

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. The exact bonus is on each spell's card.
Built by
Rend
Used by
Mortal Strike
A poison hits the target at the start of each of its turns, until it runs out.
Bloodthirst
Tear
Slash
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.
Thunderclap
Shield Bash
Shockwave
Weapon Mastery: your Earth spells ignore 10% resistance. Momentum: every cell you move yourself this turn gives you 1 Momentum (max 4); it drops back to zero at the start of your turn.
Enrage: +5% damage per 10% missing HP (max +25%).
Vigilance: +2 Lock; +10% resistance with ≥2 adjacent enemies.
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 | 1–1 | Earth | 24 to 32 (Earth damage)
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| 1 | 3 | 2–5 | Neutral | 15 to 21 (Neutral damage)Shield of 15% of your max HP on landingCharges next to the targetLine of 5 cells
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| 1 | 2 | 1–1 | Earth | 12 to 16 (Earth damage)+90% damage on a target below 30% HP
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| 2 | 2 | 0–0 | Neutral | Shield of 25% of your max HP until your next turn
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| 4 | 4 | 0–0 | Earth | 26 to 35 (Earth damage)Circle of radius 1 around you
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| 6 | 2 | 1–1 | Earth | 10 to 14 (Earth damage)Pushes back 2 cells
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| 9 | 3 | 0–0 | Neutral | Heals 5% of your max HP, +5% per adjacent enemy (max 20%)
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| 13 | 2 | 0–0 | Neutral | +10% damage (2 turns)Circle of radius 3 around you
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| 13 | 2 | 1–4 | Air | 7 to 9 (Air damage)Taunted (1 turn)
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| 16 | 4 | 0–0 | Earth | 19 to 25 (Earth damage)Removes 1 MPCircle of radius 2 around you
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 4 | 1–1 | Earth | 29 to 39 (Earth damage)−40% healing received (2 turns)Consumes all charges (Momentum): +15% damage per charge
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| 10 | 3 | 1–1 | Earth | 20 to 28 (Earth damage)+1 Momentum (max 4)
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| 20 | 4 | 1–1 | Earth | 22 to 30 (Earth damage)Pushes back 2 cells+10 damage per blocked push cell, and Rooted for 1 turn
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| 20 | 4 | 1–1 | Earth | 26 to 35 (Earth damage)+20% damage taken (2 turns)
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| 35 | 2 | 0–0 | Neutral | −30% damage taken (1 turn)
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| 35 | 3 | 1–1 | Earth | 14 to 18 (Earth damage)+10 damage per −8% of Earth resistance taken from the target (Rift); the Rift is consumed
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| 50 | 3 | 1–1 | Earth | 19 to 25 (Earth damage)The target can no longer use melee attacks (1 turn)
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| 50 | 4 | 0–0 | Earth | 20 to 28 (Earth damage)Circle of radius 1 around you
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| 65 | 5 | 1–4 | Earth | Leaves a ground zone dealing 20 damage per turn (2 turns)Circle of radius 1
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| 80 | 3 | 2–5 | Earth | 19 to 25 (Earth damage)Shield of 15% of your max HP on landingTeleports the caster to the target cellCircle of radius 1
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 3 | 1–1 | Fire | 15 to 21 (Fire damage)8 Fire damage per turn (2 turns)
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| 10 | 3 | 1–1 | Fire | 12 Fire damage per turn (3 turns)
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| 20 | 5 | 0–0 | Fire | 17 to 23 (Fire damage)Life steal: 30% of the damage dealtCircle of radius 2 around you
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| 20 | 0 | 0–0 | Neutral | +2 AP (1 turn)
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| 20 | 4 | 2–5 | Fire | 10 to 14 (Fire damage)Rushes to the target cell and hits up to 3 enemies on the way
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| 35 | 2 | 1–1 | Fire | 10 Fire damage per turn (2 turns)
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| 35 | 2 | 0–0 | Neutral | Your damage over time heals you for 50% of the damage dealt (2 turns)
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| 50 | 4 | 1–1 | Fire | 22 to 30 (Fire damage)+120% damage on a target below 30% HP
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| 50 | 5 | 1–1 | Fire | 41 to 55 (Fire damage)
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| 65 | 3 | 0–0 | Neutral | Heals 20% of your max HP−20% damage taken (2 turns)
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| 80 | 3 | 0–0 | Air | -2 MP (2 turns)−15% damage dealt (2 turns)Circle of radius 2 around you
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 3 | 1–1 | Air | 15 to 21 (Air damage)Removes 1 AP
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| 10 | 2 | 0–0 | Earth | Reflects 50% of the damage taken (2 turns)
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| 20 | 3 | 0–0 | Neutral | Shield of 8% of your max HP per adjacent enemy (max 32%)
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| 20 | 2 | 0–0 | Neutral | −20% damage taken (1 turn)+3 Lock (1 turn)
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| 35 | 2 | 1–1 | Air | 12 to 16 (Air damage)+6 Lock (1 turn)
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| 35 | 3 | 1–1 | Earth | Throws an adjacent unit up to 2 cells behind you
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| 50 | 3 | 1–5 | Neutral | 30% of the damage the ally takes is redirected to you (2 turns)Leaps next to the target ally
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| 50 | 4 | 1–2 | Earth | 12 to 16 (Earth damage)Removes 2 MPRooted (1 turn)Cone of 2 cells
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| 65 | 2 | 1–1 | Air | 15 to 21 (Air damage)Heals 12% of your max HP
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| 80 | 3 | 2–5 | Air | 14 to 18 (Air damage)Charges next to the targetLine of 4 cells
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