In Mystified you don't pick spells from a list — you build them. Every wizard carries three spells: a Default attack for everyday fighting, a Defensive spell for when things get close, and an Ultimate for when they get desperate. What each one actually does is up to you.

How it works
- Pick your elements. Each boss you beat gives you an element — Frost, Fire, Nature, Storm or Shadow — and every element changes how a spell behaves. Frost shards splinter, fire leaves burning ground, storm bolts jump between enemies. Mix several and the spell takes on all of them.
- Slot in modifiers. Enemies drop spell modifiers: make a bolt pierce, split, bounce, home in, orbit you or burrow through walls. Each spell has sockets for a few of them, and the preview shows exactly what you've made before you use it.
- Find synergies. Some combinations are more than the sum of their parts. When you stumble onto one, it's recorded in your codex so you can chase the rest.
- Choose your style. As of this update every element has three versions of each spell — a frost lance that pierces a whole line of enemies, a frost orb that bursts into a ring of shards, and so on — 30 new spells in all.
- But hold on to them. Fall in battle and the world reshuffles — and your socketed modifiers are lost. Your elements stay; your clever build has to be found again.

Movement got the same treatment: each element also gives Waldo a way to get around — a frost dash that leaves an ice ledge behind, a flame launch, a shadow blink, a vine grapple and a thunder step — so the world opens up as your magic grows.
From the patch notes
Oct 11
- Spell crafting overhaul: modifiers are now found in the world with rarity tiers, spells can mix any number of elements, and mana costs scale with what you add.
- New missile mechanics, like orbiting and phasing through walls.
- Spell synergies: combination rules between elements, reactions with the world, and a discovery codex.
Oct 12
- Bespoke spell forms: every element now has its own Default, Defensive and Ultimate behaviour instead of one generic spell per slot.
- Innate traversal abilities: frost dash, flame launch, shadow blink, vine grapple and thunder step, each with its own button and a combo system.
- Modifier sockets: typed slots (plus a wildcard) instead of a flat limit, and death now strips every socketed modifier.
Oct 14
- All 30 per-element spell variants are in: Frost, Fire, Storm, Nature and Shadow × Default, Defensive and Ultimate, two new each.
- A redesigned spell crafting screen with the elements arranged on a pentagram.
- Crouching, drop-through platforms and a new Grapple Shot that opens up swinging "gauntlet" rooms.