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Magic

Phoenix Sagas has two distinct magical traditions. Most callings study named workings arranged in circles. A Savant instead composes a working from spoken forms and elemental words.

Circle magic

Warriors, Rogues, Monks, Rangers, Bards, Paladins, Wizards, Clerics, Empaths, and Sorcerers can train one or more circles. Their basic commands are:

SPELLS                    list your circles and known workings
PREPARE 2148              prepare a working briefly
CAST                      release it at the default target
CAST KOBOLD               release it at a named target
INCANT 2148 KOBOLD        prepare and release in one command
RELEASE                   let a prepared working go
STOP 6106                 stop a held spellsong

SPELLS is authoritative. It shows each working's catalogue code, name, required circle ranks, mana cost, reach, and short description.

Catalogue codes are addresses, not power levels

A four-digit spell code is only a lookup address. Its first two digits identify the catalogue block; the last two are deliberately shuffled within that block. They do not reveal rank requirement, level, or mana.

For example, 2148 Spiritshawl is an early Lesser Breath ward, while 3310 Needle Spark is the opening bolt in the Wizard's Wheel. The numbers let players type and bind spells without turning every code into a copied progression formula.

Rank requirement and mana price are separate values:

  • Circle ranks determine which workings you have learned and improve several effects.
  • Mana cost depends on a working's depth and job. Broad area magic, clouds, and resurrection cost more; quiet utility and personal wards cost less.
  • Character level still gates progression and contributes to magical force, but a code's suffix carries none of that information.

Old pre-launch numbers may remain accepted as compatibility input for saved items and macros. Only the codes printed by SPELLS and this wiki are public catalogue numbers.

The circles

Circle Catalogue Who may train it
Lesser Breath 2100 Cleric, Empath, Ranger, Paladin, Monk, Sorcerer, Warrior, Rogue
Greater Breath 2200 Cleric, Empath
Cleric's Wheel 2300 Cleric
Paladin's Wheel 2400 Paladin
Empath's Wheel 2500 Empath
Lesser Vein 3100 Wizard, Sorcerer, Bard, Warrior, Rogue
Greater Vein 3200 Wizard
Wizard's Wheel 3300 Wizard
Sorcerer's Wheel 3400 Sorcerer
Ranger's Wheel 4100 Ranger
Lesser Coal 5100 Monk
Bard's Wheel 6100 Bard
Deep Wheel 7100 found magic; no calling trains it normally

A calling's circle access is part of its identity, not a public “martial/hybrid/caster” ladder. Training costs and starting aptitudes are defined per calling.

How hostile workings land

Circle attacks use one of three questions:

Working Contest What resists it
Bolt Targeting against evasion, shaped by the spell's armor matchup and Fortune movement, Evasion, wards, armor, and the bolt chosen
Warding Focus against Resolve, shaped by armor and Fortune magical study, the relevant aptitudes, wards, and armor
Maneuver spell force against physical readiness and Fortune Grace, posture, physical disciplines, and familiarity with the art

The final outcome score determines whether the working lands and how strongly. Attack spells can also suffer a rare Fortune fumble: mana and committed recovery are spent, but the working fails before a contest.

Bolt accuracy grows from level plus the better of circle study or Spell Targeting. That study follows a diminishing ladder: training beyond your level remains useful, but does not turn equal-level opponents into automatic hits. Circle study and Spell Targeting are alternate routes for this purpose; buying both does not stack them.

On a successful direct-damage working, two things determine harm: the margin of the contest and the working's learned depth. Shallow workings stay mana-efficient, while deeper workings spend more mana to end a fight in fewer recoveries. This is a choice of tempo, not a hidden property of the catalogue code.

Armor is not a single universal magic defense. Some bolts find gaps in plate while others splash harmlessly across it; wardings and maneuvers test different protections. SPELLS identifies a working's family, and experimentation reveals which tool fits a target.

Area workings catch a limited number of hostiles. Your best Attunement increases how many threads you can hold, so that training matters beyond increasing a mana pool.

Wards, reach, and duration

Many shared-circle wards can be placed on a companion:

INCANT 2148              ward yourself
INCANT 2148 BRUISER      ward Bruiser

Self-cast wards benefit most from deep circle study and can sometimes accumulate duration. A ward placed on another person uses its dependable base strength and refreshes rather than stacking indefinitely. Group workings cover grouped companions who are present when the cast completes.

Positive spell bonuses to Attack, Guard, Focus, and Resolve converge when several are active: the strongest contributes fully, the second contributes half, and each later working contributes one quarter. Penalties and non-spell effects remain fully additive. Collecting wards therefore broadens protection without replacing equipment and training.

Bard songs are different: a Bard holds them and pays renewal mana. Their effects are renewed for the group while the song continues, and end when stopped, interrupted, or starved of mana.

Empath repair workings are self-directed. To heal somebody else, an Empath uses BEAR, removing the patient's injury and carrying its pain as burden before mending their own body. See Health, Wounds, and Care.

Mana and committed recovery

Casting commits the character for a short recovery period, increased by encumbrance. Mana is spent whether a hostile working lands or misses. Mana is built through actual investment: Channeling, Attunement, circle ranks or Wordcraft, and the calling's casting aptitude. A calling receives no large reservoir merely for its name, so a Rogue who pays to study magic gains real mana while a Wizard who neglects magic does not.

Mana returns on its own pulse. Recovery nodes, Greater nodes, Attunement, and certain workings improve that flow. STAT, MANA, and RECOVERY show the live state; SPELLS shows the actual price before you cast.

Room restrictions

In a no-magic room, circle spells, Savant wordcraft, and item-carried circle workings cannot be released. Move out of the room before trying to cast or activate them.

Savant wordcraft

A Savant does not learn numbered circle spells. Wordcraft combines a form with one or two elements:

INCANT BOLTAR IGNIS KOBOLD
INCANT VORTHA AERIS
INCANT SELOS PETRIS
INCANT BOLTAR IGNIS AERIS KOBOLD

The first unrecognized word begins the target name. AT and ON may be used as readable links. Omitting a form defaults to BOLTAR, and two elements must come from different domains.

Forms

Word Shape Use
BOLTAR Bolt one seeking strike at a target
VORTHA Vortex a room-wide hostile effect
SELOS (SELF) Self a ward or inward working

Elements

Domain Lesser Greater Master
Fire IGNIS IGNARA IGNAGA
Air AERIS AERARA AERAGA
Earth PETRIS PETRARA PETRAGA
Water AQUIS AQUARA AQUAGA

Lore determines which tier can be spoken safely. A Savant may reach above that limit, but doing so makes the working unstable and risks backlash.

Single elements carry their own tendencies: fire burns, air shocks, earth staggers, and water freezes. Two different elements create a named interaction:

Pair Interaction Character
Fire + Air firestorm broad burning force
Fire + Earth magma heavy burning impact
Fire + Water steam obscuring scald
Air + Earth sandstorm abrasion and lost sight
Water + Air ice piercing cold and restraint
Water + Earth mud weight and stagger

Wordcraft mana is composed from the selected form, each element's tier, and a surcharge for joining two elements. Vortexes and master words are expensive; a lesser single-target word is cheap. The WORDS command lists what the Savant has discovered and the live parser reports the price.

Discovery

Word knowledge belongs to the character. New words can be learned through play, including controlled attempts above the Savant's safe tier. Successful discovery is recorded permanently; failed overreach can consume mana, cause recovery, or turn the working back on its speaker.

Items and found magic

Wands, scrolls, potions, and symbols can carry circle workings. Activating one tests the appropriate item discipline and the item's own authority rather than silently granting circle training. The Deep Wheel exists primarily through such discoveries.

Found magic is intentionally not a second profession tree. It is treasure: finite, tradeable, sometimes dangerous, and identified through play.

See also

  • Professions — calling aptitudes and circle access
  • Skills and Training — circle ranks, Attunement, and item disciplines
  • Combat — Attack, Guard, Fortune, and critical grades
  • Empath — burden-based healing
  • Savant — wordcraft as a calling