customize his magic
In EthrA you customize his magic: Veil loads spells and buffs, takes ground orders, or uses auto mode while Bob stays on melee. Official copy never publishes a named spell list, cooldown table, or mana number. What it does publish is the job. Veil is in charge of casting spells and buffs. You swap those abilities to complement the way you play Bob. This page is that loadout file: orders, auto mode, and the reason Veil's defeat hurts Bob: illustrated with the night graveyard still StoneLab put on the store. Auto mode is printed for people who find dual control heavy and for experienced players who want Veil to keep casting. The night graveyard still is the documentary image for Veil's magic-adjacent combat, not a named spell screenshot.

Spell load
Veil can be equipped with different spells, letting you customize his magic and swap abilities to complement the way you play Bob. As you progress you unlock new melee moves, spells, artifacts, and gear: the store lists those unlocks as a shared progression, not as a Veil-only skill tree.
Ground orders
If you want to play more aggressively, you can put Veil on the ground and control him with orders. Enemies then have two targets. The store does not print the order names; it prints the effect: divided attention and more openings, plus more risk to Veil.
Auto mode
Veil has an auto mode if dual control sounds too complex. The same sentence recommends auto mode for experienced players, so it is a legitimate combat option, not only a tutorial setting.
Spells exist to complement Bob
Veil is not a second melee clone. Bob handles close-range combat. Veil handles casting spells and buffs. The store's build-your-playstyle block puts those jobs in adjacent paragraphs on purpose: two weapon sets on Bob, different spells on Veil, swapped to match. If Bob is on a bow, Veil's load is still magic support, not a second bow. If Bob is on a greatsword, Veil is still the caster who can ride his back or walk.
Because no official named spell exists, Fireball, Heal, or Shield are not treated as EthrA terms. The night graveyard still shows a purple companion near glowing skeletons; that is atmosphere for magic-adjacent combat, not a screenshot of a spell nameplate. When StoneLab names a spell, it can be added as a row. Until then the useful text is the load-and-swap rule plus the three control modes on dual-character combat. Veil remains the caster even when Bob holds a bow or a greatsword; magic support does not become a second bow.
Orders, auto mode, and the support penalty
Ground orders are how you spend Veil as a second target. Mounted play keeps him protected. Auto mode lets the game drive his casting while you steer Bob. All three are first-party. The penalty is also first-party: if Veil is defeated, Bob loses magical support and is left at a serious disadvantage. That sentence is why this is a magic page and a survival page at once. You are not only picking pretty spells. You are deciding whether the caster is allowed to take hits.
Controller support is listed as full, with a gamepad recommended. Dual control plus spell swaps is a lot of input for one player, which is likely why auto mode is printed twice: once for people who find it complex, once for people who already know the fight. Use Bob and Veil if you still need origins, and EthrA Playtest Sign-Up if you want to try the loop in the combat-and-exploration prototype. Unlock copy says you gain new melee moves, spells, artifacts, gear, and more ways to combine close-range pressure with magical support as the story progresses: still without a named spell.
Why Veil's species matters to magic
Veil's kind can gather and process EthrA directly. Humans cannot. Humans have to condense the energy into crystals, including charges taken near Monoliths. That difference is lore and it is also a combat hint: the caster you are protecting is the one whose species touches the world's energy without a crystal middleman. Read Permanent Crystallization Syndrome for the blue fog, the crystals, and the disease that crystallizes tissue. Do not treat Veil as immune just because his kind processes the energy; official copy does not say that.
The shared hero capsule is store key art, not a spell icon. It appears on this route and on the playtest route. The graveyard still is the documentary image for Veil's night-side combat. Together they show the caster's world without a fabricated HUD. Combat fundamentals in the first Steam playtest are the practical place to feel spell swaps; farming and co-op still wait.
Unlocks without a named spell
Store progression copy says you unlock new melee moves, spells, artifacts, gear, and more ways to combine close-range pressure with magical support as the story progresses. That sentence is why Veil's magic is a load you swap rather than a single locked school. It still does not name a spell.
Ground orders split enemy attention and raise Veil's risk. Mounted play keeps him protected. Auto mode covers both beginners who find dual control heavy and experienced players who want him to keep casting. Those three modes plus the unnamed spell load are the whole published magic file.
