combat skill

Magic

Drives spell power and magic defence for control, area damage, and support.

Starting level
1
Training
Deal damage or aid allies with combat spells.
Field role

Choose the spell that changes the fight.

Magic controls. Stronger staves + control, area, and support spells unlocked by Magic level; Ember Nova is learned from a scroll.

Your jobBind movement, burn targets, strike areas, and aid allies.
Your commitmentSpell Shards per cast; Magic Crystals for crystal spells.
Their answerMagic Defence, Bind Immunity, and line of sight.
Your spellbook

Bring the answer the fight needs.

Damage, control, area pressure, or support: each cast spends the reagent shown on its card. Magic damage grants 3 XP per damage, split across the skills your stance trains (Sparkcast: Magic; Wardcast: Magic + Defence), plus the spell's cast XP to Magic. Max hit depends on the spell, your Magic level, your gear, your stance, and any active damage Vow (Wrath or Judgment); the combat simulator resolves it.

Bind stops walking and running, but a Bound fighter can still attack, cast, use items, and pray. When it ends, the fighter gains 5 ticks · 3s of Bind Immunity. Shardbind snares and Blizzard freezes; both use this one rule.

Magic1Spell Shard
Damage

Spark Bolt

A reliable beginner bolt for training Magic and pressuring fleeing targets.

One enemy8 cast XP1× Spell Shard
Magic8Spell Shard
Control

Shardbind

Spell Shard energy closes into an amber binding sigil that Binds a target when it deals damage.

One enemy12 cast XP2× Spell ShardBind: 5 ticks · 3s · Bind Immunity: 5 ticks · 3s
Magic25Spell Shard
Pressure

Ember Nova

Must be learned

A contained ash burst that leaves a lingering burn when it deals damage.

One enemy16 cast XP4× Spell Shard3 burns × 1
Magic35Magic Crystal
Area control

Blizzard

Ice shards strike the target area and Bind the enemies they damage without stopping their attacks.

3×3 enemies18 cast XP1× Magic CrystalBind: 4 ticks · 2.4s · Bind Immunity: 5 ticks · 3sSpeed +2 ticks · 1.2s; minimum 8 ticks · 4.8sReach maximum 4 tiles
Magic20Magic Crystal
Support

Healing Winds

Spend an attack round to restore yourself or a nearby party member.

Self or party member12–19 healing12 cast XP1× Magic Crystal
Staff stances

Trade power for protection.

Wardcast makes you harder to hit while it trains Defence beside Magic; Sparkcast keeps the stronger offensive cast.

Magic

Sparkcast

Weapons
Staff
Trains
Magic
Accuracy contribution
+4
Power contribution
+2
Defence contribution
No direct bonus
Magic

Wardcast

Weapons
Staff
Trains
Magic + Defence
Accuracy contribution
+3
Power contribution
No direct bonus
Defence contribution
+3

Style contributions are rating points added to your level and gear; Faith Vows then multiply the total. A style's Defence applies against melee, ranged, and magic while it is selected.

Loadout support

Magic gear

Kindle StaffWeaponsKindle StaffA warm staff that channels simple combat sparks.Magic +7Magic defence +2Trapper's StaffWeaponsTrapper's StaffA hooked Wilds staff used by spell-trappers to hold targets in open ground.Magic +15Magic defence +2Witchglass StaffWeaponsWitchglass StaffAn ash-dark staff set with restrained witchglass, a strong Wilds focus with no defensive penalty.Magic +17Magic defence +2Skullroot StaffWeaponsSkullroot StaffThe strongest offensive staff, but only across three tiles. Its exposed root frame leaves the wielder especially vulnerable to Melee and Archery.Magic +18Melee defence -6Ranged defence -6Kindle Staff +1WeaponsKindle Staff +1A warm spell focus refined to a precise Masterwork point.Magic +7Magic defence +2Trapper's Staff +1WeaponsTrapper's Staff +1A hooked Wilds staff perfected for binding pressure.Magic +15Magic defence +2Witchglass Staff +1WeaponsWitchglass Staff +1An ash-dark focus perfected around restrained witchglass.Magic +17Magic defence +2Skullroot Staff +1WeaponsSkullroot Staff +1A Skullroot Staff perfected for raw spell offence without repairing its short reach or exposed frame.Magic +18Melee defence -6Ranged defence -6Wizard HatArmourWizard HatA dark blue felt hat sewn with a small brass charm for apprentice mages.Magic +2Melee defence +1Wilds Oath NecklaceArmourWilds Oath NecklaceA rare oath pendant from Wilds spell-trappers, prized for calm focus under pressure.Magic +3Melee defence +3Ashen Vow NecklaceArmourAshen Vow NecklaceA black-glass vow pendant from the Ash Witch, cool and steady against close pressure.Magic +6Melee defence +6Sparkcoil BraceletArmourSparkcoil BraceletA rare copper-and-glass coil from Spark Trappers, warm with a novice spellwright's focus.Magic +3Melee defence +3Witchglass BraceletArmourWitchglass BraceletA boss-tier witchglass bracelet shed from the Wyrm that guards the Ring, alive with contained glassfire.Magic +6Melee defence +6Veilglass PendantArmourVeilglass PendantA thin veilglass pendant from a Copperbound Binder, focused for spellcraft under arrow pressure.Magic +3Ranged defence +3Skullroot ReliquaryArmourSkullroot ReliquaryA root-caged reliquary from the Skullroot Mystic, alive with spell focus and protection from arrows.Magic +6Ranged defence +6Wilds Oath Necklace +1ArmourWilds Oath Necklace +1A Wilds oath pendant with a Magic Crystal set into its face for calmer spell focus.Magic +6Melee defence +3Veilglass Pendant +1ArmourVeilglass Pendant +1A veilglass pendant with a Magic Crystal set behind the glass for sharper spellcraft.Magic +6Ranged defence +3Ashen Vow Necklace +1ArmourAshen Vow Necklace +1The Ash Witch's black-glass vow pendant with a Magic Crystal set at its heart.Magic +9Melee defence +6Skullroot Reliquary +1ArmourSkullroot Reliquary +1The Skullroot reliquary with a Magic Crystal set inside its root cage.Magic +9Ranged defence +6Sparkcoil Bracelet +1ArmourSparkcoil Bracelet +1A copper-and-glass Spark Trapper coil with a Magic Crystal set at its center.Magic +6Melee defence +3Witchglass Bracelet +1ArmourWitchglass Bracelet +1The Wyrm's witchglass bracelet with a Magic Crystal set into its glassfire.Magic +9Melee defence +6