Players may train in one of three schools of Magic on Atlas: Elemental, Holy, or Unholy. Each school of magic has its own unique array of spells, only available to mages who have studied in that type of spellcasting.
To begin studying the ways of magic, speak with Archmage Rholla at the Arcane Tower in Nauru. There is a preliminary questline which will require you to gather some materials, followed by the choice of which school of magic you'd like to train in.
Once a player has chosen to train in a particular school of magic, they are bound to it. Players may only advance and buy wands of their chosen magic type. Upon choosing a school, players will embark upon a unique questline (starting in Nauru, and eventually taking them across the world) to train and unlock the arsenal of spells at their disposal.
All spells on Atlas are bound to Wands, which become unlocked for purchase from NPCs as players advance through their magic training.
Right-clicking with a wand in hand will change your hotbar to the Spells Menu - listing all spells the wand contains. (Currently, only Beginner Wands are available, which contain 1 spell.) You can also see your spells' cooldown counter from this menu. Right-clicking again will return your hotbar to normal.
Left-clicking with a wand will cast the currently equipped spell. More powerful spells will have a longer cooldown.
Players may only use wands belonging to their chosen school of magic, even if they are acquired from other players.
The Shen are the purveyors of Elemental Magic on Atlas. Focusing in direct damage and utilitarianism, elemental mages enjoy offensive capabilities as well as a unique grasp on natural elements.
Beginner Elemental Spells
|Magic Missile||Fire a small bolt of pure magic|
|Fireball||Launch an exploding fireball|
|Gills||Temporarily breathe underwater|
|Lightning||Strike lightning upon your target|
|Wind Blast||A magical whip of pure wind, used by swinging your cursor|
Advanced Elemental Spells
|Lava||Fire a small stream of lava|
|Sand Blast||Drop a big block of sand|
|Chain Lightning||Shoot a bolt of electricity that splits to hit multiple targets|
|Shuriken||Fire a bouncing mana projectile|
|Firestorm||Launch a stream of fire|
The Valderkal are the purveyors of Holy Magic on Atlas. Focusing in healing and survivability, holy mages have a useful arsenal of curative and mobility spells at their disposal.
Beginner Holy Spells
|Heal||Heal yourself or others. Cannot be interrupted by damage|
|Cure||Remove negative effects|
|Dash||Temporarily increase your speed|
|Light Blast||Lob a blinding ball of light|
|Shell||Create a temporary protective shell|
Advanced Holy Spells
|Barrier||Create a temporary circle of walls|
|Stun||Stun and damage your target|
|Counterspell||Counter target player's spell. Only works on recently-cast spells|
|Fortify||Make the target blocks stronger for a few seconds|
|Pollinate||Instantly grow flowers on grass blocks|
The Arkayo are the purveyors of Unholy Magic on Atlas. Focusing in debuffs and damage-over-time spells, unholy mages have a dangerous arsenal of curses and life-sappers at their disposal.
Beginner Unholy Spells
|Wither||Fire a withering bolt|
|Curse||Slow and weaken your target|
|Blind||Blind your target|
|Torture||Inflict a damage-over-time effect. Only works at melee range|
|Wound||Physically damage your target|
Advanced Unholy Spells
|Death Blast||Launch a dark fireball that explodes into a poisonous cloud|
|Fury||Launch several homing missiles into the air|
|Devastation||Rain death from above|
|Arrow Volley||Fire a stream of arrows|
|Polymorph||Temporarily turn your target into a sheep|