Spells

Spells are player-selected actions that submit beneficial or detrimental effects to the game engine. This page separates memorization, casting, recovery, interruption, resistance, periodic effects, spell upgrades, and resource efficiency so build analysis does not collapse them into one generic “spell power” value.

Spell Gems & Memorization

The active spell bar begins with eight memorized slots. Mnemonic Retention provides six ranks that can add up to six more spell gems.T1

Spell Schools

Player spells are associated with trained casting schools: Abjuration, Alteration, Conjuration, Divination, and Evocation. Channeling is a separate casting skill used during interruption checks. Active classes determine which schools and caps are available.T2

SchoolTypical effect familiesBoundary
AbjurationProtection, runes, resistance and defensive effectsEffect categorization is spell-specific.
AlterationHealing, attributes, movement, slows, roots, and many state changesNot every heal or control spell necessarily uses the same school.
ConjurationSummons, pets, poison/disease effects, and created objectsSpell data controls the actual school.
DivinationDetection, concealment, and information-oriented magicSome utility effects may be implemented through other schools.
EvocationDirect elemental or force damageDamage type and school are separate properties.
Do not infer school from flavor text. The spell data entry is authoritative for training, specialization, and fizzle analysis.

Casting Pipeline

The numbered flow below separates cast initiation from interruption, fizzle, target resolution, and recovery.

  1. Select & Validate

    The client checks the memorized gem, target requirements, range, resources, reagents, recast state, and spell-specific restrictions.

  2. Begin Cast

    The cast bar starts and the target is cached. The July 14 patch fixed cases where a spell incorrectly landed on the target selected after casting began.T1

  3. Maintain Cast

    Movement, incoming attacks, stuns, or explicit interrupt abilities can terminate the cast. Channeling can preserve a cast through qualifying damage events.

  4. Complete or Fizzle

    A completed casting attempt can still fizzle. EQL has not published the exact fizzle probability formula.

  5. Resolve Target

    Beneficial effects apply under their target rules. Detrimental spells proceed through resistance and effect-specific resolution.

  6. Recover

    Spell-specific recast and global recovery restrictions govern when the next relevant cast can begin.

Cast Time, Recast & Recovery

Cast time
Exposure interval before a spell completes. Shorter cast time reduces interruption exposure and improves responsiveness.
Recast time
Spell-specific reuse interval shown in spell data.
Global recovery
Shared post-cast restriction that can prevent immediately beginning another spell even when its own recast is ready.
Fizzle time
The recovery cost recorded for a failed cast; it is not the same thing as fizzle probability.

Invocations can redistribute or reduce these timings. Current reference data describes Arcane Mastery as reducing cast and recovery time and Inversion as shifting a portion of cast time into recovery; exact current values should be read from the live tooltip because balance values can change.T2

Interruptions & Channeling

Movement can interrupt a cast. Developers added tolerance for the transition from moving to stopped so beginning a cast immediately after coming to a halt is less likely to be falsely interrupted.T1

Incoming melee damage can also interrupt. Channeling supplies a chance to continue casting through such hits; current reference data grants Channeling to Enchanter, Magician, Necromancer, and Wizard at level 1; Cleric, Druid, and Shaman at level 4; and Paladin, Ranger, and Shadow Knight at level 9, with a listed maximum of 200.T2

Persistent Casting is a separate AA recovery layer: current reference data lists six ranks, each granting an 11% chance to regain concentration and complete a cast when stunned. It should not be conflated with the ordinary Channeling check against incoming damage.T2

Explicit control effects can bypass ordinary damage-channeling assumptions. Bash, stuns, and Ranger Disrupting Shot are examples of tools intended to stop hostile casting; Disrupting Shot was added at level 20 in the July 14 patch.T1

Unresolved: the EQL-specific Channeling probability formula, push contribution, interrupt immunity windows, and behavior under simultaneous hits are not developer-published.

Fizzle Mechanics

A fizzle consumes an attempted cast without producing the spell effect. The current EQL reference exposes spell school, casting skill, spell level, and a listed fizzle time, but no complete developer-published probability equation.

  1. Begin cast

    Spell and school are selected

  2. Skill check

    Current school skill is compared with spell difficulty

  3. Fizzle or continue

    Failed check ends the attempt

  4. Resolution

    Successful cast proceeds to target and resist checks

Expected completed casts = cast attempts × (1 − fizzle probability)

Exact level, skill, and minimum-fizzle coefficients remain an open test item.T4

Resistance Calculations

A detrimental spell proceeds through its own resistance check after casting succeeds. The important inputs are the spell’s resist type, target resistance, caster and target levels, spell resist adjustment, spell-upgrade effects, debuffs, and invocation modifiers.

  1. Choose resist

    Magic, fire, cold, poison, disease, or unresistable

  2. Apply adjustments

    Debuffs, spell modifier, upgrade, and Over Channel

  3. Level check

    Caster and target relationship contributes

  4. Outcome

    Full land, partial result, or full resist where eligible

Effective resistance input = target resistance + level component + spell resist adjustment + active modifiers

The expression identifies variables but is not a developer-published EQL probability curve. Negative resist adjustments and Over Channel make the spell easier to land; resistance debuffs should be applied before expensive damage spells when their expected benefit exceeds the setup time.

Expected damage = P(full) × full damage + P(partial) × partial damage

For binary effects, replace partial damage with the appropriate partial-control result or zero. Spell families can have different partial-resist rules, so do not apply one damage curve to charm, root, slow, stun, and direct damage.

Direct Damage

Direct-damage spells apply their damage at impact after successful casting and resistance resolution. Eligible direct-damage spells can critically hit through effects such as Fury of Magic; critical capability should not be assumed when the active build lacks an enabling passive, AA, stance, or effect.

Spell upgrades increase applicable spell damage, and the July 14 patch extended this boost to bard area songs.T1

BurstExpected landed damage per cast, including critical and resistance probability.
ThroughputExpected landed damage divided by cast plus effective recovery time.
EfficiencyExpected landed damage divided by total Mana and Endurance cost.

Damage over Time

A Damage over Time spell applies periodic damage ticks after landing. DoT value depends on tick count, duration, resist reliability, critical eligibility, target survival time, and whether recasting replaces or refreshes an existing effect.

Duration discipline: compare total expected ticks that will actually occur, not only full-duration tooltip damage. Short targets, dispels, death, cure effects, and overwrites can reduce realized value.

Healing

Healing includes instant/direct heals, periodic healing, delayed “bloom” effects, group heals, lifetaps, and triggered heals. Each family has different timing, target, efficiency, and critical behavior.

Healing efficiency should be measured against effective healing rather than raw tooltip value. Overhealing, target delay, interrupted casts, and missed periodic ticks produce no practical recovery.

Heal over Time

A Heal over Time spell restores health on periodic ticks. HoTs trade immediate stabilization for sustained efficiency and can continue producing value while the caster performs other actions.

HoT comparisons should record tick interval, expected number of realized ticks, refresh/overwrite behavior, critical rules, target health deficit, and whether the effect has a separate final bloom.

Critical Calculations

Critical direct damage, DoT ticks, direct heals, and HoT ticks must be analyzed by effect family. A critical chance or multiplier that applies to one family does not automatically apply to all four.

Expected effect = base effect × [1 + critical chance × (critical multiplier − 1)]
Effect familyCritical eventKey verification question
Direct damageIndividual spell resolutionRate, multiplier, and stacking with Empowering
Damage over timeIndividual tick or spell-defined eventWhether every tick checks independently
Direct healingIndividual heal resolutionInteraction with focus effects and Divine Invocation
Heal over timeIndividual tick or spell-defined eventTick independence and Empowering interaction

The July 7 official update fixed missing heal-critical messages in logs and enabled Empowering and Over Channel interactions with DoTs and HoTs. That confirms the families participate in current systems, but it does not publish universal critical rates or multipliers.T1

Spell Upgrades

Spell upgrades are an EQL-specific rank system. The effect of a rank depends on the spell family rather than applying one universal multiplier to every field.

Upgrade interactionConfirmed behaviorTier
Damage and healingApplicable spells receive rank-based damage or healing bonuses.T1
DurationDuration scaling applies to supported effects, with rounding added for short two- or three-tick effects; lull duration support was fixed.T1
Crowd-control level capMez and charm maximum target level increases with tier; pacify, fear, and stun level-cap efficiency was later extended.T1
ReagentsEach tier grants a 10% chance not to consume required reagents; tier 10 skips reagent cost.T1
Summoned itemsUpgradable summoned items are created at the spell's tier, including items created inside summoned containers after the July 14 fix.T1
Summoned petsPet level gains spell rank, capped at player level minus one; each upgraded pet level adds 6% HP, 1 base damage, and 5 skill points. Upgraded pets retain rank across zones and cast spells at the upgraded level.T1
Triggered castingSpellblade, Quick Buff, and Symphonic Aura trigger upgraded versions of eligible spells or songs.T1
Per-effect rule: a spell rank does not imply that every data field scales. Use the current upgraded tooltip and controlled logs for the specific spell.

Open Verification Questions

QuestionCurrent tierBest verification method
Exact fizzle probability by level, school skill, and spell difficultyT4Controlled casts across isolated skill and level values
Exact Channeling probability and push contributionT4Timestamped hit/cast logs with controlled damage events
Complete resistance formula and partial-result bandsT4Developer formula or large resist matrix by level and resistance
Global recovery minimums and rounding under every invocationT2/T4Frame/timestamp capture across cast-time modifiers
Spell-upgrade coefficients by effect slot and rankEffect-specificTooltip export and controlled before/after logs
DoT/HoT refresh, overwrite, and critical ordering per lineEffect-specificSame-line and cross-line stacking tests