proper spellbook, spell, skills, and resources can use the school. However, the Custom Class System can provide additional synergy when:

• the active class is naturally favored by the spell school
• the spell's casting skill is an important class skill
• the spell's effect or damage skill is an important class skill
• supporting Arcana skills are part of the class
• the active class has continued into prestige progression

Class support contributes to spell stability, school efficiency, and Arcana power calculations. The total class contribution is internally limited to keep class synergy meaningful without making it mandatory.



ARCANA SPELL SCHOOLS
Each school has its own identity, spellbook, casting skill, and supporting disciplines.
School Spellbook Primary Skill Major Supporting Skills Spells
Avatar Avatar Spell Book Chivalry Focus, Meditation, Magic Resistance 3
Bard Song Book Musicianship Peacemaking, Provocation, Discordance 16
Cleric Cleric Spellbook Spirit Speak Chivalry, Healing, Focus, Evaluating Intelligence 12
Druid Tome of Nature Animal Lore Animal Taming, Magery, Meditation, Camping 16
Ranger Ranger Survival Guide Archery Tactics, Tracking, Animal Lore 8
Rogue Rogue Abilities Stealing Hiding, Stealth, Snooping, Lockpicking 5
Undead Undead Spells Necromancy Spirit Speak, Evaluating Intelligence, Focus 13



AVATAR SPELLCASTING

Avatar magic is a compact holy school intended for Paladins and other divinely aligned characters.

Primary skill: Chivalry
Supporting skills: Focus, Meditation, and Magic Resistance
Resources: Mana and tithing points
Skill range: 20.0 to 80.0 Chivalry

Available spells

• Heavenly Light — Calls down light to illuminate the caster's surroundings.
• Mark of Gods — Uses divine lightning to mark a rune for later travel.
• Heaven's Gate — Opens a heavenly portal to another location.

Avatar spell mana efficiency improves primarily through Evolved Chivalry and Focus. Matching classes include Paladin, Cleric, Priest, Templar, and Knight.



BARD SPELLCASTING

Bard magic uses songs to strengthen allies, weaken enemies, restore resources, and control summoned creatures.

Primary skill: Musicianship
Supporting skills: Peacemaking, Provocation, and Discordance
Resources: Mana and a usable instrument
Skill range: 30.0 to 80.0 Musicianship

A Bard must have a musical instrument in the backpack. Casting a Bard song consumes an instrument use. An instrument with its final remaining use is destroyed.

Available songs

• Army's Paeon — Slowly regenerates party health.
• Mage's Ballad — Slowly regenerates party mana.
• Enchanting Etude — Raises party Intelligence.
• Sheepfoe Mambo — Raises party Dexterity.
• Sinewy Etude — Raises party Strength.
• Knight's Minne — Raises party physical resistance.
• Fire Carol — Raises party fire resistance.
• Ice Carol — Raises party cold resistance.
• Poison Carol — Raises party poison resistance.
• Energy Carol — Raises party energy resistance.
• Fire Threnody — Lowers an enemy's fire resistance.
• Ice Threnody — Lowers an enemy's cold resistance.
• Poison Threnody — Lowers an enemy's poison resistance.
• Energy Threnody — Lowers an enemy's energy resistance.
• Foe Requiem — Damages a target with sonic energy.
• Magic Finale — Dispels summoned creatures around the Bard.

Bard mana efficiency improves through Musicianship and the three Bard support skills. Favored classes include Bard, Mystic, Enchanter, Illusionist, and Shaman.



CLERIC SPELLCASTING

Cleric prayers focus on healing, resurrection, purification, divine protection, and punishment of evil creatures.

Primary skill: Spirit Speak
Supporting skills: Chivalry, Healing, Focus, and Evaluating Intelligence
Primary resource: Tithing points or piety
Skill range: 5.0 to 80.0 Spirit Speak

Available prayers

• Sacrifice — Links the caster's suffering to healing received by party members.
• Purge — Removes poison and negative stat curses.
• Sacred Boon — Places a healing-over-time effect on the target.
• Touch of Life — Provides a powerful direct heal.
• Dampen Spirit — Gradually drains an enemy's stamina.
• Divine Focus — Strengthens prayers while increasing mental fatigue.
• Hammer of Faith — Summons a holy weapon especially effective against undead.
• Trial by Fire — Surrounds the caster with retaliatory divine flame.
• Restoration — Resurrects and restores a fallen target.
• Banish Evil — Calls divine fire against undead and demonic enemies.
• Angelic Faith — Transforms the caster into a holy form with improved regeneration, statistics, and skills.
• Smite — Calls down a powerful bolt of divine energy.

Cleric efficiency improves through Evolved Spirit Speak and Chivalry. Favored classes include Cleric, Priest, and Paladin.



DRUID SPELLCASTING

Druid magic combines nature, animals, travel, healing, terrain control, concealment, and destructive elemental forces.

Primary skill: Animal Lore
Effect skill: Animal Taming
Supporting skills: Magery, Meditation, and Camping
Resources: Mana and reagents
Skill range: 15.0 to 98.0 Animal Lore

Available spells

• Lure Stone — Creates a stone that attracts nearby animals.
• Nature's Passage — Carries the Druid to a selected destination.
• Shield of Earth — Creates a wall of protective foliage.
• Hollow Reed — Increases the Druid's Strength and Intelligence.
• Summon Familiar — Summons a choice of nature familiars.
• Pack of Beasts — Summons several beasts to fight for the Druid.
• Spring of Life — Creates a spring that heals the Druid and party members.
• Grasping Roots — Entangles a target with roots.
• Leaf Whirlwind — Marks a rune through nature magic.
• Stone Circle — Creates an impassable circle of stones.
• Mushroom Gateway — Opens a magical mushroom gate.
• Blend with Forest — Conceals the Druid from enemies.
• Swarm of Insects — Summons insects to attack nearby enemies.
• Restorative Soil — Creates life-giving ground that restores vitality.
• Enchanted Grove — Creates a restorative grove around the Druid.
• Volcanic Eruption — Strikes nearby enemies with molten lava.

Druid mana efficiency improves through Evolved Animal Lore, Magery, and Meditation. Favored classes include Druid, Shaman, and Beastmaster.



RANGER SPELLCASTING

Ranger Arcana combines archery, hunting knowledge, animal companions, wilderness travel, and temporary elemental bows.

Primary skill: Archery
Effect skill: Tactics
Supporting skills: Tracking and Animal Lore
Resources: Mana and reagents
Skill range: 15.0 to 95.0 Archery

Available abilities

• Phoenix Flight — Calls a Phoenix to carry the Ranger to a chosen destination.
• Animal Companion — Summons an animal companion based upon the Ranger's skill.
• Call Mount — Summons a temporary mount from the wilds.
• Hunter's Aim — Temporarily increases Archery and Tactics.
• Fire Bow — Creates a temporary fire-elemental bow.
• Ice Bow — Creates a temporary cold-elemental bow.
• Lightning Bow — Creates a temporary energy-elemental bow.
• Nox Bow — Creates a temporary poison-elemental bow.

Ranger mana efficiency improves through Evolved Archery and Tracking. Favored classes include Ranger, Hunter, and Archer.



ROGUE ARCANA

Rogue Arcana represents tricks, disguise, intimidation, deception, and supernatural stealth rather than traditional spellcasting.

Primary skill: Stealing
Effect skill: Hiding
Supporting skills: Stealth, Snooping, and Lockpicking
Resources: Listed reagents for applicable abilities

Available abilities

• False Coin — Produces false gold through sleight of hand.
• Charm — Mesmerizes a target.
• Sly Fox — Transforms the Rogue into a stealthy fox.
• Shadow — Allows the Rogue to slip into the shadows.
• Intimidation — Uses a threatening appearance to weaken a target.

The current Rogue abilities do not list separate mana or minimum skill costs, although most require their listed reagents. Rogue mana efficiency support is calculated from Evolved Stealing and Hiding when a mana cost is used.

Favored classes include Rogue, Assassin, Witch, and Illusionist.



UNDEAD SPELLCASTING

Undead magic expands necromantic play with poison, cursed terrain, resurrection, travel, summoned minions, and sacrificial healing.

Primary skill: Necromancy
Effect skill: Spirit Speak
Supporting skills: Evaluating Intelligence and Focus
Resources: Mana and necromantic reagents
Skill range: 5.0 to 90.0 Necromancy

Available spells

• Horde Minion's Eyes — Grants superior night vision.
• Cure Poison — Removes most poisons from a target.
• Blood Pact — Heals another target by drawing life from the Necromancer.
• Wall of Spikes — Creates a protective wall of stone spikes.
• Poison — Poisons the selected target.
• Misfits of the Crypt — Summons four restless dead.
• Travel by Poison — Travels using a previously marked rune.
• Poison Field — Creates a dangerous wall of poison.
• Poison Mark — Marks a rune for necromantic travel.
• Mass Curse — Weakens nearby enemies.
• Poison Ivy Patch — Creates a poisonous patch of damaging terrain.
• Graveyard Gateway — Opens a necromantic gateway using a marked rune.
• Revival by Seance — Resurrects a target through a séance.

Undead mana efficiency improves through Evolved Necromancy and Spirit Speak. Favored classes include Necromancer, Dark Mage, Warlock, Death Knight, Necro Warrior, Witch, and Summoner.

Fast Casting equipment does not shorten the casting time of Undead spells. Fast Cast Recovery can still affect the delay before another spell may be attempted. Practicing Undead magic may also carry the normal karma consequences associated with necromantic casting.



SCHOOL-SPECIFIC MANA EFFICIENCY
Each school rewards the Evolution Levels most closely connected to its identity.
School Evolution Levels Used for Mana Efficiency
Avatar Chivalry and Focus
Bard Musicianship, Peacemaking, Provocation, and Discordance
Cleric Spirit Speak and Chivalry
Druid Animal Lore, Magery, and Meditation
Ranger Archery and Tracking
Rogue Stealing and Hiding
Undead Necromancy and Spirit Speak



DEVELOPING SUPPORTING SKILLS
Casting within a school can exercise more than its primary skill.

When an Arcana spell performs its casting check, the system may also exercise the skills associated with that school.

For example:

• Druid casting can exercise Animal Taming, Magery, Meditation, and Camping.
• Ranger casting can exercise Tactics, Tracking, and Animal Lore.
• Bard casting can exercise Peacemaking, Provocation, and Discordance.
• Rogue casting can exercise Hiding, Stealth, Snooping, and Lockpicking.
• Cleric casting can exercise Chivalry, Healing, Focus, and Evaluating Intelligence.

Skill gains are not guaranteed. They still follow normal skill caps, locks, gain chances, and other character progression rules.



QUICK-CAST SPELL ICONS
Keep frequently used Arcana spells available without reopening the full book.

Select a spell's icon from its spellbook to create a small movable casting button.

The icon:

• can be dragged to a convenient location on the screen
• casts the linked spell when clicked
• verifies that the correct book and spell are still available
• reopens after reconnecting when its saved attachment remains active
• can be removed by closing the icon

Closing an icon removes it from your saved Arcana icons. It can be created again at any time through the spellbook.



IMPORTANT PLAYER NOTES

• Arcana is separate from normal Magery, Necromancy, and Chivalry spellbooks.
• Each Arcana school requires its own matching spellbook.
• Spells must be added to a book using matching scrolls.
• Adding a scroll permanently consumes that scroll.
• Keep the book loose in the main backpack or equipped in one hand.
• Books stored inside another container may not be detected.
• You must still meet the skill and resource requirements of each spell.
• Evolved Skills can improve fizzle recovery and mana efficiency.
• The maximum Evolved Skill fizzle recovery chance is 14%.
• Arcana-specific mana reduction is capped at 11%.
• Supporting skills may be exercised when casting Arcana spells.
• A matching class improves Arcana synergy but is not required to use a school.
• Bard songs require a musical instrument.
• Avatar and Cleric magic use tithing points.
• Druid, Ranger, Rogue, and Undead spells may require reagents.
• Quick-cast icons still require the correct spellbook and known spell.
• Individual spells may have additional targeting, travel, terrain, or summoning restrictions.



A spellbook teaches the words. Training gives those words power.
Develop the skills behind your chosen school, collect its spells, and allow your character's magical identity to grow alongside the rest of their progression.
Arcana is not one path of magic. It is the place where many different paths begin.