01 / Choose five elements
Keys 1–5 select Fire, Water, Earth, Air, and Arcane. Each press replaces the next highlighted orb. Fill all five positions to form your recipe.
GAME GUIDE / ELEMENTAL SPELLCASTING
Five elements. Endless possibilities.
Combine five elements to invoke and cast 126 spells across a narrative campaign and magical arena battles.

A guide to the current development version. Mechanics and balancing may change as the game grows.
QUINTARC is an elemental spellcasting game built around a floating grimoire and five orbs. Play as a Sage and combine Fire, Water, Earth, Air, and Arcane to invoke 126 different spells.
Explore the narrative campaign, experiment in Practice, defend together in Ward, or take your combinations into competitive arenas.
Spells have specific targeting, timing, movement, resource, and terrain interactions. Mire Guardian holds a fixed area; Magma Eruption opens a narrow ground fissure. The cards below describe each spell’s current behavior. Encapsulate enemies in ice with Flash Freeze and Blizzard. Matching Earth, Fire, electrical, and Arcane spells apply Poison, Burn, Shock, and Mana Drain. Shock prevents new invocations while leaving stored spells available. Fully funded shields block attached debuffs. Each cleanse removes only the effects listed in its spell description.
Keys 1–5 select Fire, Water, Earth, Air, and Arcane. Each press replaces the next highlighted orb. Fill all five positions to form your recipe.
The combination is unordered: four Fire and one Arcane makes the same spell in any order. Invocation converges the orbs and stores the spell.
The newest spell enters E, pushing older spells into R and T. Reinvoking a stored spell promotes it without duplicating it or resetting its cooldown.
Use E, R, or T to cast. Each spell has its own mana cost and cooldown. Stored spells remain available after casting and respawning.
Passive mana recovers at 1 per second. Invoke five Arcane orbs for Arcane Ascension: hold its cast key to trade 12 health per second for 15 mana per second before affinity. It stops at 10 health or full mana, with a 3-second cooldown after stopping. You move slowly, take more damage, and hits interrupt the channel.
Ground spells need visible, supported ground. Walls and summons need clear placement space. Healing fields help living allied players; they do not revive players or heal the Ward core. Cleansing is spell-specific: Arcane Renewal removes Burn, Poison and Shock, while preserving control effects. Check each spell card for its cleanse rules.
The small gold-framed corner symbols describe spell interactions, not only elemental debuffs. A shared symbol can represent different interactions; read its spell entry for the exact effect. All 126 spells and all 70 corner symbols are included below.
Flash Freeze and Blizzard encase enemies in ice, immobilize them, interrupt casting, and deal damage over time. A stored cleanse remains usable.
Selected Earth-related spells deal damage each second for a short duration.
Selected Fire-related spells leave damage that continues after the initial hit.
Deals damage over time and blocks new invocations. Already invoked spells remain available to cast.
Drains mana over time instead of health. It does not transfer mana to the caster.
Stops movement and casting for its duration.
Reduces movement speed.
Prevents movement; eligible stored spells remain usable.
Blocks casting until it ends.
Effects expire automatically. Fully funded shield blocks prevent attached debuffs; damage or statuses that exceed shield or mana funding can penetrate. Cleanses remove only the statuses specified by that spell. Stun and Freeze share a recovery gate; Root and Silence have separate gates. Each lasts through the effect and 0.75 seconds afterward.
In Ward and Arcane Clash, downed teammates have a 15-second rescue window. Hold F within 3 metres for 3 seconds to restore 35% health. Damage, movement, casting, lost reach or blocked sight can interrupt the rescue. Healing spells do not revive downed players.
A five-chapter solo campaign. Explore elemental realms, uncover discoveries, face seal guardians, and follow the story of your mentor Ilyra.
Choose any of the five elemental arenas for free practice, or work through 13 guided lessons.
Defend the core together in cooperative combat. Ward can also begin solo.
Bring your spell combinations into balanced 1v1, 2v2 or 3v3 team competition. Everyone in the room must ready.
A free-for-all across five connected arenas, with a shrinking safe zone. Requires at least three ready players.
Multiplayer includes local-network and configured online rooms. Players must use matching builds; internet play and platform validation are still being developed.
Ridges and canyon routes reward careful positioning.
Channel crossings with shallow, traversable beds change your approach.
Garden courts and balconies create layered combat spaces.
A five-island cross connects distinct fighting spaces.
Staggered gates and offset terraces break up sight lines.
Arena affinity rewards matching elements by up to 25% and reduces opposing elements by up to 20%. Mixed recipes weight both effects by their orb counts. Contested runes restore health or mana, or grant temporary magic, movement, or invisibility benefits.
Look for these symbols on rune pickups. Timed rune buffs use the same symbol and color in your HUD.
Restores up to 35 health.
Restores up to 40 mana.
+5% magic damage for 20 seconds.
+5% movement speed for 20 seconds.
Conceals you for up to 5 seconds. Hidden from both teams. Casting ends invisibility; damaging hits from either team expose a transparent silhouette until it expires. Allied hits reveal without damage.
Five ground pickups and two health/mana pickups at stair-accessible terrace tops reward exploring each arena. Pickups respawn after 30 seconds. Health and mana restore immediately; timed bonuses refresh instead of stacking.
Follow Ilyra across five elemental realms. Secure the discoveries, defeat each guardian, and find the passage onward. F examines landmarks; H opens the journal; J collapses the progress checklist.
The Ember Dragon is the first boss. The Rootbound Colossus guards Earth in chapter three. The final encounter faces the Unbound Regent Necromancer and four servants, then concludes with Ilyra’s rescue.
Four normal creatures belong to each elemental realm. Their spell abilities use the current Grimoire cast, travel and impact effects, with recipe debuffs and creature-specific movement attacks. Elemental resistance, map bonuses and funded shields apply. Normal mob area radius and wave half-width are capped at 1.25m.

Normal attack: Swooping bite
Spell ability:
Arcane Flame
Original small flying drake; the large Dragon and sustained breath remain boss-only.

Normal attack: Claw swipe
Spell ability:
Magma Burst

Normal attack: Headbutt
Spell ability:
Arcane Scald

Normal attack: Claw slash
Spell ability:
Magma Eruption

Normal attack: Body slam
Spell ability:
Frost Lance

Normal attack: Snapping bite
Spell ability:
Leviathan Surge
Pure-water Leviathan Surge pushes targets away.

Normal attack: Fang strike
Spell ability:
Tidal Landslide
Original spider model and animations, recolored dark blue. Casts a compact Tidal Landslide, distinct from Slime’s Frost Lance.

Normal attack: Forelimb swat
Spell ability:
Boiling Tide

Normal attack: Stinger strike
Spell ability:
Erosion Wave

Normal attack: Mushroom club swing
Spell ability:
Worldbreaker
Green Quaternius mushroom releases a compact Worldbreaker shockwave.

Normal attack: Stone-fist slam
Spell ability:
Stone Flood

Normal attack: Spiked body ram
Spell ability:
Sandstorm
Hatless green spiked blob from Quaternius’s Ultimate Monsters pack. Rams with its spiked body and casts Sandstorm.

Normal attack: Diving talon strike
Spell ability:
Telekinetic Barrage
Flies away, locks its aim, then dives toward the target. Sidestep the telegraphed charge.

Normal attack: Wind buffet
Spell ability:
Tempest
The wind funnel deals 6 damage per second at close range before elemental modifiers, even between spell casts.

Normal attack: Horn thrust
Spell ability:
Blink Wind
Uses Air-dominant Blink Wind to close the gap, then attacks with a head-driven horn thrust. Its horns are slightly longer.

Normal attack: Stinger jab
Spell ability:
Star Snare
Flies continuously while moving and casting Star Snare.

Normal attack: Punch
Spell ability:
Arcane Meteor

Normal attack: Axe chop
Spell ability:
Astral Surge

Normal attack: Staff strike
Spell ability:
Soulfire
Recolored Hollow Seer model with its original staff. Casts a 45-point mana barrier and raises one fallen unit at a time with Forbidden Resurrection.

Normal attack: Blade slash
Spell ability:
Gravity Well
Resurrected mobs carry UNDEAD in their name for the rest of that life. Resurrection can be interrupted by silence, hard control, displacement or killing the caster. It cannot raise bosses, another Necromancer, enemies from a completed encounter, or a corpse already resurrected.
Story and Ward share the same five bosses. Each elemental map has its own guardian; every fifth Ward wave uses the boss for the current map. Each boss uses the same attack spells and ultimate in both modes. Offensive casts also create up to three randomly placed 1.25m ground copies: the coloured circles warn for 1.1 seconds before striking once for 30% damage. Move outside the circle to avoid the hit.
Attack spell:
Arcane Flame
Area spell:
Wildfire
Ultimate — Infernal Exhalation
A continuous cone of flame sweeps from the dragon’s right to its left over four seconds, following its mouth. Move behind it or break line of sight.
Spits one Arcane Flame fireball from its mouth. The boss version stops at the first target instead of piercing.
Wildfire ignites a marked patch of ground.
Attack spell:
Undertow
Area spell:
Flash Freeze
Ultimate — Drowned Covenant
Three blue water-web traps mark separate positions, then root and chill anyone who stays inside.
A dark-blue spider casts Undertow as an aimed water jet that draws prey toward its water-web traps.
Flash Freeze catches prey in a marked cold-water area; the next different spell shatters brittle freeze.
Attack spell:
Rock Barrage
Area spell:
Worldbreaker
Ultimate — Earthshatter
Three expanding shockwaves briefly stun grounded enemies; jump them or use cover.
Throws five Rock Barrage stones from its right hand at distant targets (6m or farther), using its native throwing animation. Punches targets within 3.5m; moving close interrupts a pending throw.
Worldbreaker slams the ground around the Golem, raising stone and launching grounded enemies.
Attack spell:
Storm Surge
Area spell:
Thundercloud
Ultimate — Eye of the Gale
A marked storm vortex pulls exposed Sages inward. Escape its radius or use solid cover.
A seafoam-and-blue winged bat circles its target, telegraphs a locked heading, then dives to strike. Between charges its wingbeats cast a compact Storm Surge front.
Thundercloud marks a separate area with a damaging storm, distinct from the pulling vortex ultimate.
Attack spell:
Soulfire
Area spell:
Arcane Shackles
Ultimate — The Forbidden Requiem
The ancient forbidden spell raises up to four fallen servants. Brief violet soul wisps identify each resurrection.
Casts Soulfire from the staff tip, healing for 35% of actual direct health damage dealt.
Arcane Shackles curses a marked area, rooting, silencing and linking victims. Subsequent hits echo damage between linked targets.
Defence: 100-point mana-powered barrier and resurrection of up to four servants. The normal Necromancer has a 45-point barrier and raises one servant. Each corpse can rise only once.
| Key / input | Action |
|---|---|
| W A S D / Mouse | Move / look |
| Shift / Space / C | Sprint / jump / crouch |
| 1 / 2 / 3 / 4 / 5 | Fire / Water / Earth / Air / Arcane |
| Q | Invoke the current five-orb combination |
| E / R / T | Cast a stored spell; hold for channels and personal/direct shields, release to stop |
| Tab | Open or close the spells grimoire |
| Z / X | Previous / next grimoire page |
| V / B | Previous / next spell while the grimoire is open |
| F / H | Interact or hold F to rescue a teammate / Story journal |
| J | Show or hide the Story objective checklist |
| ← / → | Cycle available players while spectating |
| V | Hold for voice when the grimoire is closed |
| Escape | Pause |
The arena matters: Fire ↔ Water and Earth ↔ Air counter each other. Arcane has no opposing element. Matching orbs strengthen your spell; orbs opposed by the arena weaken it. The effect is weighted by the five orbs in the recipe.
| Arena | Matching element | Countered element |
|---|---|---|
| Ember Caldera | Fire | Water |
| Tidal Sanctuary | Water | Fire |
| Verdant Ruins | Earth | Air |
| Zephyr Isles | Air | Earth |
| Astral Paradox | Arcane | None |
Five matching orbs give +25% potency; five countered orbs give −20%. For example, 3 Fire + 2 Water in a Fire arena gives +15% −8% = +7%. Other elements are neutral. Damage, recovery, shield strength and numerical buff bonuses scale with potency. Spell range, movement distance and ordinary status duration do not scale with map affinity.
Enemy resistance is separate from the arena and scales by the elements in the spell. A pure Earth attack deals 35% less damage to an Ossuary Guard; a pure Air attack deals 20% more. Mixed recipes apply only the corresponding fraction of each modifier. Arena potency and enemy resistance multiply.
| Enemy | Resists damage | Weakness | Control duration | Push / pull / throw | Special status resistance |
|---|---|---|---|---|---|
| Bonebound | Arcane −20% | None | 0% shorter | 100% distance | No special status resistance |
| Dusk Bat | Air −25% | Earth +20% | 0% shorter | 100% distance | No special status resistance |
| Frost Slime | Water −25% | Fire +20% | 15% shorter | 80% distance | Poison duration −75% |
| Ossuary Guard | Earth −35% | Air +20% | 50% shorter | 35% distance | No special status resistance |
| Crypt Sentinel | Earth −25% | Air +15% | 35% shorter | 50% distance | No special status resistance |
| Hollow Seer | Arcane −25% | None | 25% shorter | 70% distance | Silence duration −50% |
| Ash Drake | Fire −45% | Water +25% | 65% shorter | 20% distance | immune to Burn, Freeze duration −50% |
Control resistance affects Stun, Freeze, Root, Silence and Slow. It also reduces Slow’s movement penalty. Special status modifiers multiply with control resistance when both apply. Poison, Burn, Freeze and Shock damage ticks also respect elemental damage resistance.
Sturdy enemies with control resistance develop temporary resistance to repeated Stun, Freeze and Root: each successful application halves the next duration, down to one eighth of the already-resistant duration. Four seconds without another application resets this. A refresh cannot shorten a stronger control effect that is already active.
Campaign bosses resist their chapter’s element by 35% (the Fire boss: 45%) and take 20% more from its opposing element. The Arcane boss has no elemental weakness. Boss control durations are 65% shorter, and push/pull/throw distance is 20% of normal. Their creature’s special status resistance remains: the dragon cannot Burn, and Freeze duration is further halved. Resistance does not make every boss immune to control.
Friendly waves pass through one another. Opposing wave fronts clash: strengths within 10% cancel both waves; otherwise the stronger wave continues with the weaker wave’s damage subtracted and proportionally less knockback. This rule applies to wave spells, not every pair of spell effects. Waves push eligible enemies, with walls and resistance limiting displacement.
Terra Nexus creates a visible dome with 180 base health, a 4m radius and a 5-second lifetime. It blocks magic crossing the boundary in either direction, for either team. Allies shelter inside, but cannot fire through it. Enemies who enter are protected from outside spells too. Players may walk through; spells cast and resolved entirely inside still work. Attacks can break the dome, including allied attacks.
Hold the cast key to maintain personal/direct shields at 1 mana per second; release to stop. Area shields retain their separate activation rules.
Personal shields protect only their wearer from all directions and use a close-fitting shell. Construct walls cover the directions their geometry actually blocks; opponents can attack around their sides or behind them. Steam Quake erupts at the caster’s feet and strikes moving enemies nearby.
Active buffs and debuffs appear at the bottom left as circular icons with remaining seconds and draining timer rings. Choose your character and available cosmetic accessories in Your Sage.
Search all 126 spells by name, element, or effect. Values below are base values, before arena affinity and temporary bonuses. Fill all five orbs with the listed keys, then invoke with Q; the order of the elements does not matter.
126 spells
No spells found. Try another name, element, or effect.
Fire ×5
Detonate a 9m-radius area for 70 damage.
Water ×5
Send a 8m-wide wave forward for 45 damage.
Earth ×5
Hit grounded enemies within 7m of you for 60 eruption damage.
Air ×5
Surround yourself with a 7m-radius vortex for 6s, dealing 10 damage/s.
Arcane ×5
Hold to trade 12 HP/s for 15 mana/s before affinity. Stops at 10 HP or full mana; 3s cooldown after stopping. Movement slows to 35%; you take 1.5× damage. Hits interrupt.
Fire ×4 · Water ×1
Detonate a 6m-radius area for 42 damage. Only the outer half of the blast radius is dangerous: its center is a safe pocket.
Fire ×4 · Earth ×1
Fire 1 explosive projectile; each contact deals 44 damage in a 3m radius.
Fire ×4 · Air ×1
Place a 6m-radius field for 5s. Deal 14 damage/s. Directly hit enemies spread one hit to one exposed enemy within 2.5m outside the field, once per carrier per cast.
Fire ×4 · Arcane ×1
Fire 1 projectile, dealing 32 damage per hit. Pierces up to three combatants; solid scenery stops the flame.
Fire ×1 · Water ×4
Send a 7m-wide wave forward for 46 damage. Disperses enemy Fire-containing ground hazards swept by the tide.
Water ×4 · Earth ×1
Send a 6m-wide wave forward for 22 damage. Leaves a three-second slowing, poisonous puddle at the end of the wave.
Water ×4 · Air ×1
Fire 1 projectile, dealing 24 damage per hit. A second hit within three seconds freezes an enemy Sage or monster for 1.2s.
Water ×4 · Arcane ×1
Place a 3.5m-radius spring for 5s. Eligible allies restore 20 mana on first entry. Each living ally receives one two-second mana grant per cast, on first entering the spring.
Fire ×1 · Earth ×4
Maintain personal armor with reduced incoming damage, stronger Fire spells and retaliation. Hold: 1 mana/s; release to stop. You can invoke and cast other spells while holding. Blocking spends caster mana; counters cost more.
Water ×1 · Earth ×4
Place a 2.5m-radius field for 2.5s. The first exposed enemy caught becomes this field’s sole prisoner; other enemies can cross safely.
Earth ×4 · Air ×1
Sweep a cone up to 18m for 30 damage per target. Sweeps a five-ray cone instead of a single line; each target is hit at most once.
Earth ×4 · Arcane ×1
Raise a destructible 5.5m-wide wall with 210 health for 9s. Converts 15% of damage absorbed by the wall into mana for its living caster.
Fire ×1 · Air ×4
Bolt: 32 electrical damage. Chains to 3 new visible enemies, each within 5m of the last hit, retaining 75% damage per jump.
Water ×1 · Air ×4
Eligible allies in a 6m-radius field heal 8 HP/s for 5s. The rain heals only allies who keep moving.
Earth ×1 · Air ×4
Send forward a 4m-radius vortex for 4s, dealing 6 damage/s. Travels forward over supported ground at 4m/s, stopping at walls or unsafe ground.
Air ×4 · Arcane ×1
Teleport up to 9m toward your aim, stopping at obstructions.
Fire ×1 · Arcane ×4
Fire 1 projectile, dealing 30 damage per hit. Can ricochet once off scenery; aim at a wall to attack around an angle.
Water ×1 · Arcane ×4
Restore 30 mana for yourself. Restore mana and remove burn, poison and shock. Does not remove stun, freeze, silence, root, slow, mana drain or forced movement; cannot be cast through a hard disable.
Earth ×1 · Arcane ×4
Summon a stationary sentry with 80 health and 13 attack damage for 12s. Each hit transfers up to 5 mana from an enemy Sage to the caster, in addition to the timed drain.
Air ×1 · Arcane ×4
Teleport up to 8m toward your aim. Can cross a thin solid barrier if a supported, unoccupied landing exists within 2.5m beyond its front face and within spell range.
Fire ×3 · Water ×2
Strike along your aim for 38 damage over 24m. Pierces up to eight combatants along the beam, stopping at solid scenery.
Fire ×3 · Earth ×2
Open a 8m-long, 2m-wide fissure for 48 damage. Opens a narrow fault along your facing direction: full length, quarter width. Enemies beside the fissure are safe.
Fire ×3 · Air ×2
Surround yourself with a 5m-radius vortex for 4s, dealing 12 damage/s. Only the outer half of the moving cyclone damages enemies; the eye is safe.
Fire ×3 · Arcane ×2
Strike along your aim for 44 damage over 22m. Returns 35% of actual health damage dealt to the caster as healing.
Fire ×2 · Water ×3
Send a 4m-wide wave forward for 36 damage. Returns along its path after reaching maximum range, and can hit each enemy once on each pass; scenery stops it.
Fire ×2 · Earth ×3
Fire 1 explosive projectile; each contact deals 65 damage in a 4.5m radius. Lobs a physical arc under gravity, enabling shots over low cover; aim and landing matter.
Fire ×2 · Air ×3
Place a 5m-radius field for 4s. Deal 16 damage/s.
Fire ×2 · Arcane ×3
Detonate a 3m-radius area for 15 damage. Links up to six enemies hit for two seconds. A subsequent spell hit on one echoes 25% of its health damage to the other exposed linked enemies.
Water ×3 · Earth ×2
Place a 5m-radius field for 6s. Remaining inside for 1.5s adds repeated rooting; stepping out long enough resets the sinking buildup.
Water ×3 · Air ×2
Detonate a 3m-radius area for 20 damage. Frozen targets become brittle: the next hit by a different spell adds 20 damage and breaks the freeze.
Water ×3 · Arcane ×2
Allies in a 4m-radius field heal 9 HP/s for 5s.
Water ×2 · Earth ×3
Send a 6m-wide wave forward for 30 damage. The traveling stone front intercepts projectiles from either team.
Water ×2 · Air ×3
Leave behind a 8m-radius vortex for 5s, dealing 6 damage/s. Remains where it was cast; the caster can move away from the vortex.
Water ×2 · Arcane ×3
Restore 30 mana on activation; maintain a shield on the nearest exposed ally within 4m, or yourself. Hold: 1 mana/s; release to stop. You can invoke and cast other spells while holding. Blocking spends caster mana; counters cost more.
Earth ×3 · Air ×2
Place a 6m-radius field for 5s. Deal 7 damage/s. The sand field grows from 30% to full radius over three seconds.
Earth ×3 · Arcane ×2
Summon a walking ally with 160 health and 18 attack damage for 12s. Prioritizes enemies closest to its caster, guarding the caster rather than chasing the closest target to itself.
Earth ×2 · Air ×3
Fire 5 projectiles, dealing 13 damage per hit. Launches the stones sequentially, 0.13s apart, rather than simultaneously.
Earth ×2 · Arcane ×3
Place a 6m-radius field for 4s. Deal 4 damage/s.
Air ×3 · Arcane ×2
Hit grounded enemies within 4m of you for 18 eruption damage. Also dispels enemy ground fields whose centers are inside the pulse radius.
Air ×2 · Arcane ×3
Dash up to 8m, stopping at obstacles.
Fire ×3 · Water ×1 · Earth ×1
Detonate a 5m-radius area for 38 damage. Consumes an existing Burn on the target for 25 extra damage.
Fire ×3 · Water ×1 · Air ×1
Place a 5m-radius field for 5s. Deal 10 damage/s. Damages enemies while cleansing burn once per ally per cast. Does not grant invisibility.
Fire ×3 · Water ×1 · Arcane ×1
Strike along your aim for 38 damage over 22m. Marks the target for three seconds. A second Arcane Scald from the same caster consumes the mark for 25 extra damage.
Fire ×3 · Earth ×1 · Air ×1
Drop 3 explosive projectiles; each contact deals 24 damage in a 2.5m radius. Aim at supported ground with open space above it. Three meteors fall from overhead in sequence.
Fire ×3 · Earth ×1 · Arcane ×1
Detonate a 4.5m-radius area for 42 damage. After the initial blast, repeats quarter-strength explosive aftershocks each tick instead of a steady damage field.
Fire ×3 · Air ×1 · Arcane ×1
Dash up to 8m, stopping at obstacles. Enemies passed within 2m during the dash take one 15-damage trail hit per cast, in addition to the arrival blast.
Fire ×1 · Water ×3 · Earth ×1
Eligible allies in a 3.5m-radius field heal 7 HP/s and restore 3 mana/s for 6s. Alternates one second of healing with one second of mana recovery.
Fire ×1 · Water ×3 · Air ×1
Raise a temporary vapor guard. For 4 seconds, take 40% less projectile spell damage. Beams, ground effects and damage-over-time are unaffected. Does not conceal you.
Fire ×1 · Water ×3 · Arcane ×1
Gain stronger Fire damage, 5 HP/s recovery for 5s. Your next Fire-containing cast consumes this buff to heal you for 20 additional HP.
Water ×3 · Earth ×1 · Air ×1
Send a 6m-wide wave forward for 30 damage. Carries allied Sages forward without damage as well as striking enemies.
Water ×3 · Earth ×1 · Arcane ×1
Summon a walking ally with 130 health and 10 attack damage for 12s. Absorbs half of actual health damage dealt to repair its own body.
Water ×3 · Air ×1 · Arcane ×1
Teleport up to 10m toward your aim, stopping at obstructions. Teleport beside a visible ally you aim toward within 10m. Requires a clear, supported landing; cannot be used without an ally. Grants no invisibility.
Fire ×1 · Water ×1 · Earth ×3
Raise a destructible 7m-wide wall with 240 health for 8s. When destroyed by damage, shatters for 30 base damage within 4m; ordinary expiry does not shatter.
Fire ×1 · Earth ×3 · Air ×1
Place a 6.5m-radius field for 4s. Deal 8 damage/s. Settling ash damages only enemies who stand still.
Fire ×1 · Earth ×3 · Arcane ×1
Summon a walking ally with 150 health and 24 attack damage for 12s. When destroyed by damage, explodes for 45 base damage within 4m; ordinary expiry does not explode.
Water ×1 · Earth ×3 · Air ×1
Send a 6m-wide wave forward for 28 damage. Pressures a shield with an additional half-strength block before the wave hit. Both payments respect the shield’s elemental matchup; sufficient mana keeps it standing.
Water ×1 · Earth ×3 · Arcane ×1
Raise a destructible 4m-wide wall with 180 health for 10s. Regrows 12 HP/s after two seconds without being hit.
Earth ×3 · Air ×1 · Arcane ×1
Raise a destructible 6m-wide wall with 260 health for 7s. A translucent barrier stops spell rays and projectiles but lets characters walk through; it does not block navigation.
Fire ×1 · Water ×1 · Air ×3
Place a 4.5m-radius field for 4s. Deal 7 damage/s. Each tick strikes only the highest exposed enemy in the field, favoring airborne targets.
Fire ×1 · Earth ×1 · Air ×3
Place a 4m-radius field for 4s. Deal 4 damage/s. Only punishes enemy Sages who cast while inside the seal; a Sage who does not cast takes no field hit.
Fire ×1 · Air ×3 · Arcane ×1
Teleport up to 6m toward your aim, stopping at obstructions. Detonate at departure and arrival for 20 damage each. Short offensive blink; no concealment or cleanse.
Water ×1 · Earth ×1 · Air ×3
Place a 6m-radius field for 5s. Deal 5 damage/s. Overhead solid cover blocks the snowfall. Exposed targets receive its freezing hits.
Water ×1 · Air ×3 · Arcane ×1
Gain lower mana costs, invisibility for 5s. Invoking spells preserves concealment; casting ends it. Incoming damage exposes a transparent silhouette until concealment expires.
Earth ×1 · Air ×3 · Arcane ×1
Leave behind a 6m-radius vortex for 4s, dealing 7 damage/s. An anchored vortex pulls enemies inward, then launches them only during its final second.
Fire ×1 · Water ×1 · Arcane ×3
Gain greater healing received, lower mana costs for 7s. While active, switching the dominant element between successive spells refunds 8 mana.
Fire ×1 · Earth ×1 · Arcane ×3
Fire 1 explosive projectile; each contact deals 56 damage in a 4m radius. Steers toward the nearest visible enemy within a forward cone, without tracking through cover.
Fire ×1 · Air ×1 · Arcane ×3
Dash up to 11m, stopping at obstacles. Strikes each hostile spell construct directly in its path once for 80 damage, allowing the dash to break through weakened cover.
Water ×1 · Earth ×1 · Arcane ×3
Heal 35 HP for yourself.
Water ×1 · Air ×1 · Arcane ×3
Anchor yourself against forced movement. For 3 seconds, resist spell pushes, pulls and launches. Damage and other statuses still apply. Does not teleport or conceal you.
Earth ×1 · Air ×1 · Arcane ×3
Place a 4m-radius field for 3s. Deal 1 damage/s.
Fire ×2 · Water ×2 · Earth ×1
Detonate a 4m-radius area for 55 damage. Deals triple damage to destructible spell walls and summons.
Fire ×2 · Water ×2 · Air ×1
Place a 5m-radius field for 4s. Deal 9 damage/s. Pulls inward first, then reverses to push enemies out during its final second.
Fire ×2 · Water ×2 · Arcane ×1
Prepare a delayed detonation of a 4m-radius area for 34 damage. Arms after 0.65s and detonates when an exposed enemy enters; no immediate blast.
Fire ×2 · Water ×1 · Earth ×2
Maintain a personal shell with reduced incoming damage; store blocked damage for your next Fire cast. Hold: 1 mana/s; release to stop. You can invoke and cast other spells while holding. Blocking spends caster mana; counters cost more.
Fire ×2 · Earth ×2 · Air ×1
Strike along your aim for 18 damage over 20m.
Fire ×2 · Earth ×2 · Arcane ×1
Fire 1 explosive projectile; each contact deals 50 damage in a 3.5m radius. Sticks at first contact and detonates after a visible 0.8s delay, giving enemies time to escape.
Fire ×2 · Water ×1 · Air ×2
Place a 7m-radius field for 4s. Deal 11 damage/s. Falls in 0.7-second bursts separated by 1.3-second safe intervals.
Fire ×2 · Earth ×1 · Air ×2
Fire 7 projectiles, dealing 10 damage per hit.
Fire ×2 · Air ×2 · Arcane ×1
Dash up to 9m, stopping at obstacles. Two seconds after the dash starts, returns to its starting point with a second arrival blast, if that point remains clear and you are not immobilized.
Fire ×2 · Water ×1 · Arcane ×2
Gain stronger Fire damage, lower mana costs for 6s. While active, Fire-containing spell hits restore 10% of actual health damage as mana, capped at 4 per hit.
Fire ×2 · Earth ×1 · Arcane ×2
Summon a stationary sentry with 150 health and 18 attack damage for 12s. Stores incoming damage, adding half of it (up to 40) to its next attack, then empties the charge.
Fire ×2 · Air ×1 · Arcane ×2
Detonate a 3.5m-radius area for 60 damage. Aim toward your own visible summon within 14m to sacrifice it in a 3.5m explosion. Requires a summon; does not teleport you or trigger the summon’s death effect.
Fire ×1 · Water ×2 · Earth ×2
Stomp at your feet, releasing a 5m-radius steam quake for 40 damage. The quake hits only enemies who are moving when it erupts; it cannot be placed at a distant target.
Water ×2 · Earth ×2 · Air ×1
Summon a stationary sentry with 80 health and 9 attack damage for 12s. Holds its deployment point and strikes every exposed enemy in reach, rooting and poisoning the guarded area.
Water ×2 · Earth ×2 · Arcane ×1
Maintain a 4m-radius healing field; shield allies while they stand still. Toggle: 1 mana/s; cast again to stop. Blocking spends caster mana; counters cost more.
Fire ×1 · Water ×2 · Air ×2
Strike along your aim for 24 damage over 18m. Follows the initial hit with three weaker pulses over 0.6s. Moving, taking damage, stun, or silence interrupts the pulses.
Water ×2 · Earth ×1 · Air ×2
Send a 7m-wide wave forward for 34 damage. Starts at 30% speed and accelerates to 180% over the first 12m.
Water ×2 · Air ×2 · Arcane ×1
Eligible allies in a 7m-radius field restore 5 mana/s for 6s. An ally who casts pauses their own mana recovery from this field for one second.
Fire ×1 · Water ×2 · Arcane ×2
Heal 30 HP for yourself. Before cleansing yourself, transfers up to two seconds of your current root, silence, slow, Burn, Poison, Shock, or Mana Drain to one exposed enemy within 4m.
Water ×2 · Earth ×1 · Arcane ×2
Eligible allies in a 3.5m-radius field heal 18 HP/s for 5s. Only the ally with the lowest health percentage receives recovery each tick.
Water ×2 · Air ×1 · Arcane ×2
Place a 4m-radius team concealment field for 4s. Place a stationary concealment field for allies. Leaving reveals after 0.4s. Attacking or casting ends concealment; damaging hits expose a transparent silhouette until it expires. Field refreshes cannot bypass shared concealment limits.
Fire ×1 · Earth ×2 · Air ×2
Place a 5m-radius field for 4s. Deal 12 damage/s. The molten grains damage and slow only enemies who are moving.
Water ×1 · Earth ×2 · Air ×2
Place a 6m-radius field for 6s. Deal 8 damage/s. Only damages enemy spell walls and summons; Sages and monsters can cross safely.
Earth ×2 · Air ×2 · Arcane ×1
Place a 7m-radius field for 5s. Deal 6 damage/s. Pulls enemies toward the caster’s current position, allowing the caster to steer the tether.
Fire ×1 · Earth ×2 · Arcane ×2
Prepare a delayed detonation of a 4.5m-radius area for 45 damage. Telegraphs on the ground for one second before its blast and rooting damage begin.
Water ×1 · Earth ×2 · Arcane ×2
Maintain a personal crystal shield. Hold: 1 mana/s; release to stop. You can invoke and cast other spells while holding. Blocking spends caster mana; counters cost more.
Earth ×2 · Air ×1 · Arcane ×2
Summon a stationary sentry with 85 health and 10 attack damage for 12s. Pulses against every exposed enemy in reach, launching them instead of selecting one victim.
Fire ×1 · Air ×2 · Arcane ×2
Break movement bindings and sprint. Remove root and slow, then gain 30% faster movement for 3 seconds. Preserves stun, freeze, silence and forced movement; does not teleport.
Water ×1 · Air ×2 · Arcane ×2
Link two supported locations up to 10m away for allies to travel between for 8s.
Earth ×1 · Air ×2 · Arcane ×2
Fire 5 projectiles, dealing 11 damage per hit. Steers its volley toward the caster’s current aim while it flies.
Fire ×2 · Water ×1 · Earth ×1 · Air ×1
Release an expanding blast for 40 damage per enemy, up to 7m radius. A blast front expands over two seconds; each enemy is struck once as the front reaches them.
Fire ×2 · Water ×1 · Earth ×1 · Arcane ×1
Place a 3.5m-radius field for 4s. Deal 3 damage/s. Erases projectiles entering the field, including friendly projectiles; beams are unaffected.
Fire ×2 · Water ×1 · Air ×1 · Arcane ×1
Strike along your aim for 42 damage over 30m. Passes through the first enemy without damage to strike an enemy behind it; solid scenery still blocks it.
Fire ×2 · Earth ×1 · Air ×1 · Arcane ×1
Fire 5 explosive projectiles; each contact deals 18 damage in a 2m radius. Explodes after 0.65s in flight even without touching a target; contact can detonate it sooner.
Fire ×1 · Water ×2 · Earth ×1 · Air ×1
Strike along your aim for 16 damage over 24m. Can pull an allied Sage toward you without damaging or slowing them.
Fire ×1 · Water ×2 · Earth ×1 · Arcane ×1
Eligible allies in a 4m-radius field heal 20 HP/s for 6s. Shares a finite pool of 100 base healing across allies. Healing ends when that pool runs dry; grants no mana.
Fire ×1 · Water ×2 · Air ×1 · Arcane ×1
Prepare a one-use control ward. For 6 seconds, block the next new stun, freeze, root or silence, then consume the ward. Damage still lands. Does not remove existing disables or conceal you.
Water ×2 · Earth ×1 · Air ×1 · Arcane ×1
Eligible allies in a 6m-radius field heal 12 HP/s for 6s. Healing consumes the recipient’s mana at one mana per two base HP; this field does not generate mana.
Fire ×1 · Water ×1 · Earth ×2 · Air ×1
Raise a destructible 8m-wide wall with 300 health for 8s. Each subsequent spell cast by its living owner repairs 20 HP of this wall.
Fire ×1 · Water ×1 · Earth ×2 · Arcane ×1
Raise a destructible 6m-wide wall with 350 health for 10s. Allies within 4m behind the wall receive a short 15-point shield; its front side grants no protection.
Fire ×1 · Earth ×2 · Air ×1 · Arcane ×1
Summon a walking ally with 120 health and 16 attack damage for 12s. Prioritizes the farthest visible enemy within detection range to pressure the back line.
Water ×1 · Earth ×2 · Air ×1 · Arcane ×1
Maintain a 4m-radius shared dome that blocks allied and enemy spells crossing either direction. Toggle: 1 mana/s; cast again to stop. Blocking spends caster mana; counters cost more.
Fire ×1 · Water ×1 · Air ×2 · Arcane ×1
Place a 6m-radius field for 4.5s. Deal 7 damage/s. Also bends hostile projectiles toward the storm’s center while they fly through it.
Fire ×1 · Earth ×1 · Air ×2 · Arcane ×1
Fire 3 projectiles, dealing 12 damage per hit. A shot that strikes scenery remains as a four-second proximity snare; the first exposed enemy within 2m triggers it.
Water ×1 · Earth ×1 · Air ×2 · Arcane ×1
Maintain a 4m-radius mana field; shield allies when at least two occupy it. Toggle: 1 mana/s; cast again to stop. Blocking spends caster mana; counters cost more.
Fire ×1 · Water ×1 · Earth ×1 · Air ×2
Surround yourself with a 6m-radius vortex for 5s, dealing 10 damage/s. Alternates a half-second active pulse with a one-second safe interval; each pulse can throw enemies again.
Fire ×1 · Water ×1 · Air ×1 · Arcane ×2
Send a 8m-wide wave forward for 45 damage. Starts at 30% width and spreads to full width over the first 8m.
Fire ×1 · Earth ×1 · Air ×1 · Arcane ×2
Fire 1 explosive projectile; each contact deals 55 damage in a 4.5m radius. Pulls exposed enemies within 3m toward the meteor as it travels.
Water ×1 · Earth ×1 · Air ×1 · Arcane ×2
Eligible allies in a 5m-radius field heal 6 HP/s and restore 4 mana/s for 6s. Heals injured allies; for full-health allies, converts the healing stream into extra mana recovery.
Fire ×1 · Water ×1 · Earth ×1 · Arcane ×2
Gain greater healing received, reduced damage taken, lower mana costs for 7s. Consumes your current magical shield to heal you for 60% of its remaining strength.
Fire ×1 · Water ×1 · Earth ×1 · Air ×1 · Arcane ×1
Gain stronger Fire damage, greater healing received, reduced damage taken, faster movement, lower mana costs, faster invocation, 3 HP/s recovery for 10s.
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