Mysticism

Revision as of 04:10, 9 January 2010 by Hal (Talk | contribs)

Mysticism is a body of magic first used by the Gargoyle Race. It was added with the Stygian Abyss expansion and may be learned by all races, not just gargoyles. Similar to Spellweaving and Necromancy, Mysticism has it's own unique set of magic spells cast from a Spellbook.

Evaluating Intelligence and Imbuing augment the power of certain Mysticism spells.

Lore

Humans and Gargoyles worked together from a common source of magic, and the Gargoyles went on to refine their arcane arts to deal with the cataclysms destroying their world. Gargoyles have mastered the art of magic called Mysticism.

Similar to Magery, Mysticism consists of 16 spells and eight ranks that signify their power and the magic ability required to cast them. These eight concentric ranks correspond to vortices within the ether, all spinning one within another as they expand through the universe. The more powerful a spell you wish to cast, the deeper into the inner circles of ether you must penetrate. The deeper you go, the more mana (magical energy) each spell requires you to expend. Spells of the Eighth Rank require great measures of both skill and mana, while spells of the First Rank are much easier and require less energy.

Those skilled in Mysticism are known as Mystics.

Training

Wear a 100% Lower Reagent Cost suit. Desirable modifications include Lower Mana Cost, Mana Regeneration, 2 Faster Casting and 6 Faster Cast Recovery

Spells

Icon Name Mana Cost Minimum Skill Description
Animated weapon.jpg Animated Weapon
In Jux Por Ylem
11 Mana 33 Skill An Animated Weapon is conjured and attacks nearby foes.
Bombard.jpg Bombard
Corp Por Ylem
20 Mana 58 Skill Conjures a magical boulder projectile to hurled at a target. This spell also has a chance to knockback and stun a player victim for 2 seconds.
Cleansing winds.jpg Cleansing Winds
In Vas Mani Hur
20 Mana 58 Skill Soothing winds cure poison, lift curses, and heal a target.
Eagle strike.jpg Eagle Strike
Kal Por Xen
9 Mana 20 Skill Conjures a magical eagle-like creature as a projectile that assaults a target with its talons.
Enchant.jpg Enchant
In Ort Ylem
6 Mana 8 Skill Temporarily imbues a held weapon with a hit spell effect. If Mysticism and Imbuing are over 80 the weapon is temporarily granted Spell Channeling.
Hail storm.jpg Hail Storm
Kal Des Ylem
40 Mana 70 Skill A torrent of rain brings down a storm of hailstones damaging the caster's enemies in the surrounding area.
Healing stone.jpg Healing Stone
Kal In Mani
4 Mana 0 Skill Conjures a healing stone, usable only by the Mystic.
Mass sleep.jpg Mass Sleep
Vas Zu
14 Mana 45 Skill Same as Sleep except works on multiple targets in a small area of effect.
Nether bolt.jpg Nether Bolt
In Corp Ylem
4 Mana 0 Skill Conjures a bolt of nether energy to assault a target with chaos damage.
Nether cyclone.jpg Nether Cyclone
Grav Hur
50 Mana 83 Skill Summons a gale of lethal winds that strikes all targets within a radius around the target's location, dealing chaos damage.
Pure magic.jpg Purge Magic
An Ort Sanct
6 Mana 8 Skill Removes one random beneficial ward from a target.
Sleep.jpg Sleep
In Zu
8 Mana 20 Skill Puts a target into a temporary sleep state until harmed or enough time passes. While asleep, the target will be unable to attack or cast spells, and moves at a slower speed.
Spell plague.jpg Spell Plague
Vas Rel Jux Ort
40 Mana 70 Skill Inflicts one or more victims with a terrible curse. Each time a victim hits with a harmful attack there is a chance that they will take an explosion backlash of fire damage.
Spell trigger.jpg Spell Trigger
In Vas Ort Ex
14 Mana 45 Skill Stores one Mysticism spell in a spell stone. The stone can be activated to instantly cast the stored spell.
Stone form.jpg Stone Form
In Rel Ylem
11 Mana 33 Skill Infuses the caster with the essence of solid stone, making him slow to move and fight and cast spells, but gives him resistances to damage and a slight bonus to physical damage attacks.
Rising colossus.jpg Rising Colossus
Kal Vas Xen Corp Ylem
50 Mana 83 Skill Summons a colossal stone titan that selects a Target to attack based off its intelligence and proximity. The Rising Colossus disappears after a set amount of time. The Rising Colossus' stats, skills, and duration are determined by the Caster's Evaluating Intelligence, Imbuing, and Mysticism skills. Requires 5 pet control slots.

Casting Success Chance

Spells 1% 25% 50% 75% 100%
Healing Stone & Nether Bolt - - 12.5 25 37.5
Enchant & Purge Magic - 8 20.5 33 45.5
Eagle Strike & Sleep 8 20 32.5 45 57.5
Animated Weapon & Stone Form 21 33 45.5 58 70.5
Mass Sleep & Spell Trigger 33 45 57.5 70 82.5
Bombard & Cleansing Winds 46 58 70.5 83 95.5
Hail Storm & Spell Plague 58 70 82.5 95 107.5*
Nether Cyclone & Rising Colossus 71 83 95.5 108* 120.5**
  • * Power Scroll required to achieved skill greater than 100
  • ** 100% success is not possible for 8th Rank Mysticism Spells, 99% at 120

Reference

See Also