How to play
- Goal
- Complete the fieldbook’s contracts and recover the scattered runes.
- How it ends
- Fulfil the objective before time runs out or your mage or protected objective falls; defeat keeps previously earned progress.
- Record
- Each contract keeps your best mastery and completion time; your workshop keeps unlocked runes and saved recipes.
- Choose a contract, read its objective, and pick your spell at the bench. Try the moving spell preview before departing.
- Move your mage to avoid threats. Your staff aims and casts automatically; dash through danger when you need space.
- Finish the objective before its time limit. The first completion opens the next contract and can reveal another rune. Return to improve mastery or try a different recipe.
Controls
| WASD / arrow keys | Move your mage |
|---|---|
| Drag in the arena | Steer on touch |
| Space / Dash | Dash while moving |
| Escape / Pause | Pause and save the contract |
A work-in-progress preview for morassgames.com. Browser-local progress; export and import backups in Settings. No ads, SDK or analytics inside the game.
About Spellwright’s Fieldbook
Build your own spell from a delivery rune, an element and a modifier, then take it into a short fantasy contract. Your discoveries, named recipes and personal bests stay in your fieldbook.
This opening preview contains three Lanternmere contracts: disperse escaped ink, close broken seals, and guide a lost lantern spirit home. Further regions are in development.







