

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.
Corruption
Agony
Instability
Black Fever
Seed of Corruption
Immolate
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.
Dread
Howl of Terror
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.
Summon Demon
Dark Eye
Summon: Infernal
Decrepitude: your DoTs last +1 turn.
Pact: +1 Summons; demon stats +20%.
Havoc: Chaos Bolt & Conflagrate copy 30% of their damage to your Ravage Link partner, at any distance; without a link, to an adjacent enemy.
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 | Earth | 22 to 30 (Earth damage)
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| 1 | 4 | 1–2 | Neutral | Summons a creature (25% of your max HP, 6 AP, 2 MP)Hits for 18 damage, 3 times per turn
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| 1 | 2 | 1–6 | Earth | 9 to 12 (Earth damage)Terrified: at the start of its next turn, the target spends its MP moving away from you
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| 2 | 3 | 1–6 | Water | 8 Water damage per turn (3 turns)Circle of radius 1
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| 4 | 4 | 1–4 | Water | 22 to 30 (Water damage)Life steal: 100% of the damage dealt
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| 6 | 3 | 2–6 | Neutral | 9 to 12 (Neutral damage)Pulls 1 cell
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| 9 | 2 | 0–0 | Neutral | Shield of 22 HP
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| 13 | 2 | 1–3 | Neutral | Opens 2 portals, on your cell and the target cell: ending a move on one brings you out of the other (3 turns)
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 3 | 1–6 | Water | 12 Water damage per turn (3 turns)
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| 10 | 4 | 1–5 | Water | 9 Water damage per turn (2 turns)
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| 20 | 4 | 1–5 | Water | 17 to 23 (Water damage)Circle of radius 1
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| 20 | 2 | 1–5 | Neutral | +15% damage taken (2 turns)
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| 35 | 2 | 1–5 | Water | 11 Water damage per turn (2 turns)Life steal: 50% of the poison damage
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| 35 | 3 | 1–4 | Water | 14 to 18 (Water damage)+5 damage on a target under one of your poisonsRemoves 1 MP
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| 50 | 4 | 1–3 | Water | Summons a creature (25% of your max HP, 4 AP, 2 MP)Hits for 11 damage, 1 times per turn
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| 50 | 4 | 1–5 | Water | 6 Water damage per turn (3 turns)
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| 65 | 4 | 1–4 | Water | 20 to 28 (Water damage)+50% damage on a target below 20% HP
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| 80 | 3 | 1–6 | Water | 20 to 26 (Water damage)+20% damage taken (3 turns)
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 2 | 0–0 | Water | +10% damage per demon in play (max +30%) (3 turns)
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| 10 | 3 | 1–6 | Water | Removes 1 buff from the enemyYour demon heals itself for 20 HP
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| 20 | 3 | 1–8 | Neutral | Shield of 50 HP+20% damage (2 turns)
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| 20 | 4 | 1–5 | Water | 17 to 23 (Water damage)Circle of radius 1
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| 20 | 2 | 1–6 | O | Swaps places with the target
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| 35 | 3 | 0–0 | Fire | Your imps leap onto the nearest enemy and explode: 10 to 14 (Fire damage) to adjacent enemies
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| 35 | 2 | 0–0 | Neutral | 20% of the damage you take is redirected to your demon (2 turns)
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| 50 | 4 | 1–4 | Water | 22 to 30 (Water damage)Heals your demon for 50% of the damage dealt
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| 50 | 3 | 0–0 | Water | Shield of 18 HP
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| 65 | 4 | 1–6 | Water | 27 to 37 (Water damage)+50% damage if your demon is next to the target
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| 80 | 3 | 0–0 | Water | Your demons: +30% damage (3 turns)
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 6 | 1–6 | Earth | 60 to 81 (Earth damage)+50% damage on a target below 20% HP
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| 10 | 3 | 1–5 | Earth | 26 to 36 (Earth damage)+10 damage on a target under one of your poisons
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| 10 | 3 | 1–5 | Fire | Links 2 enemies: 30% of the damage one takes hits the other (2 turns)
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| 20 | 5 | 2–6 | Earth | 19 to 25 (Earth damage)Leaves a ground zone dealing 6 damage per turn (3 turns)Circle of radius 2
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| 20 | 4 | 0–0 | Earth | 14 to 18 (Earth damage)Pushes back 1 cellCircle of radius 2 around you
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| 35 | 2 | 1–5 | Earth | 14 to 20 (Earth damage)
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| 35 | 6 | 2–5 | Earth | 26 to 35 (Earth damage)Circle of radius 2
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| 50 | 5 | 1–4 | Earth | Summons a creature (30% of your max HP, 4 AP, 2 MP)Hits for 10 damage, 1 times per turn
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| 50 | 3 | 1–5 | Fire | 10 to 14 (Fire damage)8 Fire damage per turn (3 turns)
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| 65 | 2 | 0–0 | Fire | +25% damage (3 turns)
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| 80 | 3 | 0–0 | Water | Removes 1 AP-2 MP (2 turns)Circle of radius 2 around you
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