Spells

In Shilla, there are many spells and skills that you will need to progress through the game. Some can be used by everybody, some only belong to Mages in the Mage Guild

General Use Spells(everyone can use)

This spell can allow you to teleport to previously visited areas in the game. Requires that you have visited the area first, have the required Wisdom to learn the spell, and in some cases purchased a badge from the Shilla Adventurer.

This spell can restore health by casting a mana spell at 4x the level trained. This restores 4 health per level. This caps at 500, so the most this spell can restore is 2000.

This spell can restore health by casting a fatigue spell at 4x the level trained. This restores 4 health per level. This caps at 500, so the most this spell can restore is 2000.

Both of the restorative spells can be skipped because eating food is more efficient and mostly heals all 3 bars at once.


Mages Guild Spells (Mages Guild Exclusive)

  • Magic Shield Adds magical the level of the spell cast to your armor stat. Obtained in the Mage's guild.
  • Energy Shield Percentage of damage is moved from Health damage to stamina damage. Obtained in the Mage's guild.
  • Magic Arrow General Purpose attack spell. Mage Spells use Int for number of attacks, and this spell uses the combination of (Str+Con+Wis+Chr/4) to determine attack power damage.

Sub Guild Exclusive Spells

(These are only available while in these respective sub guilds and after fufilling any guild requirements in those guilds.)


Wand Wielders (Specific to this sub guild)

Wandwielder guild either at their spell shop or during their quest:

Attack Spells

Buff Spells


Tome Holders

Fire spells, obtained in the Tomeholder guild either at their spell shop or during their quest:

Attack Spells

Buff Spells


Orb Masters (Specific to this sub guild)

Air spells, obtained in the Orbmaster guild either at their spell shop or during their quest:

Attack Spells

Buff Spells


Staff Controllers (Specific to this sub guild)

Earth spells, obtained in the Staff Controllers guild either at their spell shop or during their quest:

Attack Spells

  • Thorns - Tier 1 Earth Damage Spell
  • Tremor - Tier 2 Earth Damage Spell
  • Rupture - Tier 3 Earth Damage Spell
  • Quake - Tier 4 Earth Damage Spell
  • Force of Nature - Temporary Constitution buff equal to the level of the spell, also is an attack spell

Buff Spells

  • Natural Growth - Buffs Constitution stat (raises HP + Magic Grope for Earth Mages)
  • Force of Nature - Temporary Constitution buff equal to the level of the spell, also is an attack spell
  • Nature Protection - Like Magic Shield more effective, more expensive like a lot more, does not stack with Magic Shield.
  • Earth Glide- CanBurrow: +1 The duration of this spell depends on its level.

Note: Wearing 2 Ring of the Black Mage rings (currently not in the game) increase the power of offensive spells by 10%.

Note: Wearing 2 Ring of the White Mage rings will increase the power of healing spells by 10%.

Note: Sub guilds now have respective bracelets that can be obtained from fighting respective bosses which increase that elemental schools spell damage by ??? (EarthSpellBonus:12)

Note: Wearing 2 Ring of Neutrality rings (currently not in the game) increase the power of travel spells by 10%.

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