Guides
Learning magic
Meet Itzel, restore the wards, and unlock Jade Dart and Glyph Pull.
Find a teacher
New characters must learn their first glyph before they can cast. Raising Magic alone or carrying an unlock item does not bypass that foundation. Itzel, the former ward keeper in the river clearing, offers the initiation.
Follow the three lessons
Start with What the River Remembers. Inspect the river reeds northwest of Itzel, the young tree southeast of her, and the marked eastern cliff, then return and explain the connection. Incorrect explanations let you reconsider.
A Debt to the Living asks you to repair the river and root wards. Each repair needs two stones and one fallen stick, for four stones and two sticks total. Carry Rocks and Sticks, interact with each ward, then report to Itzel. Missing materials consume nothing, and a repaired ward does not charge you again.
In Borrowed Breath, return to the reeds to release the remaining current. Return to Itzel and accept the promise to repair the harm caused by borrowing magic. Refusing lets you reconsider. Finishing teaches Jade Dart and Glyph Pull, and reveals the spell interface.
Cast with Breath
Select a known spell and cast with T, middle mouse, or controller X. Cycle spells with Y or controller D-pad Up. Spells spend Breath, the blue resource also used by some powers. Further spells retain their own level, item, or relic requirements after initiation.
Aim before casting: a committed cast keeps its direction through startup and recovery. An accepted hit before release can interrupt it. Glyph Pull is a utility spell for pickups rather than a damaging attack.
Lesson progress, repairs, and known spells survive saves. Ward repairs currently change quest state and feedback text; the decorative terrain does not transform when repaired.