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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.

All sixteen spells, with circle, mana and reagents →

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.

CircleMin skillManaSpellReagents
First04Nether BoltBlack Pearl, Sulfurous Ash
Healing StoneBone, Garlic, Ginseng, Spider’s Silk
Second86Purge MagicFertile Dirt, Garlic, Mandrake Root, Sulfurous Ash
EnchantSpider’s Silk, Mandrake Root, Sulfurous Ash
Third209SleepNightshade, Spider’s Silk, Black Pearl
Eagle StrikeBlood Moss, Bone, Mandrake Root, Spider’s Silk
Fourth3311Animated WeaponBone, Black Pearl, Mandrake Root, Nightshade
Stone FormBlood Moss, Fertile Dirt, Garlic
Fifth4514Spell TriggerDragon’s Blood, Garlic, Mandrake Root, Spider’s Silk
Mass SleepGinseng, Nightshade, Spider’s Silk
Sixth5820Cleansing WindsDragon’s Blood, Garlic, Ginseng, Mandrake Root
BombardBlood Moss, Dragon’s Blood, Garlic, Sulfurous Ash
Seventh7040Spell PlagueDemon Bone, Dragon’s Blood, Nightshade, Sulfurous Ash
50Hail StormDragon’s Blood, Black Pearl, Blood Moss, Mandrake Root
Eighth8350Nether CycloneMandrake Root, Nightshade, Sulfurous Ash, Blood Moss
Rising ColossusDemon 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:

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:

[!] 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 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

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
040NPC vendor
4063casting Stone Form
6380casting Cleansing Winds
8095casting Hail Storm
95120casting 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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