Passive Spells
What it is
A passive spell is always on. Instead of a cost and a cooldown, it takes a little mana every second: a buff that never runs out, or a ring of orbs that guards you. You can have up to two, and each holds two runes.
How to get it
Passive slots come from your Heart Circles:
| Slot | Opens with |
|---|---|
| Passive 1 | the 1st Heart Circle |
| Passive 2 | the 5th Heart Circle |
A circle cracked by overcasting loses its slot until it mends.
How to use it
Open the Cord screen (K) and click the Passives tab.
Thread runes just like a spell. Each row shows its upkeep (“0.7/s”) and an On/Off switch. A new
passive turns on as soon as its runes make a valid passive. Your Cord’s tier still applies.

What a passive can hold
- Shape: Self or Orbit, and only one. An effect with no shape before it is already on Self, so
Stoneskin · Empowerworks, butSwift · Orbit · Shockhas two shapes and is refused. - Buffs (Self or Orbit): Feather Fall, Swift, Night Eye, Haste, Tidebreath, Leap, Anchor, Frostward, Cushion, Regrowth, Stoneskin, Empower, Fireward, Overdrive, Searing Edge and Reflect.
- Hearth runes (Self or Orbit): Slowburn, Warm Cloak, Softsole, Softfoot, Orbcall, Lantern Soul, Keenkeep, Currentkin, Surefoot, Long Arm, Nightwatch, Luckcharm, Deepwarn and Enderhush. See Everyday Rune Packs.
- Auras (Orbit only): Harm, Shock, Fire, Frost, Chill, Venom, Dismantle, Ripple, Aftershock, Push, Ember, Icicle, Pelt, Windcut and Umbra. Orbit’s three orbs hit whatever they touch, and a new ring starts every 8 seconds. Orbit needs an Amethyst Cord.
- Modifiers: Amplify, Extend, Frugal, Widen, Focus and Quicken.
- Never: links, Knots, heals, Shield and every other rune. Locked runes are dimmed in the Codex, and the Cord screen says what’s wrong.
Upkeep
A passive costs 12% of its spell cost every second. Self · Swift costs 6 mana as a spell, so it costs
about 0.7 mana a second as a passive.
- Thrift on your Cord and the Archmage perk lower it. In Creative it’s free.
- A passive pays its first second when it starts, so flicking it on and off gives nothing for free.
- Upkeep doesn’t count toward your next Heart Circle.
- Under the rows, the Cord screen compares your total drain with your regeneration. It turns yellow when you drain more than you regain.
If you can’t pay a second’s upkeep, the passive falters: it stops renewing and takes no mana until you can pay again.
Renewal
- A Self passive recasts every 2 seconds, quietly, so its buffs never run out.
- Whatever a passive gives lasts 15 seconds at most, so it wears off soon after you switch it off or it falters.
- Passives stop while you’re dead or not wearing your Cord.
- They don’t use a cooldown, don’t count for rhythm, and don’t gain power from your affinities.
Tips and counterplay
| Passive | Needs | Why |
|---|---|---|
Self · Night Eye |
1st Circle | See in the dark, almost free. |
Self · Swift |
1st Circle | Speed everywhere for under a mana a second. |
Self · Feather Fall |
1st Circle | Never die to a fall. |
Stoneskin · Empower |
Copper Cord | Tougher and stronger in one passive. |
Orbit · Shock |
Amethyst Cord | A crackling guard that hits whatever comes close. |
- Extend on a Self passive only raises its upkeep, since it renews every 2 seconds anyway.
- Frugal cuts the upkeep but weakens the passive.
- With two passives on, watch the drain: a big spell can leave too little for the next second.
Overdrive works as a passive, but it keeps costing you 1 health every 2 seconds while it runs.