Ultima Online Magery spell list
For official shards · 64 entries · every figure sourced
Every Magery spell, what it does, the skill it needs and what it costs. The descriptions are uo.com’s own words and the minimum skills come from the school’s published table.
Open this book in the toolkit → — it works out your real chance to cast each one at your own skill, and shows the icons from the game.
| Spell | Circle | Min skill | Mana | What it does |
|---|---|---|---|---|
| Clumsy | 1 | 0 | 4 | Decreases the target's dexterity. |
| Create Food | 1 | 0 | 4 | Conjures food. Mostly used to keep a pet loyal when the mage has nothing appropriate to hand. |
| Feeblemind | 1 | 0 | 4 | Decreases the target's intelligence. |
| Heal | 1 | 0 | 4 | Heals damage based on Magery skill, and is the fastest healing a mage has. |
| Magic Arrow | 1 | 0 | 4 | Fire damage to a single target. Casting it again on the same target does no additional damage. |
| Night Sight | 1 | 0 | 4 | Grants light until dawn, brighter the higher your Magery. |
| Reactive Armor | 1 | 0 | 4 | Raises your physical resistance while lowering your elemental resistances. |
| Weaken | 1 | 0 | 4 | Decreases the target's strength. |
| Agility | 2 | 0 | 6 | Raises dexterity and the stamina cap by a percentage set by Evaluating Intelligence. |
| Cunning | 2 | 0 | 6 | Raises intelligence and the mana cap, and can speed mana regeneration. |
| Cure | 2 | 0 | 6 | Cures poison, including lethal poison at higher skill. |
| Harm | 2 | 0 | 6 | Cold damage that varies with how far away the target is. |
| Magic Trap | 2 | 0 | 6 | uo.com publishes no description for this one |
| Magic Untrap | 2 | 0 | 6 | Removes traps from magically locked objects and low-level treasure chests. |
| Protection | 2 | 0 | 6 | Lets you cast without being interrupted, at the cost of physical resistance and casting speed. |
| Strength | 2 | 0 | 6 | Raises strength, the hit point cap, and weapon damage. |
| Bless | 3 | 10 | 9 | Agility, Cunning and Strength in one spell. |
| Fireball | 3 | 10 | 9 | Quick fire damage, up to 26-31 depending on your skills. |
| Magic Lock | 3 | 10 | 9 | Magically locks a chest. |
| Poison | 3 | 10 | 9 | Poisons the target, which stops bandages and healing spells working on them. |
| Telekinesis | 3 | 10 | 9 | Lets you open and manipulate objects from a distance. |
| Teleport | 3 | 10 | 9 | Teleports you to somewhere you can see, up to 11 tiles away. |
| Unlock | 3 | 10 | 9 | Unlocks magically locked and low-level treasure chests without Lockpicking. |
| Wall of Stone | 3 | 10 | 9 | Blocks an opponent in for 10 seconds. |
| Arch Cure | 4 | 24 | 11 | Cures poison more reliably than Cure, and cures friendly targets nearby as well. |
| Arch Protection | 4 | 24 | 11 | Casts Protection on every party member within 3 tiles. |
| Curse | 4 | 24 | 11 | Lowers the target's maximum elemental resistances and applies Clumsy, Feeblemind and Weaken. |
| Fire Field | 4 | 24 | 11 | A field of fire that damages what walks through it, lasting longer the higher your Magery. |
| Greater Heal | 4 | 24 | 11 | One of the most used spells: heals (Magery x 0.4) + 1 to 10 points. |
| Lightning | 4 | 24 | 11 | Strikes instantly for 30-34 energy damage. |
| Mana Drain | 4 | 24 | 11 | Drains the target's mana, resisted by their Resisting Spells. |
| Recall | 4 | 24 | 11 | Instant travel to a marked rune in your pack or runebook. |
| Blade Spirits | 5 | 38 | 14 | Summons spirits that attack anything within 6 tiles for 120 seconds. |
| Dispel Field | 5 | 38 | 14 | Dispels one tile of a field spell, or a gate. |
| Incognito | 5 | 38 | 14 | Temporarily changes your name and appearance. |
| Magic Reflection | 5 | 38 | 14 | Lowers physical resistance and raises elemental resistances, and reflects spells. |
| Mind Blast | 5 | 38 | 14 | 40-42 cold damage, based on your Magery and Intelligence against the target's. |
| Paralyze | 5 | 38 | 14 | Paralyses the target; how long depends on both of your stats. |
| Poison Field | 5 | 38 | 14 | A wall of poison, at the same poison levels as the Poison spell. |
| Summon Creature | 5 | 38 | 14 | Summons a low-level creature as a sparring partner or a decoy. |
| Dispel | 6 | 52 | 20 | Dispels one summoned creature. |
| Energy Bolt | 6 | 52 | 20 | 51-56 energy damage, scaled by Evaluating Intelligence and Inscription. |
| Explosion | 6 | 52 | 20 | After a two-second delay, 51-56 fire damage. |
| Invisibility | 6 | 52 | 20 | Hides you from sight, for longer the higher your Magery. |
| Mark | 6 | 52 | 20 | Marks a rune so you can Recall or Gate back to it. |
| Mass Curse | 6 | 52 | 20 | Curse on everything within 3 tiles. |
| Paralyze Field | 6 | 52 | 20 | Paralyze in field form; how well it works depends on the target's Resisting Spells. |
| Reveal | 6 | 52 | 20 | Reveals hidden players and creatures, your Magery against their Hiding and Stealth. |
| Chain Lightning | 7 | 66 | 40 | Energy damage split between everything within 2 tiles. |
| Energy Field | 7 | 66 | 40 | A wall of energy, for blocking a narrow way in or out. |
| Flamestrike | 7 | 66 | 40 | A burst of flame for 64-69 fire damage. |
| Gate Travel | 7 | 66 | 40 | Opens a moongate to a marked location, lasting 30 seconds. |
| Mana Vampire | 7 | 66 | 40 | Drains the opponent's mana and adds it to your own. |
| Mass Dispel | 7 | 66 | 40 | Dispels several summoned creatures at once, and is harder to resist than Dispel. |
| Meteor Swarm | 7 | 66 | 40 | Fire damage split between everything within 2 tiles. |
| Polymorph | 7 | 66 | 40 | Turns you into another creature. |
| Earthquake | 8 | 80 | 50 | Physical damage as a percentage of health, to everything in range. |
| Energy Vortex | 8 | 80 | 50 | Summons a vortex that attacks anything nearby for 90 seconds. |
| Resurrection | 8 | 80 | 50 | Brings a ghost back to life. You must be within one tile of them. |
| Summon Air Elemental | 8 | 80 | 50 | Summons an air elemental, which casts rather than fights. |
| Summon Daemon | 8 | 80 | 50 | Summons a daemon: heavy melee and seventh circle magic together. |
| Summon Earth Elemental | 8 | 80 | 50 | Summons an earth elemental: strong in melee, no magic. |
| Summon Fire Elemental | 8 | 80 | 50 | Summons a fire elemental, stronger than the air and water ones at both melee and magic. |
| Summon Water Elemental | 8 | 80 | 50 | Summons a water elemental, which both fights and casts. |
What the minimum skill actually buys you
The minimum is where a spell becomes castable, not where it becomes reliable. The chance to cast comes down to one line, and it is the same line for every book [!]:
Chance to cast = ( ( Skill − ( Difficulty − ( Casting Focus ÷ 2
) ) ) ÷ Casting Focus )
Casting Focus is 40 for Magery and Necromancy and 50 for the rest [!]. What the two groups do not share is where the minimum sits inside that line: Chivalry, Magery and Necromancy start at 0% and reach 100% one whole Focus above it, while Bushido, Ninjitsu, Mysticism and Spellweaving start at 25% the moment they can cast at all. That is why a Bushido ability feels dependable so much sooner than a spell of the same nominal level — it is not a feeling, it is two different lines. The toolkit works that out for your skill →
Where these come from
uo.com’s Magery page for the descriptions and the published minimums. uo.com does not publish the chance-to-cast line or the Casting Focus values, so they are unpublished and carry a [!]. Everything here is from uo.com or the game itself; anything uo.com does not publish is marked [!] as unpublished.
The other books
Necromancy · Chivalry · Bushido · Ninjitsu · Spellweaving · Mysticism
More from UO Toolkit
- Damage calculator — how a hit is worked out, step by step
- Timers — disarm, sleep and paralyse immunity windows
- Necromancy spells — all 17
- Chivalry spells — all 10, with tithing
- Bushido abilities — all of them
- Ninjitsu abilities — all of them
- Spellweaving spells — all 16
- Mysticism spells — all 16
- Clips — player videos from the official shards
- What UO Toolkit does — the whole tool in one page
- The toolkit itself — the template builder and every calculator, free, in the browser
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