Magic

Magic is divided into three primary groups called Magical Disciplines. Even though some spells may feel similar or provide similar effects, every spell is exclusive to a single Discipline. A profession able to cast spells has access to one Discipline. See /magic/disciplines/ for Arcane, Primal, and Holy.

Requisites

Every spell has one or more Requisites — Chant, Gesture, and Medium. See Skill Trial for the full definition of each. Most spells require Gesture and a Medium; Chant is reserved for spells powerful or lengthy enough to demand precise, sustained vocalization, and not every spell requires it.

Spell Facets

Spells can carry additional Facets that modify how they’re cast or sustained — Channel, Flow, Focus, and Empower. See /magic/spell-facets/ for the full definition of each.

Caster Progression

Casters come in two broad shapes: Full casters (such as Scholars) learn more spells and have a larger Mana pool; Hybrid casters learn fewer spells with a smaller pool, trading depth in magic for strength elsewhere. Both progress at the same rate relative to their type — spell access and Mana scale with character level and Prowess, not by a separate spellcasting stat (see /professions/overview.md for the level-by-level framework this follows).

Choosing a spell a second time unlocks its Mastery — see Training and Mastery for how Mastery works generally. This is the same Base/Mastery progression used everywhere else in the system, applied to individual spells: the first time you learn a spell, you can cast it. The second time, you gain a new capability or refinement tied to that specific spell, not a bigger number. This is also why Extra Mastery (the free Mastery grant at level 7, see /professions/overview.md) never applies to spells — spells always pay for Mastery this way instead.

Base Spellcaster Progression

LevelSpell TierSpells (Full)Mana (Full)Spells (Hybrid)Mana (Hybrid)
113823
2141024
3251336
4261537
5271849
63822411
73925513
831028515
941132617
1041236619
1141340722
1241445725

Base Mana Cost by Spell Tier

Spell TierMana Cost
11
23
36
410
515

Tier 5 spells are a Scholar-only, high-level unlock — the base progression above tops out at Tier 4 for every caster. The exact level this unlocks at is not yet finalized; see /design/open-questions.md.

See /magic/spells/ for the full spell catalog once migrated — schema confirmed directly against Notion 2026-07-08 (see docs/agent-context/notion-inventory.md), but entry-by-entry review found most Tier 2+ rows still missing Area/Range/Duration/Rarity, so bulk migration is deferred pending Brad’s call (see docs/agent-context/triage-decisions.md).

Spells

The full spell catalog — sortable by discipline, tier, and AP cost.

Disciplines

The three traditions of magic — every spell belongs to one.

Name Description
ArcaneTheme: Knowledge, manipulation of energy, reality warping, time, illusion, constructs.
HolyTheme: Healing, protection, banishment, radiant power, divine judgment.
PrimalTheme: Elemental control, shapeshifting, summoning, nature's fury, spirit communion.

3 disciplines

Spell Facets

The four ways a caster can shape how a spell is cast.

Name Description
ChannelThe spell costs a variable number of AP. More AP increases spell strength.
EmpowerExpend more mana on a spell to increase its effects.
FlowAn ongoing mana cost to sustain a spell's effects.
FocusRequires the Focus on a Spell action at the start of your turn to sustain a spell.

4 facets