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Spells

Your spell list parked on screen, so you can see what you know and what you’re running without spending a command on SPELL in the middle of something.

What it’s for

The game hands you your spell list once, at login, and then expects you to remember it. Checking costs a command and a screenful of text — which is a fine trade standing in town and a bad one three seconds into a fight.

A spells window keeps that list visible. It’s the game’s own spell output given a permanent home: styled the way the game styled it, with the same clickable links, sitting still while everything else scrolls.

Its natural partner is the Missing Spells window. This window shows what you have; that one shows what you’re missing — the spells you told VellumFE to watch that aren’t currently running. Together they answer “am I fully spelled up?” without a single typed command.

Set it up

1. Add the window.

Click Windows in the top toolbar, expand Character, and tick spells. It arrives 20 rows by 40 columns, titled Spells. Categories start collapsed, so expand the heading before deciding the row is missing.

2. Add its companion.

Tick missingspells in the same Character category. It arrives smaller — 8 rows by 28 columns, titled Missing Spells — because it’s usually empty and only needs room when something’s wrong.

3. Tell it what to watch.

The Missing Spells window is driven by a watch list, and it stays empty until you fill one. Spell up the way you normally would, then type:

.spellwatch add all

That snapshots everything currently running and watches it from then on.

📷 screenshot pending
A Spells window beside a Missing Spells window, the latter listing two watched spells in amber after a buff lapsed.

Expected result: the Spells window fills with your spell list, and Missing Spells reads All spells up in green until one of your watched spells drops off.

Common setups

“Am I still spelled up?” answered without asking

The spells window tells you what you have. The gap is what costs you, and a gap is much harder to see than a presence — you’re scanning for something that isn’t there.

  1. Spell up completely in town, the way you’d want to hunt.
  2. Type .spellwatch add all. VellumFE replies with something like Watching 9 active spells (9 new).
  3. Add a missingspells window somewhere your eye passes often — beside your vitals is good.
  4. Go hunt.

You’ll see: a window reading All spells up in green for as long as everything holds. When Spirit Warding lapses, that green line is replaced by an amber 101 Spirit Warding I — an item appearing where there was nothing, which is exactly the kind of change peripheral vision is good at catching.

Trimming the watch list to what you actually re-cast

add all is a blunt start and it watches things you don’t care about — a bard’s song you only run in town, or a one-off from another player.

  1. Type .spellwatch to list what you’re watching, with each entry marked active or MISSING.

  2. Drop the ones you won’t re-cast, several at once:

    .spellwatch rem [1605, 1617]
    
  3. Add anything you missed the same way: .spellwatch add [503, 513].

You’ll see: the list shrinks to the spells you genuinely maintain, so the Missing Spells window stops crying wolf about a buff you never intended to keep up.

Tips & gotchas

⚠️ The spells window is not a live “known spells” roster. The game sends this list once, at login, and the window shows that snapshot. It is replaced wholesale when the game sends a fresh one, and it keeps no history and doesn’t scroll back. If it looks stale or empty, run a SPELL check to make the game re-send.

⚠️ Clicking a spell does not cast or prepare it. A click on a plain spell link asks the server for that object’s menu and shows you the verbs it offers. It’s a two-step — click, then choose — not a one-click cast. Nothing fires from this window without you picking an entry.

Adding the window after login still works. VellumFE keeps the spell list it received and replays it into a spells window you create later in the session, so you don’t have to reconnect to populate a window you just added.

Missing Spells watches two categories, not four. It compares your watch list against Active Spells and Buffs only. Debuffs and cooldowns are deliberately excluded — a cooldown that isn’t running is normal, and reporting it as “missing” would make the window useless. So a watched entry that only ever appears under Cooldowns will read as missing forever.

The watch list has its own page. The .spellwatch command forms, the add all snapshot trap, where the list is stored, and the amber/green/gray display states all live on Missing Spells.

See also

Config reference (TOML)

Written by the catalog and .addwindow. Hand-editing is for troubleshooting, not the normal path.

[[windows]]
name = "spells"
widget_type = "spells"
row = 0
col = 80
rows = 20
cols = 40
show_border = true
title = "Spells"

[[windows]]
name = "missing"
widget_type = "missingspells"
row = 20
col = 80
rows = 8
cols = 28
show_border = true
title = "Missing Spells"

Widget fields. Neither widget has any of its own.

WidgetType stringDataWhere its content comes from
SpellsspellsSpellsWidgetData — no fieldsSubscribed to the game’s Spells stream, bound automatically at window creation. You do not set a stream.
Missing SpellsmissingspellsMissingSpellsWidgetData — no fieldsDerived: the per-character watch list minus everything currently in ActiveSpells and Buffs

The Missing Spells type string is missingspells — no underscore.

Catalog presets, both under the Character heading:

Catalog rowTitleSize
spellsSpells20 rows x 40 cols
missingspellsMissing Spells8 rows x 28 cols (floor: 3 x 14)

The watch list. .spellwatch builds and edits the list the Missing Spells window reads. Its full command surface, number forms, persistence path, and display colors are documented on Missing Spells.

Standard window keys — row, col, rows, cols, show_border, border_style, title, locked — apply as they do to any window.