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
- A shape starts a group. Every effect after it, up to the next shape or link, lands in order on whatever the shape hits.
- A spell that starts with an effect is cast on you, as if it began with Self.
HealisSelf · Heal. - A modifier changes the closest rune on its left that it can change. It never reaches back past a link.
- 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 a link, who is “the target”?
| 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 · Amplifyit finds Fire. InBolt · Amplify · Fireit finds nothing and the readout warns you. - Split needs a shape, so
Bolt · Fire · SplitandBolt · Split · Fireare the same spell. - Widen needs a radius. In
Burst · Explode · Widenit widens the blast; inBurst · 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.
Links
| 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 · Echothrows 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 · Explodeworks andOn Kill · Explodehas 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 |