Magic Schools

Magic is the main mechanic of the game. All living creatures in Sciasy has at least one magic school. There are 12 different ones. This includes 5 pairs with mutually exclusive properties, in addition to the sixth pair, Basic and Arcane, which can only be learned passively.

Each magic school has some specific multipliers that affects how powerful each type of spell is for that magic school. The idea behind this is so that, for instance, Vitalistic spells are, on average, more powerful for healing than Necrotic spells. Just because some magic schools are, on average, more aligned to certain types of spells, the actual spell potencies in-game are highly random.

The first magic school of a character is the racial magic school which players starts with and gets a slight bonus with.

Learning a new school costs 10 tokens. Learning a third school costs 100 tokens, and a fourth, 1,000, and so on.

Considering the pairs are mutually exclusive and no charcter can have both schools of a pair activated at the same time, it may be wise to learn just one school of each pair first.

Basic and Arcane magic does not have combat spells or other AI generated spells, they just have a set of predefined spells, including teleport, Personal Magic Intelligence, Basic and Arcane Magic Income, and some more to make some of the game concept unified for all games.

For each magic school you know, excluding Arcane and Basic, you can add one spell to your spellbook. This means characters can have up to 5 spells in their spellbook maximum.

Earth Magic

Earth Magic is used to conjure stones, earth, and other natural elements. It features a range of defensive and offensive combat spells. Earth damage spells typically cause Physical damage.

Potency Multipliers

Damage: 1

Damage over Time: 0.8

Healing: 0.8

Healing over Time: 0.8

Buff: 1.2

Debuff: 0.9

Crowd Control: 1.1

Air Magic

Air Magic is used to conjure and control air and wind. It features a range of offensive and defensive combat spells. Air damage spells typically cause Shock damage.

Potency Multipliers

Damage: 0.8

Damage over Time: 0.8

Healing: 0.8

Healing over Time: 0.8

Buff: 1.1

Debuff: 0.8

Crowd Control: 1.1

Water Magic

Water Magic is used to conjure and control water. It features a range of offensive and defensive combat spells. Water damage spells typically cause Frost damage.

Potency Multipliers

Damage: 0.9

Damage over Time: 0.8

Healing: 0.8

Healing over Time: 0.8

Buff: 0.8

Debuff: 1

Crowd Control: 0.9

Fire Magic

Fire Magic is used to conjure and control fire. It features a range of offensive and defensive combat spells. Fire damage spells typically cause Burning damage.

Potency Multipliers

Damage: 1.1

Damage over Time: 1.2

Healing: 0.4

Healing over Time: 0.8

Buff: 0.8

Debuff: 0.9

Crowd Control: 0.9

Nature Magic

Nature Magic is used to conjure and control natural elements. both utility for growing plants and trees, and offensive and defensive combat spells. Nature damage spells typically cause Poison damage.

Potency Multipliers

Damage: 0.8

Damage over Time: 1

Healing: 1

Healing over Time: 1.1

Buff: 1.1

Debuff: 1

Crowd Control: 1.1

Tech Magic

Tech Magic is used to conjure and control mechanical elements. It features a range of offensive and defensive combat spells.

Potency Multipliers

Damage: 0.9

Damage over Time: 0.9

Healing: 0.9

Healing over Time: 0.9

Buff: 0.9

Debuff: 0.9

Crowd Control: 1.1

Vitalistic Magic

Vitalistic Magic is mainly used for healing spells and utility for growing plants and trees.

Potency Multipliers

Damage: 0.5

Damage over Time: 0.8

Healing: 1.1

Healing over Time: 1

Buff: 0.9

Debuff: 0.6

Crowd Control: 0.8

Necrotic Magic

Necrotic Magic is mainly used for curses and damaging spells. Necrotic damage spells typically cause Psychic damage.

Potency Multipliers

Damage: 1

Damage over Time: 1

Healing: 0.4

Healing over Time: 0.4

Buff: 0.5

Debuff: 1.1

Crowd Control: 1

Divine Magic

Divine Magic is mainly used for healing spells.

Potency Multipliers

Damage: 0.5

Damage over Time: 0.5

Healing: 1.2

Healing over Time: 1

Buff: 1.1

Debuff: 0.3

Crowd Control: 0.4

Infernal Magic

Infernal Magic is mainly used for damaging and debuffing spells. Often causing Burning or Psychic damage.

Potency Multipliers

Damage: 1.2

Damage over Time: 1

Healing: 0.5

Healing over Time: 0.5

Buff: 0.3

Debuff: 1.1

Crowd Control: 0.4

Wiki Pages

Magic Schools, Playable Races, Gear Bonuses, Stats, Levelling, Lore, NPCs, Thirst, Hunger, and Energy, Reputation, Personality, Pricing, Credits