

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 (3 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
Templar Blade
Divine Storm
Crusader Strike
Hammer of Wrath
Burning Ashes
Used by
Verdict
Final Judgment
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.
Avenging Shield
Righteous Shield
Hammer of Justice
Zeal: your Earth critical hits restore 1 AP (1/turn).
Guard: adjacent allies gain +10% resistance.
Grace: your healing can critically strike.
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 | 1–4 | Earth | 20 to 28 (Earth damage)Pulls 1 cell
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| 1 | 2 | 3–7 | Earth | 13 to 17 (Earth damage)+50% damage on a target inside your Consecration
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| 1 | 3 | 0–3 | Water | Heals 24 HP
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| 2 | 2 | 0–4 | Water | +10% resistance to every element (2 turns)
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| 4 | 4 | 0–0 | Earth | Leaves a ground zone dealing 11 damage per turn (2 turns)Circle of radius 2 around you
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| 6 | 4 | 0–1 | Water | Heals 40 HP
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| 9 | 2 | 0–0 | Neutral | +5% resistance to every element (1 turn)+2 MP (1 turn)
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| 13 | 4 | 0–0 | Neutral | Immune (1 turn)
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 3 | 1–1 | Earth | 27 to 37 (Earth damage)+1 Seal (max 3)
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| 10 | 4 | 1–1 | Earth | 26 to 35 (Earth damage)Heals the allies in your Consecration for 6 HP per charge (Seal) consumedConsumes all charges (Seal): +35% damage per charge
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| 10 | 2 | 1–1 | Earth | 12 to 16 (Earth damage)+1 Seal (max 3)
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| 20 | 4 | 0–0 | Earth | 26 to 35 (Earth damage)+1 Seal (max 3)Circle of radius 1 around you
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| 20 | 3 | 2–4 | Earth | 15 to 21 (Earth damage)Teleports the caster to the target cell
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| 20 | 2 | 1–4 | Water | Mark: if the target ends its turn farther from you than it started, it takes 18 damage (2 turns)
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| 35 | 5 | 1–3 | Earth | 36 to 48 (Earth damage)+50% damage on a target below 25% HPConsumes all charges (Seal): +20% damage per charge
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| 50 | 3 | 0–0 | Earth | +20% damage (3 turns)
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| 50 | 3 | 1–5 | Earth | 20 to 28 (Earth damage)+120% damage on a target below 20% HP+1 Seal (max 3)
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| 65 | 4 | 1–2 | Earth | 26 to 35 (Earth damage)+2 Seal (max 3)Cone of 2 cells
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| 80 | 2 | 1–4 | Earth | 9 to 12 (Earth damage)Removes 3 APRooted (1 turn)
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 3 | 1–4 | Air | 17 to 23 (Air damage)Removes 1 AP
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| 10 | 2 | 1–1 | Air | 10 to 14 (Air damage)Shield of 10% of your max HPRemoves 1 AP
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| 10 | 2 | 0–4 | Neutral | The ally takes −25% damage while within 2 cells of you (2 turns)
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| 20 | 2 | 1–3 | Neutral | 30% of the damage the ally takes is redirected to you (2 turns)
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| 20 | 3 | 0–0 | Neutral | Your Consecration also protects the allies standing in it (2 turns)
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| 35 | 3 | 1–4 | Neutral | Wall of light: enemies cannot enter it, your allies pass through (2 turns)Wall of 3 cells across the aim
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| 50 | 3 | 0–5 | Neutral | Immune (1 turn)
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| 50 | 3 | 0–4 | Water | Heals 30 HP+50% healing on a target below 40% HP
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| 65 | 3 | 0–0 | Water | Mark: if the target ends its turn farther from you than it started, it takes 14 damage (1 turn)Circle of radius 2 around you
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| 80 | 3 | 0–0 | Neutral | −50% damage taken (2 turns)
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 4 | 0–5 | Water | Heals 55 HP
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| 10 | 2 | 1–5 | Water | Each hit an ally lands on the target heals that ally for 8 HP, 5 times at most (2 turns)
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| 10 | 2 | 1–5 | Water | Beacon: the target ally also receives 40% of the healing you cast on others (3 turns)
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| 20 | 4 | 0–4 | Water | Heals 42 HPCircle of radius 2
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| 20 | 3 | 1–1 | Water | Heals 26 HPCone of 3 cells
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| 35 | 3 | 0–4 | Water | Shield of 25 HP
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| 35 | 4 | 0–0 | Water | Heals 10 HP per turn (2 turns)Circle of radius 3 around you
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| 50 | 3 | 0–0 | Water | +20% damage (3 turns)+20% healing done (3 turns)
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| 50 | 3 | 1–5 | Water | 19 to 25 (Water damage)On an ally: heals 26 HP
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| 65 | 2 | 1–5 | Water | Heals 10 HPRemoves 2 debuffs from an ally
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| 80 | 4 | 0–0 | Neutral | −40% damage taken (2 turns)Circle of radius 3 around you
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