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GAME GUIDE / ELEMENTAL SPELLCASTING

QUINTARC

Five elements. Endless possibilities.

Combine five elements to invoke and cast 126 spells across a narrative campaign and magical arena battles.

IN DEVELOPMENTPC
QUINTARC five-element seal and grimoire

A guide to the current development version. Mechanics and balancing may change as the game grows.

Your magic, your combination

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.

Combine. Invoke. Cast.

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.

02 / Invoke with Q

The combination is unordered: four Fire and one Arcane makes the same spell in any order. Invocation converges the orbs and stores the spell.

03 / Build a three-spell kit

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.

04 / Cast and adapt

Use E, R, or T to cast. Each spell has its own mana cost and cooldown. Stored spells remain available after casting and respawning.

Manage your mana

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.

Read the battlefield

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.

Spell symbol guide

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.

Energise

  • Arcane Ascension — 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.
  • Arcane Construct — 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.
  • Runic Bastion — 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.
  • Crystal Barrier — 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.
  • Mana Aegis — 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.
  • Mana Monsoon — 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.
  • Mana Flame — 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.

Magic portal

  • Phase Step — 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.

Magic swirl

  • Phase Rush — Dash up to 8m, stopping at obstacles.
  • Arcane Renewal — 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.
  • Phantom Mist — Gain lower mana costs, invisibility for 5s. Invoking spells preserves concealment; casting ends it. Incoming damage exposes a transparent silhouette until concealment expires.
  • Arcane Meteor — 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.
  • Elemental Conversion — Gain greater healing received, lower mana costs for 7s. While active, switching the dominant element between successive spells refunds 8 mana.
  • Arcane Shackles — 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.
  • Arcane Flame — Fire 1 projectile, dealing 32 damage per hit. Pierces up to three combatants; solid scenery stops the flame.

Silence

  • Silence Pulse — Hit grounded enemies within 4m of you for 18 eruption damage. Also dispels enemy ground fields whose centers are inside the pulse radius.
  • Ashen Seal — 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.
  • Soulfire — Strike along your aim for 44 damage over 22m. Returns 35% of actual health damage dealt to the caster as healing.

Wingfoot

  • Blink Wind — Teleport up to 9m toward your aim, stopping at obstructions.

Upgrade

  • Tempest — Surround yourself with a 7m-radius vortex for 6s, dealing 10 damage/s.
  • Levitation Field — Place a 4m-radius field for 3s. Deal 1 damage/s.
  • Floating Obelisk — 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.
  • Thermal Lance — Strike along your aim for 18 damage over 20m.

Crosshair arrow

  • Telekinetic Barrage — Fire 5 projectiles, dealing 11 damage per hit. Steers its volley toward the caster’s current aim while it flies.

Falling

  • Gravity Tornado — 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.

Fast arrow

  • Dust Devil — 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.
  • Storm Surge — Send a 7m-wide wave forward for 34 damage. Starts at 30% speed and accelerates to 180% over the first 12m.

Marrow drain

  • Gravity Well — Place a 6m-radius field for 4s. Deal 4 damage/s.

Magnet

  • Gravity Storm — 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.
  • Telekinetic Meteor — 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.
  • Dimensional Storm — 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.
  • Undertow — Strike along your aim for 16 damage over 24m. Can pull an allied Sage toward you without damaging or slowing them.

Striking arrows

  • Rock Barrage — Fire 5 projectiles, dealing 13 damage per hit. Launches the stones sequentially, 0.13s apart, rather than simultaneously.
  • Starfall — 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.
  • Cinderstorm — Fire 7 projectiles, dealing 10 damage per hit.
  • Meteor Shower — 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.

Shield

  • Golem — 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.
  • Transmutation — 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.
  • Spirit Mist — 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.
  • Steam Veil — 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.

Walk

  • Floating Fortress — 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.
  • Monsoon — Eligible allies in a 6m-radius field heal 8 HP/s for 5s. The rain heals only allies who keep moving.
  • Molten Sandstorm — Place a 5m-radius field for 4s. Deal 12 damage/s. The molten grains damage and slow only enemies who are moving.

Expand

  • Sandstorm — Place a 6m-radius field for 5s. Deal 7 damage/s. The sand field grows from 30% to full radius over three seconds.
  • Astral Surge — Send a 8m-wide wave forward for 45 damage. Starts at 30% width and spreads to full width over the first 8m.
  • Elemental Inferno — 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.

Focused lightning

  • Sandblast — 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.
  • Steam Jet — 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.
  • Steam Cannon — Strike along your aim for 38 damage over 24m. Pierces up to eight combatants along the beam, stopping at solid scenery.

Quake stomp

  • Worldbreaker — Hit grounded enemies within 7m of you for 60 eruption damage.

Fog

  • Phase Mist — 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.

Doorway

  • Mist Portal — Link two supported locations up to 10m away for allies to travel between for 8s.

Water splash

  • Essence Flow — Heal 35 HP for yourself.
  • Leviathan Surge — Send a 8m-wide wave forward for 45 damage.
  • Boiling Tide — Send a 7m-wide wave forward for 46 damage. Disperses enemy Fire-containing ground hazards swept by the tide.

Pouring chalice

  • Arcane Nexus — 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.

Team upgrade

  • Sky Nexus — 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.
  • Astral Mist — 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.
  • Mistwalk — 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.

Snowflake 1

  • Blizzard — Place a 6m-radius field for 5s. Deal 5 damage/s. Overhead solid cover blocks the snowfall. Exposed targets receive its freezing hits.
  • Frost Lance — Fire 1 projectile, dealing 24 damage per hit. A second hit within three seconds freezes an enemy Sage or monster for 1.2s.

Broken shield

  • Terra Nexus — 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.

Poison cloud

  • Erosion Storm — Place a 6m-radius field for 6s. Deal 8 damage/s. Only damages enemy spell walls and summons; Sages and monsters can cross safely.
  • Quicksand — Place a 5m-radius field for 6s. Remaining inside for 1.5s adds repeated rooting; stepping out long enough resets the sinking buildup.
  • Mudslide — Send a 6m-wide wave forward for 22 damage. Leaves a three-second slowing, poisonous puddle at the end of the wave.

Cycle

  • Crystal Growth — Raise a destructible 4m-wide wall with 180 health for 10s. Regrows 12 HP/s after two seconds without being hit.
  • Thermal Spring — 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.

Shield disabled

  • Erosion Wave — 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.

Imprisoned

  • Clay Prison — 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.

Anchor

  • Hurricane — 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.

Heart minus

  • Mystic Spring — 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.

Opposite hearts

  • Tidal Nexus — 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.

Heart shield

  • Crystal Spring — 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.

Tree roots

  • Mire Guardian — 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.
  • Star Snare — 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.
  • Runic Eruption — 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.

Stone block

  • Stone Flood — Send a 6m-wide wave forward for 30 damage. The traveling stone front intercepts projectiles from either team.
  • Magma Shell — 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.
  • Obsidian Burst — Detonate a 4m-radius area for 55 damage. Deals triple damage to destructible spell walls and summons.

Hospital cross

  • Restoration Field — Allies in a 4m-radius field heal 9 HP/s for 5s.

Ice cube

  • Flash Freeze — 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.

Heart plus

  • Living Clay — 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.
  • Phoenix Rush — 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.

Falling rocks

  • Tidal Landslide — Send a 6m-wide wave forward for 30 damage. Carries allied Sages forward without damage as well as striking enemies.

Entry door

  • Mana Spring — 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.

Return arrow

  • Static Javelin — Fire 1 projectile, dealing 30 damage per hit. Can ricochet once off scenery; aim at a wall to attack around an angle.
  • Phoenix Spiral — 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.

Comet spark

  • Comet Dash — 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.

Sparkles

  • Sparkstep — 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.
  • Purifying Flame — 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.

Fire ring

  • Blazing Blink — 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.

Lightning branches

  • Chain Lightning — Bolt: 32 electrical damage. Chains to 3 new visible enemies, each within 5m of the last hit, retaining 75% damage per jump.

Crosshair

  • Astral Golem — 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.

Fire bomb

  • Molten Golem — 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.

Pause button

  • Ash Storm — Place a 6.5m-radius field for 4s. Deal 8 damage/s. Settling ash damages only enemies who stand still.

Fireball

  • Volcanic Armor — 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.
  • Rejuvenating Flame — 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.

Cloud ring

  • Thundercloud — 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.

Book aura

  • Primordial — Gain stronger Fire damage, greater healing received, reduced damage taken, faster movement, lower mana costs, faster invocation, 3 HP/s recovery for 10s.

Sound waves

  • Elemental Tempest — 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.

Rear aura

  • Runic Citadel — 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.

Magic palm

  • Elemental Fortress — 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.

Spiky explosion

  • Obsidian Wall — 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.
  • Flare Warp — 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.
  • Magma Burst — Fire 1 explosive projectile; each contact deals 44 damage in a 3m radius.

Heart bottle

  • Well of Renewal — 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.

Steam

  • Steam Quake — 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.
  • Scalding Inferno — Detonate a 6m-radius area for 42 damage. Only the outer half of the blast radius is dangerous: its center is a safe pocket.

Whirlwind

  • Firestorm — Place a 5m-radius field for 4s. Deal 16 damage/s.

Shield impact

  • Arcane Forge — 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.

Rune stone

  • Runic Meteor — 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.
  • Runic Volcano — 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.

Lob arrow

  • Meteor — 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.

Ghost

  • Spectral Flame — 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.

Small fire

  • Burning Monsoon — Place a 7m-radius field for 4s. Deal 11 damage/s. Falls in 0.7-second bursts separated by 1.3-second safe intervals.
  • Wildfire — 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.

Vortex

  • Null Field — Place a 3.5m-radius field for 4s. Deal 3 damage/s. Erases projectiles entering the field, including friendly projectiles; beams are unaffected.
  • Steam Vortex — Place a 5m-radius field for 4s. Deal 9 damage/s. Pulls inward first, then reverses to push enemies out during its final second.

Land mine

  • Arcane Boiler — 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.

Water bolt

  • Scalding Torrent — 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.

Tornado

  • Flame Cyclone — 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.

Volcano

  • Magma Eruption — 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.

Stun grenade

  • Arcane Scald — 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.

Invisible

  • Scorching Mist — 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 zone

  • Volcanic Steam — Detonate a 5m-radius area for 38 damage. Consumes an existing Burn on the target for 25 extra damage.
  • Cataclysm — Detonate a 9m-radius area for 70 damage.

Elemental debuffs

Freeze / Ice

Flash Freeze and Blizzard encase enemies in ice, immobilize them, interrupt casting, and deal damage over time. A stored cleanse remains usable.

Poison / Earth

Selected Earth-related spells deal damage each second for a short duration.

Burn / Fire

Selected Fire-related spells leave damage that continues after the initial hit.

Shock / Electrical

Deals damage over time and blocks new invocations. Already invoked spells remain available to cast.

Mana Drain / Arcane

Drains mana over time instead of health. It does not transfer mana to the caster.

Stun

Stops movement and casting for its duration.

Slow

Reduces movement speed.

Root

Prevents movement; eligible stored spells remain usable.

Silence

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.

Ways to play

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.

Story / The Fivefold Oath

A five-chapter solo campaign. Explore elemental realms, uncover discoveries, face seal guardians, and follow the story of your mentor Ilyra.

Practice

Choose any of the five elemental arenas for free practice, or work through 13 guided lessons.

Ward / 1–3 players

Defend the core together in cooperative combat. Ward can also begin solo.

Arcane Clash / 1v1–3v3

Bring your spell combinations into balanced 1v1, 2v2 or 3v3 team competition. Everyone in the room must ready.

Convergence / 3–6 players

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.

Five elements, five arenas

Fire

Ridges and canyon routes reward careful positioning.

Water

Channel crossings with shallow, traversable beds change your approach.

Earth

Garden courts and balconies create layered combat spaces.

Air

A five-island cross connects distinct fighting spaces.

Arcane

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.

Know your runes

Look for these symbols on rune pickups. Timed rune buffs use the same symbol and color in your HUD.

Health

Restores up to 35 health.

Mana

Restores up to 40 mana.

Magic

+5% magic damage for 20 seconds.

Movement

+5% movement speed for 20 seconds.

Invisibility

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.

Story: The Fivefold Oath

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.

Reveal the five chapters and guardians
  1. I · A Mercy Made of Ash — The Ember Dragon
  2. II · What the Water Kept — The Tidal Weaver
  3. III · The Silent Council — The Rootbound Colossus
  4. IV · The Last Messenger — The Gale Herald
  5. V · The Fivefold Oath — The Unbound Regent · Necromancer

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.

Mobs & forbidden magic

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.

Fire

Ash Drake

Normal attack: Swooping bite

Spell ability: Arcane Flame

Original small flying drake; the large Dragon and sustained breath remain boss-only.

Cinder Imp

Normal attack: Claw swipe

Spell ability: Magma Burst

Ember Skull

Normal attack: Headbutt

Spell ability: Arcane Scald

Furnace Raptor

Normal attack: Claw slash

Spell ability: Magma Eruption

Water

Slime

Normal attack: Body slam

Spell ability: Frost Lance

Turtle

Normal attack: Snapping bite

Spell ability: Leviathan Surge

Pure-water Leviathan Surge pushes targets away.

Spiderling

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.

Tide Toad

Normal attack: Forelimb swat

Spell ability: Boiling Tide

Earth

Scorpion

Normal attack: Stinger strike

Spell ability: Erosion Wave

Moss Shroom

Normal attack: Mushroom club swing

Spell ability: Worldbreaker

Green Quaternius mushroom releases a compact Worldbreaker shockwave.

Golemite

Normal attack: Stone-fist slam

Spell ability: Stone Flood

Briar Blob

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.

Air

Gale Falcon

Normal attack: Diving talon strike

Spell ability: Telekinetic Barrage

Flies away, locks its aim, then dives toward the target. Sidestep the telegraphed charge.

Twister

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.

Bison

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.

Gale Wasp

Normal attack: Stinger jab

Spell ability: Star Snare

Flies continuously while moving and casting Star Snare.

Arcane

Bonebound

Normal attack: Punch

Spell ability: Arcane Meteor

Ossuary Guard

Normal attack: Axe chop

Spell ability: Astral Surge

Necromancer

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.

Crypt Sentinel

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.

Boss spells & ultimates

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.

Fire — The Ember Dragon

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.

Water — The Tidal Weaver

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.

Earth — The Rootbound Colossus

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.

Air — The Gale Herald

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.

Arcane — The Unbound Regent · Necromancer

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.

PC controls

Key / inputAction
W A S D / MouseMove / look
Shift / Space / CSprint / jump / crouch
1 / 2 / 3 / 4 / 5Fire / Water / Earth / Air / Arcane
QInvoke the current five-orb combination
E / R / TCast a stored spell; hold for channels and personal/direct shields, release to stop
TabOpen or close the spells grimoire
Z / XPrevious / next grimoire page
V / BPrevious / next spell while the grimoire is open
F / HInteract or hold F to rescue a teammate / Story journal
JShow or hide the Story objective checklist
← / →Cycle available players while spectating
VHold for voice when the grimoire is closed
EscapePause

Elemental counters & resistance

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.

ArenaMatching elementCountered element
Ember CalderaFireWater
Tidal SanctuaryWaterFire
Verdant RuinsEarthAir
Zephyr IslesAirEarth
Astral ParadoxArcaneNone

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.

Know your opponent

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.

EnemyResists damageWeaknessControl durationPush / pull / throwSpecial status resistance
BoneboundArcane −20%None0% shorter100% distanceNo special status resistance
Dusk BatAir −25%Earth +20%0% shorter100% distanceNo special status resistance
Frost SlimeWater −25%Fire +20%15% shorter80% distancePoison duration −75%
Ossuary GuardEarth −35%Air +20%50% shorter35% distanceNo special status resistance
Crypt SentinelEarth −25%Air +15%35% shorter50% distanceNo special status resistance
Hollow SeerArcane −25%None25% shorter70% distanceSilence duration −50%
Ash DrakeFire −45%Water +25%65% shorter20% distanceimmune 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

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.

Waves, shields & counterplay

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.

The spell grimoire

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

Cataclysm

Fire ×5

Detonate a 9m-radius area for 70 damage.

Type:
AoE blast
Mana cost:
50
Cooldown:
12.0s
Damage:
70.0
Damage/sec:
8.0
Range:
28.0m
Duration:
6.0s
Area radius:
9.0m
Burn:
4.0 DMG/s · 3.0s
Keys: 1 1 1 1 1 → Q

Leviathan Surge

Water ×5

Send a 8m-wide wave forward for 45 damage.

Type:
Wave
Mana cost:
40
Cooldown:
9.0s
Damage:
45.0
Push:
5.0m
Range:
24.0m
Wave width:
8.0m
Speed:
12.0m/s
Cleanse:
Negative statuses
Keys: 2 2 2 2 2 → Q

Worldbreaker

Earth ×5

Hit grounded enemies within 7m of you for 60 eruption damage.

Type:
Self AoE
Mana cost:
45
Cooldown:
10.0s
Damage:
60.0
Area radius:
7.0m
Launch:
Knock-up
Keys: 3 3 3 3 3 → Q

Tempest

Air ×5

Surround yourself with a 7m-radius vortex for 6s, dealing 10 damage/s.

Type:
Moving AoE
Mana cost:
45
Cooldown:
12.0s
Damage/sec:
10.0
Duration:
6.0s
Area radius:
7.0m
Launch:
Knock-up
Keys: 4 4 4 4 4 → Q

Arcane Ascension

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.

Type:
Mana channel
Mana cost:
0
Cooldown:
3.0s
Mana/sec:
15.0
Health cost:
12 HP/sec
Stops at:
10 HP / full mana
Move speed:
35%
Damage taken:
×1.5
Keys: 5 5 5 5 5 → Q

Scalding Inferno

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.

Type:
AoE blast
Mana cost:
36
Cooldown:
7.0s
Damage:
42.0
Damage/sec:
9.0
Range:
22.0m
Duration:
4.0s
Area radius:
6.0m
Burn:
4.0 DMG/s · 3.0s
Keys: 1 1 1 1 2 → Q

Magma Burst

Fire ×4 · Earth ×1

Fire 1 explosive projectile; each contact deals 44 damage in a 3m radius.

Type:
Projectile
Mana cost:
30
Cooldown:
4.0s
Damage:
44.0
Impact radius:
3.0m
Range:
22.0m
Speed:
14.0m/s
Burn:
4.0 DMG/s · 3.0s
Keys: 1 1 1 1 3 → Q

Wildfire

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.

Type:
AoE field
Mana cost:
30
Cooldown:
7.0s
Damage/sec:
14.0
Range:
22.0m
Duration:
5.0s
Area radius:
6.0m
Burn:
4.0 DMG/s · 3.0s
Keys: 1 1 1 1 4 → Q

Arcane Flame

Fire ×4 · Arcane ×1

Fire 1 projectile, dealing 32 damage per hit. Pierces up to three combatants; solid scenery stops the flame.

Type:
Projectile
Mana cost:
18
Cooldown:
2.5s
Damage:
32.0
Range:
32.0m
Speed:
18.0m/s
Burn:
4.0 DMG/s · 3.0s
Keys: 1 1 1 1 5 → Q

Boiling Tide

Fire ×1 · Water ×4

Send a 7m-wide wave forward for 46 damage. Disperses enemy Fire-containing ground hazards swept by the tide.

Type:
Wave
Mana cost:
32
Cooldown:
5.0s
Damage:
46.0
Push:
3.5m
Range:
22.0m
Wave width:
7.0m
Speed:
10.0m/s
Burn:
4.0 DMG/s · 3.0s
Keys: 1 2 2 2 2 → Q

Mudslide

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.

Type:
Wave
Mana cost:
28
Cooldown:
5.0s
Damage:
22.0
Slow:
2.5s
Push:
2.0m
Range:
22.0m
Wave width:
6.0m
Speed:
8.0m/s
Poison:
3.0 DMG/s · 4.0s
Slow:
45%
Keys: 2 2 2 2 3 → Q

Frost Lance

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.

Type:
Projectile
Mana cost:
22
Cooldown:
4.0s
Damage:
24.0
Slow:
3.0s
Range:
32.0m
Speed:
23.0m/s
Slow:
55%
Keys: 2 2 2 2 4 → Q

Mana Spring

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.

Type:
Ally AoE
Mana cost:
22
Cooldown:
10.0s
Mana on entry:
20.0
Range:
22.0m
Duration:
5.0s
Area radius:
3.5m
Keys: 2 2 2 2 5 → Q

Volcanic Armor

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.

Type:
Self buff
Mana cost:
32
Cooldown:
10.0s
Hold:
1 mana/sec · release to stop
Block:
0.25–1 mana / damage
Base block:
0.5 mana / DMG
Fire damage:
+15%
Damage received:
-30%
Keys: 1 3 3 3 3 → Q

Clay Prison

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.

Type:
AoE field
Mana cost:
32
Cooldown:
9.0s
Stun:
0.6s
Range:
22.0m
Duration:
2.5s
Area radius:
2.5m
Keys: 2 3 3 3 3 → Q

Sandblast

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.

Type:
Beam
Mana cost:
24
Cooldown:
3.0s
Damage:
30.0
Push:
4.0m
Range:
18.0m
Keys: 3 3 3 3 4 → Q

Runic Bastion

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.

Type:
Wall
Mana cost:
34
Cooldown:
10.0s
Construct health:
210.0
Range:
22.0m
Duration:
9.0s
Keys: 3 3 3 3 5 → Q

Chain Lightning

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.

Type:
Chain Lightning
Mana cost:
30
Cooldown:
7.0s
Damage:
32.0
Shock:
3.0 DMG/s · 2.5s
Shock:
Blocks invoke only
Keys: 1 4 4 4 4 → Q

Monsoon

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.

Type:
Ally AoE
Mana cost:
32
Cooldown:
9.0s
Healing/sec:
8.0
Range:
22.0m
Duration:
5.0s
Area radius:
6.0m
Keys: 2 4 4 4 4 → Q

Dust Devil

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.

Type:
Moving AoE
Mana cost:
28
Cooldown:
7.0s
Damage/sec:
6.0
Duration:
4.0s
Area radius:
4.0m
Launch:
Knock-up
Keys: 3 4 4 4 4 → Q

Blink Wind

Air ×4 · Arcane ×1

Teleport up to 9m toward your aim, stopping at obstructions.

Type:
Blink
Mana cost:
26
Cooldown:
5.0s
Buff duration:
3.0s
Range:
9.0m
Move speed:
+20%
Keys: 4 4 4 4 5 → Q

Static Javelin

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.

Type:
Projectile
Mana cost:
28
Cooldown:
6.0s
Damage:
30.0
Range:
32.0m
Speed:
30.0m/s
Shock:
3.0 DMG/s · 2.5s
Shock:
Blocks invoke only
Keys: 1 5 5 5 5 → Q

Arcane Renewal

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.

Type:
Self support
Mana cost:
10
Cooldown:
14.0s
Mana restored:
30.0
Keys: 2 5 5 5 5 → Q

Arcane Construct

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.

Type:
Summon
Mana cost:
35
Cooldown:
14.0s
Damage:
13.0
Construct health:
80.0
Range:
18.0m
Duration:
12.0s
Attack interval:
1.0s
Mana Drain:
6.0 mana/s · 3.0s
Keys: 3 5 5 5 5 → Q

Phase Step

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.

Type:
Blink
Mana cost:
25
Cooldown:
7.0s
Range:
8.0m
Keys: 4 5 5 5 5 → Q

Steam Cannon

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.

Type:
Beam
Mana cost:
26
Cooldown:
3.0s
Damage:
38.0
Range:
24.0m
Keys: 1 1 1 2 2 → Q

Magma Eruption

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.

Type:
AoE blast
Mana cost:
34
Cooldown:
7.0s
Damage:
48.0
Damage/sec:
5.0
Range:
22.0m
Duration:
3.0s
Area radius:
4.0m
Launch:
Knock-up
Keys: 1 1 1 3 3 → Q

Flame Cyclone

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.

Type:
Moving AoE
Mana cost:
36
Cooldown:
7.0s
Damage/sec:
12.0
Duration:
4.0s
Area radius:
5.0m
Burn:
4.0 DMG/s · 3.0s
Launch:
Knock-up
Keys: 1 1 1 4 4 → Q

Soulfire

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.

Type:
Beam
Mana cost:
30
Cooldown:
4.0s
Damage:
44.0
Silence:
1.5s
Range:
22.0m
Burn:
4.0 DMG/s · 3.0s
Keys: 1 1 1 5 5 → Q

Scalding Torrent

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.

Type:
Wave
Mana cost:
34
Cooldown:
8.0s
Damage:
36.0
Push:
4.0m
Range:
22.0m
Wave width:
4.0m
Speed:
16.0m/s
Keys: 1 1 2 2 2 → Q

Meteor

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.

Type:
Projectile
Mana cost:
40
Cooldown:
7.0s
Damage:
65.0
Impact radius:
4.5m
Range:
22.0m
Speed:
10.0m/s
Burn:
4.0 DMG/s · 3.0s
Keys: 1 1 3 3 3 → Q

Firestorm

Fire ×2 · Air ×3

Place a 5m-radius field for 4s. Deal 16 damage/s.

Type:
AoE field
Mana cost:
35
Cooldown:
7.0s
Damage/sec:
16.0
Range:
22.0m
Duration:
4.0s
Area radius:
5.0m
Burn:
4.0 DMG/s · 3.0s
Keys: 1 1 4 4 4 → Q

Arcane Shackles

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.

Type:
AoE blast
Mana cost:
30
Cooldown:
8.0s
Damage:
15.0
Root:
2.0s
Silence:
1.0s
Range:
22.0m
Duration:
0.6s
Area radius:
3.0m
Mana Drain:
6.0 mana/s · 3.0s
Keys: 1 1 5 5 5 → Q

Quicksand

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.

Type:
AoE field
Mana cost:
28
Cooldown:
8.0s
Slow:
0.6s
Range:
22.0m
Duration:
6.0s
Area radius:
5.0m
Poison:
3.0 DMG/s · 4.0s
Slow:
55%
Keys: 2 2 2 3 3 → Q

Flash Freeze

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.

Type:
AoE blast
Mana cost:
32
Cooldown:
8.0s
Damage:
20.0
Slow:
2.0s
Range:
22.0m
Duration:
0.6s
Area radius:
3.0m
Freeze:
4.0 DMG/s · 1.5s
Freeze:
Stuns in ice
Slow:
35%
Keys: 2 2 2 4 4 → Q

Restoration Field

Water ×3 · Arcane ×2

Allies in a 4m-radius field heal 9 HP/s for 5s.

Type:
Ally AoE
Mana cost:
35
Cooldown:
10.0s
Healing/sec:
9.0
Range:
22.0m
Duration:
5.0s
Area radius:
4.0m
Keys: 2 2 2 5 5 → Q

Stone Flood

Water ×2 · Earth ×3

Send a 6m-wide wave forward for 30 damage. The traveling stone front intercepts projectiles from either team.

Type:
Wave
Mana cost:
32
Cooldown:
8.0s
Damage:
30.0
Slow:
2.0s
Push:
4.0m
Range:
22.0m
Wave width:
6.0m
Speed:
7.0m/s
Slow:
40%
Keys: 2 2 3 3 3 → Q

Hurricane

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.

Type:
Moving AoE
Mana cost:
38
Cooldown:
9.0s
Damage/sec:
6.0
Duration:
5.0s
Area radius:
8.0m
Launch:
Knock-up
Keys: 2 2 4 4 4 → Q

Mana Aegis

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.

Type:
Self support
Mana cost:
20
Cooldown:
9.0s
Hold:
1 mana/sec · release to stop
Block:
0.25–1 mana / damage
Mana restored:
30.0
Base block:
0.5 mana / DMG
Keys: 2 2 5 5 5 → Q

Sandstorm

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.

Type:
AoE field
Mana cost:
30
Cooldown:
5.0s
Damage/sec:
7.0
Slow:
0.8s
Range:
22.0m
Duration:
5.0s
Area radius:
6.0m
Slow:
50%
Keys: 3 3 3 4 4 → Q

Golem

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.

Type:
Summon
Mana cost:
40
Cooldown:
16.0s
Damage:
18.0
Construct health:
160.0
Range:
18.0m
Duration:
12.0s
Attack interval:
1.0s
Speed:
2.4m/s
Keys: 3 3 3 5 5 → Q

Rock Barrage

Earth ×2 · Air ×3

Fire 5 projectiles, dealing 13 damage per hit. Launches the stones sequentially, 0.13s apart, rather than simultaneously.

Type:
Projectile
Mana cost:
30
Cooldown:
4.0s
Damage:
13.0
Range:
22.0m
Speed:
20.0m/s
Projectiles:
5
Keys: 3 3 4 4 4 → Q

Gravity Well

Earth ×2 · Arcane ×3

Place a 6m-radius field for 4s. Deal 4 damage/s.

Type:
AoE field
Mana cost:
32
Cooldown:
8.0s
Damage/sec:
4.0
Pull:
2.0m
Range:
22.0m
Duration:
4.0s
Area radius:
6.0m
Mana Drain:
6.0 mana/s · 3.0s
Keys: 3 3 5 5 5 → Q

Silence Pulse

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.

Type:
Self AoE
Mana cost:
30
Cooldown:
8.0s
Damage:
18.0
Silence:
1.2s
Area radius:
4.0m
Mana Drain:
6.0 mana/s · 3.0s
Launch:
Knock-up
Keys: 4 4 4 5 5 → Q

Phase Rush

Air ×2 · Arcane ×3

Dash up to 8m, stopping at obstacles.

Type:
Dash
Mana cost:
20
Cooldown:
3.0s
Range:
8.0m
Speed:
20.0m/s
Keys: 4 4 5 5 5 → Q

Volcanic Steam

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.

Type:
AoE blast
Mana cost:
32
Cooldown:
5.0s
Damage:
38.0
Damage/sec:
6.0
Slow:
0.8s
Range:
22.0m
Duration:
4.0s
Area radius:
5.0m
Burn:
4.0 DMG/s · 3.0s
Slow:
35%
Keys: 1 1 1 2 3 → Q

Scorching Mist

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.

Type:
AoE field
Mana cost:
30
Cooldown:
5.0s
Damage/sec:
10.0
Slow:
0.6s
Range:
22.0m
Duration:
5.0s
Area radius:
5.0m
Burn:
4.0 DMG/s · 3.0s
Slow:
30%
Keys: 1 1 1 2 4 → Q

Arcane Scald

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.

Type:
Beam
Mana cost:
30
Cooldown:
5.0s
Damage:
38.0
Stun:
0.7s
Range:
22.0m
Keys: 1 1 1 2 5 → Q

Meteor Shower

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.

Type:
Projectile
Mana cost:
40
Cooldown:
7.0s
Damage:
24.0
Impact radius:
2.5m
Range:
22.0m
Speed:
12.0m/s
Projectiles:
3
Burn:
4.0 DMG/s · 3.0s
Keys: 1 1 1 3 4 → Q

Runic Volcano

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.

Type:
AoE blast
Mana cost:
40
Cooldown:
8.0s
Damage:
42.0
Range:
22.0m
Duration:
5.0s
Area radius:
4.5m
Burn:
4.0 DMG/s · 3.0s
Launch:
Knock-up
Keys: 1 1 1 3 5 → Q

Phoenix Rush

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.

Type:
Dash
Mana cost:
30
Cooldown:
6.0s
Impact damage:
32.0
Impact radius:
3.0m
Buff duration:
3.0s
Range:
8.0m
Speed:
22.0m/s
Regeneration:
3.0 HP / sec
Keys: 1 1 1 4 5 → Q

Thermal Spring

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.

Type:
Ally AoE
Mana cost:
30
Cooldown:
10.0s
Healing/sec:
7.0
Mana/sec:
3.0
Range:
22.0m
Duration:
6.0s
Area radius:
3.5m
Keys: 1 2 2 2 3 → Q

Steam Veil

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.

Type:
Self buff
Mana cost:
26
Cooldown:
12.0s
Buff duration:
4.0s
Keys: 1 2 2 2 4 → Q

Rejuvenating Flame

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.

Type:
Self buff
Mana cost:
30
Cooldown:
10.0s
Buff duration:
5.0s
Fire damage:
+20%
Regeneration:
5.0 HP / sec
Keys: 1 2 2 2 5 → Q

Tidal Landslide

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.

Type:
Wave
Mana cost:
34
Cooldown:
8.0s
Damage:
30.0
Stun:
0.8s
Push:
3.5m
Range:
22.0m
Wave width:
6.0m
Speed:
10.0m/s
Keys: 2 2 2 3 4 → Q

Living Clay

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.

Type:
Summon
Mana cost:
36
Cooldown:
14.0s
Damage:
10.0
Slow:
1.5s
Construct health:
130.0
Range:
18.0m
Duration:
12.0s
Attack interval:
1.0s
Speed:
2.8m/s
Poison:
3.0 DMG/s · 4.0s
Slow:
40%
Keys: 2 2 2 3 5 → Q

Mistwalk

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.

Type:
Blink
Mana cost:
28
Cooldown:
10.0s
Range:
10.0m
Keys: 2 2 2 4 5 → Q

Obsidian Wall

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.

Type:
Wall
Mana cost:
38
Cooldown:
12.0s
Construct health:
240.0
Range:
22.0m
Duration:
8.0s
Keys: 1 2 3 3 3 → Q

Ash Storm

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.

Type:
AoE field
Mana cost:
30
Cooldown:
5.0s
Damage/sec:
8.0
Slow:
0.8s
Range:
22.0m
Duration:
4.0s
Area radius:
6.5m
Burn:
4.0 DMG/s · 3.0s
Slow:
45%
Keys: 1 3 3 3 4 → Q

Molten Golem

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.

Type:
Summon
Mana cost:
44
Cooldown:
16.0s
Damage:
24.0
Construct health:
150.0
Range:
18.0m
Duration:
12.0s
Attack interval:
1.0s
Speed:
2.0m/s
Burn:
4.0 DMG/s · 3.0s
Keys: 1 3 3 3 5 → Q

Erosion Wave

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.

Type:
Wave
Mana cost:
30
Cooldown:
7.0s
Damage:
28.0
Slow:
3.0s
Push:
2.5m
Range:
22.0m
Wave width:
6.0m
Speed:
12.0m/s
Poison:
3.0 DMG/s · 4.0s
Slow:
30%
Keys: 2 3 3 3 4 → Q

Crystal Growth

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.

Type:
Wall
Mana cost:
30
Cooldown:
10.0s
Construct health:
180.0
Range:
22.0m
Duration:
10.0s
Keys: 2 3 3 3 5 → Q

Floating Fortress

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.

Type:
Wall
Mana cost:
42
Cooldown:
12.0s
Construct health:
260.0
Range:
22.0m
Duration:
7.0s
Keys: 3 3 3 4 5 → Q

Thundercloud

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.

Type:
AoE field
Mana cost:
34
Cooldown:
8.0s
Damage/sec:
7.0
Range:
22.0m
Duration:
4.0s
Area radius:
4.5m
Shock:
3.0 DMG/s · 2.5s
Shock:
Blocks invoke only
Keys: 1 2 4 4 4 → Q

Ashen Seal

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.

Type:
AoE field
Mana cost:
28
Cooldown:
8.0s
Damage/sec:
4.0
Silence:
0.7s
Range:
22.0m
Duration:
4.0s
Area radius:
4.0m
Mana Drain:
6.0 mana/s · 3.0s
Keys: 1 3 4 4 4 → Q

Blazing Blink

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.

Type:
Blink
Mana cost:
32
Cooldown:
10.0s
Impact damage:
20.0
Impact radius:
3.0m
Range:
6.0m
Keys: 1 4 4 4 5 → Q

Blizzard

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.

Type:
AoE field
Mana cost:
34
Cooldown:
11.0s
Damage/sec:
5.0
Slow:
0.9s
Range:
22.0m
Duration:
5.0s
Area radius:
6.0m
Freeze:
3.0 DMG/s · 0.8s
Freeze:
Stuns in ice
Slow:
45%
Keys: 2 3 4 4 4 → Q

Phantom Mist

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.

Type:
Self buff
Mana cost:
28
Cooldown:
14.0s
Buff duration:
5.0s
Mana cost:
-20%
Concealment:
5s shared cap
Visible recovery:
3s
Keys: 2 4 4 4 5 → Q

Gravity Tornado

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.

Type:
Moving AoE
Mana cost:
36
Cooldown:
7.0s
Damage/sec:
7.0
Duration:
4.0s
Area radius:
6.0m
Launch:
Knock-up
Keys: 3 4 4 4 5 → Q

Elemental Conversion

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.

Type:
Self buff
Mana cost:
32
Cooldown:
12.0s
Buff duration:
7.0s
Healing received:
+35%
Mana cost:
-25%
Keys: 1 2 5 5 5 → Q

Arcane Meteor

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.

Type:
Projectile
Mana cost:
40
Cooldown:
7.0s
Damage:
56.0
Impact radius:
4.0m
Stun:
0.6s
Range:
22.0m
Speed:
13.0m/s
Mana Drain:
6.0 mana/s · 3.0s
Keys: 1 3 5 5 5 → Q

Comet Dash

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.

Type:
Dash
Mana cost:
34
Cooldown:
7.0s
Impact damage:
38.0
Impact radius:
3.5m
Range:
11.0m
Speed:
26.0m/s
Keys: 1 4 5 5 5 → Q

Essence Flow

Water ×1 · Earth ×1 · Arcane ×3

Heal 35 HP for yourself.

Type:
Self support
Mana cost:
25
Cooldown:
8.0s
Healing:
35.0
Keys: 2 3 5 5 5 → Q

Phase Mist

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.

Type:
Self buff
Mana cost:
28
Cooldown:
10.0s
Buff duration:
3.0s
Keys: 2 4 5 5 5 → Q

Levitation Field

Earth ×1 · Air ×1 · Arcane ×3

Place a 4m-radius field for 3s. Deal 1 damage/s.

Type:
AoE field
Mana cost:
30
Cooldown:
8.0s
Damage/sec:
1.0
Range:
22.0m
Duration:
3.0s
Area radius:
4.0m
Launch:
Knock-up
Keys: 3 4 5 5 5 → Q

Obsidian Burst

Fire ×2 · Water ×2 · Earth ×1

Detonate a 4m-radius area for 55 damage. Deals triple damage to destructible spell walls and summons.

Type:
AoE blast
Mana cost:
34
Cooldown:
6.0s
Damage:
55.0
Slow:
2.0s
Range:
22.0m
Duration:
0.5s
Area radius:
4.0m
Slow:
45%
Keys: 1 1 2 2 3 → Q

Steam Vortex

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.

Type:
AoE field
Mana cost:
32
Cooldown:
7.0s
Damage/sec:
9.0
Pull:
1.0m
Range:
22.0m
Duration:
4.0s
Area radius:
5.0m
Burn:
4.0 DMG/s · 3.0s
Keys: 1 1 2 2 4 → Q

Arcane Boiler

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.

Type:
AoE blast
Mana cost:
36
Cooldown:
7.0s
Damage:
34.0
Damage/sec:
12.0
Range:
22.0m
Duration:
4.0s
Area radius:
4.0m
Burn:
4.0 DMG/s · 3.0s
Keys: 1 1 2 2 5 → Q

Magma Shell

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.

Type:
Self buff
Mana cost:
34
Cooldown:
10.0s
Hold:
1 mana/sec · release to stop
Block:
0.25–1 mana / damage
Base block:
0.5 mana / DMG
Damage received:
-35%
Keys: 1 1 2 3 3 → Q

Thermal Lance

Fire ×2 · Earth ×2 · Air ×1

Strike along your aim for 18 damage over 20m.

Type:
Beam
Mana cost:
28
Cooldown:
6.0s
Damage:
18.0
Range:
20.0m
Launch:
Knock-up
Keys: 1 1 3 3 4 → Q

Runic Meteor

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.

Type:
Projectile
Mana cost:
38
Cooldown:
7.0s
Damage:
50.0
Impact radius:
3.5m
Range:
22.0m
Speed:
14.0m/s
Launch:
Knock-up
Keys: 1 1 3 3 5 → Q

Burning Monsoon

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.

Type:
AoE field
Mana cost:
34
Cooldown:
7.0s
Damage/sec:
11.0
Range:
22.0m
Duration:
4.0s
Area radius:
7.0m
Burn:
4.0 DMG/s · 3.0s
Keys: 1 1 2 4 4 → Q

Cinderstorm

Fire ×2 · Earth ×1 · Air ×2

Fire 7 projectiles, dealing 10 damage per hit.

Type:
Projectile
Mana cost:
32
Cooldown:
4.0s
Damage:
10.0
Range:
22.0m
Speed:
24.0m/s
Projectiles:
7
Burn:
4.0 DMG/s · 3.0s
Keys: 1 1 3 4 4 → Q

Phoenix Spiral

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.

Type:
Dash
Mana cost:
34
Cooldown:
7.0s
Impact damage:
26.0
Impact radius:
4.0m
Buff duration:
4.0s
Range:
9.0m
Speed:
23.0m/s
Regeneration:
4.0 HP / sec
Keys: 1 1 4 4 5 → Q

Mana Flame

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.

Type:
Self buff
Mana cost:
30
Cooldown:
11.0s
Buff duration:
6.0s
Fire damage:
+25%
Mana cost:
-20%
Keys: 1 1 2 5 5 → Q

Arcane Forge

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.

Type:
Summon
Mana cost:
40
Cooldown:
15.0s
Damage:
18.0
Construct health:
150.0
Range:
18.0m
Duration:
12.0s
Attack interval:
1.2s
Keys: 1 1 3 5 5 → Q

Flare Warp

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.

Type:
AoE blast
Mana cost:
32
Cooldown:
12.0s
Damage:
60.0
Range:
14.0m
Duration:
0.6s
Area radius:
3.5m
Keys: 1 1 4 5 5 → Q

Steam Quake

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.

Type:
Self AoE
Mana cost:
36
Cooldown:
8.0s
Damage:
40.0
Stun:
1.0s
Duration:
0.6s
Area radius:
5.0m
Origin:
Caster’s feet
Keys: 1 2 2 3 3 → Q

Mire Guardian

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.

Type:
Summon
Mana cost:
35
Cooldown:
12.0s
Damage:
9.0
Root:
0.6s
Construct health:
80.0
Range:
18.0m
Duration:
12.0s
Attack interval:
1.8s
Poison:
3.0 DMG/s · 4.0s
Keys: 2 2 3 3 4 → Q

Crystal Spring

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.

Type:
Ally AoE
Mana cost:
34
Cooldown:
10.0s
Toggle:
1 mana/sec · recast to stop
Block:
0.25–1 mana / damage
Healing/sec:
5.0
Range:
22.0m
Area radius:
4.0m
Base block:
0.5 mana / DMG
Keys: 2 2 3 3 5 → Q

Steam Jet

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.

Type:
Beam
Mana cost:
26
Cooldown:
5.0s
Damage:
24.0
Slow:
1.5s
Push:
5.0m
Range:
18.0m
Slow:
35%
Keys: 1 2 2 4 4 → Q

Storm Surge

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.

Type:
Wave
Mana cost:
34
Cooldown:
8.0s
Damage:
34.0
Stun:
0.6s
Push:
4.0m
Range:
22.0m
Wave width:
7.0m
Speed:
18.0m/s
Keys: 2 2 3 4 4 → Q

Mana Monsoon

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.

Type:
Ally AoE
Mana cost:
36
Cooldown:
12.0s
Mana/sec:
5.0
Range:
22.0m
Duration:
6.0s
Area radius:
7.0m
Keys: 2 2 4 4 5 → Q

Purifying Flame

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.

Type:
Self support
Mana cost:
28
Cooldown:
8.0s
Healing:
30.0
Cleanse:
Negative statuses
Keys: 1 2 2 5 5 → Q

Mystic Spring

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.

Type:
Ally AoE
Mana cost:
34
Cooldown:
10.0s
Healing/sec:
18.0
Range:
22.0m
Duration:
5.0s
Area radius:
3.5m
Keys: 2 2 3 5 5 → Q

Astral Mist

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.

Type:
Ally AoE
Mana cost:
30
Cooldown:
16.0s
Buff duration:
4.0s
Range:
16.0m
Duration:
4.0s
Area radius:
4.0m
Concealment:
5s shared cap
Visible recovery:
3s
Keys: 2 2 4 5 5 → Q

Molten Sandstorm

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.

Type:
AoE field
Mana cost:
34
Cooldown:
5.0s
Damage/sec:
12.0
Slow:
0.7s
Range:
22.0m
Duration:
4.0s
Area radius:
5.0m
Burn:
4.0 DMG/s · 3.0s
Slow:
40%
Keys: 1 3 3 4 4 → Q

Erosion Storm

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.

Type:
AoE field
Mana cost:
36
Cooldown:
8.0s
Damage/sec:
8.0
Slow:
1.0s
Range:
22.0m
Duration:
6.0s
Area radius:
6.0m
Poison:
3.0 DMG/s · 4.0s
Slow:
50%
Keys: 2 3 3 4 4 → Q

Gravity Storm

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.

Type:
AoE field
Mana cost:
38
Cooldown:
9.0s
Damage/sec:
6.0
Pull:
1.6m
Range:
22.0m
Duration:
5.0s
Area radius:
7.0m
Keys: 3 3 4 4 5 → Q

Runic Eruption

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.

Type:
AoE blast
Mana cost:
38
Cooldown:
8.0s
Damage:
45.0
Damage/sec:
6.0
Root:
1.5s
Range:
22.0m
Duration:
3.0s
Area radius:
4.5m
Keys: 1 3 3 5 5 → Q

Crystal Barrier

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.

Type:
Self support
Mana cost:
10
Cooldown:
10.0s
Hold:
1 mana/sec · release to stop
Block:
0.25–1 mana / damage
Base block:
0.5 mana / DMG
Keys: 2 3 3 5 5 → Q

Floating Obelisk

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.

Type:
Summon
Mana cost:
36
Cooldown:
14.0s
Damage:
10.0
Construct health:
85.0
Range:
18.0m
Duration:
12.0s
Attack interval:
1.5s
Launch:
Knock-up
Keys: 3 3 4 5 5 → Q

Sparkstep

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.

Type:
Self buff
Mana cost:
22
Cooldown:
8.0s
Buff duration:
3.0s
Move speed:
+30%
Keys: 1 4 4 5 5 → Q

Mist Portal

Water ×1 · Air ×2 · Arcane ×2

Link two supported locations up to 10m away for allies to travel between for 8s.

Type:
Portal
Mana cost:
36
Cooldown:
12.0s
Range:
10.0m
Duration:
8.0s
Keys: 2 4 4 5 5 → Q

Telekinetic Barrage

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.

Type:
Projectile
Mana cost:
34
Cooldown:
5.0s
Damage:
11.0
Stun:
0.2s
Range:
22.0m
Speed:
26.0m/s
Projectiles:
5
Keys: 3 4 4 5 5 → Q

Elemental Inferno

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.

Type:
AoE blast
Mana cost:
42
Cooldown:
9.0s
Damage:
40.0
Range:
22.0m
Duration:
3.0s
Area radius:
7.0m
Burn:
4.0 DMG/s · 3.0s
Keys: 1 1 2 3 4 → Q

Null Field

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.

Type:
AoE field
Mana cost:
36
Cooldown:
10.0s
Damage/sec:
3.0
Root:
0.4s
Silence:
0.6s
Range:
22.0m
Duration:
4.0s
Area radius:
3.5m
Mana Drain:
6.0 mana/s · 3.0s
Keys: 1 1 2 3 5 → Q

Spectral Flame

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.

Type:
Beam
Mana cost:
30
Cooldown:
4.0s
Damage:
42.0
Slow:
2.0s
Range:
30.0m
Burn:
4.0 DMG/s · 3.0s
Slow:
35%
Keys: 1 1 2 4 5 → Q

Starfall

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.

Type:
Projectile
Mana cost:
42
Cooldown:
7.0s
Damage:
18.0
Impact radius:
2.0m
Range:
22.0m
Speed:
16.0m/s
Projectiles:
5
Keys: 1 1 3 4 5 → Q

Undertow

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.

Type:
Beam
Mana cost:
24
Cooldown:
5.0s
Damage:
16.0
Slow:
1.0s
Pull:
4.0m
Range:
24.0m
Slow:
50%
Keys: 1 2 2 3 4 → Q

Well of Renewal

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.

Type:
Ally AoE
Mana cost:
42
Cooldown:
12.0s
Healing/sec:
20.0
Range:
22.0m
Duration:
6.0s
Area radius:
4.0m
Keys: 1 2 2 3 5 → Q

Spirit Mist

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.

Type:
Self buff
Mana cost:
26
Cooldown:
14.0s
Buff duration:
6.0s
Keys: 1 2 2 4 5 → Q

Tidal Nexus

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.

Type:
Ally AoE
Mana cost:
24
Cooldown:
12.0s
Healing/sec:
12.0
Range:
22.0m
Duration:
6.0s
Area radius:
6.0m
Keys: 2 2 3 4 5 → Q

Elemental Fortress

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.

Type:
Wall
Mana cost:
44
Cooldown:
14.0s
Construct health:
300.0
Range:
22.0m
Duration:
8.0s
Keys: 1 2 3 3 4 → Q

Runic Citadel

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.

Type:
Wall
Mana cost:
46
Cooldown:
15.0s
Construct health:
350.0
Range:
22.0m
Duration:
10.0s
Keys: 1 2 3 3 5 → Q

Astral Golem

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.

Type:
Summon
Mana cost:
40
Cooldown:
15.0s
Damage:
16.0
Stun:
0.3s
Construct health:
120.0
Range:
18.0m
Duration:
12.0s
Attack interval:
1.0s
Speed:
4.0m/s
Keys: 1 3 3 4 5 → Q

Terra Nexus

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.

Type:
Shared dome
Mana cost:
40
Cooldown:
12.0s
Toggle:
1 mana/sec · recast to stop
Block:
0.25–1 mana / damage
Range:
22.0m
Area radius:
4.0m
Dome:
Mana powered · both directions
Keys: 2 3 3 4 5 → Q

Dimensional Storm

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.

Type:
AoE field
Mana cost:
40
Cooldown:
9.0s
Damage/sec:
7.0
Stun:
0.2s
Pull:
1.3m
Range:
22.0m
Duration:
4.5s
Area radius:
6.0m
Mana Drain:
6.0 mana/s · 3.0s
Keys: 1 2 4 4 5 → Q

Star Snare

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.

Type:
Projectile
Mana cost:
30
Cooldown:
7.0s
Damage:
12.0
Root:
1.0s
Range:
22.0m
Speed:
20.0m/s
Projectiles:
3
Keys: 1 3 4 4 5 → Q

Sky Nexus

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.

Type:
Ally AoE
Mana cost:
36
Cooldown:
11.0s
Toggle:
1 mana/sec · recast to stop
Block:
0.25–1 mana / damage
Mana/sec:
3.0
Range:
22.0m
Area radius:
4.0m
Base block:
0.5 mana / DMG
Keys: 2 3 4 4 5 → Q

Elemental Tempest

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.

Type:
Moving AoE
Mana cost:
42
Cooldown:
10.0s
Damage/sec:
10.0
Duration:
5.0s
Area radius:
6.0m
Launch:
Knock-up
Keys: 1 2 3 4 4 → Q

Astral Surge

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.

Type:
Wave
Mana cost:
38
Cooldown:
7.0s
Damage:
45.0
Stun:
0.8s
Push:
4.5m
Range:
22.0m
Wave width:
8.0m
Speed:
14.0m/s
Keys: 1 2 4 5 5 → Q

Telekinetic Meteor

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.

Type:
Projectile
Mana cost:
42
Cooldown:
8.0s
Damage:
55.0
Impact radius:
4.5m
Range:
22.0m
Speed:
12.0m/s
Launch:
Knock-up
Keys: 1 3 4 5 5 → Q

Arcane Nexus

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.

Type:
Ally AoE
Mana cost:
40
Cooldown:
12.0s
Healing/sec:
6.0
Mana/sec:
4.0
Range:
22.0m
Duration:
6.0s
Area radius:
5.0m
Keys: 2 3 4 5 5 → Q

Transmutation

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.

Type:
Self buff
Mana cost:
34
Cooldown:
12.0s
Buff duration:
7.0s
Healing received:
+20%
Damage received:
-25%
Mana cost:
-30%
Keys: 1 2 3 5 5 → Q

Primordial

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.

Type:
Self buff
Mana cost:
45
Cooldown:
20.0s
Buff duration:
10.0s
Fire damage:
+30%
Healing received:
+30%
Damage received:
-20%
Move speed:
+20%
Mana cost:
-20%
Invoke time:
-40%
Regeneration:
3.0 HP / sec
Keys: 1 2 3 4 5 → Q
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