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
- A spell must normally be memorized in an active gem before it can be cast.
- Gem position can be mechanically significant. Spellblade reads the first spell gem, and Quick Buff evaluates spells on the active spell bar.T1
- Changing a memorized spell requires a memorization interval; the modernized spellbook can replace a gem directly rather than requiring manual clearing first.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
| School | Typical effect families | Boundary |
|---|---|---|
| Abjuration | Protection, runes, resistance and defensive effects | Effect categorization is spell-specific. |
| Alteration | Healing, attributes, movement, slows, roots, and many state changes | Not every heal or control spell necessarily uses the same school. |
| Conjuration | Summons, pets, poison/disease effects, and created objects | Spell data controls the actual school. |
| Divination | Detection, concealment, and information-oriented magic | Some utility effects may be implemented through other schools. |
| Evocation | Direct elemental or force damage | Damage type and school are separate properties. |
Casting Pipeline
The numbered flow below separates cast initiation from interruption, fizzle, target resolution, and recovery.
Select & Validate
The client checks the memorized gem, target requirements, range, resources, reagents, recast state, and spell-specific restrictions.
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
Maintain Cast
Movement, incoming attacks, stuns, or explicit interrupt abilities can terminate the cast. Channeling can preserve a cast through qualifying damage events.
Complete or Fizzle
A completed casting attempt can still fizzle. EQL has not published the exact fizzle probability formula.
Resolve Target
Beneficial effects apply under their target rules. Detrimental spells proceed through resistance and effect-specific resolution.
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
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.
Begin cast
Spell and school are selected
Skill check
Current school skill is compared with spell difficulty
Fizzle or continue
Failed check ends the attempt
Resolution
Successful cast proceeds to target and resist checks
Expected completed casts = cast attempts × (1 − fizzle probability)- Raising the relevant casting-school skill should reduce failed attempts until the applicable floor or mastery rule.
- Specialization changes resource efficiency and should not be assumed to be the same variable as fizzle chance.
- Mastery of the Past or similar effects must be read by rank and eligible spell level; they do not prove that every spell is universally unfizzleable.
- INT or WIS can accelerate skill progression or increase Mana without necessarily entering the final fizzle formula.
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.
Choose resist
Magic, fire, cold, poison, disease, or unresistable
Apply adjustments
Debuffs, spell modifier, upgrade, and Over Channel
Level check
Caster and target relationship contributes
Outcome
Full land, partial result, or full resist where eligible
Effective resistance input = target resistance + level component + spell resist adjustment + active modifiersThe 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 damageFor 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
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.
- Empowering and OverChannel were explicitly extended to Damage over Time spells in the July 7 patch.T1
- Critical Affliction gives eligible DoT ticks a critical chance, while Destructive Cascade improves critical DoT damage.T2
- Upgraded spell damage applies to applicable DoT effects; log testing should distinguish initial damage, recurring ticks, and secondary effects.
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.
- Spell upgrades increase applicable healing.T1
- Heal criticals are a real logged event; the July 7 patch corrected a missing client flag that prevented them from appearing in logs.T1
- The final heal of Druid Bloom spells is affected by AAs, and the patch corrected reported and actual bloom behavior for specific spells.T1
- Target restrictions are spell-specific. Several healing and utility spells were changed to permit only group members, the caster, or the caster's pet.
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.
- Empowering and OverChannel apply to Heal over Time spells after the July 7 update.T1
- Spell upgrades improve applicable healing and can alter durations where the effect supports duration scaling.
- Two named healing-over-time spells had their per-tick amount raised from 160 to 200 in the July 7 patch, demonstrating that tick values are directly balance-sensitive.
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 family | Critical event | Key verification question |
|---|---|---|
| Direct damage | Individual spell resolution | Rate, multiplier, and stacking with Empowering |
| Damage over time | Individual tick or spell-defined event | Whether every tick checks independently |
| Direct healing | Individual heal resolution | Interaction with focus effects and Divine Invocation |
| Heal over time | Individual tick or spell-defined event | Tick 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 interaction | Confirmed behavior | Tier |
|---|---|---|
| Damage and healing | Applicable spells receive rank-based damage or healing bonuses. | T1 |
| Duration | Duration scaling applies to supported effects, with rounding added for short two- or three-tick effects; lull duration support was fixed. | T1 |
| Crowd-control level cap | Mez and charm maximum target level increases with tier; pacify, fear, and stun level-cap efficiency was later extended. | T1 |
| Reagents | Each tier grants a 10% chance not to consume required reagents; tier 10 skips reagent cost. | T1 |
| Summoned items | Upgradable summoned items are created at the spell's tier, including items created inside summoned containers after the July 14 fix. | T1 |
| Summoned pets | Pet 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 casting | Spellblade, Quick Buff, and Symphonic Aura trigger upgraded versions of eligible spells or songs. | T1 |
Open Verification Questions
| Question | Current tier | Best verification method |
|---|---|---|
| Exact fizzle probability by level, school skill, and spell difficulty | T4 | Controlled casts across isolated skill and level values |
| Exact Channeling probability and push contribution | T4 | Timestamped hit/cast logs with controlled damage events |
| Complete resistance formula and partial-result bands | T4 | Developer formula or large resist matrix by level and resistance |
| Global recovery minimums and rounding under every invocation | T2/T4 | Frame/timestamp capture across cast-time modifiers |
| Spell-upgrade coefficients by effect slot and rank | Effect-specific | Tooltip export and controlled before/after logs |
| DoT/HoT refresh, overwrite, and critical ordering per line | Effect-specific | Same-line and cross-line stacking tests |