Mysticism
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Mysticism is the Stygian Abyss spell school — a versatile mix of elemental damage, healing, summons, and debuffs across eight circles. Spells cost mana and reagents, and their power is set by your Mysticism skill paired with a secondary (your highest of Focus or Imbuing).
Mana scales by circle (MysticSpell table): 4 / 6 / 9 / 11 / 14 / 20 / 40 / 50 for circles
1–8 — the same ladder as Magery, so higher-circle spells cost much more.
Spells by circle
Section titled “Spells by circle”| Circle | Mana | Spells |
|---|---|---|
| 1 | 4 | Nether Bolt (single-target damage) · Healing Stone (drop a stone that heals on use) |
| 2 | 6 | Enchant (imbue your weapon with an element/effect) · Purge (cleanse harmful effects) |
| 3 | 9 | Eagle Strike (summoned eagle hits a foe) · Sleep (put a target to sleep) |
| 4 | 11 | Stone Form (turn to stone — defensive buff) · Animated Weapon (a floating weapon fights for you) |
| 5 | 14 | Spell Trigger (store a stoneform/heal to trigger later) · Mass Sleep (area sleep) |
| 6 | 20 | Bombard (heavy single-target hit + knockdown) · Cleansing Winds (area heal + cure) |
| 7 | 40 | Spell Plague (escalating damage debuff) · Hail Storm (cold area burst) |
| 8 | 50 | Rising Colossus (summon a powerful colossus) · Nether Cyclone (mana/stam-draining area storm) |
Mystics pair well with Spellweaving or melee, and Stone Form + Healing Stone make even a low-skill mystic surprisingly tanky.
See also
Section titled “See also”- Mysticism skill · Focus · Imbuing — what governs the spells
- Magery — the parallel circle-based school
- Magic overview · Reagents