Gnosis Spellcraft Wiki
This page has been reviewed against the current terminal/server build and the latest portal documentation surfaces. For exact live catalogs and tuning values, use the source-driven...
Gnosis Spellcraft Wiki
Documentation Freshness (2026-04-19)
- This page has been reviewed against the current terminal/server build and the latest portal documentation surfaces.
- For exact live catalogs and tuning values, use the source-driven portal compendiums:
/bestiary/spell-omnibus/technique-omnibus/item-omnibus/recipe-omnibus
- In-game references are available through the
Wwiki menu (including generated spell/component compendiums). - World/floor map reference is in-game via
P; the website map page is intentionally hidden. - Multiplayer host/deployment details live in
docs/multiplayer_server_wiki.mdanddocs/server_portal_setup.md.
Current Build Delta (2026-04-19)
- Deep floors now have a depth-scaled chance to spawn Lizard Kingdom Gates (
FeatureLizardKingdomGate). - Using a Lizard Kingdom Gate enters Lizard Kingdom side sites (
SiteLizardKingdom) with lizard society-biased populations. - Lizard Kingdom floors use dedicated cave themes (
Outer Warrens->Royal Sinkhalls) and integrate with map/examine/senses/clairvoyance text. - This update is live in terminal mode and server mode; hosted clients inherit the behavior from the game build.
This is the implementation-level reference for spellcasting and spellcraft in the current Go terminal build.
It covers:
- the fixed rite system
- crafted formula construction
- target profiles and turn economy
- component chaining and pseudo-code behavior
- where spells/effects/knowledge are discovered
- the favorite/forget/write spells shortcut menus
1. System Model
There are three related magic layers:
- Rites: fixed named spells in
spellLibrary. - Formulas: player-crafted spells assembled from
table + form + element + school + components. - Inscriptions: enchantments applied to equipped gear or your vessel mark slots.
All spellcraft knowledge is soul-state progression and persists through reincarnation.
2. Core Controls
z: open spell menu and cast a known rite or crafted formula.v: open sanctum spellcraft menu.w: write a known spell to a scroll for later relearning (material vessel only).x: open the forget-spells menu from spell/character menus.
Spellcraft menu actions:
a: retune active elementc: craft a new formulai: inscribe an enchantmentp: portal anchor work (when unlocked)n: portal network/House of Doors (when unlocked)F: open the favorite spells menux: open the forget spells menuw: open the spell-scroll writing menu
Targeting controls:
WASD/arrows: move cursorEnterorSpace: confirmTaborf: cycle visible hostile targets.: snap cursor to selfEsc: cancel
3. Turn/Focus/Cooldown Rules
- Casting uses a turn when a cast resolves.
- Known rites use fixed focus costs (
standardSpellFocusCost). - Crafted formulas use computed focus cost (
craftedSpellFocusCost). - Spells set cooldown on cast.
- Cooldowns tick down each resolved turn.
- In afterlife, cooldowns are tracked separately on the soul chain state.
Focus costs are reduced by:
Memory- active element attunement rank
- feat
Arcane Conduit
4. Target System
Crafted formulas separate two decisions:
CraftedTargetProfileis chosen during forge creation:self: the spell centers on your vesselsingle: one chosen subject or pointchain: the chosen subject plus touching tiles/entities
CraftedTargetClassis chosen at cast time when the formula needs a cursor target:- enemy, tile, item, furniture, wall, structure, or area
Validation still uses:
- range limit
- visibility checks where required
- line-of-sight checks
- map bounds and walkability where relevant
- subject legality for the chosen class
This is why the same school and form can produce self spells, target spells, and chain spells without changing the underlying geometry.
5. Built-In Rites (Known Spells)
Rites include composition metadata and target profile in the menu.
Ash Dart
- Target: character, range 7
- Cooldown: 4
- Focus: 4
- Effect: direct single-target spell damage
Ward Psalm
- Target: self
- Cooldown: 6
- Focus: 5
- Effect: adds ward to vessel
Seam Lantern
- Target: area, range 7, splash 1
- Cooldown: 5
- Focus: 3
- Effect: reveal sweep + nearby seam/door/stair signal reporting
Oracle Ember
- Target: self
- Cooldown: 5
- Focus: 3
- Effect: warm/cold guidance toward nearest hidden secret chain entrance
Velocity Canticle
- Target: self
- Cooldown: 6
- Focus: 5
- Effect: banks
QuickTurns
Veil Benediction
- Target: character, range 7, self-allowed
- Cooldown: 6
- Focus: 5
- Effect on self: invisibility turns + forced sneaking posture
- Effect on enemy: perception disruption (de-alert/lose last known/increased delay)
Mason's Conversion
- Target: tile, range 7
- Cooldown: 5
- Focus: 4
- Effect: transfigures tile architecture/features (walls/doors/barricades/terrain features)
Stair Invocation
- Target: tile, range 8
- Cooldown: 8
- Focus: 7
- Effect: creates/relocates descent stair at target tile (with placement constraints)
Clairvoyant Survey
- Target: area, range 8, splash 2
- Cooldown: 6
- Focus: 4
- Effect: reveal sweep + directional report for stairs/doors/seams/secret gate
6. Spellcraft Knowledge State
Tracked on SoulState:
- known tables
- known forms
- known elements
- known schools
- known components
- attunements per element
- active element
- element mastery
- crafted formula list
Spell memory is a shared pool across rites and formulas:
- capacity is
4 + Memory - a rite or formula only fits if there is room left in that shared pool
- if a study reward overflows the pool, the text converts into insight instead
Starter normalization defaults:
- table:
Malkuth - form:
Bolt - element:
Ash - schools: all current schools are available by default
- school list:
Alteration,Destruction,Conjuration,Illusion,Transfiguration,Teleportation,Enchantment,Abjuration,Security,Necromancy,Restoration - components:
Haste,Shape,Anchor - initial attunement: first known element rank 1
Element mastery is separate from attunement:
- mastery grows by killing themed enemies/bosses/djinn
- mastery is clamped (current cap 12) and feeds spell range/power/cooldown behavior
7. Formula Construction Workflow
Crafting requires a sanctum.
Flow:
- choose table
- choose form
- choose element
- choose school
- choose target profile
- choose up to 3 unique components in order
- forge
Rules:
- at least one component is required
- components must be known
- duplicate components are removed
- max 3 components
- duplicate formula name is rejected
- forged formulas also respect the shared spell-memory pool
Name format:
<Element> <Form> of <Table> [Profile] {CompA->CompB->CompC}
The profile tag is omitted when the form uses its default target profile.
Example:
Void Halo of Gevurah {Pull->Teleport->Detonate}
8. Pseudo-Code Model For Formula Execution
Internal execution order is deterministic and this is the key to chaining design.
cast(formula, target):
resolve_form_core(formula.form, target)
maybe_apply_table_element_secondary(formula)
for component in formula.components (left to right):
run_component(component)
apply_school_effect(formula.school)
Component order is your command chain. Left-to-right order is literal behavior order.
Example chain:
Void Halo of Gevurah {Pull->Teleport->Detonate}
1) Pull hostiles into impact zone
2) Teleport the affected hostile cluster
3) Detonate at post-teleport cluster location
4) Apply school effect (Transfiguration behavior)
9. Formula Math (Current Implementation)
Range
Pseudo-code:
base from form:
Bolt: 6 + Wit/4
Halo: 5 + Faith/4
Step: 4 + Grace/4
+ table modifiers
+ element modifiers
+ attunement/active-element bonuses
+ spellcraft skill bonus
+ feat bonuses
+ school situational bonuses
clamp 3..10
Splash
- only
Halohas splash - base 1
Malkuthand highAshattunement can increase it- clamped to 1..2
Cooldown
- starts from formula-defined cooldown (built at forge time)
- adjusted by active-element attunement, element mastery, and school type
- floor at 1
Power
Pseudo-code:
power =
2
+ Wit/2 + Faith/3 + Insight/2
+ attunement(element)/2
+ element_mastery(element)
+ active_element_match_bonus
+ table bonus
+ element bonus
+ spellcraft skill contribution
+ Arcane Conduit bonus
+ school bonus
10. Component Semantics (Command Chain Units)
Components execute in selected order.
Haste
- grants quick turns
Pull
- drags nearby hostiles toward center
- radius/strength scale with attunement/mastery/form
Anchor
- restrains hostiles near center
Shape
- rewrites architecture/features
- can reveal hidden doors, toggle wall/door/barricade states, and alter floor feature ecology
Conjure
- manifests feature and material drops (
Scrap/Herbs) at location
Teleport
- displaces hostile cluster to another floor/site destination
Detonate
- applies area burst damage around current chain center
- can backlash damage player if in radius on current world
11. School Effects (Post-Chain Behavior)
Alteration
- grants ward/reveal pressure and can pin or displace nearby hostiles
Destruction
- applies additional area burst damage
Conjuration
- summons a temporary familiar/servitor ally
Illusion
- applies invisibility/sneak pressure and enemy disorientation
Transfiguration
- applies vessel shapeshift behavior for a duration
Teleportation
- grants quick-turn tempo and can scatter hostiles through folded space
Enchantment
- can charm eligible hostile into temporary friendly enthralled servitor
Abjuration
- repels hostiles and grants ward
Security
- maps nearby ward-lines and reinforces protective pressure
Necromancy
- raises corpse servants and/or applies grave-rot infection pressure
Restoration
- restores vitality and cleanses harmful effects
12. Table/Element Secondary Behavior
During formula resolution, table and element also apply secondary effects (ward/reveal/heal/control toggles) depending on form and hit context.
This means final behavior comes from:
- form core
- table secondary
- element secondary
- component chain
- school layer
13. Discovering Spells And Spell Effects
13.1 Text study (primary source)
Spell knowledge is mainly discovered by studying readable loot:
- books
- scrolls
- manuals
- rare tablets
Study is turn-based:
- books:
pages * 2sides - scrolls: variable
StudyTotallength - manuals: high-turn dense study
Each threshold can unlock rewards:
- known rite
- new table
- new form
- new element
- new component
- attunement increases
- insight/memory/echo and related progression
RewardSpell pulls from the full rite library, so any built-in rite can be discovered through study if not already known.
If the shared spell-memory pool is full, the lesson turns into insight instead of adding a new rite or formula.
13.2 Loot generation context
Readable spawn chance depends on feature:
- shelf: 72% first roll, 50% second roll (up to 2 drops)
- chest: 48% first roll, 26% second roll (up to 2 drops)
- table: 35% (single roll)
- tablet features are read-only inscriptions, not loot rolls
Libraries with dense shelves are top-tier spell progression sites.
13.3 Study reward probabilities
General study rewards are tiered by threshold depth/quality and intentionally favor hints and progression resources, not direct true names.
Early tiers (tier 0-1) reward odds:
- Hint 24%
- Insight 21%
- Memory 16%
- Spell 8%
- Spell Table 8%
- Spell Form 7%
- Spell Element 6%
- Spell Component 4%
- Attunement 2%
- Martial Style 1%
- Skill 1%
- Teaching 1%
- Echo 1%
Mid tier (tier 2) reward odds:
- Hint 18%
- Insight 18%
- Memory 14%
- Spell 10%
- Spell Table 10%
- Spell Form 10%
- Spell Element 8%
- Spell Component 5%
- Attunement 4%
- Martial Style 1%
- Skill 1%
- Teaching 1%
High tier (tier >=3 or high quality) reward odds:
- Hint 12%
- Insight 12%
- Memory 10%
- Spell 10%
- Spell Table 12%
- Spell Form 12%
- Spell Element 12%
- Spell Component 8%
- Attunement 6%
- Martial Style 2%
- Skill 2%
- Teaching 1%
- Echo 1%
13.4 Interrogation and robbery intel
y interactions (grapple/interrogate/rob) against certain enemy families can yield spell rewards:
- rites
- tables
- forms
- elements
- hints
- insight/memory increments
Necromancers/sorcerers/false angels/guardians/demons are strong knowledge targets.
13.5 Rare name-tablet path
General study tables intentionally do not roll RewardName.
Name tablets come from hidden-chain final boss reward rolls:
- each floor band has a 36% seeded chance to contain a hidden-chain secret dungeon
- secret final boss has a
45/1000chance to drop a rare name tablet - tablets require multi-turn full study to reveal final name reward
Use Oracle Ember for warm/cold secret-chain guidance.
14. Inspecting Composition And Learning By Reverse Engineering
z menu shows composition tags for both rites and crafted formulas:
- target profile
- script tuple (
table/form/element/school) - component chain core
This lets players reverse engineer and iterate:
- observe a known rite composition
- forge adjacent formulas by changing one axis at a time
- benchmark differences in range/cooldown/power/control
15. Enchanting / Inscription (Spellcraft Adjacent)
From spellcraft menu v -> i:
- choose equipment slot target (or self mark)
- choose rune
- choose table
- choose element
Costs:
Scrap x2Herbs x1
Rune availability by target:
- weapon/hands:
Nail,Brand,Chain - armor slots:
Veil,Brand,Chain - charm:
Lens,Veil,Chain - self marks: broader set
Enchantment caps by item quality:
- crude/common: 1
- fine: 2
- rare: 3
- mythic: 4
16. Afterlife Spellcasting Notes
Afterlife supports:
- known spells
- crafted formulas
- favorite spells via
F
Differences:
- no map cursor targeting flow
- cooldowns tracked on afterlife state
- no vessel-focus spending path (afterlife uses soul HP/ward economy)
- effects are adapted into soul-combat terms (judge HP/accuracy, soul ward, soul HP)
- favorite spells stay available because they persist on the soul
- spell-scroll writing remains a material-vessel activity and is not exposed here
This makes soul-side spell knowledge directly relevant to win condition progression.
17. Practical Build Patterns
Control caster
- form:
Halo - chain:
Pull -> Anchor - school:
AbjurationorIllusion - goal: group, lock, repel/disorient
Breach/utility caster
- form:
BoltorStep - include
Shape+Conjure - goal: rewrite terrain, force routes, generate sustain materials
Exile combo caster
- form:
Halo - chain:
Pull -> Teleport -> Detonate - goal: cluster displacement and remote kill pressure
Self-tempo caster
- form:
Veil - include
Haste - school:
IllusionorTransfiguration - goal: quick turns, stealth, shapeshift survivability
18. Troubleshooting
If a cast fails, check:
- focus requirement
- cooldown active
- target range/LoS/visibility validity
- target profile or target class mismatch
- sanctum requirement for crafting/inscription actions
If formula feels weak:
- improve relevant stats (
Wit,Faith,Insight) - raise spellcraft skill
- deepen attunement and element mastery
- align active element to formula element
- use school/component synergy rather than raw damage-only scripts
19. Quick Reference
z: cast known rites/formulasv: spellcraft menu (sanctum required)F: favorite spells menux: forget spells menuw: write spell scrolls from memorized spells- formula chain order is execution order
- books/scrolls/manuals are primary unlock path
- secret-chain tablets are primary true-name spell-path rarity channel
- composition is visible in spell menu for reverse engineering