

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
Frostbolt
Freezing Bolt
Ice Lance
Cone of Cold
Frost Nova
Used by
Living Flames
Blizzard
Ice Shard
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
Blaze
Flaming Breath
Heat Wave
Dragon's Breath
Fire Blast
Used by
Combustion
A charge you build up (5 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
Arcane Barrage
Arcane Power
Used by
Arcane Discharge
A poison hits the target at the start of each of its turns, until it runs out.
Nether Tempest
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.
Frostbolt
Blizzard
Cone of Cold
Time Theft
Dragon's Breath
Frozen Orb
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.
Water Elemental
Mirrors
Ice Wall
Overheat: your Fire spells gain +15% critical chance; a Fire critical hit stores +1 Ignition (a detonatable reserve, max 4, NOT a DoT).
Winter Frailty: your MP removal gains +1 against already slowed targets.
Surge: each turn without casting an Air spell adds +15% to your next Air spell (max +45%).
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 | 4 | 1–6 | Fire | 22 to 30 (Fire damage)Circle of radius 1
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| 1 | 3 | 1–6 | Water | 22 to 30 (Water damage)Removes 1 MP+1 Gel (max 4)
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| 1 | 2 | 1–5 | Fire | 10 to 14 (Fire damage)Consumes all charges (Gel): +50% damage per charge
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| 2 | 2 | 1–3 | Neutral | Teleports the caster to the target cell
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| 4 | 3 | 1–5 | Air | 20 to 28 (Air damage)
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| 6 | 2 | 0–0 | Neutral | −20% damage taken (1 turn)
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| 9 | 2 | 1–4 | Air | Its next spell fails (its AP are spent) (1 turn)
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| 13 | 4 | 0–0 | Air | 19 to 25 (Air damage)Circle of radius 2 around you
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 3 | 1–5 | Fire | 20 to 28 (Fire damage)+1 Ignition (max 4)
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| 10 | 3 | 1–5 | Fire | 14 to 18 (Fire damage)Consumes all charges (Ignition): +18 base damage per charge
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| 20 | 5 | 2–7 | Fire | 43 to 57 (Fire damage)
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| 20 | 4 | 1–3 | Fire | 26 to 35 (Fire damage)+1 Ignition (max 4)Line of 3 cells
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| 35 | 2 | 1–4 | Fire | 12 to 16 (Fire damage)+30% damage on a target under one of your poisonsLeaves a ground zone dealing 5 damage per turn (2 turns)+1 Ignition (max 4)
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| 35 | 6 | 2–6 | Fire | 37 to 51 (Fire damage)Leaves a ground zone dealing 8 damage per turn (2 turns)Circle of radius 2
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| 50 | 4 | 1–2 | Fire | 20 to 28 (Fire damage)Removes 1 AP+1 Ignition (max 4)Cone of 2 cells
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| 50 | 3 | 1–5 | Fire | 14 to 18 (Fire damage)Circle of radius 1
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| 65 | 2 | 1–5 | Fire | 17 to 23 (Fire damage)+1 Ignition (max 4)
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| 80 | 2 | 0–0 | Fire | Shield of 30 HPWhile the shield holds, your next Fire spell is a critical hit
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 4 | 1–6 | Water | 26 to 35 (Water damage)+2 Gel (max 4)
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| 10 | 5 | 1–5 | Water | 22 to 30 (Water damage)Removes 1 MPLeaves a ground zone dealing 6 damage per turn (2 turns)Consumes all charges (Gel): +40% damage per chargeCircle of radius 2
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| 20 | 3 | 0–0 | Water | Shield of 35 HP
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| 20 | 2 | 1–6 | Water | 12 to 16 (Water damage)+150% damage on a target carrying at least 3 GelConsumes all charges (Gel)
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| 20 | 3 | 1–4 | Water | Summons a body (18% of your max HP)Destructible body (2 turns)Wall of 3 cells across the aim
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| 35 | 3 | 0–0 | Neutral | Heals 20% of your max HPImmune (1 turn)
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| 35 | 2 | 1–6 | Water | 12 to 16 (Water damage)+1 Gel (max 4)
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| 50 | 4 | 1–3 | Water | Summons a creature (30% of your max HP, 4 AP, 3 MP)Hits for 12 damage, 1 times per turn
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| 50 | 3 | 1–3 | Water | 12 to 16 (Water damage)Removes 1 MP
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| 65 | 4 | 1–2 | Water | 15 to 21 (Water damage)Removes 1 MP+1 Gel (max 4)Cone of 2 cells
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| 80 | 3 | 0–0 | Water | Rooted (1 turn)+1 Gel (max 4)Circle of radius 2 around you
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 3 | 1–6 | Air | 19 to 25 (Air damage)+1 Arcane (max 5)+25% damage per charge (Arcane), without spending them
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| 10 | 2 | 0–0 | Neutral | +2 AP (2 turns)
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| 20 | 3 | 0–0 | Air | 10 to 14 (Air damage)Pushes back 2 cellsCircle of radius 2 around you
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| 20 | 4 | 1–4 | Air | Cannot attack or cast spells (2 turns, 1 in PvP)
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| 35 | 3 | 1–6 | Air | 9 to 12 (Air damage)Removes 2 AP
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| 35 | 5 | 1–4 | Air | 20 to 28 (Air damage)Pulls 1 cellCircle of radius 2
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| 50 | 3 | 0–0 | Air | Summons a creature (10% of your max HP, 3 AP, 2 MP)Hits for 10 damage, 1 times per turn
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| 50 | 3 | 1–6 | Air | 17 to 23 (Air damage)Consumes all charges (Arcane): +30% damage per chargeCircle of radius 1
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| 65 | 3 | 0–0 | Air | +25% damage (3 turns)+2 Arcane (max 5)
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| 80 | 3 | 1–6 | Air | 10 Air damage per turn (3 turns)
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