“A spell is just a sentence the world has agreed to obey.”
- Lajus Beneficie
Spells
Here follows a fuller accounting of what a Mystic may come to cast, Circle by Circle. For the broader shape of the craft - hearts, the day’s strength, the sleep that restores it, how a Circle is earned - turn to the main Mystics article. What follows here concerns the workings themselves, and nothing else.
The Manner of Casting
Speak the working’s name with /cast <name> (or its shorter form, /c). To take stock of what you know, and what strength the day still holds for you, consult /myspells.
Remember always: crossing into a Circle does not deliver the whole of what waits there. Each Circle grants a random slice of its pool, and permanently so - the entries below describe what is possible to know at a given Circle, never what is guaranteed.
The Staff
Every Mystic sets out with a staff already in hand - a length of wood shaped to channel what the mind alone cannot fully hold steady. Grip it, right-click to choose the working that waits ready upon it, left-click to let that working loose.
More is written of the staff on the page of the Mystic Staffs.
Bind and Unbind - The Making of a Wand
Two workings sit outside the Circle system entirely: every Mystic knows Bind and Unbind from the moment they take up the craft, and neither ever draws upon the day’s strength - no Circle required, no strength spent.
/cast bind <spellname>, spoken while holding any object, turns that object into a vessel for the working you name - a right-click thereafter calls it forth without a word needing to be spoken. A stick, a stray bone, whatever rests in your hand: if the working is already yours, it may be bound. /cast unbind frees whatever was bound to the object in your hand, that it might be bound anew to something else.
Binding teaches nothing new - the working must already be yours, earned by a Circle’s roll, before an object can be made to carry it.
First Circle - Basic Elements / Basic Movement
Freeze - holds a target fast where it stands, cold and simple. A fine opening move against whatever you’d rather not be struck by just now.
Fireball - a projectile of thrown flame. The bread and the butter of a Mystic’s ranged harm, from the very first day of the craft.
Blink - a short leap through space, in whatever direction you face. Close a gap, or open one.
Phase - a quicker cousin to Blink, its reach shorter, its use quicker still.
Magic Missile - a bolt of pure force that finds its mark without fail. No spectacle to it - only the certainty that when the moment calls for harm to actually land, this is what you reach for.
Shield - wraps you in a ward that drinks in harm before it touches you. Call upon it the instant a fight turns against you, not before it does - the working rewards a quick hand, not a cautious one. The first true defense a Mystic learns, and granted from the very start of the road.
Second Circle - Moderate Elemental / Enhanced Mobility
Geyser - hurls you, or your chosen target, skyward on a sudden column of force. Escape a bad place, or deliver someone else to a worse one.
Flamewalk - leaves a trail of fire burning in your footsteps as you move. Deny the ground behind you, or simply make an entrance.
Leap - a straightforward bound through the air, reliable as anything a Mystic knows.
Lightwalk - kindles a small light at your feet as you go, holding the dark at bay without a torch to carry.
Third Circle - Elemental Control / Spatial Control
Firenova - a burst of flame radiating outward, catching all who stand too close. Well suited to the moment you find yourself already surrounded.
Explosive Arrow - lays an enchantment on an arrow that bursts wherever it lands, giving an ordinary bow real teeth.
Build - raises blocks at a distance, sparing you the walk. Bridge a gap, or wall yourself in, without setting foot near either.
Mark - fixes a waypoint in the world, the first half of a working meant to be paired with Recall.
Fourth Circle - Advanced Elemental Control
Explode - a true explosion called down upon your target, the heaviest blow the fire line offers - and priced to match its weight.
Recall - carries you back at once to wherever your Mark was last set. The answer to Third Circle’s question.
Waterwalk - lets you cross open water on foot a while, no vessel required.
Lightning Bolt - calls a bolt of lightning down upon any target you can see - aimed and immediate, not a working of area.
Fifth Circle - Manipulation Magic
Reach - lengthens, for a time, how far your hand and blade may go. Fight and labor from further back than the world usually allows.
Levitate - lifts a target clean off the ground. Useful for control, and for ruining someone else’s day rather thoroughly.
Sober - clears the head at once, driving out drink entirely.
Web - snares an enemy in clinging, magical strands, slowing them near to a crawl. Buys you the time to finish a fight on your own terms.
Sixth Circle - Force Manipulation
Forcepush - a sudden, sharp shove of raw force. Simple, fast, and always worth having when distance is what you need.
Forcetoss - hurls a target bodily through the air. More violent than a push, and it shows.
Mirror Image - conjures illusory doubles of yourself. While they hold, incoming blows have a real chance of striking a phantom instead of you.
Seventh Circle - Advanced Force
Forcebomb - a burst of raw force spread across an area, catching everyone caught within. Forcepush’s larger, angrier sibling.
Chain Lightning - a bolt that leaps from your target to those nearby in turn. The first working in the craft that truly punishes a group for standing together.
Eighth Circle - Powerful Spatial Effects
Invisibility - renders you unseen for as long as you can sustain the working. The barest blow ends it at once, so it is a tool for avoiding a fight, not surviving one.
Counterspell - silences your target outright, denying whatever working they meant to cast next. Built for one purpose alone: to face down another spellcaster, Cleric or Mystic both.
Ninth Circle - Extreme Manipulation
Confuse Monsters - turns nearby hostile creatures upon one another, sowing ruin among them rather than fighting them yourself.
Anvil - drops an anvil squarely upon your target. As blunt an instrument as its name suggests, and every bit as satisfying.
Stoneskin - hardens the very skin to stone for a long stretch of time. Where Shield answers a moment already turned bad, Stoneskin is armor you don before you go looking for the fight at all.
SEE ALSO
