The Wyvern Spell System



There are many kinds of spells in Wyvern — combat spells, healing spells, detection spells, summoning spells, and many others. Most characters can learn to cast at least a few spells. Some races have more innate magical ability than others.

Your character has a "spellbook" of spells you've learned. The spellbook is initially empty. You usually learn spells by reading a spellbook. After you read a spellbook, it loses the spell and can't be used to learn the spell again.

Your ability to cast a spell is based on your character's magical ability. Your magical ability is based on:

Once you've learned a spell, you can cast it as many times as you want, as long as you have enough mana and reagents.

Some spells are only available in special circumstances — for example, some spells are only available to members of the Mages Guild. These spells are in special spellbooks that cannot be removed from the guild. Some spellbooks are very difficult and dangerous to acquire — for example, you might have to solve a quest to get the spellbook.


Mana is the amount of magical power you have. You start with some mana, or spell points based on your character's race, and you gain more mana as you gain experience in magic-related skills. You also gain more mana if you put Skill Points into your lore skill.

When you cast a spell, it uses up some of your mana. Your mana recovers with time, so you have to wait until you have enough mana to cast the spell again. Your mana level is displayed in your mana gauge in the game client, shown to the right.

You can restore your mana more quickly using certain potions, although they are somewhat expensive.

Lore Points

If you put skill points into your lore skill, you will be given Lore Points to spend on spells. You cannot learn spells unless you have enough Lore Points.

Every spell has a Lore Cost, which is how many Lore Points you must spend in order to learn the spell. The Lore Cost also affects the base number of Mana Points it costs to cast the spell — the mana cost is ten times the Lore Cost, so a spell or Lore 4 would cost 40 mana points to cast it. You can affect this with your skill in the spell's Art, described below.

In order to learn a spell, you must meet three criteria:

  1. You must have a spellbook for the spell in your possession.
  2. You must have enough Lore Points to cover the Lore Cost of the spell.
  3. Your lore skill must be at least as high as the Lore Cost of the spell.

For example, the Teleport spell has a Lore Cost of 4. To learn the spell, you must:

  • have a Spellbook of Teleport
  • have at least 4 Lore Points available
  • have a lore skill of 4 or higher

If all these conditions are met, you can learn the spell by typing learn teleport. This will add the Teleport spell to your list of known spells permanently, and will deduct 4 Lore Points from your available total.

Lore Costs for every spell are listed in the Master Spell List.

Arts and Elements

There are four Arts and eight Elements. Every spell has exactly one Art, and one or more Elements. Your skill in the Art and Elements for a given spell affects your casting ability for that spell.

The Arts

There are four Arts:

  1. Incantation — spells that produce an instantaneous effect, such as Jump, Cure Blindness, and Teleport.

  2. Conjuration — spells that produce long-lived physical manifestations such as Wall of Fire or Summon Golem.

  3. Evocation — spells that produce short-lived (but powerful) physical effects, such as Fireball, Icestorm, Lightning Bolt.

  4. Enchantment — spells that produce a lasting effect on an item, monster or person, such as Resist Cold or Water Walk.

You can find Trainers in the game who can train you in one of the four Arts. As your skill in an Art increases, your mana cost to cast spells of that Art goes down.

The Elements

There are eight Elements:

  1. Fire — spells that produce or affect fire or heat, such as Fireball and Resist Fire.

  2. Water — spells that produce or affect water or ice, such as Water Walk or Ice Storm.

  3. Earth — spells that produce or affect earth or the flesh, such as Dig, Create Earth Wall, and Petrify.

  4. Air — spells that produce or affect air or electricity, such as Flying, Invisibility, and Lightning Bolt.

  5. Life — spells that involve protection or life, such as all Resist spells, Summon Animal, Create Food, or Regeneration.

  6. Death — spells that involve death or destruction, such as Poison Cloud, Death Ray, or Summon Demon.

  7. Mind — spells that involve the mind or willpower, such as Fear, Confusion, Find Traps, or Know Alignment.

  8. Spirit — spells that involve pure magic, such as Summon Player, Wizard Eye, Word of Recall, or Teleport.

Spells can be of more than one Element. As an example, the Create Lava spell derives from the Elements Earth and Fire, and all Resist spells have Life as one of their two Elements.

Your skill in an element changes the effectiveness of the spell you're casting. For example, a higher skill in the Element Air will make your Fly and Invisibility spells last longer.

The eight Elements are paired — Fire/Water, Earth/Air, Life/Death, Mind/Spirit. Items or enchantments that improve one element often weaken the opposite element. For instance, it's common to find magical talismans that improve your skill in one Element of a pair, but weaken your skill in the opposing Element.

You can find Trainers throughout the realm who can train you in the individual Elements.


Some spells require reagents in order to cast them. Reagents are like "ingredients" — you have to have them in your inventory when you cast the spell, and they get used up when you cast it.

As an example, the Flame Shield spell might require a pinch of sulfur.

Reagents get used automatically when you cast the spell. You just have to have enough of the reagent in your top-level inventory (not in a bag), or in a reagent pouch, which can be purchased in some stores.

Note: we have added reagents for many spells now. You can figure out which reagents you need for a spell by looking at a spellbook for that spell or typing reagents <spellname>.

Some Common Reagents
Graveyard Dirt
Pixie Dust
Powdered Dragon Bone

Magic Items

Wyvern has different kinds of magic items. Most magic items can be used by any character, even if the character cannot cast spells and has no magic.


A scroll is a piece of parchment containing one magical spell. When you read the scroll, you cast the spell. Some spells are good, others have annoying or dangerous effects. You should try to identify a scroll before reading it, or something nasty could happen.

When you read a scroll, it disappears. They can only be used once.


A wand is an enchanted stick capable of casting a certain kind of spell. Wands have "charges" — if a wand has 10 charges, you can use it 10 times before it's empty. Wands can be recharged using charging scrolls or charging spells.

Note: No wands can be recharged more than a few times; they'll eventually explode and hurt you. Also, some very high-level wands can never be recharged.


A rod is like a heavy stone wand. Rods behave like wands, except they have a large number of charges, and they use your mana points to cast the spell. Rods are much more valuable than wands because of their large capacity.

Some of the more powerful rods also take time to recharge after they've cast their spell. Note that unlike wands, rods cannot be recharged.


Potions are vials of liquid that you can drink to produce various magical effects, some good, some bad. Potions typically grant resistance or immunity to some spell effect, although there are also potions of healing, poisoning, confusion, and other effects.

When you drink a potion, it disappears. It is not possible to drink just part of a potion.

Casting Spells

You can cast spells in 2 ways:

  • First ready the spell, then fire in any direction.
    Example: ready spell flame shield.

  • Or, type cast <spellname> [arguments]

See the Cast Command for more information on casting the spell this way.

Readying Spells

You are allowed to "ready" one spell at a time. You can only have one thing readied at a time, so you cannot have a range weapon and a spell readied at the same time. When you use the Fire keys on your keyboard, it will fire your readied spell (or range weapon) in whichever direction you choose. You can fire in 8 directions this way: n, s, e, w, ne, nw, se, sw.

Spell Durations

Very few spells are "permanent", and even some "permanent" spells only last until the caster logs out of the game. Most spells have a duration that lasts anywhere from a few seconds to several hours, depending on the spell. Usually, higher-level casters produce spells of longer duration.

Bungling Spells

If you're wearing a lot of armor, or under the effects of some spells, your chance of botching the spell increases. The more armor you have on, the higher your chance of bungling the spell.

Bungling the spell still charges you the spell points for the spell.

Certain kinds of armor don't affect your chance of casting spells successfully: rings, amulets, boots, cloak, bracers and girdle. The armor types that affect your spellcasting are body armor, shield, helmet and gloves. Some special kinds of armor allow you to cast spells without penalty. You can find out which ones by experimentation, or in some cases by identifying the item and reading its description.

Dispelling Magic

Some spells that have a duration can be stopped early. If you do not want a spell you've cast to be in effect any longer, you can dispel it (get rid of it) by typing dispel <spellname>

Spell List

Wyvern has many spells. Some can be learned from spellbooks, some are only available to certain races or professions, and some are only available from magic items such as potions or scrolls. Here is the complete spell list.

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