
Overpower - Casting this spell causes all spells cast within a certain duration after to have their damage increased. It is possible to cast this spell multiple times to surround yourself. Fire Wall - The generates a stationary protective wall of fire between you and your foes. First Circle Firebolt - A standard magic missile that causes fire damage to a single target. Stack too many cards together and you'll create a spell that costs you more mana than you have to cast! To give all the future Two Worlds wizards out there a taste of what to expect as they rise through the ranks, here's a partial list of the spells available in the Fire school of magic. There's no limit to how many spell or booster cards you can stack on top of one another, but there is one thing that will keep you from going too crazy. In addition, you'll also occasionally find booster cards that have such effects as reducing the mana required to cast a spell or increasing a spell's duration. Also like any other equipment in the game, you can stack cards that are the same to create more powerful versions of that spell. Every spell has a card associated with it and just like any other piece of equipment, you'll have to buy, find or steal them to put them in your inventory.
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Which school to specialize in will boil down to a matter of preference for some, but you may find yourself beefing up the type of magic you've found the most cards for. Most on the wizard path will likely choose one school of magic as their primary focus, and quickly pump up that skill to the highest level as quickly as possible. So dabbling in magic is easy, but mastering it will take some serious dedication. 1 skill point gets you access to first circle spells, a total of 3 skill points earns second circle spells, 6 points third circle, 10 points fourth, and finally 15 skill points gives access to the most powerful fifth circle spells. With magic, it takes multiple skill points before you reach the next plateau of power. Second, when you invest a skill point with other skill you see an immediate benefit. First, you can invest a maximum of 15 skill points into each school rather than the max of 10 other skills have. There are, however, a few slight differences between the schools of magic and other skills. That's right, the five schools of magic - Air, Earth, Fire, Water and Necormancy - are skills right alongside Swimming, Lock Picking and Horse Riding. It's when you advance in levels that you decide if you're going to devote any of your hard earned skill points toward enchanting pursuits. Like all the starting skills in the game, you're given these so you can give magic a try and see if it floats your boat. In fact, everyone in the single-player game starts off with access to first circle Air and Fire schools, and begins play with the spells Firebolt and Heal.

Since there aren't any classes in Two Worlds, anyone can be a spellcaster. Sure there's spells aplenty to cast, including some RPG staples such as Fireball, but how you go about becoming a powerful mage and learning new spells is anything but standard. The magic system is like many things in Two Worlds it isn't quite what you'd expect.
