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spellcraft_wiki

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...

Updated
2026-04-19T11:06:55+00:00

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 W wiki 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.md and docs/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:

  1. Rites: fixed named spells in spellLibrary.
  2. Formulas: player-crafted spells assembled from table + form + element + school + components.
  3. 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 element
  • c: craft a new formula
  • i: inscribe an enchantment
  • p: portal anchor work (when unlocked)
  • n: portal network/House of Doors (when unlocked)
  • F: open the favorite spells menu
  • x: open the forget spells menu
  • w: open the spell-scroll writing menu

Targeting controls:

  • WASD/arrows: move cursor
  • Enter or Space: confirm
  • Tab or f: cycle visible hostile targets
  • .: snap cursor to self
  • Esc: 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:

  1. CraftedTargetProfile is chosen during forge creation:
    • self: the spell centers on your vessel
    • single: one chosen subject or point
    • chain: the chosen subject plus touching tiles/entities
  2. CraftedTargetClass is 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:

  1. choose table
  2. choose form
  3. choose element
  4. choose school
  5. choose target profile
  6. choose up to 3 unique components in order
  7. 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 Halo has splash
  • base 1
  • Malkuth and high Ash attunement 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 * 2 sides
  • scrolls: variable StudyTotal length
  • 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 45/1000 chance 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:

  1. observe a known rite composition
  2. forge adjacent formulas by changing one axis at a time
  3. 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 x2
  • Herbs 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: Abjuration or Illusion
  • goal: group, lock, repel/disorient

Breach/utility caster

  • form: Bolt or Step
  • 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: Illusion or Transfiguration
  • 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/formulas
  • v: spellcraft menu (sanctum required)
  • F: favorite spells menu
  • x: forget spells menu
  • w: 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