Laughless Saint Magic Schools Explained

Three schools, not one spell list

Rather than a single magic skill, the game divides casting into three schools. A playthrough that walked through the character sheet on stream enumerated them as:

  • Psionics — the in-game description reads: “Own the power of the mind. Cast spells with reality-altering and illusory effects.” Psionic spells grow stronger with each level.
  • Channeling — appears on the skill list and is one of the three schools the Umbight race is described as suited to, alongside one-handed and two-handed weapons.
  • Sorcery — described as covering spells with destruction effects.

Beyond that, detail thins out fast. We are not going to fill in the gaps for channeling with plausible-sounding invention; the developer has published no magic documentation, and the game itself is explicit that alchemy effects only “show in the UI when discovered,” which suggests a deliberately opaque design.

How magic skills grow

Magic follows the same rule as everything else in this game: skills improve through use. You do not need to spend points to make a school better — casting from that school raises it.

Levelling those skills also feeds your core attributes. A review of the early access build described the loop as: raising skills passively increases magic, stamina and HP, and the three main attributes are health, mana and stamina.

The consequence for planning is that you should not dump early skill points into a magic school you are already using constantly. Spend points where natural progression is costing you time instead. Our skills page covers that trade-off.

The blessing trap for casters

If you are building a spellcaster, one specific pickup can quietly ruin your build. Stone’s blessing reduces magicka regeneration by 50%. For a physical build that may be tolerable; for a caster it kneecaps the resource the whole character depends on.

The broader lesson is that permanent effects in this game are not automatically upgrades. Read the entire effect before you build around a reward — see blessings.

Where to learn magic

Magic must be taught by an apprentice jinn in the starting town, after you complete a fetch quest for him. Full route and dialogue on how to cast spells.

What we do not know

To be explicit about the boundaries of this page:

  • No confirmed spell list per school
  • No confirmed mechanical description of channeling
  • No confirmed numbers for spell costs or scaling

If NerveLabs documents these or they become directly observable, we will update this page and date the change.

Sources

  • “First Look” gameplay playthrough, character sheet walkthrough, for the three school names and psionic scaling.
  • “Check Out” early access review for the attribute and levelling description.
  • “10 Things the Game DOESN’T Tell You” for the Stone’s blessing magicka penalty.
  • NerveLabs Update 7 announcement, 21 Aug 2026, for alchemy UI discovery behaviour.
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