Chill
Inflict on a unit.
Chill+
Inflict on units in an area.
Inflict on a unit.
Inflict on units in an area.
Injure yourself, then gain +3 Magic Damage.
Injure yourself, then gain +3 Magic Damage and emit a Sparkle.
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.
Heal and inflict 1 on a unit in range 3.
Heal and inflict 1 on any unit. (This spell costs less.)
Injure yourself, then restore 15 mana. (Castable once per battle.)
Injure yourself, then restore all your mana. (Castable once per battle.)
Lose Damage equal to half of your basic attack's damage, rounded up. For the
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.)
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 .
A fireblast that inflicts 2 in an area.
A more damaging fireblast that inflicts 3 in an area.
A fire spell that increases its range, area, damage, and by 1 every turn.
A fire spell that increases its range, area, damage, and by 1 every turn. Starts stronger.
Cast a fire/electric spell that inflicts 1 and has a 15% chance to inflict
in an X shaped area.
Cast a fire/electric spell that inflicts 2 and has a 30% chance to inflict
in an X shaped area.
Damage and inflict 7 on all enemies and light up the map on fire. There will be permanent consequences for casting this spell… (Castable once per battle.)
Heavily damage and inflict 10 on all all enemies and light up the map on fire. 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.)
Apply 2 to each unit except for yourself and 1 other chosen unit. Deal 10 Damage to enemies and heal each ally 10 HP. There will be permanent consequences for casting this spell… (Castable once per battle.)
Apply 2 to each unit except for yourself and 1 other chosen unit. Deal 15 Damage to enemies and fully heal each ally. There will be permanent consequences for casting this spell… (Castable once per battle.)
Strike all enemies with lightning, inflicting . There will be permanent consequences for casting this spell… (Castable once per battle.)
Strike all enemies with lightning, inflicting 2. There will be permanent consequences for casting this spell… (Castable once per battle.)
Cast a fire/ice spell that inflicts 2,
2 and Knockback 2 on all units around you.
Cast a fire/ice spell that inflicts 3,
3 and Knockback 3 on all units around you in a larger 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.
Knock back each unit adjacent to a chosen tile 1
Knock back each unit adjacent to a chosen tile 3 spaces, at infinite range.
Shoot 3 Magic Missiles at random enemies.
Shoot 4 Magic Missiles at random enemies.
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.
An ice spell that increases its range and every turn. At 2 turns, it gains Immobilize 1. At 3 turns, it gains
1. (Current turns: {v0})
An ice spell that increases its range, damage, and every turn. At 2 turns, it gains Immobilize 1. At 3 turns, it gains
1. (Current turns: {v0})
Shoot an ice/electric bolt in a straight line. It inflicts 2, has a 25% chance to
and a 25% chance to
.
Shoot 2 ice/electric bolts in a straight line. They inflict 2, have a 25% chance to
and a 25% chance to
.
Deal fire damage and inflict 8 to all units in a large circle around you.
Deal more fire damage and inflict 10 to all units in a large circle around you.
Give 2 mana to a unit.
Give 4 mana to a unit.
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.
An electric spell that increases its range and damage by 2 every turn, and its chance by 10%.
An electric spell that increases its range and damage by 3 every turn, and its stun chance by 10%.
Shoot an infinite-range projectile that can't miss.
Shoot an infinite-range projectile that can't miss. Emit 3 Sparkles.
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.)
Give all of your mana to a unit in range 3.
Give all of your mana plus 2 to a unit.
Deal high damage in a cone.
Deal high damage in a larger cone.
Summon meteors that hit random tiles in a large area. These meteors have a chance to , spawn fires, or leave
Summon meteors that hit random tiles in a larger area. These meteors have a chance to stun, spawn fires, or leave rocks behind.
The next spell you cast is cast twice.
The next spell you or another unit casts is cast twice.
A melee attack that instantly kills Frozen units. If used on a boss, it instead removes to deal 15 damage and inflict
2.
A spell that instantly kills frozen units in an area. If used on a boss, it instead removes to deal 15 damage and inflict
2.
Inflict 1 and +1
to a unit in range.
Inflict 1 and +1
to any unit. (This spell costs less.)
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.
Switch positions with any unit. (This spell costs less.)
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.
Teleport onto a unit, dealing damage to that unit.
Teleport to any tile. (This spell costs less.)
Shoot lightning bolts in eight directions with a 50% chance to .
Shoot stronger lightning bolts in eight directions with a 100% chance to .
A Fire / Ice / Electric spell that inflicts 1,
1, and has a 5% chance to inflict
.
A Fire / Ice / Electric spell that inflicts 1,
1, and has a 5% chance to inflict
in an area.
A fire spell that inflicts 1 and spawns fires in a perpendicular line.
A fire spell that damages, inflicts 3 and spawns fires in a perpendicular line.
Teleport diagonally any distance. (This spell costs less.)
Create a whirlpool that spins units and inflicts on them.
Create a larger whirlpool that spins units and inflicts on them.
A wind spell that hits an entire line with Knockback 1.
A wind spell that hits a wide line with Knockback 2.
Shoot an infinite-range projectile that can't miss.
Shoot an infinite-range projectile that can't miss. Emit 3 Sparkles.