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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.












