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Magic

Xindeler's magic system is one of the deepest in the game. Organized into magic sources and schools, each combination defines a different combat style.

Magic Sources

Each spell belongs to a magic source that defines its origin and nature:

SourceDescription
ArcanaThe magic of the Veil — the fabric of energy that permeates the world
DivineGranted by the Luminaries to their faithful followers
PrimalThe raw force of nature and the elements
PsionicThe power of the mind over matter
KiInternal energy channeled through the body

Schools of Magic

Schools determine the type of magical effect:

SchoolSourceDescription
EvocationArcanaDirect damage, explosions, projectiles
HemomancyArcanaBlood magic — unique to Xindeler
AxiomancyArcanaGravity, time and space
NecromancyArcanaControl and debilitation
EnchantmentArcana / DivineMental manipulation
AbjurationArcanaDefense and magical negation
ConjurationArcanaSummoning
IllusionArcanaDeception and perception
DivinationArcanaKnowledge and information
TransmutationArcanaTransformation and alteration

Currently the Mage and the Cleric are the classes with access to magic. Future classes like Warlock, Druid and Bard will have access to unique combinations of sources and schools.

How Are Spells Learned?

Spells are learned through class skill trees. Each tree has spells organized by level (0–9), unlockable with skill points.

Caster weapons (Tome, Focus, Holy Symbol, Staff) determine which set of basic spells you have available, while signature spells are exclusive to the class.

The Veil

The Veil is the fabric of arcane energy that permeates the world of Xindeler. It was created by the Luminaries to arm mortals against the threats of the Void. All arcane magic has its origin in it.

Deep knowledge of the Veil — its origins, its limits and what threatens it — is one of the great mysteries of Xindeler's lore.

Licensed under GPL-3.0