

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 poison hits the target at the start of each of its turns, until it runs out.
Serpent Sting
Serpentine Spear
Python's Embrace
Explosive Trap
Barbed Shot
Steel Trap
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.
Concussive Shot
Intimidation
Set on a cell, a trap is invisible to the opponent and triggers when an enemy walks onto it.
Immobilizing Trap
Minefield
Explosive Trap
Steel Trap
Your summons play right after you, and their life is a share of your max HP. A companion has its own spells, listed in the card of the spell that summons it.
Call Companion
Unleashed Pack
Lynx Eye: +1 Range.
Beast Master: companion stats +30%; +1 Summons.
Tracker: +15% damage against targets affected by your DoTs. Chain detonations: one of your traps going off sets off your traps within 2 cells.
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 | 2–6 | Air | 22 to 30 (Air damage)
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| 1 | 3 | 1–2 | Neutral | Summons a creature (40% of your max HP, 6 AP, 3 MP)Hits for 14 damage, 3 times per turn
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| 1 | 2 | 1–5 | Air | 12 to 16 (Air damage)
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| 2 | 2 | 0–0 | Neutral | +4 Dodge (1 turn)Steps back 2 cells
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| 4 | 3 | 1–5 | Water | 10 Water damage per turn (3 turns)
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| 6 | 4 | 2–5 | Air | 19 to 25 (Air damage)Circle of radius 1
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| 9 | 3 | 1–4 | Air | Rooted (1 turn)Invisible trap, triggers when crossed
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| 13 | 2 | 0–0 | Neutral | −20% damage taken (1 turn)+2 Dodge (1 turn)
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 5 | 3–8 | Air | 41 to 55 (Air damage)+7% damage per cell beyond 4+60% damage on a target below 25% HP
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| 10 | 4 | 1–3 | Air | 22 to 30 (Air damage)Line of 3 cells
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| 10 | 1 | 0–0 | Neutral | If you have not moved this turn: spends your MP, your next shot gains +1 Range and +30% damage
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| 20 | 3 | 1–4 | Air | 13 to 17 (Air damage)Pushes back 2 cells
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| 20 | 2 | 1–6 | Neutral | Enemies in the area lose their invisibility and their hidden traps are revealed (2 turns)Circle of radius 3
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| 35 | 4 | 3–7 | Air | 26 to 35 (Air damage)
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| 35 | 5 | 2–5 | Air | 12 to 16 (Air damage)Leaves a ground zone dealing 12 damage per turn (2 turns)Circle of radius 2
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| 50 | 2 | 0–0 | Neutral | Your shots: +7% damage per cell beyond 4 (3 turns)
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| 50 | 5 | 2–7 | Air | 47 to 63 (Air damage)
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| 65 | 4 | 2–6 | Fire | 29 to 39 (Fire damage)Circle of radius 1
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| 80 | 2 | 2–6 | Air | 12 to 16 (Air damage)Removes 2 MP
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 2 | 0–0 | Neutral | +30% damage for your companion (1 turn)
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| 10 | 2 | 0–6 | Neutral | Order: your companion leaps beside the targeted ally and takes the next melee hit in its place (2 turns)
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| 10 | 2 | 1–6 | Neutral | Mark: while the target stands between you and your companion, +25% damage on it (2 turns)
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| 20 | 2 | 1–3 | Earth | 14 to 18 (Earth damage)
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| 20 | 4 | 2–6 | Earth | 34 to 46 (Earth damage)+80% damage on a target below 20% HP
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| 35 | 2 | 0–6 | Neutral | Heals 28 HP | |
| 35 | 4 | 2–5 | Earth | 17 to 23 (Earth damage)Circle of radius 2
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| 50 | 3 | 0–0 | Neutral | +15% damage (3 turns)+15% damage for your companion (3 turns)
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| 50 | 3 | 2–6 | Earth | 10 to 14 (Earth damage)8 Earth damage per turn (2 turns)
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| 65 | 4 | 1–4 | Earth | Summons a creature (20% of your max HP, 6 AP, 3 MP)Hits for 4 damage, 2 times per turnCircle of radius 1
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| 80 | 2 | 1–6 | Earth | Removes 3 APRooted (1 turn)
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 3 | 1–1 | Water | 20 to 28 (Water damage)6 Water damage per turn (2 turns)
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| 10 | 4 | 1–1 | Water | 36 to 48 (Water damage)
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| 10 | 4 | 1–3 | Water | 14 to 18 (Water damage)Circle of radius 1
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| 20 | 3 | 2–4 | Air | 10 to 14 (Air damage)Pulls 1 cell
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| 35 | 2 | 2–4 | Water | 9 to 12 (Water damage)4 Water damage per turn (2 turns)Charges next to the target
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| 35 | 3 | 1–4 | Water | 7 to 9 (Water damage)Lays 3 mines: on the targeted cell and its free neighbouring cellsInvisible trap, triggers when crossedCircle of radius 1
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| 50 | 4 | 1–4 | Water | 17 to 23 (Water damage)6 Water damage per turn (2 turns)Invisible trap, triggers when crossedCircle of radius 1
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| 50 | 3 | 0–0 | Neutral | Your melee spells reach 3 cells (2 turns)
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| 65 | 3 | 1–4 | Earth | 8 Earth damage per turn (2 turns)Rooted (1 turn)Invisible trap, triggers when crossed
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| 80 | 5 | 1–1 | Earth | 48 to 64 (Earth damage)Cone of 1 cell
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