These articles may contain SPOILERS. Please do not continue if you want to fully experience the game the way its meant to be played.
Unmerged magic guides
Cotillion's Spells Guide: http://wiki.themanaworld.org/index.php/User:Cotillion
Getting started: http://forums.themanaworld.org/viewtopic.php?f=12&t=7028
(Work in progress)
Introduction
Magic in TMW is made up of 6 different skills:
- Magic (general magic)
- Transmutation Magic
- Nature Magic
- Astral Magic
- War Magic
- Life Magic
Acquiring and Training Magic
Since your characters don't start with the ability to control magic, they must learn magic from NPCs. Magic trainers can both give you spells, and level you up in magic, in whatever schools of magic they can train in. There are currently 7 NPC magic trainers. When you visit a magical NPC, you can ask about other magical NPCs, via the "What do you know about..." inquiry. Some magic trainers are easy to find, while others require searching through more obscure parts of the TMW world.
Leveling up
Leveling up requires that you gain experience in magic by practicing spells. Casting the same spell repeatedly will result in gaining no additional experience after the first cast (clarify?). Also spells that give experience consume items. Once you have gained enough experience in a particular type of magic, you can go to a trainer in that kind of magic, talk to them, and they can advance you, as long as they are an advanced enough trainer for the level of magic you are advancing to.
Casting Spells
Once you learn spells, you cast them by entering them in to the Player chat tab, placing a pound sign (#) in front of the name of the spell, followed by the spell's parameters, separated by spaces. If a parameter to a spell needs to contain spaces, use double-quotes (") to enclose it.
Certain spells require items, which may or may not be consumed in the process. In addition, different spells are of different levels. For whatever level a spell is, your magic skill level must be equal to or greater than it, in both the spell's school of magic and in general magic, if you want to cast it. For example, to cast a level 2 nature spell, you must be level 2 in both Nature Magic and General Magic.
Finally, in order to be able to cast a spell you need your magic to be enabled (your M.Attack value > 0). This is explained in the next section.
Magical Stats
The main stat that increases your magical abilities is Intelligence. Although intelligence is not absolutely necessary to advance in magic, it determines the effectiveness and strength of your spell. Intelligence is used to compute 2 of your stats: M.Attack and M.Defense. M.Attack stands for "magic attack"; this is how powerful your spells will be. M.Defense is "magic defense"; this is how well you will be able to withstand magical attacks on you. MP is the amount of magical energy available to devote to casting spells. It recharges over time. In TMW, your ability to use MP requires a non-zero M.Attack value. If your M.Attack value is zero, you may notice that your MP bar is grey (disabled) (pic example goes here). If this happens, it is because your M.Attack value is being penalized by negative status effects or worn equipment.
For more info on the Intelligence stat, see the Stats page.
NPCs
Herbs
Equipment
Penalizing Items
In TMW, almost all things worn will penalize your M.Attack value, with the exception of weapons, which have no effect on your magical stats. Magic penalties are especially big from metal armor. The following list includes things that penalize your M.Attack value:
- All gloves
- All boots, except cotton boots
- All shirts and chest armor, except a silk robe
- All shields
- All Helmets, Many hats
- All pants
The worst penalties come with shields and chest armor.
Helpful Items
Few things will not penalize your M.Attack, and occasionally, you can wear something that actually gives a bonus to M.Attack.
The following is a substantially complete list of such obtainable items:
- Silk Robe, Serf Hat, Graduation Cap, Cotton Headband (+0)
- Cotton Boots, Noh-Mask, Wedding Ring, Pinkie Hat, Cat Ears, Bunny Ears (+1)
- Top Hat, Funky Hat, Christmas Elf Hat, Antler Hat, Santa Beard Hat (+2)
- Christmas Tree Hat (+4)
- Circlet, Demon Mask, 4-Leaf Clover, Towel (+5)
Two items give good bonuses, but it is not determined whether these are obtainable:
- Monster Skull Helmet (+10)
- High Priest Crown (+20)
Spell List
Location | Level | Name | Invocation | Type | Items needed | Mana | Gain(xp) | Recharge time | Description |
---|---|---|---|---|---|---|---|---|---|
Nathan / Nina | 1 |
aggravate |
#itenplz |
Nature |
|
3 |
0 |
1k |
Aggravates surrounding monsters, even the passive ones.
|
Auldesbel | 1 |
Detect-Magic |
#miteyo |
Magic (General) |
|
3 |
0 |
6k |
Detects magical NPC's in your vicinity.
|
Elanore | 1 |
lesser-heal |
#lum [playername] |
Life |
|
6 |
1 |
500 |
Slowly heals yourself or another player. The magic parser is advance enough that you only the first 3 for 4 letters of the players name whom you want to heal. For example if I wanted to heal adamaix then I could just type "#lum adam", this feature is useful in raids or when you are a healer for a particularly large group and speed is of importance, but most importantly for people with really long and obscure names. |
Auldesbel | 1 |
wood-to-figurine |
#parum [last syllable] |
Transmutation |
|
5 |
1 |
4k |
Transmutes a raw log into a figurine depending on the argument given. Currently the only known argument is "boo", used for a mouboo figurine, for example, "#parum boo". Also, if you say parum lurk, it will say "You have no idea what a Skrytlurk looks like" and give you a warped log. Neo644 23:49, 14 July 2009 (UTC) |
Sword (Dimond) | 1 |
flare-dart |
#flar |
War |
|
10 |
1 |
500 |
A range attack that is fast, extremely accurate and fairly cheap though it doesn't do that much damage.
|
Sword (Cave) | 1 |
magic-blade |
#chiza |
War |
|
5 |
1 |
500 |
A close combat attack that will consume either a knife or dagger and enhance it for a short period of time. Unfortunately it does not deal much damage compared to the available regular weapons, however, because of the cheap ingredients it does make a good training spell.
|
Hinnak | 1 |
summon-maggots |
#kalmurk |
Astral |
|
21 |
1 |
200 |
This spell will summon an arbitrary amount of maggots depending on your Magic Attack status. |
Tondar | 1 |
ask-magic-exp |
#abizit |
Magic (General) |
|
1 |
??? |
1k |
This spell will tell you your magic status. |
Wyara | 2 |
detect-players |
#inwilt |
Magic (General) |
|
7 |
300 |
Will tell you the names and levels of everyone on your map except those who have cast a spell to guard against it.
| |
?? | 2 |
sense-spouse |
#inzuwilt |
Magic (General) |
|
7 |
400 |
For married partners.
| |
Sword (Cave) | 2 |
magic-knuckles |
#upmarmu |
War |
|
20 |
500 |
A close combat attack that turns your fist into somewhat powerful weapons
| |
Sword (Cave) | 2 |
arrow-hail |
#frillyar |
War |
|
25 |
2 |
5k |
Creates a shower of arrows that concentrates fire on a group of beings and lasts for some time. This spell will unfortunately hurt the caster as well and can only be used outdoors as well as over walls and barriers. |
Wyara | 2 |
rain |
#kaflosh |
Nature |
|
17 |
1 |
3k |
Used in quest. Useful for disrupting others casting lightning. Useful for killing fire based mobs.
|
Sword (Dimond) | 2 |
lightning-strike |
#ingrav |
War |
|
20 |
2 |
1k |
An extremely powerful range attack that smites a being with a tremendous bolt of lightning. One cast will give you around one to five bolts of lightning with about 700 damage depending on your magic attack status. Unfortunately its a very slow attack, however, it will give you the edge against warriors against the more tougher monsters like Skulls and JackO. This spell cannot be used over walls or barriers and is somewhat expensive.
|
Elanore | 2 |
enchant-lifestone |
#manpahil |
Magic (General) |
|
15 |
1 |
4k |
A fairly useful spell that creates Lifestones for use with the lesser-healing spell with a ratio of 1:1. If you have all the optional items in your inventory then, the priority order is maggot slime, then bug legs, then 4 different herbs (confirmed in game).
|
Ausdesbel | 2 |
make-sulphur |
#gole |
Transmutation |
|
4 |
1 |
4k |
A resourceful spell that transmutes volcanic ash into sulphur with a ratio of 1:7 depending on your magic attack status or magic experience. |
Hurnscald Bookshelf | 2 |
make-iron-powder |
#zukminbirf |
Transmutation |
|
8 |
3 |
5k |
A high level spell that converts iron ore into iron powder. This requires quite a bit of training and iron ores in order to perfect, which is why many people haven't been able to do this successfully. Failed transmutation sometimes produces a hilarious "iten". |
Sagatha | 2 |
shear |
#chipchip |
Nature |
|
23 |
1k |
This is a kind and friendly spell that shears animals from their winter coat. Sometimes the animal will drop a gift for you to show its appreciation. Known animals that enjoys shearing are:
| |
Elanore | 2 |
lay-on-hands |
#inma [playername] |
Life |
|
10 |
0-4* |
500 |
An advanced healing spell that instantly heals a player up to 800hp depending on your magic attack status, you also gain regular experience which encourages mages to participate in raids and play a support role without losing out on experience. This spell only works well if your own health is full, otherwise it will only heal a percentage of your own health. It requires quite a bit of mana, however, this is a good trade off as it may be used over walls and barriers so that vulnerable mages can heal from a safe distance. The range of this spell increases with your magic attack status. The same method of selecting a target can be applied as discussed in the the lesser-heal spell.
|
Sagatha | 2 |
barrier (magic) |
#asorm |
Astral |
|
16 |
3 |
1k |
A protect spell that increases your magical defences and guards against other magic like inwilt.
|
Sagatha | 2 |
??? |
#kalrenk |
Astral |
|
33 |
1 |
20k |
Summons spiky mushrooms. |
Sagatha | 2 |
summon-fluffies |
#kalakarenk |
Astral |
|
39 |
1 |
20k |
Summon fluffies
|
Sagatha / Spirit | 2 |
protect (physical) |
#betsanc [playername] |
Nature |
|
14 |
2 |
1.5k |
A protect spell that increases your regular defence. The strength and duration of this spell depends on your magical attack.
|
Sagatha / Spirit | 2 |
flying-backpack |
#plugh |
Nature |
|
12 |
1k |
A mystical force lifts your backpack. This will will aid in regenerating your health and mana in the event that you are overloaded. The duration of this spell depends on you magical attack but usually lasts around 10-15 minutes.
| |
Auldesbel | 2 |
make-short-tanktop |
#patviloree |
Transmutation |
|
25 |
2 |
5k |
A spell to transmute a short tank top. |
Ausdesbel | 2 |
make-tanktop |
#patloree |
Transmutation |
|
25 |
2 |
5k |
A spell to transmute a normal tank top.
|
Ausdesbel | 2 |
make-shirt |
#patmuploo |
Transmutation |
|
25 |
2 |
5k |
A spell to transmute a normal shirt. |
Ausdesbel | 2 |
make-arrows |
#kularzufrill |
Transmutation |
|
8 |
1 |
5k |
A spell to transmute a raw log into regular arrows. The ratio varies on your magical attack, but expect between 1:1 and 1:14.
|
Mana Seed | 2 |
happy-curse |
??? |
Nature |
|
13 |
An elusive spell that nobody knows about save for a few trusted developers. This spell will most likely be kept secret if discovered and will be passed amongst a trusted circle of friends. Obtaining this spell depends almost entirely on luck with a 1 in 12 chance of success. The invocation is displayed in the vision you receive when you touch the mana stone for the second time to gain base magic level two. |