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EL-DB
The Unofficial Eternal Lands Database
Client version 1.9.6

Magic

About Magic

Magic is the casting of spells for various purposes, be they for healing, harming protection, or even teleporting.

Required Levels

Unlike other skills, the levels given are required, not just recommended. You cannot cast a spell until you reach the level shown for it. Also unlike other skills, you can reach a point where you never fail.

With the exception of the level 0 "Heal" spell, all spells have a chance of failing so you'll have to try them again. However, once you're 28 levels above the required level, the spells will be guaranteed success, no failures.

Example: You can cast "Restoration" at level 21, but may fail. 28 levels later at level 49, you will always succeed.

Needed Nexus

There are no needed Nexus for the Magic skill. Despite its name, the Magic Nexus has nothing to do with the Magic skill.

Leveling Magic

Leveling in this skill is done by using magic spells.

God: You can get up to 20% additional experience while casting spells if you worship Unolas, the magic god.

Special Day: Day of Magic gives you double your normal magic experience. A stone is available for players to start the day.

Special Day 2: Day of Half Cooldowns does not provide more experience, but with half cooldown on mana restoration potions it can make quickly poofing out spells for experience easier.

Quests: There are no tutorial or daily Quests for Magic experience, but some of the one-time quests give magic experience. Wait until a Day of Magic happens to get double experience when you complete them.

Magic Arenas

Arenas are not schools, so do not provide double experience. Magic Arenas provide the ability to perform attack spells on other players without other means of attack (no fighting combat will occur, no summons will attack, etc., unlike PK arenas).

You can level magic using spells against a fellow player here. It was neutered long ago though: The Mana Drain Spell, a popular magic leveling spell, will not give any experience in the magic arenas. These days, magic arenas are never really used, players preferring to go to less trafficked PK areas (or even on guild maps) to mana drain each other.

Magic Schools are not Magic Arenas - Despite their name, the magic schools in Tarsengaard, Arius, and Palon Vertas are not the same as magic arenas. They may or may not have magic arena areas within them. Only the list below are working magic arenas.

Seridia
Naralik - Magic Arenas
Located in the northeast corner of the map, the building has two separate magic arena areas.
Ruins of Tirnym - Magic Arena
An oddity, you will have to solve riddles or teleport-to-range to get to the actual arena area.
Tarsengaard - Magic School Garden
The southwest part of the garden has an odd magic arena, where you'll have to teleport-to-range onto poles to use it.
Irilion
Arius - Magic School - Magic Arena
A small room within the school acts as a magic arena.
Palon Vertas - Magic School - Magic Arena
Multiple areas within the room to teleport to. Note that one of them is full PK so use the tab map to select the area to use carefully.
Willowvine Forest - Skill Academy - Magic Arena
Directly south of storage in the academy, teleport across to where the ladder is to enter.

All Sigils

You have to purchase specific sigils from the two magic shops in White Stone in order to cast spells. However, they're permanent, so once you purchase a sigil once, you'll never have to purchase it again.

Four of the sigils have no use, so there's no reason to buy them.

Regia sells sigils in the city. Salina sells them in Grahm's Village.


Click the column names to select the order.

SigilSellerPrice
AirAir
Has No use
RegiaRegia400
ChangeChangeRegiaRegia400
CreateCreateSalinaSalina700
DeathDeath
Has No use
SalinaSalina700
DecreaseDecreaseRegiaRegia400
DestroyDestroy
Has No use
SalinaSalina700
EarthEarth
Has No use
RegiaRegia400
EnergyEnergySalinaSalina700
FireFireRegiaRegia400
GlobalGlobalRegiaRegia400
HealthHealthSalinaSalina700
IncreaseIncreaseRegiaRegia400
KnowledgeKnowledgeSalinaSalina700
LifeLifeSalinaSalina700
LocalLocalRegiaRegia400
MagicMagicSalinaSalina700
MatterMatterSalinaSalina700
MoveMoveRegiaRegia400
PermanentPermanentRegiaRegia400
ProtectionProtectionSalinaSalina700
RemoveRemoveSalinaSalina700
RestoreRestoreRegiaRegia400
SpaceSpaceRegiaRegia400
SpiritSpiritSalinaSalina700
TemporaryTemporaryRegiaRegia400
WaterWaterRegiaRegia400
SigilSellerPrice

All Spells

Click the column names to select the order.
Tables are best seen on a computer or landscape view.

ImageItemRequired
Level
Base ExpManaReagents
(Essences)
SigilsDescription
HealHeal055

Health1 Health

Increase Increase

Health Health

Restores 10 HP.
Remote HealRemote Heal4158

Health2 Health

Magic1 Magic

Increase Increase

Global Global

Health Health

Restores some HP on a remote target.
Magic ProtectionMagic Protection63010

Energy1 Energy

Magic1 Magic

Create Create

Magic Magic

Protection Protection

Increases resistance to magic by +8 for approximately 3 minutes.
ShieldShield94011

Matter1 Matter

Create Create

Matter Matter

Protection Protection

Increases armor by +3 for approximately 2 minutes.
PoisonPoison125014

Death2 Death

Temporary Temporary

Decrease Decrease

Life Life

Poisons the target based on magic level.
Teleport to RangeTeleport to Range156515

Energy1 Energy

Matter1 Matter

Spirit1 Spirit

Move Move

Change Change

Local Local

Space Space

Allows you to teleport to a nearby location (within a 20-step range).
HarmHarm208025

Death3 Death

Health5 Health

Remove Remove

Health Health

Inflicts magic damage on the target, based on magic level and rationality.
RestorationRestoration219525

Health4 Health

Restore Restore

Life Life

Restores some of your health, the amount based on magic level and rationality.
Bones to GoldBones to Gold2310030

Energy1 Energy

Matter2 Matter

Permanent Permanent

Change Change

Matter Matter

Turns all bones in inventory to gold coins. No bones actually required to gain experience. Also requires alchemy level 20 to cast, and gives 50 base alchemy experience.
Teleport to Portals RoomTeleport to Portals Room2410520

Energy5 Energy

Matter1 Matter

Spirit1 Spirit

Move Move

Change Change

Global Global

Space Space

Teleports to a room where you can access all primary maps on the same continent.
Life DrainLife Drain2712020

Life3 Life

Move Move

Change Change

Life Life

Damages the target and gives you some health back, based on magic level and rationality.
Magic ImmunityMagic Immunity3014030

Energy1 Energy

Magic2 Magic

Create Create

Increase Increase

Magic Magic

Protection Protection

Makes you mostly immune to negative spells and special effects dealt by creatures for approximately 90 seconds.
Heal SummonedHeal Summoned3311025

Health2 Health

Life2 Life

Spirit2 Spirit

Local Local

Space Space

Health Health

Spirit Spirit

Heals your summoned creatures in a 16x16 range around you.
Smite SummonedSmite Summoned3612030

Death3 Death

Matter2 Matter

Spirit2 Spirit

Local Local

Space Space

Remove Remove

Life Life

Inflicts damage to summoned creatures that are not yours within a 16x16 range around you.
Heat ShieldHeat Shield3720025

Energy3 Energy

Matter3 Matter

Water4 Water

Create Create

Fire Fire

Protection Protection

Protects you from heat damage for approximately 2 minutes.
Cold ShieldCold Shield3823027

Energy3 Energy

Matter3 Matter

Fire4 Fire

Create Create

Water Water

Protection Protection

Protects you from cold damage for approximately 2 minutes.
Radiation ShieldRadiation Shield3926030

Energy3 Energy

Matter3 Matter

Magic4 Magic

Create Create

Matter Matter

Energy Energy

Protection Protection

Protects you from radiation damage for approximately 2.5 minutes.
Mana DrainMana Drain4020020

Air6 Air

Move Move

Change Change

Magic Magic

Absorbs mana from the target, giving it to you. The amount of mana depends both on magic level and rationality.
Heal AlliesHeal Allies4012024

Health3 Health

Magic2 Magic

Increase Increase

Local Local

Health Health

Restores some health to up to 4 members of your guild who are nearby, the amount of health based on your magic level.
True SightTrue Sight4530020

Energy4 Energy

Magic4 Magic

Spirit4 Spirit

Create Create

Matter Matter

Knowledge Knowledge

Allows you to see invisible characters for approximately 1 minute.
Intercontinental Teleport to Portals RoomIntercontinental Teleport to Portals Room5022040

Matter4 Matter

Energy10 Energy

Spirit12 Spirit

Change Change

Global Global

Space Space

Teleports to the Portal Room of the continent opposite of the one you're on.
InvisibilityInvisibility5040030

Air10 Air

Energy10 Energy

Matter10 Matter

Remove Remove

Matter Matter

Knowledge Knowledge

Makes you invisible for approximately 30 seconds.
ImageItemRequired
Level
Base ExpManaReagents
(Essences)
SigilsDescription