“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.