All spells have numbers associated with them. Wizard spells are the 900 series of spells, 901 - 920, 925, 930, and 950. 950 is presently not implemented, but all of the others are. The Minor Elemental circle is the 400 series of spells, 401 - 420, 425, 430, and 450. 450 is presently not implemented. The Major Elemental circle is the 500 series of spells with 530 and 550 still not implemented.
In order to cast a spell, your training level must be at or higher than the level of the spell. The level of the spell is it's rank within the circle. Before you can learn a certain spell within a spell circle, you must know every spell of lower rank within that spell circle.
At birth, we are not at training level 1, but at level zero. At level zero, we can train in two spells. But we cannot cast a first level spell until we are ourselves first level. We cannot cast a second level spell until we first attain second level.
Once we attain level 1, we can cast any spell from the first level of any of the circles. We will have twice learned spells at level 0, and twice learned spells at level 1, so as a first level wizard, we know three first-level spells and one second-level spell. We are not yet capable of casting the second-level spell, but we can cast any or all three of the first level spells: 401 Elemental Defense I, 501 Sleep, and 901 Minor Shock.
prep 401
cast
It will take us ten seconds to prep the spell. That is because at level 1, while capable of casting the spell, we are not yet proficient at it. Our prep time will remain 10 seconds until our training level is three levels above the level of the spell, at which time our prep time will drop to 5 seconds. When we become six training levels higher than the level of the spell, our prep time will be instantaneous.
We cast spells on ourselves by using the "cast" command alone after the spell is prepped. If you wanted to cast Elemental Defense I, Silveries, on me, you would do the following:
prep 401
cast zanovere
You do not want to cast 901 Minor Shock at yourself (or at me, I bruise easily) because it is an attack spell. It might hurt you. You would want to cast minor shock at a beastie such as a rat. To do that:
prep 901
cast rat
This is much the same as if you swung a sword at the rat. Instead, you have commanded the elemental energies of electricity in the area and directed them toward an enemy. The mechanics of the attack are exactly the same mechanics as when you swing your sword at it, but the numbers are different. Your attack strength is different, the AvD or effectiveness of a shock attack against a rat may not be the same as that of a sword attack. And if you hit the rat with an electric bolt, the damage to the rat may be different than if you hit it with a sword.
Wizard bolt spells such as Minor Shock are also effected by the stance. You have more power to perform your bolt if you are standing in an offensive stance than if you are in a more defensive stance. If you cast from a defensive stance, the spell is totally harmless.
The mana cost for casting a spell is in nearly all cases reflected in the
level of the spell within it's respective circle. Spell 401 will cost
one mana point to cast. Spell 901 will cost one mana point to cast.
Minor fire, 906 will cost six mana points to cast because it is the sixth
spell in the Wizard circle. The lone exception for wizards is the sleep
spell, 501. The mana cost for spell 501 is equal to the level of the
target beastie divided by 2.
If we cast more than one of the same spell on ourselves, the effect is
not to double the effect of the spell, but to double the amount of time
that the spell is in effect. If you are a third level wizard and you cast
401 on yourself, you will get a boost of +5 to your defense strength and
and other stuff which will last you for three minutes. If you cast the
same spell upon yourself a second time, you do not get a boost of +10,
but rather you get the original +5 extended for an extra three minutes, a
total of six minutes.
Stacking the same spell for multiple casts before the hunt, we are able to
hunt for minutes or hours at a time without having to maintain those spells
during the hunt. If we cast more than four hours on ourselves, our time
for that spell rolls to zero. We do not want to overspell. This is why
the casters of mass spells will cast for more than three hours but not
more than four.
Spell Stacking
All defensive spells go into effect for a limited amount of time. That
time is nearly always a certain number of seconds per experience level
we've attained. One cast of spell 401 will last for one minute of real
time for every level of experience we have trained for. So one cast of
401 by a third level wizard will last for three minutes, while one cast
of 401 by a sixtieth level wizard will last for a full hour.
Magical Items
Spells can also be cast through magic items, and without loss of mana points.
Rubbing a statue is a way for a wizard to cast the spirit circle spell
Lesser Shroud, 120, upon themselves. Rubbing a blue crystal will cast the
sprit strike spell on yourself, beefing up your attack strength for a
short time for a single swing of the sword or bolt spell cast. Waving an
aquamarine wand at a beastie is a mana-cheap way of casting the wizard
bolt spell minor water at it. If a cleric blesses an aquamarine wand,
the wand will then cast the Holy Bolt 306 spell which does a lot
of damage to undead creatures. High level wizards and sorcerers are able
to embed spells into magical items such as amulets, wands, and rings which
can be rubbed or waved or raised in order to cast spells.