

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 (6 at most) by casting the spells below; those that feed on them gain a bonus per charge carried, without spending them. The exact bonus is on each spell's card.
Built by
Shadow Word: Pain
Devouring Plague
Mind Flay
Dark Ascension
Shadow Crash
Terror
Used by
Mind Blast
Psychic Blast
Void Eruption
A poison hits the target at the start of each of its turns, until it runs out.
Shadow Word: Pain
Devouring Plague
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 Veil
Terror
Favor: outgoing healing +15%.
Atonement: your damage (Penance) heals allies protected by your shields — you heal by attacking.
Shadow Form: +10% damage, outgoing healing -30%.
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)
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| 1 | 3 | 0–5 | Water | Heals 30 HP
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| 1 | 4 | 0–0 | Fire | 15 to 21 (Fire damage)Heals allies for 12 HPCircle of radius 2 around you
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| 2 | 2 | 0–5 | Water | Heals 18 HP
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| 4 | 3 | 0–5 | Water | Shield of 30 HP
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| 6 | 2 | 0–4 | Neutral | +1 MP (1 turn)
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| 9 | 2 | 1–5 | Neutral | Removes 1 buff from an enemy or 1 debuff from an ally
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| 13 | 2 | 0–0 | Neutral | Pushes back 2 cellsCircle of radius 1 around you
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 5 | 1–4 | Water | Heals 30 HPCircle of radius 2
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| 10 | 3 | 1–4 | Water | Leaves a ground zone that heals 10 HP per turn (2 turns)Circle of radius 1
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| 10 | 3 | 1–6 | Water | 17 to 23 (Water damage)
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| 20 | 2 | 0–5 | Water | Heals 8 HP per turn (3 turns)
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| 20 | 4 | 0–5 | Neutral | Cannot drop below 1 HP, once (2 turns)
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| 20 | 4 | 0–5 | Water | Heals 32 HP
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| 35 | 3 | 0–4 | Water | Heals 22 HP+15% healing received (1 turn)
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| 35 | 3 | 0–5 | Neutral | The target gains 2 AP at the start of its next turn
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| 50 | 2 | 0–0 | Water | 60% of your overhealing becomes a shield (3 turns)
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| 50 | 3 | 0–0 | Water | +40% healing done (3 turns)
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| 65 | 3 | 0–5 | Water | On the next hit taken: heals 20 HP, then jumps to the nearest wounded ally (3 jumps) (3 turns)
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| 80 | 3 | 1–5 | Water | 20 to 28 (Water damage)-2 MP (1 turn)Rooted (1 turn)
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 4 | 0–5 | Water | Shield of 30 HPWhile the shield holds, Redemption heals this ally for 100% of the damage dealt
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| 10 | 3 | 1–6 | Water | 22 to 30 (Water damage)Heals your allies under Redemption for 60% of the damage
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| 20 | 2 | 0–0 | Neutral | Your shielded allies receive Redemption for 2 turns; your running Redemptions last 2 turns longer
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| 20 | 2 | 0–4 | Neutral | −30% damage taken (1 turn)
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| 35 | 4 | 1–6 | Water | 34 to 46 (Water damage)Heals your allies under Redemption for 60% of the damage
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| 35 | 3 | 1–6 | Water | Shield of 18 HPPulls 1 cell
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| 50 | 3 | 1–6 | Water | 27 to 37 (Water damage)Heals your allies under Redemption for 60% of the damage+20% damage taken (2 turns)
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| 50 | 4 | 0–0 | Water | 15 to 21 (Water damage)On an ally: heals 18 HPRing of radius 3 around you
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| 65 | 2 | 0–0 | Water | Shield of 25 HP+50% to the value of your shields (2 turns)
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| 80 | 4 | 0–4 | Water | Heals 18 HPApplies Redemption (2 turns)Circle of radius 2 around you
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| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 3 | 1–6 | Fire | 11 Fire damage per turn (3 turns)Life steal: 50% of the poison damage+1 Insanity (max 6)
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| 10 | 4 | 1–5 | Fire | 21 to 29 (Fire damage)+10 damage on a target under one of your poisons+4% damage per charge (Insanity), without spending them
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| 20 | 4 | 1–4 | Fire | 8 Fire damage per turn (2 turns)+1 Insanity (max 6)Circle of radius 1
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| 20 | 4 | 1–6 | Fire | 26 to 35 (Fire damage)At 5 charges (Insanity) or more, opens Voidform: +20% damage; the charges drain at each of your turns (1, then 2, then 3…) and the form ends at 0When the form opens, the target is silenced (1 turn)+5% damage per charge (Insanity), without spending them
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| 35 | 2 | 1–6 | Fire | 12 to 16 (Fire damage)+50% damage Voidform+1 Insanity (max 6)
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| 35 | 4 | 0–0 | Fire | 14 to 20 (Fire damage)+8 damage on a target under one of your poisons+4% damage per charge (Insanity), without spending themCircle of radius 2 around you
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| 50 | 3 | 0–0 | Fire | +20% damage (3 turns)+3 Insanity (max 6)
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| 50 | 4 | 1–5 | Fire | 22 to 30 (Fire damage)+2 Insanity (max 6)Circle of radius 1
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| 65 | 3 | 1–5 | Fire | 19 to 25 (Fire damage)Removes 1 AP
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| 80 | 3 | 1–5 | Fire | Removes 3 APPushes back 2 cells+2 Insanity (max 6)
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