Spells
Read a tome to learn its spell.
- Equip a spell in the Spellbook as your main spell (your attack casts it) or your secondary spell (its own button).
- Damage grows with INT and your level. The base damage here is before INT and level.
- Most spells cost mana. The cost grows with the spell's damage and how much it does, so the Spellbook shows your real price.
- Turn on the Spell bar in Settings to see every spell you know in one row, or pin spells to your quickslots.
Arcane (7)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Blink Bolt | 2–5 | 5 | Never misses, then you blink up to 2 tiles away from the target. Range 5. |
| Commercial Break | 4–8 | 4 | Four bolts, each with its own chance to hit. We'll be right back. Range 4. |
| Fine Print | 2–4 | 6 | Never misses and ignores armor. Nobody reads it. Range 6. |
| Magic Missile | 3–6 | 6 | Never misses. Range 6. |
| Rerun | 3–6 | 5 | Never misses, and 35% of the time it airs again for free at half damage. Range 5. |
| Shield Bubble | 2–5 | 5 | 30% chance each cast to bubble you for a turn: nothing can hurt you. Range 5. |
| Twist Ending | 2–5 | 5 | Hits, blinks you 2 tiles away, and 25% of the time airs again. Range 5. |
Bard (5)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Airhorn | 2–4 | 4 | The target runs away for 3 turns. +1 Hype. Range 4. |
| Drum Solo | 4–8 | 4 | Four hits, each with its own chance to land. +1 Hype per cast. Range 4. |
| Laugh Track | 1–3 | 6 | Never misses. The crowd laughs at it: double damage for 2 turns, and you get 2 Hype. Range 6. |
| Mic Feedback | 3–6 | 5 | A screech: the target and everything next to it are stunned for a turn. Range 5. |
| Power Ballad | 1–3 | 5 | A 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)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Feeding Time | 1–3 | 6 | Every pet you have bites the target, and you heal for 30% of your own hit. Range 6. |
| Sic 'Em | 1–3 | 6 | Points 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)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Arterial Spray | 5–9 | 3 | Costs 4 health. Splashes everything next to the target, and they all bleed for 2 turns. Range 3. |
| Bloodbath | 6–10 | 4 | Costs 3 health, no mana. Hits hard, and the target bleeds for 3 turns. Range 4. |
| Bloodsucker | 2–5 | 4 | Heals you for a third of the damage, and the target bleeds for 3 turns. Range 4. |
| Life Drain | 3–6 | 4 | Heals you for half the damage. Range 4. |
| Nosebleed | 1–3 | 6 | Never misses. The target bleeds for 5 turns. Range 6. |
| Paper Cuts | 2–5 | 4 | A flurry of tiny paper cuts. Never misses, and the target bleeds for 4 turns. Range 4. |
| Transfusion | 4–7 | 5 | Costs 2 health. Heals you for 60% of the damage. You usually come out ahead. Range 5. |
Cosmic (3)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Gravity Well | 2–5 | 6 | Pulls every enemy within 2 tiles of the target 1 tile toward it. Range 6. |
| Shooting Star | 5–9 | 6 | Never misses, and splashes everything next to it. Make a wish. Range 6. |
| Stargazer | 2–5 | 5 | Blinds the target for 2 turns, and 25% of the time it hits twice. Range 5. |
Earth (4)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Aftershock | 2–4 | 4 | Stuns the target and everything next to it for a turn. Range 4. |
| Rock Hard Abs | 2–4 | 4 | Your abs turn to rock: +3 armor for 4 turns. Range 4. |
| Rockslide | 4–8 | 5 | Drops rocks on the target: stunned for a turn. Range 5. |
| Sinkhole | 2–5 | 5 | The floor gives way: the target slides 1 tile toward you and is stuck for 2 turns. Range 5. |
Fire (5)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Fire Bolt | 4–8 | 5 | Sets the target on fire. Range 5. |
| Hot Sauce | 3–6 | 3 | Sets the target on fire and splashes everything next to it. Grass and oil love it. Range 3. |
| Meteor | 6–11 | 6 | Drops a rock from the sky. Sets the target and every tile around it on fire, and splashes enemies next to it. Range 6. |
| Oil Slick | 1–3 | 5 | Covers 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 Fire | 2–5 | 4 | Lights every tile between you and the target, and the target too. Grass and oil love it. Range 4. |
Frost (4)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Flash Freeze | 1–3 | 5 | Always freezes the target for 2 turns (and any puddle it stands in). Frozen things shatter when they die. Range 5. |
| Frost Ray | 3–7 | 5 | 35% chance to freeze the target for 2 turns. Range 5. |
| Ice Shards | 5–9 | 4 | Three shards, each with its own chance to hit and to freeze (15%). Range 4. |
| Shatter | 3–6 | 4 | Triple damage to anything frozen or stunned, and it breaks the ice. Weak on anything else. Range 4. |
Holy (5)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Band-Aid | 1–3 | 5 | Never misses. Heals you, your pets and teammates within 4 tiles for 4. Range 5. |
| Blessing | 1–3 | 5 | Never misses. You (and teammates within 4) get +2 armor and heal 1 a turn for 6 turns. Range 5. |
| Hallelujah | 2–5 | 5 | Jumps to 1 more enemy nearby. Double damage to anything undead, and heals you 1 each cast. Range 5. |
| Holy Light | 3–6 | 5 | Never misses. Double damage to anything undead, and heals you 2 each cast. Range 5. |
| Sunday Service | 2–5 | 5 | Double damage to anything undead, and it runs for 2 turns. Heals you 1. Range 5. |
Illusion (4)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Double Take | 1–3 | 5 | Never 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 Screen | 2–4 | 4 | Confuses the target for 2 turns and you vanish for 2. Range 4. |
| Mirage | 2–5 | 5 | Confuses the target and everything next to it for 2 turns. Range 5. |
| Smoke and Mirrors | 2–4 | 4 | A puff of purple smoke: you turn invisible for 3 turns after the hit. Hitting from hiding counts as an ambush. Range 4. |
Nature (7)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Overgrowth | 2–5 | 5 | Roots 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. |
| Photosynthesis | 2–5 | 4 | Heals you for 30% of the damage and grows grass round the target. Range 4. |
| Root Canal | 2–4 | 4 | Roots the target for 2 turns and it bleeds for 3. Nobody enjoys this. Range 4. |
| Spore Burst | 1–3 | 5 | Grows tall grass around the target, then poisons every enemy standing in tall grass within 3 tiles for 4 turns. Range 5. |
| Thorn Bush | 2–5 | 4 | Grows tall grass round the target, and it bleeds for 3 turns. Range 4. |
| Vine Whip | 2–5 | 5 | Drags the target 2 tiles toward you and roots it for a turn. Range 5. |
| Weed Whacker | 3–6 | 3 | Roots the target for a turn and clips everything next to it. Range 3. |
Necromancy (6)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Bone Spur | 3–7 | 4 | A splinter of somebody else. Ignores armor, and the target bleeds for 2 turns. Range 4. |
| Corpse Explosion | 2–4 | 5 | Never 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 Knell | 2–4 | 5 | Marks the target. Whenever it dies, it explodes and hurts everything next to it (barrels included). Range 5. |
| Grave Chill | 2–5 | 5 | The 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 Hound | 1–3 | 5 | Never 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 Mortis | 1–3 | 5 | Never misses. The target stiffens up: stuck for 2 turns, and it rots (poisoned) for 3. Range 5. |
Shadow (5)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Backstage Pass | 3–6 | 4 | Blinds the target for 2 turns and you vanish for 2. Range 4. |
| Dead Air | 3–6 | 6 | Ignores armor, and the target is blinded for 3 turns. Range 6. |
| Jinx | 1–2 | 6 | Never misses. The target takes double damage from everything for 3 turns. Range 6. |
| Lights Down | 2–4 | 5 | Never misses. The target can't see you from more than a tile away for 4 turns. Range 5. |
| Shadow Puppet | 1–3 | 5 | Blinds and confuses the target for 2 turns. Range 5. |
Shapeshift (3)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Bulk Up | 3–6 | 4 | You grow huge for 4 turns: +50% damage. Range 4. |
| Chicken Scratch | 2–4 | 5 | 25% chance a non-Headliner target turns into a chicken. Range 5. |
| Quick Change | 2–4 | 4 | You look like the target for 6 turns. Monsters ignore you until you hit something. Range 4. |
Spellblade (6)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Arc Saber | 1–2 | 1 | Conjures a sword of lightning for 12 turns. Its hits are Storm. |
| Arcane Rapier | 1–2 | 1 | Conjures a rapier of pure magic for 12 turns. It never misses. |
| Blood Knife | 1–2 | 1 | Costs 2 health. Conjures a knife of blood for 12 turns. Its hits are Blood. |
| Flame Blade | 1–2 | 1 | Conjures a sword of fire into your hand for 12 turns. Its hits are Fire. Your weapon comes back after. |
| Ice Edge | 1–2 | 1 | Conjures a sword of ice for 12 turns. Its hits are Frost. |
| Stone Fist | 1–2 | 1 | Turns your hands to stone for 12 turns. Its hits are Earth. |
Sponsor (2)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Coin Shot | 6–10 | 6 | Fires gold at people. Costs 2 gold per floor each cast, hits much harder. Range 6. |
| Make It Rain | 4–8 | 6 | Costs 1 gold per floor. Throws coins at the target and everything next to it. Range 6. |
Storm (3)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Carpet Shock | 2–5 | 4 | Never misses, and jumps to 1 more enemy nearby. Wet things take double. Shuffle your socks first. Range 4. |
| Chain Lightning | 4–7 | 5 | Jumps to 2 more enemies nearby. Range 5. |
| Thunderclap | 5–9 | 1 | Hits every enemy next to you and knocks them back. |
Tech (3)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Bad Signal | 2–4 | 6 | Never misses. The target's brain buffers for 2 turns. Range 6. |
| Detonate | 2–4 | 6 | Every explosive barrel within 2 tiles of the target goes off right now. On its own it is a weak zap. Range 6. |
| Tractor Beam | 1–3 | 6 | Drags the target 3 tiles toward you, over spikes and through fire. Range 6. |
Time (3)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Deadline | 3–6 | 4 | Slows the target for 2 turns. When it dies, it explodes. Range 4. |
| Instant Replay | 3–6 | 5 | Half the time it hits again for free at half damage. Let's see that again. Range 5. |
| Slow Motion | 2–4 | 5 | Never misses. The target acts every other turn for 4 turns. Range 5. |
Toxic (3)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Acid Splash | 3–6 | 3 | Ignores armor and splashes enemies next to the target. Range 3. |
| Poison Cloud | 2–4 | 4 | Ignores armor, and the cloud hits every enemy next to the target just as hard. Range 4. |
| Venom Dart | 2–4 | 6 | Poisons the target for 5 turns (ignores armor). Poison plus bleeding is much worse. Range 6. |
Water (3)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Riptide | 1–3 | 5 | Never misses. Drags the target 2 tiles toward you and soaks everything around it for 4 turns. Range 5. |
| Spit Take | 3–6 | 3 | Soaks the target for 3 turns and pushes it back 2 tiles. Range 3. |
| Water Balloon | 1–3 | 5 | Never 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)
| Spell | Base damage | Range | What it does |
|---|---|---|---|
| Ceiling Fan | 4–7 | 5 | Three blades, each with its own chance to hit, and each one pushes the target 1 tile. Range 5. |
| Gust | 2–4 | 4 | Blows 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 Blower | 2–5 | 4 | Blows the target and everything next to it 2 tiles away from you. Range 4. |
| Silent But Deadly | 2–4 | 3 | Nobody heard it. Everybody knows. Poisons the target and everything next to it for 3 turns and pushes them back. Range 3. |
| Tailwind | 2–4 | 5 | Never misses, and you get +20% dodge for 3 turns. Range 5. |
Built from the game's own data for Level Crawl v0.82.8.