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All Spells in The Magus Circle: Verified List and Casting Costs

Every spell confirmed in The Magus Circle so far, what each one actually does, how mana fuels them, and the launch-week spell bugs worth knowing before you build.

9/26/2026 1.0.2 Last updated: 9/26/2026 4 min read

FAQ

How many spells are in The Magus Circle?
The official store page lists 20 unique spells, augmented by around 600 possible upgrades. You start each run with your mage's signature spell and learn more as a run progresses.
How do you learn new spells during a run?
New spells appear as pickups or level-up rewards and are taught with a short in-run guide: the game shows the shape, you sketch it, and it joins your spell bar. Some players reported the tutorial occasionally failing to register correct drawings at launch.
What is the Final Sigil in The Magus Circle?
The Final Sigil is the endgame spell referenced by the 1.0.2 hotfix ("fixed final sigil cost"). Details are still being documented — its exact role in the endgame will be added once captured in-game.
Is the Riptide spell bugged?
Multiple players reported Riptide behaving inconsistently at launch: stopping mid-screen, zipping past without effect, or not appearing at all. One player found the Leviathan Supernova upgrade stopped the misbehavior. Treat it as a known launch issue.

How many spells are in The Magus Circle?

Twenty, per the official store page — “casting 20 unique spells augmented by 600 possible upgrades.” Each spell is a drawn shape: your mage starts the run with a signature spell (six mages, six starting points — see the mages roster), and more join your bar as a run goes on. The spellbook in your inventory tracks what you own, and the Day 1 patch made its gem-based filters actually work.

This page documents every spell we can verify from official patch notes and player reports, rather than copying an unverified full list. Seven are confirmed for the 1.0.2 build; the rest land here as we capture them in-game.

DRAW YOUR SPELLS IN NEW ROGUELITE — DeepSpaceMatt

Which spells are confirmed so far?

Spell What we know First confirmed via
Fireball The spell used in the in-run spell-learning tutorial Player reports, launch week
Riptide Wave spell with a known launch inconsistency (see bugs below) Player reports
Exsanguinate Recognizes extremely lenient drawings — a horizontal line casts it Player reports
Omega Beam Repeat-style beam; the 1.0.2 hotfix fixed its wrong “per second” display numbers Official 1.0.2 hotfix notes
Chain Lightning Exists with delayed-crit and chain-lightning-crit interaction effects Player bug report
Poppet Confirmed via the “Poppet Master” level-up card, which could softlock runs before fixes Official hotfix notes + player reports
The Final Sigil Endgame spell with a resource cost; the 1.0.2 hotfix “fixed final sigil cost” Official 1.0.2 hotfix notes

A visual note that does not need names: late-run screens are loud. One official screenshot shows a meteor shower raining down while a pentagram sigil is being sketched mid-boss-fight — that is the power ceiling the twenty spells are aiming at.

Meteor shower falling during a boss fight while a five-point star sigil is drawn

How does mana work across your spell bar?

Mana is the shared resource every drawn spell drinks from, and it regenerates during the run. Three official or player-confirmed details matter for build planning:

  1. Overcharge exists. The Day 1 patch note “mana regen numbers don’t fight (normal number v overcharge) anymore” confirms a normal regen rate plus an overcharge mechanic that pushes regen higher.
  2. Mana motes were a lag source. The 1.0.2 hotfix “optimized mana motes that were causing massive lag hitches” — if you played the first days and felt stuttering during dense fights, that was it.
  3. Costs scale with ambition. The Final Sigil has a cost significant enough to need fixing; cheap spam spells versus expensive finishers is a real trade-off, which is why the beginner guide suggests learning one cheap spell deeply before spreading mana across four.

Which spell bugs should you know about at launch?

Bug Status Player-reported workaround
Riptide stops mid-screen, zips past, or never spawns Reported by several players in launch week One player reports the Leviathan Supernova upgrade stopped the misbehavior; interaction with spell-speed or tarot buffs is suspected
Delayed crit + chain lightning crit effects Open bug report None confirmed
Omega Beam displayed wrong “per second” numbers Fixed in 1.0.2 —
New-spell tutorial not acknowledging correct drawings Reported at launch Enlarge the shape, retry, or re-verify in the spellbook
Rerolling level-ups skipped selection screens Reported at launch Avoid rerolling until you see it fixed

If a spell “randomly stops working despite mana levels,” you are most likely hitting the Riptide-style bug rather than drawing wrong — check the drawing guide’s recognition section to rule out penmanship first.

How do spells grow into a build?

Around 600 upgrades stack on top of your twenty spells: level-up cards, tarot modifiers, Leviathan upgrades like Supernova, and estate systems back at the mansion. Two upgrade names already matter in launch-week discussion: Supernova (the split-beam Leviathan upgrade that, with enough spell size, kept enemies from ever touching one player) and Prodigal Growth (a card whose description mismatch was reported). Where those land on the power curve is exactly what our tier list is tracking — with the honest caveat that the 1.0 meta is two days old.

Sources: Steam store page, 1.0.2 and Day 1 hotfix notes, and launch-week reports from the Steam community forums. Screenshots © By Witchlight.

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