
Conjure spells from an ever-growing repertoire of combinations in order to survive against the onslaught of enemies, save your friends, and ultimately devastate the great danger that opposes you. As you progress further, your spell collection grows, enabling even more chaotic and creative encounters.
Use the environment to your advantage!

Each level is procedurally generated, providing you with ample new means of cheating death just when it appeared that you had no escape. As you learn the many ways your spells interact with yourself, your enemies, your allies, and the environment you will become more resourceful and adept at handling the most difficult encounters.
Work Together!

Spellmasons supports online multiplayer so you can coordinate and strategize with your friends! Spellmasons uses innovative faction-based turns: You and your fellow mages can all move, cast and act simultaneously. Plan carefully, work together, execute your master plan, and overcome the challenges before you!
Grow into a formidable mage!

Unleash absurdly powerful endgame spell combinations where one small difference can mean the simultaneous death of every enemy on the map or the end of your run!
Removed cooldowns
    After considering, I've determined that the idea of a cooldown itself is
    against the design of Spellmasons.  This was just a bandaid to
    a few select spells being overpowered.  I've found it better to
    alter the spell logic itself (in the case of freeze to not allow stacking)
    and to make them more mana expensive (in the case of resurrect)
    which will prevent them from just being cast turn after turn.
    
    Also the modifier itself can prevent the unit from being
    refrozen (see freeze) which is much better than cooldowns
     because it also prevents refreezing in multiplayer.
Balance: Freeze
    Removes cooldown
    Freeze no longer stacks
Balance: Increase Merge spell rarity
fix: Prevent empower from targeting players to prevent confusion
i18n: Clarify that Empower does not affect players
art: Add slightly new cast animation
audio: Only play "endTurn" sfx once per turn
    Thanks Hazzie and Nord from Youtube for   
    this suggestion!
fix: Backfill stat upgrades for players who
    join late.
    Thanks Waterbending Squirrel!
    Fixes: #567
audio: Smoothly switch songs
    Don't switch songs every time a level is beaten, switch
    when the song is done
    Closes #805
content: Add Ultra Clone as upgrade to clone
    in order to balance out the clone + merge exploit which
    was mainly possible because clone with adding the clone as a target
    yields exponential results when stacked.  Now the basic clone does
    not add clones as a target
fix: Intercept END_TURN message
    and do not send the original.  Send a new END_TURN message as client with playersTurnEnded attached.
    (Note: this already worked except it still sent through the original END_TURN message, this fixes the original from being
    sent through and only sends the transformed one through)
    Resolved: #811
log: Improve error message for proper aggregation
    on remote logger
experiment: MultiColorReplaceFilter
    Decrease epsilon for blood golem to see if
    it resolves #695
UI: Fix default "Refund" text
    Before if no text was provided, none would appear for refund.
balance: Exclude Execute from starting damage spells (#807)
    - Since it cannot deal damage on its own
Minimum Setup
- OS: Ubuntu 14.04. Fedora 24. Debian 8
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