Using the Alteration Table to Build Spells
Preparing Glyphs
Spells are assembled from glyphs. Start with a Blank Glyph and Blank Parchment. Open the Alteration Table and place your glyphs into the crafting area. Each spell needs at least one effect glyph and may include augment glyphs. The Annotated Codex and Archmage Spell Book store your finished spells.
Combining Glyphs
Place a Blank Glyph on the Alteration Table to begin. Add effect glyphs such as Chilling, Burrowing, Disintegration, or Cloudshaping. Add augment glyphs to change behavior. Augment Arrow: Amplify increases damage, Augment Arrow: Pierce lets arrows pass through targets, and Augment Arrow: Split fires multiple projectiles. When the combination is valid, the table produces a spell you can inscribe into a Caster Tome or Archmage Spell Book.
Upgrading and Testing
Use ars_nouveau:book_upgrade recipes to improve a spell book's capacity. Test new spells in an open area away from builds. Spells built around Conjure Island: Plains or Conjure Island: Desert create terrain, so cast them where you want the result. For combat, combine a damage glyph with Augment Arrow: Amplify. For utility, use Cloudshaping or Belt of Levitation alongside movement glyphs. Keep a Dull Trinket on hand while experimenting.