How to Get Your First Magic (Grimoire) in Era dos Grimórios
Claim the Level 1 welcome gift for 3 free Grimoire Spins, roll your first grimoire in the Grimoire spin menu, and confirm it works by using its skill in combat.
Quick answer
Claim the 'Welcome to Grimoire Era!' welcome gift that greets new accounts in the starting magic tower hall — it grants 3 Grimoire Spins, and one spin funds one roll in the Grimoire spin menu. The grimoire you keep from a roll is your first magic, and you know it worked once its skill fires in combat alongside your melee attacks.
- The gift is claimable at Level 1, right where you spawn — no leveling first.
- Each Roll - 1 Spin consumes one Grimoire Spin.
- Fight an early enemy with melee plus your rolled skill: if the skill goes off, your grimoire is equipped and working.
- Later spins come from Daily/Weekly mission payouts and the menu's Buy Spins option.
Your first grimoire in four steps
- Claim the welcome gift. A fresh account spawns inside the round stone magic tower hall, where a 'Welcome to Grimoire Era!' dialog offers 3 Grimoire Spins through a CLAIM button. Claim it at Level 1, before anything else.
- Open the Grimoire spin menu. It contains Roll - 1 Spin, Skip/Auto toggles and a Buy Spins option.
- Roll. Roll - 1 Spin spends one spin and resolves into a grimoire you keep — on a new account, the first roll produced a Water grimoire.
- Prove it in a fight. Use melee plus your rolled skill on an early enemy; on that same new account, the player fought Lv. 1 Bandits in the Hayvale farm fields with punches plus the equipped Water skill.

Claim the 3 free spins in the tower hall
New characters spawn in a round stone hall — the game's starting magic tower — and the 'Welcome to Grimoire Era!' welcome-gift dialog waits for them right there. Pressing its CLAIM button adds 3 Grimoire Spins to the account, and the gift is claimable at Level 1, so nothing needs to come first: no quest chain, no level milestone, no searching. The spins are handed over in the first room you ever see.
The timing matters because, in the fresh-account run, the spin route shown is how the first grimoire was obtained. Without at least one spin, the roll menu has nothing to spend; on the observed fresh account, the welcome gift banked three rolls' worth of spins right at spawn.
For everything that comes after the roll — first quests, early leveling — the Era dos Grimórios beginner guide covers the early game in order.
Roll and keep a grimoire
The Grimoire spin menu is where spins turn into magic. Its main control, Roll - 1 Spin, spends one Grimoire Spin per press and produces a grimoire you keep. On a fresh account, one press produced a Water grimoire, and that kept grimoire became the player's magic for the fights that followed.
The same menu also carries Skip/Auto toggles and a Buy Spins option. The menu's Buy Spins option is for obtaining more spins; the supplied walkthrough does not show its cost or payout.
See the spin menu and a full roll sequence in the game:
Watch the full video on YouTube
Rolling is repeatable rather than a one-time event. The MISSIONS panel tracks a SPIN SPENDER mission with a 'spin grimoires 50 times' counter, and that counter fills as you keep rolling — on the fresh account it already stood at 16/50.
How to tell your magic worked
The confirmation is combat itself. A kept grimoire does not replace your basic attacks — it adds a skill on top of them. Melee stays (punches, in the fresh-account run), and the rolled magic fires alongside it as a usable skill.
The new-account example shows the full recognition chain. The player rolled and kept a Water grimoire, then fought Lv. 1 Bandit enemies in the Hayvale farm fields at Level 1-2 using melee punches plus the equipped Water skill — the first combat that account entered. Seeing the Water skill trigger next to regular punches proved the grimoire was equipped and usable, with no extra setup step in between.
Run the same test on your own account:
- Enter an early fight, such as against the Lv. 1 Bandits around the Hayvale farm fields.
- Attack with your melee as usual.
- Trigger the skill from your rolled grimoire. If it fires, your magic is equipped and working.
For using that skill well in real fights, the Era dos Grimórios how to use magic page and the Era dos Grimórios combat guide go into more depth.
Where more Grimoire Spins come from
The welcome gift opens your spin balance; two sources keep it supplied:
- Mission payouts. The MISSIONS panel, split into Daily and Weekly tracks, pays out Grimoire Spins along with temporary 2x Yens and 2x Exp boosts. One of its tracked missions, SPIN SPENDER, counts 'spin grimoires 50 times' — the rolls you were making anyway push it forward, and missions like it pay spins back into your balance. The panel does not display the exact payout per mission.
- Buy Spins. The spin menu's own Buy Spins option is for obtaining more spins; the supplied walkthrough does not show its cost or payout.
Between the two, the welcome gift's three spins are a starting balance rather than the whole supply.
What your first roll starts
Your first kept grimoire is both the answer to the acquisition question and the entry point into the rest of the system: rolls repeat, missions replenish spins, and the skill you keep is usable from your earliest fights onward. For the wider picture, the Era dos Grimórios magic system overview and the Era dos Grimórios magic types page break down what the system contains, and the Era dos Grimórios progression guide picks up once the first levels are behind you.
Related Guides
How to Use Magic in Combat
Learn how your grimoire's skill combines with melee attacks in real fights, from equipping it to casting.
The 3 Magic Types
See the three official magic categories, how the game introduces them, and where you first encounter each type.
Beginner Guide: First Objectives
Follow a full first-session route: claim your gift, roll a grimoire, and finish the Defeat Bandits quest in Hayvale.
Codes
Listed Era dos Grimórios codes and rewards, with redemption help, status explanations and source links.