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Spells
By Mjollner
This guide lists the spells in the game and how to unlock them.
   
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Overview
This guide contains all unlockable non-class spells in the game. Each school of magic gains new spells on even-numbered levels, most of which also require certain minimum affinity levels to use.

Permanent Buffs
If a spell is listed as having an infinite duration it is considered a permanent buff and can be toggled on via the permanent buff toolbar and off by clicking the icon on the top right portion of the screen. The permanent buff toolbar icon will show up next to the potions icon after you unlock at least one permanent buff.

Exhaustion
Exhaustion is a mechanic which will reduce a players' max energy per use. As per the developer, this can be recovered in one of two ways:
Originally posted by "Ratz 'N' Godz":
This reduction is permanent and can be recovered by drinking big energy potions or a few points each day (1 per level in tower of chaos, 2 per day in campaign)

Note that big energy potions are generally pretty rare so it is not advised to rely on them to perpetually be able to recover from it. Permanent buffs will also cost exhaustion to toggle on, however it will be returned when toggled off.

Scaling
Energy costs, duration, and damage all scale with various class bonuses and stats. As such, this guide does not list them as their values will change depending on the character and stats.

Areas of Effect
Blast Attacks
Blast attacks (e.g. fire breath, cold blast) affect targets in a cone of range 3 (4 with Power Blast - Mage lvl 5), starting from the initial target. This will lead to one of two patterns based on where the target is:
P = player E = enemy target X = additional area of effect B = additional Power Blast area of effect

sides corners .BBBBBBB. BBBB.BBBB B.xxxxx.B Bxxx.xxxB Bx.xxx.xB Bxxx.xxxB Bxx.E.xxB BxxE.ExxB BxxEPExxB ....P.... Bxx.E.xxB BxxE.ExxB Bx.xxx.xB Bxxx.xxxB B.xxxxx.B Bxxx.xxxB .BBBBBBB. BBBB.BBBB
Conjuration
Rank 2
Summon Familiar - Range 1
Requires: None
Summons a familiar to help you in battle. You can only have one!

Rank 4
Call Winds - Range 1 vs spell
Requires: Air 2
Summons the winds to push back opponents
Note: knocks back enemies 1 square in a cone of range 3 starting from the initial target

Mage Armor - Duration infinite
Requires: Air 1
Increases Armor and Defense

Raise Skeleton - Range 1
Requires: Death 1
Summons one or more skeletons to help you in battle. The number of skeletons depends on your affinity to Death

Summon Quicksand - Range 6
Requires: Earth 2
Summon quicksand that hurts and slow enemies.
Note: creates a 3x3 area at the target location

Rank 6
Summon Elemental - Range 1
Requires: ? (any elemental arcana?)
Summons an Elemental to help you in battle, elemental type is based on your elemental affinities.
Note: seems to randomly select an element type to summon based on available affinities

Summon Wisp - Range 1
Requires: Holy 1, Death 1
Summons a Wisp able to strike from afar your opponents. Particularly effective against undead.

Wall of Fire - Range 5
Requires: Fire 2
Creates a wall of fire that burns anyone that goes through
Note: creates burning fire tiles in a line of length 7 centered on the target location based on the direction of the tile from the player (i.e. vertical / horizontal if cast purely to the sides or else diagonal if cast on a corner)

Rank 8
Drowning - Range 7 vs physical
Requires: Water 2
Summons water directly in the target’s lungs, causing massive damage and stun the target!

Summon Ghost - Range 1
Requires: Death 2
Summons a Ghost to help you in battle

Rank 10
Summon Angel - Range 1
Requires: Holy 3
Summons an Angel that can Strike enemies with its fire sword and heal you. Costs Exhaustion.

Summon Lord of the Pit - Range 1
Requires: Death 2, Fire 1, Earth 1
Summons a Lord of the Pit to help you in battle. Costs Exhaustion.
Enchantment
Rank 2
Confusion - Range 4 vs mental
Requires: Holy 1
Makes the target wandering randomly for a few turns!

Mind Freeze - Range 4 vs mental
Requires: Water 1
Mesmerizes the target for a few turns!

Earth Attraction - Range 7 vs physical
Requires: Earth 1
Slows and dazes the target, and prevents most type of flying. Physical effect.

Curse - Range 4 vs mental
Requires: Death 1
Reduces all attack and defense values of the target!


Rank 4
None

Rank 6
Fury - Range 4 vs mental
Requires: Fire 1
Makes the target going mad and striking everybody, using only standard attacks!

Hypnotic Blast - Range 1 vs mental
Requires: Air 2
Launches a blast of hypnotic lights that may blind, confuse, or mesmerize targets
Note: affects cone of range 3 starting from the initial target
Note: is affected by Power Blast

Clairvoyance - Duration infinite
Requires: Holy 1
Mystical sense that allow you to see you objectives from afar.
Note: does not appear to have an exhaustion cost

Rank 8
Fear - Range 0 vs mental
Requires: Death 2
Shakes all enemies around, reducing their combat efficiency
Note: infinite range in line of sight?

Mind of Steel - Duration infinite
Requires: Earth 1
Increases Mental Resistance and makes you immune to confusion, shake, charm, fury, and mesmerize.

Illumination - Range 5 vs mental
Requires: Holy 2
Illuminates the target, blinding it and having a chance to convert it to your god.

Rank 10
Mind Burn - Range 4 vs mental
Requires: Air 1, Fire 1
Burns target’s mind!

Paralyze - Range 1 vs mental
Requires: None
Stuns the target for a long time!
Evocation
Rank 2
Fire Breath - Range 1 vs spell
Requires: Fire 1
Sending a breath of fire on an area before you
Note: affects cone of range 3 starting from the initial target
Note: is affected by Power Blast

Magic Missile - Range 7 vs spell
Requires: None
Launches a magic bolt on target. Magic Missile is more affected by your Magic Skill than other spells.
Note: is affected by Rebound

Rank 4
Cold Blast - Range 1 vs spell
Requires: Air 1, Water 1
Launches a blast of air and ice
Note: affects cone of range 3 starting from the initial target
Note: is affected by Power Blast

Iron Missile - Range 3 vs spell
Requires: Earth 1
Short ranged but powerful missile
Note: is affected by Rebound

Rank 6
Fireball - Range 6 vs spell
Requires: Fire 2
Launches an explosive fireball
Note: affects a 3x3 area centered on the target

Slime - Range 7 vs spell
Requires: Water 2
Water missile that can slow the target

Smite - Range 6 vs physical
Requires: Holy 1
Smites undead or demons with holy energy

Rank 8
Lightning Bolt - Range 7 vs spell
Requires: Air 2
Sends a lightning bolt through enemies, ignoring armor
Note: pierces targets in a line in the target direction that originates from the player

Magma Missile - Range 5 vs spell
Requires: Fire 2, Earth 1
Strong missile that sets target ablaze
Note: is affected by Rebound

Noxious Strike - Range 7 vs physical
Requires: Death 1, Water 1
Strikes the target with a noxious bolt, infecting it with a disease that spread to surrounding
Note: applies a debuff to the target that affects a 3x3 area centered on the target each turn that will spread the debuff and refresh its duration (including the player)

Rank 10
Blizzard - Range 4 vs spell
Requires: Water 2
Conjures an ice storm. Deals massive damage on a large area
Note: roughly affects a 5x5 area [needs verification]

Death Nova - Range 0 vs physical
Requires: Death 2
Sends death waves all around, affecting all living creatures in sight. Including you.
Note: affects all creates on the screen in line of sight of the player
Transmutation
Rank 2
Earth Might - Duration infinite
Requires: Earth 1
Increases Strength and Constitution

Healing
Requires: Holy 1
Heals your damage. Costs Exhaustion

Water Dance - Duration infinite
Requires: Water 1
You move faster and more smoothly, increasing your defense. More efficient with light weapons and armors

Rank 4
Daze - Range 4 vs physical
Requires: Water 1
Dazes the target, slowing its actions!

Fly - Duration infinite
Requires: Air 2
Brings up wings in your back, allowing you to fly. Or reinforces the power of your wings, enabling you to move faster.

Incineration - Range 4 vs physical
Requires: Fire 1
Burns the target, ignoring armor!
Note: not a projectile, so targeting is not blocked by enemies
Note: does not trigger Fire mark despite doing fire damage (bugged?)

Rank 6
Gaseous Form - Duration infinite
Requires: Air 1, Water 1
Makes you immune to slow, root and burn. Gives you some damage absorption

Stone Skin - Duration infinite
Requires: Earth 1
Increases Armor

Rank 8
Haste
Requires: Air 2
Makes you moving and acting faster. Costs Exhaustion.

Rejuvenation
Requires: Holy 3
Heals at once and over time. Costs Exhaustion.

Rank 10
Freezing Death - Range 7 vs physical
Requires: Death 1, Water 2
Freezes the target, dealing damage that ignore armor. The target is dazes, even if it resists the…”

Iron Body
Requires: Earth 3
Transforms you into unstoppable iron golem, immune to most physical effects. Cost Exhaustion.
Special Thanks
All credit for the initial data here goes to MarkDey on the Kongregate forums. Most of his data was re-verified however if there are any inaccuracies please let me know. Thanks!