"Blast your foes! Master of spells and elemental damage."
Meta Build: Essential for The Sewers (Electric skills react with water). Trash to Treasure: Upgrade "Waste Time" (1 AP = 1 Charge). Pair with passive: "Ally skill use = +2 magic damage". Drop 40+ DMG AOE nukes every turn.
Shoot a charged projectile within your line of sight. This attack counts as both magical and physical.
Heals allies but damages enemies.
Heals allies but damages enemies.
Shoot an infinite-range projectile that can't miss. (This attack's damage scales with your )
A water spell that deals damage and knockback in a large area.
A water spell that deals more damage and knockback in a larger area.
A lightning bolt that has a 25% chance to Stun.
A stronger lightning bolt that has a 50% chance to Stun.
A fireblast that inflicts Burn 2 in an area.
A more damaging fireblast that inflicts Burn 3 in an area.
Shoot a blast of ice in a line that freezes the first unit it hits.
Shoot a blast of ice in a line that freezes every unit it hits.
A high damage spell that hits a single target.
A high damage spell that hits a single target and deals extra damage equal to your .
Shoot an infinite-range projectile that can't miss.
Shoot an infinite-range projectile that can't miss. Emit 3 Sparkles.
A fire spell that inflicts Burn 1 and spawns fires in a perpendicular line.
A fire spell that damages, inflicts Burn 3 and spawns fires in a perpendicular line.
Target a tile. At the start of your next turn, unleash an extremely high damage mega beam on that tile. (Castable once per turn.)
Target a tile. At the start of your next turn, unleash an extremely high damage mega beam on that tile.
Summon meteors that hit random tiles in a large area. These meteors have a chance to stun, spawn fires, or leave rocks behind.
Summon meteors that hit random tiles in a larger area. These meteors have a chance to stun, spawn fires, or leave rocks behind.
Deal high damage in a cone.
Deal high damage in a larger cone.
Inflict Slow on a unit.
Inflict Slow on units in an area.
Get big.
Get big.
A wind spell that hits an entire line with Knockback 1.
A wind spell that hits a wide line with Knockback 2.
Teleport diagonally any distance.
Teleport diagonally any distance. (This spell costs less.)
Teleport to any tile.
Teleport to any tile. (This spell costs less.)
Switch positions with any unit.
Switch positions with any unit. (This spell costs less.)
Spend all of your mana and heal that much HP.
Spend all of your mana and heal that much HP. Excess healing is converted into .
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Give all of your mana to a unit in range 3.
Give all of your mana plus 2 to a unit.
Give 2 mana to a unit.
Give 4 mana to a unit.
Teleport onto a unit, dealing damage to yourself and that unit.
Teleport onto a unit, dealing damage to that unit.
Teleport to a random tile.
Teleport to a random tile. Deal damage to units adjacent to the tile you teleport to.
Heal and inflict Freeze 1 on a unit in range 3.
Heal and inflict Freeze 1 on any unit. (This spell costs less.)
Knock back each unit adjacent to a chosen tile 1 space.
Knock back each unit adjacent to a chosen tile 3 spaces, at infinite range.
Deal ice damage in a wide line with Knockback 1 that inflicts Slow and has a 15% chance to freeze.
Deal more ice damage in a wide line with Knockback 10 that inflicts Slow and has a 25% chance to freeze.
Deal fire damage and inflict Burn 3 to all units in a large circle around you.
Deal more fire damage and inflict Burn 5 to all units in a large circle around you.
Shoot lightning bolts in eight directions with a 15% chance to Stun.
Shoot stronger lightning bolts in eight directions with a 25% chance to Stun.
Injure yourself, then restore 15 mana. (Castable once per battle.)
Injure yourself, then restore all your mana. (Castable once per battle.)
Damage all enemies and burn the entire map. There will be permanent consequences for casting this spell… (Castable once per battle.)
Heavily damage all enemies and burn the entire map. There will be permanent consequences for casting this spell… (Castable once per battle.)
Knock back and damage all enemies, then flood the entire map. There will be permanent consequences for casting this spell… (Castable once per battle.)
Knock back and damage all enemies, heal all allies, then flood the entire map. There will be permanent consequences for casting this spell… (Castable once per battle.)
Create a whirlpool that spins units and inflicts Confusion on them.
Create a larger whirlpool that spins units and inflicts Confusion on them.
Shoot lightning that chains randomly to other nearby units up to 2 tiles away.
Shoot lightning that chains randomly to other nearby enemies up to 3 tiles away.
A melee attack that instantly kills frozen units. If used on a boss, it instead removes Frozen to deal 15 damage and inflict Slow 2.
A spell that instantly kills frozen units in an area. If used on a boss, it instead removes Frozen to deal 15 damage and inflict Slow 2.
Strike all enemies with lightning, inflicting Stun. There will be permanent consequences for casting this spell… (Castable once per battle.)
Strike all enemies with lightning, inflicting Stun 2. There will be permanent consequences for casting this spell… (Castable once per battle.)
Cast a fire/electric spell that inflicts Burn 1 and has a 15% chance to inflict Stun in an X shaped area.
Cast a fire/electric spell that inflicts Burn 2 and has a 30% chance to inflict Stun in an X shaped area.
Shoot an ice/electric bolt in a straight line. It inflicts Slow 2, has a 25% chance to Stun and a 25% chance to Freeze.
Shoot 2 ice/electric bolts in a straight line. They inflict Slow 2, have a 25% chance to Stun and a 25% chance to Freeze.
Cast a fire/ice spell that inflicts Burn 2, Slow 2 and Knockback 2 on all units around you.
Cast a fire/ice spell that inflicts Burn 3, Slow 3 and Knockback 3 on all units around you in a larger area.
Injure yourself, then gain +3 Magic Damage.
Injure yourself, then gain +3 Magic Damage and emit a Sparkle.
Shoot a lightning bolt that deals 1 damage and knocks the unit it hits 3 tiles in the direction it's facing.
Shoot a lightning bolt that deals 2 damage and knocks the unit it hits 6 tiles in the direction it's facing.
Inflict Burn 1 and +1 to a unit in range.
Inflict Burn 1 and +1 to any unit. (This spell costs less.)
A fire spell that increases its range, area, damage, and Burn by 1 every turn.
A fire spell that increases its range, area, damage, and Burn by 1 every turn. Starts stronger.
An ice spell that increases its range and Slow every turn. At 2 turns, it gains Immobilize 1. At 3 turns, it gains Freeze 1. (Current turns: {v0})
An ice spell that increases its range, damage, and Slow every turn. At 2 turns, it gains Immobilize 1. At 3 turns, it gains Freeze 1. (Current turns: {v0})
An electric spell that increases its range and damage by 2 every turn, and its stun chance by 10%.
An electric spell that increases its range and damage by 3 every turn, and its stun chance by 10%.
This spell gains +1 damage, range and area, and -1 mana cost each time you cast a spell. This spell resets after you cast it.
This spell gains +1 damage, range and area, and -1 mana cost each time you cast a spell. This spell loses half its boosts after you cast it.
Lose Damage equal to half of your basic attack's damage, rounded up. For the rest of the battle, you can attack an extra time each turn. (This can't be cast if your basic attack's damage is 1 or less.)
Lose Damage equal to 1/3rd of your basic attack's damage, rounded up. For the rest of the battle, you can attack an extra time each turn. (This can't be cast if your basic attack's damage is 1 or less.)
Apply Freeze 2 to each unit except for yourself and 1 other chosen unit. Deal 5 Damage to enemies and heal each ally 5 HP. There will be permanent consequences for casting this spell… (Castable once per battle.)
Apply Freeze 2 to each unit except for yourself and 1 other chosen unit. Deal 10 Damage to enemies and fully heal each ally. There will be permanent consequences for casting this spell… (Castable once per battle.)
Drop to 1 HP. Gain mana equal to the HP lost. (Castable once per turn.)
Drop to 1 HP. Gain mana equal to the HP lost and gain All Stats Up 2. (Castable once per turn.)
Reduce the cost of another unit's spells by 1 until the end of their turn.
Reduce the cost of a unit's spells by 1 until the end of their turn. This can target yourself.
Shoot 3 Magic Missiles at random enemies.
Shoot 4 Magic Missiles at random enemies.
The next spell you cast is cast twice.
The next spell you or another unit casts is cast twice.
Your basic attack gains +1 range and area until the end of the turn.
Your basic attack gains +2 range and +1 area until the end of the turn. (This spell costs less.)
A Fire / Ice / Electric spell that inflicts Burn 1, Slow 1, and has a 5% chance to inflict Stun.
A Fire / Ice / Electric spell that inflicts Burn 1, Slow 1, and has a 5% chance to inflict Stun in an area.
Heal a unit at range.
Heal other units in an area at range.
Heal an adjacent unit.
Heal all adjacent units.
Inflict Weakness on units in an area.
Inflict Weakness and Poison on units in an area.
An attack that deals more damage the less health the target unit has. (based on their health percent)
An attack that deals even more damage the less health the target unit has. (based on their health percent)
Heal units in an area.
Heal units in a larger area. Infinite range.
Inflict Charm 2 on an adjacent unit.
Inflict Charm 2 on an adjacent unit. Non-boss enemies with less than 25% health join your party.
Remove all debuffs from units in an area.
Remove all debuffs from units in an area. Those units get +1 for each debuff removed.
Remove all buffs from a unit.
Remove all buffs from a unit. Deal 3 damage to that unit for each unique status effect removed.
Inflict Ostracized 2 on a unit.
Inflict Ostracized 4 on a unit.
Gain +1 .
Gain +1 . (This spell costs less.)
Give a unit +10 until the end of its next turn.
Give units in an area +10 until the end of their next turns.
Force a unit to attack one of its enemies.
Force units in an area to each attack one of their enemies.
Jump to an open tile next to an ally.
Jump to an open tile next to an ally. (This spell costs less.)
Jump to an open tile, then heal each adjacent unit.
Jump to an open tile, then heal each adjacent unit. (This spell costs less.)
Dash forward, heal a unit and give it a random stat up.
Dash forward, heal a unit and give it 3 random stat ups.
Reverse the last damage an adjacent unit took.
Reverse the last damage a unit within range took.
Deal damage to a unit equal to the damage that unit last dealt.
Deal damage to a unit equal to twice the damage that unit last dealt.
Target an area. At the beginning of your next turn, heal all units in that area. (Castable once per turn.)
Target an area. At the beginning of your next turn, heal all units in that area. This spell tracks its target if you directly targeted a unit. (Castable once per turn.)
Put a bounty on a unit. When that unit dies, its killer gains All Stats Up.
Put a bounty on a unit. When that unit dies, it becomes meat and its killer gains All Stats Up. (This spell costs less.)
A ranged spell that heals allies and damages enemies.
An infinitely ranged spell that heals allies and damages enemies.
Revive a body to 50% HP and cure one of its injuries.
Revive a body to 100% HP and cure one of its injuries. If it was an enemy, it gets charmed.
Heal allies and damage enemies in an area. This spell has half effect outside its center.
Heal allies and damage enemies in an area. This spell has half effect outside its center. (This spell costs less.)
Gain 4 , 3 , heal 2 HP, and Brace 1.
Gain Thorns 6, Reflect 5, 4 , 3 , heal 2 HP and Brace 1.
Revive a body to 100% HP and give it All Stats Up, then you fall asleep.
Revive a body to 100% HP and give it All Stats Up.
Heal EVERYTHING for 2 HP.
Heal EVERYTHING for 2 HP. (This spell costs less.)
You and your allies move toward the nearest enemy.
You and your allies move toward the nearest enemy and gain +1 .
Spawn a blessing pickup on an empty tile in range.
Spawn a blessing pickup on any empty tile.
Another unit's next spell is free.
Another unit's next spell is free. Infinite range. (This spell costs less.)
Give +2 Diminishing Health Regeneration and +1 to a random stat to an adjacent unit.
Give +2 Diminishing Health Regeneration and +1 to 2 random stats to any unit.
A melee attack that inflicts Blind 5 and Bleed 1.
A melee attack that inflicts Blind 5, Bleed 1, and Madness 1.
Deal holy damage and inflict Blind to everything except for a safe circle around you. This vaporizes units it kills.
Deal holy damage and inflict Blind to all enemies. This vaporizes units it kills.
Heal a unit and remove its debuffs. That unit gets +1 to a random stat and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Heal or revive a unit and remove its debuffs. That unit gets +1 to 3 random stats and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Give a unit +1 and +1 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Give a unit anywhere +1 and +2 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Give a unit +1 Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack.
Give a unit +1 Damage and +1 Magic Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack. (This spell costs less.)
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives you +1 Bonus Move too.
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell has infinite range, costs less and must target it, and it gives you +1 Bonus Move too.
Gain All Stats Up. This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Gain All Stats Up and +1 . This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
A dash attack with range, damage, and knockback equal to the amount of HP you healed other units this turn. (Castable once per turn.)
A dash attack with range, damage, and knockback equal to twice the amount of HP you healed other units this turn. (Castable once per turn.)
Swap positions with any unit. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Swap positions with any unit and heal it by 1 HP. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Revive a body to 1 HP.
Revive a body to 1 HP. Give that unit +1 and All Stats Up.
Heal an adjacent unit 2 to 6 times.
Heal an adjacent unit 2 to 6 times. Each heal gives +1 to a random stat.
Give another unit +5 until the end of its next turn.
Give allies +5 and enemies -5 until the end of their next turns, in an area.
Run next to the ally with the most missing health. Trample all in the way.
Run next to the ally with the most missing health. Trample all in the way. (This spell costs less.)
Make a unit The Alpha. Bonus Passive: The Alpha has +50% dodge chance.
Make a unit anywhere The Alpha. (This spell costs less.) Bonus Passive: The Alpha has +50% dodge chance.
Heal an adjacent unit. Excess healing is converted to an equal amount of random stat ups.
Heal a unit at range. Excess healing is converted to an equal amount of random stat ups.
You and adjacent units gain +2 .
You and adjacent units gain +2 and +1 .
Inflict Blind 1 on each unit in an area.
Inflict Blind 2 on each unit in a larger area.
Give +1 to each unit within 2 tiles of you.
Give +1 and +1 Health Regeneration to each unit within 2 tiles of you. (This spell costs less.)
Make an ally move toward you.
Make an ally move toward you. Infinite range.
You or an adjacent unit gains a random positive effect.
You or an adjacent unit heals a random amount of HP, gains +1 to a random stat, and gains a random positive effect.
Force a nearby unit to move away from you.
Force a nearby unit to move away from you. If it was an enemy, inflict Madness 1 and Confusion 1.
You or an adjacent unit gains +1 Health Regeneration.
You or an adjacent unit gains +2 Health Regeneration.
Shoot an infinite-range projectile that can't miss.
Becomes a random Mage starter ability when you lock in your team's collars.
Becomes a random Cleric starter ability when you lock in your team's collars.