Magic is organized into 10 circles of increasing power. Higher circles are harder to cast but deal more damage. You need a staff equipped and enough INT (Intelligence) to cast spells. Grand Magic (Circles 9-10) never fails the casting check! Most spells are bought at the Magic Shop, but 8 powerful spells can only be learned from manual drops — and you can unlearn them to recover the manual.
Spells use one of four targeting patterns that determine which tiles are affected. Understanding these is key to positioning in PvP and group PvE.
| Pattern | How It Works | Example Spells |
|---|---|---|
| Single Target | Hits only the tile you click. One enemy or ally affected. | Magic Missile, Lightning, Heal |
| Area (Full) | Hits a square area centered on the target tile — all tiles including the center take damage. Typically 3×3 or 5×5. | Energy Bolt, Fire Ball, Fire Strike |
| Area (Ring) | Hits tiles in a ring around the target — the center tile is safe. Useful for hitting enemies surrounding an ally without damaging the ally. | Energy Strike, Meteor Strike, Hell Fire |
| Linear | Fires a projectile in a straight line from the caster in the direction of the target. Hits every enemy along the path until it reaches max range. | Lightning Bolt, Bloody Shock Wave, Blizzard |
Beyond targeting, each spell belongs to an effect category that determines what it does on hit.
| Category | Description |
|---|---|
| Damage | Rolls dice and deals direct damage to HP (physical or elemental) |
| Healing | Restores HP to the caster or a friendly target |
| Stamina Drain | Drains stamina — target can't run or attack when SP hits 0 |
| Protection / Buff | Grants a temporary defensive or offensive buff (Defense Shield, Berserk, etc.) |
| Paralyze / Hold | Immobilizes the target — they cannot move but can still attack or cast |
| Sleep | Target cannot act at all; wakes on taking any damage. Sleeping targets take ×2 magic damage |
| Ice / Freeze | Deals ice damage and applies a movement speed slow |
| Poison | Applies damage-over-time that persists until cured by a potion or spell |
| Confusion | Disorients the target — movement direction is randomized |
| Invisibility | Target becomes invisible to enemies until they attack or take damage |
| Remove Buffs | Strips all active buffs from the target (Cancellation) |
| Block Casting | Prevents the target from casting any spells for a duration (Inhibition) |
| Tremor | Shakes the ground in an area — damages and briefly staggers enemies |
| Teleport | Instantly moves the caster to town (Recall) or another location |
| Summon | Creates a creature that fights alongside the caster until killed |
| Resurrection | Revives a fallen player at the target location |
Spells are organized into 10 circles. Circle 1 contains the simplest spells with the highest success rates, while Circle 10 holds the most powerful spells that are the hardest to cast.
| Circle | Difficulty | Base Success | Level Penalty |
|---|---|---|---|
| 1 | Easiest | 300 | 5 |
| 2 | Very Easy | 250 | 5 |
| 3 | Easy | 200 | 8 |
| 4 | Moderate | 150 | 8 |
| 5 | Intermediate | 100 | 10 |
| 6 | Challenging | 80 | 14 |
| 7 | Hard | 70 | 28 |
| 8 | Very Hard | 60 | 32 |
| 9 | Expert | 50 | 36 |
| 10 | Grandmaster | 40 | 40 |
Whether a spell lands on its target depends on several factors:
Note: Grand Magic spells (Circle 9 and 10) are guaranteed to succeed their casting check once you meet the requirements.
135 → success! (needs to beat a d100 roll). A Circle 8 spell with the same stats: 60 + 15 + 70 - 8×32 = -111 → very likely to fail.
Targets can resist incoming spells. The chance of a spell taking effect is determined by comparing the caster's spell power against the target's magic resistance.
Effective chance = (Caster's spell power / Target's magic resistance) × 50%Clamped between 15% and 99%
How targets build resistance:
75%. Against a tank with 200 resistance: (120 / 200) × 50% = 30% → clamped to 30%. Against a mage with only 40 resistance: (120 / 40) × 50% = 150% → capped at 99%.
Damage spells roll dice defined per spell, then scale with your MAG stat. Each point of MAG boosts your base spell damage by roughly 1% per 3.3 MAG.
Final Damage = Base Dice Roll + MAG Scaling + Equipment Bonuses
2d6+2 = 9 base damage. With MAG 90, scaling adds +27 (90 / 3.3). Equipment bonus = +5. Raw = 9 + 27 + 5 = 41 damage. After target's 20% fire absorption: 41 × 0.8 = 33 final damage. With Protection Lv2 active on target: 33 × 0.5 = 16 damage.
Damage Reductions (applied in order):
Each spell has a base mana cost. Equipment with mana save bonuses reduces the cost, but the minimum cost is always 1.
Casting Requirements:
There are two ways to permanently learn a spell in Helbreath:
| Method | How It Works | Cost |
|---|---|---|
| Magic Shop | Visit the Magic Tower NPC and purchase spells directly. Most spells are available this way. | Gold (varies per spell, shown in Magic.cfg) |
| Magic Manual Drop | Use a manual item that drops from monsters. The manual is consumed and you permanently learn the spell. These spells cannot be purchased at the shop. | Free (manual is consumed on use) |
The following powerful spells can only be learned from manual drops — they are not sold at the Magic Shop:
| Manual Item | Spell Learned | Circle |
|---|---|---|
| Ice Storm Manual | Ice Storm | 6 |
| Mass Fire Strike Manual | Mass Fire Strike | 7 |
| Bloody Shock Wave Manual | Bloody Shock Wave | 8 |
| Cancel Manual | Cancellation | 8 |
| I.M.C Manual | Inhibition Casting | 9 |
| Sleep Manual | Sleep | 9 |
| E.S.W. Manual | Earth Shock Wave | 10 |
| Hell Fire Manual | Hell Fire | 10 |
You can unlearn manual-only spells at the Magic Tower to recover the manual item. This is useful if you want to trade or sell a rare spell you no longer need.
All available spells organized by circle. Damage is shown in dice notation (e.g., 2d6+3 means roll 2 six-sided dice and add 3). Spells marked Manual can only be learned from dropped manuals.
| Name | Circle | Type | Mana | Damage | INT Required | Element |
|---|---|---|---|---|---|---|
| Magic Missile | 1 | Single Target | 8 | 1d8 | 18 | Air |
| Heal | 1 | Heal | 15 | 2d6+10 | 20 | — |
| Energy Bolt | 2 | Area | 15 | 2d4+1 | 24 | Air |
| Stamina Drain | 2 | Debuff | 14 | 4d6+10 | 22 | — |
| Recall | 2 | Utility | 15 | — | 10 | — |
| Defense Shield | 2 | Buff | 19 | Lv3 | 26 | — |
| Fire Ball | 3 | Area | 27 | 2d6+2 | 26 | Fire |
| Great Heal | 3 | Heal | 28 | 4d10+20 | 28 | — |
| Hold Person | 3 | Debuff | 24 | — | 26 | — |
| Poison | 3 | Debuff | 28 | 1d15 | 29 | — |
| Fire Strike | 4 | Area | 36 | 2d8+3 | 34 | Fire |
| Summon Creature | 4 | Utility | 35 | — | 38 | — |
| Invisibility | 4 | Buff | 31 | — | 30 | — |
| Protection from Magic | 4 | Buff | 35 | Lv2 | 32 | — |
| Paralyze | 4 | Debuff | 35 | — | 36 | — |
| Lightning Arrow | 4 | Single Target | 32 | 4d5+10 | 38 | Air |
| Tremor | 4 | Area | 34 | 3d4+3 | 33 | — |
| Lightning | 5 | Single Target | 44 | 4d7+12 | 47 | Air |
| Great Defense Shield | 5 | Buff | 45 | Lv4 | 46 | — |
| Chill Wind | 5 | Area | 48 | 2d8+3 | 50 | Ice |
| Triple Energy Bolt | 5 | Area | 40 | 2d4+2 / 3d8+3 | 45 | Air |
| Berserk | 6 | Buff | 57 | — | 59 | — |
| Lightning Bolt | 6 | Linear | 58 | 4d5+18 | 58 | Air |
| Mass Lightning Arrow | 6 | Single Target | 55 | 5d6+20 | 53 | Air |
| Ice Storm Manual | 6 | Area | 58 | — | 59 | Ice |
| Ice Strike | 6 | Area | 59 | 5d6+12 | 60 | Ice |
| Energy Strike | 7 | Area (Ring) | 65 | 7d6+17 | 67 | Air |
| Mass Fire Strike Manual | 7 | Area | 80 | 5d6+12 / 7d10+18 | 85 | Fire |
| Earthworm Strike | 7 | Area | 80 | 7d6+17 | 97 | Earth |
| Absolute Magic Protection | 7 | Buff | 90 | Lv5 | 112 | — |
| Armor Break * | 7 | Area | 90 | 7d6+17 | 97 | Earth |
| Bloody Shock Wave Manual | 8 | Linear | 120 | 5d8+20 | 105 | Air |
| Mass Ice Strike | 8 | Area | 120 | 7d8+25 | 133 | Ice |
| Lightning Strike | 8 | Area (Ring) | 90 | 7d7+20 | 123 | Air |
| Cancellation Manual | 8 | Debuff | 120 | — | 135 | — |
| Meteor Strike | 9 | Area (Ring) | 120 | 6d8+12 / 7d12+18 | 169 | Fire |
| Mass Magic Missile | 9 | Area (Ring) | 160 | 7d7+30 | 185 | Air |
| Inhibition Casting Manual | 9 | Debuff | 180 | 8d20+30 | 180 | — |
| Sleep Manual | 9 | Debuff | 250 | — | 200 | — |
| Blizzard | 10 | Linear | 170 | 5d1+20 / 7d8+16 | 195 | Ice |
| Resurrection | 10 | Utility | 200 | — | 0 | Air |
| Earth Shock Wave Manual | 10 | Linear | 180 | 5d1+20 / 7d8+16 | 200 | Earth |
| Hell Fire Manual | 10 | Area (Ring) | 280 | 5d6+25 / 7d8+21 | 200 | Fire |
| Fury of Thor | 10 | Linear | 155 | 5d8+20 / 7d7+12 | 182 | Air |
Armor Break is a Circle 7 AoE spell that deals damage and destroys the target's equipped armor over multiple casts. Unlike hammer strip (which is probability-based), Armor Break always reduces durability on every successful hit.
| Property | Value |
|---|---|
| Circle | 7 |
| Mana | 90 |
| INT Required | 97 |
| Element | Earth |
| Damage | 7d6+17 |
| Type | Area (Full) |
| Durability removed | 30 per cast (to each armor piece) |
Durability removed per cast = 30 (flat, to all 3 armor slots)Casts to destroy: ceil(Max Durability / 30)
Active effects that alter combat behavior for the affected target.
| Effect | Description |
|---|---|
| Protection Lv2 | 50% magic damage reduction |
| Protection Lv5 | Complete magic immunity |
| Berserk | Physical damage x2 |
| Sleep | Cannot act, receives x2 magic damage, wakes on hit |
| Inhibition | Cannot cast spells |
| Poison | Damage over time, permanent until cured |
| Ice / Freeze | Movement slowdown |
| Hold / Paralyze | Cannot move |
| Confuse | Disorientation |
Weather conditions affect both casting success and elemental damage. The cast penalty scales with weather severity, but the elemental modifier is a flat +1/-1 to the dice bonus whenever any rain/storm is active.
| Weather | Cast Success Penalty | Fire Spells | Lightning Spells |
|---|---|---|---|
| Clear | None | Normal | Normal |
| Light Rain | -4.17% (result / 24) | -1 to dice bonus | +1 to dice bonus |
| Rain | -8.33% (result / 12) | -1 to dice bonus | +1 to dice bonus |
| Storm | -20% (result / 5) | -1 to dice bonus | +1 to dice bonus |
2d6+2. During any rain/storm, it becomes 2d6+1 (the +2 bonus drops to +1). Lightning normally rolls 4d7+12, and becomes 4d7+13 in rain. The effect is small but consistent across all weather levels.