How to Cast Spells in The Lantern of the Laughless Saint
Understand the confirmed spell system before you play: what casting costs, how you learn spells, and the exact boundary of the official record.

TL;DR
The Lantern of the Laughless Saint has a fully featured spell crafting system in Early Access. Spells are learned from tome purchases (distributed to vendors on new games) or crafted by a mage named Theodorus. Casting costs magic; the only confirmed number is Heal Self, which costs 16 magic and heals 20 health. Three magic schools exist: Sorcery, Channeling, and Psionics. One important boundary: no official source, community guide, or gameplay video in our research documents the actual keybinding or menu sequence to cast a spell. That gap is listed below rather than invented.
The Spell System
NerveLabs' Early Access FAQ confirms the game ships with "fully featured spell crafting and alchemy systems." That is official wording from the store page. The system is not a promised future feature; it is live in the current build. Update 11 (2026-08-26) explicitly references spellcrafting menu, fire spellcrafting, and a Slink spell, and Update 6 (2026-08-20) rules that identical spells no longer stack effects.
Three Magic Schools
The Fandom skills page and the official Update 15 perk names mutually identify three schools:
- Sorcery — destructive, elemental spells. New Update 15 perks: Arcane Focus, Conductor, Glass Cannon, Meteoric, Sorcerer's Wrath, Unmaking.
- Channeling — protective and regenerative spells. Update 15 perks: Divine Ire, Frail Rituals, Ravenous Horde, Lifelink.
- Psionics — reality-altering and illusory spells. Update 15 perks: Steelskin, Spongestone, Soul Tether, Mindflayer.
Each school's skills page says its spells grow stronger with each level and grant Magic. Exact per-level scaling is from a fan-sourced skills page and not independently verified against official in-game text, so use it as directional, not exact.
How You Get Spells
The confirmed acquisition routes are:
- Buy spell tomes from vendors. Update 11 says "Spell tomes have been distributed to vendors (only on new game)." This wording means new-game availability is confirmed; older saves are not recorded. Heal Self is purchased as a tome in cited gameplay.
- Craft spells at Theodorus. The official Update 15 patch names Theodorus as the spellcrafting service: "Theodorus now offers spellcrafting in multiplayer if you lie to him about Bart's response." Reddit players independently call the same mage "theodosius."
- Quest or reward tomes. Fandom shows Tome of Sunder Mind and Tome of Lightning Bolt marked "(stolen)" and the official patch references a Fool's Gambit tome. Exact routes are not published.
What Casting Needs
Two things are confirmed about what a cast consumes.
- Magic is the resource. Blood Magic / now Eldritch Offering pays half of every spell's cost in health, which means every spell has a magic-or-health cost.
- Each spell has a cost. Update 11 says the Slink spell cost was corrected, and Update 15 says the Unlock spell cost was increased. The exact numbers for these are not published.
- Skill gate for some spells. Community gameplay records Unlock spell "requires you to have at least some skills in psionic magic." This is a community/gameplay claim, not an official one.
Heal Self Walkthrough
Here is the only end-to-end example in the official record that is backed by actual gameplay footage:
- Buy the Tome of Heal Self from a vendor. (Cited video, 2026-09-03)
- The spell costs 16 magic per cast and heals 20 health per cast.
- The cited player notes race differences matter: some races cast Heal Self 7 times per pool and a high-magic race about 14 times. The exact race name is transcription-uncertain, so treat the ratio as the useful part, not the name.
Source: cited gameplay transcript on DyingMicrobe video, 2026-09-03. That video is after Update 15. Costs can change at any time in Early Access.
Spell Crafting
The spellcrafting menu contains fields for dropdown, cost, damage, magnitude, and duration. This is confirmed by the official Update 11 fix list (dropdown colors, damage, cost) and a Steam community thread asking for manual input into magnitude and duration.
What NerveLabs has not published is the recipe matrix: which effects combine, what each combination costs, and how magnitude/duration scale. The archive competitor laughlesssaint.com says exactly this and does not guess. We do the same. Until the official record lists it, any "complete spell list with numbers" is not real.
Common Problems
These are real fixes and player complaints rather than invented tips:
- Third-person spells missing. Update 11 fixed "3rd person spells target correctly." If you play third-person and miss, this was a known bug.
- Spells healing instantly when they should regen. Update 11 says some spells now apply health/magic regeneration instead of instant restoration.
- Fire damage wrong. Update 11 says "Fire spellcrafting gives correct damage."
- Dropdown colors hard to read. Fixed in Update 11.
- Radial menus fighting the player. A recent Steam thread asks to select spells/potions with number keys or directly from inventory. This is a live community request about the interface, not a documented solution.
What Is Still Unknown
| Question | Status |
|---|---|
| Which key casts a spell? | Unverified. No official or sourced gameplay page in our research records it. |
| How do I open the spell menu? | Unverified. Same gap. |
| Can you cast spells without a staff? | Unconfirmed. No source records a staff requirement. Do not treat this as verified either way. |
| Full spell list? | Named spells are recorded. Complete list is not published by NerveLabs. |
| Magnitude / duration values? | Not published. Thecommunity only confirms the fields exist. |
| Old-save tome availability? | Update 11 only says tomes are at vendors on new game. |