Learn the art of the duel

Gameplay Details.

Your first catch
is only the beginning.

Read the complete guide

01 / The Basics

  1. You are a Spynn Caster.
  2. You must join a Guild to learn your craft.
  3. You manipulate Spynn, a magical energy.
  4. This is a Dueling Orb.
  5. It is your weapon. Catch it if you can.
  6. You want it on your screen for as LITTLE TIME as possible.
  7. Cast an Orb bearing your name to make a Return. Created Orbs have a first-Cast exception: you or an ally can Cast them toward their chosen target.
  8. Catch an incoming Dueling Orb before it lands to earn return permission without passing. In teams, it must still bear your name. A plain caught orb turns deeper orange; infusion uses the spell's color.
  9. Ground or solid Obstacle contact clears temporary Catch credit. A completed Pass or Created Orb's permission remains. These obstacles do not cause a floor Strike or settle Flame War. Spell constraints still apply.
  10. Stronger upward gestures make faster Casts, within your mage's speed limit. Mage Level and guild bonuses apply. Plain and infused Orbs share normal arrival speed; Sacrifice modifiers still apply.
  11. Grab a moving Orb with a touch and drag. Leaving a finger parked in its path does not automatically Catch it.
  12. Civil Dueling: Higher Mages duel down. The higher mage fights at the lower mage's level +1, never above their actual level. Equal-level mages stay equal.
  13. The higher mage uses the last confirmed build recorded at that level: spells, Weaves, attributes and mastery. Current spell rules apply. Permanent Sacrifice costs and the extra points they earned always remain.
  14. Both builds stay fixed for the entire best-of-three duel. Rewards advance your real account after the final result. If a historical build was never recorded, choose Open Duel for that pairing.
  15. Until the lower mage reaches Level 5, purchased spells sit out for both mages. Earned spells, including level Arcana, always stay. The opening announcement says so when it applies.
  16. Open Duel: Bring your full power. Both mages use their full current builds. Create Duel lets you choose Civil or Open for solo duels; Browse Duels shows the mode and lets you filter it.
  17. Civil duels hide levels in Browse and Synch. At the start of each match, the fiery announcement reveals only your effective level: You duel at Level X. Your Infuse panel uses that level's available spells.
  18. Open duels still show levels. Team duels are always Open. Practice and the Dueling License keep their own settings.

02 / Guilds

  1. Four guilds. Four strengths. Every rank improves upward cast speed. Orb Mages also gain catch reach with rank, while each guild keeps its specialty.
  2. Source: lower infusion and Synch costs. Level 1 baselines, before mage bonuses and active effects: 24 Spynn instead of 30 to infuse; 2 instead of 8 to activate a Synch Orb. Savings improve with rank.
  3. Source casters may sacrifice Toughness for a locked gold point: take more orb Age, Flow, Synch-hit Age, Strike and affected spell Age damage. Flame War, Afterburn, action costs and rule penalties stay unchanged.
  4. Orb: the widest catch reach, growing with every rank. A catch gives you the chance to gain Spynn, bank Reprieve, or infuse.
  5. Sacrifice Reach for a locked gold point: your Infusions arrive slower until first Far Field contact. Catch reach is unchanged. No Sacrifice, no slowdown.
  6. Adhesion attracts Dueling Orbs and binds contact chains into rigid clusters. Only Carriers attract. The Infusion never spreads. Synch and Held Orbs are unaffected.
  7. Pass direct bonds together; indirect members break free. Return, departure after reinfusion or stripping ends that Carrier. The last Carrier gone releases its cluster. No Linger.
  8. Eight Mastery Levels increase radius and strength, reaching team fields. Pull fades with distance; total acceleration is capped. Bound Orbs cannot be Caught.
  9. Field: armor reduces ordinary orb Age and Synch-hit Age. At Level 1 the guild reductions are 11.1% and 20%, before Constitution; both improve with rank.
  10. Field casters may sacrifice Reflexes at Crucial Choices: enemy cross-field casts arrive faster until first contact, in exchange for one permanently placed gold point. Side Passes and Synch Orbs are unchanged.
  11. Sling: faster casts for comparable gestures at the same rank. Your gesture still matters; a weak throw remains weaker than a strong one.
  12. Sling casters may sacrifice Thrift at Crucial Choices: infusion and Synch actions cost more Spynn, after existing discounts, in exchange for one permanently placed gold point. No Sacrifice means no extra cost.
  13. Contact Poison leaves Poison residue. Each infected Dueling Orb adds extra Age every second to the side holding it.
  14. Poison residue spreads through touching physical Dueling Orbs, including existing contact chains. It copies no Infusion, mastery, ownership or Flame War. Already-poisoned Orbs gain no extra dose.
  15. Pass carries Poison to the receiving field. Each affected Orb's Return clears its poison; removing that Orb also ends it. Stripping the original Carrier does not clear Poison already spread to other Orbs.
  16. Your account's Leveling Up table shows every rank and its exact guild bonuses. Live duels support solo or teams of 2–5 per side. Practice and the Dueling License keep their separate progression rules.

03 / Spynn Effects

  1. Incoming infusions announce only "Spynn". Catch the orb to reveal each surviving spell's name and mastery level on your choice panel. If you miss the catch, learn from the effect's behavior and visual clues.
  2. Tap Infuse (red Flamewar on a caught infused orb), then a spell's colored orb or name. Once the list opens, choose a spell. If your Spynn falls below its cost, you hear the warning and see Spynn level too low; no spell is applied.
  3. After a paid Infusion, its first own-floor landing before Cast activates the spell on your field. Walls, Synch Orbs and Pestilence do not trigger this. Infusing a resting Orb needs a new landing; release alone is not enough.
  4. The Infusion stays on its Carrier through Passes and its first outbound Cast. Your opponent can Return it normally to dispel it. Normal Pass and Named Mage rules still apply. A self-drop does not create a new base Strike.
  5. Self-drops cost no extra Spynn and grant no extra Mastery Points. Bounces and the first outbound Cast do not restart timers or create more Mirror Copies. Already-active Arcana and Flame War keep their normal lifetimes and endings.
  6. Shields never strip your own self-dropped Infusions. Shield and Threshold still benefit the Infuser's team; Clarity can remove your own Shield. Tripped Wire arms on landing; only a later Catch or Grab triggers it.
  7. The rest of the field stays playable while you choose. Catch another Orb and its choices wait their turn. Plain caught Orbs pause their ordinary Age while held, including queued catches; infused Orbs do not.
  8. Holding an infused Orb immediately adds its Flow: 1 extra Age per second, on top of normal Age and spell effects. This persists after release and side passes until a successful return, and never stacks.
  9. Missed the catch? Triple-tap an uncaught Dueling Orb to freeze it and open your spell list, then choose a spell with a fresh tap. This costs one-third more than infusing after a Catch; you need that much Spynn to open the list.
  10. Triple-tapping a plain Orb keeps its current Age rate. If already infused, holding it immediately adds Flow. Triple-tap infusion gives no catch bonus and does not count as a pass. Synch Orbs keep their own controls.
  11. Fog obscures the field above the ground. Only the newest Fog's Carrier stays visible; older Fog Carriers hide like other orbs. Earthquake moves the ground and its HUD together.
  12. Fog, Earthquake and Secret Passage follow their Carrier through Passes. Only the Initial Recipient retains Linger when it leaves, including after reinfusion: the first affected field, even your own after a self-drop.
  13. Other teammates experience the Effect only while its Carrier is on their Player Field. Their Pass or Return leaves no Linger. Another Carrier or an existing Linger can still sustain the Effect.
  14. Deathly Pestilence scatters 1–8 stationary spots across its Carrier's Player Field. Orbs bounce off these obstacles; each contact adds 1 Age to that field's side before defenses.
  15. A live spot ends airborne Catch eligibility and clears Catch-only Return permission. Pass the Orb before Returning it; a completed Pass still counts. Spot contact does not trigger a floor Strike or Flame War's floor reckoning.
  16. Resting on a live spot counts toward Flow's 1.5-second total contact time, including during Linger. Multiple surfaces count once. Cleared, stripped or expired spots stop counting, even while fading.
  17. Tap a Pestilence spot to clear it for 7 Age and 7 Spynn, without discounts. Insufficient Spynn leaves it untouched. Cleared spots never refill; mastery increases the starting spot count and Linger.
  18. Pestilence's surviving spots travel with its Carrier. Pass, Return, Banish or departure after reinfusion leaves 2–16 seconds of Linger only on the Initial Recipient's Player Field. Teammates retain no Linger; stripping ends it.
  19. Invisibility removes the orb's name and fill, leaving a thinner outline as mastery increases; it does not shrink the physical orb. The previews are illustrations, not a live duel.
  20. Some example Spynn Effects:
  21. FOG.
  22. EARTHQUAKE.
  23. INVISIBILITY.
  24. Infusion has a 30-Spynn baseline. Your Infuser's guild, level, Intelligence and active Threshold effects change the cost; the spell's guild does not set it.
  25. Infused orbs arrive trailing fiery Spynn. Their spell color fades back to orange. A two-spell orb shows both colors in concentric circles. Invisibility stays hollow; stripped effects do not show a color.
  26. Primum Magicis restricts only its Carrier's Player Field: Return that Carrier first. A Pass moves the restriction to the receiving field. Secret Passage restricts Returns to a small top opening; solid barriers are Obstacles.
  27. Named Weaves combine two spells you own. Each effect is handled separately. A pair costs your base infusion plus one-third of that cost: 40 Spynn for a 30-Spynn base, before modifiers. Level 21 Combine uses the same surcharge.
  28. Shield strips chosen spell types arriving from the opposing side, never your own self-drops or friendly Passes. Mastery allows 1/2/3/4 distinct types. Pay one infusion per type, with your usual discounts.
  29. All protections share 15/20/25/30 seconds; Linger: 0. Recasting replaces them all. Flick down to dismiss. Matching protection blocks enemy Clarity, but your own self-dropped Clarity always removes your Shield.
  30. Finish every protection choice, then Cast the Carrier or let it land on your own floor to activate Shield. The first outward Cast after a self-drop does not grant another Shield or restart its timer.
  31. While your Shield is up, your passive Spynn falls 30% for each mage it covers, taken from what remains: you keep 70% in a duel, 49% in 2v2, 34% in 3v3 and 24% in 4v4. Catches and passes are unchanged.
  32. A side passage used for passing is not the Secret Passage spell's return opening.
  33. Anti Spynn drains the Carrier's side, including your team after a self-drop. It lasts at most 10–20 seconds by mastery; Return toward the Infuser's side or stripping can end it sooner. Passes preserve its remaining time.
  34. Threshold lowers your team's infusion costs. It has no active time limit: Return or departure after reinfusion starts 1–16 seconds of Linger. Matching Shield ends that stack immediately.
  35. Each Threshold cuts current infusion cost by 20–30%, based on its casting mastery. Stacks multiply: two 20% cuts leave 64% of the original cost. Synch costs never change. Each stack has its own return Linger; passing preserves it.
  36. The opposing-field readout includes that team's active Shield and Threshold benefits, even when self-cast or supplied by a teammate.
  37. A Spynn Trace follows your Carrier on the Far Field. It is a non-physical, spell-colored outline on your Player Field. It stays after Catch or Strike, until Return or stripping. Each surviving Effect keeps its color.

04 / Read The Field

  1. The two gold-rimmed Age counters are your most important readouts: yours on the left, your opponent's on the right. Less Age is better. Reach 200 and you lose.
  2. The center number counts your Dueling Orbs. Tap it to create an Orb for 1 Spynn, giving your opponent 12–1 Reprieve by creation mastery. It needs no initial pass. An orange pulse means an opponent created an Orb.
  3. Opening and newly created Orbs drop more briskly as your Mage levels up: novice speed at Level 1, up to 50% more initial speed or force at Level 21. Opponent throws still follow their own casting physics.
  4. At the lowest creation mastery, making an Orb costs you 1 Spynn and gives your opponent 12 Reprieve. Their Age stays 30. Higher mastery reduces the gift to 1. Crucible cannot redirect this gift.
  5. The left bottom meter is your Spynn; the gold meter on the right is the opposing team's. Your meter changes from red to blue when infusion is available, then green when conversion is available.
  6. The pale circle beside your meter shows your available Spynn, including any beyond a full meter. In teams this is your shared pool. The opposing circle stays dark; their exact total is hidden.
  7. Colored dots below the meters show Effects active on your Facing Field. They include that mage's own Shield or, in teams, a teammate's spell.
  8. Swipe the two-row spell strip left or right, or tap its chevrons, to see more Effects. Incoming Infusions announce only Spynn; a Catch reveals their names and Mastery Levels.
  9. A new effect brightens briefly and stays listed until it ends. Linger uses seconds; hits, added Age and drained Spynn appear only when confirmed. +N opens the full list. Shield-stripped effects are not listed.

05 / The Match

  1. Incoming Dueling Orbs arrive from above. Catch before landing for a direct return. An uncaught orb that lands needs a side pass unless it already has return permission.
  2. A completed Pass keeps its Return permission after a bounce. Catch-only permission clears on ground or solid Obstacle contact. Created Orbs already have Return permission.
  3. An uncaught opposing cast adds 2 Age on its first ground landing, with a spray behind the Orb. Catching prevents that Strike, even if you later drop it. Bounces repeat neither Strike nor spray; ongoing Age still applies.
  4. A side passage does not erase an uncaught attack: its first ground landing still counts. Already caught or struck orbs cannot strike again from passing. Your own new orbs, Mirror Copies and Synch drops add no base Strike Age.
  5. On a catch, choose Spynn, Life, or Infuse when available. A caught infused Orb labels that third choice Flamewar in red. Reprieve absorbs future Age; it does not reduce Age already gained.
  6. Spynn normally gives 8 points; your own active Shield reduces this to two-thirds. Tap Spynn to hear its sound and release the orb where you caught it. Then grab it to cast. No fire is added.
  7. Choose Life after a Catch to add 4 to your Reprieve total. The Orb releases in place; Grab it again to Cast. Life does not remove its Infusion or Flame War. Plain Held Orbs pause ordinary Age; infused Held Orbs keep aging you.
  8. Held Orbs stay visible outside ordinary battlefield physics, but activated Synch Orbs can hit them. The top HUD hides while a choice is open; between queued choices, it returns for half a second.
  9. When your Spynn meter turns blue, you can infuse. Choose with a fresh tap on a spell's orb or name, never the touch that opened the list. Your caught orb stays visible and non-physical in place until its infusion is complete.
  10. When infusion completes, the orb ignites, sounds, and becomes castable where you caught it. Grab the orb again to throw it. Fire lasts until cast or dismissed by a game rule.
  11. An ordinary Orb must bear your name to Return. Cast without its required permission or name and the Return is Revoked, with an Age penalty. Created Orbs retain their first-Cast exception.
  12. Create Orb costs 1 Spynn and gives your opponent Reprieve: 12 at the lowest creation mastery, falling to 1. You can PICK its opponent target. Created Orbs need no initial Pass before being Cast.
  13. If you catch a new created orb without enough Spynn to infuse it, you hear the warning but see no spell list. In a solo duel it is released plain; in team play you can still choose its opponent target.

06 / Flame Wars

  1. Catch an infused Dueling Orb and choose Life, Spynn or red Flamewar. To START a Flame War, pay your normal infusion cost and complete a new infusion. Catching alone gives no free infusion or refund. Its fiery trail turns redder.
  2. Reinfusion replaces an Orb's spell. Old Effects run until the new spell is Cast, Passed or self-dropped; Dissonance converts immediately. Each spell sets what remains. Revoked Return cannot restore it. Life or Spynn preserves it.
  3. Life or Spynn keeps the incoming spell and its mastery: you still handle its effects. While held, an infused orb ages you at the full Flow rate. Flamewar becomes available as soon as you can afford its current infusion cost.
  4. Already a Flame War orb? Take Life or Spynn and return it without reinfusing: the war continues, with no infusion charge. The bonus does not strip the spell or end the war. Floor contact still ends it for 50 Age.
  5. Its flame-red outline stays visible while Held and after choosing Life or Spynn. Returning without reinfusing does not recolor it as a plain Orb or erase its Flame War.
  6. A Flame War ends on floor contact, including during a pass: 50 Age replaces the normal Strike. Revoked Returns charge their ordinary penalty, but never end the war on a timer. Crucible can reverse which team takes the 50 Age.
  7. Effects still face their matching Shields. A Mirror Copy may look fiery, but inherits no Infusion, Effect, Flame War or Residue. Contact can poison a Copy normally. Shield strips Infusions, not physical Mirror Copies.
  8. An airborne catch permits a direct Flame War return. Floor contact clears temporary catch permission, not an already completed pass. Other return constraints still apply.

07 / Synch Orbs

  1. Synch Orbs are white with a red outline. Anti Synch Orbs have a blue outline. They link you with your paired opponent.
  2. Shared drops are mirrored across paired fields. Synch and Anti Synch Orbs enter the upper half and cross the interior, rather than skimming a corner. Their falling pace varies. Network timing can differ.
  3. The first paired player to catch a Synch Orb controls it. It freezes as an obstacle on the opposing Player Field. Your outlined marker shows where to aim.
  4. An inactive captured orb blocks movement but adds no Synch-hit Age. Tap your marker to Activate; then it can be moved and its hits cause Age, including hits on Held Orbs.
  5. Some higher Spynn dimensions are adjacent: Held Orbs and activated Synch Orbs can touch across them, even though Held Orbs remain outside ordinary battlefield physics.
  6. Contact with a Held Orb stops your Synch and breaks your Grab, dealing one hit. Grab again, move away to break contact, then move back to hit again. Ordinary Orb contacts do not break your Grab.
  7. The target stays Held with its choice open, Infusion and Return permission intact. A cast Dissonance Orb passes through Synch contact. A Synch hit never triggers Flame War's floor reckoning.
  8. An activated Synch obstacle ends an ordinary Orb's airborne Catch eligibility on contact. Catch-only Return permission is lost: Pass it before Returning. A completed Pass still counts; Named Mage rules still apply.
  9. Resting against an activated Synch counts toward Flow's shared 1.5-second contact timer. Its normal Synch-hit Age remains, but contact adds no floor Strike and does not trigger Flame War's 50 Age.
  10. Activation and each Pump cost a baseline 8 Spynn, or 2 for a Level 1 Source Mage, before mage bonuses and Sacrifice. Source rank and Intelligence reduce costs. Threshold never changes Synch costs.
  11. Activation starts at 1 base Age per hit; Pump increases it. Field armor and Constitution reduce Age damage. Hits on the other field make your marker flash red and play a strike sound; rapid hits can overlap.
  12. To delete an opponent's active Synch Orb, pay your current Synch action cost plus 2 Spynn per pump, with Intelligence also reducing that surcharge.
  13. Activated Synch Orbs stay in place until dismissed or the match ends. There is no idle timeout. Each new match within a duel starts with a fresh field.
  14. Aim in your own marker's lane. The opponent sees the mirrored position: left on your screen corresponds to right on theirs. Your casts and markers use the same mapping.
  15. Catching an Anti Synch Orb adds 4 Age, removes only YOUR captured Synch Orbs, and costs 8 Spynn per removed orb. Your opponent's captured orbs remain, active or inactive.
  16. If any of your captured orbs was active, that penalty Spynn goes to the opponent. Initial activation is enough; you do not need an extra Pump.
  17. An enemy's active Synch Orb offers Take Over: pay 2 Spynn AND take 2 Age per Pump point. You inherit its Pump level. Pump 5 costs 10 Spynn plus 10 Age. No guild or attribute discounts apply to takeover.
  18. Take Over gives you the movable outline and the former owner the obstacle. Delete remains available. If Pump changes before your request arrives, choose again; you are not silently charged a higher price.
  19. Synch Sense: higher mastery gives an earlier red/orange glow at a Synch Orb's entry point, followed by a stronger red pulse as it falls. Anti Synch stays blue. Catch size, speed and costs do not change.
  20. Each successful Synch capture earns one Mastery Point when you win the duel. Counts span all matches. Training follows the existing reward limit; License uses matched mastery without adding Live points. Pump and takeover earn none.
  21. Synch Sense has 12 mastery levels, starting at 0, 11, 31, 61, 91, 121, 151, 181, 211, 241, 271 and 301 captures. Warning grows up to 350 ms; very fast drops allow less. Account shows your count; results announce mastery increases.

08 / Winning

  1. A duel is best of three matches. Win two matches to win the duel: 2–0 or 2–1. In each match, high Age loses.
  2. Ordinary Dueling Orbs add about 1 Age per second while on your field; Field armor and Constitution reduce that. More orbs mean faster aging. Spell Age damage is additional.
  3. An uncaught infused Strike adds 4 base Age plus its rolled Sling Age damage, if any: 7–27 total across Sling's mastery ranges before defenses. A Weave does not double it again. Base Strike occurs once per incoming Cast.
  4. Field armor reduces base Strike, not Sling's bonus. Constitution reduces both; a Toughness Sacrifice increases both. Stripping the Infusion removes its multiplier. Flame War replaces base Strike with its unchanged 50-Age floor penalty.
  5. Sling rolls 3–7 Age per floor or wall impact at first mastery, rising to 19–23. Resting contact, orbs and Synch Orbs do not trigger it. Flame War deals half the roll; its separate 50 Age is unchanged. Copies carry no Sling.
  6. Each new Sling floor or wall impact also makes a sharp, 0.2-second tremor, lifting other grounded orbs. It repeats while Sling is active, without applying Earthquake. Held orbs are not lifted.
  7. Tripped Wire rolls 3–7 Age per Grab at first mastery, rising to 19–23. Catch doubles that roll: 6–14, rising to 38–46, but prevents Strike. Landing alone does not trigger the trap.
  8. Sabotage rolls 0.5–1.5 extra Age/sec at first mastery, rising to 8.5–9.5. Each new Infusion rolls once for Sling, Sabotage and Tripped Wire; Passes, Returns and repeated triggers keep it. Contact Poison is unchanged.
  9. Keep Orbs moving. After 1.5 seconds TOTAL touching walls, floor or solid Obstacles, an Orb adds 1 extra Age per second, even in the air. It does not increase again.
  10. A successful Return clears that Orb's Flow and contact time. Passing does not. Touching several surfaces at once counts time only once. Inactive Synch Orbs and your Synch Markers do not add Flow contact time.
  11. With no Dueling Orbs on your Player Field, their ordinary orb Age stops. Other Effects, Age damage, costs or rule penalties can still add Age.
  12. Solo: the first mage to reach 200 Age loses the match. Teams share Age, with a limit of 200 per member: 400 for two per side, 600 for three. If both reach the limit together, the hosting side wins.
  13. Catch Orbs and choose Life to bank 4. Extra Life is visible in your Reprieve total. After the chooser closes, your reserve appears in the small dark dial. Tap Next for a worked example.
  14. Reprieve example · 1 of 3
    You are Age 23 with 0 Reprieve. Catch an Orb and choose Life: bank 4 Reprieve. Your Age stays 23. The small dark dial holds the reserve.
  15. Reprieve example · 2 of 3
    Now 3 Age arrives. Your 4 Reprieve absorbs all 3, leaving 1. Your Age stays 23.
  16. Reprieve example · 3 of 3
    Another 3 Age arrives. Your last 1 Reprieve absorbs 1; the remaining 2 raises your Age to 25. The empty dial still shows 0.
  17. Incoming Age spends Reprieve one for one. Only the excess increases Age.
  18. Reprieve stacks without a limit or timer and resets each Match. Your team shares it. Life benefits add to your Reprieve total. Age never goes backward.
  19. An ordinary side pass earns 1 Spynn. An infused pass adds its highest eligible mastery, up to 5 total; a combination uses the higher level. Normally a pass costs 0.25 Age.
  20. Catch an enemy's infused orb and choose Life or Spynn to keep its mastery for pass rewards. Missing the catch gives the ordinary reward. Reinfusing uses your new spell's mastery; stripped effects and detached Linger do not count.
  21. Usury doubles every pass reward on its side and makes each cost 2 Age total. In team play, every teammate is affected, even when passing a different orb.
  22. The reward goes into your team's shared Spynn pool. Your level does not change it; the normal pool cap still applies.
  23. Spynn effects can add Age, reduce Spynn or constrain returns. Use them strategically, singly or in combinations.
  24. Before the first orb drops, a fiery circle announces the match number and duel score. Match 3 appears only if the score is 1–1.
  25. Between matches, tap Synch Me. Both mages must be ready. Age, Spynn, orbs and active effects reset; your guild, build and spell mastery stay fixed for this duel.
  26. Spell casts and created-orb counters are banked across all matches. XP and saved progression are awarded only when someone wins the duel. Leaving an unfinished duel awards neither.

09 / Leveling Up

  1. Read your final duel results first. If you gained a level, tap View Your Level Up for rewards and choices, then return to Account Main. This includes eligible training duels; there is no level-up between matches.
  2. Spell Mastery Level and Mage Level are separate. Open any spell's Mastery Levels for the same complete stat list: values at every level, including 0 and N/A. Tap your Level badge for mage bonuses.
  3. One award per completed duel: 25 XP for a loss, or 100 XP plus 75 per distinct Spynn type infused for a win. Using the same spell in several matches counts once for this XP bonus.
  4. The Duel winner banks Mastery Points from successful infusions and Create Orb progress across every Match, including lost Matches. The losing mage receives 25 XP but no earned Mastery Points or Create Orb progress.
  5. Your guild's spells unlock at levels 1–4 unless already purchased for your account. Levels 2, 3 and 4 begin at 250, 400 and 750 total XP. Each later level needs another 1500 XP.
  6. Levels 1 to 5 each also teach one Arcana: Vital Resonance, Equilibrium, Arcane Harvest, Unbound, then Dissonance. They are earned, never sold, and their mastery grows as you cast them.
  7. Every level improves cast speed. Only Orb Mages gain catch reach automatically with level. Comparable Sling casts stay faster; Orb Mages keep greater catch reach.
  8. Source Mages save more Spynn as they level. Field Mages reduce more orb Age and Synch-hit Age. See your guild's Leveling Up table for exact bonuses.
  9. Win the Duel to bank earned infusion counts from every Match, including losses. Each counts toward Mastery Points; a two-spell infusion counts both Effects. Losing the Duel grants XP but no earned Mastery Points.
  10. At Levels 7, 12 and 17, learn four unowned Guild spells, or all that remain, plus one unowned Arcana: Crucible, Alter or Usury. The Arcana never uses a Guild pick. Then bind two owned effects into a named Weave.
  11. With nothing left to learn, continue to your Weave and mastery choices. Earlier choices stay yours.
  12. Shape Your Mage after choosing your guild: six regular points across Might, Agility, Intelligence, Constitution and Will. Up to three regular points per trait. Your guild-specific Sacrifice starts at zero.
  13. Choose a unique Mage Name here, too. This is your public name in the game. Your invitation code, account email and contact name stay private.
  14. Might improves upward casts, Agility catch reach, and Intelligence infusion and Synch costs. Each regular point changes the existing amount by 2%; a gold point from Sacrifice counts double.
  15. Constitution reduces orb Age, Flow, Strike, Synch hits and affected spell Age damage by 2% per regular point, 4% per gold point. Flame War, Afterburn, action costs and rule penalties are unchanged.
  16. Each regular Will point adds 1% to passive Spynn recovery and reduces hostile Spynn drain by 1%; each gold point gives 2%. Passive recovery still starts at Level 2. Passing and Catch rewards do not change.
  17. At Level 4, with all four guild spells learned, optionally move up to three existing mage points. No extra points; the three-per-attribute cap remains. You may keep your current build instead.
  18. Confirm once. At Level 7, you may move up to two of your six regular points. Only an optional Sacrifice grants an extra locked point. Sacrifice is not available at Level 4.
  19. At Crucial Choice Levels 7, 12 and 17, move up to two of your six regular points. No free point is granted. Only an optional permanent Sacrifice grants one extra point, locked to its chosen trait.
  20. All five traits and your Sacrifice fit on one page. Review your allocation, use Edit choices if needed, then Confirm to apply it. There is no Back button on this page.
  21. Only confirmed bonuses apply. Regular points stay fixed until Level 4 or your next Crucial Choice. Confirmed Sacrifices and their freed-point placements are permanent.
  22. Name your Weave and choose Save to your List. It appears alongside your individual spells when infusing. The pair stays fixed; renaming is free. Unfinished spell, mastery and mage choices stay available in Account.
  23. At level 21, unrestricted Combine lets you choose different owned spell pairs whenever you infuse. Your named Weaves remain.
  24. Passive Spynn grows at the listed Mage Levels. Create Orb counts banked from won Duels lower the opponent’s Reprieve grant from 12 toward 1. Creation still costs 1 Spynn.
  25. Each Live Crucial Choice grants 12 assignable Mastery Credits. Assign up to 6 to one owned spell per choice. Each credit adds one Mastery Point, not a whole Mastery Level.
  26. Earned infusion counts plus assigned credits form Mastery Points. Win an eligible Duel to bank counts from every Match. Returning an existing Infusion is not a new infusion. Results highlight new Mastery Levels.
  27. Open Arrange Casting Panel in your account to arrange your live spells directly. Rename your panel and create named groups. Each Mage keeps its own arrangement; arrange the separate License panel from the Dueling License page.
  28. Groups can mix any of your owned spells, not just four. Drag to arrange; scroll for more. Save before dueling. In Infuse, tap a group, then a spell. Each Mage's Live and License panels remember open/closed groups on this device.
  29. Hidden spells stay yours. New spells enter their Guild or Arcana group. Deleting a custom group returns its spells to those sections. Civil hides unavailable spells without erasing your arrangement. Keep one spell visible.
  30. Preview mastery before confirming; unused points can wait. Saved Live points cannot move. License teacher help may unlock reassignment of earned License points. Finish your duel before assigning mastery.
  31. A Sacrifice is specific to your founding guild. At each Crucial Choice you may accept a permanent weakness to gain one gold character point, worth twice a regular point. No Sacrifice means no penalty.
  32. The price is frozen at the earned stage, never less than 4%. Source and Sling pay 4%, 4.4%, then 6.4%. Field and Orb pay 4%, 4%, then about 5.3%. The confirmed costs add together permanently.
  33. Gold points can exceed the regular cap of three, up to six in a trait. Each gives 4%, or 2% for Will. They cannot be moved after confirmation.
  34. Late mage upgrades combine into one current-stage confirmation, with at most one Sacrifice at that stage's price. Missed Sacrifices cannot be claimed separately. Bots and Dueling License kits have none.
  35. Source casters sacrifice Toughness: orb Age, Flow, Synch hits, Strike and affected spell Age damage rise by the total cost. Flame War, Afterburn, action costs and rule penalties do not increase.
  36. Field casters sacrifice Reflexes: enemy casts arrive faster along the same path until first physical contact. Side passes, your own Revoked Returns and Synch orbs are unchanged.
  37. Sling casters sacrifice Thrift: infusion and Synch actions cost more Spynn, after existing discounts. Orb casters sacrifice Reach: their infused casts arrive slower until first physical contact.
  38. Reach follows the Infuser through team relays. Catch reach, plain casts, Synch Orbs and Mirror Copies are unchanged. Field's and Orb's arrival changes combine without changing the path. Live duels and practice use your confirmed build.

10 / Returns & Feedback

  1. Caught appears on YOUR screen when the opponent catches your cast: an orange body and ring expand and fade with the banner and sound. It is feedback for the caster, not the catcher.
  2. Strike! shows the Age applied at the opponent's floor, with an upward spray and sound; infused strikes make a larger spray. Your own floor hits do not announce Strike! The feedback never charges extra Age.
  3. Catch an incoming Dueling Orb before it lands and you may return it directly, without passing. A plain caught orb turns a deeper orange; infusion uses the spell's color instead.
  4. Ground or solid Obstacle contact clears temporary Catch credit. A completed Pass or Created Orb's permission remains. These obstacles do not cause a floor Strike or settle Flame War. Spell constraints still apply.
  5. Pass an orb that lacks return permission off the left or right before returning it upward. A solo pass comes back to you; team passes go to teammates. In teams, catching does not bypass the name on an ordinary orb.
  6. Passes earn 1 Spynn plus eligible infusion Mastery Level, up to 5 total. Catch and choose Life or Spynn to preserve the incoming Infusion's mastery; you do not learn that spell or gain its Mastery Points.
  7. Usury affects the Carrier's whole side: every Pass earns twice its normal Spynn and costs 2 Age total instead of 0.25.
  8. The reward goes into your team's shared Spynn pool. Your level does not change it; the normal pool cap still applies.
  9. The side passages join directly. A toss or rolling orb transfers immediately with its motion preserved, adjusted to fit the receiving screen. There is no hidden playfield or extra bounce.
  10. An untouched incoming cast stays unresolved through side passages, even across repeated passes or a teammate's field. Its eventual catch or first ground landing reports Caught or Strike! to the original Infuser, once.
  11. An already caught or struck orb stays resolved when passed. A rejected upward rebound also keeps an unresolved attack, not a new one. Ongoing Age, Flow and normal return penalties still apply.
  12. Aim in your Synch marker's lane. The opponent sees the mirrored position. Positions and trajectories transfer proportionally between different screen sizes, not as identical pixels.
  13. At 80 Spynn your meter is green. Tap for Reprieve or Banish. Reprieve spends all Spynn at 2 Spynn per 1 Reprieve. Banish spends all Spynn to remove eligible Orbs on your Player Field.
  14. Banish removes ordinary, created and infused Orbs and Mirror Copies from your field, including beneficial Carriers. Flame War and Synch Orbs remain. Applicable Linger survives; existing Linger is not restarted.
  15. After each successful Banish, one new ordinary Orb drops onto the field that was cleared: your Player Field. This also applies in solo play. Teammates' and opponents' fields are unchanged.
  16. Banish is not a Catch, Pass, Return or Strike: no reward, Mastery Points or new impact Age. Your opponent receives Banished feedback. In teams it spends the shared Spynn pool but clears only your Player Field.
  17. Tap a green meter and choose Reprieve. Here, all 80 Spynn becomes 40 Reprieve at 2 to 1. Your Age stays 23; your meter empties. The reserve waits until Age arrives.
  18. After the complete duel, both players must agree to Rematch, then Synch Me for a new best-of-three duel. The seven-second Rematch limit does not apply to the Synch Me step between matches.

11 / Training

  1. Choose Training in Your Duels. Practice offers Free Cast and Solo Training. Choose your opponent's guild and level; Advanced lets you choose their spells. Your Live kit stays unchanged. Team Training is coming soon.
  2. Practice opponents carry their level's Arcana, just as Live mages do.
  3. Tap Synch Me for a best-of-three training duel. Matches run on your device with the same spell, Spynn, Age, passing and Synch rules. Internet access is still needed to start, continue and save results. Each match starts fresh.
  4. At opponent levels 1 and 2, practice catching and passing: the trainer does not create extra Orbs or choose optional infusion attacks. If you start a Flame War, it still follows the normal response rules.
  5. Opponent levels 1 through 3 retain slower reactions, gaps between Returns and occasional missed Passes with normal penalties. Their short flicks still move quickly; Returns soften while you already have an Orb to handle.
  6. Trainers Cast with short accelerating flicks from where they Grab an Orb. They use ordinary touch, gravity and Mage speed limits, not instant transfers. A high Catch or aimed bank may need a short setup first.
  7. From Level 7, opponents that own Shield can save for every protection, choose distinct types against observed threats, and avoid replacing useful coverage. They still pay the normal per-type costs.
  8. Higher-level trainers can react differently to the same opening. Their decisions use what is visible or revealed, not hidden spell identities. These changes grant no extra Spynn, mastery or Return permission.
  9. From opponent level 3, optional spell attacks and empty-field Orb creation begin. Synch tactics arrive in stages from level 4; deliberate extra-Orb pressure starts at level 12.
  10. Your confirmed mage bonuses and Sacrifices work in ordinary practice. The bot uses a balanced six-point build with a three-point cap and no Sacrifices. Dueling License kits remain separate, without Sacrifices.
  11. Training awards main XP and the winner's accumulated mastery once per duel, through starting level 4. A duel begun at level 4 still counts if its final award raises you to 5.
  12. From starting level 5 onward, training is practice: no main XP or saved spell mastery. Training never changes human standings.
  13. Between training matches, Synch Me continues the same duel. After someone wins twice, Train Again starts a new duel with the same opponent settings. Return to Your Duels to change them.
  14. Free Cast opens your battlefield with no opponent, Age, XP or battle music. One orb waits on the floor; cast it and another rolls in when the field is empty.
  15. Tap Orbs to tee up to three. Tap Targets to place active Synch targets, then drag them and aim. Watch your shot speed and the real Strike and Synch-hit feedback. The back arrow returns to Practice.
  16. Tap the Catch circle for Practice or Gauntlet. Practice lets you choose casting speed and time between orbs. Catch an incoming orb for a soft bell, a short buzz and a burst of Spynn.
  17. Gauntlet: work upward through the highlighted areas: 5 catches at the bottom, then 4, 3 and 2. Clear all four to advance. Levels have no upper limit; each sets its casting strength and pace. Tap ? for the rules.
  18. Orbs start 1.5 seconds apart, a little sooner each level. Later casts bank and curve, with harder entry positions and angles. Casts never track your finger.
  19. Catch only in the highlighted area. Touches elsewhere leave the orb falling. Each missed orb is a strike. Catch rings clear at the next level. Level and Total Caught are displayed separately.
  20. Climb the Gauntlet: three strikes restart the level at 5. A fiery circle announces each level. After a clear, Save and Continue, Replay This Level, or Save and Leave Gauntlet. Replay never takes away a cleared level.
  21. Run the Gauntlet: start at Level 1 and flow through levels without breaks. Only three misses for the entire Run; the third ends it. Climb and Run keep separate records. Total Caught counts every successful catch in that path.
  22. Climb resumes this Mage's saved level across the app and web. Restart Climb asks before erasing its saved climb and unlocked levels; Run records are kept. Reconnect to finish syncing. Leaving a native path returns to Free Cast.
  23. At each Dueling License tier, win the three other guild duels to unlock its boss. Each duel is best of three matches. Beat the boss to clear the tier and unlock the next.
  24. Clearing a tier earns 6 License Mastery Credits. Individual Matches, qualifying Duels and replays do not award these credits. Your License spells and Mastery Points remain separate from your live mage.
  25. Discover your new Spynn before choosing mastery. Assign points from the tier-clear celebration or the License page. Level and Count update as you adjust points; unspent points can wait.
  26. License only: you can also assign mastery to Create Orb. Each point adds one creation count toward reducing the opponent’s Reprieve grant. It uses the same reward pool and never changes your live Create Orb count.
  27. The final Dark Crone challenge opens after all 21 tiers are cleared. Its first victory also earns 6 License Mastery Credits.
  28. License duels also add XP to your main account, stopping at 750 XP: the start of Level 4. XP appears only on your account, not on the License path. Your live spell counts and License mastery remain separate.
  29. Leaving Synch before a match starts cancels the reserved duel without a loss. Reopen earned tier rewards from the License page whenever you want; viewing them again never spends or grants points.
  30. License encounters give both mages the same tier-based mastery rules and earned allocation allowance, including Create Orb. Baseline and assigned points are shown separately. Your Live history never changes.
  31. If rising baseline mastery makes assigned License points redundant, they return to that grant's unassigned balance. No new points are created; useful allocations remain. Refunds wait until your duel is finished.
  32. After three completed losses to the current boss, teacher help lets you reassign earned License points among owned spells and Create Orb. Your wins, spells and baseline stay. Losing grants no extra rewards.
  33. Tap Your Lesson before a License duel. Thread the Passage, Find the Key and Escape the Lock open at tiers 9, 11 and 14. These offline exercises track practice Age and attempts, without changing account progress.

12 / The Store

  1. Open the gold Store icon on Your Duels. Browse from the start; new purchases open at Level 5. Purchased Guild spells reach every Mage on your account from Level 1; Civil Duels hold them back until both mages reach Level 5.
  2. Single spell · $2.99. One Guild spell for every Mage on your account. New Mages start its mastery at zero. Earned spells, Arcana, XP and mastery remain separate for each Mage.
  3. Guild Pack · $7.99. All four spells from any one guild: Source, Orb, Field or Sling. Your Mages can share a guild; account purchases still apply to all of them.
  4. Arch Mage Pack · $14.99. All 16 Guild spells for every Mage, from Level 1; Civil Duels use them once both mages reach Level 5. No Arcana, rank or mastery is included. Each Mage develops their own power.
  5. Collections shows Guild packs and the Arch Mage Pack. Spells shows individual effects. Account owned means purchased for all your Mages, not merely learned by the Mage you are playing.
  6. Purchases are not yet enabled. The Buy button explains availability without charging you. Guild spells can also be earned at Crucial Choices. Arcana is earned, not sold in the Store.
  7. Starting purchased spells belong to that Mage's earliest Civil build, and sit out of Civil Duels until both mages reach Level 5. Later purchases never change completed lower-level Civil history.
  8. Mastery and Crucial Choice Arcana are not shared between Mages.

13 / Arcana & Research

  1. Arcana & Research
  2. Guild spells usually act on the opposing Player Field. Source has exceptions: Shield protects your team, and Threshold lowers your team's infusion cost. Their individual rules still apply.
  3. Most Arcana benefits belong to the Infuser. Crucible protects the Carrier's side; Dissonance is a cast Anti Synch shot. Alter burdens the Carrier's field mage; Usury changes passing for the Carrier's side.
  4. Your first Arcana. From Level 1, every Live mage learns one Arcana per level: Vital Resonance, Equilibrium, Arcane Harvest, Unbound, then Dissonance at Level 5. Earned, never sold.
  5. The crucial three. At each Crucial Choice, learn four unowned Guild spells, or all that remain, and choose one more unowned Arcana: Crucible, Alter or Usury. Complete all three choices to earn all three.
  6. Only one Infusion of each Arcana may be active across the Match. A newer one replaces it; the older keeps its effect on its field for its Linger, then ends. Different Arcana coexist. Residue does not count as an active Infusion.
  7. Replacement removes the old Infusion from its Orb. Its Linger stays on its last field, cannot move or reactivate, and survives removal or Banish of that Orb. Existing Linger never restarts. All effects clear between Matches.
  8. Untimed Arcana leave Linger on Return from the Far Field, removal, replacement or departure after reinfusion. An ordinary Pass or first outbound Cast moves the active Effect without leaving Linger.
  9. Crucible keeps its timer through transfers; expiry or replacement leaves Afterburn, not Linger. Dissonance conversion cleanses Crucible and Afterburn instead. Dissonance has no Linger.
  10. Unbound: your orbs need no ordinary side pass before returning. It grants no free pass Spynn and does not remove Primum Magicis or Secret Passage restrictions. Linger grows with spell mastery.
  11. Vital Resonance: gain 1.2 / 1.8 / 2.4 Reprieve when two physical Dueling Orbs collide on the Carrier's Player Field. Held Orbs, Synch Orbs and decorative traces do not count. Resting contact grants no repeats.
  12. Equilibrium: cap the combined ordinary orb Age and Flow on your own field at 2.5 / 1.5 / 0.5 Age per second. Strike, poison, Synch hits and separate costs are unchanged. Its benefit stays yours on either field.
  13. Arcane Harvest: gain Reprieve for active spell effects on the Carrier's Player Field, including Harvest itself and live Linger. Weave Effects count separately; Shield counts once, not once per protection slot.
  14. Unbound, Vital Resonance, Equilibrium and Arcane Harvest have three Mastery Levels: 0, 11 and 31 Mastery Points. Linger is 2 / 4 / 6 seconds. Harvest grants 0.3 / 0.6 / 0.9 Reprieve per active effect each second.
  15. No Arcana come through the Store or the Dueling License. Live Mastery Credits strengthen owned Arcana just like Guild spells; earned infusion history remains separate.
  16. Dissonance turns a held Orb into your Anti Synch shot. Cast it: no side Pass, name or Return permission. In flight it passes through Synch Orbs, Pestilence and every other Orb, without ordinary Age or Flow.
  17. A new finger touch, yours included: 4 Age, all that mage's captured Synch posts removed, 8 Spynn each from their team. If any post was active, that Spynn goes to the opposing side. Then it is a plain Orb.
  18. A wall or floor makes it plain: no penalty or Strike; Pass to Return. Matching Shield strips it. A new Dissonance makes the old shot plain. No Linger or Weaves. Price: 30 / 20 / 12 / 8 / 4 Spynn before discounts.
  19. Crucible redirects all Age increases on its Carrier's side to the opponent for 2 / 3 / 4 seconds at 0 / 11 / 31 Mastery Points. Protection follows the Carrier. Catches, Passes and Returns never reset its timer.
  20. Expiry or replacement removes the Infusion and leaves Afterburn residue: 3 / 4 / 5 total Age per Orb per second, replacing ordinary Age and Flow. No modifiers apply. Another Crucible redirects Afterburn too.
  21. Afterburn persists through transfers and reinfusion until the Orb is removed. Only the strongest Afterburn on one Orb applies. Shield strips active Crucible without creating new Afterburn. Normal infusion cost; no Linger.
  22. Your Crucible redirects all 10 incoming Age. The opponent spends 4 Reprieve and gains 6 Age: 30 → 36. Your 6 Reprieve stays untouched. Redirect first; the receiving side absorbs second.
  23. Alter adds 1 / 2 / 3 / 4 / 5 / 6 temporary Sacrifice points to whichever mage's field holds it, at 0 / 11 / 31 / 61 / 111 / 171 Mastery Points. It adds to permanent Sacrifices without granting Trait Points or changing saved allocations.
  24. The debit affects you, then an ally during a Pass, then the opponent. Its price uses that mage's level and guild: Source loses Toughness, Sling Thrift, Field Reflexes, Orb Reach. Saved points never change.
  25. Return from the Far Field, replacement or departure after reinfusion leaves 2 / 3 / 4 / 5 / 6 / 8 seconds of Linger on the last field. Existing Linger never restarts. Matching Shield strips active Alter immediately.
  26. Lingering Alter penalties add to the current Alter and permanent Sacrifices. Rapid recasts can briefly exceed 12 temporary points. Even extreme Reach loss leaves 10% arrival pace; casts never stop or reverse.
  27. Usury: every orb passed on its side earns twice its usual Spynn and costs 2 Age total: 0.25 normal plus 1.75 extra. In team play this applies to every teammate, through their shared pools.
  28. The exchange follows Usury's Carrier to the opposing side. Copies do not multiply it further. Ordinary aging and impact Age damage stay unchanged. Each passed orb uses its own eligible mastery, up to 10 Spynn before the pool cap.
  29. Return from the Far Field, replacement or departure after reinfusion starts 2 / 4 / 6 seconds of field-local Linger at 0 / 11 / 31 Mastery Points. Stripping ends it immediately. Choosing Life or Spynn preserves it.
  30. Practice → Advanced edits your OPPONENT'S complete spellbook. Choose fewer spells to focus, even none. Native guild spells are optional. Your Live spellbook stays unchanged.
  31. Opponent limits: 2 / 4 / 6 spells at Mage Levels 1 / 2 / 3; 8 at 4; 9 at 5–6; 14 at 7–11; 19 at 12–16; 24 at 17–21. Crucible, Alter and Usury: one per Crucial Choice reached. Choose up to four Weaves from those spells.
  32. Random keeps native guild spells and level Arcana, then adds four Guild spells and one crucial Arcana per Crucial Choice reached. The kit stays fixed for the Duel. Research Spynn includes every spell's full stat sheet.

14 / Live Teams

  1. Live Teams
  2. Your Duels → Create Duel offers Solo or Teams. Choose Teams, set Mages per team from 2–5, then Create Now. My Teams appears only if you belong to a team; tap it to open or close your saved-team choices.
  3. Team duels are always Open. Every mage brings their full power: current level, spells, mastery and attributes. Civil Dueling is a solo choice only.
  4. Account → Teams lets you create a named team, join by its exact name, see its members or leave. Membership does not seat you automatically: every mage joins separately through Browse Duels and chooses a side with room.
  5. A named-team duel admits members of the two chosen teams. The roster shows everyone, paired across the field. Each mage taps Synch Me; the match begins only when everyone is ready.
  6. Win two matches to win the duel. Teams and seats stay fixed between matches. XP is awarded once at the final result; your own casts and counters accumulate across the matches.
  7. Each mage starts with one Orb bearing a random name from their team. It may be their own, and names can repeat. Pass a teammate's Orb to them. Catching grants Return permission but does not override the Named Mage rule.
  8. After crossing to the opposing side, an orb gets a random name from that team. Ordinary orbs favor names with fewer than two already there. If all names are full, a least-loaded name can briefly exceed two.
  9. When you create an orb, choose its opponent target. You may cast it there yourself or pass it to an ally to cast. That choice persists through friendly passes until the first crossing.
  10. Once it reaches the opponent, the created orb gets a random name from that team like other orbs. Created orbs are exempt from the ordinary two-per-name limit.
  11. Your team shares Age, Reprieve and Spynn. Passing earns Spynn for the shared pool. Teammates may relay an infusion without owning its spell; its potency travels with it. The actual caster sees Catch and Strike feedback.
  12. Shared Spynn purchases are confirmed before applying. If another mage spends first, you may need to choose again. Rematch requires every participant's agreement; leaving the lobby cancels that attempt.
  13. Each mage in a team duel generates passive Spynn at half their solo rate. Catch and Pass rewards stay full; Will and Shield upkeep still apply. The shared pool holds up to 100 Spynn.

15 / Rules Lexicon

  1. Rules Lexicon
  2. Near Field
  3. Your side's complete set of Player Fields, including every teammate. In solo play it contains only your Player Field.
  4. Far Field
  5. The opposing side's complete set of Player Fields. Near and Far are relative to the mage reading the rule.
  6. Player Field
  7. One mage's physical play area. Your Player Field is not your whole team's Near Field.
  8. Facing Field
  9. Your paired opponent's Player Field. A Created Orb's chosen target can be a different opponent.
  10. Target Field
  11. The individual Player Field chosen to receive a Cast. A Pass Destination is the Player Field receiving a side Pass, not a cross-side Cast.
  12. Initial Recipient
  13. The mage whose Player Field first activates a carried Field spell: usually the opposing recipient, or you after a self-drop. Passes and the first outbound Cast preserve this identity. Only this field retains its Linger.
  14. Banish
  15. Spend all Spynn at a green meter to remove eligible Orbs on your field, then drop one new ordinary Orb onto that field only. Flame War, Synch and applicable Linger remain. Not a Catch, Pass, Return or Strike.
  16. Caster
  17. The mage performing a Cast. The Caster, Infuser and Named Mage can be the same person, but identify different roles.
  18. Infuser
  19. The mage who applied a particular Infusion. An ally relaying the Carrier does not become its Infuser.
  20. Named Mage
  21. The mage named on an ordinary Orb and allowed to Return it. Catch permission does not bypass this name. Created Orbs have a first-Cast exception.
  22. Cast
  23. Send a Dueling Orb through the top toward the other side. Selecting a spell is Infusion, not a Cast. An attempted Cast that is sent back has not successfully crossed.
  24. Return
  25. A successful Cast by the Named Mage. It need not be an originally received Orb. An effect ending on Return toward its Infuser's side specifically requires that direction.
  26. Revoked Return
  27. An attempted Return sent back with an Age penalty for the wrong Named Mage, an unmet Pass requirement or another constraint. It does not trigger successful-Return cleanup or Linger.
  28. Pass
  29. A successful side-passage transfer. In solo play it wraps to your own Player Field; in teams it goes to a teammate. A bounce, drag or failed exit is not a Pass.
  30. Catch
  31. Intercept an incoming Dueling Orb before it hits the ground or a solid Obstacle. Earns a bonus choice and temporary Return permission; Named Mage and spell restrictions still apply.
  32. Grab
  33. Any Orb touch interaction that is not a Catch. A Grab does not itself grant a Catch bonus or Return permission.
  34. Held
  35. Frozen outside battlefield physics while a choice is pending; active Synch Orbs can still hit it. Plain Held Orbs pause ordinary orb Age. Infused Held Orbs keep aging you and immediately incur Flow.
  36. Return permission
  37. Catch, Pass, creation or a qualifying Effect grants Return permission. Ground or solid Obstacle contact clears Catch-only permission, not a completed Pass. Naming and spell constraints still apply.
  38. Created Orb
  39. An Orb made with Create Orb. No initial Pass is required. You or an ally may first Cast it at its chosen opponent; friendly Passes preserve that target. After arrival, ordinary naming rules apply.
  40. Infusion
  41. One or two paid spells on an Orb. Reinfusion replaces them at the new Infuser's mastery. Old Effects run until the new spell is Cast, Passed or self-dropped; Dissonance converts immediately. Each spell sets what remains.
  42. Effect
  43. A spell's gameplay consequence. An Effect can spread without its Infusion: Contact Poison spreads poison and strength, not spell ownership, mastery, companion spells or Flame War.
  44. Residue
  45. An Effect carried by an Orb independently of its current Infusion. Poison can spread without transferring an Infusion; Crucible leaves Afterburn when its Infusion ends. Residue does not count as an active Arcana Infusion.
  46. Timed Infusion
  47. An Infusion with a fixed duration. When its timer expires, that spell is removed from the Orb, leaving any specified Residue. Other spells in a Weave keep their own lifetimes.
  48. Carrier
  49. The Orb carrying a specified Infusion or Effect. It can carry two Effects at once. The affected mage or side gains Age; the Carrier does not itself age.
  50. Contact / impact
  51. Contact means physical touching, including an existing contact chain. An impact is a new collision. Resting contact is not repeated impacts. A finger interaction is a Catch or Grab.
  52. Strike
  53. An uncaught real incoming attack resolves at its first ground landing, even after a side Pass. It is not every bounce. A Catch prevents that Strike; dropping the caught Orb later does not recreate it.
  54. Age damage
  55. Positive Age consumes Reprieve before increasing Age, including ordinary aging, Age damage, costs and penalties. Crucible redirects first; the receiving side then uses its Reprieve. Name each trigger and its units.
  56. Reprieve
  57. A reserve that absorbs incoming Age one for one. Grants stack, including at zero Age. It has no timer and resets each Match. A team shares its reserve. The small dark dial shows 0 when empty; Age never decreases.
  58. Life
  59. The Choice panel option that adds to your Reprieve total. Catch bonuses, Spynn conversion, Vital Resonance and Arcane Harvest add to this reserve; they no longer reduce Age.
  60. Flow
  61. Extra orb Age after 1.5s total touching walls, floor or solid Obstacles; immediate for an infused Held Orb. Persists through flight and Passes until a successful cross-side Return. Never stacks.
  62. Linger
  63. An Effect continuing after its specified ending or transfer event. It is not every spell's active duration. Each spell states the trigger and location. Zero means no Linger; untimed does not mean zero.
  64. Departure
  65. An Orb leaving a Player Field by Cast, Pass or removal, including Banish. Departure does not itself dispel a spell or start Linger. Each spell states what travels, ends or remains.
  66. Strip / dismiss / expire
  67. Strip removes an Infusion or Effect by a rule such as Shield, with no Linger. Dismiss is voluntary removal. Expire is a timer ending. Departure is a field change or removal, not automatically any of these.
  68. Weave / Combine
  69. A Weave is a named, saved pair of owned spells. Combine is the unrestricted pairing capability. Both produce a two-spell Infusion: two Effects, one Carrier.
  70. Mastery Points
  71. Earned infusion counts plus assigned Mastery Credits. This total determines Spell Mastery Level, not Mage Level. A credit adds one point, not an entire level. Live and License mastery stay separate.
  72. Earned mastery
  73. Win an eligible Duel to bank completed Infusions from all its Matches, including lost Matches. Returning an existing Infusion does not count again. Create Orb counts are tracked separately.
  74. Mirror Copy
  75. A Hall of Mirrors duplicate born without Infusion, Effect, Flame War or Residue. Field Effects and Contact affect it normally. Return it for 0.1 Age; Touch or Pass does not clear it. Adds orb Age and Flow, but no Strike.
  76. Spynn Trace
  77. A faint, spell-colored visual of your Carrier on another Player Field. It has no body, collision, Catch, Pass or separate Effect instance. It tracks the Carrier until Return or stripping.
  78. Synch Marker
  79. Your control representation of a captured Synch Orb. Its obstacle is on your Facing Field. Unlike a Spynn Trace, this marker is interactive.
  80. Match / Duel / Rematch
  81. A Match is one battlefield contest. A Duel is first to two Match wins, ending 2-0 or 2-1. A Rematch is another complete Duel. Match-end resets are not a final Duel reward.
  82. Civil Duel / Open Duel
  83. Civil: higher mages duel down using their historical build; permanent Sacrifice costs and bonus points remain. Below Level 5, purchased spells sit out for both mages. Open: bring your full power. All team Duels are Open.
  84. Sacrifice
  85. A permanent guild-specific penalty exchanged for a locked bonus Trait Point. Alter adds temporary Sacrifice debits, not permanent marks or bonus points. Trait Points are not Mastery Points.
  86. Obstacle
  87. An activated Synch Orb, live Pestilence spot or solid Secret Passage barrier. Contact counts toward Flow and ends Catch eligibility, but causes no floor Strike, self-drop or Flame War reckoning.