Gaming Guide

Forgotten Stories: How to Cast Spells and Write Books in Roblox

The exact rune, book, and stat rules for surviving a permadeath run in this turn-based Roblox RPG.

The exact rune, book, and stat rules for surviving a permadeath run in this turn-based Roblox RPG.

Forgotten Stories is a hardcore, tile-based exploration RPG on Roblox built around permadeath and turn-based combat. You move your party across a map made of tiles, fight monsters, gather resources, and carry limited progress into future runs through Books. Two mechanics decide how far a run goes: casting spells with rune patterns, and writing Books that lower requirements or grant spells in later attempts.

Quick answer: Spells are unlocked by writing a Book, then cast by entering the rune pattern shown in your Bookshelf. Books are written and signed in the Lobby using Ink, and a signed Book usually appears immediately in a new run or lowers a requirement by 3.


How permadeath and runs work

The game is a permadeath turn-based RPG. You select tiles to move across the map, enter battles, collect resources, and carry chosen long-term progress through Books. Frequent failure is expected while the game remains a heavy work in progress. Console players can currently play only with mouse and keyboard.

At zero HP, a character may be downed with Deep Wounds or die outright. Leaving a run still awards shards whether the character survives or dies, so exiting is never a total loss. There is no general respec in the current run, which makes stat allocation permanent within that attempt.

Character Customization screen with the Skin Tone palette and avatar preview open
The Character Customization screen, where you set appearance and pick a starting Persona.

How to cast spells with rune patterns

Spells are unlocked through Books and cast by entering published rune combinations. Knowing a rune pattern is not enough on its own; the spell must first be unlocked and written into the run. Once unlocked, you enter the same rune combination shown in the Bookshelf to cast it during combat.

Unlock the spell by writing the Book that grants it. Until the Book is written into your run, the rune input will not produce the spell.
Check your available Rune Slots. Runesight, equipment, a Staff or Wand, and some Inheritances can change how many slots you have. Slots grow every 10 Runesight.
Enter the rune pattern, adding extra runes under the correct scaling rule. Each extra rune above a damage spell’s base requirement adds +30% base damage. Each extra rune on a buff adds +1 turn of duration.

Note: A disabled left hand prevents spell casting. Two-handed weapons and Claw are listed examples of setups that block casting.

Example spell effects

SpellTypeEffect
MendHealing · Order (Starter Spell)Heals a single party member and reduces Bleed by 2. Healing = (2.5 + Order affinity/2 + extra runes) × outgoing healing (+50% on critical cast).
Cleansing WatersHealing · OrderHeals one party member, reduces most debuffs by 3 stacks, applies Regeneration +3. Critical cast raises debuff reduction to 5 and removes Infection, Deep Wound, and Venomed.
BloodwireOrder · VoidDeals Void and Slash damage and applies Bloodwired +3. Critical cast applies an extra Bloodwired stack.
SkystruckChaos · EarthDeals Chaos damage to all enemies afflicted with Chaostatic. Critical cast applies Dazed +2 to enemies hit.

How to write and sign Books

Books connect one run to later attempts. A signed Book usually appears immediately in a new run or lowers a requirement by 3, though exceptions exist. Books are written and signed in the Lobby, and the resource used is Ink. Each Book card publishes its own Ink Shard writing cost and Ink signing cost.

Collect Ink during your run. Ink is earned from combat and quests, and it is what makes Books valuable beyond a single encounter.
In the Lobby, choose a Book and compare its unwritten and written requirements. The written version lowers the affinity requirements needed to obtain the Book on a future run.
Pay the Ink Shard writing cost, then the Ink signing cost. A signed Book carries into later runs. Some Books remove one requirement while keeping another, and some special cases lower a threshold instead of the standard 3. For example, the requirement reduction is not always exactly 3, and Book values can shift after a patch.
Backpack and Storage transfer screen with a feather item highlighted
The Backpack and Storage transfer screen, used to move resources such as Silver, Copper, and Ink.

Example Book requirements and costs

BookCostUnwritten / Written requirementGrants
Hailreign Chronicles (Water · Wind)200 Ink Shards to write, 100 Ink to sign15 Wind + 10 Water → 12 Wind + 7 WaterBlizzard and Icicle spells; +5% Wind and Water damage
Living Garden (Order · Healing · Water · Wind · Earth)200 Ink Shards to write, 100 Ink to sign10 Earth/Order + 5 Water/Wind and defeat an Aggrovant → 7 Earth/Order + 4 Water/WindBloom and Fragrance spells; +10% outgoing healing, -20% incoming healing
Boiling Blood (Water · Fire · Void)200 Ink Shards to write, 100 Ink to sign10 Water/Void/Fire → 7 Water/Void/FireVeinmelt spell; +5% Fire and Void damage, healing penalties
Vampire (Other · Void)150 Ink Shards to write, 75 Ink to sign10 Void and lifesteal 20 health → 7 VoidBloodthirst stacks on weapon hits; 2% Lifesteal

These values live on work-in-progress cards and can change after a patch, so confirm a Book’s current cost and effect before spending Ink on it.


Combat controls, blocking, and QTEs

Combat is turn-based. On your turn you can cast a spell, perform a physical attack such as Slash that requires precise timing, or defend. Pay attention to the quick-time events, since attacks and defenses depend on hitting the input at the right moment. Training Wheels are on by default and show the expected response, and the Lobby Offset setting changes reaction timing when your inputs feel consistently early or late.

KeyAction
ADodge left
SDodge down
DDodge right
SpaceJump
FBlock or parry

Not every attack can be dodged or parried. Pure debuff skills may not allow either. Blocking a multi-stack debuff can reduce the stack by one, which softens a hit you cannot fully avoid.


Stat caps you cannot undo

The Autobiography menu is where you allocate stat points into physical skills or elemental spells, covering Chaos, Wind, Fire, Water, Earth, and Order. Because the current run has no general respec, plan allocations before spending the final points. Stat Lock exists to prevent accidental gains.

Stat groupCap
Weapon Affinity + Element Affinity (shared)35 points total
Physique20 (individual)
Runesight20 (individual)
Physique + Runesight (shared)30 points total

As a reference point, splitting Physique 10 and Runesight 10 leaves 10 points free within the 30-point group and adds 10 max health, 2 max mana, and 1 max rune slot from the published thresholds.


First-run priorities for Ink and spells

To build toward spells and Books, your early goal is generating Money and Ink while staying alive. Accept an early combat quest, keep a healing option ready before moving to a new tile, and gather resources as you go.

Accept Aggrovant Hunt or Bandit Camp at the Quest Board. Either route introduces combat and can produce early Money and Ink. Money buys town items, while Ink funds Books in the Lobby.
Questboard confirmation dialog with the Confirm button highlighted
The Quest Board confirmation dialog for taking a selected quest such as Bandit Camp.
Equip early protection. Leather Armor is the common first choice, followed by Iron or Vorant Armor. Availability depends on the run, so there is no fixed drop order.
Plan recovery before each tile. Map movement restores health, and Food, Potions, Mend, other healing spells, and winning a battle can also restore HP. The current Antidote restores 15 Health and 5 Stamina while removing Venomed, Dazed, Weakness, and Blindness. As a food example, 3 Wheat gives 6 HP, and Bread grants Well Fed plus a possible extra buff.
Tile-based map screen showing explorable map tiles
The tile-based map screen, where movement restores HP and tiles can trigger random events.

Exploring map tiles can trigger random events, yield ingredients such as Zarzaberries, and unlock Books. Currency also matters early: 1 Silver converts into 100 Copper, and the town Market sells items like Antidotes, Bandages, and Coral Mush.

Main game selection screen with the Forgotten Stories project highlighted
Selecting Forgotten Stories from the main game screen before starting a solo run.

Handling downed states and death

When a character hits zero HP, the outcome is either a downed state with Deep Wounds or death. Specific cures treat specific conditions, so keep the right item on hand before a fight goes wrong.

ConditionTreatment
Deep WoundsSterilized Bandage
InfectionPurging Vial; Cleansing Waters removes it only on a critical cast
VenomedAntidote

Leaving a run still grants shards whether the character is alive or dead, so exiting after a bad tile still preserves some reward. There are no confirmed official redeem codes at this time.

Because the game is in early development, spell cards, Book costs, and item values can move between patches. Confirm the current rune pattern and Book requirement before committing Ink or stat points, and treat the affinity thresholds above as your planning baseline rather than fixed numbers. You can jump straight into a run from the Forgotten Stories Roblox page.