Gothic/Using magic

There are various magic spells. Magic can be used by anyone using one-time spell scrolls or by magicians using runes that can be re-used as often as one likes, but which runes can be used depends on the magic circle the player has. Both methods drain the player's mana. Mana can be restored with potions of magic energy, eating dragon root/raven herbs/stone root/dark herbs or by sleeping. See also mana and magic skills/training.

There are three types of spells: normal, chargeable and investment spells.
 * Normal spells like teleportation require a set amount of mana. If the player fails to put in the required amount of mana, nothing will happen. (but any mana that was put in will be gone)
 * Chargeable spells like Fireball have a maximum amount of mana that can be put into them, but it's possible cast the spell with less mana. In that case it will do less damage.
 * Investment spells like Pyrokinesis have an effect that will last as long as the player casts it. The duration is only limited by the amount of mana the player has.

For a list of magic runes, spell scrolls and locations check the list of magic items.

Light

 * ✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment

A floating/hovering light appears above Nameless that follows the player.

Useful against: darkness

Fire Bolt

 * ✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Throw a small fireball that does 30 fire damage.

Useful against:, and  (2 fire bolts),  (3 fire bolts),  and  (4 fire bolts),  (5 fire bolts)

Ice Bolt

 * ✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Throw a small ball of ice that does 20 magic damage.

Useful against:, and  (2 ice bolts),  (3 ice bolts), , ,  and  (4 ice bolts), ,  and  (5 ice bolts),  (8 ice bolts)

Fist of Wind

 * ✔ Rune ✔ Scroll ✔ Chargeable ✖ Investment

Useful against:

Sleep

 * ✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Only works on human NPCs. Puts them temporarily to sleep so you can walk past them, attack them while they're down or have them not hurt you while you deal with other enemies.

Useful against: human NPCs

Healing

 * ✔ Rune ✔ Scroll ✖ Chargeable ✔ Investment

Heals 10 hitpoints per mana invested.

Useful against: low health

Ice Block

 * ✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Encases the enemy in an ice block (which will break after a while) and does 70 magic damage. While the enemy is frozen they can't attack. You can attack the frozen enemy though and take them down. Some enemies like trolls and golems can't be frozen.

Useful against: almost anything but trolls and golems

Fireball

 * ✔ Rune ✔ Scroll ✔ Chargeable ✖ Investment

If fully charged this will throw a fireball that does 150 fire damage. Not all damage is delivered instantly, the enemy will catch fire for a while, draining their health until the fire goes out. 150 damage is the total damage caused after the fire has gone out. Not recommended against harpies as harpies always appear in groups and are quite quick, leaving you with too little time to recharge. Can be used against an isolated swampshark, but a single swampshark will require 3 Fireballs.

Useful against:, , , , , , , , , , , , , , (1 fireball)

,, , , , , (2 fireballs)

Pyrokinesis

 * ✔ Rune ✔ Scroll ✖ Chargeable ✔ Investment

Does 20 magic damage per mana. Note that this damage is delivered 20 at a time in quick succession. So if an enemy has 20 magic damage protection, you won't hurt them at all.

Useful against: every NPC before you enter the temple of the sleeper and, , , , , , , , , , , , , , , ,

Ball Lightning

 * ✔ Rune ✔ Scroll ✔ Chargeable ✖ Investment

According to the in-game description this spell does 20 magic damage per mana and consumes up to 5 mana. This should work out to 100 magic damage for a fully charged ball of lightning, but a fully charged ball will deal only 80 magic damage. This 80 damage does consume 5 mana.

Useful against:, , , , , , , (1 ball)

,, , , , , (2 balls)

,, (3 balls)

Charm

 * ✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Makes an NPC like you. They won't fight for you though, but if you cast charm on a guard and proceed to attack the guard standing next to them, the guard you charmed won't attack you.

Useful against: grumpy NPCs

Telekinesis

 * ✔ Rune ✔ Scroll ✖ Chargeable ✔ Investment

Allows you to move an item like a weapon or scroll. Can be used to draw items that are out of reach towards the player. Can not be used on enemies and is useless in combat. Sometimes useful to draw an item towards the player past some enemies, avoiding a fight.

Control

 * ✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Requires at least 30 mana to equip, but can drain much more.

Allows you to take control of a human NPC. Doesn't work on immortal characters like Diego. It will take 4 mana per level of the target character.


 * is actually level 0 and can be taken over without costing you any mana.
 * A can be taken over quickly with just 8 mana.
 * An can be taken over with 20 mana.
 * takes 68 mana.
 * (who has ) will take 72 mana to take over.
 * (found on top of the huts in the old camp) with the (which was previously believed to be unattainable without cheats) is level 20. It'll take 80 mana to control one.
 * is level 25, so 100 mana.
 * (level 70, ), / (level 80, ) and (level 100,, though Gomez is initially immortal) could theoretically be taken over if you had 70*4=280, 80*4=320 mana and 100*4=400 mana. These levels are probably not attainable without cheats.

If you press enter, you return to being yourself. Don't wander away too far. Killing or getting killed also seems to return you to being yourself.

There is a trick to obtain many kinds or armor with this spell. You can't open your inventory while controlling another NPC, but there is a workaround. For example, cast control on Gor Na Drak. Now find an animal carcass or a dead/knocked out human. (you may want to make sure there is one nearby before casting control..) Try to loot/harvest it, but instead of actually doing so, browse through "your" inventory and drop (use+down) your armor, weapons and whatever else you'd like to have. Switch back to Nameless and pick up the gear, simple as that. This way you can aquire Gor Na Drak's heavy templar armor (no matter which camp you joined) and his King's blade.

Storm Fist

 * ✔ Rune ✔ Scroll ✔ Chargeable ✖ Investment

Useful against:

Chain Lightning

 * ✔ Rune ✔ Scroll ✖ Chargeable ✔ Investment

Useful against:

Storm of Fire

 * ✔ Rune ✔ Scroll ✔ Chargeable ✖ Investment

Useful against:

Death to the Undead

 * ✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Useful against:

Wave of Ice

 * ✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Useful against:

Rain of Fire

 * ✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Useful against:

Breath of Death

 * ✔ Rune ✖ Scroll ✖ Chargeable ✖ Investment

Useful against:

Uriziel's Wave of Death

 * ✔ Rune ✖ Scroll ✖ Chargeable ✖ Investment

Useful against:

Teleportation

 * ✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Useful against:

Summoning

 * ✖ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Useful against:

Transformation

 * ✖ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Useful against:

Rage

 * ✖ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Useful against:

Fear

 * ✖ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Useful against:

Shrink monster

 * ✖ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Useful against: