Spell
Recall
Reflected
Described in the Codex; there is no Data/Spells file for it yet, so no strokes to draw.
Elsewhere in the Codex
- Where
- Corran
- Beat
- The Stilled; Aske's story told from the glass; the girl at the well; the glint colossus blocks the warp.
- Set piece
- Spells
- Prism Snare, square half (optional); Recall (reflected, optional)
Optional (spell roadmap): Recall, a reflected glyph that shows in Corran's clear glass only at dawn (
spell.learned.recall).From Walkthrough: Act 3 › Chapter 2: Corran, the stilled town › The glass remembers: Aske's story
[ ] 10. The Corran girl and her mother. Settled for now by VEL-63, confirm. The Story Bible leaves them unnamed. Act 3 names the girl Brin and her mother Hollis of the Girdle cut, and Act 4's "Seli" is now Brin. Recommendation: keep Brin and Hollis, and add both to Story Bible § 3 (the shard) and § 5. The roadmap's idea that Keepers stood in Aske's five-person seal (Recall) can stay open until Corran's dialogue needs it (new). Sources:
story-bible.md § 3 The Mentor;walkthrough-act-3.md scene 5.3, § 18 Q12;walkthrough-act-4.md § 16 Q13;spell-roadmap.md Recall.From Walkthrough: Act 4 › Open questions for Ray, all tabs › Story and cast
[ ] 44. Hasten and Recall. Keep them as a deliberate near-reverse pair? Recommendation: keep them and test on the device. If players mix them up, change Recall to a single loop drawn twice. Sources:
spell-roadmap.md Q7.From Walkthrough: Act 4 › Open questions for Ray, all tabs › Spells and casting
[ ] 50. Player HP. Player HP isn't defined, and every damage, heal and Recall number depends on it. Recommendation (new): 100, which the battle code uses today and every tab already assumes. Sources:
bestiary.md How to read an entry, Open questions Q1;spell-roadmap.md Q12;items-and-economy.mdintro.From Walkthrough: Act 4 › Open questions for Ray, all tabs › Battle and enemies
Spells. Repel and Coil in the Prologue. Brace (Aske at the Sallowbank ferry, hand over hand; she traces and does not cast) and Mend (Sister Orla in Halfway) in Act 1, both optional. Act 2: Gale (Dace) and Facet Seal (circle from Rook at the Giving Steps, square on a storm shard) on the main line, Weigh on every midpoint path, and the faction and Waymaker spells as options. Act 3: Pavilion Wake and Hasten on the main line, then Linger, Toll, Recall, Prism Snare, Girdle Gate, Crown Surge and Bevel Lash. Act 4 adds no spell. The roadmap's full schedule is in its act table.
From Walkthrough: Act 4 › Continuity notes › What is now the same everywhere
1 (act at a glance): added Girdle Gate (ch. 1) and Recall (ch. 2) as optional reflected glyphs (VEL-63 spell schedule puts them in Act 3)
2.3: added optional Recall in Corran's clear glass at dawn,
spell.learned.recall(VEL-63 spell schedule)
9 (table): added Girdle Gate, Bevel Lash (triangle half, Act 2 or 3) and Recall rows (VEL-63 schedule)
"How difficulty climbs": Act 1 tools marked optional; Act 2 row set to the VEL-63 schedule (Gale, Facet Seal, Weigh main; optional set; Tailwind, Squall side; Bevel Lash only if both halves; threads Headwind, Tempest, Bulwark, Thornshield, Wellspring); Act 3 row (Linger, Hasten, Pavilion Wake main; Crown Surge fades; Toll, Recall, Prism Snare, Girdle Gate optional; Thaw, Blight, Rebound, Deep Cut); Act 4 "no new spell, only the First Pair"; typical ranges widened for the new easy fights (VEL-63 spell schedule)
Main path paragraph: rewritten: Repel, Coil, Gale, Headwind, Facet Seal, Hasten, Pavilion Wake, Thaw; Brace and Mend optional; Recall dropped (now optional); Linger noted as on the way with the trial built around it; Stillhold → the First Pair, shown to every player, learned if Brace and Facet Seal are known (Thaw is now Repel into Pavilion Wake, which fixes "Thaw needs Brace but Brace isn't required")
Recall: the five-person-seal Keepers line marked (Idea) with a note that the Story Bible doesn't say who stood in the seal; Act 3 → Act 3 (optional) (VEL-63 schedule; lore not in Story Bible)