

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 | 34; +50% behind the backDamage 29–39 | |
| 1 | 3 | 1–5 | Earth | 26Damage 22–30 | |
| 1 | 2 | 1–1 | Air | 10 + removal 1 MPDamage 9–12 | |
| 2 | 2 | 0–2 | Neutral | 2-cell teleport (free path), no damage | |
| 4 | 4 | 0–0 | Earth | 26 to all enemiesDamage 22–30 | |
| 6 | 2 | 1–1 | Air | 14 + push 1 cellDamage 12–16 | |
| 9 | 2 | 0–0 | Neutral | -20% damage sustained, 1 turn | |
| 13 | 3 | 1–4 | Air | area r2 : enemies -2 Range, 2 turns | |
| 16 | 2 | 0–0 | Neutral | invisible 2 turns: enemies can no longer target you (areas still touch); broken by your next offensive action; +30% at the next shot |
| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 4 | 1–1 | Earth | 52; target full life onlyDamage 44–60 | |
| 10 | 3 | 1–1 | Earth | 2×15; recast same target: +25% (max 2/round)Damage 26–35 | |
| 20 | 4 | 1–1 | Earth | 38; ×2 if target <30% HPDamage 32–44 | |
| 20 | 5 | 1–3 | Earth | crosses 3 cells, 30 to each enemy crossed, ends behindDamage 26–35 | |
| 35 | 2 | 1–1 | Earth | 14; +30% in the backDamage 12–16 | |
| 35 | 4 | 1–4 | Earth | 40 remotely (1-4); +25% if target <50% HPDamage 34–46 | |
| 50 | 2 | 0–0 | Neutral | +20% to your damage, 3 laps | |
| 50 | 4 | 1–1 | Earth | 30 + removal 3 AP + dizzy 1tDamage 26–35 | |
| 65 | 3 | 0–0 | Earth | 22 to all adjacentDamage 19–25 | |
| 80 | 2 | 2–6 | Neutral | pulls over a cell (no damage) |
| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 3 | 1–4 | Fire | poison 10/turn, 3 turns | |
| 10 | 4 | 0–0 | Fire | 14 + propagates your DoTs from the most affected target to othersDamage 12–16 | |
| 20 | 3 | 1–1 | Fire | 20 + healing received -30%, 2 lapsDamage 17–23 | |
| 20 | 4 | 1–5 | Fire | area r1 : 8 at impact; ground toxic puddle 7/turn, 2 turnsDamage 7–9 | |
| 35 | 3 | 1–4 | Fire | 15; +6 if the target is under your DoTsDamage 13–17 | |
| 35 | 4 | 0–0 | Fire | auto r2 : poison 6/turn + -1 Range, 2 turns | |
| 50 | 4 | 1–1 | Fire | 18 + consumes your poisons on target (12 by poison)Damage 15–21 | |
| 50 | 3 | 1–4 | Fire | mark: +25% damage sustained 3t + your applied poisons are duplicated | |
| 65 | 4 | 1–1 | Fire | 18 + King poison 10/turn 3t; if the target dies, your poisons spread (2 cells)Damage 15–21 | |
| 80 | 2 | 1–1 | Fire | 14 + dissipates 1 buff foeDamage 12–16 | |
| 80 | 2 | 1–4 | Fire | invisible trap (2 actives · 2 poses/turn): at trigger, poison 7/turn 2 turns to enemies in zone r1 |
| Level | Spell | AP | Range | Element | Effect |
|---|---|---|---|---|---|
| 10 | 3 | 1–1 | Air | 24 + removal 2 MPDamage 20–28 | |
| 10 | 3 | 1–1 | Air | 22; target's spells +1 AP, 1 turnDamage 19–25 | |
| 20 | 3 | 1–6 | Air | teleport DIRECTORATE the target (without LdV); +20% at the next mixed blow | |
| 20 | 3 | 1–4 | Air | invisible trap: 32 + removal 2 MP at triggerDamage 27–37 | |
| 35 | 2 | 1–3 | Air | 10 + removal 1 APDamage 9–12 | |
| 35 | 4 | 1–3 | Air | line 3: 22 in each cell + removal 1 MPDamage 19–25 | |
| 50 | 4 | 0–0 | Air | 20 + 30% per affected enemyDamage 17–23 | |
| 50 | 2 | 0–0 | Neutral | +25% to your damage, 3 turns | |
| 65 | 4 | 1–1 | Air | 40 ; +50% back1,4 under 30% HPDamage 34–46 |