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Spell Law
Otherwise known as the casting handbook. Where players learn how spells work as practiced abilities on Nilgiri's skills tree — practice, apprenticeship, and casting — not immortal spell construction.
Spell definition tooling (@spell workspace) belongs to Creation Law. This page is the player side.
Spells on the same tree
Nilgiri is classless. Natural stats at creation determine how far fundamentals (notably spellcraft and related mystic fundamentals) can be practiced; those gate primary spell practicals; those gate tertiary spells. Practice caps follow prerequisites on the Skills Tree Graph (Graphviz skills.png from ant SkillTreeGraph / skills.dat). Skills and spells share one graph; non-spell skills are covered under Skill Law.
- See: Skills Tree Graph — full skill and spell dependency image
- See: Skills Tree — how to read stats → fundamentals → practicals (including example tertiary spells)
Spellcraft and practicals
Spellcraft is a gateway fundamental: its post-requisite list is the first wave of castable practicals (identify, teleport, armor, magic missile, and many others). Primary spell practicals require practiced fundamentals (for example armor needing spellcraft and psychokinetic). Tertiary spells require prior practicals at category minima (for example barrier needing armor at least Category IV / proficiency 31+; greater protection needing both protection-from-evil and protection-from-good at Category III).
Use practice <name> to see qualifiers, pre-requisites, maxima, and post-requisites before you spend sessions with learn.
Auto-generated spell pages
Individual spells have auto-generated wiki pages (cast time, mana, forms, targets, effects) regenerated from live definitions. They are indexed from Auto Generated Data. Confirmed examples:
Treat those pages as reference cards; progression and practice still follow the graph and Practicing.