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How a Spell Is Read

What it is

A spell is the runes on its row, read from left to right. The Cord screen’s readout always shows the result, so you never have to guess. This page explains the rules and how mana and cooldown are worked out.

Family Colour Job Examples
Shape teal Where the spell goes. Starts a group. Self, Bolt, Beam, Burst, Zone
Effect its element’s What happens to what the shape hit. Fire, Heal, Freeze, Blink
Modifier gold Changes the closest rune on its left that it can change. Amplify, Extend, Split, Rapid
Link violet The rest happens later, somewhere else or only if. On Hit, Delay, Echo, Pulse

Every rune, by Codex category, is on the Rune Codex.

How to use it

The four rules

  1. A shape starts a group. Every effect after it, up to the next shape or link, lands in order on whatever the shape hits.
  2. A spell that starts with an effect is cast on you, as if it began with Self. Heal is Self · Heal.
  3. A modifier changes the closest rune on its left that it can change. It never reaches back past a link.
  4. A link ends the segment. Everything after it happens later, somewhere else, or only if something is true.

Several groups in one segment go off together. Bolt · Fire · Burst · Heal throws a fire bolt and, at the same moment, heals everything around you. A shape with no effects still flies but does nothing, unless a link is watching it.

Stasis is the one exception to “in order”: it always lands first in its group, so every other hit is held until time moves again.

After Effects with no shape land on New shapes start from
Delay, Pulse You You, aimed where you look then
On Hit Each creature hit (or the block) The hit, carrying on the same way
On Kill The spot where it died That spot
On Reaction, On Weakness Each creature that reacted or was hit by its weakness That creature
On Hurt Whatever hurt you The attacker
On Land, On Low Health You Where you are
Echo and the conditions The same as before the link The same place

So Bolt · On Hit · Fire sets alight the creature the bolt hit, and Bolt · On Hit · Burst · Fire bursts into flame around it.

Modifiers find their rune

A modifier looks left, rune by rune, and attaches to the closest rune that has what it needs. A gold line in the Cord screen shows which.

  • Amplify needs power. In Bolt · Fire · Amplify it finds Fire. In Bolt · Amplify · Fire it finds nothing and the readout warns you.
  • Split needs a shape, so Bolt · Fire · Split and Bolt · Split · Fire are the same spell.
  • Widen needs a radius. In Burst · Explode · Widen it widens the blast; in Burst · Widen · Explode, the burst.

A modifier on an effect changes that effect. A modifier on a shape changes the whole group and multiplies the whole group’s cost. Rapid, Vow and Blood Price sit on a shape but change the whole spell. Modifiers inside a Knot only change the Knot’s own runes. Modifiers stack and multiply.

Modifier Does Cost ×
Amplify +50% power 1.5
Overcharge +150% power 2.6
Focus Half the radius, +50% power (two per rune at most) 1.2
Extend Twice as long (three per rune at most) 1.4
Widen +50% radius 1.5
Quicken Faster projectiles, faster strikes, shorter Delay and Pulse gaps 1.2
Split Three copies of the shape 2.4
Volley Fires three times, a quarter second apart 2.4
Pierce Passes through 3 more targets 1.3
Bounce Bounces off blocks 3 more times 1.3
Chain Jumps to up to 3 more enemies within 6 blocks 1.8
Homing Steers toward the nearest enemy within 12 blocks 1.4
Linger The effect lands twice more, a second apart 1.8
Frugal Half the mana; weaker and shorter 0.5
Execute Double power against targets under half health (one per effect) 1.3
Trial Key +60% power against targets at full health (one per effect) 1.3
Kindred A helpful effect also lands on you and the nearest ally within 8 blocks, at half power 1.4
Thirst You heal for part of the damage dealt 1.4
Belated Lands 1.5 seconds late, 25% stronger 1.25
Rapid Halves the whole spell’s cooldown 1.4, on the whole spell
Vow That shape’s effects hit twice as hard; the whole spell’s cooldown is 5 times longer (one per shape) 1.0
Blood Price The whole spell is paid in health 1.0

Extra copies past a limit show a warning and add nothing. Every rune page lists which modifiers work on it.

Link Tier Mana The rest of the spell…
Delay I 2 fires 1 second later, from you. Extend doubles the wait, Quicken halves it.
On Hit II 2 fires at each creature the shape before it hits.
On Land II 2 fires the next time you touch the ground.
Pulse II 2 fires three times, a second apart. The part after it costs three times over.
On Hurt II 2 fires at whatever next hurts you.
If Sneaking II 1 fires only if you’re sneaking.
If Airborne II 1 fires only if you’re in the air.
If Wounded II 1 fires only if you’re below half health.
If Wet II 1 fires only if you’re in water or rain.
On Weakness II 2 fires at each creature struck with an element it’s weak to.
Imbue II 3 is stored with 3 charges in an item or block. See Imbuing.
On Kill III 2 fires where each creature the shape kills died.
Echo III 2 carries on, and everything before it fires again half a second later.
On Low Health III 2 fires when your health drops below 30%.
Combo III 2 fires only on every third cast of this spell.
If Outnumbered III 1 fires only if 3 or more enemies are within 8 blocks.
On Reaction III 2 fires at each creature the shape sets off a reaction on.
  • On Hit, On Kill, On Reaction, On Weakness and Imbue watch the group just before them, and need a shape there.
  • On Hit fires for every hit: each pierced creature, each split bolt, each Chain jump (at most 8 from one hit).
  • An Echo or Pulse after On Hit or On Kill is paid once, so it goes off for the first hit only.
  • Conditions check once, the moment the spell reaches them. Everything before them has already happened.
  • Echoes double. Bolt · Fire · Echo · Echo throws four bolts. Only 3 Echoes count.
  • A cast goes at most 8 links deep.

Friendly fire

  • Harmful effects never touch you, your party, your pets or your team. Other players are only harmed if the server allows PvP, and then rune damage to players is scaled down (to 60% by default).
  • Helpful effects only touch you and those same allies. To heal a friend with Burst · Heal, join a party with /party (up to 8 players) or share a team.
  • Movement and world effects only work where you’re allowed to build.

So Burst · Fire · Heal burns every enemy around you and heals you and your allies at once.

Cost and cooldown

A spell’s cost is worked out from its runes in one go, then rounded up:

  • A group costs its shape’s cost, plus each effect’s cost times the shape’s multiplier.
  • A modifier on an effect multiplies that effect’s cost. A modifier on a shape multiplies the whole group. Rapid, Vow and Blood Price multiply the whole spell.
  • A link adds its own cost plus everything after it. Pulse and Imbue count what’s after them three times. An Echo adds the cost of everything it repeats.

Shapes

Shape Cost Effects ×   Shape Cost Effects ×
Self 0 1.0   Ring 6 1.7
Touch 1 1.0   Pillar 5 1.4
Spark 1 1.0   Wave 6 1.5
Ray 2 1.15   Mine 5 1.3
Bolt 3 1.1   Snare 4 1.4
Arc 3 1.25   Cone 5 1.4
Beam 3 1.2   Trail 7 2.85
Nova 3 1.3   Zone 8 2.75
Imprint 3 1.3   Constellation 8 2.4
Wisp 4 1.3   Orbit 9 3.05
Crescent 5 1.4   Orb 9 2.0
Lance 5 1.5   Vortex 9 2.8
Prism 5 1.5   Rain 10 2.5
Ricochet 5 1.5   Wall 10 2.95
Comet 5 1.6   Totem 10 3.15
Sweep 5 1.8   Domain 20 3.9
Barrage 5 1.85   Burst 6 1.5
Stream 5 1.95   Blitz 6 1.5
Glaive 5 1.8   Cluster 6 1.5
Latch 6 2.15        

Each effect’s cost is on its rune page.

A worked price

Bolt · Fire · Split · On Hit · Burst · Explode:

Part Sum Mana
Bolt and its Fire 3 + (8 × 1.1) 11.8
Split on the Bolt 11.8 × 2.4 28.32
On Hit 2 2
Burst and its Explode 6 + (18 × 1.5) 33
Total 63.32, rounded up 64

What you actually pay

The readout always shows your own price after Thrift (7% less per level), the Archmage perk of the 8th Heart Circle (15% less), casting gear, a mana storm overhead (25% less), an affinity at level V, and the server’s cost setting. A Knot costs 10% less than the runes inside it.

Blood Price pays the whole spell in health: 1 health per 4 mana, rounded up, at least 1. It never kills you: if you don’t have enough health, the cast is refused. Bolt · Fire · Blood Price costs 3 health.

Cooldown

  • One second for every 20 mana of the plain cost, from half a second to 20 seconds.
  • Halved for every Rapid, five times longer for every Vow.
  • Then shortened by Celerity (8% per level) and the Flow perk of the 5th Heart Circle (15%).
  • In the end, from a quarter of a second to a minute.

A secret spell you’ve found takes 1.5 times as long. Lesson spells use their own fixed rest instead. Every spell has its own cooldown, kept when you log out or die.

Worked examples

Plain numbers, before your own discounts.

Spell What it does Mana Cooldown
Heal Heals you 8 health 12 0.6 s
Bolt · Push A bolt that knocks back 8 0.5 s
Bolt · Fire Fire bolt: 5 fire damage, burns 6 s 12 0.6 s
Bolt · Fire · Amplify Fire bolt, +50% power 17 0.8 s
Bolt · Fire · Split Three fire bolts in a fan 29 1.4 s
Burst · Explode · Widen Each creature in a 4-block burst explodes, blast 50% wider 47 2.35 s
Burst · Widen · Explode A 6-block burst of explosions 50 2.5 s
Zone · Fire · Extend A field; what it sets alight burns twice as long 39 1.95 s
Zone · Extend · Fire A field that lasts twice as long 42 2.1 s
Bolt · Fire · Burst · Heal A fire bolt and a healing burst at once 36 1.8 s
Bolt · On Hit · Burst · Fire A burst of fire where the bolt lands 23 1.15 s
Bolt · Fire · Split · On Hit · Burst · Explode Three fire bolts that each explode 64 about 3.2 s
Bolt · Frost · Delay · Bolt · Fire Frost, then a fire bolt a second later for Shatter 26 1.3 s
Self · Launch · On Land · Burst · Lightning Rocket up; lightning where you land 46 2.3 s
Self · Brace · On Hurt · Jolt Brace, then stun whatever hits you next 15 0.75 s
Bolt · Fire · If Sneaking · Bolt · Frost Fire bolt, plus a frost bolt when sneaking 25 1.25 s
Bolt · Fire · Echo · Echo Four fire bolts 54 2.65 s
Bolt · Fire · On Hit · Burst · Explode · Rapid Exploding fire bolt, half cooldown 66 1.65 s
Bolt · Fire · Split · Split Nine fire bolts 68 3.4 s
Bolt · Vow · Fire Fire bolt that hits twice as hard 12 3 s
Self · Heal · Kindred Heals you 8 and the nearest ally 4 17 0.85 s

Tips and counterplay

  • Put On Hit right after the group you want watched. In Bolt · Fire · Burst · Heal · On Hit · Explode, On Hit watches the Burst, not the Bolt.
  • After On Kill, use an area. The creature is gone, so On Kill · Burst · Explode works and On Kill · Explode has nothing to hit.
  • Put Vow on the shape whose effects you want stronger. On an empty shape it’s a longer cooldown for nothing.
  • A third Split adds nothing. Two Splits already make 9 copies, the most allowed, so a third only raises the cost.

Limits

Limit  
Runes in a spell Your Cord’s sockets: 3, 5, 8 or 12
Copies from Split 9
Echoes that count 3
Volley 9 shots
Linger 6 more landings
Widen on an effect 8 times its radius
Domain radius 24 blocks
Quicken 8 times as fast
Links deep 8
Creatures one cast can touch 64 (servers can change this)
Blocks one cast can change 32 (servers can change this)
Parts of one cast 128
Your spell projectiles in flight 24
Spirits you command 6
Knots inside Knots 2 deep
Mana cost anything, but above your pool you must overcast

Type to find a guide, rune or recipe.