Quick answer

To cast a spell you need two things: the magic circle that governs it (learned with learning points from a trainer) and either a scroll or a rune of the spell. A scroll is consumed the moment you read it; a rune is permanent and re-castable. There are 6 circles and roughly 50 spells. Choose your school by camp, plan it in the mage build, and fund it through LP and trainers.

Scroll vs Rune — the difference that decides your loadout
ScrollRunePick
Uses One — spent when readUnlimited
Persistence Destroyed on castPermanent, slotted to the hotbar
Mana Costs mana per castCosts mana per cast
Requires the circle? Yes — must have learned itYes — must have learned it
Best for One-off utility / emergenciesYour repeatable damage & support kit

How to learn magic

  • Join a magic-capable faction and gain access to its school (Fire = Old Camp, Water = New Camp, Psionic = Swamp).
  • Spend learning points with a mage trainer to unlock each magic circle in order (Circle 1 → Circle 6).
  • Acquire the spell itself as a scroll (one cast) or a rune (permanent) — e.g. complete 'The Price of Magic' in the Old Camp to get your first Fire Bolt.
  • Keep enough mana to pay the per-cast cost; raise Mana to cast the bigger spells.

The 6 circles — LP to unlock, spells and mana cost

Unlocking each circle gets steadily more expensive in learning points, and the spells inside each circle cost mana every time you cast them. The table is sortable — sort by LP cost to plan your unlock order.

Magic circles: LP cost to unlock · school · spells (mana per cast)
CircleLP to unlockSchool(s)Notable spells (mana cost)
110FireFire Bolt (20), Fireball (50), Pyrokinesis (50), Rain of Fire (75), Storm of Fire (70)
215IceIce Block (50), Ice Bolt (35), Wave of Ice (70)
320Lightning / HolyBall Lightning (60), Chain Lightning (50), Healing (10), Light (5), Death to the Undead (70), Pray to Innos
425Mind / MovementCharm (50), Control (60), Fear (170), Sleep (35), Telekinesis (50), Fist of Wind (35), teleport runes
530SummonSummon Demon (375), Summon Golem (300)
640DeathSummon Skeletons (240), Army of Darkness (450), Breath of Death (1500), Uriziel's Wave of Death (10000)
📜Reading the costs

The LP figure is the one-time learning-point cost to unlock the whole circle. The numbers in parentheses are per-cast mana costs for individual spells — so Fire Bolt is cheap and spammable, while Circle 6's Uriziel's Wave of Death is an end-game showpiece at 10,000 mana.

Every rune in the game

Runes are the permanent, re-castable version of a spell — buy or craft them once and slot them to your hotbar. This is the full list; sort by value to see which spells are the priciest to acquire.

All 25 runes — sortable by any column
RuneCircleValue (ore)
Ball Lightning Rune0300
Breath of Death Rune01500
Control Rune0300
Destroy Undead Rune0367
Fire Arrow Rune0100
Fire Storm Rune0367
Fireball Rune0234
Heal Rune0167
Ice Arrow Rune0167
Ice Block Rune0234
Ice Wave Rune0367
Light Rune0100
Lightning Rune0700
Pacify Rune0234
Pyrokinesis Rune0234
Rain of Fire Rune0434
Sleep Rune0167
Storm Fist Rune0300
Telekinesis Rune0234
Teleport Fire Mages00
Teleport Swamp Camp00
Teleport Water Mages00
Teleport Xardas00
Wave of Death Rune010000
Wind Fist Rune0167

Every scroll in the game

Scrolls are single-use casts — handy for a spell you only need occasionally or for a school you haven't fully committed LP to. Here is every scroll, sortable and filterable.

All 39 scrolls — sortable by any column
ScrollCircleValue (ore)
Army of Darkness Scroll0222
Ball Lightning Scroll030
Control Scroll030
Create Skeleton Scroll0117
Destroy Undead Scroll037
Fear Scroll084
Fire Arrow Scroll010
Fire Storm Scroll037
Fireball Scroll024
Heal Scroll04
Ice Arrow Scroll017
Ice Block Scroll024
Ice Wave Scroll037
Light Scroll02
Lightning Scroll024
Orcish Teleport Cemetery00
Orcish Teleport Temple00
Pacify Scroll024
Pyrokinesis Scroll024
Rain of Fire Scroll044
Shrink Monster Scroll0334
Sleep Scroll017
Storm Fist Scroll030
Summon Demon Scroll0184
Summon Golem Scroll0150
Telekinesis Scroll024
Teleport Water Mages Scroll0100
Transform Bloodfly Scroll034
Transform Lizard Scroll034
Transform Lurker Scroll034
Transform Meat Bug Scroll034
Transform Minecrawler Scroll034
Transform Molerat Scroll034
Transform Orc Hound Scroll067
Transform Scavenger Scroll034
Transform Shadowbeast Scroll067
Transform Snapper Scroll050
Transform Wolf Scroll034
Wind Fist Scroll017

Pick your school

Fire vs Water vs Psionic

Fire (Old Camp, Corristo) is the highest raw damage — Fire Bolt alone carries the early game. Water (New Camp, Saturas) leans into healing, crowd control and ice, making it the hybrid-friendly pick. Psionic (Swamp) bypasses physical armor entirely but caps at Circle 4. Decide before you commit LP — see which camp.

Rune & scroll icons

NewDengs — how to learn magic and get your first rune
NewDengs — how to learn magic and get your first rune

Frequently asked questions

What's the difference between a scroll and a rune?

A scroll is consumed the instant you read it — one cast and it's gone. A rune is permanent: slot it to your hotbar and cast it as often as you have mana. Both still cost mana per cast and both require you to have learned the spell's circle.

How do I learn magic at all?

Join a magic-capable faction, then spend learning points with its mage trainer to unlock each circle in order. You also need the spell as a scroll or rune. In the Old Camp, completing 'The Price of Magic' hands you Fire Bolt.

How many circles and spells are there?

Six circles holding roughly 50 spells. Unlock cost rises per circle: 10 LP for Circle 1 up to 40 LP for Circle 6.

Which is the best damage spell early?

Fire Bolt (Circle 1, 20 mana). It's cheap, repeatable, and Fire is the highest raw-damage school, so it carries you through the opening hours.

Where to go next