“A spell is just a sentence the world has agreed to obey.”
— Lajus Beneficie

Spells

A closer look at what a Mystic can actually cast, circle by circle. For the class’s broader mechanics — hearts, daily limits, the sleep reset, how Circles are earned — see the main Mystics article. This one’s just about the spells themselves.

How to Cast

Type /cast <name> (or its short alias, /c). Check what you currently know, and how many casts you’ve got left today, with /myspells.

Remember: reaching a Circle doesn’t teach you everything in it. Each Circle hands you a random slice of its pool, permanently — so the blurbs below are what’s possible to know at each Circle, not guaranteed.

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 — Making a Wand

Two spells sit outside the Circle system entirely: every Mystic knows Bind and Unbind from the moment they take up the class, and casting either never touches your daily budget — no Circle required, no casts spent.

/cast bind <spellname>, cast while holding any item, turns that item into a wand for the spell you named — right-click it from then on to cast that spell instead of typing its trigger. A stick, a stray bone, whatever’s in your hand: if you know the spell, you can bind it. /cast unbind clears whatever’s currently attached to the item in your hand, freeing it up to be bound to something else.

Binding doesn’t teach you anything new — you still need to actually know a spell (via a Circle roll) before you can attach it to an item.

Circle 1 — Basic Elements / Basic Movement

  • Freeze — locks a target in place, cold and simple. A great opener against something you’d rather not be hit by right now.

  • Fireball — a thrown projectile of fire. Your bread-and-butter ranged damage from the moment you pick the class.

  • Blink — a short teleport in whichever direction you’re facing. Close a gap, or open one.

  • Phase — a quicker, shorter-ranged cousin of Blink. Less distance, snappier to use.

  • Magic Missile — a bolt of pure force that finds its mark every time. Not flashy, just dependable — the spell you throw when you need the damage to actually land.

Circle 2 — Moderate Elemental / Enhanced Mobility

  • Geyser — launches you or your target skyward with sudden force. Escape a bad spot, or put someone else somewhere they didn’t want to be.

  • Flamewalk — leaves a trail of fire behind you as you move. Deny ground, or just make an entrance.

  • Leap — a mobility jump, plain and reliable.

  • Lightwalk — conjures a small light at your feet as you move. Handy for pushing back the dark without carrying a torch.

  • Shield — wraps you in a temporary ward that soaks up incoming damage before it reaches you. Cast it in the moment a fight turns bad, not before — the cooldown rewards reacting, not pre-buffing.

Circle 3 — Elemental Control / Spatial Control

  • Firenova — a burst of fire radiating out from you, catching everything nearby. Good for when you’re already surrounded.

  • Explosive Arrow — enchants an arrow to detonate wherever it lands. Turns an ordinary bow into something with real bite.

  • Build — places blocks at range without needing to walk up and place them by hand. Bridge a gap or wall yourself in from a distance.

  • Mark — sets a personal waypoint you can return to later. The setup half of a two-spell combo with Recall.

Circle 4 — Advanced Elemental Control

  • Explode — a genuine explosion centered on your target. The heaviest hitter in the fire line, and priced like it.

  • Recall — teleports you straight back to wherever you last set a Mark. Pairs with Circle 3’s Mark spell.

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

  • Lightning Bolt — calls a bolt of lightning down on a target you can see. Aimed and immediate, not an area effect.

Circle 5 — Manipulation Magic

  • Reach — temporarily extends how far you can interact with and attack things. Fight and work from further back than normal.

  • Levitate — lifts a target straight up off the ground. Useful for control, and for making someone else’s day much worse.

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

  • Web — snares an enemy in sticky, magical webbing, slowing them to a crawl. Buys you time to finish the fight on your own terms.

Circle 6 — Force Manipulation

  • Forcepush — an instant, sharp knockback. Simple, fast, and always useful for putting distance between you and a problem.

  • Forcetoss — physically hurls your target bodily through the air. More violent than a push, and it shows.

  • Mirror Image — conjures illusory duplicates of yourself. While they last, incoming attacks have a real chance to hit a duplicate instead of you.

Circle 7 — Advanced Force

  • Forcebomb — an area-of-effect burst of raw force, catching everyone caught nearby. Forcepush’s bigger, angrier sibling.

  • Chain Lightning — a bolt that arcs from your target to nearby enemies in turn. The first spell in the class that genuinely punishes a group for standing together.

Circle 8 — Powerful Spatial Effects

  • Invisibility — turns you invisible for as long as you can sustain it. One hit and it’s gone, so it’s a tool for avoiding a fight, not surviving one.

  • Counterspell — silences your target, denying their next cast outright. Built specifically for facing down another spellcaster — Cleric or Mystic.

Circle 9 — Extreme Manipulation

  • Confuse Monsters — turns nearby hostile mobs on each other, sowing chaos in a group of enemies rather than fighting them yourself.

  • Anvil — drops an anvil directly on your target. Exactly as blunt an instrument as it sounds, and exactly as satisfying.

  • Stoneskin — hardens your skin to stone for a long stretch of time. Where Shield is a panic button, Stoneskin is armor you put on before you go looking for a fight.