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:
| Source | Description |
|---|---|
| Arcana | The magic of the Veil — the fabric of energy that permeates the world |
| Divine | Granted by the Luminaries to their faithful followers |
| Primal | The raw force of nature and the elements |
| Psionic | The power of the mind over matter |
| Ki | Internal energy channeled through the body |
Schools of Magic
Schools determine the type of magical effect:
| School | Source | Description |
|---|---|---|
| Evocation | Arcana | Direct damage, explosions, projectiles |
| Hemomancy | Arcana | Blood magic — unique to Xindeler |
| Axiomancy | Arcana | Gravity, time and space |
| Necromancy | Arcana | Control and debilitation |
| Enchantment | Arcana / Divine | Mental manipulation |
| Abjuration | Arcana | Defense and magical negation |
| Conjuration | Arcana | Summoning |
| Illusion | Arcana | Deception and perception |
| Divination | Arcana | Knowledge and information |
| Transmutation | Arcana | Transformation 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.