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Spellmasons is a tactical, turn-based, roguelike where you and your friends play as mages who combine spells on-the-spot to address the unique challenges of each moment!

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!
Spellmasons
Jordan O'LearyDeveloper
Jordan O'learyPublisher
Early 2023Release
🎹🖱️ Keyboard + Mouse
Very Positive (932 reviews)
Spellmasons Major Update: New Wizards

Hello Spellmasons!\n\nThis update has been a long time coming and I\'m super excited to announce...

Major Feature: Deathmason as a playable character.

Unlike the Spellmason who contends with the tradeoff of which spells to devote mana to, the Deathmason uses cards to cast. This means, if you have a card, you can always cast it (keep that meteor card in your pocket until the perfect moment!), but can only cast whichever cards you have during any given turn.\n\nYou redraw cards each turn, up to a maximum amount.\nIf you want different cards you can discard and redraw 2 for 1. \nYou can lock cards so they don\'t get discarded until the end of the level.\n [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/42863441/7b7427cf5159e17844883e6c748a37891b2d2bb6.gif\"][/img]

Major Feature: Goru as a playable character.

Goru is potentially the most difficult to play as but also the most rewarding (In my opinion). Goru uses souls to cast. You must acquire more souls by picking them up from corpses to keep casting. Unlike the Spellmason and Deathmason, you cannot sit back and restore at the beginning of your next turn. You must push on, into danger, to collect the souls of your victims. However, this can result in very powerful and satisfying runs where carefully planned turns can devastate your foes.\n\nIf you do not have enough souls to cast, you can spend into \"soul debt\" but it\'ll cost you 5% health for every 1 soul debt each time you cast. You must be very careful about spending souls that you don\'t have as it will become quickly very difficult to survive.\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/42863441/5352bbe3550feb48308fa1bae2227af0374c3463.gif\"][/img]Goru and Deathmason unlock after finishing the tutorial

\nContent

There\'s a smattering of new spells to make some less popular builds (such as close range and liquid) more viable, but I wont reveal them here and leave them for you to discover :)

Quality of Life changes

QoL: New cards get automatically added to side toolbars

QoL: Autounlock a rune when it is maxxed out

QoL: Turn off inventory glow once new stat points are seen

QoL: 3 toolbars on each side, all keybindable

QoL: Allow keybinding all hotkeys

QoL: Change mid-game teleport portal color to yellow

Thanks Weedybird!

QoL: Add checkmark in upper left in-game player list to represent \"ready for next turn\"

QoL: Protect against accidental end turn when answering UI prompt

QoL: Multiple instances of floating text now share the same instance with a number to show how many times it\'s occurred

QoL: Explain to player why disconnection occurred

QoL: Update disconnected sprite to be a more obvious \"broken internet\" symbol

\nBalancing

balance: Difficulty scaling doesn\'t empower ally summons

(This made necromancer builds OP in multiplayer compared to other builds)

Thanks Autoquark for bringing this up

balance: Investment cost 30 -> 80

balance: Damage limiter: 30 -> 45 max damage dealt per instance

balance: Health cost from spells dont trigger onDamage events

(shield can\'t be spent to use health cost spells)

\nUI Improvements

UI: Add \"Are you sure\" prompt for \"reset tutorial\"

Thanks @Carlos

UI: Fix showing how much it adds to rune when maxxed

(important for ones that only allow upgrading once like Icy Veins)

Thanks Nikitasss

UI: Menu button secondary active state is now more obvious than hover state.

\nBug Fixes

fix: Stamina bar not updating while another player is casting

fix: not being able to sell add_bounce and add_pierce spells

Thanks Martin_Talzor!

fix: overheal rune: Health over maximum (like from sacrifice) doesn\'t contribute to overheal amount.

Thanks bbott

fix UI: Allow for clearing out more than one custom keybind

fix UI: update health and mana UI bars on modifier add

(for example potion barrier, spawning onto a potion showed the damage self warning box)

and potion pickup

fix: Major bug where deathmason could overdraw cards after discarding

if he had cards locked.

Thanks Pizza Lover 2 and Kyonuma

fix: Enemy Goru getting undying back when cloned or split

Thanks Martin_Talzor!

fix: encyclopedia show-card-large

Thanks Superbaum

fix deathmason discard desync

Thanks Pizza Lover 2 and Kyonuma

fix: Back button getting stuck in loop

Thanks Bogiac\n\nIf you want go support my work above-and-beyond, you can become a patron here: patreon.com/jogamedev and candid reviews on Steam are always appreciated!\n\nHappy spellcrafting!\n\nJordan

[ 2025-07-14 17:13:34 CET ] [Original Post]

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