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Who is playing?

Records you set are kept under this name. It is not an account: no password, no email, nothing else about you — just the label on a record. Leave it empty to play as Anonymous.

2–20 characters: letters, numbers, spaces and . _ - '

Spellwright’s Fieldbook

Write a spell. Take a contract. Bring a new discovery home.

Spellwright’s FieldbookArcade, Adventure

Hall of records

Spellwright’s Fieldbook

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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.
Worked visual example for Spellwright’s Fieldbook
Worked example. See the rule happen, then follow the numbered rules below.
  1. Choose a contract, read its objective, and pick your spell at the bench. Try the moving spell preview before departing.
  2. Move your mage to avoid threats. Your staff aims and casts automatically; dash through danger when you need space.
  3. 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 keysMove your mage
Drag in the arenaSteer on touch
Space / DashDash while moving
Escape / PausePause 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.

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