Magic (Enderal)

In Enderal, the usage of **magic** is only for the individuals who are called arcanists. The individual, upon learning of this gift, experience severe Arcanist's Fever, which needs to be treated or risking the condition getting worse, which may result in death. This means undergoing a ritual for the individual to gain control of the new gifts and learning to separate the different realities of the Sea of Eventualities.

After treatment, the condition stabilizes, though the mage needs to control Arcanist's fever for the rest of their life, which is increased by using healing potions, healing spells, other mind-taxing spells and being around in areas with high amounts of magical energy. Though this condition has some practical and social disadvantages, the ability to perform magic gives the individual access to the following skills:

* Elementalism, school of magic focused on controlling the elements of fire, frost and shock for combat.
* Enchanting, discipline of magic of granting magical properties to items.
* Entropy, school of magic focused on summoning of creatures, magical weapons and manipulating energy of the dead. This also encompassed Phasmalism, a specialims which is focused on summoning an apparation by finding a soul, binding it to a talisman and modifying the soul with equipment and spells.
* Light Magic, the discipline to control the energies of life and using them mostly for beneficial goals.
* Mentalism, a magic school focused on enchancing one's properties for an short amount of time.
* Psionics, school of magic which is based on manipulating emotions of creatures and at advanced levels, even controlling them for some time.

The spells themselves can be learned by obtaining a spell tome of a certain rank and then learning it, which consumes the tome. Spells learned by other ways are rare expections.

## Index

In this article, you can find the following subjects (for now):

* Spell availabilty, when the spells become available as a tome in shops.
* Mythical spells, the section describing the mythical spells.
* Spell tome item ID's, a section giving all the spells an item code of the spell tome at each rank.

## Spell description and availability

Like in Nehrim: At Fate's Edge, spells become available as sellable tomes by spell merchants at a certain level and some finding locations have certain tomes available as loot when a certain level is met. As these current level barriers for the common spells are currently unknown at the moment, there is no information in the table below about these access levels.

The levels mentioned here are based on observation of shops selling spells may differ from in-game script.

## Mythical spells

The mythical spells are a group of special spells available to the masters of their respective discipline. As such, these spells can be learned only when the player character has level of 90 or higher in the school and has unlocked the highest ranked memory in the subbranches of the elementalist, thaumaturge and sinistrope. Due to the requirement, one mastery is as early available as level 15 if character development is focused on a single school, along with the Memory points, but normally, access to the first is gained during level 20-25. These three Memories are:

* Unleashed Might (Elementalist)
* Mental Master (Thaumaturge)
* Master of the Dark Arts (Sinistrope)

## Spell tome ID's

In the table below, you can find of many ranks, the item ID of the spell tome.