The game’s current patch uses shadow magic, a magical art created by Annwn herself. By combining Bytes with hand signs that either do or don’t cast a shadow, you can create strange and sometimes helpful effects. Spells are discovered on scrolls, inside of tomes, and carved on dungeon walls. There is no centralized school of magic or a way to begin the game as a spellcaster anymore.
To learn these spells you must find a scroll, book, or carving that demonstrates the hand signs. Some PUGs are kind enough to pass on spells they've learned to others, but they have to be demonstrated in-game. Following a diagram on the wiki can teach you the hand signs, but your character won't know the spell until they study it or are taught it. PUGs usually charge upwards of 50 Bytes to teach you one of their spells.
.dungeon's options menu lets players toggle off spellcasting's extensive hand movements. Some players prefer voice commands or the spellcasting menu where you simply use buttons to input the proper hand signs in the correct order.
Any single entity, player character, or PUG that is on the field of battle, including the caster.
The entity casting the spell.
Everything considered to be in combat at the time, in melee and range. If something is nearby but not present in the combat, it is not considered to be "in the field of battle."
Removes the target’s current dice without a contest roll. If a mob is made of more than one dice, only the current dice is destroyed.
All entities and space that is within melee range of the target.
Magic that can be cast out of turn order. Using a spell to interrupt costs 3 extra Bytes and counts as your next up-coming turn. If the spell cancels an action that is being performed, or changes the conditions for whoever’s turn it is, that person gains another movement to use immediately.
If a spell calls for a dice roll, use the listed Skill.