Type the first letter of a spell to start casting it. Esc cancels.
Scribe's rule
What makes a spell strong
Accuracy
Each wrong key drains power. Flawless spells hit hardest.
Speed
Beat the chapter's target speed for a bonus.
Length
Longer sentences carry more magic.
Grammar
From chapter 3, spells ending in ! gain force.
Combos
Cast two clean spells in a row and a gold COMBO card appears. It joins two spells with a joining word, and does both.
Races
First slip in each word is free; after that Wren trips and freezes for a moment. Three clean words in a row give a DASH. Too many trips and you miss the prize.
Enemies
They get faster and hit harder as their health drops. Near the end they throw HEAVY attacks, so keep a Ward ready.
Misses
Your first slip in each spell is free (two for Apprentices). After that, the enemy jabs back for a small hit. A Ward blocks jabs, and jabs can never knock you out.
Wards
Apprentice Wards last until they absorb hits. Scribe Wards fade after 15 seconds, Archmage Wards after 7, so time them for the big attacks.