

Common spells are available whatever the specialization; each specialization adds its own, from level 10. The level shown is the one at which the spell unlocks.
A charge you build up (4 at most) by casting the spells below; the spells that consume them spend them all at once; those that feed on them gain a bonus per charge carried, without spending them. The exact bonus is on each spell's card.
Built by
Lightning Bolt
Spark
Lightning Flash
Lava Burst
Used by
Earth Shock
Overload
Earthquake
A charge you build up (2 at most) by casting the spells below; the spells that consume them spend them all at once. The exact bonus is on each spell's card.
Built by
Stormstrike
Blade Fury
Lightning Blade
Used by
Tremor
Maelstrom Discharge
A charge you build up (2 at most) by casting the spells below; . The exact bonus is on each spell's card.
Built by
Chain Heal
Undulating Wave
Foam Blade
Used by
A poison hits the target at the start of each of its turns, until it runs out.
Flame Shock
Each point removed is rolled on its own: your Removal against the target's Dodge, with Wisdom counting on both sides. A dodged point is not removed.
Earth Shock
Overload
Tremor
Your summons play right after you, and their life is a share of your max HP. Totems stay on their cell and act around them every turn. A summoned body is a destructible obstacle that lasts a few turns.
Lightning Totem
Healing Totem
Guardian Totem
Binding Totem
Purification Totem
Windfury Totem
Cloudburst Totem
Spirit Link Totem
Gathering Totem
Elemental Mastery: when a spell consumes 4 Static or more, your next Air spell costs 1 AP less.
Maelstrom: your melee attacks build charges (max 2). Tremor and Maelstrom Discharge consume them for damage; Lightning Bolt, Chain Lightning and Healing Wave consume them to cost 1 AP less per charge.
Tides: your totems gain +50% HP and +1 aura radius. Flow: Earth Shock gives you 1 Tidal Wave per 2 Static consumed.
The numbers are each spell's base at level 100, before your characteristics and the target's resistances. The base grows with your level (×0.55 at level 1); every cast varies by ±15%, a critical hit does ×1.5. Click a spell's effect to open its full card.
| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 1 | 3 | 1–6 | Air | 20 to 28 (Air damage)+1 Static (max 4)
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| 1 | 3 | 1–3 | Air | Summons a totem (15% of your max HP)10 damage per turn to enemies within 3 cells
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| 1 | 2 | 1–4 | Air | 12 to 16 (Air damage)+1 Static (max 4)
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| 2 | 2 | 0–0 | Neutral | +2 MP (1 turn)
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| 4 | 3 | 1–5 | Earth | 7 to 9 (Earth damage)Removes 1 MP if you have at least 3 StaticConsumes all charges (Static): +9 base damage per charge
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| 4 | 4 | 0–5 | Water | Heals 35 HP
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| 6 | 3 | 1–3 | Water | Summons a totem (15% of your max HP)Heals allies within 2 cells for 8 HP per turn
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| 9 | 5 | 1–5 | Air | 20 to 28 (Air damage)Bounces 2 times (−30% damage on each bounce)
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| 13 | 3 | 1–3 | Neutral | Summons a totem (15% of your max HP)−15% damage taken for allies within 2 cells
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| 16 | 2 | 1–6 | Neutral | Moves all your totems around the target cell
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 4 | 1–6 | Fire | 29 to 39 (Fire damage)+1 Static (max 4)
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| 10 | 2 | 1–5 | Fire | 12 to 16 (Fire damage)6 Fire damage per turn (2 turns)
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| 20 | 4 | 1–6 | Air | 26 to 35 (Air damage)Removes 1 AP+5% damage per charge (Static), without spending them
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| 20 | 5 | 1–5 | Earth | 17 to 23 (Earth damage)Leaves a ground zone dealing 6 damage per turn (2 turns)Consumes all charges (Static): +25% damage per chargeCircle of radius 2
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| 35 | 2 | 1–4 | Air | 14 to 18 (Air damage)+1 Static (max 4)
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| 35 | 4 | 1–6 | Air | 26 to 35 (Air damage)
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| 35 | 0 | 1–4 | Air | Summons a body (20% of your max HP)Destructible body (2 turns): pulls enemies within 2 cells one cell closer
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| 50 | 3 | 1–3 | Air | Summons a totem (15% of your max HP)−1 MP to enemies within 2 cells
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| 50 | 4 | 1–6 | Air | 31 to 41 (Air damage)+15% damage taken (2 turns)
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| 65 | 2 | 0–0 | Air | Your next 3 Lightning Bolt spells cost 1 less AP and grant +1 Static (2 turns)
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| 80 | 3 | 0–0 | Neutral | Recasts your last Air spell at 50% of its damage
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 3 | 1–1 | Air | 24 to 32 (Air damage)+1 Maelström (max 2)
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| 10 | 4 | 0–0 | Air | 19 to 25 (Air damage)Removes 1 MPConsumes all charges (Maelström): +35% damage per chargeCircle of radius 1 around you
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| 20 | 4 | 1–1 | Air | 34 to 46 (Air damage)+1 Maelström (max 2)
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| 20 | 2 | 2–5 | Air | 14 to 18 (Air damage)Charges next to the targetLine of 4 cells
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| 35 | 2 | 1–3 | Air | 12 to 16 (Air damage)+1 Maelström (max 2)
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| 35 | 4 | 1–3 | Air | 26 to 35 (Air damage)Consumes all charges (Maelström): +30% damage per charge
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| 50 | 2 | 0–0 | Neutral | +8 damage on your melee hits (2 turns)
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| 50 | 3 | 1–3 | Air | Summons a totem (15% of your max HP)+15% damage to allies within 2 cells
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| 65 | 4 | 0–0 | Air | Your melee spells also hit the enemies next to the target, for 50% of the damage (3 turns)
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| 80 | 2 | 0–0 | Air | −30% damage taken (2 turns)Each melee hit taken: +1 Maelström
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 2 | 0–5 | Water | Heals 16 HPHeals 8 HP per turn (3 turns)+1 Tidal Wave (max 2)
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| 10 | 3 | 1–6 | Water | 17 to 23 (Water damage)+1 Tidal Wave (max 2)
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| 20 | 4 | 0–5 | Water | Heals 20 HPBounces to 2 wounded allies (−25% healing on each bounce)+1 Tidal Wave (max 2)
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| 20 | 3 | 0–5 | Water | Heals 22 HP
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| 35 | 5 | 0–4 | Water | Heals 30 HPCircle of radius 2
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| 35 | 2 | 0–5 | Water | Heals 18 HP
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| 50 | 3 | 0–0 | Neutral | +30% healing done (2 turns)
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| 50 | 3 | 1–3 | Water | Summons a totem (15% of your max HP)Stores 30% of the heals you cast on allies within 2 cells, then releases them as one heal shared between them after 3 turns (or if it is destroyed)
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| 65 | 3 | 0–4 | Water | Heals 15 HPBefore the heal, the ally swaps places with your nearest totem
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| 65 | 4 | 1–3 | Air | Summons a totem (15% of your max HP)
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| 80 | 3 | 1–3 | Neutral | Summons a totem (15% of your max HP)Removes 1 debuff per turn from allies within 2 cells
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| 80 | 3 | 1–4 | Water | Leaves a ground zone that heals 7 HP per turn (2 turns)Circle of radius 1
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