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Magic

Spells in Age of Time are cast through the Voice Menu. Each spell draws from your shared mana pool, which regenerates over time.

Casting a spell

  1. Press V to open the Voice Menu.
  2. Press S to enter the Spells submenu.
  3. Press the spell's hotkey:

    Key Spell
    B Ball
    V Burn
    F Fireball
    L Light
    C Cloak

Quick-switch

The menu accepts buffered input, so you can chord the keys quickly. For example, mashing V+S+B in rapid succession will swap to Ball without ever looking at the menu.

Casting from chat

Every spell can also be cast directly from chat by typing /cast <spell>. This skips the Voice Menu entirely and is often the fastest way to switch spells in combat.

Command Spell
/cast ball Ball
/cast burn Burn
/cast fireball Fireball
/cast light Light
/cast cloak Cloak

See Slash Commands for the full list of chat commands.

Spell summary

Spell Mana cost Best used for
Ball Very low (~35 shots per full bar) General-purpose damage and crowd control
Burn Moderate Very niche; generally worse than just using a sword
Fireball High (~3 shots per full bar) Splash damage on grouped or moving targets; strong in PvP
Light Low Illuminating dark areas, especially at night
Cloak Very high (~75% of full bar) Disengaging or ambushing in PvP

Ball

A small projectile that can be fired in rapid succession. Ball is the most commonly used spell because of its very low mana cost — you can fire roughly 35 consecutive shots before draining a full mana bar.

Behavior

  • Bounces off any surface it hits.
  • Disappears 5 seconds after being cast.
  • On hit against an NPC, player, or horse, pushes the target backward while also dealing damage.
  • Does not damage the player who cast it.

Tactics

  • Because Balls don't damage their caster, a shot fired at a nearby target will often ricochet between you and the target until it expires — keeping the enemy at range while continuing to apply damage and knockback. This makes Ball excellent for kiting NPCs.
  • Rocket-jumping: look straight down, jump, and fire a Ball at the ground. The projectile bounces between you and the floor, launching your character upward. This only works reliably while standing still on flat ground.

Burn

A short, slow stream of fire emitted in front of the caster.

Burn has poor damage and very limited range, so most players skip it. It is sometimes mentioned as an anti-Imp spell, but that only really works if the Imp is already trapped or pinned down; in most real situations, using a sword is better.


Fireball

A large fiery projectile. With a high mana cost, you can typically fire only about three before your mana is depleted.

Fireball deals area-of-effect damage where it lands, which makes it forgiving to aim — you don't need a direct hit. Aiming at the ground near a target will still inflict significant splash damage, and the AoE makes it effective against tightly-grouped enemies or players who are dodging.

Fireball is also one of the better PvP spells because the splash damage makes it hard to dodge cleanly.

As with every spell, Fireball can also be triggered from chat with /cast fireball — see Casting from chat.


Light

A small ball of light that illuminates the area it's placed in. Useful for exploring caves, tunnels, and the overworld at night where ambient lighting is poor.


Cloak

Renders the caster invisible to other players for a short window.

Property Value
Duration ~20 seconds
Mana cost ~75% of a full mana bar
Affects NPCs? No — only hides you from other players

Caveats

  • Your footsteps usually remain visible. For example, walking on dirt will still kick up dust that other players can see. Interior-style surfaces such as Woods, Level 1, and Starboard Town do not show that visible-footstep effect.
  • Because NPCs ignore the cloak entirely, this spell is purely a PvP tool — useful for setting up ambushes, breaking line of sight, or evading police.