
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!
In preparation for the holiday season, I wanted to release some of the balancing changes and bug fixes that I\'ve been working on.\n\nFull changelog:\n\nbalance: No soul debt for Goru in multiplayer
Goru has been notoriously OP in multiplayer. This change will keep Goru fun and interesting but make using him more difficult. In multiplayer only, Goru starts with more souls but cannot dip into Soul Debt like he can in single player. If you play as Goru, you must now coordinate with your friends to strategically manage your souls if you run out rather than just whomping all the enemies while your friends wait to get more mana.
src: Support for damage as percent
Corrupted Ancient now officially shows in the tooltip that they do damage as a percentage of max health. Now that this is natively supported instead of hacked together, there will probably be more content in the future (maybe spells, enemies, etc) that use damage as a percentage. I find this to be an interesting end-game mechanic.
balance: Doom Scroll
Balanced Wind Tunnel
New Mod! Runic Alphabet
Thanks Bug Jones!
New Mod! Weedy\'s Worlds
Thanks WeedyBird!
balance: Ensure green glop can\'t get slime; cause that\'s just not fair
Thanks Expresso Depresso and others
content: Add \"I am gripthulu\" rune
\n
src: Adjust Pacifist rune
I got some really great feedback from \"it her!\" in discord about what it _could_ feel like to play as a Pacifist and the Pacifist rune wasn\'t really cutting it, so I\'ve made adjustments!
Thanks it her!
src: Improve meteor so it doesn\'t snap to first target
allowing more precise cast location
Thanks Gezin
\n
fix: Prevent anemia from making healthMax go negative
Thanks mouse!
fix: prevent goru from exceeding soulFragmentsMax
Thanks Talo
fix: shuffled Rune choice on load of saved game
Thanks Orthoros!
fix: Deathmason drawing cards when using a yellow portal
fix: SmartTargeting for ancients
fix: Loaded gripthulus from getting stuck not attacking
fix: Floating souls remain if rezz\'d with onKillRez
Thanks Talo!
fix: Hemorrhaging; so healing removes it as the description suggests that it does
Thanks Expresso Depresso
fix: Player with \"I am gripthulu\" to allow targeting multiple enemies
fix: Thorns to synergize with shield and armor
Add \'Pre\' stage for modifiers that triggers before amount adjustment stages
i18n: Fix copy on \"Necromancer\" to explain that it uses health
i18n: Green glop copy to explain merging mechanic
fix: Harvest to work with Dm and Goru
fix: menu: only show active mods\' spells in codex
Minimum Setup
- OS: Ubuntu 14.04. Fedora 24. Debian 8
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