DesecrationLantern Mire
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Field note 45Spells · Preview

Every spell before the battle.

Every patron now shows all five spells. Click a card to see the real cast before committing to a match.

Unreal prototype · Four patrons Twenty playable spell demonstrations vUnreal 5.8.3 · Mac · Offline prototype
Ilveth’s patron screen shows all five spell cards, including Rainbow of the Vow on Z.
Actual final Mac app. The illustrated menu background surrounds the live character portrait and clickable spell cards.

The missing Z card was part of a larger gap: the patron screen described magic without letting it speak for itself. All twenty spells now have their own demonstration, with replay and previous/next controls.

A small stage for each spell

Projectiles strike creatures, healing spells use injured allies, flocks circle and dive, and movement spells leave their departure point behind. These demonstrations call the same spell rules as combat. They use their own actors and resources on a separate elevated stage, so browsing does not advance or spend from the match.

Click a spell card, replay it, step through the patron’s five spells, or press Escape to return to the picker. The epic spells get a wider camera to keep their taller motion in view.

Roots and ancestral fire rise around three targets on the spell demonstration stage.
Ground Remembers in the final app’s separate demonstration stage. Staged actors and camera; this is game rendering, not concept imagery.

Checked in the app

The final Mac app passes 160 rule checks on the Passes, 128 on the open island, and 21 native input checks. New cases cover all twenty real casts, cleanup, preserved match state and returning from the demonstration. Sixty-five packaged captures cover each picker and each spell’s travel, impact and aftermath.

Visual review caught excessive stage lighting, a masked floor, a clipped return label and an overflowing Ilveth cost. Those were corrected before delivery. The earlier cinematic-collapse app remains preserved. These staged captures establish presentation and layout; they are not a combat playtest or a frame-rate benchmark.

Next: more distinctive magic

The demonstrations also make the remaining differences easier to judge. Covenant still needs a physical heart, Misstep needs its hollow silhouette, and crows and buzzards need distinct shapes and calls. Heavenfall needs to hold its strike long enough to read from the ordinary camera.

Those refinements come next, followed by independent squads and map objectives without enlarging the map. Internet multiplayer is a separate implementation. This build remains offline, and the previously measured collapse hitch remains unresolved.

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