
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!
Improvment: New experimental server build running on US-West and Europe regions. These should result in faster communication to clients. Please report any new issues with these servers on the Discord.
Performance: Improved performance when determining spell predictions. Previously when the game had a huge number of enemies, preparing to cast a large spell could cause the framerate to tank. This has been much improved. It has further to go, but the game won't slow down to a crawl when trying to cast large spells in the late game anymore.
UI: Add unit stats (health, mana, etc) to summon cards
Thanks Lemdoran for this suggestion
fix: Spells from Rene's Gimmicks not showing up in multiplayer thought bubbles
fix: Auto-rejoining doesn't work if the game has a password
Thanks Manman
fix: Summon card descriptions update
when difficulty or language changes
fix: Urns don't take poison damage
Add Doodads to action loop so that their
onTurnStart triggers which is used by poison
and other modifiers
fix: urns' additional onDeath events (such as bloat)
not working because the unit was cleaned up before
it triggered
fix: Skipping player turn on load
when you load into a saved game and choose
"join game as player"
fix: Hotseat players not getting mana back
after one player died
Thanks Genthru
fix: Not being able to capture soul ally spellmason
fix: Hotseat players not getting stat upgrades
fix: prevent calamities from affecting Urns
Thansk PandaPhilly for reporting
fix: Prevent friendly npcs from attacking
urns.
Thanks MattMellow
fix: prevent ally npcs spawning from Blue Portals
that are supposed to be used for teleporting
Minimum Setup
- OS: Ubuntu 14.04. Fedora 24. Debian 8
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