Unlock another School at Tier I or advance one known School by one tier, subject to Staff approval.
Witch lineage
Hollowborn
Knowledge shaped into magic
Knowledge without wisdom is the first step toward ruin.
Overview
What it means
to be Hollowborn
The Hollowborn are living practitioners awakened to the Aetherspark. Their power is cultivated through study, preparation, ritual, and discipline across distinct schools of magic rather than granted without effort or consequence.
Physically mortal, Hollowborn channel magic through Wisdom, Arcane Focus, grimoires, and learned mastery. Their versatility is immense, but every spell remains governed by preparation, limits, and the danger of power used without restraint.
Defining strengths
What they carry
- Seven schools of magic
- Ritual, enchanting, warding, and alchemy
- Familiars and deep arcane knowledge
Roleplay considerations
What they must face
- Magic requires preparation and focus
- Power is tiered rather than limitless
- Knowledge can be dangerous in careless hands
Hollowborn reference
Study deeply.
Wield wisely.
School progression
Study opens one threshold at a time.
A Hollowborn begins with one Primary School at Spell Tier I. Spell Tier records access within a School; it is separate from universal Ability Rank.
Unlock another School at Tier I or advance one known School by one tier, subject to Staff approval.
Unlock another School at Tier I or advance one known School by one tier, subject to Staff approval.
Unlock another School at Tier I or advance one known School by one tier, subject to Staff approval.
Supports ordinary Tier I spell access.
Supports ordinary Tier II spell access.
Supports ordinary Tier III spell access.
Supports ordinary Tier IV spell access.
The Aetherspark
Magic begins as possibility.
Every Hollowborn carries an innate connection to magic, but knowledge, preparation, focus, and discipline determine what it becomes.
The Moon's Mark
A faint silver symbol appears beneath full moonlight, then fades by sunrise—an early sign that the dormant spark is stirring.
Rite of Awakening
Experienced Hollowborn confirm the signs and guide the candidate through the formal awakening of their magical nature.
Moon of Learning
The new Initiate studies all seven Schools before choosing a Primary School for formal mastery.
The Conclave
Knowledge guarded by wisdom
The Conclave preserves magical knowledge, regulates dangerous practices, oversees Covens, and represents the Hollowborn upon the Concord.
Arch Magus
Guides the lineage, safeguards forbidden knowledge, and seeks consensus rather than monarchy.
Archon
Second in command and master of magical study.
Magisters
Senior authorities responsible for the traditions and instruction of each School.
Spellbinder
A fully acknowledged member of Hollowborn society.
Apprentice
A developing practitioner still learning safe and responsible magic.
The seven Schools
Many paths through magic
No School is superior. A Hollowborn may master one discipline deeply or broaden their studies over time.
PyromancySchool of Flame+
Fire, heat, light, combustion, and controlled destruction. Fire is taught as warmth and renewal as well as danger.
“The flame that destroys can also light the way.”
CryomancySchool of Frost+
Cold, ice, preservation, endurance, protection, and battlefield control through patience.
“Stillness is not weakness—it is perfect control.”
NatureSchool of the Living World+
Plants, wildlife, growth, forests, restraint, and balance understood through magic and scholarship.
“Life flourishes where wisdom walks gently.”
NecromancySchool of Death and the Veil+
Spirits, souls, death, decay, funerary rites, and the boundary between life and what follows. Closely regulated, never inherently evil.
“To understand death is to better protect life.”
RestorationSchool of Life and Renewal+
Healing, purification, vitality, protection, and preservation of body, mind, and spirit.
“The greatest act of magic is helping another rise again.”
ArcaneSchool of Pure Magic+
Raw magical energy, force, detection, countermagic, barriers, and limited magical movement.
“Magic is the language from which all other spells are spoken.”
DivinationSchool of Stars and Omens+
Dreams, prophecy, astrology, omens, hidden knowledge, and possible futures—never fixed destiny.
“The stars reveal possibilities—not certainties.”
Spellcraft
Magic has rules because it has consequences.
Arcane Focus is part of the spellcasting formula and has a maximum Rank of 3.
Hollowborn Abilities follow the universal Ability maximum. Spell Tier progression is separate and may advance through Tier V.
Low progression prepares 5 spells, Medium prepares 8, and High prepares 12. Only unlocked, non-ritual, non-story-level spells may be prepared for ordinary HUD casting. Beginning a session locks the grimoire; ending it unlocks the selection. Sync after saving changes in Lyra.
Instant spells resolve immediately. Sustained spells normally last two full turns while maintained.
Safe taxing castings are 1 at Rank 0, 2 at Rank 1, 3 at Rank 2, and 4 at Rank 3. Exceeding the limit requires a d20 + Constitution roll against Target Number 13; failure causes magical fatigue and prevents further casting until adequate rest.
Ritual Mastery, Enchanting, Alchemy, Warding, Arcane Control, Celestial Attunement, and Forbidden Lore use their own relevant Ability when that specialty is the challenge. Their ranks do not stack with Arcane Focus on the same check.
Ordinary HUD casting
Begin an active session and prepare the spell first. Choose Spellcraft, select the prepared spell, declare Target Number 8, 10, 13, 16, 19, 22, or 25, then declare at most one Advantage and one Hindrance.
d20 + Wisdom + Arcane Focus + one Advantage − one HindranceA natural 1 is a critical failure. A natural 20 is a critical success.
Divination and magical examination
Appropriate magical examination through established Divination spells may detect unusual supernatural or spiritual properties of objects. Where supported by established abilities, Enchanting and Warding may also reveal unusual properties through direct magical interaction.
Detection does not automatically identify an object’s nature, purpose, owner, or connection to an Aetherborn. Examination remains within the existing spell or Ability’s capabilities and applicable checks; this guidance grants no new spells or expanded capabilities.
Casts per preparation period
Tier I allows unlimited reasonable use. Tier II permits 5 casts, Tier III permits 3, Tier IV permits 2, and Tier V permits 1. Ritual and story-level magic remain outside ordinary HUD resolution.
Sustained spells
Only one sustained spell may be active at a time. A successful sustained spell normally begins with up to two combat turns. Use Advance Turn to reduce the remaining duration or End Sustain to end it early.
Arcane KnowledgePassive · Intelligence+
Represents understanding of magical theory and the principles behind advanced spellcraft. Ability Rank is separate from Spell Tier and never grants a roll bonus merely because a higher spell tier has been unlocked.
Arcane FocusPassive · Wisdom+
Adds its rank to Hollowborn spellcasting rolls and supports concentration under pressure. Maximum Rank 3.
Arcane EndurancePassive · Constitution+
Determines safe taxing castings before fatigue: 1 at Rank 0, 2 at Rank 1, 3 at Rank 2, and 4 at Rank 3.
Ritual MasteryPassive · Intelligence+
Improves long-form rituals, ceremonies, and complex magical workings when Ritual Mastery is the applicable Ability.
EnchantingProfession · Intelligence+
Imbues approved objects with temporary or permanent magical properties according to rank.
AlchemyProfession · Intelligence+
Creates potions, powders, elixirs, poisons, and magical reagents from prepared ingredients.
WardingProfession · Intelligence+
Creates protective boundaries and conditions through prepared materials and activation.
Arcane ControlPassive · Wisdom+
Provides precision when fine or delicate manipulation of magical energy is itself the challenge.
Celestial AttunementPassive · Wisdom+
Strengthens astrology, divination, and magical workings where celestial conditions are directly relevant.
Forbidden LorePassive · Intelligence+
Represents dangerous or restricted study whose failure may bring backlash, corruption, or unintended consequences.
Enchanting
Prepared magical properties placed upon approved items. Enchantments must be documented before use and comparable bonuses do not stack.
Alchemy
Potions, powders, elixirs, poisons, and reagents created through ingredients, preparation, and learned rank.
Warding
Protective boundaries built with defined conditions and materials, requiring preparation and proper activation.
Complete official catalog
Hollowborn Spell Compendium
Knowing that a spell exists does not mean a character has unlocked it. A Hollowborn may cast only spells legitimately unlocked in Lyra and prepared when preparation is required.
Rules summary
Know the spell. Unlock the tier. Prepare the grimoire.
Spell Tier is access within one School, separate from character progression tier and Ability Rank. A Hollowborn begins with one Primary School at Tier I. At each Hollowborn XP milestone, Staff may approve either another School at Tier I or a one-tier advance in a known School. Arcane Knowledge supports standard access through Tiers I–IV; Tier V is Grandmaster, story-level magic.
An unlocked spell is one Lyra has granted through the character’s approved School and tier. A prepared spell is an eligible unlocked spell placed in the current grimoire. Low, Medium, and High character progression tiers prepare 5, 8, and 12 spells respectively. Ritual and story-level spells cannot be prepared for ordinary HUD casting.
Save the prepared grimoire in Lyra, then synchronize the HUD. Beginning an RP session locks that selection; it cannot be changed until the session ends. Lyra records actual unlocked and prepared spells, and the HUD uses that synchronized Lyra state during play.
A cast or expended spell is a prepared spell used during the current preparation period. Tier I has unlimited reasonable use. Tier II allows 5 casts, Tier III 3, Tier IV 2, and Tier V 1, though story-level Tier V spells remain outside ordinary HUD resolution.
Instant spells resolve immediately. Sustained spells require concentration and normally begin with up to two combat turns. A caster may maintain only one sustained spell at a time; advancing turns reduces its remaining duration, and ending concentration ends it early.
A Storyteller-only spell is listed as part of the official School but is not an ordinary player casting option. It requires significant preparation and Storyteller resolution. The public website is the rules reference; Lyra remains the record of what a particular character has actually unlocked and prepared.
The School of Flame
Pyromancy
Pyromancy governs fire, heat, combustion, light, and controlled destruction.
Tier I
5 spellsPyromancy · Tier I
Candlelight
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Creates a small floating flame that follows the caster within a short distance.
Cannot ignite objects. Provides illumination roughly equal to a lantern.
Lasts up to 2 turns if in combat. Outside combat is easily sustained with no roll.
Pyromancy · Tier I
Ignite
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Creates a small flame capable of lighting candles, lanterns, fireplaces, or campfires.
Pyromancy · Tier I
Kindle Touch
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Warms an object or surface without damaging it.
Examples:
Warm clothing
Heat food
Melt frost
Warm frozen fingers
Heat a cup of tea
Pyromancy · Tier I
Smoke Curl
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Manipulates existing smoke into simple shapes, symbols, or causes it to drift in a chosen direction.
Pyromancy · Tier I
Spark
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Produces a harmless shower of sparks.
Useful for signaling, distractions, or demonstrations. The sparks cannot ignite combustible materials or cause injury.
Tier II
4 spellsPyromancy · Tier II
Fire Bolt
- Range
- 15 meters
- Duration
- Resolves immediately
- Casting limit
- 5 casts per preparation period
Launches a concentrated bolt of fire.
Pyromancy · Tier II
Fire Whip
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 5 casts per preparation period
Creates a temporary whip of living flame.
Pyromancy · Tier II
Flame Shield
- Range
- Self (centered on the caster)
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 5 casts per preparation period
Surrounds the caster in a shield of flame. Enemies striking the caster in melee suffer minor fire damage.
Pyromancy · Tier II
Heat Wave
- Range
- Self (centered on the caster)
- Area
- 3-meter diameter
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 5 casts per preparation period
Rapidly raises the temperature within the affected area, creating intense discomfort and forcing most creatures to seek cooler ground.
Tier III
4 spellsPyromancy · Tier III
Burning Weapon
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 3 casts per preparation period
Enchants an ally's weapon with magical fire.
Pyromancy · Tier III
Fire Step
- Range
- Up to 3 meters
- Duration
- Resolves immediately
- Casting limit
- 3 casts per preparation period
Instantly step through flame, disappearing from your current location and reappearing within range. Both the departure and destination must be visible to the caster.
Pyromancy · Tier III
Fireball
- Duration
- Resolves immediately
- Casting limit
- 3 casts per preparation period
Launches an explosive sphere of flame.
Small blast radius (up to 3 meters and can be made smaller.)
Pyromancy · Tier III
Wall of Fire
- Range
- Up to 15 meters
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 3 casts per preparation period
Length: 6 meters
Creates a blazing wall of magical fire that blocks movement and inflicts damage upon those passing through it.
Tier IV
2 spellsPyromancy · Tier IV
Firestorm
- Range
- 20 meters
- Area
- 5-meter diameter
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 2 casts per preparation period
Calls successive waves of magical fire across the affected area. Requires uninterrupted concentration.
Pyromancy · Tier IV
Phoenix Ward
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 2 casts per preparation period
A swirling barrier of living flame intercepts incoming attacks, burning away projectiles and absorbing magical or physical blows before gradually fading.
Tier V
1 spellPyromancy · Tier V
Cataclysm
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- Storyteller resolution; outside ordinary HUD casting
The pinnacle of Pyromancy.
Summons an overwhelming inferno capable of reshaping an entire battlefield.
Requires significant preparation, uninterrupted concentration, and should generally serve as the climax of a major story rather than an ordinary combat spell..
Restriction: This spell is story-level magic. Listing it here does not make it available for ordinary preparation or HUD casting.
The School of Frost
Cryomancy
Cryomancy governs cold, frost, ice, and preservation.
Tier I
5 spellsCryomancy · Tier I
Chill
- Range
- 3 meters
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Lowers the temperature of a small object or area without causing damage.
Common uses include:
Cooling food or drink
Relieving excessive heat
Briefly preserving perishable items
Cryomancy · Tier I
Cold Sight
- Range
- Self
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Allows the caster to perceive recent sources of heat within the immediate surroundings.
Examples include:
Recently abandoned campfires
Fresh footprints in snow
Warm machinery
Recently occupied hiding places
Cryomancy · Tier I
Frost Touch
- Range
- Touch
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Covers a small surface with a thin layer of magical frost.
Common uses include:
Frosting glass
Leaving icy markings
Coating small objects with decorative or protective frost
Cryomancy · Tier I
Ice Shard
- Range
- Self
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Forms a small shard of magical ice in the caster's hand.
While too fragile to serve as a true weapon, it may function as a simple tool, improvised pick, wedge, or minor defensive implement before melting naturally.
Cryomancy · Tier I
Snowflake
- Range
- 3 meters
- Area
- 3-meter diameter
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Creates harmless drifting snow within the affected area.
Often used for atmosphere, signaling, performances, or minor distractions.
Tier II
5 spellsCryomancy · Tier II
Cold Snap
- Range
- 15 meters
- Area
- 3-meter diameter
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 5 casts per preparation period
Releases a burst of freezing air that chills creatures within the area, reducing movement and making prolonged exposure uncomfortable.
Cryomancy · Tier II
Frost Bolt
- Range
- 15 meters
- Duration
- Resolves immediately
- Casting limit
- 5 casts per preparation period
Launches a concentrated bolt of freezing energy at a single target.
The impact inflicts cold damage and leaves frost clinging to the target.
Cryomancy · Tier II
Frozen Ground
- Range
- 15 meters
- Area
- 3-meter diameter
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 5 casts per preparation period
Coats the ground in slick magical ice, making movement hazardous and reducing traction for creatures crossing the area.
Cryomancy · Tier II
Ice Armor
- Range
- Self
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 5 casts per preparation period
Encases the caster in protective layers of magical ice that absorb incoming attacks before gradually melting away.
Cryomancy · Tier II
Preserve
- Range
- Touch
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 5 casts per preparation period
Magically slows natural decay in food, plants, biological samples, medicines, or other organic materials.
While active, deterioration is greatly delayed, making this spell invaluable to healers, scholars, and explorers.
Tier III
4 spellsCryomancy · Tier III
Blizzard Veil
- Range
- 15 meters
- Area
- 5-meter diameter
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 3 casts per preparation period
Summons swirling snow and icy winds that obscure vision and make accurate attacks through the area significantly more difficult.
Cryomancy · Tier III
Deep Freeze
- Range
- 15 meters
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 3 casts per preparation period
Encases a target's limbs in dense magical ice, severely restricting movement without causing permanent harm.
Designed primarily for restraint rather than injury.
Cryomancy · Tier III
Frozen Weapon
- Range
- Touch
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 3 casts per preparation period
Enchants a weapon with supernatural frost, allowing each successful strike to deliver chilling magical energy in addition to its normal damage.
Cryomancy · Tier III
Ice Wall
- Range
- 15 meters
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 3 casts per preparation period
Length: 5 meters
Raises a thick wall of magical ice capable of providing cover, blocking passageways, or separating combatants.
Tier IV
2 spellsCryomancy · Tier IV
Ice Prison
- Range
- 15 meters
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 2 casts per preparation period
Encases a single target within thick magical ice designed to restrain rather than kill.
The prison gradually weakens as the spell ends or may be shattered through sufficient force.
Cryomancy · Tier IV
Winter's Grasp
- Range
- 20 meters
- Area
- 5-meter diameter
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 2 casts per preparation period
Creates a zone of intense supernatural cold that slows movement, saps endurance, and rapidly extinguishes ordinary sources of warmth.
Requires uninterrupted concentration.
Tier V
1 spellCryomancy · Tier V
Absolute Zero
- Range
- 25 meters
- Area
- 5-meter diameter
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- Storyteller resolution; outside ordinary HUD casting
The pinnacle of Cryomancy.
The caster unleashes an area of overwhelming supernatural cold, freezing the landscape, extinguishing flames, immobilizing creatures unable to escape, and transforming the battlefield into a realm of ice.
Requires extensive preparation and uninterrupted concentration.
Casting Absolute Zero is considered a legendary event. Few Hollowborn will ever witness such mastery during their lifetime.
Restriction: This spell is story-level magic. Listing it here does not make it available for ordinary preparation or HUD casting.
The School of the Living World
Nature
Nature magic governs plants, animals, forests, roots, vines, and the balance connecting living things.
Tier I
5 spellsNature · Tier I
Beast Whisper
- Range
- 10 meters
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Allows the caster to calm ordinary animals and communicate simple emotions or intentions.
Common uses include:
Calming frightened horses
Gaining the trust of domestic animals
Discouraging aggressive wildlife
This spell does not grant direct control over animals.
Nature · Tier I
Bloom
- Range
- Touch
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Encourages flowers and small plants to bloom or flourish naturally.
Common uses include:
Reviving wilted flowers
Accelerating blossoms
Decorating an area with healthy plant life
Nature · Tier I
Herbal Insight
- Range
- Self
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Instantly identifies common herbs, berries, edible plants, poisonous vegetation, and simple natural remedies.
Nature · Tier I
Nature's Sense
- Range
- 20 meters
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Allows the caster to sense nearby healthy plant life and ordinary animals.
Useful for survival, exploration, and locating living ecosystems.
Nature · Tier I
Verdant Touch
- Range
- Touch
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Stimulates healthy plant growth over a small area.
Common uses include:
Growing vines
Strengthening roots
Encouraging crops and gardens
Tier II
5 spellsNature · Tier II
Animal Call
- Range
- 50 meters
- Duration
- Resolves immediately
- Casting limit
- 5 casts per preparation period
Calls nearby ordinary animals willing to investigate or offer natural assistance.
Possible responders include:
Birds
Wolves
Deer
Ravens
Other native wildlife
Animals always behave according to their instincts and will never knowingly sacrifice themselves.
Nature · Tier II
Barkskin
- Range
- Self
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 5 casts per preparation period
The caster's skin hardens into bark-like armor, providing increased protection against physical attacks while retaining normal mobility.
Nature · Tier II
Grasping Vines
- Range
- 15 meters
- Area
- 3-meter diameter
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 5 casts per preparation period
Summons thick vines from the ground that wrap around creatures, slowing movement and restraining those caught within the area.
Nature · Tier II
Thorn Lash
- Range
- 3 meters
- Duration
- Resolves immediately
- Casting limit
- 5 casts per preparation period
Creates a living whip of thorn-covered vines that lashes a single target before quickly withering away.
Nature · Tier II
Woodland Path
- Range
- Self
- Duration
- Resolves immediately
- Casting limit
- 5 casts per preparation period
For a short time, natural terrain bends subtly to ease the caster's passage.
Examples include:
Dense forests
Thick brush
Rocky trails
Overgrown pathways
This spell does not alter artificial terrain.
Tier III
3 spellsNature · Tier III
Entangle
- Range
- 15 meters
- Area
- 5-meter diameter
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 3 casts per preparation period
Roots erupt from the earth, wrapping around creatures within the area and severely restricting movement.
Nature · Tier III
Forest Guardian
- Range
- 15 meters
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 3 casts per preparation period
Lasts for 5 turns.
Animates a fallen tree, massive roots, or dense vegetation into a temporary guardian that protects a designated area.
The Guardian is not a permanent creature and returns to its natural state when the spell ends.
Nature · Tier III
Living Wall
- Range
- 15 meters
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 3 casts per preparation period
Length: 5 meters
Raises a dense barrier of vines, roots, shrubs, and living vegetation that provides cover and blocks movement.
Tier IV
2 spellsNature · Tier IV
Ancient Grove
- Range
- 15 meters
- Area
- 5-meter diameter
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 2 casts per preparation period
Creates a sacred grove overflowing with restorative natural magic.
Within the Grove:
Plants rapidly recover.
Wildlife becomes calm.
Allies find natural shelter.
The land resists corruption and decay.
The Grove lasts only while the spell is sustained.
Nature · Tier IV
Wrath of the Wild
- Range
- 20 meters
- Area
- 5-meter diameter
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 2 casts per preparation period
The surrounding wilderness answers the caster's call.
Trees sway violently.
Roots shift beneath the earth.
Branches lash at intruders.
The environment itself resists those who threaten it.
Requires uninterrupted concentration.
Tier V
1 spellNature · Tier V
Avatar of the Forest
- Range
- Self
- Area
- 5-meter radius surrounding the caster
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- Storyteller resolution; outside ordinary HUD casting
The pinnacle of Nature magic.
The Hollowborn becomes a living vessel of the ancient wilderness.
Massive roots erupt from the earth.
Towering vegetation reshapes the battlefield.
Ordinary animals gather to defend the caster.
Nature itself answers the Hollowborn's call.
Requires extensive preparation and uninterrupted concentration.
Casting Avatar of the Forest is considered a legendary event. Few Hollowborn will ever witness such mastery during their lifetime.
Restriction: This spell is story-level magic. Listing it here does not make it available for ordinary preparation or HUD casting.
The School of Death and the Veil
Necromancy
Necromancy governs death, decay, spirits, and the boundary between life and death.
Tier I
5 spellsNecromancy · Tier I
Death's Calm
- Range
- Self
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Temporarily suppresses fear and emotional distress caused by death, corpses, or supernatural spiritual phenomena.
This spell does not suppress ordinary fear unrelated to death.
Necromancy · Tier I
Grave Sense
- Range
- 20 meters
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Detects whether death has recently occurred within the surrounding area.
Common examples include:
A recent murder
A battlefield
An ancient grave
A site of mass death
The spell does not reveal the cause of death.
Necromancy · Tier I
Preserve Remains
- Range
- Touch
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Slows the natural decomposition of a corpse without restoring life.
Frequently employed by investigators, healers, and funeral caretakers.
Necromancy · Tier I
Speak to the Departed
- Range
- Touch
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
By touching recently deceased remains, the caster hears faint emotional echoes left behind by the deceased.
These impressions cannot answer questions or hold conversations, but may reveal emotions such as fear, sorrow, anger, or peace.
Necromancy · Tier I
Spirit Lantern
- Range
- Self
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Allows the caster to perceive lingering spiritual disturbances and residual supernatural energy.
The spell does not reveal invisible spirits or ghosts directly.
Tier II
4 spellsNecromancy · Tier II
Drain Vitality
- Range
- 15 meters
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 5 casts per preparation period
Weakens a single living target while reinforcing the caster's own endurance.
The effect lasts only while the spell is actively sustained.
Necromancy · Tier II
Grave Binding
- Range
- 15 meters
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 5 casts per preparation period
Temporarily anchors a restless spirit, preventing it from wandering or escaping until the spell ends.
The spirit is restrained but not harmed.
Necromancy · Tier II
Restore the Duskborn
- Range
- Touch
- Duration
- Resolves immediately
- Casting limit
- 5 casts per preparation period
Channels necromantic energy to restore a portion of a Duskborn's supernatural vitality.
This spell:
Cannot heal Hearthborn or other living lineages.
Cannot restore destroyed limbs or organs.
Cannot reverse Final Death.
Because of this unique ability, skilled Necromancers are highly respected within Duskborn society.
Necromancy · Tier II
Withering Touch
- Range
- Touch
- Duration
- Resolves immediately
- Casting limit
- 5 casts per preparation period
Accelerates decay in non-living organic material.
Examples include:
Rotten wood
Dead vines
Old rope
Fallen leaves
This spell has no effect upon healthy living creatures.
Tier III
3 spellsNecromancy · Tier III
Death Ward
- Range
- Touch
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 3 casts per preparation period
Protects a recently deceased body from spiritual corruption, hostile necromancy, or unwanted supernatural interference.
Often employed before funerary rites or resurrection attempts.
Necromancy · Tier III
Soul Anchor
- Range
- Touch
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 3 casts per preparation period
Temporarily prevents a departing soul from fully crossing into the beyond.
Frequently used by Restoration mages during emergency healing or resurrection rituals.
Requires uninterrupted concentration.
Necromancy · Tier III
Spirit Communion
- Range
- 10 meters
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 3 casts per preparation period
Allows the caster to briefly converse with a willing lingering spirit.
The spirit may refuse to answer questions or depart at any time.
No spirit is ever compelled through this spell.
Tier IV
2 spellsNecromancy · Tier IV
Circle of Passing
- Range
- 10 meters
- Area
- 5-meter diameter
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 2 casts per preparation period
Creates sacred ground where restless spirits are calmed, protected, and gently guided toward peaceful rest.
Hostile spiritual influences are greatly weakened while within the circle.
Requires uninterrupted concentration.
Necromancy · Tier IV
Wraith Servant
- Range
- 20 meters
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 2 casts per preparation period
Summons a single incorporeal spirit willing to perform one simple non-violent task.
Examples include:
Scouting
Delivering a message
Observing an area
Retrieving simple information
The spirit cannot fight, possess creatures, or directly interfere with the physical world.
Once its task is complete, it peacefully returns to the Veil.
Tier V
1 spellNecromancy · Tier V
Veilwalker
- Range
- Self
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- Storyteller resolution; outside ordinary HUD casting
The pinnacle of Necromancy.
For a brief time, the Hollowborn exists partially within the Veil separating life and death.
While in this state, the caster may:
Perceive powerful spirits.
Cross minor spiritual barriers.
Communicate directly with lingering souls.
Perform extraordinary necromantic rituals impossible under normal circumstances.
The caster remains only partially present in the physical world, making prolonged use both physically and mentally exhausting.
Requires extensive preparation and uninterrupted concentration.
Casting Veilwalker is considered a legendary event. Few Hollowborn will ever witness such mastery during their lifetime.
Restriction: This spell is story-level magic. Listing it here does not make it available for ordinary preparation or HUD casting.
The School of Life and Renewal
Restoration
Restoration governs healing, purification, protection, and renewal while respecting death as a natural boundary.
Tier I
5 spellsRestoration · Tier I
Close Wounds
- Range
- Touch
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Seals minor cuts, scrapes, abrasions, and superficial wounds.
This spell cannot treat severe injuries or restore significant blood loss.
Restoration · Tier I
Detect Illness
- Range
- Touch
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Detects the presence of obvious disease, infection, poison, or physical illness within a single individual.
The spell identifies the problem but does not cure it.
Restoration · Tier I
Ease Pain
- Range
- Touch
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Reduces pain and physical discomfort without treating the underlying injury.
Common uses include:
Calming muscle aches
Easing burns
Reducing suffering after injury
Restoration · Tier I
Gentle Recovery
- Range
- Touch
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Reduces fatigue, eases physical strain, and encourages the body's natural healing following exertion or minor injury.
Restoration · Tier I
Purify Water
- Range
- Touch
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Removes common impurities, bacteria, and contaminants from a small quantity of water, making it safe to drink.
This spell does not neutralize magical corruption.
Tier II
4 spellsRestoration · Tier II
Cure Disease
- Range
- Touch
- Duration
- Resolves immediately
- Casting limit
- 5 casts per preparation period
Treats ordinary illnesses, infections, and naturally occurring diseases.
Powerful magical afflictions or supernatural plagues may require more advanced Restoration magic.
Restoration · Tier II
Mend Flesh
- Range
- Touch
- Duration
- Resolves immediately
- Casting limit
- 5 casts per preparation period
Accelerates the body's natural healing of moderate injuries.
Examples include:
Deep cuts
Broken ribs
Severe bruising
Muscle tears
This spell does not instantly restore full health.
Restoration · Tier II
Protective Ward
- Range
- Touch
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 5 casts per preparation period
Surrounds a single creature with a protective magical barrier that lessens incoming physical and magical harm while the spell remains active.
Restoration · Tier II
Purge Poison
- Range
- Touch
- Duration
- Resolves immediately
- Casting limit
- 5 casts per preparation period
Neutralizes common poisons, toxins, and venoms affecting a living creature.
Powerful supernatural toxins may resist this spell.
Tier III
3 spellsRestoration · Tier III
Greater Restoration
- Range
- Touch
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 3 casts per preparation period
Accelerates recovery from severe injuries over a short period.
Examples include:
Broken bones
Organ damage
Major physical trauma
This spell cannot regenerate missing limbs.
Restoration · Tier III
Purifying Circle
- Range
- 10 meters
- Area
- 5-meter diameter
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 3 casts per preparation period
Creates a sacred area where disease, poison, and minor curses are suppressed.
Frequently employed within hospitals, clinics, sanctuaries, and emergency shelters.
Restoration · Tier III
Revitalize
- Range
- Touch
- Duration
- Resolves immediately
- Casting limit
- 3 casts per preparation period
Removes exhaustion, restores stamina, and renews vitality following prolonged hardship or intense physical exertion.
Tier IV
2 spellsRestoration · Tier IV
Guardian's Blessing
- Range
- Touch
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 2 casts per preparation period
Blesses a single ally with powerful restorative magic, increasing their resilience against injury and accelerating natural recovery while the spell remains active.
Requires uninterrupted concentration.
Restoration · Tier IV
Regeneration
- Range
- Touch
- Duration
- Resolves immediately
- Casting limit
- 2 casts per preparation period
Stimulates extraordinary natural healing, allowing devastating injuries to recover far more rapidly than would otherwise be possible.
This spell may restore badly damaged tissue and repair catastrophic injuries over time.
It cannot restore a decapitated body or resurrect the dead.
Tier V
1 spellRestoration · Tier V
Miracle
- Range
- Touch
- Duration
- Resolves immediately
- Casting limit
- Storyteller resolution; outside ordinary HUD casting
The pinnacle of Restoration.
The caster pours overwhelming restorative magic into a creature standing upon the brink of death, stabilizing catastrophic injuries and preserving a life that would otherwise be lost.
Miracle cannot resurrect the dead. It must be cast before death has fully occurred.
Requires extensive preparation and uninterrupted concentration.
Casting Miracle is considered a legendary event. Few Hollowborn will ever witness such mastery during their lifetime.
Restriction: This spell is story-level magic. Listing it here does not make it available for ordinary preparation or HUD casting.
The School of Pure Magic
Arcane
Arcane magic governs raw magical energy, force, detection, barriers, light, and manipulation.
Tier I
5 spellsArcane · Tier I
Arcane Mark
- Range
- Touch
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Places a harmless magical symbol upon a surface or object.
Common uses include:
Leaving messages
Marking ownership
Creating hidden signs recognizable to other Hollowborn
The mark fades naturally after a short time unless reinforced through stronger magic.
Arcane · Tier I
Detect Magic
- Range
- 20 meters
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Detects active magical effects, enchanted objects, and ongoing spells within range.
The spell reveals the presence of magic but not its exact nature.
Arcane · Tier I
Mage Light
- Range
- 15 meters
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Creates a floating sphere of pure magical light.
The light produces no heat and may be directed to follow the caster or remain stationary.
Provides illumination equal to a lantern.
Arcane · Tier I
Mana Sense
- Range
- 20 meters
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Detects concentrations of magical energy nearby.
Examples include:
Active rituals
Enchanted objects
Powerful magical creatures
Spellcasters currently channeling magic
Arcane · Tier I
Minor Telekinesis
- Range
- 10 meters
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Manipulates small unattended objects without physical contact.
Common uses include:
Turning pages
Retrieving keys
Opening unlocked doors
Moving small tools
The spell cannot lift creatures or heavy objects.
Tier II
4 spellsArcane · Tier II
Arcane Bolt
- Range
- 15 meters
- Duration
- Resolves immediately
- Casting limit
- 5 casts per preparation period
Launches a concentrated blast of raw magical force at a single target.
Unlike elemental magic, Arcane Bolt delivers pure kinetic magical energy.
Arcane · Tier II
Arcane Lock
- Range
- Touch
- Duration
- Resolves immediately
- Casting limit
- 5 casts per preparation period
Magically seals a door, chest, gate, or similar object against unauthorized opening.
The lock remains until dispelled or dismissed by the caster.
Arcane · Tier II
Dispel Minor Magic
- Range
- 15 meters
- Duration
- Resolves immediately
- Casting limit
- 5 casts per preparation period
Suppresses or ends simple magical effects, enchantments, or low-tier spells.
This spell cannot affect higher-tier magic.
Arcane · Tier II
Force Shield
- Range
- Self
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 5 casts per preparation period
Creates a shimmering barrier of magical force that absorbs incoming physical and magical attacks while active.
Tier III
3 spellsArcane · Tier III
Arcane Step
- Range
- 3 meters
- Duration
- Resolves immediately
- Casting limit
- 3 casts per preparation period
Instantly repositions the caster to any visible location within range.
Arcane Step is not true teleportation and cannot pass through solid barriers.
Arcane · Tier III
Counterspell
- Range
- 20 meters
- Duration
- Resolves immediately
- Casting limit
- 3 casts per preparation period
Attempts to interrupt another Hollowborn's spell as it is being cast.
Success depends upon the relative spell tier, magical skill, and the caster's Arcane Focus.
Arcane · Tier III
Mana Barrier
- Range
- 15 meters
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 3 casts per preparation period
Length: 5 meters
Creates a durable wall of solid magical force capable of blocking movement, projectiles, and many magical attacks.
Tier IV
2 spellsArcane · Tier IV
Dimensional Anchor
- Range
- 20 meters
- Area
- 5-meter diameter
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 2 casts per preparation period
Creates a field of stabilized magical energy that prevents teleportation, portals, dimensional travel, and similar magical movement within the affected area.
Requires uninterrupted concentration.
Arcane · Tier IV
Greater Dispel
- Range
- 20 meters
- Duration
- Resolves immediately
- Casting limit
- 2 casts per preparation period
Suppresses powerful magical effects, enchantments, wards, or ongoing supernatural phenomena.
Particularly resilient or legendary magic may resist this spell.
Tier V
1 spellArcane · Tier V
Arcane Nexus
- Range
- Self
- Area
- 5-meter radius surrounding the caster
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- Storyteller resolution; outside ordinary HUD casting
The pinnacle of Arcane magic.
The Hollowborn becomes a living conduit for raw magical energy.
While the spell remains active, the caster may:
Reinforce powerful wards.
Strengthen allied spellcasters.
Stabilize failing magical rituals.
Amplify Arcane spells.
Unleash devastating blasts of pure magical force.
Requires extensive preparation and uninterrupted concentration.
Casting Arcane Nexus is considered a legendary event. Few Hollowborn will ever witness such mastery during their lifetime.
Restriction: This spell is story-level magic. Listing it here does not make it available for ordinary preparation or HUD casting.
The School of Stars and Omens
Divination
Divination governs foresight, celestial knowledge, dreams, omens, and hidden truths.
Tier I
5 spellsDivination · Tier I
Dream Recall
- Range
- Self
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Perfectly recalls dreams, visions, prophetic experiences, and forgotten details experienced during sleep.
Divination · Tier I
Omen
- Range
- Self
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Receives a symbolic vision related to an immediate decision or unfolding event.
Common symbols may include:
A raven
Flowing water
Falling leaves
A broken branch
A rising sun
The meaning is always open to interpretation.
Divination · Tier I
Read the Stars
- Range
- Self
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Interprets celestial alignments to gain general insight into favorable or unfavorable circumstances surrounding an intended course of action.
The stars offer guidance—not certainty.
Divination · Tier I
Sense Presence
- Range
- 20 meters
- Duration
- Resolves immediately
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Detects the presence of nearby living creatures or supernatural beings.
The spell reveals only that a presence exists and its general location. It does not identify lineage, identity, or intent.
Divination · Tier I
Truth Sense
- Range
- 10 meters
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- Unlimited reasonable Tier I use once unlocked and prepared
Allows the caster to sense obvious deception through subtle magical intuition.
The spell cannot determine the truth, read minds, or reveal hidden facts.
Tier II
4 spellsDivination · Tier II
Clairvoyance
- Range
- 20 meters
- Duration
- Resolves immediately
- Casting limit
- 5 casts per preparation period
Projects the caster's senses beyond normal sight, allowing them to briefly see or hear events occurring nearby but outside their natural perception.
Divination · Tier II
Locate
- Range
- 100 meters
- Duration
- Resolves immediately
- Casting limit
- 5 casts per preparation period
Determines the general direction of a familiar person, object, or location.
The spell does not reveal precise distance or obstacles between the caster and the target.
Divination · Tier II
Read Aura
- Range
- 10 meters
- Duration
- Resolves immediately
- Casting limit
- 5 casts per preparation period
Observes the emotional and magical energies surrounding a creature.
Common impressions include:
Fear
Anger
Joy
Grief
Magical corruption
Experienced Diviners may also determine a creature's lineage through its aura.
Divination · Tier II
Scry
- Range
- Unlimited (Familiar Target)
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 5 casts per preparation period
Observes a familiar person, object, or location through magical vision.
Requires uninterrupted concentration.
Tier III
3 spellsDivination · Tier III
Precognition
- Range
- Self
- Duration
- Resolves immediately
- Casting limit
- 3 casts per preparation period
Receives a brief glimpse of one likely future occurring within the next few moments.
The vision provides warning rather than certainty, allowing the caster to react before events unfold.
Divination · Tier III
Shared Vision
- Range
- Touch
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 3 casts per preparation period
Allows a willing creature to experience the caster's magical vision, dream, omen, or prophetic insight.
Both participants perceive the same vision simultaneously.
Divination · Tier III
Spirit Guidance
- Range
- Self
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 3 casts per preparation period
Seeks wisdom from benevolent ancestral or spiritual beings.
These spirits offer guidance, warnings, or insight.
They advise.
They never command.
Requires uninterrupted concentration.
Tier IV
2 spellsDivination · Tier IV
Astral Projection
- Range
- Self
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 2 casts per preparation period
Projects the caster's consciousness into the spiritual realm while their physical body remains unconscious and vulnerable.
The projected spirit may explore spiritual locations, observe supernatural phenomena, and communicate with other spiritual entities unable to interact physically.
Requires uninterrupted concentration.
Divination · Tier IV
Thread of Fate
- Range
- Self
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- 2 casts per preparation period
Briefly perceives how present choices may influence several possible futures.
The spell reveals possibilities—not certainties—and may change immediately if events unfold differently.
Requires uninterrupted concentration.
Tier V
1 spellDivination · Tier V
Celestial Revelation
- Range
- Self
- Duration
- Up to 2 combat turns while maintained
- Casting limit
- Storyteller resolution; outside ordinary HUD casting
The pinnacle of Divination.
The Hollowborn aligns completely with the Celestial Wheel, opening their mind to extraordinary cosmic insight.
For a brief time, the caster may:
Perceive hidden magical forces.
Witness lingering echoes of the past.
Discern concealed truths.
Glimpse several possible futures.
Recognize pivotal moments before they unfold.
The future is never fixed.
The vision reveals possibilities—not destiny.
Requires extensive preparation and uninterrupted concentration.
Casting Celestial Revelation is considered a legendary event. Few Hollowborn will ever witness such mastery during their lifetime.
Restriction: This spell is story-level magic. Listing it here does not make it available for ordinary preparation or HUD casting.
Familiars
No Hollowborn truly walks alone.
Familiars are intelligent magical companions who willingly choose a lifelong partnership. Neither commands the other.
Ravens, owls, foxes, cats, wolves, snakes, crows, hares, toads, and weasels.
Brownies, pixies, sprites, mosslings, quasits, goblins, homunculi, small stone golems, and wisps.
Messages, watch, ingredients, research, ritual assistance, organization, warning, and emotional support.
Hollowspire Academy
Where knowledge becomes purpose.
Hollowspire is sanctuary, school, Grand Library, research institution, seat of the Conclave, and home to generations of witches. Its most dangerous collections remain sealed for good reason.
Frequently asked questions
Playing a Hollowborn
Are Hollowborn born or made?+
Both. The dormant Aetherspark is present from birth, but only an awakened person who completes the Rite becomes Hollowborn.
Can anyone become Hollowborn?+
No. Ritual alone cannot create the Aetherspark; it must already exist.
Are Hollowborn immortal?+
No. They commonly live 120 to 180 years, with rare masters exceeding two centuries.
Can Hollowborn have children?+
Yes. Their children are born Hearthborn and may or may not carry a dormant Aetherspark.
Does every Hollowborn know every spell?+
No. Each begins with a Primary School and may later deepen that mastery or study additional Schools.
Can a Hollowborn change Primary School?+
Yes, though it is uncommon and requires approval from the Arch Magus and the affected School leaders.
Are Hollowborn physically stronger than Hearthborn?+
No. Their bodies remain mortal and human.
Can they use more than one School?+
Yes. Specialists and generalists are both respected, but mastery demands time and advancement.
Do Hollowborn have Familiars?+
Many do. A Familiar willingly forms a lifelong partnership; it is never purchased, assigned, or owned.
Can Familiars fight?+
No. They assist with messages, research, ingredients, rituals, warning, and companionship—not combat.
Can Hollowborn resurrect the dead?+
Not truly. Magic may preserve life before death is complete or briefly anchor a departing soul, but true resurrection is impossible.
Why is Necromancy permitted?+
The Conclave judges use rather than subject. Regulated Necromancy can aid investigations, protect spirits, preserve life, and understand the Veil.
What is the maximum Ability Rank?+
All Hollowborn Abilities have a maximum Rank of 3. Spell Tiers are a separate form of magical progression and may advance through Tier V.
Where can I see all Hollowborn spells?+
The Hollowborn Spell Compendium on this page lists every official spell by School and Spell Tier.
Does seeing a spell on the website mean my character knows it?+
No. The website is the rules reference, while Lyra records the spells your character has legitimately unlocked and prepared. The HUD uses that synchronized Lyra state during play.
How do I unlock higher-tier spells?+
At a Hollowborn XP milestone, request Staff approval to advance one known School by one tier. Arcane Knowledge supports ordinary spell access through Tier IV; Tier V remains Grandmaster, story-level magic.
How many spells may I prepare?+
Low character progression prepares 5 spells, Medium prepares 8, and High prepares 12. Only legitimately unlocked, non-ritual, non-story-level spells are eligible for ordinary preparation.
Can I change my prepared spells during an active RP session?+
No. Beginning a session locks the grimoire. End the session before changing prepared spells in Lyra, then save and synchronize the HUD.
Can I learn spells from another School?+
Yes. At a Hollowborn XP milestone, Staff may approve unlocking another School at Tier I instead of advancing a known School. Specialists and generalists are both permitted.
How do Sustained and Concentration spells work?+
Sustained spells require concentration, normally begin with up to two combat turns, and end when their duration expires or concentration ends. A Hollowborn may maintain only one sustained spell at a time.
What should I do if Lyra does not display a spell I should have unlocked?+
Contact Staff with your character name, School of Magic, progression tier, missing spell name, and a screenshot when possible.
Continue exploring
Does Hollowborn feel like your path?
Compare all seven lineages, or continue to Lyra when you are ready to begin creating the character.