Spells

Read a tome to learn its spell.

Arcane (7)

SpellBase damageRangeWhat it does
Blink Bolt2–55Never misses, then you blink up to 2 tiles away from the target. Range 5.
Commercial Break4–84Four bolts, each with its own chance to hit. We'll be right back. Range 4.
Fine Print2–46Never misses and ignores armor. Nobody reads it. Range 6.
Magic Missile3–66Never misses. Range 6.
Rerun3–65Never misses, and 35% of the time it airs again for free at half damage. Range 5.
Shield Bubble2–5530% chance each cast to bubble you for a turn: nothing can hurt you. Range 5.
Twist Ending2–55Hits, blinks you 2 tiles away, and 25% of the time airs again. Range 5.

Bard (5)

SpellBase damageRangeWhat it does
Airhorn2–44The target runs away for 3 turns. +1 Hype. Range 4.
Drum Solo4–84Four hits, each with its own chance to land. +1 Hype per cast. Range 4.
Laugh Track1–36Never misses. The crowd laughs at it: double damage for 2 turns, and you get 2 Hype. Range 6.
Mic Feedback3–65A screech: the target and everything next to it are stunned for a turn. Range 5.
Power Ballad1–35A song: for 6 turns, every hit you land heals you 1 and gives 1 Hype. Teammates within 4 tiles hear it too. Range 5.

Beast (2)

SpellBase damageRangeWhat it does
Feeding Time1–36Every pet you have bites the target, and you heal for 30% of your own hit. Range 6.
Sic 'Em1–36Points at the target. Every pet you have gets a free bite at it, and it takes double damage for 2 turns. Range 6.

Blood (7)

SpellBase damageRangeWhat it does
Arterial Spray5–93Costs 4 health. Splashes everything next to the target, and they all bleed for 2 turns. Range 3.
Bloodbath6–104Costs 3 health, no mana. Hits hard, and the target bleeds for 3 turns. Range 4.
Bloodsucker2–54Heals you for a third of the damage, and the target bleeds for 3 turns. Range 4.
Life Drain3–64Heals you for half the damage. Range 4.
Nosebleed1–36Never misses. The target bleeds for 5 turns. Range 6.
Paper Cuts2–54A flurry of tiny paper cuts. Never misses, and the target bleeds for 4 turns. Range 4.
Transfusion4–75Costs 2 health. Heals you for 60% of the damage. You usually come out ahead. Range 5.

Cosmic (3)

SpellBase damageRangeWhat it does
Gravity Well2–56Pulls every enemy within 2 tiles of the target 1 tile toward it. Range 6.
Shooting Star5–96Never misses, and splashes everything next to it. Make a wish. Range 6.
Stargazer2–55Blinds the target for 2 turns, and 25% of the time it hits twice. Range 5.

Earth (4)

SpellBase damageRangeWhat it does
Aftershock2–44Stuns the target and everything next to it for a turn. Range 4.
Rock Hard Abs2–44Your abs turn to rock: +3 armor for 4 turns. Range 4.
Rockslide4–85Drops rocks on the target: stunned for a turn. Range 5.
Sinkhole2–55The floor gives way: the target slides 1 tile toward you and is stuck for 2 turns. Range 5.

Fire (5)

SpellBase damageRangeWhat it does
Fire Bolt4–85Sets the target on fire. Range 5.
Hot Sauce3–63Sets the target on fire and splashes everything next to it. Grass and oil love it. Range 3.
Meteor6–116Drops a rock from the sky. Sets the target and every tile around it on fire, and splashes enemies next to it. Range 6.
Oil Slick1–35Covers the target and everything next to it in oil for 8 turns. Oiled things go up in a fireball the moment fire touches them. Range 5.
Wall of Fire2–54Lights every tile between you and the target, and the target too. Grass and oil love it. Range 4.

Frost (4)

SpellBase damageRangeWhat it does
Flash Freeze1–35Always freezes the target for 2 turns (and any puddle it stands in). Frozen things shatter when they die. Range 5.
Frost Ray3–7535% chance to freeze the target for 2 turns. Range 5.
Ice Shards5–94Three shards, each with its own chance to hit and to freeze (15%). Range 4.
Shatter3–64Triple damage to anything frozen or stunned, and it breaks the ice. Weak on anything else. Range 4.

Holy (5)

SpellBase damageRangeWhat it does
Band-Aid1–35Never misses. Heals you, your pets and teammates within 4 tiles for 4. Range 5.
Blessing1–35Never misses. You (and teammates within 4) get +2 armor and heal 1 a turn for 6 turns. Range 5.
Hallelujah2–55Jumps to 1 more enemy nearby. Double damage to anything undead, and heals you 1 each cast. Range 5.
Holy Light3–65Never misses. Double damage to anything undead, and heals you 2 each cast. Range 5.
Sunday Service2–55Double damage to anything undead, and it runs for 2 turns. Heals you 1. Range 5.

Illusion (4)

SpellBase damageRangeWhat it does
Double Take1–35Never misses. The target is confused for 3 turns: half the time it stumbles around, and it swings at any enemy next to it instead of you. Range 5.
Green Screen2–44Confuses the target for 2 turns and you vanish for 2. Range 4.
Mirage2–55Confuses the target and everything next to it for 2 turns. Range 5.
Smoke and Mirrors2–44A puff of purple smoke: you turn invisible for 3 turns after the hit. Hitting from hiding counts as an ambush. Range 4.

Nature (7)

SpellBase damageRangeWhat it does
Overgrowth2–55Roots the target for 2 turns and grows tall grass around it. Standing in tall grass hides you from anything more than 2 tiles away. Grass burns. Range 5.
Photosynthesis2–54Heals you for 30% of the damage and grows grass round the target. Range 4.
Root Canal2–44Roots the target for 2 turns and it bleeds for 3. Nobody enjoys this. Range 4.
Spore Burst1–35Grows tall grass around the target, then poisons every enemy standing in tall grass within 3 tiles for 4 turns. Range 5.
Thorn Bush2–54Grows tall grass round the target, and it bleeds for 3 turns. Range 4.
Vine Whip2–55Drags the target 2 tiles toward you and roots it for a turn. Range 5.
Weed Whacker3–63Roots the target for a turn and clips everything next to it. Range 3.

Necromancy (6)

SpellBase damageRangeWhat it does
Bone Spur3–74A splinter of somebody else. Ignores armor, and the target bleeds for 2 turns. Range 4.
Corpse Explosion2–45Never misses. Anything at or under a third of its health blows up on the spot: it dies, and everything next to it takes a big hit. Headliners and Guest Stars just get zapped. Range 5.
Death Knell2–45Marks the target. Whenever it dies, it explodes and hurts everything next to it (barrels included). Range 5.
Grave Chill2–55The cold of the grave: the target acts every other turn for 3 turns, and you heal for a quarter of the damage. Range 5.
Raise Grave Hound1–35Never misses. A Grave Hound claws out of the floor next to the target and fights for you for 15 turns. One hound at a time. Range 5.
Rigor Mortis1–35Never misses. The target stiffens up: stuck for 2 turns, and it rots (poisoned) for 3. Range 5.

Shadow (5)

SpellBase damageRangeWhat it does
Backstage Pass3–64Blinds the target for 2 turns and you vanish for 2. Range 4.
Dead Air3–66Ignores armor, and the target is blinded for 3 turns. Range 6.
Jinx1–26Never misses. The target takes double damage from everything for 3 turns. Range 6.
Lights Down2–45Never misses. The target can't see you from more than a tile away for 4 turns. Range 5.
Shadow Puppet1–35Blinds and confuses the target for 2 turns. Range 5.

Shapeshift (3)

SpellBase damageRangeWhat it does
Bulk Up3–64You grow huge for 4 turns: +50% damage. Range 4.
Chicken Scratch2–4525% chance a non-Headliner target turns into a chicken. Range 5.
Quick Change2–44You look like the target for 6 turns. Monsters ignore you until you hit something. Range 4.

Spellblade (6)

SpellBase damageRangeWhat it does
Arc Saber1–21Conjures a sword of lightning for 12 turns. Its hits are Storm.
Arcane Rapier1–21Conjures a rapier of pure magic for 12 turns. It never misses.
Blood Knife1–21Costs 2 health. Conjures a knife of blood for 12 turns. Its hits are Blood.
Flame Blade1–21Conjures a sword of fire into your hand for 12 turns. Its hits are Fire. Your weapon comes back after.
Ice Edge1–21Conjures a sword of ice for 12 turns. Its hits are Frost.
Stone Fist1–21Turns your hands to stone for 12 turns. Its hits are Earth.
SpellBase damageRangeWhat it does
Coin Shot6–106Fires gold at people. Costs 2 gold per floor each cast, hits much harder. Range 6.
Make It Rain4–86Costs 1 gold per floor. Throws coins at the target and everything next to it. Range 6.

Storm (3)

SpellBase damageRangeWhat it does
Carpet Shock2–54Never misses, and jumps to 1 more enemy nearby. Wet things take double. Shuffle your socks first. Range 4.
Chain Lightning4–75Jumps to 2 more enemies nearby. Range 5.
Thunderclap5–91Hits every enemy next to you and knocks them back.

Tech (3)

SpellBase damageRangeWhat it does
Bad Signal2–46Never misses. The target's brain buffers for 2 turns. Range 6.
Detonate2–46Every explosive barrel within 2 tiles of the target goes off right now. On its own it is a weak zap. Range 6.
Tractor Beam1–36Drags the target 3 tiles toward you, over spikes and through fire. Range 6.

Time (3)

SpellBase damageRangeWhat it does
Deadline3–64Slows the target for 2 turns. When it dies, it explodes. Range 4.
Instant Replay3–65Half the time it hits again for free at half damage. Let's see that again. Range 5.
Slow Motion2–45Never misses. The target acts every other turn for 4 turns. Range 5.

Toxic (3)

SpellBase damageRangeWhat it does
Acid Splash3–63Ignores armor and splashes enemies next to the target. Range 3.
Poison Cloud2–44Ignores armor, and the cloud hits every enemy next to the target just as hard. Range 4.
Venom Dart2–46Poisons the target for 5 turns (ignores armor). Poison plus bleeding is much worse. Range 6.

Water (3)

SpellBase damageRangeWhat it does
Riptide1–35Never misses. Drags the target 2 tiles toward you and soaks everything around it for 4 turns. Range 5.
Spit Take3–63Soaks the target for 3 turns and pushes it back 2 tiles. Range 3.
Water Balloon1–35Never misses. Soaks the target and everything next to it for 6 turns: wet things take double from lightning and always freeze. Puts out fire. Range 5.

Wind (5)

SpellBase damageRangeWhat it does
Ceiling Fan4–75Three blades, each with its own chance to hit, and each one pushes the target 1 tile. Range 5.
Gust2–44Blows the target 2 tiles away from you. Into a wall it splats, onto spikes it gets skewered, into fire it burns, into a pit it is gone. Range 4.
Leaf Blower2–54Blows the target and everything next to it 2 tiles away from you. Range 4.
Silent But Deadly2–43Nobody heard it. Everybody knows. Poisons the target and everything next to it for 3 turns and pushes them back. Range 3.
Tailwind2–45Never misses, and you get +20% dodge for 3 turns. Range 5.

Built from the game's own data for Level Crawl v0.82.8.