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A real-time magical sport

Think fast.
Cast faster.

The duel is only the beginning.

Catch the power. Shape your mage. Duel your friends in a world of guilds, dangerous spells, and decisions that stay with you.

Join the Discord (opens in a new tab)

See what your hands are in for

Watch the Reel

41 seconds · Battle music on

01 / The duel

Every catch
creates a choice.

Orbs plummet onto your field. Catch one before it lands. For a moment, the power is yours.

Recover life. Gather Spynn. Or spend it to turn an orb into a spell. Then send the problem back—with your speed, your angle, your spin. The other orbs keep coming.

Every catch is power.
Every miss ages you.

Gameplay Details
A dueling orb trailing sparks of Spynn

One catch. Three possibilities.

Take a little life back. Lower your Age and stay in the duel.

02 / The mage

A guild is where you start.
What you become is yours.

Learn spells beyond your founding guild. Deepen their mastery. Find combinations that feel unmistakably like you.

  1. Your foundation

    Find your craft.

    Your guild gives you your first spells and natural strengths. Your traits shape how you use them.

  2. Levels 7, 12 and 17

    Make it personal.

    Learn new spells and name your own two-spell Weaves. An optional, permanent Sacrifice trades a guild strength for a point elsewhere.

  3. Level 21

    Think in combinations.

    Unrestricted Combine opens your owned spell pairs to each infusion. Your old spells become new possibilities.

The culture of the duel

Choose your
kind of contest.

A meeting of quick hands and practiced minds. A little etiquette. Or everything you have.

The Civil Standard

Higher mages
duel down.

18Your mage3Your recorded build2Their mage

A veteran meets a newer mage through an earlier version of themselves. The higher mage fights at the lower mage’s level plus one, using their recorded spells, traits, and mastery.

The permanent parts stay with you

Sacrifices and the points they earned remain. Civil is for solo duels; a pairing without the required recorded build uses Open Field. Current game rules still apply.

The Open Field

Bring everything
you have become.

Your full current mage: the spells you have learned, the mastery you have earned, the choices you have made. Meet the other side at full strength.

All team duels are Open. Every mage brings their full power.

Solo or teams of 2–5 per side

Your catch. Your team’s next move.

Pass an orb to an ally. Share the pressure of a common Age total. Bring different guilds, different instincts, and a plan you can execute together.

Learn team play

03 / The world

Welcome
to Hollowhill.

A school of Spynn. Four very different masters. A world beyond the next duel.

On the one green hill in Stonegate, young mages learn their craft. The war with the Dark Folk has paused for seven years. No one has said why.

Discover Hollowhill
The Dark Crone in tailored clothes and metal gauntlets, her shadow revealing her hidden Faerie nature
Peace was a lieThe Dark Folk Rise

The Dueling License

Earn your place.

Learn through dueling. Clear 21 tiers, develop your separate License spell kit, and earn your meeting with the Dark Crone.

  1. 01Face the guilds

    Win three guild duels.

  2. 02Beat the boss

    Clear the tier.

  3. 03Deepen your craft

    Spend earned mastery.

Explore the guide

A spellbook with a future

One duel is immediate.
Mastery takes longer.

A new spell should do more than fill a slot. It should make you look at your old favorites differently.

The ambition: more interactions, new chapters in the world, and a community that builds its own rivalries, team traditions, and tournaments. Come help shape what happens next.

Open the spellbook

24 spells. 4 guilds. Arcana. Countless decisions.

Stay in the circle.

iOS and Android beta testing is underway. A beta invitation is required to play. Get news of the world, the game, and its public launch.

Join the Discord (opens in a new tab)

Find opponents. Meet the guilds. Talk Spynncaster.

Spynncaster in motion