Ultima Online Mysticism - sixteen spells, and the skill that decides their damage is not Mysticism
For official shards · Magic skill · Int/Str · goes to 120 with a Power Scroll · every figure sourced
Mysticism arrived with Stygian Abyss and is the newest of the three full eight-circle schools. It is sixteen spells, two per circle — a quarter the size of Magery’s book — and every one of them earns its slot. uo.com: “those skilled in Mysticism are known as Mystics”.
It shares Magery’s structural quirk and makes it stranger. Mysticism decides whether the spell casts; the damage is decided by Focus or Imbuing, and if you have both, by whichever is higher. uo.com: “when damage spells are cast, if both skills are present, the effectiveness will be determined by whichever of these two skills is the higher”. No other school in the game lets a crafting skill drive its damage.
The sixteen spells, by circle
uo.com’s own table. Two spells per circle, and the mana ladder is the same one Magery uses — with one exception, marked.
| Circle | Min skill | Mana | Spell | Reagents |
|---|---|---|---|---|
| First | 0 | 4 | Nether Bolt | Black Pearl, Sulfurous Ash |
| Healing Stone | Bone, Garlic, Ginseng, Spider’s Silk | |||
| Second | 8 | 6 | Purge Magic | Fertile Dirt, Garlic, Mandrake Root, Sulfurous Ash |
| Enchant | Spider’s Silk, Mandrake Root, Sulfurous Ash | |||
| Third | 20 | 9 | Sleep | Nightshade, Spider’s Silk, Black Pearl |
| Eagle Strike | Blood Moss, Bone, Mandrake Root, Spider’s Silk | |||
| Fourth | 33 | 11 | Animated Weapon | Bone, Black Pearl, Mandrake Root, Nightshade |
| Stone Form | Blood Moss, Fertile Dirt, Garlic | |||
| Fifth | 45 | 14 | Spell Trigger | Dragon’s Blood, Garlic, Mandrake Root, Spider’s Silk |
| Mass Sleep | Ginseng, Nightshade, Spider’s Silk | |||
| Sixth | 58 | 20 | Cleansing Winds | Dragon’s Blood, Garlic, Ginseng, Mandrake Root |
| Bombard | Blood Moss, Dragon’s Blood, Garlic, Sulfurous Ash | |||
| Seventh | 70 | 40 | Spell Plague | Demon Bone, Dragon’s Blood, Nightshade, Sulfurous Ash |
| 50 | Hail Storm | Dragon’s Blood, Black Pearl, Blood Moss, Mandrake Root | ||
| Eighth | 83 | 50 | Nether Cyclone | Mandrake Root, Nightshade, Sulfurous Ash, Blood Moss |
| Rising Colossus | Demon Bone, Dragon’s Blood, Fertile Dirt, Nightshade |
Hail Storm is the odd one. It sits in the seventh circle beside Spell Plague but costs 50 mana where its circle-mate costs 40 — uo.com prints it that way, and it is the only spell in the school whose mana does not match its circle.
The four reagents no other school uses
Mysticism draws on the eight ordinary reagents and on four of its own, bolded in the table above. They are the whole supply problem of playing a Mystic:
- Bone — Healing Stone, Eagle Strike, Animated Weapon.
- Demon Bone — Spell Plague and Rising Colossus. Two spells, both top-of-the-book.
- Fertile Dirt — Purge Magic, Stone Form, Rising Colossus.
- Dragon’s Blood — six spells, including every heavy hitter: Spell Trigger, Cleansing Winds, Bombard, Spell Plague, Hail Storm and Rising Colossus.
Lower Reagent Cost covers these the same as any other. At 100 LRC a Mystic carries nothing at all, which matters more here than in Magery precisely because four of the reagents are not sold on every corner.
Focus or Imbuing, and why that is so strange
Every other damage school in the game is driven by a magic skill. Mysticism is driven by Focus — a mana-regeneration skill — or by Imbuing, which is a crafting skill. The reason is historical: Focus replaced Evaluating Intelligence for this purpose in Publish 64 [!].
uo.com’s rule is simply that the higher of the two is used when both are present. That gives a Mystic two quite different templates for the same damage:
- Focus — also regenerates mana, and stacks with Meditation. The straightforward choice.
- Imbuing — does nothing in combat by itself, but it is the skill that builds the suit. A crafter who already carries 120 Imbuing gets Mysticism damage for free.
[!] The damage formula itself is not published. uo.com says which skill is used; it does not say what the skill does to the number, and there is no Mysticism equivalent of Magery’s ((Eval Int × 3) ÷ 100) + 1 on uo.com.
[!] Inscription does nothing published for Mysticism. uo.com’s +10% Grandmaster bonus names nine spells and all nine are Magery. uo.com does not extend it to this school.
Enchant, and the Spell Channeling rule
uo.com: “equipping weapons and shields requires the item to have the spell channeling property, in the same way as the property is required for mages”. So a Mystic is under the same restriction as a Magery caster — with one exception that is easy to miss.
Enchant is the exception, and it is also the workaround. Mysticism needs Spell Channeling for every spell except Enchant itself, and if Mysticism and the higher of Focus/Imbuing are both over 80 [!], Enchant temporarily grants the weapon Spell Channeling. A Mystic can therefore pick up a weapon with no Spell Channeling on it, cast Enchant, and carry on casting — which is a real template, not a trick.
[!] How long that temporary Spell Channeling lasts is not published; uo.com does not mention the effect at all.
Worth remembering either way: a Spell Channeling item carries a mandatory −1 Faster Casting, and Mysticism’s Faster Casting cap is 2 — the same as Magery and Necromancy, not the 4 the lesser schools get.
In PvP
Mysticism is the strongest disable school in the game, and that is what it is taken for.
- Sleep and Mass Sleep — a hard disable with an immunity window attached. The windows are on the timers page.
- Spell Plague — a stacking damage effect that punishes being hit while it is up, which is exactly what happens in a group fight.
- Purge Magic — strips a buff. Nothing in Magery does this.
- Cleansing Winds — a heal and a cure, on one cast, area of effect.
- Stone Form — defensive, and the reason Mysticism appears on templates that never cast an offensive spell at all.
[!] Sleep duration, Spell Plague’s stacking numbers and Cleansing Winds’ heal amount are not published.
In PvM
Two spells carry PvM Mysticism: Rising Colossus, the eighth-circle summon, and Hail Storm and Nether Cyclone as area damage. Animated Weapon is a lesser summon available from the fourth circle, which is unusually early for a pet-shaped spell.
Healing Stone is the quiet one. It is a first-circle spell that produces an item you can use later, which makes Mysticism worth eighty points on a melee template that will never cast anything else.
[!] Rising Colossus and Animated Weapon statistics, and what scales them, are not published. [!] So is the Healing Stone’s heal amount.
What is not published
- [!] The damage formula. Which skill drives it is published. What it does to the number is not.
- [!] The fizzle chance at any skill, and there is no published Mysticism equivalent of Magery’s 106.
- [!] Base damage per spell.
- [!] Enchant’s duration, and the duration of the Spell Channeling it grants.
- [!] Sleep and Mass Sleep durations, and whether Mysticism affects them.
- [!] Summon statistics for Rising Colossus and Animated Weapon.
- [!] Whether Inscription does anything at all for this school. The absence of a statement is not a statement of absence — but nothing published says it does.
Caps, and how to train it
Mysticism has Power Scrolls, so it runs 105 / 110 / 115 / 120 against the 720 total skill cap. It was added with Stygian Abyss and any race can learn it, not only gargoyles — a thing still got wrong, because the school arrived with the gargoyle expansion.
uo.com publishes no training path. The one below is unpublished, so every threshold in it is marked:
| From [!] | To [!] | How |
|---|---|---|
| 0 | 40 | NPC vendor |
| 40 | 63 | casting Stone Form |
| 63 | 80 | casting Cleansing Winds |
| 80 | 95 | casting Hail Storm |
| 95 | 120 | casting Nether Cyclone |
All of it on 100 Lower Reagent Cost, or the four special reagents will cost more than the scrolls did.
Where these come from
uo.com Mysticism · uo.com Inscription · uo.com Focus · uo.com Imbuing · uo.com Skill Titles · uo.com Skill Gain Systems. Everything here is from uo.com or the game itself; anything uo.com does not publish is marked [!] as unpublished where it appears.
Every skill in the game
This is one of fifty-eight. The full skill list has all of them — what each does, its stats, where it caps, and which skills it works with.
The other 11 magic skills:
Bushido · Chivalry · Evaluating Intelligence · Imbuing · Magery · Meditation · Necromancy · Ninjitsu · Resisting Spells · Spellweaving · Spirit Speak
The spell books
Magery · Necromancy · Chivalry · Bushido · Ninjitsu · Spellweaving · Mysticism
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- Every weapon — all of them, each with its own page and the named weapons built on it
- Timers — disarm, sleep and paralyse immunity windows
- 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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