

Common spells are accessible regardless of specialization; each specialization adds its own, starting at level 10. The level indicated is the level to which the spell opens.
Each throw draws its damage in a range of ±15% around the base of the spell: it is it that is indicated under each effect. It does not take into account your characteristics, nor your damage, nor the resistances of the target, which move it whole; critical shots are a second draw, over it.
| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 1 | 3 | 1–1 | Earth | 28Damage 24–32 | |
| 1 | 3 | 2–5 | Neutral | enemy street (adjacent cell) + 18 (T) · shield 15% max HP on landingDamage 15–21 | |
| 1 | 2 | 1–1 | Earth | 16 ; ×1,9 if the target is under 30% HPDamage 12–16 | |
| 2 | 2 | 1–4 | Air | 8 + Caused 1 turnDamage 7–9 | |
| 4 | 4 | 0–0 | Earth | 30 to all enemiesDamage 26–35 | |
| 6 | 4 | 0–0 | Earth | 22 + removal 1 MPDamage 19–25 | |
| 9 | 2 | 0–0 | Neutral | Allies: +10% damage, 2 turns | |
| 13 | 3 | 0–0 | Neutral | healing 10% HP max (does not scale Chance) |
| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 5 | 1–1 | Earth | 40 (+5% per Momentum) + healing received -40% 2t · Rift: -8 res Earth (max -24)Damage 34–46 | |
| 10 | 2 | 0–0 | Neutral | parries with the blade: −30% damage taken, 1 turn | |
| 20 | 4 | 1–2 | Earth | 28 in each cellDamage 24–32 | |
| 20 | 4 | 1–1 | Earth | 26 + push 2 cells ; crashes against a wall : +10/cell blocked + Rooted 1t · Rift : -8 res Earth (max -24)Damage 22–30 | |
| 35 | 3 | 1–1 | Earth | 24 · Rift : -8 res Earth (max -24) ; +1 MomentumDamage 20–28 | |
| 35 | 4 | 1–2 | Earth | 30 + removal 1 APDamage 26–35 | |
| 50 | 6 | 0–0 | Earth | tournament: 34 to all adjacentDamage 29–39 | |
| 50 | 5 | 1–4 | Earth | area r1 persistent 2t : 20/turn left in | |
| 65 | 4 | 1–1 | Earth | 30 + target suffers +20% damage 2tDamage 26–35 | |
| 80 | 3 | 2–5 | Earth | jump; 22 in zone r1 at landing · shield 15% Max HPDamage 19–25 |
| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 3 | 1–1 | Fire | 18 + bleeding 8/round, 2 turnsDamage 15–21 | |
| 10 | 3 | 1–1 | Fire | bleeding 14/turn, 3 turns | |
| 20 | 5 | 0–0 | Fire | 20 all; consumes your bleeding (14 by bleeding) and treats you 30% of the damageDamage 17–23 | |
| 20 | 2 | 0–0 | Neutral | +25% damage, +15% damage sustained, 2 turns | |
| 35 | 2 | 1–1 | Fire | bleeding 10/turn, 2 turns | |
| 35 | 4 | 0–0 | Fire | 18 to all + bleeding 6/turn, 2 turnsDamage 15–21 | |
| 50 | 4 | 1–1 | Fire | 26 + consume your bleeding (10 each); ×2,2 si cible <30% HPDamage 22–30 | |
| 50 | 5 | 1–1 | Fire | 4×12 ; consumes your bleeding (+25%)Damage 41–55 | |
| 65 | 3 | 0–0 | Neutral | healing 20% HP + -20% damage 2t | |
| 80 | 3 | 0–0 | Air | enemies -2 MP + -15% damage dealt 2t |
| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 3 | 1–1 | Air | 18 + removal 1 APDamage 15–21 | |
| 10 | 2 | 0–0 | Earth | returns 50% of damage to Earth, 2 turns | |
| 20 | 3 | 0–0 | Neutral | shield 20% HP max, 2 turns (does not scale Chance) | |
| 20 | 2 | 0–0 | Neutral | +20% res, 1 turn; your Lock +3 | |
| 35 | 2 | 1–1 | Air | 14 + removal 1 MPDamage 12–16 | |
| 35 | 3 | 0–0 | Neutral | shield 12% HP max + Ancre, 2 turns (does not scale Chance) | |
| 50 | 3 | 1–5 | Neutral | leap to an ally OTHER than you: 30% of its damage suffered → you, 2 turns | |
| 50 | 4 | 1–2 | Earth | front cone 90°, range 2: 14 + removal 2 MP + dizzy 1t (all)Damage 12–16 | |
| 65 | 2 | 1–1 | Air | 18 + healed 12% HPDamage 15–21 | |
| 80 | 3 | 2–5 | Air | street on the enemy + 16 + CausedDamage 14–18 |