“Magic is just leverage the universe hasn’t caught up to yet.”
— attributed to a Mystic archivist, exact source lost

Mystics

Mystics are Irrupt’s battle-spellcasters — fire, force, and space bent to your will by knowledge alone, no reagent, no bar to refill, no altar to keep. A wand is something you make yourself rather than something you need to find (see Bind, below). If you know a spell and still have a cast left in you today, you can throw it. The cost comes out of your hunger, not some resource you have to farm.

Every Circle now carries real offense and defense alongside the class’s original elemental/mobility tricks — bolts of force, lightning, restraining webs, and wards that shrug off blows sit right next to the fireballs and blinks. A Mystic built around their kit can genuinely fight, not just flee cleverly.

The tradeoff is real: Mystics run fragile. Everything a Mystic gains in reach, they give up in the ability to simply stand and take a hit.

Casting a Spell

  • Type /cast <name> (or its short alias, /c) — e.g. /cast fireball.

  • Trying to cast something you haven’t learned yet just tells you so — no wasted hunger, no accidental chat spam.

  • Check what you currently know, and how many casts you have left today, with /myspells.

A Mystic’s Staff

Every Mystic begins their journey with their staff — a physical object that helps channel their spellcraft. While holding the staff, right-click to select a spell, and left-click to cast it. More about the Cleric & Mystic Staffs.

Bind and Unbind — Every Mystic’s Wand

Two spells sit outside the Circle system: every Mystic knows Bind and Unbind from day one, and neither ever touches your daily budget. /cast bind <spellname>, cast while holding any item, turns that item into a wand for a spell you already know — right-click it to cast from then on instead of typing the trigger. /cast unbind clears whatever’s attached to the item in your hand. Binding doesn’t teach you anything new; you still have to actually know a spell first.

Daily Limits — and Sleeping Them Off

You get one cast per spell you know, per day — a shared budget across your whole list, not a per-spell allowance (Bind and Unbind don’t count against it — see above). A few especially powerful spells carry their own tighter daily cap on top of that shared budget: Explode, Anvil, and Chain Lightning (3/day), Confuse Monsters, Invisibility, and Stoneskin (4/day), and Forcebomb, Reach, Counterspell, and Mirror Image (5/day). Everything else is limited only by the shared budget.

The only way to reset your counts is sleeping through an entire night — actually skipping it, not just climbing into bed and popping back out early. Lie down right as the sun sets and you’ll still have to wait it out like everyone else; only a genuine night-skip clears your slate.

The Circle System

Mystics climb through 9 Circles, ranking up automatically as you earn class XP — crafting, enchanting, casting spells, and advancements all feed it. Mystics have the slowest climb of any class, but the highest ceiling to match — deep knowledge takes time.

Each time you cross into a new Circle, you randomly learn a handful of that Circle’s spells — permanently, and not the whole pool. Two Mystics at the same Circle won’t necessarily know the same spells; that’s by design. There’s no way to choose which ones you get, and no way to lose one once it’s yours (short of dying — see below).

Circles also raise your max health, but modestly — 4 hearts at Circle 1, climbing to 12 hearts at Circle 9, the lowest health curve of any class. That’s the price of all that versatility: a Mystic in a straight fight is glass. Spellcraft, positioning, and knowing when to blink away are what keep you alive.

Spell List

Spells unlock in pools by Circle — reaching a Circle doesn’t hand you everything in its pool, just a random slice of it (see above). For spell-by-spell detail, see Mystics Spells.

Circle 1 — Basic Elements / Basic Movement

  • Freeze — locks a target in place.

  • Fireball — a thrown fire projectile.

  • Blink — a short teleport in the direction you’re facing.

  • Phase — a quick, short-range teleport.

  • Magic Missile — a bolt of force that never misses. Small, reliable damage on demand.

Circle 2 — Moderate Elemental / Enhanced Mobility

  • Geyser — launches you (or a target) upward with force.

  • Flamewalk — leaves a trail of fire behind you as you move.

  • Leap — a mobility jump.

  • Lightwalk — conjures a small light at your feet as you move, pushing back the dark.

  • Shield — a temporary ward that absorbs incoming harm. Your first real defensive answer.

Circle 3 — Elemental Control / Spatial Control

  • Firenova — a fiery burst around you, hitting everything nearby.

  • Explosive Arrow — enchants an arrow to detonate on impact.

  • Build — places blocks at range without walking up to them.

  • Mark — sets a waypoint you can teleport back to later.

Circle 4 — Advanced Elemental Control

  • Explode — a full explosion at your target. The heaviest hitter in the fire line, and capped tighter than most spells for it.

  • Recall — teleports you back to your Mark.

  • Waterwalk — cross open water on foot for a short while, no boat required.

  • Lightning Bolt — calls down lightning on a target you can see.

Circle 5 — Manipulation Magic

  • Reach — temporarily extends your interaction/attack range.

  • Levitate — lifts a target off the ground.

  • Sober — clears your head at once, shaking off drink entirely.

  • Web — binds an enemy in sticky webbing, slowing them to a near-standstill.

Circle 6 — Force Manipulation

  • Forcepush — an instant knockback.

  • Forcetoss — hurls a target bodily.

  • Mirror Image — conjures illusory duplicates that give incoming attacks a real chance to miss you entirely.

Circle 7 — Advanced Force

  • Forcebomb — an area-of-effect force burst.

  • Chain Lightning — lightning that arcs from enemy to enemy. Your first true multi-target spell.

Circle 8 — Powerful Spatial Effects

  • Invisibility — turns you invisible for as long as you can sustain it; taking a hit breaks it instantly.

  • Counterspell — silences a target’s next cast. The first spell built specifically to fight another spellcaster.

Circle 9 — Extreme Manipulation

  • Confuse Monsters — turns nearby hostile mobs against each other instead of you.

  • Anvil — drops an anvil on your target. Exactly as blunt as it sounds.

  • Stoneskin — hardens your skin to stone, a sustained defense far longer-lasting than Shield.

A Few Spells Aren’t Mystic-Exclusive

Some of the above (Reach, Levitate, Sober, Forcepush, Firenova, Geyser, Forcebomb, Freeze, Explode, Forcetoss, Invisibility, and Confuse Monsters) are also learnable by Clerics through their own separate progression. Nothing shared between the two — each class rolls and tracks its own spells independently.

Death Takes It All

Per Irrupt’s permanent-death rules, dying wipes your character completely — and for a Mystic, that means your Circle, every spell you’ve learned, and your daily cast counts all reset to nothing. Your next life starts back at Circle 1 with an empty spellbook, climbing from scratch.