For a spellcaster, magic is not merely spoken—it is studied, internalized, and layered with meaning. The incantations you utter in battle are merely the final trigger of a much longer, more complex process. Each spell must be prepared in advance, its structure committed to mind and spirit through focused study.
This is why every spellcaster must possess a spellbook—a sacred repository of arcane knowledge, compiled and customized by the caster over time. Each spellbook contains the full incantations, sigils, and energetic alignments required to shape raw magic into usable form. To lose one’s spellbook is to lose access to the very heart of one’s magic.
Before a caster can use their spells, they must first prepare them. This ritual of preparation represents an intense hour of study and focus, during which the caster reattunes themselves to the spells they intend to wield.
At every reset, the player must spend one hour of in-play time preparing spells. This must be roleplayed as reading, meditating, focusing, or otherwise engaging with the spellbook. Spells cannot be cast until this preparation has been completed.
This daily ritual is not just a mechanical requirement—it is a reflection of the mental discipline and arcane commitment required to wield such dangerous power. A spellbook is not just a tool; it is a mirror of the caster’s journey and a lifeline to the planes.
At Volaire, we believe in offering players meaningful choices—and nowhere is this more evident than in the arcane arts. With numerous schools of magic to explore, every spellcaster has the opportunity to carve a unique path toward mastery.
Every new spellcaster begins their journey with access to the Generalist Spell List, which includes spells from levels 1 through 6. This list offers a curated sampling from a variety of magical disciplines, giving you a taste of the many paths available before you commit to a specialization.
While you may continue to purchase spell slots beyond 6th level, you cannot use those higher-level slots until you specialize your spell column.
To specialize, you must seek out an in-play teacher—either a PC or NPC—who has already walked the path you wish to pursue. These teachers are under no obligation to help you for free. Many will request something in return for their guidance: gold, rare items, a favor, or (occasionally) a sandwich. The price, if any, is entirely at the teacher’s discretion.
In order to interpret and transcribe your chosen path’s advanced spells, you must also acquire the Decipher Script skill. This represents your ability to read another caster’s unique interpretation of magical theory.
Once you’ve secured a teacher and can decipher their spellbook, you may copy 7th-level spells into your own book at a cost of 5 silver per level of each spell copied. For example, a 7th-level spell would cost 35 silver to scribe.
⚠️ Note: It is exceptionally rare for any caster—PC or NPC—to allow a student to copy spells higher than 7th level from their spellbook. Beyond this point, your magical journey becomes your own.
After you’ve specialized and gained access to 7th-level spells, your path broadens. Spells of levels 8, 9, and 10 must be discovered, researched, or earned through in-game means. They are not automatically granted or freely shared.
Players are highly encouraged to seek this knowledge through immersive roleplay.
You may uncover new spells through:
The more deeply you invest in the roleplay of your magical journey, the more opportunities and discoveries you’ll unlock. Arcane knowledge in Volaire is earned—not handed out.
Beyond 10th level lies Higher Magic, spells so powerful they require more than just preparation—they require ritual components consumed during the casting process.
To prepare and cast a spell of level 11 or 12, you must:
These required components are not revealed in advance. You will discover them organically as you acquire the spells—through research, lore, trade, or trial and error. Some of these items may already be in your possession. Others may require epic quests or dangerous negotiations to obtain.
Important: Higher Magic represents the pinnacle of spellcasting. It is difficult to obtain by design, and the effort you invest will determine the power you wield.
Any spell specifying sight distance remains in effect until either the caster loses consciousness, dies, leaves, or until such a time has passed as specified by the spell in question. The spell will also be nullified if the target has the spell removed by means of a cleansing spell, or leaves the combat area either voluntarily or forcefully
A spell with an instant effect will not have a definitive time duration. It will simply go into effect and it will be up to the player to remedy any damage of the spell (i.e. through healing, fixing of armor, etc.)
If a spell of this type is cast, its duration is until the conclusion of the event during which it is cast or until (in the case of spell shields, etc.) the spell is expended.
A timed spell will vary depending on which spell is being cast. A spell of this type could simply last for one minute, or it could last one hour or more. If you're unsure of the time duration of a spell, please ask the spellcaster or a member of staff.