Spell Potency and Rituals
How strong a cast skill is, how two spells decide a contest, and how a group charges a skill above what one caster can do.
Many spells meet resistance. A Dispel meets the buff it tries to lift. A Detect meets the aura that hides a thief. A Teleport meets a mana storm at its target. Who wins should depend on the skill, but even more on who cast it. A level 100 Sage must cast a stronger Dispel than a level 40 master who bought two ranks of it.
Every cast skill therefore carries one number, its Potency (P). “Spell level” would be the natural word, but
Lv. already means the rank of a skill, so this page says Potency.
Accepted, but not built. The server has no Potency or rituals yet, see Server Notes. Ritual Charge and Ritual Fatigue join the status list with the server work.
How Potency Is Built
Potency is fixed at the moment of the cast and stays with whatever the skill leaves behind: a buff, a debuff, an enchantment, a hiding aura, a trap. When the caster later changes gear, the spell already cast does not change.
P = Rank + Level + Mind + Focus + Place
| Part | What it is | Range |
|---|---|---|
| Rank | 30 × rank / max rank of the skill, rounded down. Dispel Lv. 3 of 5 gives 18. A Bestia attack of level 7 gives 21. | 0 .. 30 |
| Level | level / 4 of the caster, master or Bestia. | 0 .. 30 |
| Mind | 30 × M / (M + 100) with M = INT + WIL / 2. The same flattening curve as Resist. | 0 .. 30 |
| Focus | Equipment and buffs that add Potency, like a Sage’s staff. | 0 .. 10 |
| Place | Local mana concentration: drained -10, ordinary 0, thick +10. | -10 .. 10 |
The rank says how well the skill is known. Level and Mind say who knows it. Masters and Bestias use the same formula.
| M = INT + WIL / 2 | Mind |
|---|---|
| 50 | 10 |
| 100 | 15 |
| 200 | 20 |
| 300 | 22 |
| 500 | 25 |
Example Casters
| Caster | Rank | Level | Mind | Focus | Place | P |
|---|---|---|---|---|---|---|
| Dabbler, level 40, Dispel Lv. 2 | 12 | 10 | 11 | 0 | 0 | 33 |
| Adept, level 60, Dispel Lv. 3 | 18 | 15 | 16 | 0 | 0 | 49 |
| Master Sage, level 100, Dispel Lv. 5 | 30 | 25 | 20 | 5 | 0 | 80 |
| Level 120, staff, in thick mana | 30 | 30 | 24 | 10 | 10 | 104 |
About 100 is the ceiling of one caster. Everything above needs a ritual.
Potency Bands
Players see Potency as a band, not as a number. A caster sees the band of their own skills in the skill window. Magic Sense Lv. 4 shows the band of a spell it picks apart, so a Sage can judge a seal before trying it.
| Band | P |
|---|---|
| Faint | below 30 |
| Steady | 30 - 59 |
| Strong | 60 - 89 |
| Mighty | 90 - 119 |
| Overwhelming | 120 and up |
Edge: One Curve for Every Contest
Every contest, except Dispel, uses the same curve. A is the attacker’s Potency, D the defender’s:
Edge = 0.5 + (A - D) / 50 clamped to 0 .. 1
| A - D | Edge |
|---|---|
| -25 | 0% |
| -24 | 2% |
| -10 | 30% |
| 0 | 50% |
| +10 | 70% |
| +25 | 100% |
Equal spells are a coin flip. A lead of 25 always wins, and a gap of 25 never does. When the outcome is yes or no, Edge is the chance. When the outcome is an amount, like a detection range, Edge is the share of it that the attacker gets. Players learn one rule and can read every contest from it. Dispel is the exception: a Dispel at full rank should work on everything that is not stronger than itself, so it does not start at a coin flip.
| Contest | Attacker | Defender | Outcome |
|---|---|---|---|
| Shake off a debuff | The debuff | The target’s Resolve | Chance and duration |
| Find a hidden creature | Detect, Ruwach, Magic Sense | HIDDEN, CLOAKED, Suppress Aura | How close you must stand |
| Catch or block a spell | Magic Rod, Land Protector | The incoming spell | Caught, blocked or not |
| Reach a far place | Teleport, Warp Portal, Scry | The Disturbance | How far off you land or see |
Potency alone never changes the numbers in a skill’s own table: damage, healing, duration, radius, number of users. Those come from the rank, as before. Only a ritual charge raises them, and only by a little.
Contests
Dispel
Dispel keeps the base chance of its rank, (50 + 10 × SkillLv)%, so Lv. 5 has 100%. The Potency of the target only
lowers it, and only when that Potency is higher than the Dispel’s own:
chance = base chance × min(1, P dispel / P target)
Equal Potency keeps the full base chance. A target with twice the Potency halves it. The chance gets small but never reaches zero, so a very strong spell is a long shot, not out of reach.
| P target ÷ P dispel | Chance at Lv. 5 |
|---|---|
| 1 or less | 100% |
| 1.5 | 67% |
| 2 | 50% |
| 4 | 25% |
| 10 | 10% |
| 20 | 5% |
Dispel rolls once per buff on the target. A Master Sage (P 80, Lv. 5) lifts an adept’s Blessing (49) and every
other buff up to 80 for sure. The strongest buff a ritual can make (150) falls 53% of the time. A dabbler (P 33,
Lv. 2, base 70%) lifts a faint buff up to 33 70% of the time, the adept’s Blessing 47% and a master’s buff
29%. Buffs that are not dispellable stay out of it, as before.
This replaces the target’s SMDEF: the defence is now the Potency of the buff. The rank counts twice, in the base chance and in the Dispel’s own Potency.
Enchantments and Seals
An enchantment takes the Potency of the one who bound it as its strength. Some enchantments have a fixed Potency instead, see Fixed Potency. A Dispel meets the strength by the rule above.
The Postal Seal has P 350. A Master Sage (P 80, Lv. 5) breaks
it 23% of the time per try. With Dispel’s 15 s cooldown they get two tries in the 30 s the sack lies on the ground,
40% together. An adept (P 49, Lv. 3) has 11% per try and a dabbler (P 33, Lv. 2) 7%.
A gang can charge a ritual before the ambush. A full circle lifts the leader’s Dispel to the cap of 150,
and the seal breaks 43% of the time on that one try. That takes six players, a circle next to the road and a kill
within one minute of the charge, so it stays rare.
Resist
A creature defends against hostile spells with its Resolve:
Resolve = 30 + level / 4 + Mind + Focus level / 4 at most 30
30 stands for the creature’s own mind, which it knows as well as a fully learned skill. A caster at max rank with the
same level and Mind as the target meets it as an equal. Resolve and Potency replace the level term of the
resist formula:
S = attribute1 + attribute2
R = S / (S + 150) + (Resolve - P) / 100
R is clamped to 0 .. 0.8
Example. The level-40 bestia from the status effect page has VIT 50 and STR 30, so its attributes give 35%. Its
INT 20 and WIL 20 give Mind 6, so its Resolve is 30 + 10 + 6 = 46.
| Caster | P | R | 30% STUN lands with |
|---|---|---|---|
| Dabbler | 33 | 48% | 16% |
| Adept | 49 | 32% | 20% |
| Master | 80 | 1% | 30% |
Brutes with high VIT but a dull mind still shrug off a weak caster. A master caster cuts through their body’s resistance. Immunities stay absolute: no Potency lands a stun on a boss.
Concealment and Detection
HIDDEN, CLOAKED and Suppress Aura take the Potency of the one who hid. A detecting skill finds a concealed target only within part of its range:
range against this target = range × Edge(P detect - P conceal)
HIDDEN and CLOAKED hide from eyes, Suppress Aura from magic only. Together they hide from both. Suppress Aura is a Bestia attack, so its Potency is the Bestia’s, like for every Bestia attack.
A level 80 Scholar with Magic Sense Lv. 5 (50 m, P 70) finds the aura of a young Bestia (P 38) at the full 50 m.
Against an old Bestia with a sharp mind (P 66) the range shrinks to 29 m. The hider is not invisible, but the seeker
must come close.
Counter-Magic
The same contest decides every spell that stops another spell:
- Magic Rod catches a single-target spell with a chance of
Edge(P rod - P spell). A failed catch lets the spell land, and the rod stays up for the next one. - Land Protector rolls once for each ground spell cast into it. A stronger spell can still take root.
- Suppress Magic multiplies its interrupt chance by
Edge(P suppress - P spell)of the spell it tries to break.
Against the World
Some spells do not fight another caster but the place. The world gives them a Disturbance D instead of a
defender’s Potency.
| Source of Disturbance | D |
|---|---|
| Any long-range spell | 10 |
| Distance | +5 per km |
| A Mana Storm at either end | +40 |
| An open rift nearby | +60 |
A Teleport lands off target by up to 1.4 km × (1 - Edge(P - D)). This is the
story from the Master Skills page in numbers: Saferu (P 80) jumps 8 km
(D 50) into a mana storm (D 90). Edge is 30%, and the group lands up to 980 m off target. Without the storm the
group lands on the rune. A jump of 20 km (D 110) is a lottery for one caster and exact with a ritual charge.
Scry uses the same Edge for how clearly it shows the far place. A Warp Portal uses it for where its far end opens.
Fixed Potency
Spells that no player cast have a fixed Potency. Against a Dispel, a fixed Potency is just the wanted chance turned
around: P target = P dispel ÷ chance. So it can be far above what one caster reaches.
| Spell | P | Why |
|---|---|---|
| Postal Seal | 350 | A strong solo Sage breaks it about once in four tries (23%). |
| Ward stone aura | 3000 | Out of reach of one caster. The best circle, at the ritual cap of 150, has 5%. |
| Permanent enchantments of the Artificer | - | They cannot be dispelled at all. |
A fixed spell can also have a threshold: a Dispel with less Potency has no chance at all, and no roll is made. The
ward stone has a threshold of 120, the start of the Overwhelming band. One caster tops out at about 110, so only a
ritual reaches it. The threshold sits on the stone, not on Dispel. Every other Dispel stays as it is and can
be cast again as soon as its cooldown allows.
Refresh
Effects do not stack: a second cast refreshes the first. With Potency, a weaker cast cannot refresh a stronger one. It fails, and the caster is told so. Otherwise an ally with a faint buff could lower a friend’s protection, and an enemy could cover a strong curse with a weak one to make it easy to lift.
Rituals
One caster tops out at about P 100. A ritual is how a group pushes the next skill of one master further. It uses
the Mana Circle, a ring of Mana Concentrate laid into the ground with a focus
stone in its middle. Crafting uses it the same way, see Mana Circles.
How a Ritual Runs
- Lay the circle. A master places the Mana Circle. They are its leader. The ring is used up when the ritual ends, whether it worked or failed.
- Gather. Up to 5 helpers step into the ring and use the focus stone to join. Each player sends one helper: their master or one of their Bestias, never both. So one player cannot fill a circle alone. A helper with Ritual Fatigue cannot join.
- Start. The leader uses the focus stone. Nobody can join any more. Every participant pays a quarter of their maximum mana and starts to channel.
- Hold for 30 seconds. The channeling rules apply to each participant: damage, STUN, FROZEN, STONE or a move ends their part. A helper who drops out adds nothing. If the leader drops out, the ritual fails. Guarding the circle is the job of whoever is not in it.
- Charge. When the 30 seconds are over, the leader gets the buff Ritual Charge. It holds the bonus for 60 seconds.
- Release. The next skill the leader uses takes the charge, whatever skill it is. The charge is spent even if the skill misses or fails.
- Rest. Every participant who joined gets the debuff Ritual Fatigue for 5 minutes, whether the ritual worked or failed. While it holds, they cannot join or lead a ritual.
Ritual Charge and Ritual Fatigue cannot be dispelled. The charge ends when the leader dies. Everyone around can see the charge on the leader, so a charged master walking at a ward stone is a target.
The Charge
Bonus = ManaFactor × sum of each helper's share
share = helper level / 6, rounded down, at most 20
P with charge = P of the skill + Bonus, at most 150
ManaFactor is the one of the Mana Circle: 0.5 in a drained region, 1.0 in an ordinary one, 1.5 where mana runs
thick. It is read where the circle lies. A Bestia helper’s share uses the Bestia’s level.
The cap of 150 is what no circle can bind, however strong. It keeps the strongest goals, like a ward stone, at a known chance and stops ever stronger circles from turning them into a routine.
| Circle (leader is a level 100 Master Sage, Dispel P 80) | Bonus | P with charge |
|---|---|---|
| One helper of level 60 | 10 | 90 |
| Two helpers of level 100 | 32 | 112 |
| Five helpers of level 60 | 50 | 130 |
| Five helpers of level 100 | 80 | 150 (cap) |
Against a ward stone (P 3000, threshold 120) only the circles with five helpers get through. Five helpers of level
60 (P 130) have 4% per try, five of level 100 (P 150) have 5%. Nobody alone can try, not even the best caster
(P 110). Everyone in the circle rests for 5 minutes after a ritual, so one group needs about 20 rituals, nearly two
hours. A guild with several circles tries in parallel.
How Every Skill Reacts to a Charge
Any skill can take a charge: a Dispel, a Fire Bolt, a Heal, a Teleport, a crafting skill. Each skill reacts in one or more of four ways:
| Reaction | Skills | What the charge does |
|---|---|---|
| Contest | Dispel, debuffs, Detect, Magic Rod | The higher Potency enters Edge or Resist |
| Against world | Teleport, Warp Portal, Scry | The higher Potency enters Edge against the Disturbance |
| Success roll | Forging, Spell Inscription, Transmutation, … | +5% × participants × ManaFactor, the Mana Circle bonus |
| Surge | Damage, healing, shields, buff duration | +1% for every 4 points of bonus, at most +25% |
A skill that has a contest and also deals damage, like a Stone Curse or a Fire Bolt with a burn, gets both. Surge is small on purpose. Six players who channel for 30 seconds and rest for 5 minutes get one Meteor Storm that hits a quarter harder, not a city-killer.
Each skill script says which reactions it has. A skill with none of the four ignores the charge, and the skill window says so before the leader wastes a ritual on it.
What Rituals Are For
- Countering a ward stone. The magic of the Protected Zones is out of
reach of any single caster. Only a Dispel with the charge of a big circle gets through, at
5%per try. - Long or stormy jumps. A charged Teleport or Warp Portal lands where it should, even through a mana storm.
- Lasting work. A charged Spell Binding makes a trap or alarm that only another charged skill can find or lift. A settlement can guard its gate with it.
- The opening blow. A charged curse on a strong foe cuts through its resist, and a charged spell hits a little harder. The group pays with five minutes of rest.
- Crafting. A smith forging a masterpiece takes a charge into the next forge roll.
Hooks for Later
These are not designed yet, but they fit the same rule:
- Orders. The rituals of the Orders at temples and citadels are charged skills. “Cheaper rituals” in a dominated region can be a better ManaFactor there.
- Doomsday. A rift can carry a Potency that grows each day it stays open. A sealing ritual is a contest against it. The longer the world waits, the closer the rift comes to the cap, and the luckier the circle must be.
Server Notes
Today Dispel lifts every dispellable buff, Detect finds every concealed creature, and Resist weighs only attributes and level. Potency changes that in a few places:
- One calculator turns a cast into a Potency. It needs the skill rank, the caster’s level and status values, the equipment bonus and the mana concentration at the caster.
ActiveStatusEffectand the item enchantment carry that Potency. The enchantment’sstrengthis the same value.StatusEffectService.dispelrolls the base chance times the Potency ratio per effect, and skips a target whose threshold is above the Dispel’s Potency.StatusResistance.oftakes Resolve and Potency in place of the level lead. TheDetectingsystem compares the two Potencies per target.- Ritual Charge and Ritual Fatigue are status effects. The charge holds its bonus and participant count. The skill pipeline spends the charge on the next cast and hands its bonus to the calculator and to the skill script, which applies its reactions.
- The Mana Circle is a prop with a focus stone. Using it joins or starts the ritual, and the circle runs the 30-second channel of all participants. The prop is removed when the ritual ends.
Last updated 11 Nov 2026, 22:27 +0100 .