[p]In Everwind, magic has always been intrinsically tied to the power of staffs - without the proper rod, channeling magical energy was impossible. Now, however, it’s time to expand and diversify the mechanics: we’re introducing spellbooks and single-use scrolls. Below, you’ll find the details of our magic system.
Also, before you continue, a small disclaimer: the names of spells,books and staffs are only placeholders, so don’t get too attached :)
[/p][h2]1. Spellbook[/h2][h3]A New Way to Cast Spells[/h3][p]Instead of wielding a staff, you can now use a spellbook instead. We are designing spellbooks to be focused on support and point blank area-of-effect spells.
[/p][h3]One Book = One Spell[/h3][p]Each spellbook is a unique tome containing exactly one spell. For example, if a player’s inventory includes the “Book of Haste,” they can cast only that spell. To learn additional spells, they must acquire additional spellbooks.
[/p][h3]Usage Mechanics[/h3][p]The player needs both hands free to use a spellbook.
Upon activation, reading the book triggers the casting of its contained spell.
Spellbooks do not vanish after use; when you run out of charges, simply recharge them in a dedicated charging station, just like you would with a staff.
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[/p][h2]2. Single-Use Scrolls[/h2][h3]Scrolls as Emergency Magical Power[/h3][p]Everwind will contain ancient scrolls - parchments inscribed with spells prepared by long-gone archmages.
[/p][h3]How They Work[/h3][p]Scrolls can be found in dungeons or looted from enemies.
Each scroll holds a single, one-time-use spell (e.g., “Scroll of Frost Breath” or “Scroll of Ethereal Explosion”).
Upon activation, the scroll disappears from the inventory as its magic is unleashed instantly - no staff or spellbook is required.
[/p][h3]Tactical Applications[/h3][p]Ideal when your staff is depleted, offering an immediate casting option.
Scrolls can contain extremely rare or destructive spells not available in standard spellbooks.
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[/p][h2]3. Staffs With Limited Charges[/h2][h3]Staff Durability When Casting[/h3][p]Each staff has a built-in “energy reservoir.”
Every time you cast a spell, a portion of that reservoir is consumed. When it hits zero, the staff becomes inert - useless until replenished.
Durability varies by material and rarity:
Wooden Staff of Novice might sustain 20 casts.
Crystal Tear Staff might sustain 60 casts.
Ancient Sorcerer’s Staff (unique artifact) could be effectively limitless, but it’s extremely rare.
There are three types of staffs: Novice, Advanced and Master. You will need to increase your staff-wielding skills to make sure that you can use the best ones.
[/p][h3]Renewal and Repair[/h3][p]Once a staff is fully depleted, players can bring it to a charging station to restore its magical potency.
The cost to recharge depends on the staff’s rarity and how many charges it has used.
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[/p][h2]4. Unique properties of Staffs[/h2][p]To ensure that staffs remain a powerful option for spellcasting, we will allow players to learn special skills that provide unique benefits. For example:
They have a unique skill that lets you deflect magical bullets. This is a powerful defensive option when fighting more magically inclined adversaries.
Another special ability allows you to press and hold RMB for a powerful strike, which behaves differently depending on the type of selected spell.
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[/p][h3]How It All Ties into Gameplay[/h3][p]
Preparing Your GearChoose a staff of an appropriate tier (higher rarity means more charges).
Select at least one spellbook to have a backup source of spells prepared.
Carry a few scrolls in case your staff runs dry mid-battle.
During a FightMonitor your staff’s remaining charges. If it’s running low, switch to a scroll or a spellbook.
Equip and read the spellbook to cast your chosen spell. Spellbooks are reusable.
Risk and Decision MakingYour staff might deplete at an inopportune moment - having scrolls as a backup can be life-saving.
Spellbooks force players to choose their spells ahead of time; you can’t carry every spell.
Economy and CraftingRare spellbooks are hidden deep in dangerous dungeons.
Recharging a staff costs Spirit Dust, creating a resource sink that prevents infinite spell spam.
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[/p][h3]Why This System?[/h3][p]Greater Tactical Engagement
Players must decide which spellbooks to bring and how to budget staff charges. This isn’t just button-mashing; it’s strategic planning, with real risk if your staff depletes mid-battle.
Variety in PlaystyleSwitching between staff, spellbook and scroll adds dynamism to combat. If your staff fails, the battle isn’t over.
Worldbuilding and ImmersionSpellbooks and scrolls emphasize the ancient, mystical tone of Everwind’s magic.
Balanced ProgressionStaffs wearing out ensure players can’t spam endgame spells endlessly, but they can still steadily improve via higher-tier staffs and unique spellbooks.
We believe that adding spellbooks and single-use scrolls to the existing staff-centric system makes Everwind’s magic multi-layered, requiring thoughtful preparation while offering rich tactical options. Who knows what you discover on your next quest?
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