Magic: Lanternhold
Lanternhold is a school that wanders. It stands somewhere new every time you find it, and its seven masters teach 154 spells.
Finding the castle
Out in the wild a will-o'-the-wisp will come to you after five to ten minutes of play, singing a four-note call that grows louder as you near it. Follow it. It sinks into the ground after about a minute and the castle rises where it went down. Where there is no room for a castle, a gate of standing stones opens onto the same rooms. The castle stays while you are inside or within 48 tiles, then fades.
Lessons
Talk to a master (E). Their window lists the school's 22 spells: those you know, those open to buy, and those waiting on an earlier spell, a deed or more mana. You pay the spell's price from your purse or bank, then cast it three times at the practice target and it is yours. Prices are flat and identical for everyone.
| Tier | Price | Mana |
|---|---|---|
| Novice | 60 to 180 | 5 to 15 |
| Apprentice | 350 to 800 | 12 to 30 |
| Adept | 1,200 to 3,000 | 30 to 60 |
| Master | 3,500 to 7,000 | 70 to 150 |
| Archmage | 12,000 to 20,000 | 180 to 320 |
Six spells in each school are taught only to those who have done what the master asks: bring something, find something, tame a beast, or achieve a deed such as slaying a dragon.
Foci and the spell bar
You cast through a focus held in hand: a wand, a rod, a staff (both hands, the biggest roll) or an orb or tome in the off hand. A focus of a school adds 15% to that school's spells. With a focus in hand the bottom bar becomes your Spell Bar: eight prepared spells on keys 1 to 8, cast toward the cursor. Press the backtick key or the middle mouse button to flip to your items and back. K opens the grimoire, where you prepare spells, and see forms, rites, brews and lessons.
Mana and strength
Your mana starts at 60 and grows only by catching mana Koch Stars in the wild. There are no levels or experience. Spell damage is the focus's roll times the spell's power, so gear with spell power and the right focus is how a caster grows.
The seven schools
- Chaos: fire, frost, storm and earth. Bolts, cones, placed storms and walls. Its Clash rewards combining elements: fire on a chilled foe scalds, earth on a frozen one shatters it, storm on a burning one overloads it.
- Healing: the Light mends friends, mounts and townsfolk; the Blood drinks from foes. Overhealing becomes a shield.
- Summon: spectral beasts of the game's own species, held by a limited Bond.
- Dance: speed, blinks, gates, walking on water and flight. Casting on the beat builds Cadence.
- Enchantment: rites that write runes onto your gear.
- Potions: brewing at the cauldron and alchemy tables.
- Transmutation: taking other shapes and grafting their powers. It cannot be combined with a Berserker's beast shape.
Nobody fights inside the castle except at the yard's range and the duelling ring. Browse all spells.