Shrinebreaker

Three orders. Three shrines. Guard yours, break theirs.

A free team spellcasting battle in your browser. Join Cinder Vow, Moon Veil or Reed Vigil, learn your spells, and fight for the shrines of first-person arenas. Nothing to install.

In development — sign-in opens soon.

The Four Disciplines

Every mage follows one discipline. You learn its laws a level at a time, research the ones you favour, and ready up to a dozen spells for battle. Here are a few of the spells each discipline learns in its first five levels.

Elementalist

The battle-mage of fire, frost and stone. Elementalists open with quick darts and grow into heavy lances that strike from far across an arena, and they can raise a wall of biting cold to close a corridor.

Role
Damage
Range
Long
Strengths
The most raw damage; three elements to switch between; wards against the others' elements.
Plays like
A ranged artillery mage: find the angle, keep your distance, punish anyone in the open.

Ember Law

  • SingeLv 1A small bolt of fire: the first spell an Elementalist learns.
  • Ember Dart ILv 3A faster, harder-hitting fire dart.
  • Ember Dart IILv 5The strongest of the fire darts, before the lances.

Rime Law

  • Rime Dart ILv 1A dart of frost.
  • Rime Dart IILv 2A quicker, cheaper frost dart.
  • Rime Lance ILv 4A long-range bolt of ice that hits hard and bursts on impact.

Shard Law

  • Shard FlickLv 1A flicked splinter of stone.
  • Shard Dart ILv 3A stone dart that shatters where it lands.
  • Shard Dart IILv 5A heavier shard dart, ahead of the Shard Lances.

Warden

The keeper of the order. Wardens mend wounds, raise the fallen with Second Breath and put up walls of air, water and bramble across a doorway, while Bright Law gives them thorns and holds of their own.

Role
Support and control
Range
Short to medium
Strengths
Healing and raising; walls that shape a fight; slows and bleeds; blessings for the team.
Plays like
The healer who also holds the line: stay behind your order's front, keep it standing, wall off the flank.

Mending

  • Mend ILv 1Heals you.
  • Mend Other ILv 2Heals the teammate you aim at.
  • Mend IIILv 4A stronger heal for yourself.
  • Mend Other IIILv 5A stronger heal for a teammate.

Shield Law

  • Breath WallLv 1A wall of air across a passage.
  • Unbind ILv 2Dispels what an enemy has cast.
  • Tide WallLv 3A wall of water.
  • Bramble WallLv 5A wall of thorny bramble.

Bright Law

  • Moonthorn ILv 1A thorn of holy light.
  • StiffenLv 2Cramps the enemy you aim at, slowing them.
  • Moonthorn IILv 3A stronger thorn of light.
  • Thorn Bleed ILv 4Leaves the enemy you aim at bleeding.

Runewright

The trap-setter. Runewrights draw glyphs on the ground that snare, bleed, hurl back or drain the power of whoever steps on them, and fight with darts of ley light and the hollow power of the void.

Role
Control and attrition
Range
Medium
Strengths
Ground runes that guard a shrine or a pool; draining an enemy's power; void walls and darts; ley wards.
Plays like
The ambusher: prepare the ground, then make the enemy come to you.

Runes

  • Snare Glyph ILv 1A rune on the ground that slows whoever steps on it.
  • Thirst Glyph ILv 2A rune that drains the power of whoever triggers it.
  • Heave Glyph ILv 3A rune that hurls its victim back.
  • Thorn Glyph ILv 4A rune that leaves its victim bleeding.
  • Snare Glyph IILv 5A stronger snare that cripples for longer.

Hollow Law

  • Hollow Dart ILv 2A spike of void.
  • Hollow WallLv 3A wall of void that hurts whoever crosses it.
  • Hollow Dart IILv 5A stronger void spike.

Ley Wards

  • Ember WardLv 2Wards you against fire.
  • Spark WardLv 4Wards you against light and sparks.
  • Spellward ILv 5Lets you shrug off part of the spells cast at you.

Mindweaver

The duellist of thought and storm. Mindweavers throw sparks and lances of light, strike an enemy's mind directly at long range, and leap and fly where no one else can follow.

Role
Skirmisher
Range
Long
Strengths
Instant mind strikes with no projectile to dodge; leaping and flight; wards of the mind.
Plays like
The hunter: high ground, sudden angles, and a jolt for anyone who thinks they are safe.

Storm Threads

  • Mind Spark ILv 1A crackling spark of light.
  • MoonlampLv 2A light that follows you through dark halls.
  • Mind Spark IILv 3A stronger spark.
  • Mind Spark IIILv 5The strongest spark, before the Thought Lances.

Mind Rending

  • JoltLv 2Strikes the mind of the enemy you aim at: no projectile, long range.
  • Mind AcheLv 4A sharper strike at even longer range.
  • Mind Shock ILv 5A heavy shock to an enemy's mind.

Skyward

  • Thought Leap ILv 1Leap high: onto ledges and over walls.
  • Thought Leap IILv 3A higher leap.
  • Skythread ILv 4Fly for a minute.
  • Cut ThreadLv 5Ends your flight at once, to drop where you choose.

The Orders

Three orders hold the arenas, each with a Keystone shrine to defend. Your mage belongs to none of them: you choose an order in the tavern before every match, so you can stand with your friends one battle and against them the next.

Cinder VowCinder in the arena
Moon VeilVeil in the arena
Reed VigilReed in the arena

Bias the power pools to your order, wear the others' shrines down and break them; a fallen shrine can be restored. Hold your own shrine and the most power, and your order takes the match.

Seasons & rewards

Season 1: The First Breaking runs until 30 November 2026. Daily and weekly quests earn season points; every rank brings a title, and some bring a look or a spell skin.

  • Ten ranks of titles, from S1 · Novice to S1 · Stormcaller, yours to keep.
  • Rank looks for your mage and spell skins for your spells.
  • Feats for what you do in battle, each with its own rune badge.

The Hall of Honours

Every week the Hall crowns the mages who did the most: the Lifebringer who healed and raised, the Stonebreaker who brought shrines down, the Poolwarden, the Iron Mage, the Rising Star and the Duelist. Each wears a laurel for the week. Bonus-XP nights, like Friday Night Surge, are on the in-game calendar.

Media

A first-person battle: a Moon Veil mage watches spells burst over a pool held 65 percent by Reed Vigil.

From the Sanctum to the shrine halls: 33 screenshots of the painted menus, the tavern and the battles for the Keystone shrines.

See screenshots →

Join the community

News, playtests, match nights and feedback: the Shrinebreaker Discord is where the mages gather.

Join the community on Discord