An Orb mage commands a circle of luminous violet orbs above a ruined city.

Real-time magical dueling

Think fast.
Cast faster.

Deep strategy. Quick wits. Quicker reflexes.
Welcome to a world where every spell is a challenge—and every catch could turn the duel.

A first look at the world of Spynncaster

01 / THE ORB GUILDThere is power in misdirection.
Explore

The art of the duel

A battle of minds.
Played at your fingertips.

Read your opponent. Catch an incoming orb. Infuse it with magic and send the challenge back. In Spynncaster, a clever plan comes alive through a well-timed move.

01

Catch the opportunity.

A successful catch opens a choice: recover life or gather Spynn, the energy behind your magic.

02

Choose your moment.

Spend your power, shape your attack, and put your opponent under pressure while the field keeps moving.

03

Turn the duel.

Pass and cast your orbs. Disrupt the field. Bring the right spell—and the reflexes to deliver it.

Four guilds. Four approaches to power.

How will you duel?

Control. Deception. Force. Speed.
Find the magic that matches your mind.

Source / The power behind the play

Make magic work for you.

Protect your position, interfere with an opponent’s magical resources, and make the most of your own. Source rewards a player who sees the contest beneath the chaos.

Shield · Anti Spynn · Threshold · Clarity

Orb / The dangerous art of deception

Give them more to think about.

Hide an orb. Multiply the challenge. Bind orbs together with Adhesion. Orb magic turns familiar movement into an unfamiliar problem.

Invisibility · Hall of Mirrors · Adhesion · Primum Magicis

Field / Power that changes the battlefield

Change the ground rules.

Swallow the field in fog, shake it with an earthquake, or fill it with pestilence. Field magic makes the space around an opponent part of your attack.

Ghastly Fog · Earthquake · Deathly Pestilence · Secret Passage

Sling / A little less time to react

Keep the pressure coming.

Fast throws and punishing spells demand attention. Sling puts speed to work, testing an opponent’s hands as much as their judgment.

Sling · Sabotage · Tripped Wire · Contact Poison

The Field mage draws on elemental power, surrounded by fog and a storm-lit sky.THE FIELD GUILD / FORCE OF NATURE

Spellcraft with consequences

Make their next
move harder.

Your magic changes the problem your opponent has to solve. Their hands still have to solve it.

Adhesion

Orbs collide and stick together. Familiar motion becomes a tangled challenge.

Hall of Mirrors

More orbs. More pressure. More to keep track of when every moment matters.

Ghastly Fog

Obscure the field and test your opponent’s ability to stay composed.

Take your craft further

Two spells. One wicked idea.

As you advance, learn to combine two effects on a single orb. Find spells that work together, then find the moment to cast them.

Welcome to Spynncaster

Bring your cunning.
Trust your hands.

Discover your guild. Learn its magic. Find your way to win.

Explore the four guilds