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Chapter 7 — Spells

Chapter illustration

“A spell is only a shape you can make faith take. The list that follows is every shape Sulamir has learned to hold — and the bill each one hands you when you let it go.”

This chapter is the caster’s menu: every Working known in Sulamir, sorted by the discipline that channels it and the Tier it costs. It is a reference, not a tutorial — how casting works (the two cost-clocks, Conviction, the Faith Die, the Break) is in Chapter 6. Here you find what you can cast.

How the lists are organized. Workings are grouped by their discipline (the nine channels), then by Tier (0 = a cantrip-tier Working, which costs nothing; 1–9 otherwise). Your Reaching (Chapter 4) lets you attempt the Workings of your discipline up to your maximum Tier. Each entry names the Working and, in italics, its mechanical source — the rules text is the corresponding entry in the game’s core rules, unchanged; the full Sulamiri description (its Founding-Tongue name, its colour signature, its flavor) is in the spell’s own entry in the app.

The cost side is set by the discipline, not the spell. Every Order Working (Binding, Weight, Current, Unmaking) costs Strain; every Chaos Working (Growing, Knowing, Heart, Dream) costs Fray; unshaped Faith costs the self, transferred outward. When you cast, subtract your Faith Die, then add the remaining Tier to that track (Chapter 6).

A note on the highest Workings. Standard Calling progression reaches Tier 6. Workings of Tiers 7–9 exist and are listed for completeness, but they are legendary and story-tier — the province of archons, the rare Twofold practitioner, and the Master’s Guide, not ordinary advancement.

Reading an entry: Working Name — mechanical source. Your eyes flash the discipline’s colour whenever you cast it.


Structure, seals, oaths, holding, and compulsion — the discipline that binds even light. · Cost: STRAIN (Order/body). (27 Workings)

Cantrips

  • Handmender — Mending
  • The Bracing — Resistance

Tier 1

  • Fitted Ward — Mage Armor
  • Snap-Seal — Shield

Tier 2

  • Cast Lattice — Web
  • Master Latch — Arcane Lock
  • Sprung Latch — Knock
  • Trued Edge — Magic Weapon

Tier 3

  • Proofed Skin — Protection from Energy
  • Sealed Glyph — Glyph of Warding
  • Stone-Join — Meld into Stone
  • The Locked Air — Tiny Hut

Tier 4

  • Kneaded Stone — Stone Shape
  • Locked Sphere — Resilient Sphere
  • Sealed Room — Private Sanctum
  • Stone-Flesh — Stoneskin
  • Wrought Whole — Fabricate

Tier 5

  • Parted Wall — Passwall
  • Raised Rampart — Wall of Stone
  • The Rivet Wall — Wall of Force

Tier 6

  • Bladed Wall — Blade Barrier
  • Held Working — Contingency
  • Proof Shell — Globe of Invulnerability
  • Warded House — Guards and Wards

Tiers 7–9 are legendary / story-tier — beyond standard Calling progression (which caps at Tier 6). These are for archons, Twofold characters, and the Master’s Guide.

Tier 7

  • Final Cage — Forcecage
  • Greater Glyph — Symbol

Tier 9

  • Uttermost Bind — Imprisonment

Gravity, mass, density, and foundations — force that sinks, anchors, and endures. · Cost: STRAIN (Order/body). (33 Workings)

Cantrips

  • The Fetch — Mage Hand

Tier 1

  • Lightened Leap — Jump
  • Loosed Heel — Expeditious Retreat
  • Plumb Darts — Magic Missile
  • Porter’s Round — Floating Disk
  • Pressed Shard — Ice Knife
  • Soft-Fall — Feather Fall
  • Tireless Fetch — Unseen Servant

Tier 2

  • Driven Air — Gust of Wind
  • Gray Slip — Misty Step
  • The Rising — Levitate
  • Wall-Walk — Spider Climb

Tier 3

  • Dragging Field — Slow
  • Standing Gale — Wind Wall
  • Trodden Water — Water Walk
  • Untethered — Fly

Tier 4

  • Commanded Flood — Control Water
  • Field of Hands — Black Tentacles
  • Long Slip — Dimension Door
  • Stride Unbound — Freedom of Movement

Tier 5

  • Far Hand — Telekinesis
  • Risen Household — Animate Objects
  • The Pressing Hand — Arcane Hand

Tier 6

  • Called Keepsake — Instant Summons
  • Cloud-Stride — Wind Walk
  • Glass Rampart — Wall of Ice
  • Patient Hills — Move Earth

Tiers 7–9 are legendary / story-tier — beyond standard Calling progression (which caps at Tier 6). These are for archons, Twofold characters, and the Master’s Guide.

Tier 7

  • Pressing Blade — Arcane Sword
  • The Overturn — Reverse Gravity

Tier 8

  • Called Wave — Tsunami
  • Ground-Break — Earthquake

Tier 9

  • Fall of Stars — Meteor Swarm
  • Hung Moment — Time Stop

Electricity, plasma, and lightning — the fastest, most versatile reach on the wheel. · Cost: STRAIN (Order/body). (58 Workings)

Cantrips

  • Arc-Grasp — Shocking Grasp
  • Drift-Sparks — Dancing Lights
  • Ember-Snap — Fire Bolt
  • Heat-Theft — Ray of Frost
  • Held Flame — Produce Flame
  • Kindled — Light
  • Prentice Turns — Elementalism
  • Signal Word — Message
  • Small Seeming — Minor Illusion
  • Spark-Trifles — Prestidigitation
  • Unclaimed Spark — Sorcerous Burst

Tier 1

  • Breaking Clap — Thunderwave
  • Cast Seeming — Silent Image
  • Dazzle-Fan — Color Spray
  • Flame-Fan — Burning Hands
  • Glass Face — Disguise Self
  • Raised Mist — Fog Cloud
  • The Limning — Faerie Fire
  • Turned Orb — Chromatic Orb

Tier 2

  • Breaking Ring — Shatter
  • Burning Edge — Flame Blade
  • Eaten Sound — Silence
  • Kilned Iron — Heat Metal
  • Lent Breath — Dragon’s Breath
  • Light-Slip — Invisibility
  • Rolling Ember — Flaming Sphere
  • Smear-Light — Blur
  • Split Reflection — Mirror Image
  • Stopped Senses — Blindness/Deafness
  • Swallowed Light — Darkness
  • Triple Lance — Scorching Ray
  • Undying Lamp — Continual Flame
  • Waiting Voice — Magic Mouth

Tier 3

  • Called Lash — Call Lightning
  • Cast Ember — Fireball
  • Full Seeming — Major Image
  • Glazing Storm — Sleet Storm
  • Raised Noon — Daylight
  • The Cast Lash — Lightning Bolt
  • Turning Colors — Hypnotic Pattern

Tier 4

  • Dressed Land — Hallucinatory Terrain
  • Hailfall — Ice Storm
  • Held Light-Slip — Greater Invisibility
  • Shapings of the Four — Conjure Minor Elementals
  • Wreathed Flame — Fire Shield

Tier 5

  • Borrowed Faces — Seeming
  • Doubled Walk — Mislead
  • Great Heat-Theft — Cone of Cold
  • Great Shaping — Conjure Elemental

Tier 6

  • Forked Lash — Chain Lightning
  • Frost Globe — Freezing Sphere
  • Waiting Seeming — Programmed Illusion

Tiers 7–9 are legendary / story-tier — beyond standard Calling progression (which caps at Tier 6). These are for archons, Twofold characters, and the Master’s Guide.

Tier 7

  • Banked Ember — Delayed Blast Fireball
  • Far Seeming — Project Image
  • Sevenfold Fan — Prismatic Spray

Tier 8

  • Bridled Sky — Control Weather

Tier 9

  • Sevenfold Veil — Prismatic Wall
  • Wrath of the Sky — Storm of Vengeance

Fire, rust, and entropy — the deep, costly work of dissolution. · Cost: STRAIN (Order/body). (27 Workings)

Cantrips

  • Rust-Spatter — Acid Splash
  • Spoil-Breath — Poison Spray
  • Spoil-Touch — Chill Touch

Tier 1

  • Borrowed Vigor — False Life
  • Drawn Well — Create or Destroy Water
  • Sallow Ray — Ray of Sickness
  • Slick-Work — Grease
  • Wither-Touch — Inflict Wounds

Tier 2

  • Frailing Ray — Ray of Enfeeblement
  • Rust-Arrow — Acid Arrow
  • Stayed Decay — Gentle Repose

Tier 3

  • Drinking Hand — Vampiric Touch
  • Foul Cloud — Stinking Cloud
  • Mist-Body — Gaseous Form
  • Set Table — Create Food and Water

Tier 4

  • Blightwork — Blight
  • Burn-Line — Wall of Fire
  • Bursting Rust — Vitriolic Sphere

Tier 5

  • Killing Fog — Cloudkill
  • Written Sickness — Contagion

Tier 6

  • Ring of Withering — Circle of Death
  • Stone Sentence — Flesh to Stone
  • Sudden Sickness — Harm
  • The Unmaking — Disintegrate

Tiers 7–9 are legendary / story-tier — beyond standard Calling progression (which caps at Tier 6). These are for archons, Twofold characters, and the Master’s Guide.

Tier 7

  • Kindle-Decay — Fire Storm
  • Pointed End — Finger of Death

Tier 8

  • Ember Tide — Incendiary Cloud

Life, body, vitality, and healing — the discipline that makes and mends. · Cost: FRAY (Chaos/self). (47 Workings)

Cantrips

  • Cradle-Breath — Spare the Dying
  • Seed-Signs — Druidcraft
  • Wake-Wood — Shillelagh

Tier 1

  • Beast Word — Speak with Animals
  • Briar-Bite — Ensnaring Strike
  • Cleansed Table — Purify Food and Drink
  • Knit-Blood — Cure Wounds
  • Mending Breath — Healing Word
  • Quickened Stride — Longstrider
  • Root-Snare — Entangle
  • The Gentling — Animal Friendship
  • The Sap Gift — Goodberry

Tier 2

  • Bark-Skin — Barkskin
  • Beast Errand — Animal Messenger
  • Bettered Body — Enhance Ability
  • Flesh-Shift — Alter Self
  • Lifted Blood — Aid
  • Night Eye — Darkvision
  • Proofed Blood — Protection from Poison
  • Small Righting — Lesser Restoration
  • The Massing — Enlarge/Reduce
  • Thornfield — Spike Growth

Tier 3

  • Gill-Gift — Water Breathing
  • Mending Chorus — Mass Healing Word
  • Pack-Call — Conjure Animals
  • Race-Blood — Haste
  • The Root Word — Speak with Plants
  • Urged Field — Plant Growth

Tier 4

  • Beast-Shift — Polymorph
  • Court of Creaturekin — Conjure Woodland Beings
  • Great Vermin — Giant Insect

Tier 5

  • Great Righting — Greater Restoration
  • Knitting Tide — Mass Cure Wounds
  • Land-Knowing — Commune with Nature
  • Life-Fence — Antilife Shell
  • New-Grown Vessel — Reincarnate
  • Swarm-Call — Insect Plague
  • The Waking — Awaken

Tier 6

  • Briarwall — Wall of Thorns
  • Growing Road — Transport via Plants
  • Laden Table — Heroes’ Feast
  • Whole-Mending — Heal

Tiers 7–9 are legendary / story-tier — beyond standard Calling progression (which caps at Tier 6). These are for archons, Twofold characters, and the Master’s Guide.

Tier 7

  • The Regrowing — Regenerate

Tier 8

  • Company of Beasts — Animal Shapes

Tier 9

  • Mending Flood — Mass Heal
  • Thousand Skins — Shapechange
  • True Shift — True Polymorph

Mind, pattern, fact, and illusion — the current that sits on the Order-Chaos bridge. · Cost: FRAY (Chaos/self). (38 Workings)

Cantrips

  • Guard-Read — True Strike

Tier 1

  • Keyed Page — Illusory Script
  • Lent Eyes — Find Familiar
  • Marked Quarry — Hunter’s Mark
  • Object-Read — Identify
  • Posted Ear — Alarm
  • Taint-Read — Detect Poison and Disease
  • Tongue-Read — Comprehend Languages
  • Trace-Faith — Detect Magic

Tier 2

  • Corrected Eye — See Invisibility
  • False Trace — Arcanist’s Magic Aura
  • Living Trace — Locate Animals or Plants
  • Mind-Nail — Mind Spike
  • Small Omen — Augury
  • Snare-Read — Find Traps
  • Surface-Read — Detect Thoughts
  • The Held Sight — Locate Object
  • The Stilling — Hold Person
  • Unminded Passage — Pass without Trace

Tier 3

  • Cut Working — Counterspell
  • Far Sense — Clairvoyance
  • Given Tongue — Tongues
  • Hidden Trace — Nondetection
  • The Unraveling — Dispel Magic

Tier 4

  • Held Quarry — Locate Creature
  • Mind-Scatter — Confusion
  • Posted Hound — Faithful Hound
  • Sent Eye — Arcane Eye
  • The Cast Vision — Divination

Tier 5

  • Memory of the World — Legend Lore
  • Mind-Weave — Telepathic Bond
  • The Greater Stilling — Hold Monster
  • The Long Sight — Scrying
  • Written Memory — Modify Memory

Tier 6

  • Certain Road — Find the Path
  • Uncovered Eye — True Seeing

Tier 8

  • Closed Book — Mind Blank
  • Mind-Fog — Befuddlement

Emotion, courage, fear, and the self reaching outward to move a crowd. · Cost: FRAY (Chaos/self). (30 Workings)

Cantrips

  • Barbed Word — Vicious Mockery

Tier 1

  • Discord Whisper — Dissonant Whispers
  • Doubting Word — Bane
  • Helpless Mirth — Hideous Laughter
  • Ill-Wish — Hex
  • Kindle-Heart — Heroism
  • Sway-Word — Charm Person
  • The Hard Word — Command

Tier 2

  • Bonded Mount — Find Steed
  • Held Ear — Enthrall
  • Reasoned Sway — Suggestion
  • Shared Blow — Warding Bond
  • Sworn Circle — Zone of Truth
  • The Quieting — Calm Emotions

Tier 3

  • Laid Malice — Bestow Curse
  • The Shattered Word — Fear

Tier 4

  • Greater Sway — Charm Monster
  • Herding Word — Compulsion
  • Taken Rein — Dominate Beast

Tier 5

  • Laid Oath — Geas
  • Sworn Service — Planar Binding
  • Taken Will — Dominate Person

Tier 6

  • Commanded Caper — Irresistible Dance
  • Crowd Sway — Mass Suggestion

Tier 8

  • Gilded Tongue — Glibness
  • Greater Taken Will — Dominate Monster
  • Stopping Word — Power Word Stun
  • The Loathing and the Longing — Antipathy/Sympathy

Tier 9

  • Last Word — Power Word Kill
  • Whole Word — Power Word Heal

Sleep, the unconscious, and prophecy — the one discipline that borders the Wound. · Cost: FRAY (Chaos/self). (23 Workings)

Tier 1

  • The Slowing Breath — Sleep

Tier 2

  • Hung Threshold — Rope Trick
  • Planted Seeming — Phantasmal Force

Tier 3

  • Dreamt Mount — Phantom Steed
  • Grave Parley — Speak with Dead
  • The Night-Thread — Sending

Tier 4

  • Stowed Chest — Secret Chest
  • The Casting-Out — Banishment
  • Waked Nightmare — Phantasmal Killer

Tier 5

  • Borrowed Substance — Creation
  • Dream — Dream
  • Dreamt Wyrm — Summon Dragon
  • Far Parley — Contact Other Plane

Tier 6

  • Dreamt Courtier — Conjure Fey
  • Ill Eye — Eyebite

Tiers 7–9 are legendary / story-tier — beyond standard Calling progression (which caps at Tier 6). These are for archons, Twofold characters, and the Master’s Guide.

Tier 7

  • Dreamt Manor — Magnificent Mansion
  • Long Sleep — Sequester
  • Solid Mirage — Mirage Arcane

Tier 8

  • House of Turnings — Maze
  • Keyed Door — Demiplane

Tier 9

  • Morrow-Sight — Foresight
  • Shared Nightmare — Weird
  • Silver Thread — Astral Projection

Pure substrate, aimed across the gap — blessing, warding, and making a target more real. · Cost: the self, transferred outward. (43 Workings)

Cantrips

  • Covenant Lash — Eldritch Blast
  • Least Star — Starry Wisp
  • Lightfall — Sacred Flame
  • Small Wonders — Thaumaturgy
  • Steadying Word — Guidance

Tier 1

  • Answered Hurt — Hellish Rebuke
  • Branded Blow — Searing Smite
  • Favored Blade — Divine Favor
  • Felt Nearness — Detect Evil and Good
  • Kept Shield — Shield of Faith
  • Marking Light — Guiding Bolt
  • Soul-Ward — Protection from Evil and Good
  • Sworn Blow — Divine Smite
  • The Hallowed Word — Bless
  • The Held Peace — Sanctuary

Tier 2

  • Attending Blade — Spiritual Weapon
  • Gathered Mercy — Prayer of Healing
  • Lit Blow — Shining Smite
  • Pale Column — Moonbeam

Tier 3

  • Attending Host — Spirit Guardians
  • Drawn Ring — Magic Circle
  • First Mercy — Revivify
  • Lifted Malice — Remove Curse
  • Raised Hope — Beacon of Hope

Tier 4

  • Kept Breath — Aura of Life
  • Standing Vigil — Guardian of Faith
  • Stayed Hour — Death Ward

Tier 5

  • Falling Pillar — Flame Strike
  • Sworn Ground — Hallow
  • Tenth-Day Mercy — Raise Dead
  • Three Questions — Commune
  • Turned Host — Dispel Evil and Good

Tier 6

  • Asked Champion — Planar Ally
  • Barred Threshold — Forbiddance
  • Leveled Noon — Sunbeam

Tiers 7–9 are legendary / story-tier — beyond standard Calling progression (which caps at Tier 6). These are for archons, Twofold characters, and the Master’s Guide.

Tier 7

  • Answered Prayer — Conjure Celestial
  • Century Mercy — Resurrection
  • Founding Word — Divine Word

Tier 8

  • Broken Noon — Sunburst
  • Great Quiet — Antimagic Field
  • Mantling Light — Holy Aura

Tier 9

  • The Granting — Wish
  • Uttermost Mercy — True Resurrection

These Workings are not a player menu. The Hollow routes faith through the Wound; it is forbidden in every province and no Calling grants it. Its 5 known Workings are catalogued for the GM only (Master’s Guide), and a character’s eyes go voided black — not a discipline colour — when one is cast. Their cost falls on the world, in secret. Listed here by name only as a warning of what exists:

  • The Puppet Grave — Animate Dead (Tier 3)
  • Grave-Harvest — Create Undead (Tier 6)
  • Vessel Theft — Magic Jar (Tier 6)
  • Snow-Self — Simulacrum (Tier 7)
  • Grown Twin — Clone (Tier 8)