

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.
Each Solar spell makes your next Lunar spell 30% stronger, and each Lunar spell does the same for the next Solar one: alternate the two schools. Your other spells do not affect the Eclipse.
Solar
Wrath
Starfire
Stellar Wrath
Lunar
Moonfire
Starfall
Lunar Rain
A poison hits the target at the start of each of its turns, until it runs out.
Moonfire
Lunar Rain
Sunfire
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.
Roots
Crash
Your summons play right after you, and their life is a share of your max HP. A summoned body is a destructible obstacle that lasts a few turns.
Force of Nature
Rampart Plant
Selene Form: +1 Range on your Fire spells.
Bear Form: +20% max HP, +2 Lock.
Tree Form: outgoing healing +15%; your HoTs last +1 turn. Garden: your HoTs on an ally in contact with one of your plants also heal the other allies in contact with that plant.
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 | Fire | 20 to 28 (Fire damage)
| |
| 1 | 3 | 1–6 | Fire | 9 to 12 (Fire damage)6 Fire damage per turn (2 turns)
| |
| 1 | 2 | 1–1 | Earth | 12 to 16 (Earth damage)
| |
| 2 | 2 | 0–0 | Neutral | +2 MP (1 turn)+3 Dodge (1 turn)
| |
| 4 | 3 | 0–5 | Water | Heals 10 HP per turn (3 turns)
| |
| 6 | 3 | 0–0 | Earth | 13 to 17 (Earth damage)Circle of radius 1 around you
| |
| 9 | 2 | 0–3 | Earth | −20% damage taken (1 turn)
| |
| 9 | 3 | 1–4 | Neutral | Removes all MPRooted (1 turn)
| |
| 13 | 2 | 0–0 | Neutral | Heals 8% of your max HP
|
| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 5 | 2–7 | Fire | 39 to 53 (Fire damage)+50% damage on a target below 25% HP
| |
| 10 | 5 | 1–5 | Fire | 26 to 35 (Fire damage)Circle of radius 2
| |
| 20 | 3 | 1–5 | Fire | 10 to 14 (Fire damage)
| |
| 20 | 2 | 0–0 | Neutral | Solar and Lunar Eclipse at once: all your Solar and Lunar spells are empowered (2 turns)
| |
| 35 | 2 | 1–6 | Fire | 12 to 16 (Fire damage)
| |
| 35 | 4 | 1–5 | Fire | 15 to 21 (Fire damage)4 Fire damage per turn (2 turns)Circle of radius 1
| |
| 50 | 4 | 1–3 | Air | 12 to 16 (Air damage)Pushes back 2 cellsCircle of radius 1
| |
| 50 | 4 | 1–3 | Fire | Summons a creature (25% of your max HP, 4 AP, 3 MP)Hits for 11 damage, 1 times per turn
| |
| 65 | 3 | 1–5 | Fire | 9 to 12 (Fire damage)6 Fire damage per turn (3 turns)Circle of radius 1
| |
| 80 | 5 | 1–4 | Air | Leaves a ground zone dealing 16 damage per turn (2 turns)Circle of radius 1
|
| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 4 | 1–1 | Earth | 31 to 41 (Earth damage)Shield equal to 40% of the damage dealt
| |
| 10 | 3 | 0–0 | Earth | 10 to 14 (Earth damage)Taunted (1 turn)Circle of radius 2 around you
| |
| 20 | 2 | 0–0 | Neutral | +25% resistance to every element (1 turn)
| |
| 20 | 3 | 0–0 | Neutral | Heals 5% of your max HP
| |
| 35 | 2 | 1–1 | Earth | 10 to 14 (Earth damage)Shield equal to 40% of the damage dealtPushes back 1 cell
| |
| 35 | 4 | 0–0 | Earth | 14 to 18 (Earth damage)Shield equal to 40% of the damage dealtRemoves 1 MPCircle of radius 1 around you
| |
| 50 | 2 | 0–0 | Neutral | −50% damage taken (2 turns)
| |
| 50 | 3 | 2–5 | Earth | 15 to 21 (Earth damage)Rooted (1 turn)Charges next to the targetLine of 4 cells
| |
| 65 | 3 | 0–0 | Earth | +2 MP (1 turn)Circle of radius 2 around you
| |
| 80 | 4 | 1–1 | Earth | 27 to 37 (Earth damage)Life steal: 40% of the damage dealt
|
| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 4 | 1–4 | Water | Heals 30 HPLeaves a ground zone that heals 8 HP per turn (2 turns)Circle of radius 2
| |
| 10 | 4 | 0–0 | Water | Heals 14 HPHeals 6 HP per turn (2 turns)Circle of radius 4 around you
| |
| 20 | 2 | 0–5 | Water | Heals 12 HP
| |
| 20 | 6 | 0–99 | Water | Heals 35 HPThe whole fight
| |
| 20 | 3 | 1–4 | Water | Summons a body (20% of your max HP)Destructible body (2 turns): heals adjacent allies for 8 HP per turn
| |
| 35 | 3 | 1–4 | Water | Leaves a ground zone that heals 24 HP per turn (2 turns)
| |
| 35 | 3 | 1–5 | Earth | 12 to 16 (Earth damage)
| |
| 50 | 3 | 0–0 | Water | +40% healing done (3 turns)
| |
| 50 | 3 | 0–5 | Water | Heals 30 HPConsumes your weakest healing effect: +15 healing
| |
| 65 | 2 | 1–5 | Water | Heals 10 HPRemoves 1 debuff from an ally
| |
| 80 | 2 | 0–0 | Neutral | Each of your heals over time heals once, right away
|