

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 | 1–6 | Fire | 24Damage 20–28 | |
| 1 | 3 | 0–5 | Water | healing 30 | |
| 1 | 4 | 0–0 | Fire | 18 to enemies, healing 12 to alliesDamage 15–21 | |
| 2 | 2 | 0–5 | Water | healing 18 | |
| 4 | 3 | 0–5 | Water | shield 30 | |
| 6 | 2 | 0–4 | Neutral | +1 MP, 1 round | |
| 9 | 2 | 1–5 | Neutral | remove 1 buff (enemy) or 1 debuff (alloyed) | |
| 13 | 2 | 0–0 | Neutral | push 2 cells (all adjacent) |
| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 5 | 1–4 | Water | area r2 : healing 30 Allies | |
| 10 | 2 | 0–5 | Water | healing 8/round, 3 turns | |
| 20 | 4 | 0–5 | Neutral | prevents death (remains 1 HP), 2 turns, 1 trigger | |
| 20 | 3 | 1–4 | Water | area r1 ground: Ally in healed 10/turn, 2 turns | |
| 35 | 3 | 0–4 | Water | healing 22 ; target receives +15% healing, 1 turn | |
| 35 | 4 | 1–4 | Water | area r1 : healing 20 Allied + dissipated 1 debuff each | |
| 50 | 2 | 0–0 | Water | your SUPPLUS healing becomes shield (60%), 3 laps | |
| 50 | 3 | 0–0 | Water | healing delivered +40%, 3 turns | |
| 65 | 3 | 0–5 | Water | healing 22, bounces on the 2 most injured allies (−20%/salt) | |
| 80 | 3 | 1–5 | Water | 24 + removal 2 MP + dizzy 1tDamage 20–28 | |
| 80 | 3 | 1–6 | Water | 20 · range 1-6Damage 17–23 | |
| 80 | 4 | 0–5 | Water | 32 instant healing, large single healing without setting |
| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 4 | 0–5 | Water | shield 45 | |
| 10 | 4 | 1–4 | Water | area r2 : shield 20 Allies | |
| 20 | 3 | 1–6 | Water | channelizes 3 saves (Water) · ATONEMENT: treats 60% of damage to shielded alliesDamage 22–30 | |
| 20 | 2 | 0–4 | Neutral | -30% damage sustained, 1 turn | |
| 35 | 4 | 1–6 | Water | 40 · ATONEMENT: treats shielded allies 60% of damageDamage 34–46 | |
| 35 | 3 | 1–6 | Water | brings a dangerous ally to your side + shield 18 (an ally OTHER than you) | |
| 50 | 3 | 1–6 | Water | 32 · +20% damage to target 2t · ATONEMENT 60%Damage 27–37 | |
| 50 | 4 | 0–0 | Water | ring r3 : 18 to enemies + healing 18 to alliesDamage 15–21 | |
| 65 | 2 | 0–0 | Water | shield 25 + your shields +50% 2t | |
| 80 | 4 | 0–4 | Water | healing 18 to allies + applies Redemption (your damage cures them 2t) |
| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 3 | 1–6 | Fire | DoT 11/turn, 3 turns; treats you 50% of its damage; +1 Insanity | |
| 10 | 4 | 1–5 | Fire | 25 (+4% by Insanity); +10 if the target is under one of your DoTsDamage 21–29 | |
| 20 | 4 | 1–4 | Fire | area r1 : DoT 8/turn, 2 turns; +1 Insanity | |
| 20 | 3 | 1–5 | Fire | 22 + removal 1 APDamage 19–25 | |
| 35 | 2 | 1–6 | Fire | 14; +1 InsanityDamage 12–16 | |
| 35 | 4 | 0–0 | Fire | 17 (+4% by Insanity) to enemies; +8 if under your DoTsDamage 14–20 | |
| 50 | 3 | 0–0 | Fire | +20% damage 3t + 3 immediate insanity | |
| 50 | 4 | 1–5 | Fire | area r1 : 26 + 2 InsanityDamage 22–30 | |
| 65 | 3 | 1–5 | Fire | removal 4 AP + Rooted 1t + 2 Insanity | |
| 80 | 4 | 1–6 | Fire | 30 + 5% per Insanity (power, do not consume)Damage 26–35 |