Spell Clock

A magic clock you cast spells on by drawing their signs with a wand, with a new spell to learn each day.

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Spell Clock is a clock you cast spells on. Whatever you draw over it, with a mouse, a finger or a pen, is read as the stroke of a wand, and when it is a spell’s sign the spell takes hold of the time. Draw a circle for Lucerna and the light comes up; a Z for Hiemalis and time freezes; a stroke straight up for Elevara and the digits float off; an arch for Bullae and bubbles drift across the hall. Scribble back and forth over the clock and whatever you have cast is lifted again.

There are 30 spells in its spellbook, in seven chapters: Light & Fire, Time, Motion, Transformation, Weather & Wonders, the Clock Charms that set the clock itself, and the Room Charms, Domus and Vertere, that move the room to the next house or face. You learn them as you go. Your first trick is Elevara, a stroke straight up; after it a few more spells wait in the spellbook, and then a new one arrives every day, so the clock has something new to show you each time you come back. Draw each new spell’s sign once to learn it; from then on you can cast it from the spellbook too. The spellbook, at the foot of the clock, holds every spell you know with its sign beside it, marks the new ones, and tells you when the next ones arrive.

The time can stand in four places: among floating candles, inked on parchment, on the astral dial of the Arcane Orrery, or written in the stars. Each comes with a theme of its own, Ember, Aether, Hearth or Tide, and any of them can wear any of the four. Everything is drawn in your browser as you cast, the sounds included, and your spells and settings stay in this browser.

Preguntas frecuentes

How do I cast a spell?

Draw its sign over the clock in one stroke: a circle for Lucerna, a Z for Hiemalis, a stroke straight up for Elevara, an arch for Bullae. A sign is only read once it is whole, so a stroke that wanders off fizzles rather than casting the wrong spell, and the clock tells you whether to draw it larger or follow the shape more closely. Once you have drawn a spell’s sign, you can also tap it in the spellbook, or among the quick charms you cast lately, to cast it without drawing.

How do I learn new spells?

Your first trick is Elevara: draw a line straight up from the dot and it is yours. Five more wait in your spellbook once it is done, Lucerna, Bullae, Silentium and the two Room Charms, Domus and Vertere, and from then on a new spell arrives each day until all 30 are yours. Draw each new spell’s sign once to learn it: pick it in the spellbook and it shows you the sign to draw, and from then on you can cast it from the spellbook or the quick charms too. A day you miss is kept, so after a week away seven new spells are waiting, marked New in the spellbook. The spellbook shows the spells still to come and the day each one arrives.

How do I undo a spell?

Scribble back and forth over the clock, and what you have cast is lifted and the time comes back as it was. Timed charms also end by themselves, after the Charm duration you choose: 10, 15 or 30 seconds, or Until erased, which keeps them until you scribble them away. Charm duration is in Settings and in the spellbook.

What can the spells do?

Light & Fire lights the clock, puts it out, sets it alight and brings northern lights and bursts of colour. Time freezes it, rewinds it, runs it fast and makes it forget the hour. Motion lifts the digits, flips gravity, grows and shrinks them, draws them into a vortex, summons them to your wand and blows them about in a gust. Transformation transfigures them, shatters and mends them, makes them vanish, fly away, float off in bubbles or wobble like jelly. Weather & Wonders brings a storm, a guardian, a chest to open and something silly, and the Clock Charms change the clock itself.

Can it show 24-hour time, or hide the date?

Yes, with the Clock Charms. Horologia, drawn as a seven, switches between 12-hour and 24-hour time; Tego, drawn as a D, hides the date or brings it back; and Silentium, drawn as an N, turns the sound off or on. The clock keeps each choice for the next time you open it.

Can I change the look?

Yes. Open Face in the options at the bottom and pick one: Candles, the time glowing among floating candles; Parchment, inked on a torn sheet with a wax seal; Orrery, the Arcane Orrery’s brass-rimmed astral dial, its hands turning about the sun at its hub; or Stars, the time traced in constellations on the night sky. Picking a face brings its own theme with it, and the four swatches below them, Ember, Aether, Hearth and Tide, change the theme alone, so any face can wear any of them.

What are surprise spells?

A ghost wand that casts gentle spells by itself while the clock is left alone, using the spells you have learned. They are off until you turn on Surprises in the options at the bottom. Calm motion, in Settings, keeps the spells from shaking the clock or moving it far, and follows your device’s reduced-motion setting until you choose.

Does it have sound?

Yes. Each spell has a sound of its own, made in your browser as it is cast. Sound, in the options at the bottom, turns it off or on, and so does Silentium. Browsers only let a page play sound once you have touched it, so the clock stays quiet until your first stroke.

Will my screen stay on?

Yes, while this page is open, in browsers that let a page keep the screen awake; Keep screen on, under Bedside in Settings, turns it off.

Can I use it on the main clock?

Yes. “Make this my clock” saves the Spell face as your main clock without leaving this page, and the note that appears links to it. Your spells, your progress through the book and these settings are one for both; there, the same options sit in the toolbar at the bottom and in Style.

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