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The Magus Circle Spells — All 20 Sigils, Upgrades and Mana Rules
The Magus Circle spells guide: all 20 sigil spells, the 600-upgrade pool, mana and level-up rules, and the spell balance changes in recent hotfixes.
How the Spell System Works
The Magus Circle builds its combat around hand-drawn casting. You do not press a key to fire a spell; you draw that spell's sigil with your cursor and release to submit it, and the official store page lists the result as 20 unique spells augmented by 600 possible upgrades. That combination is the whole build space: a small, memorable spell list sitting under a very large upgrade pool, with the drawing check as the execution layer on top.
The store page is also clear that the drawing is not meant to be a skill gate. Its first feature bullet says you do not need to be an artist and that even the most crudely drawn sigils still hold magic, which matches what demo players reported — one called the recognition quite permissive, with chain lightning as the notable exception, and put their own success rate above 80 percent.

| System fact | Official detail |
|---|---|
| Spell count | 20 unique spells |
| Upgrade count | 600 possible upgrades |
| Cast method | Draw the spell's sigil with the cursor, release to submit |
| Drawing difficulty | Positioned as forgiving; crude sigils still cast |
| Spell source | A starting set plus new spell scrolls found by exploring the hub |
| Carry limit | Not published; demo players reported running three to four spells comfortably because drawing the rest costs attention |
Every Spell Documented So Far
No official source publishes the full list of 20 spells, so this table collects the ones that are explicitly named in the demo footage or in the official patch notes. Effects are described as the game described them to the player at the time, and the numbers attached to a spell in a demo video are demo values rather than verified 1.0 values.
| Spell | What it does, as documented | Where it is documented |
|---|---|---|
| Magic Missile | Fires a continuous stream of arcane projectiles from your cursor that target nearby enemies; the demo tooltip read 5 damage, 5 seconds, 10 mana | Demo gameplay tooltip (values to confirm for 1.0) |
| Fireball | Throws a fireball that explodes at the target location, damaging and burning monsters | Demo gameplay tooltip |
| Frost Nova | A blast of ice that damages and freezes monsters where you cast it | Demo gameplay tooltip |
| Thunderstorm | Periodically strikes three random monsters with lightning | Demo gameplay tooltip |
| Riptide | Summons a surge of water in a direction of your choice, damaging and pushing monsters | Demo gameplay tooltip; fixed in the 1.0.3 hotfix |
| Meteor Shower | Meteors fall from the sky, striking random areas around you for heavy damage and burning monsters | Demo gameplay tooltip |
| Ice Spear | Summons two spears of ice that periodically attack the strongest monsters and pass through them | Demo gameplay tooltip |
| Chain Lightning | Strikes the closest monster, then chains to the next closest one | Demo gameplay tooltip; named by players as the hardest glyph to draw |
| Ink | Throws a blob of ink that deals area damage on impact and leaves a field that slows monsters; direct hits deal double damage | Gameplay footage from the launch build |
| Exsanguinate | Not documented by description; known from the 1.0.3 balance note that reduced its area of effect by 25 percent | 1.0.3 hotfix notes |
| Prismatic Gale | Not documented by description; known from the 1.0.3 note that it no longer costs mana | 1.0.3 hotfix notes |
Upgrades, Mana and Level-Ups
Upgrades arrive through the level-up loop rather than a shop. You draw a circle around your character to level up, then choose from the options the game offers, and the choices observed in the demo read like a bullet-heaven pool: spell-specific modifiers, elemental riders, stat multipliers and a small number of unusual effects. Because the store page counts 600 possible upgrades against 20 spells, most of the pool is made of modifiers for spells you already own, which is what makes a single run feel like a build rather than a shopping list.
| Observed upgrade | Effect as the game described it | What it supports |
|---|---|---|
| Mana regeneration | Plus one mana regeneration, and a separate double mana regeneration while invulnerable | Any spell-heavy build, since running dry is the most common complaint |
| Mana efficiency | 25 percent mana efficiency, and a separate minus 50 percent mana efficiency option | Longer casting windows between mote pickups |
| Spell power per active spell | Plus 10 spell power for each active spell | Wide builds that keep several spells running |
| Spear count | Plus one ice spear, stacking repeatedly | A dedicated ice spear build, the clearest snowball in demo footage |
| Elemental riders | Spell sigils poison, freeze, burn or spook monsters, depending on the pick | Turning the sigil itself into an area effect |
| Stun and crit | Percentage chances to stun, critical chance and critical damage, some conditional on elites | Burst against elites and bosses |
| Meteor rider | Meteors leave a field of fire that burns monsters | Layering damage with Meteor Shower |
| Duration and size | Flat additions to spell duration, spell size and attack rate, some tied to kill counts | Sustaining a small number of spells rather than adding new ones |
The mana economy is the part beginners underestimate. Spells cost mana, mana regenerates passively, and motes dropped by monsters refill it when you walk over them, so your real casting budget is a function of how aggressively you collect during a fight. The demo thread includes a player who found an uncapped mana regeneration interaction and finished a run at 2,200 mana, and another who asked for levelled-up spells to be rerollable because only three or four spells were practical to maintain.

What the Patches Changed, and What Is Missing
The launch-week patch notes are the closest thing to an official spell list, because they name individual spells while describing the fixes and balance work.
| Change | Patch | Date |
|---|---|---|
| New spell scrolls become acquirable by exploring the hub | 1.0.3 | September 25, 2026 |
| Prismatic Gale no longer costs mana | 1.0.3 | September 25, 2026 |
| Exsanguinate area of effect reduced by 25 percent | 1.0.3 | September 25, 2026 |
| Ink base area increased and Inky Area scaling decreased | 1.0.3 | September 25, 2026 |
| Riptide fixed | 1.0.3 | September 25, 2026 |
| Star-shaped shielded enemies removed | 1.0.3 | September 25, 2026 |
| Spell descriptions showing large decimal numbers fixed | 1.0.4 | September 27, 2026 |
| Spell balance planned by changing behaviour rather than only numbers | Future updates post | Posted on the Steam hub |
What is not documented yet:
- The full list of 20 spells with their official names.
- The sigil shape for each spell, and whether shapes are fixed.
- Mana costs, damage and duration values for the shipped 1.0 build, which differ from demo numbers.
- Whether custom or combined sigils will be added — a demo player asked for exactly that, and the developer replied that feedback was being worked on without promising the feature.
FAQ
- How many spells are in The Magus Circle?
- Twenty. The official store page lists 20 unique spells augmented by 600 possible upgrades, and describes the system as drawing magic sigils to cast them. The store page does not publish a name list for all twenty.
- How many upgrades are there?
- 600 possible upgrades, according to the store page, spread across the 20 spells and the general stat pool. An earlier version of the store copy circulating on third-party aggregator pages quotes over 250 upgrades, so treat the current store figure as the one that describes the shipped build.
- How do you cast a spell?
- You draw it. Hold the left mouse button and trace that spell's sigil, then release to submit it. Spell sigils are single-stroke shapes, the game lists the ones you carry in the UI, and the check is forgiving rather than pixel-perfect.
- What does mana do and how do you get more?
- Every spell costs mana, mana regenerates over time, and motes dropped by killed monsters restore additional mana when you walk over them. Players in the demo thread reported running dry as a constant problem, which is why mana efficiency and mana regeneration appear so often in the upgrade pool.
- Did the launch hotfixes change any spells?
- Yes. The 1.0.3 hotfix on September 25, 2026 fixed Riptide, reduced Exsanguinate's area of effect by 25 percent, increased Ink's base area while reducing Inky Area scaling, and made Prismatic Gale free to cast. The 1.0.4 hotfix fixed spell descriptions that were showing large decimal numbers.
More in Characters & Spells
More characters & spells pages in The Magus Circle.
References
- The Magus Circle on Steam — store page and official app details (appid 2796640)
- The Magus Circle — Steam Community Hub (official patch notes for 1.0.3 and 1.0.4)
- A Bullet Heaven Where You Draw to Cast Spells is PURE MAGIC | The Magus Circle (Demo) — gameplay with subtitles, showing the spell tooltips
- Demo feedback :: The Magus Circle General Discussions — player reports on spell drawing and spell balance
Facts on this page are compiled from the references above. Items marked "to confirm" are single-source and not yet verified.