ManualPlaying the GameMagic & Spells
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Playing the Game

Magic & Spells

Learn a spell, then cast it whenever your spell points allow — no memorising, no daily slots. Point it at a target and go.

Wyvern magic is simple to run: once you know a spell you can cast it any time, as long as you have the spell points to pay for it. There are no daily slots and nothing to memorise.

Learn a spell

You pick up spells from scrolls and teachers out in the world. See what you already know:

>spells

For the details of one spell — what it does, what it costs:

>spellinfo cure light wounds

Cast it

>cast cure light wounds
>cast fireball at goblin
>cast list

Add at <target> (or on <target>) to aim a spell; cast list shows what you can cast right now. If you've fixed a target with target <name>, a bare cast uses it.

Tip

autocast <spell> keeps a maintenance spell — a shield, a light — refreshed for you automatically so you don't have to recast it by hand.

Spell points

Every cast spends spell points (SP). Check them on your score screen:

>score

When you're out of SP, rest or wait for them to regenerate before casting again.

Cleaning up effects

To end a spell effect you've got running:

>dispel light
>dispel all

And to forget a spell for good:

>forget magic missile
Lore

Word of recall is itself a spell — cast word of recall whisks you home. See Getting Around for how wizards travel and how everyone else gets about.

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