All eighty spells, five per class, in class order. Key 5 is each class's great spell, cast once per fight. Damage is per hit before any modifier; the Proving Warden has 2,400 health. Each picture is a frame from the game's Codex practice yard.
Volatile FlaskAlchemist · Lobbed flask that bursts in a tiny area (about 1.5 m) where it lands
Lobbed flask that bursts in a tiny area (about 1.5 m) where it lands.

Acid PoolAlchemist · Thrown flask that lands at the aim point and leaves a pool (3 m, 4 s, 11 per second)
Thrown flask that lands at the aim point and leaves a pool (3 m, 4 s, 11 per second).

CatalystAlchemist · Detonates the hero's pools (about 8 each) and heals the hero for as much as it dealt
Detonates the hero's pools (about 8 each) and heals the hero for as much as it dealt.

The MeasureAlchemist · Healing pool (4 m, 6 s)
Healing pool (4 m, 6 s); 40 healing in total, shared by everyone standing in it.

ElixirAlchemist · Every ally is healed for 60, wherever they stand
Every ally is healed for 60, wherever they stand. Once per fight.

ArrowBeastmaster · Bow shot, 25 m
Bow shot, 25 m.

BiteBeastmaster · The wolf bites whatever it is attacking
The wolf bites whatever it is attacking.

ScentBeastmaster · A weak arrow
A weak arrow; whatever it hits becomes the wolf's target from now on, until Scent hits something else or the target dies.

Blood FrenzyBeastmaster · For 4 s your pets have 60% lifesteal: 60% of their damage heals you (pets cannot be hurt)
For 4 s your pets have 60% lifesteal: 60% of their damage heals you (pets cannot be hurt). Time it with Bite.

Call of the WildBeastmaster · Summons a huge dire bear for 20 s that cleaves everything around it for 15 per second
Summons a huge dire bear for 20 s that cleaves everything around it for 15 per second. Once per fight.

Bell StrikeBellringer · Punch combo over three casts: 13, 13, then a ringing third blow for 26 that hits…
Punch combo over three casts: 13, 13, then a ringing third blow for 26 that hits everything within 3 m. The Codex shows the ringing third blow.

Flying KickBellringer · Flying kick that hits everything in a 6 m cone in front
Flying kick that hits everything in a 6 m cone in front.

Requiem TollBellringer · Nova around the hero (4 m)
Nova around the hero (4 m); the hero takes 30% less damage for 2 s.

Bell WardBellringer · Allies within 5 m get a shield absorbing 20
Allies within 5 m get a shield absorbing 20.

Nine BellsBellringer · For 9 s a bell rings around the hero once per second, hitting everything within 4 m for 30
For 9 s a bell rings around the hero once per second, hitting everything within 4 m for 30. Once per fight.

Axe SwingBerserker · Wide two-handed cleave in front
Wide two-handed cleave in front.

WhirlwindBerserker · 2 s spin the hero can walk during
2 s spin the hero can walk during; hits everything around the hero three times: on cast, after 1 s and after 2 s (15 + 15 + 16).

Leap SlamBerserker · Leaps up to 8 m along the hero's aim
Leaps up to 8 m along the hero's aim. In the air the hero avoids ground-only hazards but not full-height ones. The landing burst slows enemies around by 50% for 2 s.

BloodlustBerserker · For 5 s, 25% of the damage the hero deals heals the hero
For 5 s, 25% of the damage the hero deals heals the hero.

War CryBerserker · For 10 s, every ally's cooldowns run 50% faster
For 10 s, every ally's cooldowns run 50% faster. Never touches once-per-fight spells. Once per fight.

Ice LanceCryomancer · Fast piercing lance
Fast piercing lance.

Glacial ShardCryomancer · Slow, heavy shard: lead the target
Slow, heavy shard: lead the target. Slows what it hits by 30% for 1 s.

Frost NovaCryomancer · Nova around the hero (3 m) that slows enemies by 50% for 2 s
Nova around the hero (3 m) that slows enemies by 50% for 2 s.

Frost ShellCryomancer · Shield absorbing 30, on themselves only
Shield absorbing 30, on themselves only. The Codex shows it for 6 s, then lets it shatter.

Ice AgeCryomancer · For 6 s, every enemy hazard on the floor freezes into ice and deals no damage, and all…
For 6 s, every enemy hazard on the floor freezes into ice and deals no damage, and all enemy fire deals no damage. Anyone stepping onto the ice slides straight across it in the direction they entered, unable to steer until they reach the other side. Once per fight.

Rivet GunEngineer · Three rivets in a cone (15 m), about 5.3 each
Three rivets in a cone (15 m), about 5.3 each; aimed well or fired close, all three hit the boss.

RocketEngineer · Rocket that explodes in a 3 m area, 20 m
Rocket that explodes in a 3 m area, 20 m.

Grapple GunEngineer · Hook shot that pulls the hero 8 m to where it hits
Hook shot that pulls the hero 8 m to where it hits. Mobility.

TurretEngineer · Plants a turret in front for 15 s
Plants a turret in front for 15 s; it shoots enemies within 10 m of itself, 5 per second.

Shrink RayEngineer · The boss shrinks for 8 s: its attack areas are 40% smaller and its hits deal 30% less…
The boss shrinks for 8 s: its attack areas are 40% smaller and its hits deal 30% less damage. Once per fight.

ShotHunter · Arrow
Arrow; +20% beyond 20 m (bonus not counted in the DPS).

Piercing ShotHunter · Hold up to 1 s (a channel), release a heavy arrow
Hold up to 1 s (a channel), release a heavy arrow. +30% critical strike chance to pay for the hold (crits deal 2x, so about +30% on average; not counted in the DPS). The Codex shows a full hold.

DisengageHunter · Quick shot, then the hero leaps 8 m backwards
Quick shot, then the hero leaps 8 m backwards.

Hunter's MarkHunter · Marks whatever it hits for 6 s: the whole party deals 10% more damage to it (their own…
Marks whatever it hits for 6 s: the whole party deals 10% more damage to it (their own share shown).

Rain of ArrowsHunter · Arrows rain on an 8 m area for 4 s, slowing everything in it by 15%
Arrows rain on an 8 m area for 4 s, slowing everything in it by 15%. Once per fight.

Rivet StrikeIronsworn · Hammer blow in a short frontal arc
Hammer blow in a short frontal arc.

Anvil ThrowIronsworn · Hurls the hammer 15 m out and back, hitting everything along its path both ways (28 per…
Hurls the hammer 15 m out and back, hitting everything along its path both ways (28 per pass). Rivet Strike is unusable while the hammer is away.

Shield BashIronsworn · Shield shove in front
Shield shove in front; for 2 s afterwards the hero takes 40% less damage.

Hold the LineIronsworn · For 3 s, the hero and allies behind the hero take 50% less damage
For 3 s, the hero and allies behind the hero take 50% less damage. A shimmering iron shield-wall arc on the floor marks the protected area behind the hero.

Iron OathIronsworn · For 6 s, nobody in the party can drop below 1 health
For 6 s, nobody in the party can drop below 1 health. Once per fight.

SmiteLightbringer · Holy bolt
Holy bolt.

SunlanceLightbringer · 1.5 s beam channel
1.5 s beam channel; the hero can walk while channelling.

Radiant BurstLightbringer · Nova (5 m)
Nova (5 m); allies inside heal 8.

Prepared GroundLightbringer · Holy pool (4 m, 6 s): allies inside take 20% less damage and heal 3 per second
Holy pool (4 m, 6 s): allies inside take 20% less damage and heal 3 per second.

DawnLightbringer · For 8 s, every ally takes 30% less damage and heals 4 per second
For 8 s, every ally takes 30% less damage and heals 4 per second. Once per fight.

Bone SpearNecromancer · Piercing bone projectile
Piercing bone projectile.

Raise DeadNecromancer · A skeleton rushes along the aim and fights for 13 s at 3.8 per second
A skeleton rushes along the aim and fights for 13 s at 3.8 per second; the first ~1 s is spent running in, so about 46 per skeleton. With a 5 s cooldown, about 3 are up at once.

Corpse BurstNecromancer · Detonates all the hero's skeletons: each bursts for the damage it had left to deal plus 10
Detonates all the hero's skeletons: each bursts for the damage it had left to deal plus 10; heals the hero 3 per skeleton.

Bone ArmorNecromancer · Absorbs 10, plus 5 per living skeleton
Absorbs 10, plus 5 per living skeleton.

Army of the DeadNecromancer · Raises 5 skeletons for 10 s at 4 per second each: 200, made up by bursting them with…
Raises 5 skeletons for 10 s at 4 per second each: 200, made up by bursting them with Corpse Burst at the right moment (+50). Once per fight.

Fire BoltPyromancer · Bolt that adds a burn stack
Bolt that adds a burn stack. Each stack burns for 6 s and then expires, at most 5 stacks.

CombustPyromancer · Detonates and consumes all burn stacks: 15 + 8 per stack
Detonates and consumes all burn stacks: 15 + 8 per stack.

Flame WallPyromancer · A wall of fire rises in front of the hero and rolls forward for 4 s, burning everything…
A wall of fire rises in front of the hero and rolls forward for 4 s, burning everything it touches for 10, at most once per second per target.

Fire NovaPyromancer · Bursts around the hero, stunning everything it hits for 1 s
Bursts around the hero, stunning everything it hits for 1 s.

MeteorPyromancer · Lands 1.5 s after the cast where aimed, hitting everything in the area for 260 and…
Lands 1.5 s after the cast where aimed, hitting everything in the area for 260 and doubling the burn stacks on each target hit. Once per fight.

Twin StabShade · Quick double stab
Quick double stab.

Death MarkShade · Thrown knife (15 m) marks whatever it hits first (boss or add)
Thrown knife (15 m) marks whatever it hits first (boss or add); after 3 s the mark bursts for 45, plus 15% of everything the hero dealt to that target meanwhile.

Fan of KnivesShade · Knives burst out all around the hero, reaching a little beyond melee range (about 6 m)
Knives burst out all around the hero, reaching a little beyond melee range (about 6 m).

Smoke VeilShade · Smoke cloud around the hero (4 m, 4 s): every attack that arrives on an ally inside has a…
Smoke cloud around the hero (4 m, 4 s): every attack that arrives on an ally inside has a 50% chance to miss.

Coup de GrâceShade · One strike for 250 (doubled when the target is under 25%) that also marks it for 5 s: it…
One strike for 250 (doubled when the target is under 25%) that also marks it for 5 s: it takes 25% more damage from every source. Once per fight.

ThrustSpear-dancer · 7 m poke in a line for 17
7 m poke in a line for 17. While the spear is thrown, it becomes a 5 m kick for 13.

Spear ThrowSpear-dancer · Throws the spear 20 m and it sticks
Throws the spear 20 m and it sticks; press again to recall it. On the way back it hits everything in its path and slows it by 40% for 1 s.

SweepSpear-dancer · Full-circle spear sweep (6 m) for 20
Full-circle spear sweep (6 m) for 20; 30% less damage taken for 1 s. While the spear is thrown, it becomes a round kick: 5 m, 17, slowing everything hit by 25% for 1 s.

RhythmSpear-dancer · For 4 s the roll cools down in 1 s and every roll hits 7 around the hero
For 4 s the roll cools down in 1 s and every roll hits 7 around the hero.

SkyfallSpear-dancer · Leaps up and drives the spear down where aimed
Leaps up and drives the spear down where aimed; stuns the target for 5 s. Once per fight.

Attuned SlashSpellblade · Sword slash dealing damage of the current element, with its effect: fire burns the target…
Sword slash dealing damage of the current element, with its effect: fire burns the target for 3 more over 3 s; frost slows it by 20% for 2 s; storm arcs to one other enemy within 6 m for half damage.

Element WaveSpellblade · A sword wave of the current element flies 12 m one way and hits everything in its line
A sword wave of the current element flies 12 m one way and hits everything in its line. Nothing leaves the hero's hand, so Attuned Slash stays usable.

Flame LungeSpellblade · Lunges 5 m along the aim and leaves a fire trail for 3 s: enemies touching it, or…
Lunges 5 m along the aim and leaves a fire trail for 3 s: enemies touching it, or standing right beside it, take 7 per second.

AttuneSpellblade · Switches the element and its stance: fire +10% damage, frost 20% less damage taken, storm…
Switches the element and its stance: fire +10% damage, frost 20% less damage taken, storm +15% move speed. Only 0.5 s between switches.

Elemental StormSpellblade · For 8 s, every ally gets all three stance bonuses at once
For 8 s, every ally gets all three stance bonuses at once. Once per fight.

SparkStormcaller · Three crackling orbs in a spread
Three crackling orbs in a spread.

Called InStormcaller · Sky strike lands 1 s later where aimed (3 m)
Sky strike lands 1 s later where aimed (3 m).

Static FieldStormcaller · Zone (4 m, 5 s) zapping the boss
Zone (4 m, 5 s) zapping the boss; allies inside get +20% critical strike chance.

GaleStormcaller · Allies within 8 m move 25% faster for 4 s
Allies within 8 m move 25% faster for 4 s.

Storm FrontStormcaller · Resets every ally's global move cooldowns (roll, dash, blink, immunity)
Resets every ally's global move cooldowns (roll, dash, blink, immunity); for 8 s every ally also moves 40% faster. Once per fight.

Lightning BoltTotem Shaman · Bolt, 20 m, for 13
Bolt, 20 m, for 13; if another enemy is nearby, it also arcs to it for 8 (not counted in the DPS).

Wasp TotemTotem Shaman · Totem 6 m ahead, spawns wasps for 5 s (9 per second)
Totem 6 m ahead, spawns wasps for 5 s (9 per second).

Spirit WalkTotem Shaman · For 3 s, a spirit form: 30% faster, hitting everything around the hero once per second…
For 3 s, a spirit form: 30% faster, hitting everything around the hero once per second (about 13 per hit). No damage reduction.

Renewal TotemTotem Shaman · Totem for 8 s: heals 4 per second to allies within 6 m
Totem for 8 s: heals 4 per second to allies within 6 m.

Ancestor TotemTotem Shaman · Totem for 8 s: allies within 8 m take 20% less damage and heal 5 per second
Totem for 8 s: allies within 8 m take 20% less damage and heal 5 per second. Once per fight.
