MECHANICS AND EQUIPMENT:

All Guild Members are given FOUR primary pieces of equipment as they dive into the depths. These are their Communicator (enchanted hat, earring, necklace, scarf, or any other article worn on the head or neck) used to communicate with their fellow Spelldivers, your Handpick, a double bladed magical tool able to easily mine ores and process monster parts, your Hieroshield Ring, protecting your body and keeping the Abyssal Corruption at bay, and your Casting Focus, onto which you transcribe the Spells you create.

Be sure not to let your Hieroshield break! If your Hieroshield Points (HP) fall to zero, you will be incapacitated by the backlash, and your teammates will have only one turn to heal you before you are forcibly evacuated by your Hieroshield Ring's emergency exit function, costing the whole crew Coreshards proportionate to the mission's Depth.

Missions will occur on a dark hexagonal map, with only their starting positions illuminated. The darkness may be pierced with Magelights, which may be created either via spells or by your boots, which leave magelights on any space you pass through.

Each round, you may take a Movement and an Action. A movement simply allows you to move a number of spaces equal to your MOV. You may pass through ally spaces, but not enemy spaces unless otherwise stated. If you would move into a wall, pillar, or other such obstruction, you will automatically move as close to your intended location as possible. If you are near cover (e.g. a pillar, tree, or boulder), you may instead use your movement to take a Cover action, automatically moving around the cover tile to avoid enemy line of sight if possible.

Players are allowed to add conditional statements to their movement based on information they would have gotten upon moving to a tile. Players may only use obstacles, enemies, loot, etc. on the path they intend to walk, NOT on adjacent tiles that would be partially visible if they stopped. Examples of conditional actions include attacking enemies you would have run into, stopping and mining coreshard deposits you uncover, and taking specific routes to circumvent enemies or obstacles.

Using your action, you may do any one of the following:

-Take a second Movement
-Cast a spell [Unless otherwise stated, spells move in straight lines. When casting horizontally (left and right) you must explicitly declare whether you’re casting on the top or bottom hexes]
-Mine resources
-Scavenge a fallen monster

Between missions, you may change your spells and equipment free of cost. You may have up to 3 spells at a time, so long as the total Runespace across all three of your spells is less than or equal to the capacity of your current casting focus. You are highly encouraged to name your spells.

New sigils and equipment schematics may be found either by scrounging through the bodies of monsters, happening upon a relic buried in the Coreshard deposits of the abyss, earning one as a quest reward, or purchasing them at the end of every mission using the Coreshards you find in the depths.

Spelldivers also have access to cutting edge RESEARCH PAPERS, courtesy of the academy. Many of these papers offer Universal Benefits, applying to all spelldivers regardless of loadout, while all of them grant some bonus when actively Pondered, allowing the caster to enhance or customize their magic. A mage can only Ponder one paper at a time, making it act as a defacto equipment slot.

SPELL ELEMENTS

While all spells are Colorless by default, some sigils will add elements to your spells. These have a number of benefits, allowing the caster to exploit elemental weaknesses and take advantage of the minor perks associated with each element. However, be warned: many monsters have elemental resistances, taking less damage from attacks of that element.

A spell may have any number of elements so long as they have the runespace and sigils in question. However, you may only have one Imbue per spell, so other elements must come from other sigils (e.g. envenomate, bloodlet, wyrmbreath). No matter how many sigils you have of the SAME element, it will be no different to if only a single sigil had that element. The only exception to this rule is the Elementalist hieroshield, which allows a player to apply the chosen elemental effect a second time.

So far, your Guild only has access to the elements listed below, but, as you increase your collection of sigils, many more will become available.

FIRE: Temporarily grants partial light to tiles it passes through. Upon a successful hit, inflict 1 stack of Fire onto that target. At the end of every round, anyone takes damage equal to their Fire stacks, then removes one Fire stack from themselves. Enemies with Fire stacks are illuminated. [ALLY EFFECT: Apply Purifying Fire Stacks, healing allies in the same way enemies would be harmed. When your heiroshield is broken, immediately resolve positive fire, removing one stack and healing the appropriate amount. This can happen any number of times per turn. Even when this occurs, any remaining fire stacks still resolve as normal at the end of the round]

ICE: Upon a successful hit, inflict 1 stack of Ice onto that target. On their next movement, that target’s MOV is decreased by their total ice stacks. Then, all ice stacks are removed. [ALLY EFFECT: Apply ice to the feet of your target, granting allies +1 on their next MOV]

EARTH: Upon casting an Earth element spell, gain 1 DC until your next turn

POISON: Upon a successful hit, inflict 1 stack of Poison onto the target. Poison stacks HALVE healing received and deal 2 damage (total, not per stack) per turn. Unlike FIRE ticks, the number of stacks only refers to duration. No effect on allies.

HAEMOMANCY: Upon casting this spell, gain 1 HP for every enemy you target. This HP gain may contribute to Vampire overhealth. In the case that you would gain this HP at full health, instead distribute 2 damage OR 1 HP per redundant point to any target, ally or enemy, that was targeted by your previous spell regardless of its success or failure to hit. Enemies or allies that were not chained to but were within chaining range do not count as having been targeted [EFFECT CANNOT BE STACKED WITH ELEMENTALIST]

LIGHTNING: Temporarily grants partial light to tiles it passes through. Upon a successful hit, inflict 1 stack of Lightning to an enemy. If, at the beginning of their turn, an enemy has a number of Lightning stacks greater than or equal to their remaining HP, that enemy becomes unable to act for the round, and all Lightning stacks are removed. Enemies with Lightning Stacks are illuminated. [ALLY EFFECT: If you cast a Lightning attribute spell on an ally, REMOVE two enemy Lightning stacks from them if possible.]

CTHONIC: Gains 2 effective PWR when targeting enemies. Loses 1 effective PWR when targeting allies.

NECROMANCY: If you cast a Necromancy spell on the same round your hieroshield points hit zero, you may enter the Last Stand state instead. While in Last Stand, you can move and cast normally, but may not be the target of your own spells. If you fail to receive healing in this state and as such remain at zero hieroshield points, you are still forcibly ejected. If you would receive healing from Haemomancy in Last Stand, instead convert it into damage or ally healing as if you were at full health.

FUNGAL: Upon casting a spell with this element, gain one Fungal stack. If an ally with at least one Fungal stack is within a distance equal to X, where X is the sum of your fungal stacks and theirs, you may cast any Fungal element spell from their position instead.

SWARM: Upon casting a Swarm element spell, gain a Swarm stack. You may gain no more than 2 swarm stacks per round unless explicitly stated otherwise. You may, as a free action, use your Swarm stacks to cast a spell at the cost of 4+(X/2) Swarm stacks, where X is the spell's runespace cost.

MIST: Upon casting a mist spell, gain one Mist stack. You may choose to avoid a single non-targeted enemy ability effect (e.g. Bilefumes), expending a Mist stack to do so. You may, as a MOV action, expend any number of Mist stacks, converting them into Dodge stacks (per Body Flicker).

CRYSTAL: Applies 2 crystals per successful hit and 1 on an unsuccessful target. When crystal stacks reach a quarter of this enemy's max HP, they explode, dealing damage equal to 1.5x the number of stacks, rounding up [ALLY EFFECT: support spells targeting full HP allies may reflect off of them without affecting them, traveling either directly backwards or on either of the adjacent backwards trajectories]

STEEL: Whenever you target an enemy with a spell of this element, add one Shrapnel to your attack on a miss and two on a successful hit. Shrapnel does one point of damage, entirely ignoring all resistances (but NOT barriers or vulnerabilities). [ALLY EFFECT: when you cast a spell of this element on an ally, apply one Steel stack. Whenever anyone with Steel stacks takes damage, they may expend steel stacks, nullifying 1 damage per stack expended this way, down to a minimum of 1 DMG per source of damage. Any excess steel stacks are stored, not wasted.]

WATER: When targeting an ally or upon successfully hitting an enemy, you may remove one Elemental stack of your choice, as well as one Fire stack in addition to the base effect if desired. May be doubled with Elementalist <Water>.

STELLAR: Whenever you cast a spell of this element, gain a Star stack. You may spend six Star Stacks to reroll any one dice roll. You can gain no more than 2 star stacks per turn.

GEAR:

CASTING FOCI:

Spellsword <Gloomcutter> [Runespace: 9, +3 ACC and +1 PWR within melee range, +1 MOV. Whenever you cast a spell that does NOT have the highest Runespace total across all spells on this focus, grant it +2 PWR.]

A lightweight, standard issue spellblade made to channel magic and cut through the beasts of the depths in one fell swipe.

Staff <Brightwood> [Runespace: 13]

A standard issue staff carved of sunkissed oak, capable of carrying many complex sigils

Wand <Shardcandle> [Runespace: 9, +1 ACC, +2 PWR. Start gaining the Effect runespace penalty at 3 rather than 2.]

A standard issue wand, able to be crafted with more expensive materials thanks to its more compact size, allowing higher performance at the cost of less space

Hexrifle <HR-2: Almandite> [Runespace: 12, +3 PWR, +1 Range; Incapable of using melee sigils. In order to cast a spell, your rifle must be loaded. You may load your rifle using a MOV action. You do not need to load and fire in the same round.]

A product of post-liberation industry built to deal devastating damage to monsters at range. It boasts exceptional performance at the cost of being cumbersome to load.

Spellstrummer <Caeralute> [Runespace: 16, ACC +1. None of your spells may have more than 6 Runespace.]

An instrument fashioned from wood from above and string from below. Requires sigils to be carefully balanced to play in tune.

Hexpistol <SR-5: Basalt>: [Runespace: 3x3, +2 PWR, +1 ACC; Each spell must use its exact allotment of 3 runespace. Each spell serves as one BULLET. You may expend as many of your bullets as you'd like as a single casting action. To reload your bullets, you must expend a casting action to reload the entire clip, or your MOV action to reload a single bullet. No two bullets may have the same EFFECT sigil. All spells on this focus have the modifier Scuttle as a free ability. Incompatible with melee form sigils]

A relatively recent innovation in focus development, the Hexpistol offers rapid fire at the cost of a rifle's
superior runespace and range.

Grimoire <Drakeskin>: [Runespace: 9, +1 PWR; Allows you to use your movement to cast spells of runeweight 3 or less (in addition to your round action). Whenever you cast two spells in one round this way, gain 1 point of universal damage resistance for the rest of the round]

A magical tome bound in monster leather and filled with abyssal parchment. Its pages bear intrinsic power which can only be activated via static ritual and careful incantation.

Golemductor <Model: Scarab> [Runespace: 7+3, +1 ACC [GOLEM STATS: 3 HP, 4 MOV, 6 DC]; Can only create 2 spells for you to cast using your 7 Runespace. Your Golem, meanwhile, may only cast one spell allotted to it alone, created using the 3 Runespace assigned to it. Your golem may cast its spell or move using its own action, but requires you to expend your MOV action to move it in addition to casting a spell. If your golem is destroyed, it will respawn in a tile adjacent to you after two turns pass. This golem can fly, ignoring terrain hazards unless otherwise specified. Your golem cannot be healed.]

During the reclamation war, the mages were few and the tasks to complete were bottomless. To ameliorate this, the first Golemductors were created, allowing one mage to service as two.

Staff <Bloomgrove>: [Runespace: 13; Spells have an effective +2 PWR on allies and an effective -2 PWR on enemies.]

A staff optimized for healing and supporting your allies, granting bonuses to your spells' positive effects

Spellsword <Fangbreaker>: [Runespace: 12, +2 ACC, +2 DC, +1 PWR, -1 MOV, Increases base Melee range by 1. Can only use Melee form sigils.]

A sturdy, heavy blade designed for defensive combat styles. In exchange for its potent defensive capacities and longer reach, the blade is unwieldy, impeding precision and mobility.

Spellsword <Dermislicer> [Runespace: 10, ACC: +2, PWR: +6; Incompatible with ranged form spells. Every time you cast a spell, decrease the PWR bonus of this focus by 2 (to a minimum of -6). Spells with negative total PWR are simply treated as though their PWR were zero. You may expend one action to restore this focus's PWR back to its maximum (can be done on Übersmite recharge turns)]

A sturdy club ribbed with Coreshards, creating a line of sharp, magical teeth when mana is channeled through it. Boasts exceptional power that dulls with every attack as the teeth chip, requiring a round to reconstitute their edges.

Corpscloak <Kullervo> [Requires both your Magecloth and Focus slot. Runespace: 15; gain +2 PWR and + 1 ACC against targets within melee range. If you cast a spell for which none of the targets were in melee range, gain 1 DC until the beginning of the next round.]

A magecloth that reacts actively to the caster’s will, moving almost like an extra limb. The hidden blades sewn within can lock together as armor or be quickly deployed as a devastating surprise weapon.

Spellsword <Stargazer> [Runespace: 7,5; spells crafted using the 7 Runespace may only target enemies, while spells using the 5 may only target allies. You may use both one offensive and one defensive spell in a single round at the expense of your movement and casting action. +2 PWR, +2 ACC, +1 DC, -1 MOV; incompatible with ranged form sigils.]

A sword and shield crafted from the carapace of a single monster, granting exceptional synergy between offense and defense.

Spellchain <Kali> [Runespace: 10, +1 ACC; +3 DMG on Melee spell forms, +1 ACC on Ranged spell forms; whenever you cast a ranged form spell, you may Shackle the last enemy you successfully hit. On your next turn, you may expend your MOV action to pull that enemy towards you, one tile per MOV expended this way (unlike other substitute MOV actions, this consumes Quickstep and similar effects). A shackled enemy cannot move farther away from you than they already are, or such that there would be an obstacle between them and you, but may move closer, or in a circle around you. You cannot move or cast spells while you have an enemy shackled. You may unshackle an enemy at any time as a free action. You may also choose to Shackle a wall, pillar, or other black tile, allowing you to pull yourself towards that tile instead, granting +3 bonus MOV and ignoring all tile hazards you pass through before ending your turn. You cannot shackle an enemy shackled to somebody else, but you may shackle the same wall or pillar.]

A lethal weapon used only by those blessed in both skill and wit, this focus allows the user exceptional control of the postions of both the enemy and themself.

Magemaile <Galahad> [HP: 15, MOV: 3, DC: 9; Runespace: 10, ACC +2, PWR: +2, +1 Universal Damage Resistance; consumes both your Hieroshield and Focus slot. Incompatible with ranged form sigils. You may expend your MOV in addition to your normal spellcasting action to perform a Shoulder Dash, moving 5 tiles in one of the 10 spell trajectories and automatically targeting enemies in your way with an offensive spell you possess, moving them out of your trajectory and continuing your forward movement upon successful hit. After reaching the end of this movement or being stopped by an obstacle or enemy, you must cast the offensive spell you Dashed with. This dash may not use Quickstep stacks.]

The premier in defensive smithery, the Magemailes are a result of a fruitful partnership between the Hierophants and the steel artisans of the Carnelian Empire.

Magemaile <Dinadan> [HP: 13, MOV: 3, DC: 9; Runespace: 5, 4, 3; ACC +2, PWR: +3; consumes both your Hieroshield and Focus slot. Each spell must use its specific allotted runespace. Incompatible with ranged form sigils. You may expend your MOV action OR your main action to perform a Shoulder Dash, moving 4 tiles in one of the 10 spell trajectories and automatically targeting enemies in your way with an offensive spell you possess, moving them out of your trajectory and continuing your forward movement upon successful hit. After reaching the end of this movement or being stopped by an obstacle or enemy, you must cast the offensive spell you Dashed with. This dash may not use Quickstep stacks. You may only do a cast without dashing using your main action, not your MOV action. No two spells on this focus may have the same Effect sigil. You may not cast the same spell, dashing or otherwise, twice in one turn using this focus’s unique ability.]

Born from the desire to do everything one can to help the war effort even at the expense of personal glory, this magemaile allows the caster a wide array of options for any situation.

Spellsword <Nightwatcher> [Runespace: 8,4; spells crafted using the 8 Runespace may only target enemies, while spells using the 4 may only target allies. Gain an additional +1 PWR on the 4 Runespace spell. You may use both one offensive and one defensive spell in a single round at the expense of your movement and casting action. +1 PWR, +3 ACC, +1 MOV; incompatible with ranged form sigils.]

A paired sword and dueling cape, fashioned from the corpse of a single monster. Sacrifices the defensive potency and balanced runeweight of the Stargazer for a greater focus on mobility and offense.

Sacrescepter <Crimson Star's Cruelty> [Runespace: 17; if you rolled the maximum possible value on a hit roll with this focus, lower your roll to the average value instead. Whenever you cast a spell with this focus, roll 2d3, gaining that many Folly stacks. You may now have up to 17 folly stacks instead of 13. Whenever you remove folly stacks, you must instead consume a MOV action, and may request Retribution, Protection, or Compensation. Retribution creates a projectile with 2 base damage, 3 base range, and 3d3 base accuracy, with each folly stack spent granting 2 bonus DMG, 1 bonus range, and 1 bonus ACC. Protection grants barrier (NOT additional barrier) equal to the folly stacks removed. Compensation simply stores the Folly removed as Compensation stacks, allowing you to roll a free coreshard deposit upon reaching 13 stacks (then removing all compensation stacks). If the spell you cast does not have "Crimson Star" in the name of one of its sigils, roll an additional 1d3 Folly stacks] [FOLLY STACKS: When you remove Folly stacks, take 2 points of damage for every Folly stack removed. If your Folly stacks ever exceed or equal your limit, you are instantly evacuated. If your hieroshield is broken at the end of a round where you opted to remove Folly stacks, you are instantly evacuated]

A ceremonial staff used in the worship of the Crimson Star, an ancient deity who, despite her title, is not amongst the Lights Above. As tempestuous as she is sadistic, her worship can grant boon and bane alike.

Automantle <Model: Dynastes> [Consumes both your magecloth and focus slot. Runespace: 8, 4. +1 ACC [GOLEM STATS: 10 HP, 4 MOV, 7 DC, +1 PWR]; Can only create 2 spells for you to cast using your 8 Runespace. Your Golem, meanwhile, may only cast one spell allotted to it alone, created using the 4 Runespace assigned to it. Your golem may cast its spell or move using its own action, but requires you to expend your MOV action to move it in addition to casting a spell. If your golem is destroyed, it will respawn in a tile adjacent to you after two turns pass. This golem can fly, ignoring terrain hazards unless otherwise specified. Your golem cannot be healed.]

A regal mantle and cape, magically linked to a heavier duty iteration of the Scarab golem model.

Hexpistol <QP-2 Gypsum> [Runespace: 2, 2, 3, 6; +1 PWR, +1 ACC; This focus's 2 and 3 Runespace bullets are Journeyman spells, while its 6 Runespace bullet is a hero spell. Each spell serves as one BULLET. Each bullet must use its exact allotment of runespace. You may expend as many of your bullets as you'd like as a single casting action. To reload your bullets, you must expend a casting action to reload the entire clip, or your MOV action to reload a single bullet. If you complete one of this mission's Quests, replace one of your Journeyman bullets with the Hero bullet. No two Journeyman bullets may have the same EFFECT sigil, but the Hero bullet may have overlapping effects with the Journeyman bullet it replaces. All spells on this focus have the modifier Scuttle as a free ability. Incompatible with melee form sigils.]

Modeled after the pistol of a legendary bounty hunter, this Focus is said to whisper into the mind of its caster, giving them the opportunity to earn its full potential by dutifully fulfilling a fair contract.

Simplesilk <Satori> [Runespace: 16; [HP: 8, MOV: 3, DC: 8] +3 PWR, +2 ACC; This consumes your Focus, Hieroshield, Magecloth, Spellpick, and Philtreliquor slots.]

A single vestment containing everything one needs to beat back the corruption of the abyss. Sometimes, true power lies in simplicity.

Automantle <Model: Nullarbor> [Runespace: 5, 8; GOLEM STATS: [HP: 10, MOV: 2, DC: 8 +1 PWR to spells cast by the golem]; Consumes both your Magecloth and Focus slot. You may only create 1 spell for you to cast using your 5 Runespace. Your Golem, meanwhile, may cast two spells allotted to it alone, created using the 8 Runespace assigned to it. Your golem may cast its spell or move using its own action, but requires you to expend your MOV action to move it in addition to casting a spell. If your golem is destroyed, it will respawn in a tile adjacent to you after two turns pass. At any time, you may use the Golem's action to have it Bask, allowing it to receive healing as usual. This Golem may not receive healing from any source, including itself, while NOT Basking.]

A mechanical golem modeled after both ordinary lizards and wingless Wyverns. Boasts exceptional defensive potency and the unique mana absorbing properties signature to dragons and their relatives.

Sacrescepter <Hanged Sister's Sorrow> [Runespace: 14; Whenever you end your turn without gaining Hanged stacks, gain two Hanged stacks. Whenever you cast a spell with runespace lower than your Hanged stacks, take damage equal to your Hanged stack total, then reset it to zero. You may expend all Hanged stacks before being required to whenever you cast a spell. Whenever you expend hanged stacks, bank the amount of damage taken (not counting overkill) and add it to the PWR of your next spell.]

A simple wooden staff fashioned from an old wooden support beam and a single piece of frated rope nailed to the top and wrapped down the length of the scepter. To hold it in your hands is to feel a sadness and dread unknown to mortals who still draw breath.

HIEROSHIELDS:

Bulwark [12 HP, 3 MOV, 8 DC]

The most popular standard issue Hieroshield, durable and reliable.

Gazelle [6 HP, 5 MOV, 6 DC. You may move unimpeded through enemy occupied spaces. +1 DC and +2 Damage Resistance against all enemy attacks from enemies who have not been seen (either in partial or complete illumination)]

Standard issue Hieroshield ring. Lightens the body of the user, allowing for faster movement and better evasive maneuvers

Vampire [7 HP, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow (split among all Vampire Hieroshield users that attacked that enemy that round). Vampirism overshield up to 14 total HP. ]

Niche Hieroshield ring, capable of restoring itself using the life force of monsters.

Smogvisor [HP: 10, MOV: 4, DC: 8; RANGE: -1 (minimum of 1)]

A hieroshield with decent movement and sturdy defenses. However, it sacrificed clarity to do so, rendering the user somewhat myopic.

Elementalist: [HP: 5, MOV: 4, DC: 6; You may assign an ELEMENT of any sigil your guild possesses to this ring. All of your spells will grant the elemental effect of that element. If this spell already had that element, apply it a second time.]

A hieroshield crafted to boost the performance of elemental specialists at the cost of its defenses.

Hawk [HP: 6, MOV: 5, DC: 5; +2 Range]

A hieroshield that’s surface acts like a scope lens, bending incoming light to allow the user to see faraway objects more easily. Boasts good range and high mobility but lacks in defensive capacity.

Muckmedic [HP: 6, MOV: 4, DC: 7; whenever you target allies with a spell that applies poison stacks to enemies, restore the hieroshields of those allies an amount equal to the poison stacks your spell would apply]

A hieroshield with average performance modeled on the Abysskin witch-doctors, capable of using poison to heal.

Doomsinger: [HP: 9, MOV: 3, DC: 7; Whenever you gain the statuses Death Knell or Condemned, also receive 6 points of barrier (overwrites lower barrier, does nothing if a higher barrier is present)]

Inscribed with strange, haunting melodies, this Hieroshield thrums in harmony with the songs of powers long forgotten.

Dragonmaw [HP: 7, MOV: 3, DC: 8; Whenever you cast an ELEMENT: FIRE spell, increase its PWR by 1. If that spell has 3 or more ELEMENT: FIRE sigils, increase its PWR by 2 instead.]

A Hieroshield ring crafted with a sliver of dragonash, channeling the powerful latent fire mana into something usable by human mages.

Integushell [HP: 17, MOV: 3, Shell DC: 10; Whenever you receive an attack, instead of blocking it if the roll is beneath your DC, subtract the attack roll from your Shell DC and gain an amount of Damage Resistance to that attack equal to that value. If your damage resistance is greater than or equal to the damage dealt by an attack, you do not receive any non damage penalties (e.g. elemental stacks, debuffs, on-hit effects) from that attack. If the attack roll exceeds your Shell DC, take the full damage of the attack roll instead.]

Modeled after the durable carapaces of the Wroughtbeetles, this Hieroshield actually subtly attracts attacks instead of deflecting them, leading them into its strong points for reliable mitigation instead of outright deflection.

MAGECLOTHS:

Steelsewn: [+2 HP, +1 DC]

The most rudimentary Magecloth, made to serve as a first line of defense.

Piggybackpack [With mutual agreement, an adjacent ally may latch onto you using their MOV action, instead remaining on your space regardless of where or how you move. You may only carry one ally at a time.]

A cloth satchel imbued with weight relieving magic, allowing even the weakest mages to carry their allies into and out of battle.

Ultorishawl [This item has 3 intrinsic Runespace which cannot be distributed to other spells. You may use that runespace to craft one spell, which will automatically be granted the Reactive modifier (you may not take Reactive on this spell). You will begin combat with that spell loaded, and may recast it on a casting eligible action. This spell receives the bonuses and penalties from your Hieroshield but NOT your Focus]

A spellcloak with no intrinsic effects, instead woven with a modifiable embroidery surface upon which a mage may craft their own magic.

Hoarfrost Veil [+2 PWR on all Ice element spells. 2 Resistance to Ice element attacks, 2 Vulnerability to Fire element attacks]

A thin, translucent veil woven from icemoth silk beneath the light of the Aurora. Channels the power of the frigid north, but brings with it a susceptibility to heat and flame.

Amponcho [Whenever you successfully apply a lightning stack, add two Charge to this magecloth. You may convert charges into bonus damage or quickstep stacks at a 1:1 ratio, or expend 10 to take an extra casting action. You may gain no more than 5 Charges in a single turn, with all over the limit being automatically converted into Quickstep stacks.]

A magecloth that accumulates excess current from the natural inefficiency of spellcasting, storing it as energy to be reused and repurposed.

Endler's Habit [When you have the status Death Knell, increase the PWR of all spells you cast by 2.] [SYNERGY: If the spell is ELEMENT: CTHONIC, increase the PWR of that spell while targeting allies (but not enemies targeted by the same spell) an additional 1, to a total of +3 PWR from this Magecloth.]

A religious vestment from a faith long dead, embroidered with sigils and glyphs that give praise to forces beyond human understanding. It grants power, but carries an ominous aura.

Übersmock [On (and only on) Übersmite cooldown rounds (or explicitly identical cooldown rounds from other sources), you may expend up to 2 MOV actions, gaining one Übersmock stack for each MOV action exchanged this way. You may, after casting a spell with Übersmite or an explicitly identical effect, instead pay two Übersmock stacks instead of suffering a cooldown round.]

A sturdy piece of workwear made from dull black canvas, this Magecloth's corethread veins absorb mana runoff from Übersmite's excess output, offsetting it and allowing the caster to use the spell with much greater frequency

Lanchiffon [Increase the ACC of all spells with PIERCE by 2]

A thin, translucent red cloth stained with the bloodsap of a Draecanent, the latent malice of its piercing branches increasing the precision of spells with a similar form to its own attacks

Eagledown [+1 PWR and +1 ACC to all spells cast. -1HP]

A magecloth embedded with the down of a Razoreagle. Its unique mana adds a handy touch of offensive potency, but the deceptively sharp edges of the feathers grate against the protective field created by a Hieroshield ring

RESEARCH PAPERS (May only Ponder one, but all Universal benefits apply to all Spelldivers regardless of Ponder choice)

”Precise Calibration; Perfecting the Foundation" (J. Harthallow et al.): Grants a flat +1 ACC buff to the Missile, Heatseeker, Chain, Lance, and Spitfire spell forms. [PONDER bonus: Remove the general bonus of this Research for the Missile and Heatseeker forms (but not the others). Then, increment the die size of ALL the sigils listed by 1 (e.g. Missile 3d2+3 > 3d3+2, Lance 2d4+3 > 2d5+3)]

Published by a senior professor at the Queen’s Tears, the most prestigious academy in the Republic of Benvatio. Sharpens and modernizes the fundamental Form sigils.

"A Summary of Modern Advancements in Output Amplification." (Carnelian Imperial Mage Corps.) No universal bonus. [PONDER BONUS: Increase the PWR of all spells by 1. If a spell has a Runespace cost of 10 or more, increase its PWR by 2 instead,]

Ever focused on the advancement of pure combat power, the Imperials have put their blood, sweat, and tears into maximizing magical output.

"A Reexamination of the Evasive Capacity of Mistwalking" (B. D'Lucian): You may, as a MOV action, expend any number of Mist stacks, converting them into Dodge stacks. [PONDER bonus: You may, whenever you would receive an attack targeting 8 or more tiles (not counting impassable tiles or non-targeted trailing effects) expend two Mist stacks, avoiding it as if it were a non-targeted attack]

A paper published by the great named mage Bellmont D’Lucian, the foremost expert on Walking the Mist, the mysterious space between spaces that Mist magic draws its uncanny ability to displace and relocate from. This, though heavily censored, hits at the magnum opus that led him to be called the Ghost of the Battlefield.

PHILTRELIQUORS (May only be used on allies if explicitly stated)

Manhattan [1 shot, free action; creates a burst in six connected tiles (at least one being adjacent to you). Roll 3d4+2, checking it against the DC upon all enemies in those tiles. Deal 20 damage and inflict 3 fire stacks upon successful hit, and 5 damage and 2 fire stacks upon missing]

Magic, Boombitters, and a whole lot of whiskey. Smooth, satisfying burn.

Four Leaf Daiquiri [2 shots, MOV action; for the rest of this round after drinking this Philtreliquor, average all spell hit rolls you make with their maximum possible result, rounding to the nearest integer]

Clovers pair surprisingly well with lime and rum, especially when they’re plucked straight from the abyssal Font of Fortune’s shore. Will get you banned from poker at the saloon.

Strongstout [3 shots, free action; increase the PWR of your next spell by 3. You must declare your drink before doing so. You may only drink one shot per round.]

Brewed with hops, barley, and a vintage Cloudoak barrel, this dark ale will add more than a little punch to your casts.

Shello-shot [Shots: 3, MOV action; apply 3 steel stacks to yourself and heal 5 HP .]

A sweet, gelatinous shot in a steel glass carved from the carapace of the Wroughtbeetles. Just don’t think about where they get that jiggle.

Ichor and Sand [Shots: 2, MOV Action; For the remainder of the round, gain +3 DC and heal 4 HP as if by Haemomancy healing on a spell of your choice cast by you this round (even if it doesn't have Haemomancy)]

Made from fortified wine, a splash of scotch, and the juice of a rare subspecies of citrus mutated by the ichor of a gargantuan wyvern, this Philtreliquor boasts a potent restorative effect and skin as tough as the leather beneath a Gilkalor’s scales.

SPELLPICKS

Longlooter [Allows you to scavenge or mine from up to two tiles away]

“Have you ever seen a shiny piece of loot and thought it was just a biiiit too far away? With this handy device, it’ll be a cinch to pick up shinies without breaking formation and getting yourself killed!”

Skullbuster [You may use an action, spellcasting or otherwise, to make an attack against an enemy with the following stats: [2d5+3, Range: Melee, DMG: 6; if you kill an enemy with this attack, you may immediately loot that enemy]]

“Ever caught with your rifle unloaded or with your pants down after casting a particularly taxing spell? If you have, you’ll know how nice it is to have a plan B!”

Quickpick [You may use a MOV action instead of a main action to scavenge or mine]

“Get rich quick scheme. Nah, just kidding, your missions still take just as long— but with this bad boy, you can make sure to pocket some coreshards between kills!”

Stalagtower [You may expend an action and roll 1d30 to mark an adjacent tile. At the beginning of next round, an impassable pillar will raise in that spot, lasting 2 rounds. If you rolled a 30, the pillar will be Core-Rich, and may be mined by you or an ally as if it were a corpse with the coreshard loot table. If you rolled a single digit number, add that many coreshards to the end of mission loot. Mining a core-rich pillar will cause the pillar to collapse at the end of the round.]

"So, I was thinking, there have got to be tons of coreshard deposits beneath where the actual caves are, right? So, I made this pick to help you dig them up! Even if you get unlucky, all that dirt and rock has got to be useful for something..."

SIGILS

[Unless explicitly stated otherwise, you may NOT take two sigils of the same [Tag] on a single spell.]

EFFECT (You may only take each effect one time per spell. Each new effect after your first costs an additional +1 Runespace [e.g, +1 for your second, +2 for your third])

Restore [Runespace: 2, PWR: 2; Restore the Heroshield of your target using this spell’s PWR.]

A Spelldiver’s most vital tool, capable of restoring the precious Hieroshields of themselves and their allies.

Hierosmite [Runespace: 1, PWR: 2; Deal damage equal to this spell’s PWR to an enemy.]

A Spelldiver’s main weapon against the monsters of the Abyss.

Magelight [Runespace: 1; Spread Magelights across every space this spell passes through]

Creates the shimmering mana particles that Spelldivers rely on to navigate the depths. Striking a target illuminates their position

Barrier [Runespace: 3, PWR: 3; Create a construct (Barrier) equal to this spell’s PWR, negating the damage of all successful attacks against the target proportional to its value (then decreasing its value by that amount, acting effectively as Overshield). Cannot create Barrier on more than one target per cast. Barrier created by this effect cannot stack, with higher PWR barrier overriding lower PWR barrier.]

Manifests a precious first line of defense, preventing your Hieroshield from being broken

Quickstep [Runespace: 1, PWR: 1; Increase the target’s MOV by this spell’s PWR on their next movement]

Allows you to quickly engage an enemy or escape, even with a heavy duty Hieroshield

Envenomate [ELEMENT: POISON]: [Runespace: 2, PWR: 2; Apply a number of Poison stacks to an enemy equal to this spell’s PWR]

An insidious spell sigil modeled after the guerilla tactics of the abysskin, slowly rotting away at the target from the inside out.

Stalagmite Armor [ELEMENT: EARTH] [Runespace: 3; Increase your DC by half of this spell’s PWR, rounding down, until the end of the NEXT round. Does not stack. Upon receiving a successful or unsuccessful attack, the enemy receives an amount of damage equal to half of the damage you would have received, rounding down.] [Tag: Aegis]

A defensive sigil modeled after the spiny hides of the Stalagmice. Its hard exterior and hair-trigger projectile spikes serve as both protection and convincing deterrent.

Martyr’s Resolve [Runespace: 2; When you cast this spell, irrespective of its target or trajectory, a number of targets equal to this spell’s PWR within this spell’s Range fall under your protection. Whenever they would take damage as a result of an enemy attack this round, you take that damage instead. Gain 2 damage resistance to every attack taken this way.]

A noble spell for altruistic front-liners, allowing them to bear the brunt of the harm done to their allies’ hieroshield rings.

Übersmite [Runespace: 1, PWR: 7; Deal damage equal to this spell’s PWR to an enemy. Whenever you cast this spell, you become incapable of casting any spells the next round.]

A devastating burst of magic. Leaves your focus in a state of overheat, forcing you to wait until you can cast another spell.

Rend Asunder [ELEMENT: HAEMOMANCY]: [Runespace: 2; Decrease the enemy's DC by this spell's PWR until the end of NEXT round. An enemy's DC can never drop below half its maximum value.]

Uses the target’s own blood against them, swelling capillaries forcing their natural defenses to crack and burst.

Voltsphere [ELEMENT: LIGHTNING]: [Runespace: 2, PWR: 2; Deals damage equal to this spell’s PWR to an enemy. In addition to this spell’s primary effect, this spell deals additional damage equal to X-3, where X is the number of tiles this spell traveled BEFORE hitting the enemy [Minimum of -3, Maximum of 7].]

A crackling ball of lightning that becomes more potent the longer it travels, capable of incredible destructive power when utilized by a clever mage.

Hone [Runespace 1, PWR 1; Increases the power of your next spell by the power of this spell. You may not cast any spell with Hone immediately after casting this one, including on other equipment. This spell may not have any other Effects]

A sigil purely preparatory sigil that fizzles when paired with any other other effects. Clusters mana in your focus, sharply bolstering whatever spell you cast after.

Muckrend [ELEMENT: POISON]: [Runespace: 2; Apply all poison stacks this spell would apply if any. Then, remove all poison stacks, dealing damage equal to 1.5x the number of stacks, rounding to the nearest integer.]

A deadly sigil forged by poison experts who prefer not to wait for their quarry to die. Sacrifices long term lethality for short term potency.

Purify [Runespace: 2, PWR: 2; Remove a number of negative element stacks from the target less than or equal to half this spell’s PWR.]

Perfect for fighting against elementals and abysskin, this spell clears the target of harmful mana.

Wyrmbreath [ELEMENT: FIRE]: [Runspace: 2, PWR: 5; Deals damage equal to this spell’s PWR. Inflicts one additional fire stack in addition to its other effects. For the sake of this sigil's effects, all targets are treated as enemies. When cast at melee range, deals damage equal to one third of this spell's PWR (rounding to the nearest integer) to the caster.]

A devastating offensive spell channeling the inner wrath of the caster outwards in a destructive burst of flame. In exchange for its surpassing power, this spell targets allies and enemies alike, even harming the caster at near enough range.

Nettlefetter [Runespace: 2, PWR: 2; Upon successfully hitting an enemy with this spell, they become Fettered in place until the end of this round. If they opt move, they take damage equal to this spell’s PWR]

Crafts tendrils of mana laced with thorns and lethal intent. While they cannot harm directly, they bind a user in place, inflicting horrible agony upon any unfortunate enough to attempt an escape.

Alcherune <Nigredo>: [ELEMENT: FIRE, NECROMANCY] [Runespace: 3; upon hitting an enemy, adds 3 Onyx Fire stacks, converting all negative fire stacks the enemy currently possesses or receives after into Onyx fire stacks instead. Onyx fire acts exactly as negative fire stacks do, except the total does not decrease after applying damage. If an enemy dies to the Onyx Fire tick at the end of the round, they convert their current tile (or an adjacent one if necessary) into a Coreshard deposit instead of leaving a corpse behind.]

A highly dangerous sigil derived from the forbidden synthesis. Barred from the public due to its volatility and connection to the Magnum Opus.

Scornspore [ELEMENT: FUNGAL] [Runespace 2, PWR: 1; Upon successful hit, enemy becomes compelled to attack you for a number of rounds equal to half this spell’s PWR (rounding to the nearest integer) up to a maximum of 3. Can be alleviated with Restore as if each turn of remaining duration were an elemental stack. Casting Scornspore on enemies with active timers replaces their existing timer with a new one.]

Using mind-altering fungal spores as reference, this devious spell effect draws the attention and ire of its target.

Ephemeral Step [ELEMENT: MIST] [Runespace: 1; BEFORE casting this spell and resolving its effects, you may move to any tile within your BASE MOV, ignoring a number of walls, hazards, and enemies less than or equal to this spell’s PWR, so long as you land on an open tile.]

The foundation of all spacetime mistmagick, this sigil allows a mage to reposition safely and stealthily.

Gemglaive [ELEMENT: CRYSTAL] [Runespace: 3, PWR: 4; deals damage to enemies equal to this spell's PWR. If this enemy has Crystal stacks, you may immediately burst them]

A brutal offensive spell form with devastating power and a special resonance frequency, shattering built up crystals before they would naturally burst.

Iceslick [ELEMENT: ICE] [Runespace: 2; a number of tiles of the caster's choice less than or equal to this spell's PWR that this spell passes through become frozen for 3 rounds, and thus Slippery. Walking onto a slippery tile automatically shuttles you in the trajectory you stepped onto it until you reach a non-slippery tile.]

This spell coats the ground in ice, enabling speedy but unwieldy movement.

Silkspew [ELEMENT: SWARM] [Runespace: 1; targeted enemies gain -1 MOV and -1 effective PWR until the end of this round regardless of the ACC roll. May be removed with a Purify effect. May be stacked up to a maximum of 3 times]

Sprays mana-imbued spider silk on enemies, hampering their movements and attacks.

Reflectrample [ELEMENT: CRYSTAL] [Runespace: 3; When you cast this spell, make a separate targeting roll against any enemy within your melee range using this spell's typical ACC roll, regardless of whether your focus or this spell is usually capable of targeting at melee range. If successful, record the direct targeted damage dealt by one of that enemy's offensive abilities, up to a maximum of this spell's PWR. Then, cast this spell as dictated by its form and make its main targeting roll as usual, dealing non pwr damage to successfully targeted enemies equal to the damage value recorded by this sigil]

This spell disperses a cloud of deceptively sharp reflective crystals around the caster, creating an illusory copy of a foe with brutally real offensive potency.

Mirrorwalk [ELEMENT: CRYSTAL] [Runespace: 3; Place a mirror down on an adjacent tile, removing the oldest if more than 5 mirrors exist on the battlefield. If on a tile containing a mirror, you may expend one MOV during a MOV action to move to any other tile with a mirror. Spells that pass through mirror tiles may be refracted, changing trajectory on that tile as desired.] [SYNERGY: If this spell’s caster and casting point are disjointed (either by sigils like Nilknight or equipment like the Golemductor, you may create a Mirror at either or both locations.]

There was once thought to be magic in all mirrors, a connection to a world parallel to this one. Though this notion has since been disproven, the concept later became the basis for one of the most fundamental spells in Crystal sorcery.

Ghostgrip [ELEMENT: NECROMANCY] [Runespace: 2, PWR: 1; Does a flat 4 DMG against enemies hit regardless of this spell's PWR. Upon successful hit, the enemy receives a MOV penalty this round equal to this spell's PWR, down to a minimum total MOV of Zero (this may counteract quickstep stacks). While you have this effect cast on an enemy, you are always in range of their attacks. When you target multiple enemies with this spell, distribute a number of MOV maluses between all of them equal to double this spell's PWR, regardless of the number of targets. No individual enemy may receive a penalty greater than this spell's PWR]

Projects forth your very soul, wrapping it around your enemy's throat and, with enough power, lifting them into the air. This sigil is often avoided when facing stronger opponents, as enemies may harm you by attacking the spirit directly.

Chromeparry [ELEMENT: STEEL] [Runespace: 2, PWR: 2; deals damage equal to spell PWR upon successful hit. Tally up all damage you took from enemy attacks targeted against you last round (including from ally or self Wyrmbreath), including damage nullified by resistances or absorbed by barriers, but not including overkill from broken Hieroshields. Deal non-pwr bonus damage equal to that sum, up to a maximum of 7.]

A synthesis of the offensive and defensive properties of Metalmancy, manifesting a sharp blade with an even sharper riposte.

Bolturbine [ELEMENT: LIGHTNING] [Runespace: 2; On rounds where you would cast this spell, extra quickstep that would normally be lost is instead stored. If this spell, or any other actions taken after movement is completed, would grant Quickstep stacks, they are instead stored. This sigil deals damage equal to the number of tiles you moved this turn before targeting that enemy (including form and focus-based movement, but not including any form of teleportation or any movement done after you target the enemy in question), or the number of Quickstep stacks stored by this sigil, whichever is lower. Quickstep stacks stored for the purposes of Bolturbine cannot be used for movement, but can be reused for another Bolturbine cast. All stored quickstep stacks are depleted at the end of turns where Bolturbine was cast.]

Lightning follows your steps, your velocity and kinetic energy being stored as capacitance and unleashed as a tremendous electric shock.

Body Flicker [Runespace: 2, PWR: 2; Once per round, when you cast this spell, regardless of targets, gain Dodge stacks equal to half this spell's PWR. Whenever you would be hit by an enemy attack, you may expend Dodge stacks, raising your DC against that attack (but not others) by one per stack.] [Tag: Aegis]

A sigil created originally for war between human warlords by shinobi in the far east, this special movement technique allows the user to effortlessly dodge fatal attacks.

Mycorhide [ELEMENT: FUNGAL] [Runespace: 1; Allows the caster to teleport to any ally from whom they could remote cast a sigil via Fungal’s elemental effect]

Allows the mana to send their very essence into the mycelial network beneath their feet, transporting their body and soul to an ally attuned to the same fungal system.

Overclock [ELEMENT: LIGHTNING] [Runespace: 2; upon casting this spell on an ally (including yourself), they will gain an Overclock action to be expended whenever they desire. An overclock action allows a player to move as if they used a MOV action, but may not be used for other MOV action uses, such as loading a rifle or casting with a grimoire. Only ONE target may be granted Overclock per cast of this spell. A player may hold a maximum of 3 Overclock actions.]

The user overcharges the electrical systems within their own body, allowing them to move with inhuman celerity.

Seaspit [ELEMENT: WATER] [Runespace: 2; this spell Dampens enemies hit, granting them 3 damage vulnerability to Electric and Ice element damage, but 2 damage resistance to Fire element damage this round.]

For generations, mages were unable to understand why the water from their spells was unable to conduct electricity, unlike the genuine article. They had thought it was some difference in essence, when in reality, it was as simple as adding a little salt

Carinaid [ELEMENT: STELLAR] [Runespace: 3, PWR: 1; Heals allies proportional to spell PWR. When you cast this spell on an ally, roll 1d5. In addition to this spell's other effects, you may choose to increase this spell's healing output by the rolled amount, or remove elemental stacks from allies (but not enemies) equal to half that amount, rounding down, as per Purify. You may expend Star stacks to increase the result of this roll, up to its maximum output of 5 (spending one Star stack per number of increase).]

It is said that the Hieroshields themselves were a revelation gifted to the hierophants, and to humanity at large, by the Lights Above. Perhaps because of this fact, Starlight seems uniquely able to restore them.

Nocturne of Ruin [Runespace: 2; When you cast this spell, lose an amount of folly of your choice, at a maximum of 3 (or this spell's PWR, whichever is lower). Then, for each Folly stack lost this way, bank 2 DMG, which may be added to your next offensive spell in any quantity desired. You must declare if and how much power you intend to add before rolling to hit.] [Tag: Orchestra]

A fragment of an ancient melody, said to pacify the fickle arbiter between ambition and folly. Incomplete as it may be, it soothes the soul and loosens her clutches, at least for a time.

Dreadrain [ELEMENT: WATER] [Runespace: 3, PWR: 2; When you roll this spell's attack roll, consider the potential with a -2, -1, 0, +1, and +2 ACC modifier in addition to this spell's usual roll. For each of these possibilities that would hit, deal damage to targeted enemies equal to one quarter of this spell's PWR, rounding down. If your spell would miss, but the +ACC Dreadrain would connect, deal only this sigil's DMG for those hits and nothing else (still keeping the PWR but not elements or effects from other sigils). Overrides conventional damage sigils such as Hierosmite, but does not nullify their PWR bonus or non PWR effects. You MUST declare how many hits and how much damage you deal with this effect, or else it may be ignored at QM discretion.]

Crafted by an eccentric mage obsessed with meteorological phenomena, this sigil unleashes a deluge of mana infused water, its wide scope making it nigh impossible to fully evade

Wail of the Wastes [ELEMENT: ICE] [Runespace: 5, PWR: 4; Deals damage equal to spell PWR to enemies hit. Additionally, inflicts a number of Ireice stacks equal to the enemy's MOV, or this spell's PWR, whichever is lower. Ireice acts as normal ice stacks, but deals 1 damage upon being spent as per Ice, or may be removed with no MOV penalty for a total of 3 damage per stack.]

Etched and only slightly altered from the unholy symbols worshipped by the barbaric mutant tribes wandering the Northern Wastes, this devious effect shrouds its target in malignant, borderline sentient ice.

Slagfire [ELEMENT: FIRE] [Runespace: 2, PWR: 2; Deals damage equal to spell PWR. Then, on each tile where an enemy was successfully hit, leaves a lingering Flame with PWR equal to half this spell's PWR that persists one round after casting. Enemies who enter or pass through those tiles (but not enemies who already occupied them leaving them) are hit with an unavoidable fire element damage equal to the Flame's PWR and one fire stack.]

Modeled after the signature weapon of a waning empire in the near east, this sigil leaves a glob of viscous mana capable of burning even after the caster stops actively maintaining it

Short Circuit [ELEMENT: LIGHTNING] [Runespace: 3, PWR: 3; upon a successful hit, apply Lightning stacks equal to this spell's PWR. If this target already has lightning stacks sufficient for a stun, deal damage to that enemy equal to double this spell's PWR. Overkill is converted to DMG.]

In the earliest ages of Magitech, the progenitors of integrating circuitry into magic engineering were plagued by constant issues with overload and melting components. Seeing this, a clever combat mage created this sigil to weaponize that phenomenon.

FORM (MAX: 1)

Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]

The simplest form a spell can take, a straightforward shot of magic

Missile [Runespace: 1, 3d2+3, Range: 6, BEND]

A controlled bolt of mana, accurate and reliable, capable of travelling freely without a fixed trajectory

Lance [Runespace: 2, 2d4+3, Range: 5, PIERCE]

A long bolt of mana capable of piercing through enemies, affecting all within its range and trajectory. Does not include the casting point (generally your space)

Wreathe [Runespace: 1, 2d5, Range: Melee (1), PWR +2]

Wrap your mana around your fist, focus, or blade, dealing brutal close-range damage or casting the spell directly upon yourself

Chain [Runespace: 3, 1d10+2, Range: 4, CHAIN (Chaining Range: 2)]

An arcing chain of magic, able to hit a potentially unlimited number of targets. You need to hit all enemies in the chain. If you miss, the chan ends. A chain may only target up to 3 [b]allies[/b] per turn. You may not be the target of a Chain

Bullrush [Runespace: 3, 3d4-1, Range: Melee; before casting, charge up to 4 tiles forward, or until you are adjacent to your target. This spell gains one PWR for each tile traveled this way.]

A reckless headlong charge, taking advantage of the caster's momentum to land a devastating blow.

Heatseeker [Runespace: 2, 3d3+3, Range: 4; BEND]

A variation of the Missile sigil, granting greater targeting ability at the expense of runespace and range.

Ricochet: [Runespace: 1, 2d6, Range: 8; Upon hitting an impassable (black) tile, this spell ricochets off of it, changing trajectory at the discretion of the caster, in any of the 8 straight trajectories which are not obstructed by impassable tiles, including the direction from which the spell was cast. This spell gains 1 ACC (max of +3) for each ricochet.]

A sigil with exceptional range, beloved by mages for its dynamic trickshot potential.

Strike: [Runespace: -1, 2d5, Range: Melee; cannot target allies, including yourself]

The most simple iteration of spell form possible, unleashing the spell in a short ranged burst.

Buckshot [Runespace: 2, 2d6+1, Range: 4, PWR: +4. Upon casting this spell, you are knocked backwards 2 spaces. If either of these spaces is occupied by a wall, enemy, or other impassable tile, your recoil movement ends and you take 2 damage per untravelled tile (maximum of 4)]

A lethal spell form with extraordinary power for a ranged sigil— and even more extraordinary recoil.

Dual Palm [Runespace: 3, 2d5, Range: Melee, PWR: +2; User may target up to one enemy and up to one ally (including themselves) upon casting this spell. For the sake of enemy-ally specific interactions (e.g. Cthonic), each cast is considered separately. ]

You wreathe each hand with mana, splitting your magic into the elements that heal, and the elements that harm.

Flashstep [Runespace: 3, 1d8+1, Range: 3; User moves a number of tiles equal to this spell’s range, targeting all enemies they pass through with this spell’s effects. Regardless of this spell’s range, it is considered a MELEE attack. LONGSHOT INTERACTION: You may take Longshot with this spell, but you must forgo the ACC bonus] [ELEMENT: LIGHTNING]

You become a living lightning bolt, tearing through enemies and helping your allies with frightening celerity.

Gestaltoss [Runespace 2, 2d4+3, Range: 3; Upon casting this spell, one bullet follows one of the 10 acceptable trajectories, while the other follows a parallel and adjacent one. Both bullets may hit a single target of sufficient size.]

A sigil crafted using trickshooters as reference, this form allows the user to cast their spells in two parallel trajectories at the cost of its range

Spellmine [Runespace: 1, 2d6+3, Range: 4, +4 PWR against enemies; Instead of casting directly, the user imbues their magic onto an unoccupied spot on the ground within range. Should the enemy tread on that tile, they become the target of the spell. For the sake of displacement effects, this tile is considered safe]

A devious trap set in advance, used to release a devastating surprise attack against an unsuspecting enemy.

Trilink [Runespace: 3, 1d9+2, Range: 6; CHAIN, Chaining range: 3; may only affect up to 3 targets per turn. You are a valid target for this spell form.]

A modified version of the Chain form, solving some of its inherent flaws at the cost of its unlimited offensive potential.

Echocast [Runespace: 3, 2d4+2, Range: 4; When you target an ally or enemy with this spell, instead target them twice, hitting them with the spell's full effect once upon one successful hit, and a second time at 2/3 PWR upon a second, rounding down. However, the effects of this spell's elements (not other Elemental stack sources like envenomate) may only be applied once per target, regardless of the number of hits. Incompatible with Barrage.]

A modified version of the Gestaltoss, this sigil sacrifices some of its accuracy in exchange for lining both shots up on a single trajectory.

Garotte: [Runespace: 3, 2d5+2, Range: 4; BEND, PIERCE, loses 1 Range per ally or enemy targeted]

An attempt to combine the best points of two of the most fundamental forms in all of spellcraft, gaining the flexibility of a Missile at the cost of Pierce’s target efficiency. [SYNERGY: If this spell has the modifier Cleave, Targeting enemies (NOT allies) does not consume any additional range.]

Spitfire [ELEMENT: FIRE] [Runespace: 4, 2d4+3, Range: 3; PIERCE. This spell's last two tiles of range (stopping early if this spell is interrupted by a wall or pillar before reaching maximum range output) also affects the two adjacent tiles perpendicular to the trajectory of the spell.] [SYNERGY: If this spell has Wyrmbreath, deal an additional 2 damage to enemies hit on the last two tiles of this spell's trajectory (but NOT in the spread area)]

The caster spews forth a short but potent blast of fire, washing over everything in its wake and fanning outwards at the end of its range.

Voltvolley [Runespace: 2, 3d4, Range: 6; gain an additional PWR on this spell for each [ELEMENT: LIGHTNING] sigil on it. If this spell has 4 or more [ELEMENT: LIGHTNING] sigils, it also gains +1 ACC.] [SYNERGY: if you have the Hieroshield <Elementalist> configured to Lightning, act as if this spell had one additional lightning element sigil]

This spell mimics the natural flow of electricity, compressing mana into an uncountable deluge of tiny, weightless particles before sending them outwards in a devastating bolt of magic. As a result of its direct reference point, it synergizes mightily with other sigils that imitate the natural might of lightning.

Nillknight [ELEMENT: NECROMANCY] [Runespace: 2, Range: 3; Upon selecting this spell form, also select one melee spell form of your choice, paying its Runespace cost and appending it to this spell. Instead of targeting an ally or enemy, target a tile. Deploy the Nillknight at that tile, or the last unobstructed tile in this spell's trajectory. Then, the Nillknight will cast this spell using the selected melee form as directed before vanishing. Compatible with Longshot, adding that modifier's ACC to the melee spell. Gain focus benefits from the melee spell even on foci which generally do not allow melee.]

A spell form crafted to keep frailer mages safe in the heat of battle, allowing a single caster to serve as both vanguard and ranged firepower.

Angelflight [Runespace: 3, 1d10, Range: Melee; before casting, charge up to 4 tiles forward in one of the spell trajectory directions, or until you are adjacent to your target. This spell gains one PWR for each tile traveled this way. Upon reaching that destination and casting this spell, you may opt to target both yourself and an ally. This spell cannot target enemies.]

This spell manifests the caster's mana as radiant twin wings, launching them forward before dissolving into pure, positive mana.

Tremors of the Tyrant [ELEMENT: EARTH] [Runespace: 4, 3d5-3, Range: Melee; This sigil contributes to this spell's ramping effect cost. Upon full cast (but not in passing via partial casts such as Dinadan) this spell operates at +1 melee range and targets all enemies (and no more than one ally) within that melee range. This stacks with the MELEE range bonuses from equipment (e.g. Spellsword <Fangbreaker>). If this spell targets fewer than 3 enemies, increase this spell's PWR that cast by 2.] [Tag: Circumspecta]

A grand spell form crafted by a brilliant mage using the bezoar of the largest Gilkalor seen on the surface in two generations. For the instance it casts, the user bears absolute dominion over their immediate surroundings.

Dictate of the Burning King [ELEMENT: FIRE] [Runespace: 3, 2d6, AoE Range: 6/2; Any modifiers to this spell's range contribute to the 6 and are likewise effectively halved. You may under no circumstances target more than two individuals with this spell, regardless of whether they are enemies or allies. You do not target tiles with this spell other than those occupied by its targets. For the purposes of cross-compatibility requirements, this sigil is considered a Sinsigil. Despite this, it may be taken alongside another sigil with "Burning King" in its name (but only on the same spell).] [SYNERGY: If this spell has Light of the Burning King, you may illuminate up to 4 tiles within its Area of Effect. This does not target those tiles or their occupants. For the purposes of this spell's automatic destruction of deployables and barriers, only tiles and allies between you and the selected targets involved are considered.]

"Words of the False Sun/Once revered as absolute/Left to die alone."

MODIFIER (Unless otherwise stated, each modifier may only be taken once per spell)

Longshot [Runespace: 1, +2 Range, +1 ACC, Can be taken twice per spell. Cannot be taken on Melee-Form spells]

Concentrated and dense, capable of surviving farther distances

Reactive [Runespace: 1, +1 Range, +1 PWR. Spell does not come into effect when cast, instead activating upon receiving a failed or successful enemy attack. Gain +2 DC (does not stack with other prepared spells) before the spell is cast.]

The caster keeps this spell prepared as their enemies move, honing its potency until the monster presents themselves

Chambered [Runespace: 1, ACC +1, PWR +1; Instead of resolving this spell upon cast, instead activate it upon casting another spell. This spell begins its trajectory in the same direction as the spell you cast to trigger it. Incompatible with Reactive.]

Loads the spell into your focus instead of projecting it outward, allowing it to burst forth when you cast another spell.

Crescendo: [Runespace: 2, +3 PWR.] [Tag: Orchestra]

A grand surge of magic, far more potent than an unmodified spell

Forte: [Runespace: 1, +1 PWR. Can be taken a maximum of 5 times per spell.] [Tag: Orchestra]

A harmonizing melody of sigils, each inscription of it more potent than the last.

Elegy to the Old Ones [ELEMENT: CTHONIC]: [Runespace: -2, PWR +2; Upon casting this spell, gain the status Death Knell until the end of the Next round, rendering you unable to receive healing while in effect.] [Tag: Orchestra]

The melody to a dirge celebrating and mourning being adjacent to divinity. Some reject it as blasphemy, but the notes themselves bear in them great power and an elegant summary of the fundamentals of spellcraft, at the cost of sounding doom to the user.

Imbue [Runspace: 1. Currently available imbuements: Ice, Fire, Earth, Haemomancy, Water, and Lightning. Can only imbue one element per spell.]

Allows the caster to imbue the chosen element into their spell, making it more effective against certain targets and granting bonus effects

Trickshot [Runespace: 1. You may change the casting point of your spell to any space within one space of your current position.]

Allows the caster to distend their mana, allowing them to throw the spell as if they were standing elsewhere nearby

Barrage [Runespace: 3, -1 ACC; When you target an enemy with this spell, instead of rolling a single time, roll this spell's hit dice 3 times. For each successful hit, apply the effects of this spell with its PWR halved, rounding to the nearest integer. Non PWR based effects are not split, instead being applied if even a single hit of the barrage lands]

Trades in a single powerful attack for a hail of smaller assaults. Potentially devastating against enemies, but with no particular benefit to allies.

Cleave [Runespace: 3, +1 PWR; Allows a spell to continue its trajectory if its target is killed by its effect]

A spell sigil crafted by a mage tired of seeing their powerful offensive magic wasted on inferior vermin.

Scuttle [Runespace: 1; Allows you to split your MOV action between before and after this spell is cast.]

A sigil developed for hit and run tactics, allowing the user to cast as they reposition.

Unstable [Runespace: -2; Whenever you cast a spell, roll 1d5 in addition to your other dice. Clarify in advance which die represents your Unstable check. If you roll a 1, your spell fails to cast.] [Tag: Highroller]

Less a sigil than a method of shorthand, this modifier compresses a spell’s runespace in exchange for making it significantly less reliable.

Dawnforce [Runespace: 2; Grants 1 PWR for every 2 illuminated tiles adjacent to your current position, rounding up. If all 6 tiles are illuminated, gain an additional +1 ACC.] [Tag: Circumspecta]

One of the first spell modifiers ever conceived in the war to liberate the surface. Channels the power of surrounding light sources into your spells, empowering them with devastating might.

Abysscleaver [Runespace: 2; Grants +1 PWR and +1 ACC if the targeted enemy is in the dark. If they are, this sigil grants an additional + 1 PWR for every two tiles adjacent to that enemy which are also dark, rounding down. Pillars, walls, and other impassable tiles are considered dark.] [Tag: Circumspecta]

A spell modifier devised for ambushes against the creatures that lurk in the dark, turning their natural advantage into a weapon to be used against them.

Versatile [Runespace: 1, -2 PWR; Decreases the Runespace cost of Effect sigils by 1.]

A sigil used to optimize the runespace conflicts of multi-effect spells at the cost of some potency.

Sprawling: [Runespace -1; This spell takes up two spell slots instead of 1]

Allows this spell to be inscribed outside its dedicated slot space, exchanging a spell slot for runespace.

Arcing [Runespace: 2; Upon hitting a target, this spell also may target one enemy (not ally) within 2 spaces with a -1 ACC penalty. May only activate once per cast.] [ELEMENT: LIGHTNING]

Primitive iteration of what would later become the Chain form, utilizing the natural properties of electricity to discharge this spell into a nearby enemy.

Dealer’s Whim [Runespace: -2; Upon casting this spell, roll 1d14. Your spell power is multiplied by .1X, where X is the result of the 1d14 roll. If you roll a 1, your spell PWR is multiplied by 1.5 instead] [Tag: Highroller]

An eccentric compression system devised by a brilliant mage obsessed with gambling. Attains significant efficiency at the cost of unreliable power output.

Sinsigil <Pride> [-4 Runespace. You may not receive healing, buffs, elemental stacks, or any other direct positive effect from spells cast or any other actions taken by any ally. YOU MAY ONLY HAVE ONE SINSIGIL ACROSS ALL OF YOUR SPELLS.]

A grand sigil comprised of intricate carvings, expanding the space on a focus usable for inscribing spells. This sigil is imbued with the sin of Pride, its very nature repelling any aid from any source.

Delicate [Runespace: 0, -1 PWR, +1 ACC. Can be taken up to 2 times.]

A simple shorthand modification, converting the power that drives a spell into the guiding force that keeps its course stable.

Dirge of the Damned [ELEMENT: NECROMANCY] [-2 Runespace, +1 PWR; whenever you cast this spell, gain the status Condemned until the end of the NEXT round, decreasing your own DC by 5 and granting you 2 points of universal damage weakness. If your DC drops below zero, gain additional damage vulnerability for every point of negative DC.] [Tag: Orchestra]

A baleful melody sung by those condemned to sacrifice, this sigil incurs both the attention and hunger of those that sleep.

Blunt [Runespace: -1, PWR: -1]

A system of shorthand, compressing a spell's contents at the cost of its output.

Shortcutter [Runespace: 2, ACC: +2, PWR: +1; exclusive to Melee form sigils.]

Coats the edge of the spell focus with razor sharp, rapidly circulating mana, increasing precision and power in melee spells while causing ranged ones to fizzle and fail.

Soloist [Runespace: 2, PWR: +5; this spell may only have a single Effect sigil] [Tag: Orchestra. Incompatible with Hone.]

A musical modifier that attunes to and strengthens a single effect, but makes it impossible for the spell to support another.

Light of the Burning King [ELEMENT: FIRE] [Runespace: 0, PWR: -1, ACC: +2; This spell leaves magelights in its trajectory, but clears all beneficial ally tile effects (including but not limited to spellmines, hazards, and deployables) as well as nullifying the barriers of allies in this spell’s path. For every tile or barrier (regardless of barrier health remaining) cleared this way, this spell deals 1 additional DMG to enemies successfully hit by this spell that would take damage from one or more of its effects. For the purposes of cross-spell compatibility, this is considered a Sinsigil. Incompatible with Wyrmbreath.] [Tag: Circumspecta]

“Resplendent was the Burning King, the brightest light below. Now that flame has burnt to nil, save sigil’s borrowed glow.”

Double or Nothing [Runespace: 1; Whenever you cast this spell, you may declare DOUBLE OR NOTHING. If you opt to do so, roll 1d9, casting your spell twice on an odd number and not at all on an even roll] [Tag: Highroller]

A Highroller sigil made for true gamblers, allowing the caster to access a potent but highly inconsistent alternate mana pathway, either doubling the output or completely fizzling out.

Smitesalve [Runespace: 2; if this spell has the sigil Hierosmite (not other damaging sigils which share its effect text), it may restore allies’ hieroshields as if it had the Restore sigil]

A clever set of tweaks to the Hierosmite sigil, channeling its offensive prowess into restorative ability. Evades the penalty of ramping effect conflicts at the cost of some potency.

Syncope [Runespace: -1] [Tag: Orchestra]

Sometimes, silence is beautiful.

Virtuecanta <Prudence> [Runespace: -1; +2 range, +1 ACC. Whenever you cast a spell, declare all enemies and allies you intend to target with it. If you fail to target each of them, you may not perform any actions or MOV actions on your next turn. Targets you don't declare this way cannot be targeted by your spell, but can still impede its trajectory as if they could be. YOU MAY ONLY HAVE ONE VIRTUECANTA ACROSS ALL OF YOUR SPELLS. YOU MAY NOT HAVE A VIRTUECANTA IF YOU HAVE A SINSIGIL.]

A sigil made by a careful mage for modest, precise casters who rely on good planning over blind luck.

Starsigns [ELEMENT: STELLAR] [Runespace: 1, PWR: -1; When you cast this spell, you may expend a MOV action, gaining +1 PWR, +2 ACC, and 1 star stack] [Tag: Contract]

The caster weaves hand seals sacred to certain constellations among the Lights Above, gaining their guidance and blessings

Reckless [Runespace: -2; When you cast this spell, take 3 DMG and reduce your max HP this round by 3. This damage cannot be negated by damage resistance but may be blocked by barrier. The max HP reduction prioritizes HP already lost, but any extant HP in that 3 malus will be restored when your max HP is returned to normal.] [Tag: Battlebloodied]

This spell completely cuts out the typical mana restaining sigils that prevent the magic from blowing back at the caster, saving Runespace at the cost of inflicting incredible pain

Oblivious [Runespace: -2; When you cast this spell, gain the Oblivious status for 2 rounds, making you unable to produce partial illumination] [Tag: Circumspecta]

A sigil compression system that causes unusual mana fluctuations in the air around the caster, making it difficult to see even their immediate surroundings.

Solace of the Sleeping Hound [Runespace: -2. You may not take any other negative runespace sigils on this spell. For the sake of cross-spell compatibility, this is considered a Virtuecanta. Whenever you cast this spell, lose one quickstep stack. If you do not have any, gain one negative ice stack instead.]

Mercy offered at the price of nothing but your devotion, and a little bit of your time.

Bloodlet [ELEMENT: HAEMOMANCY] [Runespace: 0; +2 PWR, +1 ACC; Whenever you cast this spell, take 2 points of damage for each instance of this sigil. This bypasses Barrier, as well as all damage resistances (but not vulnerabilities). On rounds you cast this spell, you may not receive healing from any source except for this spell's Haemomancy elemental effect. May be taken up to 3 times. If this damage would ever be sufficient to break your Hieroshield, you may not cast it.] [Tag: Battlebloodied]

A sigil older than almost every modern spell, still not fully understood. Grants potency in exchange for the user's own life force.

LOOT TABLES:

CURRENT UPGRADES IN PLAY:

Kudryavka's Magnificent Mageloom:

Whenever a 1 is rolled, gain a Magecloth instead

Kudryavka's Sensational Spellpicks

Once per mission (not per diver), when choosing from equipment or sigil options, one may instead opt to gain that mission's random Spellpick

ADJUSTED LOOT TABLES:

CORESHARD DEPOSIT
1-5: 10-20 coreshards
6-10: 20-40 coreshards
11-12: 60-100 coreshards
13: hieroshield ring/casting focus
14: sigil (random type)
15: sigil (choose type)

MOOK
1-10 10-20 Coreshards
11-13 20-40 Coreshards
14 Random Equipment or Sigil (no options)
15 Random Sigil Type (options provided

INTERMEDIATE MONSTER
1-5: 10-20 coreshards
6-10: 20-40 coreshards
11-12: 50-80 coreshards
13: sigil (random, no options)
14: sigil (type of choice)
15: Equipment (random type)

ELITE MONSTER
1-6: 20-30 Coreshards
7-10: 40-50 Coreshards
11-12: 60-80 Coreshards
13: Sigil (random type)
14: Sigil (type of choice)
15: Equipment (random type)

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Pub: 13 May 2026 02:20 UTC

Edit: 18 Oct 2026 18:58 UTC

Views: 2276