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Scripts of Power · Wiki

Spells

244 verified entries.

Every spell has a rank table with its unmodified cost, recovery, damage or power, reach and effect. Follow its hero link to the starting kit, or its passive links to upgrades that affect that spell.

Rune-blade

SlashRune-blade · Basic · strike
Hero: Rune-bladeSchool: BasicMaximum rank: 1Starting spell: Yes

Available in this hero’s starting kit.

Hits the tile right ahead for 8.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
10—81Hits the tile right ahead for 8.
LungeRune-blade · Edge · strike
Hero: Rune-bladeSchool: EdgeMaximum rank: 10Starting spell: Yes

Available in this hero’s starting kit.

Rushes up to 2 tiles straight ahead to the first creature and hits it for 8. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
11282Rushes up to 2 tiles straight ahead to the first creature and hits it for 8. Ready again every 2 turns.
212102Rushes up to 2 tiles straight ahead to the first creature and hits it for 10. Ready again every 2 turns.
312132Rushes up to 2 tiles straight ahead to the first creature and hits it for 13. Ready again every 2 turns.
412152Rushes up to 2 tiles straight ahead to the first creature and hits it for 15. Ready again every 2 turns.
512182Rushes up to 2 tiles straight ahead to the first creature and hits it for 18. Ready again every 2 turns.
612203Rushes up to 3 tiles straight ahead to the first creature and hits it for 20. Ready again every 2 turns.
712223Rushes up to 3 tiles straight ahead to the first creature and hits it for 22. Ready again every 2 turns.
812253Rushes up to 3 tiles straight ahead to the first creature and hits it for 25. Ready again every 2 turns.
912273Rushes up to 3 tiles straight ahead to the first creature and hits it for 27. Ready again every 2 turns.
1012303Rushes up to 3 tiles straight ahead to the first creature and hits it for 30. Ready again every 2 turns.
SweepRune-blade · Edge · cleave
Hero: Rune-bladeSchool: EdgeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the three tiles in front of you for 7. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
11271Hits the three tiles in front of you for 7. Ready again every 2 turns.
21291Hits the three tiles in front of you for 9. Ready again every 2 turns.
312111Hits the three tiles in front of you for 11. Ready again every 2 turns.
412131Hits the three tiles in front of you for 13. Ready again every 2 turns.
512151Hits the three tiles in front of you for 15. Ready again every 2 turns.
612181Hits the three tiles in front of you for 18. Ready again every 2 turns.
712201Hits the three tiles in front of you for 20. Ready again every 2 turns.
812221Hits the three tiles in front of you for 22. Ready again every 2 turns.
912241Hits the three tiles in front of you for 24. Ready again every 2 turns.
1012261Hits the three tiles in front of you for 26. Ready again every 2 turns.
ThrustRune-blade · Edge · bolt
Hero: Rune-bladeSchool: EdgeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 2 tiles ahead for 8, and goes on through 1 more. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
11282Hits the first creature up to 2 tiles ahead for 8, and goes on through 1 more. Ready again every 2 turns.
212102Hits the first creature up to 2 tiles ahead for 10, and goes on through 1 more. Ready again every 2 turns.
312132Hits the first creature up to 2 tiles ahead for 13, and goes on through 1 more. Ready again every 2 turns.
412152Hits the first creature up to 2 tiles ahead for 15, and goes on through 1 more. Ready again every 2 turns.
512182Hits the first creature up to 2 tiles ahead for 18, and goes on through 1 more. Ready again every 2 turns.
612202Hits the first creature up to 2 tiles ahead for 20, and goes on through 1 more. Ready again every 2 turns.
712222Hits the first creature up to 2 tiles ahead for 22, and goes on through 1 more. Ready again every 2 turns.
812252Hits the first creature up to 2 tiles ahead for 25, and goes on through 1 more. Ready again every 2 turns.
912272Hits the first creature up to 2 tiles ahead for 27, and goes on through 1 more. Ready again every 2 turns.
1012302Hits the first creature up to 2 tiles ahead for 30, and goes on through 1 more. Ready again every 2 turns.
WhirlwindRune-blade · Edge · ring
Hero: Rune-bladeSchool: EdgeMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits all eight tiles around you for 7. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12371Hits all eight tiles around you for 7. Ready again every 3 turns.
22391Hits all eight tiles around you for 9. Ready again every 3 turns.
323111Hits all eight tiles around you for 11. Ready again every 3 turns.
423131Hits all eight tiles around you for 13. Ready again every 3 turns.
523151Hits all eight tiles around you for 15. Ready again every 3 turns.
Reaping cutRune-blade · Edge · strike
Hero: Rune-bladeSchool: EdgeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 14. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
124141Hits the tile right ahead for 14. Ready again every 4 turns.
224181Hits the tile right ahead for 18. Ready again every 4 turns.
324221Hits the tile right ahead for 22. Ready again every 4 turns.
424271Hits the tile right ahead for 27. Ready again every 4 turns.
524311Hits the tile right ahead for 31. Ready again every 4 turns.
624351Hits the tile right ahead for 35. Ready again every 4 turns.
724391Hits the tile right ahead for 39. Ready again every 4 turns.
824431Hits the tile right ahead for 43. Ready again every 4 turns.
924481Hits the tile right ahead for 48. Ready again every 4 turns.
1024521Hits the tile right ahead for 52. Ready again every 4 turns.
Spear formRune-blade · Edge · bolt
Hero: Rune-bladeSchool: EdgeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 3 tiles ahead for 7.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
11—73Hits the first creature up to 3 tiles ahead for 7.
21—93Hits the first creature up to 3 tiles ahead for 9.
31—113Hits the first creature up to 3 tiles ahead for 11.
41—133Hits the first creature up to 3 tiles ahead for 13.
51—153Hits the first creature up to 3 tiles ahead for 15.
61—183Hits the first creature up to 3 tiles ahead for 18.
71—203Hits the first creature up to 3 tiles ahead for 20.
81—224Hits the first creature up to 4 tiles ahead for 22.
91—244Hits the first creature up to 4 tiles ahead for 24.
101—264Hits the first creature up to 4 tiles ahead for 26.
Leap cutRune-blade · Edge · cleave
Hero: Rune-bladeSchool: EdgeMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Jump up to 2 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits the three tiles in front of you for 6. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12362Jump up to 2 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits the three tiles in front of you for 6. Ready again every 3 turns.
22382Jump up to 2 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits the three tiles in front of you for 8. Ready again every 3 turns.
323102Jump up to 2 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits the three tiles in front of you for 10. Ready again every 3 turns.
423112Jump up to 2 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits the three tiles in front of you for 11. Ready again every 3 turns.
523132Jump up to 2 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits the three tiles in front of you for 13. Ready again every 3 turns.
ExecutionerRune-blade · Edge · strike
Hero: Rune-bladeSchool: EdgeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 6. +100% against a creature under half its HP. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12361Hits the tile right ahead for 6. +100% against a creature under half its HP. Ready again every 3 turns.
22381Hits the tile right ahead for 8. +100% against a creature under half its HP. Ready again every 3 turns.
323101Hits the tile right ahead for 10. +100% against a creature under half its HP. Ready again every 3 turns.
423111Hits the tile right ahead for 11. +100% against a creature under half its HP. Ready again every 3 turns.
523131Hits the tile right ahead for 13. +100% against a creature under half its HP. Ready again every 3 turns.
623151Hits the tile right ahead for 15. +100% against a creature under half its HP. Ready again every 3 turns.
723171Hits the tile right ahead for 17. +100% against a creature under half its HP. Ready again every 3 turns.
823191Hits the tile right ahead for 19. +100% against a creature under half its HP. Ready again every 3 turns.
923201Hits the tile right ahead for 20. +100% against a creature under half its HP. Ready again every 3 turns.
1023221Hits the tile right ahead for 22. +100% against a creature under half its HP. Ready again every 3 turns.
Bleeding cutRune-blade · Edge · strike
Hero: Rune-bladeSchool: EdgeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 4. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
10241Hits the tile right ahead for 4. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.
20251Hits the tile right ahead for 5. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.
30261Hits the tile right ahead for 6. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.
40281Hits the tile right ahead for 8. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.
50291Hits the tile right ahead for 9. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.
602101Hits the tile right ahead for 10. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.
702111Hits the tile right ahead for 11. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.
802121Hits the tile right ahead for 12. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.
902141Hits the tile right ahead for 14. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.
1002151Hits the tile right ahead for 15. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.
HamstringRune-blade · Edge · strike
Hero: Rune-bladeSchool: EdgeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 5. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
11251Hits the tile right ahead for 5. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.
21271Hits the tile right ahead for 7. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.
31281Hits the tile right ahead for 8. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.
412101Hits the tile right ahead for 10. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.
512111Hits the tile right ahead for 11. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.
612131Hits the tile right ahead for 13. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.
712141Hits the tile right ahead for 14. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.
812161Hits the tile right ahead for 16. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.
912171Hits the tile right ahead for 17. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.
1012191Hits the tile right ahead for 19. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.
Pommel strikeRune-blade · Edge · strike
Hero: Rune-bladeSchool: EdgeMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 3. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Knocks it 1 tile back. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
10331Hits the tile right ahead for 3. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Knocks it 1 tile back. Ready again every 3 turns.
20341Hits the tile right ahead for 4. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Knocks it 1 tile back. Ready again every 3 turns.
30351Hits the tile right ahead for 5. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Knocks it 1 tile back. Ready again every 3 turns.
40361Hits the tile right ahead for 6. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Knocks it 1 tile back. Ready again every 3 turns.
50371Hits the tile right ahead for 7. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Knocks it 1 tile back. Ready again every 3 turns.
CrescentRune-blade · Edge · nova
Hero: Rune-bladeSchool: EdgeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits every creature within 1 steps for 6. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12261Hits every creature within 1 steps for 6. Ready again every 2 turns.
22281Hits every creature within 1 steps for 8. Ready again every 2 turns.
322101Hits every creature within 1 steps for 10. Ready again every 2 turns.
422111Hits every creature within 1 steps for 11. Ready again every 2 turns.
522131Hits every creature within 1 steps for 13. Ready again every 2 turns.
622151Hits every creature within 1 steps for 15. Ready again every 2 turns.
722171Hits every creature within 1 steps for 17. Ready again every 2 turns.
822191Hits every creature within 1 steps for 19. Ready again every 2 turns.
922201Hits every creature within 1 steps for 20. Ready again every 2 turns.
1022221Hits every creature within 1 steps for 22. Ready again every 2 turns.
Wide arcRune-blade · Edge · cleave
Hero: Rune-bladeSchool: EdgeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the three tiles in front of you for 6. Also hits every creature next to it, for half. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12361Hits the three tiles in front of you for 6. Also hits every creature next to it, for half. Ready again every 3 turns.
22381Hits the three tiles in front of you for 8. Also hits every creature next to it, for half. Ready again every 3 turns.
323101Hits the three tiles in front of you for 10. Also hits every creature next to it, for half. Ready again every 3 turns.
423111Hits the three tiles in front of you for 11. Also hits every creature next to it, for half. Ready again every 3 turns.
523131Hits the three tiles in front of you for 13. Also hits every creature next to it, for half. Ready again every 3 turns.
623151Hits the three tiles in front of you for 15. Also hits every creature next to it, for half. Ready again every 3 turns.
723171Hits the three tiles in front of you for 17. Also hits every creature next to it, for half. Ready again every 3 turns.
823191Hits the three tiles in front of you for 19. Also hits every creature next to it, for half. Ready again every 3 turns.
923201Hits the three tiles in front of you for 20. Also hits every creature next to it, for half. Ready again every 3 turns.
1023221Hits the three tiles in front of you for 22. Also hits every creature next to it, for half. Ready again every 3 turns.
Flying bladeRune-blade · Edge · bolt
Hero: Rune-bladeSchool: EdgeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 5. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
11255Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 5. Ready again every 2 turns.
21275Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 7. Ready again every 2 turns.
31285Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 8. Ready again every 2 turns.
412105Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 10. Ready again every 2 turns.
512115Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 11. Ready again every 2 turns.
612135Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 13. Ready again every 2 turns.
712145Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 14. Ready again every 2 turns.
812165Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 16. Ready again every 2 turns.
912175Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 17. Ready again every 2 turns.
1012195Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 19. Ready again every 2 turns.
Rushing sweepRune-blade · Edge · cleave
Hero: Rune-bladeSchool: EdgeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Rushes up to 2 tiles straight ahead to the first creature (nothing happens if none is in line), then: Hits the three tiles in front of you for 6. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12362Rushes up to 2 tiles straight ahead to the first creature (nothing happens if none is in line), then: Hits the three tiles in front of you for 6. Ready again every 3 turns.
22382Rushes up to 2 tiles straight ahead to the first creature (nothing happens if none is in line), then: Hits the three tiles in front of you for 8. Ready again every 3 turns.
323102Rushes up to 2 tiles straight ahead to the first creature (nothing happens if none is in line), then: Hits the three tiles in front of you for 10. Ready again every 3 turns.
423112Rushes up to 2 tiles straight ahead to the first creature (nothing happens if none is in line), then: Hits the three tiles in front of you for 11. Ready again every 3 turns.
523132Rushes up to 2 tiles straight ahead to the first creature (nothing happens if none is in line), then: Hits the three tiles in front of you for 13. Ready again every 3 turns.
623152Rushes up to 2 tiles straight ahead to the first creature (nothing happens if none is in line), then: Hits the three tiles in front of you for 15. Ready again every 3 turns.
723172Rushes up to 2 tiles straight ahead to the first creature (nothing happens if none is in line), then: Hits the three tiles in front of you for 17. Ready again every 3 turns.
823192Rushes up to 2 tiles straight ahead to the first creature (nothing happens if none is in line), then: Hits the three tiles in front of you for 19. Ready again every 3 turns.
923202Rushes up to 2 tiles straight ahead to the first creature (nothing happens if none is in line), then: Hits the three tiles in front of you for 20. Ready again every 3 turns.
1023222Rushes up to 2 tiles straight ahead to the first creature (nothing happens if none is in line), then: Hits the three tiles in front of you for 22. Ready again every 3 turns.
Run-throughRune-blade · Edge · bolt
Hero: Rune-bladeSchool: EdgeMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Rushes up to 3 tiles straight ahead to the first creature (nothing happens if none is in line), then: Hits the first creature up to 3 tiles ahead for 7, and goes on through 1 more. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12373Rushes up to 3 tiles straight ahead to the first creature (nothing happens if none is in line), then: Hits the first creature up to 3 tiles ahead for 7, and goes on through 1 more. Ready again every 3 turns.
22393Rushes up to 3 tiles straight ahead to the first creature (nothing happens if none is in line), then: Hits the first creature up to 3 tiles ahead for 9, and goes on through 1 more. Ready again every 3 turns.
323113Rushes up to 3 tiles straight ahead to the first creature (nothing happens if none is in line), then: Hits the first creature up to 3 tiles ahead for 11, and goes on through 1 more. Ready again every 3 turns.
423133Rushes up to 3 tiles straight ahead to the first creature (nothing happens if none is in line), then: Hits the first creature up to 3 tiles ahead for 13, and goes on through 1 more. Ready again every 3 turns.
523153Rushes up to 3 tiles straight ahead to the first creature (nothing happens if none is in line), then: Hits the first creature up to 3 tiles ahead for 15, and goes on through 1 more. Ready again every 3 turns.
NeedlepointRune-blade · Edge · strike
Hero: Rune-bladeSchool: EdgeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 2 ahead for 12. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
113122Hits the tile 2 ahead for 12. Ready again every 3 turns.
213162Hits the tile 2 ahead for 16. Ready again every 3 turns.
313192Hits the tile 2 ahead for 19. Ready again every 3 turns.
413232Hits the tile 2 ahead for 23. Ready again every 3 turns.
513262Hits the tile 2 ahead for 26. Ready again every 3 turns.
613302Hits the tile 2 ahead for 30. Ready again every 3 turns.
713342Hits the tile 2 ahead for 34. Ready again every 3 turns.
813372Hits the tile 2 ahead for 37. Ready again every 3 turns.
913412Hits the tile 2 ahead for 41. Ready again every 3 turns.
1013442Hits the tile 2 ahead for 44. Ready again every 3 turns.
DisarmRune-blade · Edge · strike
Hero: Rune-bladeSchool: EdgeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 4. Its attacks do half damage for 2 turns. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
11341Hits the tile right ahead for 4. Its attacks do half damage for 2 turns. Ready again every 3 turns.
21351Hits the tile right ahead for 5. Its attacks do half damage for 2 turns. Ready again every 3 turns.
31361Hits the tile right ahead for 6. Its attacks do half damage for 2 turns. Ready again every 3 turns.
41381Hits the tile right ahead for 8. Its attacks do half damage for 2 turns. Ready again every 3 turns.
51391Hits the tile right ahead for 9. Its attacks do half damage for 2 turns. Ready again every 3 turns.
613101Hits the tile right ahead for 10. Its attacks do half damage for 2 turns. Ready again every 3 turns.
713111Hits the tile right ahead for 11. Its attacks do half damage for 2 turns. Ready again every 3 turns.
813121Hits the tile right ahead for 12. Its attacks do half damage for 2 turns. Ready again every 3 turns.
913141Hits the tile right ahead for 14. Its attacks do half damage for 2 turns. Ready again every 3 turns.
1013151Hits the tile right ahead for 15. Its attacks do half damage for 2 turns. Ready again every 3 turns.
Cross cutRune-blade · Edge · cross
Hero: Rune-bladeSchool: EdgeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits along all four lines, 2 tiles each, for 5. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12352Hits along all four lines, 2 tiles each, for 5. Ready again every 3 turns.
22372Hits along all four lines, 2 tiles each, for 7. Ready again every 3 turns.
32382Hits along all four lines, 2 tiles each, for 8. Ready again every 3 turns.
423102Hits along all four lines, 2 tiles each, for 10. Ready again every 3 turns.
523112Hits along all four lines, 2 tiles each, for 11. Ready again every 3 turns.
623132Hits along all four lines, 2 tiles each, for 13. Ready again every 3 turns.
723142Hits along all four lines, 2 tiles each, for 14. Ready again every 3 turns.
823162Hits along all four lines, 2 tiles each, for 16. Ready again every 3 turns.
923172Hits along all four lines, 2 tiles each, for 17. Ready again every 3 turns.
1023192Hits along all four lines, 2 tiles each, for 19. Ready again every 3 turns.
Blade danceRune-blade · Edge · ring
Hero: Rune-bladeSchool: EdgeMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits all eight tiles around you for 3. Ready again every 6 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13631Hits all eight tiles around you for 3. Ready again every 6 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 2 turns.
23641Hits all eight tiles around you for 4. Ready again every 6 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 2 turns.
33651Hits all eight tiles around you for 5. Ready again every 6 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 2 turns.
43661Hits all eight tiles around you for 6. Ready again every 6 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 2 turns.
53671Hits all eight tiles around you for 7. Ready again every 6 turns. The ground keeps hurting any creature standing there for 4 at the end of each turn, 2 turns.
Thunder bladeRune-blade · Charge · strike
Hero: Rune-bladeSchool: ChargeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 16. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
132161Hits the tile right ahead for 16. Ready again every 2 turns.
232211Hits the tile right ahead for 21. Ready again every 2 turns.
332261Hits the tile right ahead for 26. Ready again every 2 turns.
432301Hits the tile right ahead for 30. Ready again every 2 turns.
532351Hits the tile right ahead for 35. Ready again every 2 turns.
632401Hits the tile right ahead for 40. Ready again every 2 turns.
732451Hits the tile right ahead for 45. Ready again every 2 turns.
832501Hits the tile right ahead for 50. Ready again every 2 turns.
932541Hits the tile right ahead for 54. Ready again every 2 turns.
1032591Hits the tile right ahead for 59. Ready again every 2 turns.
Hammer runeRune-blade · Charge · strike
Hero: Rune-bladeSchool: ChargeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 8. Knocks it 2 tiles back. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12281Hits the tile right ahead for 8. Knocks it 2 tiles back. Ready again every 2 turns.
222101Hits the tile right ahead for 10. Knocks it 2 tiles back. Ready again every 2 turns.
322131Hits the tile right ahead for 13. Knocks it 2 tiles back. Ready again every 2 turns.
422151Hits the tile right ahead for 15. Knocks it 2 tiles back. Ready again every 2 turns.
522181Hits the tile right ahead for 18. Knocks it 2 tiles back. Ready again every 2 turns.
622201Hits the tile right ahead for 20. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Knocks it 2 tiles back. Ready again every 2 turns.
722221Hits the tile right ahead for 22. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Knocks it 2 tiles back. Ready again every 2 turns.
822251Hits the tile right ahead for 25. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Knocks it 2 tiles back. Ready again every 2 turns.
922271Hits the tile right ahead for 27. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Knocks it 2 tiles back. Ready again every 2 turns.
1022301Hits the tile right ahead for 30. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Knocks it 2 tiles back. Ready again every 2 turns.
Arc runeRune-blade · Charge · strike
Hero: Rune-bladeSchool: ChargeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 9. Also hits every creature next to it, for half. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12291Hits the tile right ahead for 9. Also hits every creature next to it, for half. Ready again every 2 turns.
222121Hits the tile right ahead for 12. Also hits every creature next to it, for half. Ready again every 2 turns.
322141Hits the tile right ahead for 14. Also hits every creature next to it, for half. Ready again every 2 turns.
422171Hits the tile right ahead for 17. Also hits every creature next to it, for half. Ready again every 2 turns.
522201Hits the tile right ahead for 20. Also hits every creature next to it, for half. Ready again every 2 turns.
622231Hits the tile right ahead for 23. Also hits every creature next to it, for half. Ready again every 2 turns.
722251Hits the tile right ahead for 25. Also hits every creature next to it, for half. Ready again every 2 turns.
822281Hits the tile right ahead for 28. Also hits every creature next to it, for half. Ready again every 2 turns.
922311Hits the tile right ahead for 31. Also hits every creature next to it, for half. Ready again every 2 turns.
1022331Hits the tile right ahead for 33. Also hits every creature next to it, for half. Ready again every 2 turns.
Rune throwRune-blade · Charge · bolt
Hero: Rune-bladeSchool: ChargeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 4 tiles ahead for 9. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12294Hits the first creature up to 4 tiles ahead for 9. Ready again every 2 turns.
222124Hits the first creature up to 4 tiles ahead for 12. Ready again every 2 turns.
322144Hits the first creature up to 4 tiles ahead for 14. Ready again every 2 turns.
422174Hits the first creature up to 4 tiles ahead for 17. Ready again every 2 turns.
522204Hits the first creature up to 4 tiles ahead for 20. Ready again every 2 turns.
622234Hits the first creature up to 4 tiles ahead for 23. Ready again every 2 turns.
722254Hits the first creature up to 4 tiles ahead for 25. Ready again every 2 turns.
822284Hits the first creature up to 4 tiles ahead for 28. Ready again every 2 turns.
922314Hits the first creature up to 4 tiles ahead for 31. Ready again every 2 turns.
1022334Hits the first creature up to 4 tiles ahead for 33. Ready again every 2 turns.
ShockwaveRune-blade · Charge · cross
Hero: Rune-bladeSchool: ChargeMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits along all four lines, 2 tiles each, for 8. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13482Hits along all four lines, 2 tiles each, for 8. Ready again every 4 turns.
234102Hits along all four lines, 2 tiles each, for 10. Ready again every 4 turns.
334132Hits along all four lines, 2 tiles each, for 13. Ready again every 4 turns.
434152Hits along all four lines, 2 tiles each, for 15. Ready again every 4 turns.
534182Hits along all four lines, 2 tiles each, for 18. Ready again every 4 turns.
Hook runeRune-blade · Charge · bolt
Hero: Rune-bladeSchool: ChargeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 4 tiles ahead for 4. Drags it up to 3 tiles toward you. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
11344Hits the first creature up to 4 tiles ahead for 4. Drags it up to 3 tiles toward you. Ready again every 3 turns.
21354Hits the first creature up to 4 tiles ahead for 5. Drags it up to 3 tiles toward you. Ready again every 3 turns.
31364Hits the first creature up to 4 tiles ahead for 6. Drags it up to 3 tiles toward you. Ready again every 3 turns.
41384Hits the first creature up to 4 tiles ahead for 8. Drags it up to 3 tiles toward you. Ready again every 3 turns.
51394Hits the first creature up to 4 tiles ahead for 9. Drags it up to 3 tiles toward you. Ready again every 3 turns.
613104Hits the first creature up to 4 tiles ahead for 10. Drags it up to 3 tiles toward you. Ready again every 3 turns.
713114Hits the first creature up to 4 tiles ahead for 11. Drags it up to 3 tiles toward you. Ready again every 3 turns.
813124Hits the first creature up to 4 tiles ahead for 12. Drags it up to 3 tiles toward you. Ready again every 3 turns.
913144Hits the first creature up to 4 tiles ahead for 14. Drags it up to 3 tiles toward you. Ready again every 3 turns.
1013154Hits the first creature up to 4 tiles ahead for 15. Drags it up to 3 tiles toward you. Ready again every 3 turns.
Spark tapRune-blade · Charge · strike
Hero: Rune-bladeSchool: ChargeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 5. Then jumps to one more creature within 2 steps, for a little less.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
10—51Hits the tile right ahead for 5. Then jumps to one more creature within 2 steps, for a little less.
20—71Hits the tile right ahead for 7. Then jumps to one more creature within 2 steps, for a little less.
30—81Hits the tile right ahead for 8. Then jumps to one more creature within 2 steps, for a little less.
40—101Hits the tile right ahead for 10. Then jumps to one more creature within 2 steps, for a little less.
50—111Hits the tile right ahead for 11. Then jumps to one more creature within 2 steps, for a little less.
60—131Hits the tile right ahead for 13. Then jumps to one more creature within 2 steps, for a little less.
70—141Hits the tile right ahead for 14. Then jumps to one more creature within 2 steps, for a little less.
80—161Hits the tile right ahead for 16. Then jumps to one more creature within 2 steps, for a little less.
90—171Hits the tile right ahead for 17. Then jumps to one more creature within 2 steps, for a little less.
100—191Hits the tile right ahead for 19. Then jumps to one more creature within 2 steps, for a little less.
Rune trapRune-blade · Charge · strike
Hero: Rune-bladeSchool: ChargeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 3 ahead and the four tiles next to it for 14. It lands after the creatures act next turn. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
124143Hits the tile 3 ahead and the four tiles next to it for 14. It lands after the creatures act next turn. Ready again every 4 turns.
224183Hits the tile 3 ahead and the four tiles next to it for 18. It lands after the creatures act next turn. Ready again every 4 turns.
324223Hits the tile 3 ahead and the four tiles next to it for 22. It lands after the creatures act next turn. Ready again every 4 turns.
424273Hits the tile 3 ahead and the four tiles next to it for 27. It lands after the creatures act next turn. Ready again every 4 turns.
524313Hits the tile 3 ahead and the four tiles next to it for 31. It lands after the creatures act next turn. Ready again every 4 turns.
624353Hits the tile 3 ahead and the four tiles next to it for 35. It lands after the creatures act next turn. Ready again every 4 turns.
724393Hits the tile 3 ahead and the four tiles next to it for 39. It lands after the creatures act next turn. Ready again every 4 turns.
824433Hits the tile 3 ahead and the four tiles next to it for 43. It lands after the creatures act next turn. Ready again every 4 turns.
924483Hits the tile 3 ahead and the four tiles next to it for 48. It lands after the creatures act next turn. Ready again every 4 turns.
1024523Hits the tile 3 ahead and the four tiles next to it for 52. It lands after the creatures act next turn. Ready again every 4 turns.
Rune spikeRune-blade · Charge · strike
Hero: Rune-bladeSchool: ChargeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 10 on that tile. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
124101Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 10 on that tile. Ready again every 4 turns.
224131Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 13 on that tile. Ready again every 4 turns.
324161Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 16 on that tile. Ready again every 4 turns.
424191Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 19 on that tile. Ready again every 4 turns.
524221Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 22 on that tile. Ready again every 4 turns.
624251Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 25 on that tile. Ready again every 4 turns.
724281Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 28 on that tile. Ready again every 4 turns.
824311Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 31 on that tile. Ready again every 4 turns.
924341Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 34 on that tile. Ready again every 4 turns.
1024371Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 37 on that tile. Ready again every 4 turns.
Overload cutRune-blade · Charge · strike
Hero: Rune-bladeSchool: ChargeMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 36. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
165361Hits the tile right ahead for 36. Ready again every 5 turns.
265471Hits the tile right ahead for 47. Ready again every 5 turns.
365581Hits the tile right ahead for 58. Ready again every 5 turns.
465681Hits the tile right ahead for 68. Ready again every 5 turns.
565791Hits the tile right ahead for 79. Ready again every 5 turns.
Thunder lungeRune-blade · Charge · strike
Hero: Rune-bladeSchool: ChargeMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Rushes up to 3 tiles straight ahead to the first creature and hits it for 10. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
134103Rushes up to 3 tiles straight ahead to the first creature and hits it for 10. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
234133Rushes up to 3 tiles straight ahead to the first creature and hits it for 13. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
334163Rushes up to 3 tiles straight ahead to the first creature and hits it for 16. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
434193Rushes up to 3 tiles straight ahead to the first creature and hits it for 19. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
534223Rushes up to 3 tiles straight ahead to the first creature and hits it for 22. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
Chain lashRune-blade · Charge · bolt
Hero: Rune-bladeSchool: ChargeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 3 tiles ahead for 6. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12263Hits the first creature up to 3 tiles ahead for 6. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 2 turns.
22283Hits the first creature up to 3 tiles ahead for 8. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 2 turns.
322103Hits the first creature up to 3 tiles ahead for 10. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 2 turns.
422113Hits the first creature up to 3 tiles ahead for 11. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 2 turns.
522133Hits the first creature up to 3 tiles ahead for 13. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 2 turns.
622153Hits the first creature up to 3 tiles ahead for 15. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 2 turns.
722173Hits the first creature up to 3 tiles ahead for 17. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 2 turns.
822193Hits the first creature up to 3 tiles ahead for 19. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 2 turns.
922203Hits the first creature up to 3 tiles ahead for 20. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 2 turns.
1022223Hits the first creature up to 3 tiles ahead for 22. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 2 turns.
Rune leapRune-blade · Charge · ring
Hero: Rune-bladeSchool: ChargeMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Jump up to 3 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits all eight tiles around you for 5. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13453Jump up to 3 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits all eight tiles around you for 5. Ready again every 4 turns.
23473Jump up to 3 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits all eight tiles around you for 7. Ready again every 4 turns.
33483Jump up to 3 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits all eight tiles around you for 8. Ready again every 4 turns.
434103Jump up to 3 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits all eight tiles around you for 10. Ready again every 4 turns.
534113Jump up to 3 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits all eight tiles around you for 11. Ready again every 4 turns.
Charged floorRune-blade · Charge · ring
Hero: Rune-bladeSchool: ChargeMaximum rank: 6Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits all eight tiles around you for 2. Ready again every 5 turns. The ground keeps hurting any creature standing there for 1 at the end of each turn, 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12521Hits all eight tiles around you for 2. Ready again every 5 turns. The ground keeps hurting any creature standing there for 1 at the end of each turn, 2 turns.
22531Hits all eight tiles around you for 3. Ready again every 5 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 2 turns.
32541Hits all eight tiles around you for 4. Ready again every 5 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 2 turns.
42551Hits all eight tiles around you for 5. Ready again every 5 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 2 turns.
52561Hits all eight tiles around you for 6. Ready again every 5 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 2 turns.
62571Hits all eight tiles around you for 7. Ready again every 5 turns. The ground keeps hurting any creature standing there for 4 at the end of each turn, 2 turns.
Magnet runeRune-blade · Charge · nova
Hero: Rune-bladeSchool: ChargeMaximum rank: 3Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits every creature within 2 steps for 2. Drags it up to 1 tile toward you. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12422Hits every creature within 2 steps for 2. Drags it up to 1 tile toward you. Ready again every 4 turns.
22432Hits every creature within 2 steps for 3. Drags it up to 1 tile toward you. Ready again every 4 turns.
32442Hits every creature within 2 steps for 4. Drags it up to 1 tile toward you. Ready again every 4 turns.
Ricochet runeRune-blade · Charge · bolt
Hero: Rune-bladeSchool: ChargeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 4 tiles ahead for 6. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
11264Hits the first creature up to 4 tiles ahead for 6. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.
21284Hits the first creature up to 4 tiles ahead for 8. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.
312104Hits the first creature up to 4 tiles ahead for 10. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.
412114Hits the first creature up to 4 tiles ahead for 11. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.
512134Hits the first creature up to 4 tiles ahead for 13. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.
612154Hits the first creature up to 4 tiles ahead for 15. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.
712174Hits the first creature up to 4 tiles ahead for 17. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.
812194Hits the first creature up to 4 tiles ahead for 19. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.
912204Hits the first creature up to 4 tiles ahead for 20. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.
1012224Hits the first creature up to 4 tiles ahead for 22. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.
Discharge runeRune-blade · Charge · nova
Hero: Rune-bladeSchool: ChargeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits every creature within 2 steps for 6. +50% against a creature under half its HP. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
14462Hits every creature within 2 steps for 6. +50% against a creature under half its HP. Ready again every 4 turns.
24482Hits every creature within 2 steps for 8. +50% against a creature under half its HP. Ready again every 4 turns.
344102Hits every creature within 2 steps for 10. +50% against a creature under half its HP. Ready again every 4 turns.
444112Hits every creature within 2 steps for 11. +50% against a creature under half its HP. Ready again every 4 turns.
544132Hits every creature within 2 steps for 13. +50% against a creature under half its HP. Ready again every 4 turns.
644152Hits every creature within 2 steps for 15. +50% against a creature under half its HP. Ready again every 4 turns.
744172Hits every creature within 2 steps for 17. +50% against a creature under half its HP. Ready again every 4 turns.
844192Hits every creature within 2 steps for 19. +50% against a creature under half its HP. Ready again every 4 turns.
944202Hits every creature within 2 steps for 20. +50% against a creature under half its HP. Ready again every 4 turns.
1044222Hits every creature within 2 steps for 22. +50% against a creature under half its HP. Ready again every 4 turns.
Rune flareRune-blade · Charge · cross
Hero: Rune-bladeSchool: ChargeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits along all four lines, 3 tiles each, for 4. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12343Hits along all four lines, 3 tiles each, for 4. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.
22353Hits along all four lines, 3 tiles each, for 5. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.
32363Hits along all four lines, 3 tiles each, for 6. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.
42383Hits along all four lines, 3 tiles each, for 8. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.
52393Hits along all four lines, 3 tiles each, for 9. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.
623103Hits along all four lines, 3 tiles each, for 10. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.
723113Hits along all four lines, 3 tiles each, for 11. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.
823123Hits along all four lines, 3 tiles each, for 12. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.
923143Hits along all four lines, 3 tiles each, for 14. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.
1023153Hits along all four lines, 3 tiles each, for 15. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.
Humming stoneRune-blade · Charge · summon
Hero: Rune-bladeSchool: ChargeMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a humming stone next to you for 5 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 4. Ready again every 7 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1374—Calls a humming stone next to you for 5 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 4. Ready again every 7 turns.
2375—Calls a humming stone next to you for 5 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 5. Ready again every 7 turns.
3376—Calls a humming stone next to you for 5 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 6. Ready again every 7 turns.
4378—Calls a humming stone next to you for 5 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 8. Ready again every 7 turns.
5379—Calls a humming stone next to you for 5 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 9. Ready again every 7 turns.
63710—Calls a humming stone next to you for 5 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 10. Ready again every 7 turns.
73711—Calls a humming stone next to you for 5 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 11. Ready again every 7 turns.
83712—Calls a humming stone next to you for 5 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 12. Ready again every 7 turns.
93714—Calls a humming stone next to you for 5 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 14. Ready again every 7 turns.
103715—Calls a humming stone next to you for 5 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 15. Ready again every 7 turns.
Twin hookRune-blade · Charge · bolt
Hero: Rune-bladeSchool: ChargeMaximum rank: 9Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 5 tiles ahead for 3. Then jumps to one more creature within 2 steps, for a little less. Drags it up to 2 tiles toward you. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
11335Hits the first creature up to 5 tiles ahead for 3. Then jumps to one more creature within 2 steps, for a little less. Drags it up to 2 tiles toward you. Ready again every 3 turns.
21345Hits the first creature up to 5 tiles ahead for 4. Then jumps to one more creature within 2 steps, for a little less. Drags it up to 2 tiles toward you. Ready again every 3 turns.
31355Hits the first creature up to 5 tiles ahead for 5. Then jumps to one more creature within 2 steps, for a little less. Drags it up to 2 tiles toward you. Ready again every 3 turns.
41365Hits the first creature up to 5 tiles ahead for 6. Then jumps to one more creature within 2 steps, for a little less. Drags it up to 2 tiles toward you. Ready again every 3 turns.
51375Hits the first creature up to 5 tiles ahead for 7. Then jumps to one more creature within 2 steps, for a little less. Drags it up to 2 tiles toward you. Ready again every 3 turns.
61385Hits the first creature up to 5 tiles ahead for 8. Then jumps to one more creature within 2 steps, for a little less. Drags it up to 2 tiles toward you. Ready again every 3 turns.
71395Hits the first creature up to 5 tiles ahead for 9. Then jumps to one more creature within 2 steps, for a little less. Drags it up to 2 tiles toward you. Ready again every 3 turns.
813105Hits the first creature up to 5 tiles ahead for 10. Then jumps to one more creature within 2 steps, for a little less. Drags it up to 2 tiles toward you. Ready again every 3 turns.
913115Hits the first creature up to 5 tiles ahead for 11. Then jumps to one more creature within 2 steps, for a little less. Drags it up to 2 tiles toward you. Ready again every 3 turns.
Ward runeRune-blade · Ward · self
Hero: Rune-bladeSchool: WardMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

A shield that absorbs 8 damage. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1258—A shield that absorbs 8 damage. Ready again every 5 turns.
22510—A shield that absorbs 10 damage. Ready again every 5 turns.
32513—A shield that absorbs 13 damage. Ready again every 5 turns.
42515—A shield that absorbs 15 damage. Ready again every 5 turns.
52518—A shield that absorbs 18 damage. Ready again every 5 turns.
62520—A shield that absorbs 20 damage. Ready again every 5 turns.
72522—A shield that absorbs 22 damage. Ready again every 5 turns.
82525—A shield that absorbs 25 damage. Ready again every 5 turns.
92527—A shield that absorbs 27 damage. Ready again every 5 turns.
102530—A shield that absorbs 30 damage. Ready again every 5 turns.
Mending runeRune-blade · Ward · self
Hero: Rune-bladeSchool: WardMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Heal 5. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1355—Heal 5. Ready again every 5 turns.
2357—Heal 7. Ready again every 5 turns.
3358—Heal 8. Ready again every 5 turns.
43510—Heal 10. Ready again every 5 turns.
53511—Heal 11. Ready again every 5 turns.
63513—Heal 13. Ready again every 5 turns.
73514—Heal 14. Ready again every 5 turns.
83516—Heal 16. Ready again every 5 turns.
93517—Heal 17. Ready again every 5 turns.
103519—Heal 19. Ready again every 5 turns.
Binding runeRune-blade · Ward · strike
Hero: Rune-bladeSchool: WardMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 4. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
11341Hits the tile right ahead for 4. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 3 turns.
21351Hits the tile right ahead for 5. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 3 turns.
31361Hits the tile right ahead for 6. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 3 turns.
41381Hits the tile right ahead for 8. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 3 turns.
51391Hits the tile right ahead for 9. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 3 turns.
Snare runeRune-blade · Ward · bolt
Hero: Rune-bladeSchool: WardMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 3 tiles ahead for 4. It cannot walk for 2 turns. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
11343Hits the first creature up to 3 tiles ahead for 4. It cannot walk for 2 turns. Ready again every 3 turns.
21353Hits the first creature up to 3 tiles ahead for 5. It cannot walk for 2 turns. Ready again every 3 turns.
31363Hits the first creature up to 3 tiles ahead for 6. It cannot walk for 2 turns. Ready again every 3 turns.
41383Hits the first creature up to 3 tiles ahead for 8. It cannot walk for 2 turns. Ready again every 3 turns.
51393Hits the first creature up to 3 tiles ahead for 9. It cannot walk for 2 turns. Ready again every 3 turns.
613103Hits the first creature up to 3 tiles ahead for 10. It cannot walk for 3 turns. Ready again every 3 turns.
713113Hits the first creature up to 3 tiles ahead for 11. It cannot walk for 3 turns. Ready again every 3 turns.
813123Hits the first creature up to 3 tiles ahead for 12. It cannot walk for 3 turns. Ready again every 3 turns.
913143Hits the first creature up to 3 tiles ahead for 14. It cannot walk for 3 turns. Ready again every 3 turns.
1013153Hits the first creature up to 3 tiles ahead for 15. It cannot walk for 3 turns. Ready again every 3 turns.
Ward pulseRune-blade · Ward · ring
Hero: Rune-bladeSchool: WardMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits all eight tiles around you for 5. Knocks it 1 tile away from you. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12351Hits all eight tiles around you for 5. Knocks it 1 tile away from you. Ready again every 3 turns.
22371Hits all eight tiles around you for 7. Knocks it 1 tile away from you. Ready again every 3 turns.
32381Hits all eight tiles around you for 8. Knocks it 1 tile away from you. Ready again every 3 turns.
423101Hits all eight tiles around you for 10. Knocks it 1 tile away from you. Ready again every 3 turns.
523111Hits all eight tiles around you for 11. Knocks it 1 tile away from you. Ready again every 3 turns.
623131Hits all eight tiles around you for 13. Knocks it 1 tile away from you. Ready again every 3 turns.
723141Hits all eight tiles around you for 14. Knocks it 1 tile away from you. Ready again every 3 turns.
823161Hits all eight tiles around you for 16. Knocks it 1 tile away from you. Ready again every 3 turns.
923171Hits all eight tiles around you for 17. Knocks it 1 tile away from you. Ready again every 3 turns.
1023191Hits all eight tiles around you for 19. Knocks it 1 tile away from you. Ready again every 3 turns.
BulwarkRune-blade · Ward · self
Hero: Rune-bladeSchool: WardMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

A shield that absorbs 12 damage. Ready again every 8 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
14812—A shield that absorbs 12 damage. Ready again every 8 turns.
24816—A shield that absorbs 16 damage. Ready again every 8 turns.
34819—A shield that absorbs 19 damage. Ready again every 8 turns.
44823—A shield that absorbs 23 damage. Ready again every 8 turns.
54826—A shield that absorbs 26 damage. Ready again every 8 turns.
64830—A shield that absorbs 30 damage. Ready again every 8 turns.
74834—A shield that absorbs 34 damage. Ready again every 8 turns.
84837—A shield that absorbs 37 damage. Ready again every 8 turns.
94841—A shield that absorbs 41 damage. Ready again every 8 turns.
104844—A shield that absorbs 44 damage. Ready again every 8 turns.
Stone sigilRune-blade · Ward · summon
Hero: Rune-bladeSchool: WardMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a rune stone next to you for 10 turns. A carved stone that stands in the way. Creatures stuck behind it hit it instead. Ready again every 6 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
126——Calls a rune stone next to you for 10 turns. A carved stone that stands in the way. Creatures stuck behind it hit it instead. Ready again every 6 turns.
226——Calls a rune stone next to you for 10 turns. A carved stone that stands in the way. Creatures stuck behind it hit it instead. Ready again every 6 turns.
326——Calls a rune stone next to you for 10 turns. A carved stone that stands in the way. Creatures stuck behind it hit it instead. Ready again every 6 turns.
426——Calls a rune stone next to you for 10 turns. A carved stone that stands in the way. Creatures stuck behind it hit it instead. Ready again every 6 turns.
526——Calls a rune stone next to you for 10 turns. A carved stone that stands in the way. Creatures stuck behind it hit it instead. Ready again every 6 turns.
Mend stoneRune-blade · Ward · summon
Hero: Rune-bladeSchool: WardMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a mending stone next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 1 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1381—Calls a mending stone next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 1 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
2381—Calls a mending stone next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 1 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
3382—Calls a mending stone next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 2 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
4382—Calls a mending stone next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 2 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
5382—Calls a mending stone next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 2 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
6383—Calls a mending stone next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 3 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
7383—Calls a mending stone next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 3 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
8383—Calls a mending stone next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 3 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
9383—Calls a mending stone next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 3 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
10384—Calls a mending stone next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 4 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
Slow mendRune-blade · Ward · self
Hero: Rune-bladeSchool: WardMaximum rank: 6Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Heal 2 at the end of each turn for 4 turns. Ready again every 6 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1262—Heal 2 at the end of each turn for 4 turns. Ready again every 6 turns.
2263—Heal 3 at the end of each turn for 4 turns. Ready again every 6 turns.
3264—Heal 4 at the end of each turn for 4 turns. Ready again every 6 turns.
4265—Heal 5 at the end of each turn for 4 turns. Ready again every 6 turns.
5266—Heal 6 at the end of each turn for 4 turns. Ready again every 6 turns.
6267—Heal 7 at the end of each turn for 4 turns. Ready again every 6 turns.
Counter brandRune-blade · Ward · strike
Hero: Rune-bladeSchool: WardMaximum rank: 6Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 2. Its attacks do half damage for 3 turns. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
11421Hits the tile right ahead for 2. Its attacks do half damage for 3 turns. Ready again every 4 turns.
21431Hits the tile right ahead for 3. Its attacks do half damage for 3 turns. Ready again every 4 turns.
31441Hits the tile right ahead for 4. Its attacks do half damage for 3 turns. Ready again every 4 turns.
41451Hits the tile right ahead for 5. Its attacks do half damage for 3 turns. Ready again every 4 turns.
51461Hits the tile right ahead for 6. Its attacks do half damage for 3 turns. Ready again every 4 turns.
61471Hits the tile right ahead for 7. Its attacks do half damage for 3 turns. Ready again every 4 turns.
Sealing crossRune-blade · Ward · cross
Hero: Rune-bladeSchool: WardMaximum rank: 2Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits along all four lines, 2 tiles each, for 1. It cannot walk for 2 turns. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13512Hits along all four lines, 2 tiles each, for 1. It cannot walk for 2 turns. Ready again every 5 turns.
23522Hits along all four lines, 2 tiles each, for 2. It cannot walk for 2 turns. Ready again every 5 turns.
RebukeRune-blade · Ward · nova
Hero: Rune-bladeSchool: WardMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits every creature within 1 steps for 4. Knocks it 2 tiles away from you. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12341Hits every creature within 1 steps for 4. Knocks it 2 tiles away from you. Ready again every 3 turns.
22351Hits every creature within 1 steps for 5. Knocks it 2 tiles away from you. Ready again every 3 turns.
32361Hits every creature within 1 steps for 6. Knocks it 2 tiles away from you. Ready again every 3 turns.
42381Hits every creature within 1 steps for 8. Knocks it 2 tiles away from you. Ready again every 3 turns.
52391Hits every creature within 1 steps for 9. Knocks it 2 tiles away from you. Ready again every 3 turns.
623101Hits every creature within 1 steps for 10. Knocks it 2 tiles away from you. Ready again every 3 turns.
723111Hits every creature within 1 steps for 11. Knocks it 2 tiles away from you. Ready again every 3 turns.
823121Hits every creature within 1 steps for 12. Knocks it 2 tiles away from you. Ready again every 3 turns.
923141Hits every creature within 1 steps for 14. Knocks it 2 tiles away from you. Ready again every 3 turns.
1023151Hits every creature within 1 steps for 15. Knocks it 2 tiles away from you. Ready again every 3 turns.
Shield hopRune-blade · Ward · self
Hero: Rune-bladeSchool: WardMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Jump up to 2 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 4 damage. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12542Jump up to 2 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 4 damage. Ready again every 5 turns.
22552Jump up to 2 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 5 damage. Ready again every 5 turns.
32562Jump up to 2 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 6 damage. Ready again every 5 turns.
42582Jump up to 2 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 8 damage. Ready again every 5 turns.
52592Jump up to 2 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 9 damage. Ready again every 5 turns.
LockdownRune-blade · Ward · bolt
Hero: Rune-bladeSchool: WardMaximum rank: 2Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 4 tiles ahead for 1. (A creature is never held still more than 2 turns in a row.) It loses its next turn. It cannot walk for 3 turns. Ready again every 6 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13614Hits the first creature up to 4 tiles ahead for 1. (A creature is never held still more than 2 turns in a row.) It loses its next turn. It cannot walk for 3 turns. Ready again every 6 turns.
23624Hits the first creature up to 4 tiles ahead for 2. (A creature is never held still more than 2 turns in a row.) It loses its next turn. It cannot walk for 3 turns. Ready again every 6 turns.
Ward trapRune-blade · Ward · strike
Hero: Rune-bladeSchool: WardMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 4 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
11441Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 4 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.
21451Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 5 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.
31461Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 6 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.
41481Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 8 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.
51491Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 9 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.
614101Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 10 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.
714111Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 11 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.
814121Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 12 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.
914141Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 14 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.
1014151Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 15 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.
Dull boltRune-blade · Ward · bolt
Hero: Rune-bladeSchool: WardMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 5 tiles ahead for 4. Its attacks do half damage for 1 turn. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
11245Hits the first creature up to 5 tiles ahead for 4. Its attacks do half damage for 1 turn. Ready again every 2 turns.
21255Hits the first creature up to 5 tiles ahead for 5. Its attacks do half damage for 1 turn. Ready again every 2 turns.
31265Hits the first creature up to 5 tiles ahead for 6. Its attacks do half damage for 1 turn. Ready again every 2 turns.
41285Hits the first creature up to 5 tiles ahead for 8. Its attacks do half damage for 1 turn. Ready again every 2 turns.
51295Hits the first creature up to 5 tiles ahead for 9. Its attacks do half damage for 1 turn. Ready again every 2 turns.
612105Hits the first creature up to 5 tiles ahead for 10. Its attacks do half damage for 1 turn. Ready again every 2 turns.
712115Hits the first creature up to 5 tiles ahead for 11. Its attacks do half damage for 1 turn. Ready again every 2 turns.
812125Hits the first creature up to 5 tiles ahead for 12. Its attacks do half damage for 1 turn. Ready again every 2 turns.
912145Hits the first creature up to 5 tiles ahead for 14. Its attacks do half damage for 1 turn. Ready again every 2 turns.
1012155Hits the first creature up to 5 tiles ahead for 15. Its attacks do half damage for 1 turn. Ready again every 2 turns.
Drain runeRune-blade · Ward · strike
Hero: Rune-bladeSchool: WardMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 6. Heals you 75% of the damage. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12361Hits the tile right ahead for 6. Heals you 75% of the damage. Ready again every 3 turns.
22381Hits the tile right ahead for 8. Heals you 75% of the damage. Ready again every 3 turns.
323101Hits the tile right ahead for 10. Heals you 75% of the damage. Ready again every 3 turns.
423111Hits the tile right ahead for 11. Heals you 75% of the damage. Ready again every 3 turns.
523131Hits the tile right ahead for 13. Heals you 75% of the damage. Ready again every 3 turns.
623151Hits the tile right ahead for 15. Heals you 75% of the damage. Ready again every 3 turns.
723171Hits the tile right ahead for 17. Heals you 75% of the damage. Ready again every 3 turns.
823191Hits the tile right ahead for 19. Heals you 75% of the damage. Ready again every 3 turns.
923201Hits the tile right ahead for 20. Heals you 75% of the damage. Ready again every 3 turns.
1023221Hits the tile right ahead for 22. Heals you 75% of the damage. Ready again every 3 turns.
Shove lineRune-blade · Ward · cleave
Hero: Rune-bladeSchool: WardMaximum rank: 9Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the three tiles in front of you for 3. It cannot walk for 1 turn. Knocks it 1 tile back. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12331Hits the three tiles in front of you for 3. It cannot walk for 1 turn. Knocks it 1 tile back. Ready again every 3 turns.
22341Hits the three tiles in front of you for 4. It cannot walk for 1 turn. Knocks it 1 tile back. Ready again every 3 turns.
32351Hits the three tiles in front of you for 5. It cannot walk for 1 turn. Knocks it 1 tile back. Ready again every 3 turns.
42361Hits the three tiles in front of you for 6. It cannot walk for 1 turn. Knocks it 1 tile back. Ready again every 3 turns.
52371Hits the three tiles in front of you for 7. It cannot walk for 1 turn. Knocks it 1 tile back. Ready again every 3 turns.
62381Hits the three tiles in front of you for 8. It cannot walk for 1 turn. Knocks it 1 tile back. Ready again every 3 turns.
72391Hits the three tiles in front of you for 9. It cannot walk for 1 turn. Knocks it 1 tile back. Ready again every 3 turns.
823101Hits the three tiles in front of you for 10. It cannot walk for 1 turn. Knocks it 1 tile back. Ready again every 3 turns.
923111Hits the three tiles in front of you for 11. It cannot walk for 1 turn. Knocks it 1 tile back. Ready again every 3 turns.
Rune circleRune-blade · Ward · ring
Hero: Rune-bladeSchool: WardMaximum rank: 4Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits all eight tiles around you for 1. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 6 turns. The ground keeps hurting any creature standing there for 1 at the end of each turn, 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12611Hits all eight tiles around you for 1. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 6 turns. The ground keeps hurting any creature standing there for 1 at the end of each turn, 3 turns.
22621Hits all eight tiles around you for 2. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 6 turns. The ground keeps hurting any creature standing there for 1 at the end of each turn, 3 turns.
32631Hits all eight tiles around you for 3. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 6 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 3 turns.
42641Hits all eight tiles around you for 4. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 6 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 3 turns.
Ward burstRune-blade · Ward · ring
Hero: Rune-bladeSchool: WardMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits all eight tiles around you for 6. Knocks it 1 tile away from you. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13461Hits all eight tiles around you for 6. Knocks it 1 tile away from you. Ready again every 4 turns.
23481Hits all eight tiles around you for 8. Knocks it 1 tile away from you. Ready again every 4 turns.
334101Hits all eight tiles around you for 10. Knocks it 1 tile away from you. Ready again every 4 turns.
434111Hits all eight tiles around you for 11. Knocks it 1 tile away from you. Ready again every 4 turns.
534131Hits all eight tiles around you for 13. Knocks it 1 tile away from you. Ready again every 4 turns.
634151Hits all eight tiles around you for 15. Knocks it 1 tile away from you. Ready again every 4 turns.
734171Hits all eight tiles around you for 17. Knocks it 1 tile away from you. Ready again every 4 turns.
834191Hits all eight tiles around you for 19. Knocks it 1 tile away from you. Ready again every 4 turns.
934201Hits all eight tiles around you for 20. Knocks it 1 tile away from you. Ready again every 4 turns.
1034221Hits all eight tiles around you for 22. Knocks it 1 tile away from you. Ready again every 4 turns.

Grove-caller

Thorn whipGrove-caller · Basic · bolt
Hero: Grove-callerSchool: BasicMaximum rank: 1Starting spell: Yes

Available in this hero’s starting kit.

Hits the first creature up to 2 tiles ahead for 7.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
10—72Hits the first creature up to 2 tiles ahead for 7.
Bark skinGrove-caller · Bark · self
Hero: Grove-callerSchool: BarkMaximum rank: 10Starting spell: Yes

Available in this hero’s starting kit.

A shield that absorbs 6 damage. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1246—A shield that absorbs 6 damage. Ready again every 4 turns.
2248—A shield that absorbs 8 damage. Ready again every 4 turns.
32410—A shield that absorbs 10 damage. Ready again every 4 turns.
42411—A shield that absorbs 11 damage. Ready again every 4 turns.
52413—A shield that absorbs 13 damage. Ready again every 4 turns.
62415—A shield that absorbs 15 damage. Ready again every 4 turns.
72417—A shield that absorbs 17 damage. Ready again every 4 turns.
82419—A shield that absorbs 19 damage. Ready again every 4 turns.
92420—A shield that absorbs 20 damage. Ready again every 4 turns.
102422—A shield that absorbs 22 damage. Ready again every 4 turns.
RegrowthGrove-caller · Bark · self
Hero: Grove-callerSchool: BarkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Heal 5. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1345—Heal 5. Ready again every 4 turns.
2347—Heal 7. Ready again every 4 turns.
3348—Heal 8. Ready again every 4 turns.
43410—Heal 10. Ready again every 4 turns.
53411—Heal 11. Ready again every 4 turns.
63413—Heal 13. Ready again every 4 turns.
73414—Heal 14. Ready again every 4 turns.
83416—Heal 16. Ready again every 4 turns.
93417—Heal 17. Ready again every 4 turns.
103419—Heal 19. Ready again every 4 turns.
Oak fistGrove-caller · Bark · strike
Hero: Grove-callerSchool: BarkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 10.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12—101Hits the tile right ahead for 10.
22—131Hits the tile right ahead for 13.
32—161Hits the tile right ahead for 16.
42—191Hits the tile right ahead for 19.
52—221Hits the tile right ahead for 22.
62—251Hits the tile right ahead for 25.
72—281Hits the tile right ahead for 28.
82—311Hits the tile right ahead for 31.
92—341Hits the tile right ahead for 34.
102—371Hits the tile right ahead for 37.
Sap drainGrove-caller · Bark · strike
Hero: Grove-callerSchool: BarkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 7. Heals you 50% of the damage. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12271Hits the tile right ahead for 7. Heals you 50% of the damage. Ready again every 2 turns.
22291Hits the tile right ahead for 9. Heals you 50% of the damage. Ready again every 2 turns.
322111Hits the tile right ahead for 11. Heals you 50% of the damage. Ready again every 2 turns.
422131Hits the tile right ahead for 13. Heals you 50% of the damage. Ready again every 2 turns.
522151Hits the tile right ahead for 15. Heals you 50% of the damage. Ready again every 2 turns.
622181Hits the tile right ahead for 18. Heals you 50% of the damage. Ready again every 2 turns.
722201Hits the tile right ahead for 20. Heals you 50% of the damage. Ready again every 2 turns.
822221Hits the tile right ahead for 22. Heals you 50% of the damage. Ready again every 2 turns.
922241Hits the tile right ahead for 24. Heals you 50% of the damage. Ready again every 2 turns.
1022261Hits the tile right ahead for 26. Heals you 50% of the damage. Ready again every 2 turns.
Root graspGrove-caller · Bark · bolt
Hero: Grove-callerSchool: BarkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 4 tiles ahead for 4. It cannot walk for 2 turns. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12344Hits the first creature up to 4 tiles ahead for 4. It cannot walk for 2 turns. Ready again every 3 turns.
22354Hits the first creature up to 4 tiles ahead for 5. It cannot walk for 2 turns. Ready again every 3 turns.
32364Hits the first creature up to 4 tiles ahead for 6. It cannot walk for 2 turns. Ready again every 3 turns.
42384Hits the first creature up to 4 tiles ahead for 8. It cannot walk for 2 turns. Ready again every 3 turns.
52394Hits the first creature up to 4 tiles ahead for 9. It cannot walk for 2 turns. Ready again every 3 turns.
623104Hits the first creature up to 4 tiles ahead for 10. It cannot walk for 3 turns. Ready again every 3 turns.
723114Hits the first creature up to 4 tiles ahead for 11. It cannot walk for 3 turns. Ready again every 3 turns.
823124Hits the first creature up to 4 tiles ahead for 12. It cannot walk for 3 turns. Ready again every 3 turns.
923144Hits the first creature up to 4 tiles ahead for 14. It cannot walk for 3 turns. Ready again every 3 turns.
1023154Hits the first creature up to 4 tiles ahead for 15. It cannot walk for 3 turns. Ready again every 3 turns.
HeartwoodGrove-caller · Bark · self
Hero: Grove-callerSchool: BarkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

A shield that absorbs 16 damage. Ready again every 8 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
14816—A shield that absorbs 16 damage. Ready again every 8 turns.
24821—A shield that absorbs 21 damage. Ready again every 8 turns.
34826—A shield that absorbs 26 damage. Ready again every 8 turns.
44830—A shield that absorbs 30 damage. Ready again every 8 turns.
54835—A shield that absorbs 35 damage. Ready again every 8 turns.
64840—A shield that absorbs 40 damage. Ready again every 8 turns.
74845—A shield that absorbs 45 damage. Ready again every 8 turns.
84850—A shield that absorbs 50 damage. Ready again every 8 turns.
94854—A shield that absorbs 54 damage. Ready again every 8 turns.
104859—A shield that absorbs 59 damage. Ready again every 8 turns.
Healing sproutGrove-caller · Bark · summon
Hero: Grove-callerSchool: BarkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a healing sprout next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 1 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1381—Calls a healing sprout next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 1 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
2381—Calls a healing sprout next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 1 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
3382—Calls a healing sprout next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 2 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
4382—Calls a healing sprout next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 2 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
5382—Calls a healing sprout next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 2 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
6383—Calls a healing sprout next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 3 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
7383—Calls a healing sprout next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 3 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
8383—Calls a healing sprout next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 3 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
9383—Calls a healing sprout next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 3 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
10384—Calls a healing sprout next to you for 6 turns. Heals you a little every turn, wherever you are. Only one healer at a time. It heals 4 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
Strangle rootsGrove-caller · Bark · cross
Hero: Grove-callerSchool: BarkMaximum rank: 9Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits along all four lines, 3 tiles each, for 3. It cannot walk for 2 turns. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13433Hits along all four lines, 3 tiles each, for 3. It cannot walk for 2 turns. Ready again every 4 turns.
23443Hits along all four lines, 3 tiles each, for 4. It cannot walk for 2 turns. Ready again every 4 turns.
33453Hits along all four lines, 3 tiles each, for 5. It cannot walk for 2 turns. Ready again every 4 turns.
43463Hits along all four lines, 3 tiles each, for 6. It cannot walk for 2 turns. Ready again every 4 turns.
53473Hits along all four lines, 3 tiles each, for 7. It cannot walk for 2 turns. Ready again every 4 turns.
63483Hits along all four lines, 3 tiles each, for 8. It cannot walk for 2 turns. Ready again every 4 turns.
73493Hits along all four lines, 3 tiles each, for 9. It cannot walk for 2 turns. Ready again every 4 turns.
834103Hits along all four lines, 3 tiles each, for 10. It cannot walk for 2 turns. Ready again every 4 turns.
934113Hits along all four lines, 3 tiles each, for 11. It cannot walk for 2 turns. Ready again every 4 turns.
Sap poolGrove-caller · Bark · strike
Hero: Grove-callerSchool: BarkMaximum rank: 6Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 2 ahead and the four tiles next to it for 2. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 5 turns. The ground keeps hurting any creature standing there for 1 at the end of each turn, 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12522Hits the tile 2 ahead and the four tiles next to it for 2. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 5 turns. The ground keeps hurting any creature standing there for 1 at the end of each turn, 3 turns.
22532Hits the tile 2 ahead and the four tiles next to it for 3. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 5 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 3 turns.
32542Hits the tile 2 ahead and the four tiles next to it for 4. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 5 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 3 turns.
42552Hits the tile 2 ahead and the four tiles next to it for 5. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 5 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 3 turns.
52562Hits the tile 2 ahead and the four tiles next to it for 6. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 5 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 3 turns.
62572Hits the tile 2 ahead and the four tiles next to it for 7. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 5 turns. The ground keeps hurting any creature standing there for 4 at the end of each turn, 3 turns.
Root travelGrove-caller · Bark · self
Hero: Grove-callerSchool: BarkMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 3 damage. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12433Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 3 damage. Ready again every 4 turns.
22443Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 4 damage. Ready again every 4 turns.
32453Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 5 damage. Ready again every 4 turns.
42463Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 6 damage. Ready again every 4 turns.
52473Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 7 damage. Ready again every 4 turns.
Bark bashGrove-caller · Bark · strike
Hero: Grove-callerSchool: BarkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 8. Knocks it 1 tile back. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12281Hits the tile right ahead for 8. Knocks it 1 tile back. Ready again every 2 turns.
222101Hits the tile right ahead for 10. Knocks it 1 tile back. Ready again every 2 turns.
322131Hits the tile right ahead for 13. Knocks it 1 tile back. Ready again every 2 turns.
422151Hits the tile right ahead for 15. Knocks it 1 tile back. Ready again every 2 turns.
522181Hits the tile right ahead for 18. Knocks it 1 tile back. Ready again every 2 turns.
622201Hits the tile right ahead for 20. Knocks it 1 tile back. Ready again every 2 turns.
722221Hits the tile right ahead for 22. Knocks it 1 tile back. Ready again every 2 turns.
822251Hits the tile right ahead for 25. Knocks it 1 tile back. Ready again every 2 turns.
922271Hits the tile right ahead for 27. Knocks it 1 tile back. Ready again every 2 turns.
1022301Hits the tile right ahead for 30. Knocks it 1 tile back. Ready again every 2 turns.
HarvestGrove-caller · Bark · strike
Hero: Grove-callerSchool: BarkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 5. +50% against a creature under half its HP. Heals you 100% of the damage. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12351Hits the tile right ahead for 5. +50% against a creature under half its HP. Heals you 100% of the damage. Ready again every 3 turns.
22371Hits the tile right ahead for 7. +50% against a creature under half its HP. Heals you 100% of the damage. Ready again every 3 turns.
32381Hits the tile right ahead for 8. +50% against a creature under half its HP. Heals you 100% of the damage. Ready again every 3 turns.
423101Hits the tile right ahead for 10. +50% against a creature under half its HP. Heals you 100% of the damage. Ready again every 3 turns.
523111Hits the tile right ahead for 11. +50% against a creature under half its HP. Heals you 100% of the damage. Ready again every 3 turns.
623131Hits the tile right ahead for 13. +50% against a creature under half its HP. Heals you 100% of the damage. Ready again every 3 turns.
723141Hits the tile right ahead for 14. +50% against a creature under half its HP. Heals you 100% of the damage. Ready again every 3 turns.
823161Hits the tile right ahead for 16. +50% against a creature under half its HP. Heals you 100% of the damage. Ready again every 3 turns.
923171Hits the tile right ahead for 17. +50% against a creature under half its HP. Heals you 100% of the damage. Ready again every 3 turns.
1023191Hits the tile right ahead for 19. +50% against a creature under half its HP. Heals you 100% of the damage. Ready again every 3 turns.
Vine tugGrove-caller · Bark · bolt
Hero: Grove-callerSchool: BarkMaximum rank: 6Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 4 tiles ahead for 2. It cannot walk for 1 turn. Drags it up to 2 tiles toward you. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12324Hits the first creature up to 4 tiles ahead for 2. It cannot walk for 1 turn. Drags it up to 2 tiles toward you. Ready again every 3 turns.
22334Hits the first creature up to 4 tiles ahead for 3. It cannot walk for 1 turn. Drags it up to 2 tiles toward you. Ready again every 3 turns.
32344Hits the first creature up to 4 tiles ahead for 4. It cannot walk for 1 turn. Drags it up to 2 tiles toward you. Ready again every 3 turns.
42354Hits the first creature up to 4 tiles ahead for 5. It cannot walk for 1 turn. Drags it up to 2 tiles toward you. Ready again every 3 turns.
52364Hits the first creature up to 4 tiles ahead for 6. It cannot walk for 1 turn. Drags it up to 2 tiles toward you. Ready again every 3 turns.
62374Hits the first creature up to 4 tiles ahead for 7. It cannot walk for 1 turn. Drags it up to 2 tiles toward you. Ready again every 3 turns.
Moss bedGrove-caller · Bark · self
Hero: Grove-callerSchool: BarkMaximum rank: 4Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Heal 1 at the end of each turn for 6 turns. Ready again every 7 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1271—Heal 1 at the end of each turn for 6 turns. Ready again every 7 turns.
2272—Heal 2 at the end of each turn for 6 turns. Ready again every 7 turns.
3273—Heal 3 at the end of each turn for 6 turns. Ready again every 7 turns.
4274—Heal 4 at the end of each turn for 6 turns. Ready again every 7 turns.
Root cageGrove-caller · Bark · strike
Hero: Grove-callerSchool: BarkMaximum rank: 2Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 1. It cannot walk for 4 turns. Its attacks do half damage for 2 turns. Ready again every 6 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13611Hits the tile right ahead for 1. It cannot walk for 4 turns. Its attacks do half damage for 2 turns. Ready again every 6 turns.
23621Hits the tile right ahead for 2. It cannot walk for 4 turns. Its attacks do half damage for 2 turns. Ready again every 6 turns.
Acorn bombGrove-caller · Bark · strike
Hero: Grove-callerSchool: BarkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 3 ahead and the four tiles next to it for 6. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12363Hits the tile 3 ahead and the four tiles next to it for 6. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.
22383Hits the tile 3 ahead and the four tiles next to it for 8. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.
323103Hits the tile 3 ahead and the four tiles next to it for 10. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.
423113Hits the tile 3 ahead and the four tiles next to it for 11. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.
523133Hits the tile 3 ahead and the four tiles next to it for 13. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.
623153Hits the tile 3 ahead and the four tiles next to it for 15. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.
723173Hits the tile 3 ahead and the four tiles next to it for 17. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.
823193Hits the tile 3 ahead and the four tiles next to it for 19. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.
923203Hits the tile 3 ahead and the four tiles next to it for 20. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.
1023223Hits the tile 3 ahead and the four tiles next to it for 22. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 3 turns.
Heart pulseGrove-caller · Bark · ring
Hero: Grove-callerSchool: BarkMaximum rank: 9Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits all eight tiles around you for 3. Knocks it 1 tile away from you. Heals you 50% of the damage. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13431Hits all eight tiles around you for 3. Knocks it 1 tile away from you. Heals you 50% of the damage. Ready again every 4 turns.
23441Hits all eight tiles around you for 4. Knocks it 1 tile away from you. Heals you 50% of the damage. Ready again every 4 turns.
33451Hits all eight tiles around you for 5. Knocks it 1 tile away from you. Heals you 50% of the damage. Ready again every 4 turns.
43461Hits all eight tiles around you for 6. Knocks it 1 tile away from you. Heals you 50% of the damage. Ready again every 4 turns.
53471Hits all eight tiles around you for 7. Knocks it 1 tile away from you. Heals you 50% of the damage. Ready again every 4 turns.
63481Hits all eight tiles around you for 8. Knocks it 1 tile away from you. Heals you 50% of the damage. Ready again every 4 turns.
73491Hits all eight tiles around you for 9. Knocks it 1 tile away from you. Heals you 50% of the damage. Ready again every 4 turns.
834101Hits all eight tiles around you for 10. Knocks it 1 tile away from you. Heals you 50% of the damage. Ready again every 4 turns.
934111Hits all eight tiles around you for 11. Knocks it 1 tile away from you. Heals you 50% of the damage. Ready again every 4 turns.
Deep gripGrove-caller · Bark · nova
Hero: Grove-callerSchool: BarkMaximum rank: 3Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits every creature within 2 steps for 2. It cannot walk for 2 turns. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
14522Hits every creature within 2 steps for 2. It cannot walk for 2 turns. Ready again every 5 turns.
24532Hits every creature within 2 steps for 3. It cannot walk for 2 turns. Ready again every 5 turns.
34542Hits every creature within 2 steps for 4. It cannot walk for 2 turns. Ready again every 5 turns.
Fallen logGrove-caller · Bark · strike
Hero: Grove-callerSchool: BarkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 2 ahead for 15. It lands after the creatures act this turn. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
134152Hits the tile 2 ahead for 15. It lands after the creatures act this turn. Ready again every 4 turns.
234202Hits the tile 2 ahead for 20. It lands after the creatures act this turn. Ready again every 4 turns.
334242Hits the tile 2 ahead for 24. It lands after the creatures act this turn. Ready again every 4 turns.
434292Hits the tile 2 ahead for 29. It lands after the creatures act this turn. Ready again every 4 turns.
534332Hits the tile 2 ahead for 33. It lands after the creatures act this turn. Ready again every 4 turns.
634382Hits the tile 2 ahead for 38. It lands after the creatures act this turn. Ready again every 4 turns.
734422Hits the tile 2 ahead for 42. It lands after the creatures act this turn. Ready again every 4 turns.
834472Hits the tile 2 ahead for 47. It lands after the creatures act this turn. Ready again every 4 turns.
934512Hits the tile 2 ahead for 51. It lands after the creatures act this turn. Ready again every 4 turns.
1034552Hits the tile 2 ahead for 55. It lands after the creatures act this turn. Ready again every 4 turns.
Root quakeGrove-caller · Bark · cross
Hero: Grove-callerSchool: BarkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits along all four lines, 3 tiles each, for 6. It cannot walk for 1 turn. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13463Hits along all four lines, 3 tiles each, for 6. It cannot walk for 1 turn. Ready again every 4 turns.
23483Hits along all four lines, 3 tiles each, for 8. It cannot walk for 1 turn. Ready again every 4 turns.
334103Hits along all four lines, 3 tiles each, for 10. It cannot walk for 1 turn. Ready again every 4 turns.
434113Hits along all four lines, 3 tiles each, for 11. It cannot walk for 1 turn. Ready again every 4 turns.
534133Hits along all four lines, 3 tiles each, for 13. It cannot walk for 1 turn. Ready again every 4 turns.
634153Hits along all four lines, 3 tiles each, for 15. It cannot walk for 1 turn. Ready again every 4 turns.
734173Hits along all four lines, 3 tiles each, for 17. It cannot walk for 1 turn. Ready again every 4 turns.
834193Hits along all four lines, 3 tiles each, for 19. It cannot walk for 1 turn. Ready again every 4 turns.
934203Hits along all four lines, 3 tiles each, for 20. It cannot walk for 1 turn. Ready again every 4 turns.
1034223Hits along all four lines, 3 tiles each, for 22. It cannot walk for 1 turn. Ready again every 4 turns.
Thorn volleyGrove-caller · Thorns · bolt
Hero: Grove-callerSchool: ThornsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 5 tiles ahead for 9.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12—95Hits the first creature up to 5 tiles ahead for 9.
22—125Hits the first creature up to 5 tiles ahead for 12.
32—145Hits the first creature up to 5 tiles ahead for 14.
42—175Hits the first creature up to 5 tiles ahead for 17.
52—205Hits the first creature up to 5 tiles ahead for 20.
62—235Hits the first creature up to 5 tiles ahead for 23.
72—255Hits the first creature up to 5 tiles ahead for 25.
82—285Hits the first creature up to 5 tiles ahead for 28.
92—315Hits the first creature up to 5 tiles ahead for 31.
102—335Hits the first creature up to 5 tiles ahead for 33.
Thorn burstGrove-caller · Thorns · ring
Hero: Grove-callerSchool: ThornsMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits all eight tiles around you for 6. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13361Hits all eight tiles around you for 6. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
23381Hits all eight tiles around you for 8. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
333101Hits all eight tiles around you for 10. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
433111Hits all eight tiles around you for 11. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
533131Hits all eight tiles around you for 13. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
Needle sprayGrove-caller · Thorns · bolt
Hero: Grove-callerSchool: ThornsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 5 tiles ahead for 7, and goes on through 1 more. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12275Hits the first creature up to 5 tiles ahead for 7, and goes on through 1 more. Ready again every 2 turns.
22295Hits the first creature up to 5 tiles ahead for 9, and goes on through 1 more. Ready again every 2 turns.
322115Hits the first creature up to 5 tiles ahead for 11, and goes on through 1 more. Ready again every 2 turns.
422135Hits the first creature up to 5 tiles ahead for 13, and goes on through 1 more. Ready again every 2 turns.
522155Hits the first creature up to 5 tiles ahead for 15, and goes on through 1 more. Ready again every 2 turns.
622185Hits the first creature up to 5 tiles ahead for 18, and goes on through 1 more. Ready again every 2 turns.
722205Hits the first creature up to 5 tiles ahead for 20, and goes on through 1 more. Ready again every 2 turns.
822225Hits the first creature up to 5 tiles ahead for 22, and goes on through 1 more. Ready again every 2 turns.
922245Hits the first creature up to 5 tiles ahead for 24, and goes on through 1 more. Ready again every 2 turns.
1022265Hits the first creature up to 5 tiles ahead for 26, and goes on through 1 more. Ready again every 2 turns.
Spike seedGrove-caller · Thorns · strike
Hero: Grove-callerSchool: ThornsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 14 on that tile. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
123141Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 14 on that tile. Ready again every 3 turns.
223181Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 18 on that tile. Ready again every 3 turns.
323221Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 22 on that tile. Ready again every 3 turns.
423271Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 27 on that tile. Ready again every 3 turns.
523311Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 31 on that tile. Ready again every 3 turns.
623351Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 35 on that tile and the four tiles next to it. Ready again every 3 turns.
723391Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 39 on that tile and the four tiles next to it. Ready again every 3 turns.
823431Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 43 on that tile and the four tiles next to it. Ready again every 3 turns.
923481Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 48 on that tile and the four tiles next to it. Ready again every 3 turns.
1023521Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 52 on that tile and the four tiles next to it. Ready again every 3 turns.
Briar lashGrove-caller · Thorns · cross
Hero: Grove-callerSchool: ThornsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits along all four lines, 2 tiles each, for 6. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13362Hits along all four lines, 2 tiles each, for 6. Ready again every 3 turns.
23382Hits along all four lines, 2 tiles each, for 8. Ready again every 3 turns.
333102Hits along all four lines, 2 tiles each, for 10. Ready again every 3 turns.
433112Hits along all four lines, 2 tiles each, for 11. Ready again every 3 turns.
533132Hits along all four lines, 2 tiles each, for 13. Ready again every 3 turns.
633152Hits along all four lines, 2 tiles each, for 15. Ready again every 3 turns.
733172Hits along all four lines, 2 tiles each, for 17. Ready again every 3 turns.
833192Hits along all four lines, 2 tiles each, for 19. Ready again every 3 turns.
933202Hits along all four lines, 2 tiles each, for 20. Ready again every 3 turns.
1033222Hits along all four lines, 2 tiles each, for 22. Ready again every 3 turns.
Hawthorn lanceGrove-caller · Thorns · bolt
Hero: Grove-callerSchool: ThornsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 3 tiles ahead for 10. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
132103Hits the first creature up to 3 tiles ahead for 10. Ready again every 2 turns.
232133Hits the first creature up to 3 tiles ahead for 13. Ready again every 2 turns.
332163Hits the first creature up to 3 tiles ahead for 16. Ready again every 2 turns.
432193Hits the first creature up to 3 tiles ahead for 19. Ready again every 2 turns.
532223Hits the first creature up to 3 tiles ahead for 22, and goes on through 1 more. Ready again every 2 turns.
632253Hits the first creature up to 3 tiles ahead for 25, and goes on through 1 more. Ready again every 2 turns.
732283Hits the first creature up to 3 tiles ahead for 28, and goes on through 1 more. Ready again every 2 turns.
832313Hits the first creature up to 3 tiles ahead for 31, and goes on through 1 more. Ready again every 2 turns.
932343Hits the first creature up to 3 tiles ahead for 34, and goes on through 1 more. Ready again every 2 turns.
1032373Hits the first creature up to 3 tiles ahead for 37, and goes on through 1 more. Ready again every 2 turns.
Thorn patchGrove-caller · Thorns · strike
Hero: Grove-callerSchool: ThornsMaximum rank: 9Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 2 ahead and the four tiles next to it for 3. Ready again every 4 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12432Hits the tile 2 ahead and the four tiles next to it for 3. Ready again every 4 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 3 turns.
22442Hits the tile 2 ahead and the four tiles next to it for 4. Ready again every 4 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 3 turns.
32452Hits the tile 2 ahead and the four tiles next to it for 5. Ready again every 4 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 3 turns.
42462Hits the tile 2 ahead and the four tiles next to it for 6. Ready again every 4 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 3 turns.
52472Hits the tile 2 ahead and the four tiles next to it for 7. Ready again every 4 turns. The ground keeps hurting any creature standing there for 4 at the end of each turn, 3 turns.
62482Hits the tile 2 ahead and the four tiles next to it for 8. Ready again every 4 turns. The ground keeps hurting any creature standing there for 4 at the end of each turn, 3 turns.
72492Hits the tile 2 ahead and the four tiles next to it for 9. Ready again every 4 turns. The ground keeps hurting any creature standing there for 5 at the end of each turn, 3 turns.
824102Hits the tile 2 ahead and the four tiles next to it for 10. Ready again every 4 turns. The ground keeps hurting any creature standing there for 5 at the end of each turn, 3 turns.
924112Hits the tile 2 ahead and the four tiles next to it for 11. Ready again every 4 turns. The ground keeps hurting any creature standing there for 6 at the end of each turn, 3 turns.
Bur shotGrove-caller · Thorns · bolt
Hero: Grove-callerSchool: ThornsMaximum rank: 9Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 4 tiles ahead for 3. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12234Hits the first creature up to 4 tiles ahead for 3. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.
22244Hits the first creature up to 4 tiles ahead for 4. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.
32254Hits the first creature up to 4 tiles ahead for 5. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.
42264Hits the first creature up to 4 tiles ahead for 6. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.
52274Hits the first creature up to 4 tiles ahead for 7. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.
62284Hits the first creature up to 4 tiles ahead for 8. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.
72294Hits the first creature up to 4 tiles ahead for 9. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.
822104Hits the first creature up to 4 tiles ahead for 10. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.
922114Hits the first creature up to 4 tiles ahead for 11. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 2 turns.
Hopping burrGrove-caller · Thorns · bolt
Hero: Grove-callerSchool: ThornsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 4 tiles ahead for 5. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13354Hits the first creature up to 4 tiles ahead for 5. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
23374Hits the first creature up to 4 tiles ahead for 7. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
33384Hits the first creature up to 4 tiles ahead for 8. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
433104Hits the first creature up to 4 tiles ahead for 10. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
533114Hits the first creature up to 4 tiles ahead for 11. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
633134Hits the first creature up to 4 tiles ahead for 13. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
733144Hits the first creature up to 4 tiles ahead for 14. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
833164Hits the first creature up to 4 tiles ahead for 16. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
933174Hits the first creature up to 4 tiles ahead for 17. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
1033194Hits the first creature up to 4 tiles ahead for 19. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
Venom thornGrove-caller · Thorns · bolt
Hero: Grove-callerSchool: ThornsMaximum rank: 6Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 5 tiles ahead for 2. Sets it burning: 2 a turn for 4 turns. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12325Hits the first creature up to 5 tiles ahead for 2. Sets it burning: 2 a turn for 4 turns. Ready again every 3 turns.
22335Hits the first creature up to 5 tiles ahead for 3. Sets it burning: 2 a turn for 4 turns. Ready again every 3 turns.
32345Hits the first creature up to 5 tiles ahead for 4. Sets it burning: 2 a turn for 4 turns. Ready again every 3 turns.
42355Hits the first creature up to 5 tiles ahead for 5. Sets it burning: 2 a turn for 4 turns. Ready again every 3 turns.
52365Hits the first creature up to 5 tiles ahead for 6. Sets it burning: 2 a turn for 4 turns. Ready again every 3 turns.
62375Hits the first creature up to 5 tiles ahead for 7. Sets it burning: 2 a turn for 4 turns. Ready again every 3 turns.
Seed podGrove-caller · Thorns · nova
Hero: Grove-callerSchool: ThornsMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits every creature within 2 steps for 10. It lands after the creatures act next turn. Ready again every 6 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
146102Hits every creature within 2 steps for 10. It lands after the creatures act next turn. Ready again every 6 turns.
246132Hits every creature within 2 steps for 13. It lands after the creatures act next turn. Ready again every 6 turns.
346162Hits every creature within 2 steps for 16. It lands after the creatures act next turn. Ready again every 6 turns.
446192Hits every creature within 2 steps for 19. It lands after the creatures act next turn. Ready again every 6 turns.
546222Hits every creature within 2 steps for 22. It lands after the creatures act next turn. Ready again every 6 turns.
Splinter lanceGrove-caller · Thorns · bolt
Hero: Grove-callerSchool: ThornsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 6 tiles ahead for 6, and goes on through 2 more. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13366Hits the first creature up to 6 tiles ahead for 6, and goes on through 2 more. Ready again every 3 turns.
23386Hits the first creature up to 6 tiles ahead for 8, and goes on through 2 more. Ready again every 3 turns.
333106Hits the first creature up to 6 tiles ahead for 10, and goes on through 2 more. Ready again every 3 turns.
433116Hits the first creature up to 6 tiles ahead for 11, and goes on through 2 more. Ready again every 3 turns.
533136Hits the first creature up to 6 tiles ahead for 13, and goes on through 2 more. Ready again every 3 turns.
633156Hits the first creature up to 6 tiles ahead for 15, and goes on through 2 more. Ready again every 3 turns.
733176Hits the first creature up to 6 tiles ahead for 17, and goes on through 2 more. Ready again every 3 turns.
833196Hits the first creature up to 6 tiles ahead for 19, and goes on through 2 more. Ready again every 3 turns.
933206Hits the first creature up to 6 tiles ahead for 20, and goes on through 2 more. Ready again every 3 turns.
1033226Hits the first creature up to 6 tiles ahead for 22, and goes on through 2 more. Ready again every 3 turns.
Barbed vineGrove-caller · Thorns · bolt
Hero: Grove-callerSchool: ThornsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 3 tiles ahead for 4. Drags it up to 2 tiles toward you. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12343Hits the first creature up to 3 tiles ahead for 4. Drags it up to 2 tiles toward you. Ready again every 3 turns.
22353Hits the first creature up to 3 tiles ahead for 5. Drags it up to 2 tiles toward you. Ready again every 3 turns.
32363Hits the first creature up to 3 tiles ahead for 6. Drags it up to 2 tiles toward you. Ready again every 3 turns.
42383Hits the first creature up to 3 tiles ahead for 8. Drags it up to 2 tiles toward you. Ready again every 3 turns.
52393Hits the first creature up to 3 tiles ahead for 9. Drags it up to 2 tiles toward you. Ready again every 3 turns.
623103Hits the first creature up to 3 tiles ahead for 10. Drags it up to 2 tiles toward you. Ready again every 3 turns.
723113Hits the first creature up to 3 tiles ahead for 11. Drags it up to 2 tiles toward you. Ready again every 3 turns.
823123Hits the first creature up to 3 tiles ahead for 12. Drags it up to 2 tiles toward you. Ready again every 3 turns.
923143Hits the first creature up to 3 tiles ahead for 14. Drags it up to 2 tiles toward you. Ready again every 3 turns.
1023153Hits the first creature up to 3 tiles ahead for 15. Drags it up to 2 tiles toward you. Ready again every 3 turns.
Briar ringGrove-caller · Thorns · ring
Hero: Grove-callerSchool: ThornsMaximum rank: 6Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits all eight tiles around you for 2. Ready again every 6 turns. The ground keeps hurting any creature standing there for 1 at the end of each turn, 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13621Hits all eight tiles around you for 2. Ready again every 6 turns. The ground keeps hurting any creature standing there for 1 at the end of each turn, 3 turns.
23631Hits all eight tiles around you for 3. Ready again every 6 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 3 turns.
33641Hits all eight tiles around you for 4. Ready again every 6 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 3 turns.
43651Hits all eight tiles around you for 5. Ready again every 6 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 3 turns.
53661Hits all eight tiles around you for 6. Ready again every 6 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 3 turns.
63671Hits all eight tiles around you for 7. Ready again every 6 turns. The ground keeps hurting any creature standing there for 4 at the end of each turn, 3 turns.
Bramble leapGrove-caller · Thorns · cleave
Hero: Grove-callerSchool: ThornsMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Jump up to 2 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits the three tiles in front of you for 5. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13452Jump up to 2 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits the three tiles in front of you for 5. Ready again every 4 turns.
23472Jump up to 2 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits the three tiles in front of you for 7. Ready again every 4 turns.
33482Jump up to 2 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits the three tiles in front of you for 8. Ready again every 4 turns.
434102Jump up to 2 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits the three tiles in front of you for 10. Ready again every 4 turns.
534112Jump up to 2 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits the three tiles in front of you for 11. Ready again every 4 turns.
Thorn prickGrove-caller · Thorns · strike
Hero: Grove-callerSchool: ThornsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 6. +100% against a creature under half its HP.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12—61Hits the tile right ahead for 6. +100% against a creature under half its HP.
22—81Hits the tile right ahead for 8. +100% against a creature under half its HP.
32—101Hits the tile right ahead for 10. +100% against a creature under half its HP.
42—111Hits the tile right ahead for 11. +100% against a creature under half its HP.
52—131Hits the tile right ahead for 13. +100% against a creature under half its HP.
62—151Hits the tile right ahead for 15. +100% against a creature under half its HP.
72—171Hits the tile right ahead for 17. +100% against a creature under half its HP.
82—191Hits the tile right ahead for 19. +100% against a creature under half its HP.
92—201Hits the tile right ahead for 20. +100% against a creature under half its HP.
102—221Hits the tile right ahead for 22. +100% against a creature under half its HP.
Nettle stingGrove-caller · Thorns · bolt
Hero: Grove-callerSchool: ThornsMaximum rank: 9Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 4 tiles ahead for 3. Its attacks do half damage for 2 turns. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
11334Hits the first creature up to 4 tiles ahead for 3. Its attacks do half damage for 2 turns. Ready again every 3 turns.
21344Hits the first creature up to 4 tiles ahead for 4. Its attacks do half damage for 2 turns. Ready again every 3 turns.
31354Hits the first creature up to 4 tiles ahead for 5. Its attacks do half damage for 2 turns. Ready again every 3 turns.
41364Hits the first creature up to 4 tiles ahead for 6. Its attacks do half damage for 2 turns. Ready again every 3 turns.
51374Hits the first creature up to 4 tiles ahead for 7. Its attacks do half damage for 2 turns. Ready again every 3 turns.
61384Hits the first creature up to 4 tiles ahead for 8. Its attacks do half damage for 2 turns. Ready again every 3 turns.
71394Hits the first creature up to 4 tiles ahead for 9. Its attacks do half damage for 2 turns. Ready again every 3 turns.
813104Hits the first creature up to 4 tiles ahead for 10. Its attacks do half damage for 2 turns. Ready again every 3 turns.
913114Hits the first creature up to 4 tiles ahead for 11. Its attacks do half damage for 2 turns. Ready again every 3 turns.
Root spikesGrove-caller · Thorns · cross
Hero: Grove-callerSchool: ThornsMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits along all four lines, 3 tiles each, for 5. It lands after the creatures act this turn. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
14453Hits along all four lines, 3 tiles each, for 5. It lands after the creatures act this turn. Ready again every 4 turns.
24473Hits along all four lines, 3 tiles each, for 7. It lands after the creatures act this turn. Ready again every 4 turns.
34483Hits along all four lines, 3 tiles each, for 8. It lands after the creatures act this turn. Ready again every 4 turns.
444103Hits along all four lines, 3 tiles each, for 10. It lands after the creatures act this turn. Ready again every 4 turns.
544113Hits along all four lines, 3 tiles each, for 11. It lands after the creatures act this turn. Ready again every 4 turns.
Seed scatterGrove-caller · Thorns · cleave
Hero: Grove-callerSchool: ThornsMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Buries a mine 1 tile ahead. When a creature steps on it, or after 20 turns, it goes off: Hits the three tiles in front of you for 8. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13581Buries a mine 1 tile ahead. When a creature steps on it, or after 20 turns, it goes off: Hits the three tiles in front of you for 8. Ready again every 5 turns.
235101Buries a mine 1 tile ahead. When a creature steps on it, or after 20 turns, it goes off: Hits the three tiles in front of you for 10. Ready again every 5 turns.
335131Buries a mine 1 tile ahead. When a creature steps on it, or after 20 turns, it goes off: Hits the three tiles in front of you for 13. Ready again every 5 turns.
435151Buries a mine 1 tile ahead. When a creature steps on it, or after 20 turns, it goes off: Hits the three tiles in front of you for 15. Ready again every 5 turns.
535181Buries a mine 1 tile ahead. When a creature steps on it, or after 20 turns, it goes off: Hits the three tiles in front of you for 18. Ready again every 5 turns.
Briar snapGrove-caller · Thorns · strike
Hero: Grove-callerSchool: ThornsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 9. It cannot walk for 1 turn. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12291Hits the tile right ahead for 9. It cannot walk for 1 turn. Ready again every 2 turns.
222121Hits the tile right ahead for 12. It cannot walk for 1 turn. Ready again every 2 turns.
322141Hits the tile right ahead for 14. It cannot walk for 1 turn. Ready again every 2 turns.
422171Hits the tile right ahead for 17. It cannot walk for 1 turn. Ready again every 2 turns.
522201Hits the tile right ahead for 20. It cannot walk for 1 turn. Ready again every 2 turns.
622231Hits the tile right ahead for 23. It cannot walk for 1 turn. Ready again every 2 turns.
722251Hits the tile right ahead for 25. It cannot walk for 1 turn. Ready again every 2 turns.
822281Hits the tile right ahead for 28. It cannot walk for 1 turn. Ready again every 2 turns.
922311Hits the tile right ahead for 31. It cannot walk for 1 turn. Ready again every 2 turns.
1022331Hits the tile right ahead for 33. It cannot walk for 1 turn. Ready again every 2 turns.
Call the wolfGrove-caller · Beasts · summon
Hero: Grove-callerSchool: BeastsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a spirit wolf next to you for 12 turns. Runs toward the nearest creature and bites it when next to it. It hits for 4. It acts every second turn. Ready again every 8 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1484—Calls a spirit wolf next to you for 12 turns. Runs toward the nearest creature and bites it when next to it. It hits for 4. It acts every second turn. Ready again every 8 turns.
2485—Calls a spirit wolf next to you for 12 turns. Runs toward the nearest creature and bites it when next to it. It hits for 5. It acts every second turn. Ready again every 8 turns.
3486—Calls a spirit wolf next to you for 12 turns. Runs toward the nearest creature and bites it when next to it. It hits for 6. It acts every second turn. Ready again every 8 turns.
4488—Calls a spirit wolf next to you for 12 turns. Runs toward the nearest creature and bites it when next to it. It hits for 8. It acts every second turn. Ready again every 8 turns.
5489—Calls a spirit wolf next to you for 12 turns. Runs toward the nearest creature and bites it when next to it. It hits for 9. It acts every second turn. Ready again every 8 turns.
64810—Calls a spirit wolf next to you for 12 turns. Runs toward the nearest creature and bites it when next to it. It hits for 10. It acts every second turn. Ready again every 8 turns.
74811—Calls a spirit wolf next to you for 12 turns. Runs toward the nearest creature and bites it when next to it. It hits for 11. It acts every second turn. Ready again every 8 turns.
84812—Calls a spirit wolf next to you for 12 turns. Runs toward the nearest creature and bites it when next to it. It hits for 12. It acts every second turn. Ready again every 8 turns.
94814—Calls a spirit wolf next to you for 12 turns. Runs toward the nearest creature and bites it when next to it. It hits for 14. It acts every second turn. Ready again every 8 turns.
104815—Calls a spirit wolf next to you for 12 turns. Runs toward the nearest creature and bites it when next to it. It hits for 15. It acts every second turn. Ready again every 8 turns.
Bramble wallGrove-caller · Beasts · summon
Hero: Grove-callerSchool: BeastsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a bramble next to you for 16 turns. A thorny thicket: stands in the way and scratches every creature around it every second turn. It hits for 3. It acts every second turn. Ready again every 6 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1363—Calls a bramble next to you for 16 turns. A thorny thicket: stands in the way and scratches every creature around it every second turn. It hits for 3. It acts every second turn. Ready again every 6 turns.
2364—Calls a bramble next to you for 16 turns. A thorny thicket: stands in the way and scratches every creature around it every second turn. It hits for 4. It acts every second turn. Ready again every 6 turns.
3365—Calls a bramble next to you for 16 turns. A thorny thicket: stands in the way and scratches every creature around it every second turn. It hits for 5. It acts every second turn. Ready again every 6 turns.
4366—Calls a bramble next to you for 16 turns. A thorny thicket: stands in the way and scratches every creature around it every second turn. It hits for 6. It acts every second turn. Ready again every 6 turns.
5367—Calls a bramble next to you for 16 turns. A thorny thicket: stands in the way and scratches every creature around it every second turn. It hits for 7. It acts every second turn. Ready again every 6 turns.
6368—Calls a bramble next to you for 16 turns. A thorny thicket: stands in the way and scratches every creature around it every second turn. It hits for 8. It acts every second turn. Ready again every 6 turns.
7368—Calls a bramble next to you for 16 turns. A thorny thicket: stands in the way and scratches every creature around it every second turn. It hits for 8. It acts every second turn. Ready again every 6 turns.
8369—Calls a bramble next to you for 16 turns. A thorny thicket: stands in the way and scratches every creature around it every second turn. It hits for 9. It acts every second turn. Ready again every 6 turns.
93610—Calls a bramble next to you for 16 turns. A thorny thicket: stands in the way and scratches every creature around it every second turn. It hits for 10. It acts every second turn. Ready again every 6 turns.
103611—Calls a bramble next to you for 16 turns. A thorny thicket: stands in the way and scratches every creature around it every second turn. It hits for 11. It acts every second turn. Ready again every 6 turns.
Hawk strikeGrove-caller · Beasts · bolt
Hero: Grove-callerSchool: BeastsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 6 tiles ahead for 9. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13296Hits the first creature up to 6 tiles ahead for 9. Ready again every 2 turns.
232126Hits the first creature up to 6 tiles ahead for 12. Ready again every 2 turns.
332146Hits the first creature up to 6 tiles ahead for 14. Ready again every 2 turns.
432176Hits the first creature up to 6 tiles ahead for 17. Ready again every 2 turns.
532206Hits the first creature up to 6 tiles ahead for 20. Ready again every 2 turns.
632236Hits the first creature up to 6 tiles ahead for 23. Ready again every 2 turns.
732256Hits the first creature up to 6 tiles ahead for 25. Ready again every 2 turns.
832286Hits the first creature up to 6 tiles ahead for 28. Ready again every 2 turns.
932316Hits the first creature up to 6 tiles ahead for 31. Ready again every 2 turns.
1032336Hits the first creature up to 6 tiles ahead for 33. Ready again every 2 turns.
Boar chargeGrove-caller · Beasts · bolt
Hero: Grove-callerSchool: BeastsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 4 tiles ahead for 8. Knocks it 2 tiles back. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13384Hits the first creature up to 4 tiles ahead for 8. Knocks it 2 tiles back. Ready again every 3 turns.
233104Hits the first creature up to 4 tiles ahead for 10. Knocks it 2 tiles back. Ready again every 3 turns.
333134Hits the first creature up to 4 tiles ahead for 13. Knocks it 2 tiles back. Ready again every 3 turns.
433154Hits the first creature up to 4 tiles ahead for 15. Knocks it 2 tiles back. Ready again every 3 turns.
533184Hits the first creature up to 4 tiles ahead for 18. Knocks it 2 tiles back. Ready again every 3 turns.
633204Hits the first creature up to 4 tiles ahead for 20. Knocks it 2 tiles back. Ready again every 3 turns.
733224Hits the first creature up to 4 tiles ahead for 22. Knocks it 2 tiles back. Ready again every 3 turns.
833254Hits the first creature up to 4 tiles ahead for 25. Knocks it 2 tiles back. Ready again every 3 turns.
933274Hits the first creature up to 4 tiles ahead for 27. Knocks it 2 tiles back. Ready again every 3 turns.
1033304Hits the first creature up to 4 tiles ahead for 30. Knocks it 2 tiles back. Ready again every 3 turns.
Call the bearGrove-caller · Beasts · summon
Hero: Grove-callerSchool: BeastsMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a cave bear next to you for 10 turns. Lumbers toward the nearest creature and mauls it when next to it. It hits for 6. It acts every second turn. Ready again every 12 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
16126—Calls a cave bear next to you for 10 turns. Lumbers toward the nearest creature and mauls it when next to it. It hits for 6. It acts every second turn. Ready again every 12 turns.
26128—Calls a cave bear next to you for 10 turns. Lumbers toward the nearest creature and mauls it when next to it. It hits for 8. It acts every second turn. Ready again every 12 turns.
361210—Calls a cave bear next to you for 10 turns. Lumbers toward the nearest creature and mauls it when next to it. It hits for 10. It acts every second turn. Ready again every 12 turns.
461211—Calls a cave bear next to you for 10 turns. Lumbers toward the nearest creature and mauls it when next to it. It hits for 11. It acts every second turn. Ready again every 12 turns.
561213—Calls a cave bear next to you for 10 turns. Lumbers toward the nearest creature and mauls it when next to it. It hits for 13. It acts every second turn. Ready again every 12 turns.
Bee swarmGrove-caller · Beasts · nova
Hero: Grove-callerSchool: BeastsMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits every creature within 2 steps for 5. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
14452Hits every creature within 2 steps for 5. Ready again every 4 turns.
24472Hits every creature within 2 steps for 7. Ready again every 4 turns.
34482Hits every creature within 2 steps for 8. Ready again every 4 turns.
444102Hits every creature within 2 steps for 10. Ready again every 4 turns.
544112Hits every creature within 2 steps for 11. Ready again every 4 turns.
Call the owlGrove-caller · Beasts · summon
Hero: Grove-callerSchool: BeastsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a grey owl next to you for 8 turns. Swoops on the nearest creature within 3 steps, any direction, every turn. It hits for 3. Ready again every 7 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1373—Calls a grey owl next to you for 8 turns. Swoops on the nearest creature within 3 steps, any direction, every turn. It hits for 3. Ready again every 7 turns.
2374—Calls a grey owl next to you for 8 turns. Swoops on the nearest creature within 3 steps, any direction, every turn. It hits for 4. Ready again every 7 turns.
3375—Calls a grey owl next to you for 8 turns. Swoops on the nearest creature within 3 steps, any direction, every turn. It hits for 5. Ready again every 7 turns.
4376—Calls a grey owl next to you for 8 turns. Swoops on the nearest creature within 3 steps, any direction, every turn. It hits for 6. Ready again every 7 turns.
5377—Calls a grey owl next to you for 8 turns. Swoops on the nearest creature within 3 steps, any direction, every turn. It hits for 7. Ready again every 7 turns.
6378—Calls a grey owl next to you for 8 turns. Swoops on the nearest creature within 3 steps, any direction, every turn. It hits for 8. Ready again every 7 turns.
7378—Calls a grey owl next to you for 8 turns. Swoops on the nearest creature within 3 steps, any direction, every turn. It hits for 8. Ready again every 7 turns.
8379—Calls a grey owl next to you for 8 turns. Swoops on the nearest creature within 3 steps, any direction, every turn. It hits for 9. Ready again every 7 turns.
93710—Calls a grey owl next to you for 8 turns. Swoops on the nearest creature within 3 steps, any direction, every turn. It hits for 10. Ready again every 7 turns.
103711—Calls a grey owl next to you for 8 turns. Swoops on the nearest creature within 3 steps, any direction, every turn. It hits for 11. Ready again every 7 turns.
Call the badgerGrove-caller · Beasts · summon
Hero: Grove-callerSchool: BeastsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a badger next to you for 6 turns. Runs toward the nearest creature and bites it when next to it. It hits for 6. It acts every second turn. Ready again every 6 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1366—Calls a badger next to you for 6 turns. Runs toward the nearest creature and bites it when next to it. It hits for 6. It acts every second turn. Ready again every 6 turns.
2368—Calls a badger next to you for 6 turns. Runs toward the nearest creature and bites it when next to it. It hits for 8. It acts every second turn. Ready again every 6 turns.
33610—Calls a badger next to you for 6 turns. Runs toward the nearest creature and bites it when next to it. It hits for 10. It acts every second turn. Ready again every 6 turns.
43611—Calls a badger next to you for 6 turns. Runs toward the nearest creature and bites it when next to it. It hits for 11. It acts every second turn. Ready again every 6 turns.
53613—Calls a badger next to you for 6 turns. Runs toward the nearest creature and bites it when next to it. It hits for 13. It acts every second turn. Ready again every 6 turns.
63615—Calls a badger next to you for 6 turns. Runs toward the nearest creature and bites it when next to it. It hits for 15. It acts every second turn. Ready again every 6 turns.
73617—Calls a badger next to you for 6 turns. Runs toward the nearest creature and bites it when next to it. It hits for 17. It acts every second turn. Ready again every 6 turns.
83619—Calls a badger next to you for 6 turns. Runs toward the nearest creature and bites it when next to it. It hits for 19. It acts every second turn. Ready again every 6 turns.
93620—Calls a badger next to you for 6 turns. Runs toward the nearest creature and bites it when next to it. It hits for 20. It acts every second turn. Ready again every 6 turns.
103622—Calls a badger next to you for 6 turns. Runs toward the nearest creature and bites it when next to it. It hits for 22. It acts every second turn. Ready again every 6 turns.
Puff toadGrove-caller · Beasts · summon
Hero: Grove-callerSchool: BeastsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a puff toad next to you for 10 turns. Hops toward the nearest creature every second turn; next to one, it pops at once on the eight tiles around it. It hits for 10. Ready again every 6 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13610—Calls a puff toad next to you for 10 turns. Hops toward the nearest creature every second turn; next to one, it pops at once on the eight tiles around it. It hits for 10. Ready again every 6 turns.
23613—Calls a puff toad next to you for 10 turns. Hops toward the nearest creature every second turn; next to one, it pops at once on the eight tiles around it. It hits for 13. Ready again every 6 turns.
33616—Calls a puff toad next to you for 10 turns. Hops toward the nearest creature every second turn; next to one, it pops at once on the eight tiles around it. It hits for 16. Ready again every 6 turns.
43619—Calls a puff toad next to you for 10 turns. Hops toward the nearest creature every second turn; next to one, it pops at once on the eight tiles around it. It hits for 19. Ready again every 6 turns.
53622—Calls a puff toad next to you for 10 turns. Hops toward the nearest creature every second turn; next to one, it pops at once on the eight tiles around it. It hits for 22. Ready again every 6 turns.
63625—Calls a puff toad next to you for 10 turns. Hops toward the nearest creature every second turn; next to one, it pops at once on the eight tiles around it. It hits for 25. Ready again every 6 turns.
73628—Calls a puff toad next to you for 10 turns. Hops toward the nearest creature every second turn; next to one, it pops at once on the eight tiles around it. It hits for 28. Ready again every 6 turns.
83631—Calls a puff toad next to you for 10 turns. Hops toward the nearest creature every second turn; next to one, it pops at once on the eight tiles around it. It hits for 31. Ready again every 6 turns.
93634—Calls a puff toad next to you for 10 turns. Hops toward the nearest creature every second turn; next to one, it pops at once on the eight tiles around it. It hits for 34. Ready again every 6 turns.
103637—Calls a puff toad next to you for 10 turns. Hops toward the nearest creature every second turn; next to one, it pops at once on the eight tiles around it. It hits for 37. Ready again every 6 turns.
Old tortoiseGrove-caller · Beasts · summon
Hero: Grove-callerSchool: BeastsMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a old tortoise next to you for 16 turns. A shell that will not move. Creatures stuck behind it bite it instead. Ready again every 6 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
126——Calls a old tortoise next to you for 16 turns. A shell that will not move. Creatures stuck behind it bite it instead. Ready again every 6 turns.
226——Calls a old tortoise next to you for 16 turns. A shell that will not move. Creatures stuck behind it bite it instead. Ready again every 6 turns.
326——Calls a old tortoise next to you for 16 turns. A shell that will not move. Creatures stuck behind it bite it instead. Ready again every 6 turns.
426——Calls a old tortoise next to you for 16 turns. A shell that will not move. Creatures stuck behind it bite it instead. Ready again every 6 turns.
526——Calls a old tortoise next to you for 16 turns. A shell that will not move. Creatures stuck behind it bite it instead. Ready again every 6 turns.
Stag rushGrove-caller · Beasts · strike
Hero: Grove-callerSchool: BeastsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Rushes up to 3 tiles straight ahead to the first creature and hits it for 8. Knocks it 2 tiles back. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13483Rushes up to 3 tiles straight ahead to the first creature and hits it for 8. Knocks it 2 tiles back. Ready again every 4 turns.
234103Rushes up to 3 tiles straight ahead to the first creature and hits it for 10. Knocks it 2 tiles back. Ready again every 4 turns.
334133Rushes up to 3 tiles straight ahead to the first creature and hits it for 13. Knocks it 2 tiles back. Ready again every 4 turns.
434153Rushes up to 3 tiles straight ahead to the first creature and hits it for 15. Knocks it 2 tiles back. Ready again every 4 turns.
534183Rushes up to 3 tiles straight ahead to the first creature and hits it for 18. Knocks it 2 tiles back. Ready again every 4 turns.
634203Rushes up to 3 tiles straight ahead to the first creature and hits it for 20. Knocks it 2 tiles back. Ready again every 4 turns.
734223Rushes up to 3 tiles straight ahead to the first creature and hits it for 22. Knocks it 2 tiles back. Ready again every 4 turns.
834253Rushes up to 3 tiles straight ahead to the first creature and hits it for 25. Knocks it 2 tiles back. Ready again every 4 turns.
934273Rushes up to 3 tiles straight ahead to the first creature and hits it for 27. Knocks it 2 tiles back. Ready again every 4 turns.
1034303Rushes up to 3 tiles straight ahead to the first creature and hits it for 30. Knocks it 2 tiles back. Ready again every 4 turns.
Crow mobGrove-caller · Beasts · cross
Hero: Grove-callerSchool: BeastsMaximum rank: 9Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits along all four lines, 3 tiles each, for 3. Its attacks do half damage for 1 turn. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13433Hits along all four lines, 3 tiles each, for 3. Its attacks do half damage for 1 turn. Ready again every 4 turns.
23443Hits along all four lines, 3 tiles each, for 4. Its attacks do half damage for 1 turn. Ready again every 4 turns.
33453Hits along all four lines, 3 tiles each, for 5. Its attacks do half damage for 1 turn. Ready again every 4 turns.
43463Hits along all four lines, 3 tiles each, for 6. Its attacks do half damage for 1 turn. Ready again every 4 turns.
53473Hits along all four lines, 3 tiles each, for 7. Its attacks do half damage for 1 turn. Ready again every 4 turns.
63483Hits along all four lines, 3 tiles each, for 8. Its attacks do half damage for 1 turn. Ready again every 4 turns.
73493Hits along all four lines, 3 tiles each, for 9. Its attacks do half damage for 1 turn. Ready again every 4 turns.
834103Hits along all four lines, 3 tiles each, for 10. Its attacks do half damage for 1 turn. Ready again every 4 turns.
934113Hits along all four lines, 3 tiles each, for 11. Its attacks do half damage for 1 turn. Ready again every 4 turns.
Adder biteGrove-caller · Beasts · strike
Hero: Grove-callerSchool: BeastsMaximum rank: 9Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 3. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
11231Hits the tile right ahead for 3. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.
21241Hits the tile right ahead for 4. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.
31251Hits the tile right ahead for 5. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.
41261Hits the tile right ahead for 6. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.
51271Hits the tile right ahead for 7. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.
61281Hits the tile right ahead for 8. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.
71291Hits the tile right ahead for 9. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.
812101Hits the tile right ahead for 10. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.
912111Hits the tile right ahead for 11. Sets it burning: 2 a turn for 3 turns. Ready again every 2 turns.
Wolf howlGrove-caller · Beasts · nova
Hero: Grove-callerSchool: BeastsMaximum rank: 2Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits every creature within 2 steps for 1. Its attacks do half damage for 2 turns. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13512Hits every creature within 2 steps for 1. Its attacks do half damage for 2 turns. Ready again every 5 turns.
23522Hits every creature within 2 steps for 2. Its attacks do half damage for 2 turns. Ready again every 5 turns.
Fox stepGrove-caller · Beasts · self
Hero: Grove-callerSchool: BeastsMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 3 damage. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12433Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 3 damage. Ready again every 4 turns.
22443Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 4 damage. Ready again every 4 turns.
32453Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 5 damage. Ready again every 4 turns.
42463Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 6 damage. Ready again every 4 turns.
52473Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 7 damage. Ready again every 4 turns.
Eagle diveGrove-caller · Beasts · strike
Hero: Grove-callerSchool: BeastsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 5 ahead for 16. It lands after the creatures act next turn. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
145165Hits the tile 5 ahead for 16. It lands after the creatures act next turn. Ready again every 5 turns.
245215Hits the tile 5 ahead for 21. It lands after the creatures act next turn. Ready again every 5 turns.
345265Hits the tile 5 ahead for 26. It lands after the creatures act next turn. Ready again every 5 turns.
445305Hits the tile 5 ahead for 30. It lands after the creatures act next turn. Ready again every 5 turns.
545355Hits the tile 5 ahead for 35. It lands after the creatures act next turn. Ready again every 5 turns.
645405Hits the tile 5 ahead for 40. It lands after the creatures act next turn. Ready again every 5 turns.
745455Hits the tile 5 ahead for 45. It lands after the creatures act next turn. Ready again every 5 turns.
845505Hits the tile 5 ahead for 50. It lands after the creatures act next turn. Ready again every 5 turns.
945545Hits the tile 5 ahead for 54. It lands after the creatures act next turn. Ready again every 5 turns.
1045595Hits the tile 5 ahead for 59. It lands after the creatures act next turn. Ready again every 5 turns.
Web throwGrove-caller · Beasts · strike
Hero: Grove-callerSchool: BeastsMaximum rank: 4Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 3 ahead and the four tiles next to it for 1. It cannot walk for 2 turns. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12413Hits the tile 3 ahead and the four tiles next to it for 1. It cannot walk for 2 turns. Ready again every 4 turns.
22423Hits the tile 3 ahead and the four tiles next to it for 2. It cannot walk for 2 turns. Ready again every 4 turns.
32433Hits the tile 3 ahead and the four tiles next to it for 3. It cannot walk for 2 turns. Ready again every 4 turns.
42443Hits the tile 3 ahead and the four tiles next to it for 4. It cannot walk for 2 turns. Ready again every 4 turns.
Mole ambushGrove-caller · Beasts · strike
Hero: Grove-callerSchool: BeastsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 12 on that tile. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
124121Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 12 on that tile. Ready again every 4 turns.
224161Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 16 on that tile. Ready again every 4 turns.
324191Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 19 on that tile. Ready again every 4 turns.
424231Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 23 on that tile. Ready again every 4 turns.
524261Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 26 on that tile. Ready again every 4 turns.
624301Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 30 on that tile. Ready again every 4 turns.
724341Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 34 on that tile. Ready again every 4 turns.
824371Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 37 on that tile. Ready again every 4 turns.
924411Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 41 on that tile. Ready again every 4 turns.
1024441Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 44 on that tile. Ready again every 4 turns.
HornetGrove-caller · Beasts · bolt
Hero: Grove-callerSchool: BeastsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 4. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12244Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 4. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.
22254Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 5. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.
32264Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 6. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.
42284Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 8. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.
52294Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 9. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.
622104Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 10. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.
722114Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 11. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.
822124Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 12. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.
922144Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 14. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.
1022154Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 15. Then jumps to one more creature within 2 steps, for a little less. Ready again every 2 turns.
Bat supperGrove-caller · Beasts · bolt
Hero: Grove-callerSchool: BeastsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 3 tiles ahead for 5. Heals you 75% of the damage. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13453Hits the first creature up to 3 tiles ahead for 5. Heals you 75% of the damage. Ready again every 4 turns.
23473Hits the first creature up to 3 tiles ahead for 7. Heals you 75% of the damage. Ready again every 4 turns.
33483Hits the first creature up to 3 tiles ahead for 8. Heals you 75% of the damage. Ready again every 4 turns.
434103Hits the first creature up to 3 tiles ahead for 10. Heals you 75% of the damage. Ready again every 4 turns.
534113Hits the first creature up to 3 tiles ahead for 11. Heals you 75% of the damage. Ready again every 4 turns.
634133Hits the first creature up to 3 tiles ahead for 13. Heals you 75% of the damage. Ready again every 4 turns.
734143Hits the first creature up to 3 tiles ahead for 14. Heals you 75% of the damage. Ready again every 4 turns.
834163Hits the first creature up to 3 tiles ahead for 16. Heals you 75% of the damage. Ready again every 4 turns.
934173Hits the first creature up to 3 tiles ahead for 17. Heals you 75% of the damage. Ready again every 4 turns.
1034193Hits the first creature up to 3 tiles ahead for 19. Heals you 75% of the damage. Ready again every 4 turns.

Battle-wizard

SparkBattle-wizard · Basic · bolt
Hero: Battle-wizardSchool: BasicMaximum rank: 1Starting spell: Yes

Available in this hero’s starting kit.

Hits the first creature up to 3 tiles ahead for 5.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
10—53Hits the first creature up to 3 tiles ahead for 5.
FireboltBattle-wizard · Fire · bolt
Hero: Battle-wizardSchool: FireMaximum rank: 10Starting spell: Yes

Available in this hero’s starting kit.

Hits the first creature up to 5 tiles ahead for 10. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
132105Hits the first creature up to 5 tiles ahead for 10. Ready again every 2 turns.
232135Hits the first creature up to 5 tiles ahead for 13. Ready again every 2 turns.
332165Hits the first creature up to 5 tiles ahead for 16. Ready again every 2 turns.
432195Hits the first creature up to 5 tiles ahead for 19, and goes on through 1 more. Ready again every 2 turns.
532225Hits the first creature up to 5 tiles ahead for 22, and goes on through 1 more. Ready again every 2 turns.
632255Hits the first creature up to 5 tiles ahead for 25, and goes on through 1 more. Ready again every 2 turns.
732285Hits the first creature up to 5 tiles ahead for 28, and goes on through 1 more. Sets it burning: 3 a turn for 2 turns. Ready again every 2 turns.
832315Hits the first creature up to 5 tiles ahead for 31, and goes on through 1 more. Sets it burning: 3 a turn for 2 turns. Ready again every 2 turns.
932345Hits the first creature up to 5 tiles ahead for 34, and goes on through 1 more. Sets it burning: 3 a turn for 2 turns. Ready again every 2 turns.
1032375Hits the first creature up to 5 tiles ahead for 37, and goes on through 1 more. Sets it burning: 3 a turn for 2 turns. Ready again every 2 turns.
EmberBattle-wizard · Fire · strike
Hero: Battle-wizardSchool: FireMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 8.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12—81Hits the tile right ahead for 8.
22—101Hits the tile right ahead for 10.
32—131Hits the tile right ahead for 13.
42—151Hits the tile right ahead for 15.
52—181Hits the tile right ahead for 18. Sets it burning: 2 a turn for 2 turns.
62—201Hits the tile right ahead for 20. Sets it burning: 2 a turn for 2 turns.
72—221Hits the tile right ahead for 22. Sets it burning: 2 a turn for 2 turns.
82—251Hits the tile right ahead for 25. Sets it burning: 2 a turn for 2 turns.
92—271Hits the tile right ahead for 27. Sets it burning: 2 a turn for 2 turns.
102—301Hits the tile right ahead for 30. Sets it burning: 2 a turn for 2 turns.
Flame wallBattle-wizard · Fire · cleave
Hero: Battle-wizardSchool: FireMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the three tiles in front of you for 9. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
14391Hits the three tiles in front of you for 9. Ready again every 3 turns.
243121Hits the three tiles in front of you for 12. Ready again every 3 turns.
343141Hits the three tiles in front of you for 14. Ready again every 3 turns.
443171Hits the three tiles in front of you for 17. Ready again every 3 turns.
543201Hits the three tiles in front of you for 20. Ready again every 3 turns.
643231Hits the three tiles in front of you for 23. Ready again every 3 turns.
743251Hits the three tiles in front of you for 25. Ready again every 3 turns.
843281Hits the three tiles in front of you for 28. Ready again every 3 turns.
943311Hits the three tiles in front of you for 31. Ready again every 3 turns.
1043331Hits the three tiles in front of you for 33. Ready again every 3 turns.
Fire novaBattle-wizard · Fire · ring
Hero: Battle-wizardSchool: FireMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits all eight tiles around you for 8. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
15481Hits all eight tiles around you for 8. Ready again every 4 turns.
254101Hits all eight tiles around you for 10. Ready again every 4 turns.
354131Hits all eight tiles around you for 13. Ready again every 4 turns.
454151Hits all eight tiles around you for 15. Ready again every 4 turns.
554181Hits all eight tiles around you for 18. Ready again every 4 turns.
Cinder shotBattle-wizard · Fire · bolt
Hero: Battle-wizardSchool: FireMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 4 tiles ahead for 6.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12—64Hits the first creature up to 4 tiles ahead for 6.
22—84Hits the first creature up to 4 tiles ahead for 8.
32—104Hits the first creature up to 4 tiles ahead for 10.
42—114Hits the first creature up to 4 tiles ahead for 11.
52—134Hits the first creature up to 4 tiles ahead for 13.
62—154Hits the first creature up to 4 tiles ahead for 15. Sets it burning: 2 a turn for 2 turns.
72—174Hits the first creature up to 4 tiles ahead for 17. Sets it burning: 2 a turn for 2 turns.
82—194Hits the first creature up to 4 tiles ahead for 19. Sets it burning: 2 a turn for 2 turns.
92—204Hits the first creature up to 4 tiles ahead for 20. Sets it burning: 2 a turn for 2 turns.
102—225Hits the first creature up to 5 tiles ahead for 22. Sets it burning: 2 a turn for 2 turns.
Meteor callBattle-wizard · Fire · strike
Hero: Battle-wizardSchool: FireMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 3 ahead for 24. It lands after the creatures act next turn. Ready again every 6 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
166243Hits the tile 3 ahead for 24. It lands after the creatures act next turn. Ready again every 6 turns.
266313Hits the tile 3 ahead for 31. It lands after the creatures act next turn. Ready again every 6 turns.
366383Hits the tile 3 ahead for 38. It lands after the creatures act next turn. Ready again every 6 turns.
466463Hits the tile 3 ahead for 46. It lands after the creatures act next turn. Ready again every 6 turns.
566533Hits the tile 3 ahead for 53. It lands after the creatures act next turn. Ready again every 6 turns.
Ember wardBattle-wizard · Fire · self
Hero: Battle-wizardSchool: FireMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

A shield that absorbs 6 damage. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1356—A shield that absorbs 6 damage. Ready again every 5 turns.
2358—A shield that absorbs 8 damage. Ready again every 5 turns.
33510—A shield that absorbs 10 damage. Ready again every 5 turns.
43511—A shield that absorbs 11 damage. Ready again every 5 turns.
53513—A shield that absorbs 13 damage. Ready again every 5 turns.
Coal lanceBattle-wizard · Fire · bolt
Hero: Battle-wizardSchool: FireMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 3 tiles ahead for 7, and goes on through 2 more. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12273Hits the first creature up to 3 tiles ahead for 7, and goes on through 2 more. Ready again every 2 turns.
22293Hits the first creature up to 3 tiles ahead for 9, and goes on through 2 more. Ready again every 2 turns.
322113Hits the first creature up to 3 tiles ahead for 11, and goes on through 2 more. Ready again every 2 turns.
422133Hits the first creature up to 3 tiles ahead for 13, and goes on through 2 more. Ready again every 2 turns.
522153Hits the first creature up to 3 tiles ahead for 15, and goes on through 2 more. Ready again every 2 turns.
622183Hits the first creature up to 3 tiles ahead for 18, and goes on through 2 more. Ready again every 2 turns.
722203Hits the first creature up to 3 tiles ahead for 20, and goes on through 2 more. Ready again every 2 turns.
822223Hits the first creature up to 3 tiles ahead for 22, and goes on through 2 more. Ready again every 2 turns.
922243Hits the first creature up to 3 tiles ahead for 24, and goes on through 2 more. Ready again every 2 turns.
1022263Hits the first creature up to 3 tiles ahead for 26, and goes on through 2 more. Ready again every 2 turns.
Furnace fanBattle-wizard · Fire · cleave
Hero: Battle-wizardSchool: FireMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the three tiles in front of you for 4. Sets it burning: 2 a turn for 3 turns. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13441Hits the three tiles in front of you for 4. Sets it burning: 2 a turn for 3 turns. Ready again every 4 turns.
23451Hits the three tiles in front of you for 5. Sets it burning: 2 a turn for 3 turns. Ready again every 4 turns.
33461Hits the three tiles in front of you for 6. Sets it burning: 2 a turn for 3 turns. Ready again every 4 turns.
43481Hits the three tiles in front of you for 8. Sets it burning: 2 a turn for 3 turns. Ready again every 4 turns.
53491Hits the three tiles in front of you for 9. Sets it burning: 2 a turn for 3 turns. Ready again every 4 turns.
Fuse emberBattle-wizard · Fire · strike
Hero: Battle-wizardSchool: FireMaximum rank: 9Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 3 ahead for 3. It lands after the creatures act 2 turns from now. Sets it burning: 3 a turn for 3 turns. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12333Hits the tile 3 ahead for 3. It lands after the creatures act 2 turns from now. Sets it burning: 3 a turn for 3 turns. Ready again every 3 turns.
22343Hits the tile 3 ahead for 4. It lands after the creatures act 2 turns from now. Sets it burning: 3 a turn for 3 turns. Ready again every 3 turns.
32353Hits the tile 3 ahead for 5. It lands after the creatures act 2 turns from now. Sets it burning: 3 a turn for 3 turns. Ready again every 3 turns.
42363Hits the tile 3 ahead for 6. It lands after the creatures act 2 turns from now. Sets it burning: 3 a turn for 3 turns. Ready again every 3 turns.
52373Hits the tile 3 ahead for 7. It lands after the creatures act 2 turns from now. Sets it burning: 3 a turn for 3 turns. Ready again every 3 turns.
62383Hits the tile 3 ahead for 8. It lands after the creatures act 2 turns from now. Sets it burning: 3 a turn for 3 turns. Ready again every 3 turns.
72393Hits the tile 3 ahead for 9. It lands after the creatures act 2 turns from now. Sets it burning: 3 a turn for 3 turns. Ready again every 3 turns.
823103Hits the tile 3 ahead for 10. It lands after the creatures act 2 turns from now. Sets it burning: 3 a turn for 3 turns. Ready again every 3 turns.
923113Hits the tile 3 ahead for 11. It lands after the creatures act 2 turns from now. Sets it burning: 3 a turn for 3 turns. Ready again every 3 turns.
Scorch pathBattle-wizard · Fire · cleave
Hero: Battle-wizardSchool: FireMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the three tiles in front of you for 5. Ready again every 4 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13451Hits the three tiles in front of you for 5. Ready again every 4 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 3 turns.
23471Hits the three tiles in front of you for 7. Ready again every 4 turns. The ground keeps hurting any creature standing there for 4 at the end of each turn, 3 turns.
33481Hits the three tiles in front of you for 8. Ready again every 4 turns. The ground keeps hurting any creature standing there for 4 at the end of each turn, 3 turns.
434101Hits the three tiles in front of you for 10. Ready again every 4 turns. The ground keeps hurting any creature standing there for 5 at the end of each turn, 3 turns.
534111Hits the three tiles in front of you for 11. Ready again every 4 turns. The ground keeps hurting any creature standing there for 6 at the end of each turn, 3 turns.
634131Hits the three tiles in front of you for 13. Ready again every 4 turns. The ground keeps hurting any creature standing there for 7 at the end of each turn, 3 turns.
734141Hits the three tiles in front of you for 14. Ready again every 4 turns. The ground keeps hurting any creature standing there for 7 at the end of each turn, 3 turns.
834161Hits the three tiles in front of you for 16. Ready again every 4 turns. The ground keeps hurting any creature standing there for 8 at the end of each turn, 3 turns.
934171Hits the three tiles in front of you for 17. Ready again every 4 turns. The ground keeps hurting any creature standing there for 9 at the end of each turn, 3 turns.
1034191Hits the three tiles in front of you for 19. Ready again every 4 turns. The ground keeps hurting any creature standing there for 10 at the end of each turn, 3 turns.
Fire moatBattle-wizard · Fire · ring
Hero: Battle-wizardSchool: FireMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits all eight tiles around you for 4. Ready again every 6 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
14641Hits all eight tiles around you for 4. Ready again every 6 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 3 turns.
24651Hits all eight tiles around you for 5. Ready again every 6 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 3 turns.
34661Hits all eight tiles around you for 6. Ready again every 6 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 3 turns.
44681Hits all eight tiles around you for 8. Ready again every 6 turns. The ground keeps hurting any creature standing there for 4 at the end of each turn, 3 turns.
54691Hits all eight tiles around you for 9. Ready again every 6 turns. The ground keeps hurting any creature standing there for 5 at the end of each turn, 3 turns.
Heat seekerBattle-wizard · Fire · bolt
Hero: Battle-wizardSchool: FireMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 5. +100% against a burning creature. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13355Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 5. +100% against a burning creature. Ready again every 3 turns.
23375Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 7. +100% against a burning creature. Ready again every 3 turns.
33385Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 8. +100% against a burning creature. Ready again every 3 turns.
433105Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 10. +100% against a burning creature. Ready again every 3 turns.
533115Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 11. +100% against a burning creature. Ready again every 3 turns.
633135Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 13. +100% against a burning creature. Ready again every 3 turns.
733145Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 14. +100% against a burning creature. Ready again every 3 turns.
833165Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 16. +100% against a burning creature. Ready again every 3 turns.
933175Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 17. +100% against a burning creature. Ready again every 3 turns.
1033195Flies to the nearest creature within 5 steps, whichever way you face, and hits it for 19. +100% against a burning creature. Ready again every 3 turns.
Leaping flameBattle-wizard · Fire · bolt
Hero: Battle-wizardSchool: FireMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 4 tiles ahead for 6. Then jumps to 2 more creatures within 2 steps, for a little less. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13364Hits the first creature up to 4 tiles ahead for 6. Then jumps to 2 more creatures within 2 steps, for a little less. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
23384Hits the first creature up to 4 tiles ahead for 8. Then jumps to 2 more creatures within 2 steps, for a little less. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
333104Hits the first creature up to 4 tiles ahead for 10. Then jumps to 2 more creatures within 2 steps, for a little less. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
433114Hits the first creature up to 4 tiles ahead for 11. Then jumps to 2 more creatures within 2 steps, for a little less. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
533134Hits the first creature up to 4 tiles ahead for 13. Then jumps to 2 more creatures within 2 steps, for a little less. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
633154Hits the first creature up to 4 tiles ahead for 15. Then jumps to 2 more creatures within 2 steps, for a little less. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
733174Hits the first creature up to 4 tiles ahead for 17. Then jumps to 2 more creatures within 2 steps, for a little less. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
833194Hits the first creature up to 4 tiles ahead for 19. Then jumps to 2 more creatures within 2 steps, for a little less. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
933204Hits the first creature up to 4 tiles ahead for 20. Then jumps to 2 more creatures within 2 steps, for a little less. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
1033224Hits the first creature up to 4 tiles ahead for 22. Then jumps to 2 more creatures within 2 steps, for a little less. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
Flame stepBattle-wizard · Fire · strike
Hero: Battle-wizardSchool: FireMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Jump up to 3 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits the tile right ahead for 6. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13463Jump up to 3 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits the tile right ahead for 6. Ready again every 4 turns.
23483Jump up to 3 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits the tile right ahead for 8. Ready again every 4 turns.
334103Jump up to 3 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits the tile right ahead for 10. Ready again every 4 turns.
434113Jump up to 3 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits the tile right ahead for 11. Ready again every 4 turns.
534133Jump up to 3 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits the tile right ahead for 13. Ready again every 4 turns.
Spit flameBattle-wizard · Fire · strike
Hero: Battle-wizardSchool: FireMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 2 ahead for 7.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12—72Hits the tile 2 ahead for 7.
22—92Hits the tile 2 ahead for 9.
32—112Hits the tile 2 ahead for 11.
42—132Hits the tile 2 ahead for 13.
52—152Hits the tile 2 ahead for 15.
62—182Hits the tile 2 ahead for 18.
72—202Hits the tile 2 ahead for 20.
82—222Hits the tile 2 ahead for 22.
92—242Hits the tile 2 ahead for 24.
102—262Hits the tile 2 ahead for 26.
CombustBattle-wizard · Fire · strike
Hero: Battle-wizardSchool: FireMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 4 ahead and the four tiles next to it for 4. +100% against a burning creature. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13444Hits the tile 4 ahead and the four tiles next to it for 4. +100% against a burning creature. Ready again every 4 turns.
23454Hits the tile 4 ahead and the four tiles next to it for 5. +100% against a burning creature. Ready again every 4 turns.
33464Hits the tile 4 ahead and the four tiles next to it for 6. +100% against a burning creature. Ready again every 4 turns.
43484Hits the tile 4 ahead and the four tiles next to it for 8. +100% against a burning creature. Ready again every 4 turns.
53494Hits the tile 4 ahead and the four tiles next to it for 9. +100% against a burning creature. Ready again every 4 turns.
634104Hits the tile 4 ahead and the four tiles next to it for 10. +100% against a burning creature. Ready again every 4 turns.
734114Hits the tile 4 ahead and the four tiles next to it for 11. +100% against a burning creature. Ready again every 4 turns.
834124Hits the tile 4 ahead and the four tiles next to it for 12. +100% against a burning creature. Ready again every 4 turns.
934144Hits the tile 4 ahead and the four tiles next to it for 14. +100% against a burning creature. Ready again every 4 turns.
1034154Hits the tile 4 ahead and the four tiles next to it for 15. +100% against a burning creature. Ready again every 4 turns.
Smoke ringBattle-wizard · Fire · ring
Hero: Battle-wizardSchool: FireMaximum rank: 3Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits all eight tiles around you for 2. Its attacks do half damage for 2 turns. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13521Hits all eight tiles around you for 2. Its attacks do half damage for 2 turns. Ready again every 5 turns.
23531Hits all eight tiles around you for 3. Its attacks do half damage for 2 turns. Ready again every 5 turns.
33541Hits all eight tiles around you for 4. Its attacks do half damage for 2 turns. Ready again every 5 turns.
Fire hookBattle-wizard · Fire · bolt
Hero: Battle-wizardSchool: FireMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 4 tiles ahead for 4. Sets it burning: 2 a turn for 2 turns. Drags it up to 2 tiles toward you. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12344Hits the first creature up to 4 tiles ahead for 4. Sets it burning: 2 a turn for 2 turns. Drags it up to 2 tiles toward you. Ready again every 3 turns.
22354Hits the first creature up to 4 tiles ahead for 5. Sets it burning: 2 a turn for 2 turns. Drags it up to 2 tiles toward you. Ready again every 3 turns.
32364Hits the first creature up to 4 tiles ahead for 6. Sets it burning: 2 a turn for 2 turns. Drags it up to 2 tiles toward you. Ready again every 3 turns.
42384Hits the first creature up to 4 tiles ahead for 8. Sets it burning: 2 a turn for 2 turns. Drags it up to 2 tiles toward you. Ready again every 3 turns.
52394Hits the first creature up to 4 tiles ahead for 9. Sets it burning: 2 a turn for 2 turns. Drags it up to 2 tiles toward you. Ready again every 3 turns.
623104Hits the first creature up to 4 tiles ahead for 10. Sets it burning: 2 a turn for 2 turns. Drags it up to 2 tiles toward you. Ready again every 3 turns.
723114Hits the first creature up to 4 tiles ahead for 11. Sets it burning: 2 a turn for 2 turns. Drags it up to 2 tiles toward you. Ready again every 3 turns.
823124Hits the first creature up to 4 tiles ahead for 12. Sets it burning: 2 a turn for 2 turns. Drags it up to 2 tiles toward you. Ready again every 3 turns.
923144Hits the first creature up to 4 tiles ahead for 14. Sets it burning: 2 a turn for 2 turns. Drags it up to 2 tiles toward you. Ready again every 3 turns.
1023154Hits the first creature up to 4 tiles ahead for 15. Sets it burning: 2 a turn for 2 turns. Drags it up to 2 tiles toward you. Ready again every 3 turns.
Hearth glowBattle-wizard · Fire · self
Hero: Battle-wizardSchool: FireMaximum rank: 4Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Heal 1 at the end of each turn for 5 turns. Ready again every 6 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1361—Heal 1 at the end of each turn for 5 turns. Ready again every 6 turns.
2362—Heal 2 at the end of each turn for 5 turns. Ready again every 6 turns.
3363—Heal 3 at the end of each turn for 5 turns. Ready again every 6 turns.
4364—Heal 4 at the end of each turn for 5 turns. Ready again every 6 turns.
Frost shardBattle-wizard · Frost · bolt
Hero: Battle-wizardSchool: FrostMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 4 tiles ahead for 7. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13374Hits the first creature up to 4 tiles ahead for 7. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 3 turns.
23394Hits the first creature up to 4 tiles ahead for 9. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 3 turns.
333114Hits the first creature up to 4 tiles ahead for 11. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 3 turns.
433134Hits the first creature up to 4 tiles ahead for 13. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 3 turns.
533154Hits the first creature up to 4 tiles ahead for 15. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 3 turns.
633184Hits the first creature up to 4 tiles ahead for 18. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 3 turns.
733204Hits the first creature up to 4 tiles ahead for 20. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 3 turns.
833224Hits the first creature up to 4 tiles ahead for 22. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 3 turns.
933244Hits the first creature up to 4 tiles ahead for 24. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 3 turns.
1033264Hits the first creature up to 4 tiles ahead for 26. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 3 turns.
Ice lanceBattle-wizard · Frost · bolt
Hero: Battle-wizardSchool: FrostMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 6 tiles ahead for 9, and goes on through 2 more. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13396Hits the first creature up to 6 tiles ahead for 9, and goes on through 2 more. Ready again every 3 turns.
233126Hits the first creature up to 6 tiles ahead for 12, and goes on through 2 more. Ready again every 3 turns.
333146Hits the first creature up to 6 tiles ahead for 14, and goes on through 2 more. Ready again every 3 turns.
433176Hits the first creature up to 6 tiles ahead for 17, and goes on through 2 more. Ready again every 3 turns.
533206Hits the first creature up to 6 tiles ahead for 20, and goes on through 2 more. Ready again every 3 turns.
633236Hits the first creature up to 6 tiles ahead for 23, and goes on through 2 more. Ready again every 3 turns.
733256Hits the first creature up to 6 tiles ahead for 25, and goes on through 2 more. Ready again every 3 turns.
833286Hits the first creature up to 6 tiles ahead for 28, and goes on through 2 more. Ready again every 3 turns.
933316Hits the first creature up to 6 tiles ahead for 31, and goes on through 2 more. Ready again every 3 turns.
1033336Hits the first creature up to 6 tiles ahead for 33, and goes on through 2 more. Ready again every 3 turns.
Frost ringBattle-wizard · Frost · ring
Hero: Battle-wizardSchool: FrostMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits all eight tiles around you for 5. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
14451Hits all eight tiles around you for 5. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.
24471Hits all eight tiles around you for 7. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.
34481Hits all eight tiles around you for 8. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.
444101Hits all eight tiles around you for 10. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.
544111Hits all eight tiles around you for 11. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.
Cold snapBattle-wizard · Frost · cross
Hero: Battle-wizardSchool: FrostMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits along all four lines, 3 tiles each, for 7. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13373Hits along all four lines, 3 tiles each, for 7. Ready again every 3 turns.
23393Hits along all four lines, 3 tiles each, for 9. Ready again every 3 turns.
333113Hits along all four lines, 3 tiles each, for 11. Ready again every 3 turns.
433133Hits along all four lines, 3 tiles each, for 13. Ready again every 3 turns.
533153Hits along all four lines, 3 tiles each, for 15. Ready again every 3 turns.
633183Hits along all four lines, 3 tiles each, for 18. Ready again every 3 turns.
733203Hits along all four lines, 3 tiles each, for 20. Ready again every 3 turns.
833223Hits along all four lines, 3 tiles each, for 22. Ready again every 3 turns.
933243Hits along all four lines, 3 tiles each, for 24. Ready again every 3 turns.
1033263Hits along all four lines, 3 tiles each, for 26. Ready again every 3 turns.
Shatter strikeBattle-wizard · Frost · strike
Hero: Battle-wizardSchool: FrostMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 6. A frozen creature takes 200% and thaws.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12—61Hits the tile right ahead for 6. A frozen creature takes 200% and thaws.
22—81Hits the tile right ahead for 8. A frozen creature takes 200% and thaws.
32—101Hits the tile right ahead for 10. A frozen creature takes 200% and thaws.
42—111Hits the tile right ahead for 11. A frozen creature takes 250% and thaws.
52—131Hits the tile right ahead for 13. A frozen creature takes 250% and thaws.
62—151Hits the tile right ahead for 15. A frozen creature takes 250% and thaws.
72—171Hits the tile right ahead for 17. A frozen creature takes 300% and thaws.
82—191Hits the tile right ahead for 19. A frozen creature takes 300% and thaws.
92—201Hits the tile right ahead for 20. A frozen creature takes 300% and thaws.
102—221Hits the tile right ahead for 22. A frozen creature takes 350% and thaws.
Chill boltBattle-wizard · Frost · bolt
Hero: Battle-wizardSchool: FrostMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 5 tiles ahead for 6. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12—65Hits the first creature up to 5 tiles ahead for 6. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns.
22—85Hits the first creature up to 5 tiles ahead for 8. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns.
32—105Hits the first creature up to 5 tiles ahead for 10. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns.
42—115Hits the first creature up to 5 tiles ahead for 11. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns.
52—135Hits the first creature up to 5 tiles ahead for 13. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 6 turns.
62—155Hits the first creature up to 5 tiles ahead for 15. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 6 turns.
72—175Hits the first creature up to 5 tiles ahead for 17. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 6 turns.
82—195Hits the first creature up to 5 tiles ahead for 19. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 6 turns.
92—205Hits the first creature up to 5 tiles ahead for 20. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 6 turns.
102—225Hits the first creature up to 5 tiles ahead for 22. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 6 turns.
Cold comfortBattle-wizard · Frost · self
Hero: Battle-wizardSchool: FrostMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Heal 4. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1354—Heal 4. Ready again every 5 turns.
2355—Heal 5. Ready again every 5 turns.
3356—Heal 6. Ready again every 5 turns.
4358—Heal 8. Ready again every 5 turns.
5359—Heal 9. Ready again every 5 turns.
63510—Heal 10. Ready again every 5 turns.
73511—Heal 11. Ready again every 5 turns.
83512—Heal 12. Ready again every 5 turns.
93514—Heal 14. Ready again every 5 turns.
103515—Heal 15. Ready again every 5 turns.
Icicle dropBattle-wizard · Frost · strike
Hero: Battle-wizardSchool: FrostMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 3 ahead for 12. It lands after the creatures act this turn. A frozen creature takes 150% and thaws. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
134123Hits the tile 3 ahead for 12. It lands after the creatures act this turn. A frozen creature takes 150% and thaws. Ready again every 4 turns.
234163Hits the tile 3 ahead for 16. It lands after the creatures act this turn. A frozen creature takes 150% and thaws. Ready again every 4 turns.
334193Hits the tile 3 ahead for 19. It lands after the creatures act this turn. A frozen creature takes 150% and thaws. Ready again every 4 turns.
434233Hits the tile 3 ahead for 23. It lands after the creatures act this turn. A frozen creature takes 150% and thaws. Ready again every 4 turns.
534263Hits the tile 3 ahead for 26. It lands after the creatures act this turn. A frozen creature takes 150% and thaws. Ready again every 4 turns.
634303Hits the tile 3 ahead for 30. It lands after the creatures act this turn. A frozen creature takes 150% and thaws. Ready again every 4 turns.
734343Hits the tile 3 ahead for 34. It lands after the creatures act this turn. A frozen creature takes 150% and thaws. Ready again every 4 turns.
834373Hits the tile 3 ahead for 37. It lands after the creatures act this turn. A frozen creature takes 150% and thaws. Ready again every 4 turns.
934413Hits the tile 3 ahead for 41. It lands after the creatures act this turn. A frozen creature takes 150% and thaws. Ready again every 4 turns.
1034443Hits the tile 3 ahead for 44. It lands after the creatures act this turn. A frozen creature takes 150% and thaws. Ready again every 4 turns.
Sleet patchBattle-wizard · Frost · strike
Hero: Battle-wizardSchool: FrostMaximum rank: 6Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 2 ahead and the four tiles next to it for 2. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 5 turns. The ground keeps hurting any creature standing there for 1 at the end of each turn, 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13522Hits the tile 2 ahead and the four tiles next to it for 2. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 5 turns. The ground keeps hurting any creature standing there for 1 at the end of each turn, 3 turns.
23532Hits the tile 2 ahead and the four tiles next to it for 3. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 5 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 3 turns.
33542Hits the tile 2 ahead and the four tiles next to it for 4. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 5 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 3 turns.
43552Hits the tile 2 ahead and the four tiles next to it for 5. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 5 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 3 turns.
53562Hits the tile 2 ahead and the four tiles next to it for 6. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 5 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 3 turns.
63572Hits the tile 2 ahead and the four tiles next to it for 7. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 5 turns. The ground keeps hurting any creature standing there for 4 at the end of each turn, 3 turns.
HailBattle-wizard · Frost · nova
Hero: Battle-wizardSchool: FrostMaximum rank: 9Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits every creature within 3 steps for 3. +100% against a frozen creature. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
14433Hits every creature within 3 steps for 3. +100% against a frozen creature. Ready again every 4 turns.
24443Hits every creature within 3 steps for 4. +100% against a frozen creature. Ready again every 4 turns.
34453Hits every creature within 3 steps for 5. +100% against a frozen creature. Ready again every 4 turns.
44463Hits every creature within 3 steps for 6. +100% against a frozen creature. Ready again every 4 turns.
54473Hits every creature within 3 steps for 7. +100% against a frozen creature. Ready again every 4 turns.
64483Hits every creature within 3 steps for 8. +100% against a frozen creature. Ready again every 4 turns.
74493Hits every creature within 3 steps for 9. +100% against a frozen creature. Ready again every 4 turns.
844103Hits every creature within 3 steps for 10. +100% against a frozen creature. Ready again every 4 turns.
944113Hits every creature within 3 steps for 11. +100% against a frozen creature. Ready again every 4 turns.
Frost chainBattle-wizard · Frost · bolt
Hero: Battle-wizardSchool: FrostMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 4 tiles ahead for 5. Then jumps to 2 more creatures within 2 steps, for a little less. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13454Hits the first creature up to 4 tiles ahead for 5. Then jumps to 2 more creatures within 2 steps, for a little less. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.
23474Hits the first creature up to 4 tiles ahead for 7. Then jumps to 2 more creatures within 2 steps, for a little less. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.
33484Hits the first creature up to 4 tiles ahead for 8. Then jumps to 2 more creatures within 2 steps, for a little less. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.
434104Hits the first creature up to 4 tiles ahead for 10. Then jumps to 2 more creatures within 2 steps, for a little less. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.
534114Hits the first creature up to 4 tiles ahead for 11. Then jumps to 2 more creatures within 2 steps, for a little less. Freezes it for 1 turn. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.
Ice stepBattle-wizard · Frost · self
Hero: Battle-wizardSchool: FrostMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Jump up to 2 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 3 damage. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12432Jump up to 2 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 3 damage. Ready again every 4 turns.
22442Jump up to 2 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 4 damage. Ready again every 4 turns.
32452Jump up to 2 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 5 damage. Ready again every 4 turns.
42462Jump up to 2 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 6 damage. Ready again every 4 turns.
52472Jump up to 2 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 7 damage. Ready again every 4 turns.
Numbing boltBattle-wizard · Frost · bolt
Hero: Battle-wizardSchool: FrostMaximum rank: 6Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 5 tiles ahead for 2. Its attacks do half damage for 2 turns. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12425Hits the first creature up to 5 tiles ahead for 2. Its attacks do half damage for 2 turns. Ready again every 4 turns.
22435Hits the first creature up to 5 tiles ahead for 3. Its attacks do half damage for 2 turns. Ready again every 4 turns.
32445Hits the first creature up to 5 tiles ahead for 4. Its attacks do half damage for 2 turns. Ready again every 4 turns.
42455Hits the first creature up to 5 tiles ahead for 5. Its attacks do half damage for 2 turns. Ready again every 4 turns.
52465Hits the first creature up to 5 tiles ahead for 6. Its attacks do half damage for 2 turns. Ready again every 4 turns.
62475Hits the first creature up to 5 tiles ahead for 7. Its attacks do half damage for 2 turns. Ready again every 4 turns.
Glacier shoveBattle-wizard · Frost · cleave
Hero: Battle-wizardSchool: FrostMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the three tiles in front of you for 6. Knocks it 1 tile back. A frozen creature takes 150% and thaws. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13361Hits the three tiles in front of you for 6. Knocks it 1 tile back. A frozen creature takes 150% and thaws. Ready again every 3 turns.
23381Hits the three tiles in front of you for 8. Knocks it 1 tile back. A frozen creature takes 150% and thaws. Ready again every 3 turns.
333101Hits the three tiles in front of you for 10. Knocks it 1 tile back. A frozen creature takes 150% and thaws. Ready again every 3 turns.
433111Hits the three tiles in front of you for 11. Knocks it 1 tile back. A frozen creature takes 150% and thaws. Ready again every 3 turns.
533131Hits the three tiles in front of you for 13. Knocks it 1 tile back. A frozen creature takes 150% and thaws. Ready again every 3 turns.
633151Hits the three tiles in front of you for 15. Knocks it 1 tile back. A frozen creature takes 150% and thaws. Ready again every 3 turns.
733171Hits the three tiles in front of you for 17. Knocks it 1 tile back. A frozen creature takes 150% and thaws. Ready again every 3 turns.
833191Hits the three tiles in front of you for 19. Knocks it 1 tile back. A frozen creature takes 150% and thaws. Ready again every 3 turns.
933201Hits the three tiles in front of you for 20. Knocks it 1 tile back. A frozen creature takes 150% and thaws. Ready again every 3 turns.
1033221Hits the three tiles in front of you for 22. Knocks it 1 tile back. A frozen creature takes 150% and thaws. Ready again every 3 turns.
Frost needleBattle-wizard · Frost · bolt
Hero: Battle-wizardSchool: FrostMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 6 tiles ahead for 5. +100% against a frozen creature.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12—56Hits the first creature up to 6 tiles ahead for 5. +100% against a frozen creature.
22—76Hits the first creature up to 6 tiles ahead for 7. +100% against a frozen creature.
32—86Hits the first creature up to 6 tiles ahead for 8. +100% against a frozen creature.
42—106Hits the first creature up to 6 tiles ahead for 10. +100% against a frozen creature.
52—116Hits the first creature up to 6 tiles ahead for 11. +100% against a frozen creature.
62—136Hits the first creature up to 6 tiles ahead for 13. +100% against a frozen creature.
72—146Hits the first creature up to 6 tiles ahead for 14. +100% against a frozen creature.
82—166Hits the first creature up to 6 tiles ahead for 16. +100% against a frozen creature.
92—176Hits the first creature up to 6 tiles ahead for 17. +100% against a frozen creature.
102—196Hits the first creature up to 6 tiles ahead for 19. +100% against a frozen creature.
Winter's titheBattle-wizard · Frost · strike
Hero: Battle-wizardSchool: FrostMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 6. +50% against a frozen creature. Heals you 50% of the damage. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12361Hits the tile right ahead for 6. +50% against a frozen creature. Heals you 50% of the damage. Ready again every 3 turns.
22381Hits the tile right ahead for 8. +50% against a frozen creature. Heals you 50% of the damage. Ready again every 3 turns.
323101Hits the tile right ahead for 10. +50% against a frozen creature. Heals you 50% of the damage. Ready again every 3 turns.
423111Hits the tile right ahead for 11. +50% against a frozen creature. Heals you 50% of the damage. Ready again every 3 turns.
523131Hits the tile right ahead for 13. +50% against a frozen creature. Heals you 50% of the damage. Ready again every 3 turns.
623151Hits the tile right ahead for 15. +50% against a frozen creature. Heals you 50% of the damage. Ready again every 3 turns.
723171Hits the tile right ahead for 17. +50% against a frozen creature. Heals you 50% of the damage. Ready again every 3 turns.
823191Hits the tile right ahead for 19. +50% against a frozen creature. Heals you 50% of the damage. Ready again every 3 turns.
923201Hits the tile right ahead for 20. +50% against a frozen creature. Heals you 50% of the damage. Ready again every 3 turns.
1023221Hits the tile right ahead for 22. +50% against a frozen creature. Heals you 50% of the damage. Ready again every 3 turns.
Thin iceBattle-wizard · Frost · strike
Hero: Battle-wizardSchool: FrostMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 4 on that tile. Freezes it for 2 turns. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12441Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 4 on that tile. Freezes it for 2 turns. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.
22451Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 5 on that tile. Freezes it for 2 turns. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.
32461Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 6 on that tile. Freezes it for 2 turns. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.
42481Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 8 on that tile. Freezes it for 2 turns. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.
52491Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 9 on that tile. Freezes it for 2 turns. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.
624101Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 10 on that tile. Freezes it for 2 turns. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.
724111Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 11 on that tile. Freezes it for 2 turns. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.
824121Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 12 on that tile. Freezes it for 2 turns. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.
924141Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 14 on that tile. Freezes it for 2 turns. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.
1024151Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 15 on that tile. Freezes it for 2 turns. (A creature is never held still more than 2 turns in a row.) Ready again every 4 turns.
Cold frontBattle-wizard · Frost · cross
Hero: Battle-wizardSchool: FrostMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits along all four lines, 4 tiles each, for 3. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
14534Hits along all four lines, 4 tiles each, for 3. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 5 turns.
24544Hits along all four lines, 4 tiles each, for 4. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 5 turns.
34554Hits along all four lines, 4 tiles each, for 5. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 5 turns.
44564Hits along all four lines, 4 tiles each, for 6. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 5 turns.
54574Hits along all four lines, 4 tiles each, for 7. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 5 turns.
AvalancheBattle-wizard · Frost · cleave
Hero: Battle-wizardSchool: FrostMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the three tiles in front of you for 8. Knocks it 2 tiles back. +100% against a frozen creature. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
15581Hits the three tiles in front of you for 8. Knocks it 2 tiles back. +100% against a frozen creature. Ready again every 5 turns.
255101Hits the three tiles in front of you for 10. Knocks it 2 tiles back. +100% against a frozen creature. Ready again every 5 turns.
355131Hits the three tiles in front of you for 13. Knocks it 2 tiles back. +100% against a frozen creature. Ready again every 5 turns.
455151Hits the three tiles in front of you for 15. Knocks it 2 tiles back. +100% against a frozen creature. Ready again every 5 turns.
555181Hits the three tiles in front of you for 18. Knocks it 2 tiles back. +100% against a frozen creature. Ready again every 5 turns.
Snow fanBattle-wizard · Frost · cleave
Hero: Battle-wizardSchool: FrostMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the three tiles in front of you for 5. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13351Hits the three tiles in front of you for 5. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 3 turns.
23371Hits the three tiles in front of you for 7. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 3 turns.
33381Hits the three tiles in front of you for 8. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 3 turns.
433101Hits the three tiles in front of you for 10. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 3 turns.
533111Hits the three tiles in front of you for 11. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 3 turns.
633131Hits the three tiles in front of you for 13. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 3 turns.
733141Hits the three tiles in front of you for 14. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 3 turns.
833161Hits the three tiles in front of you for 16. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 3 turns.
933171Hits the three tiles in front of you for 17. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 3 turns.
1033191Hits the three tiles in front of you for 19. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 3 turns.
Stunning shockBattle-wizard · Storm · bolt
Hero: Battle-wizardSchool: StormMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 4 tiles ahead for 5. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13454Hits the first creature up to 4 tiles ahead for 5. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
23474Hits the first creature up to 4 tiles ahead for 7. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
33484Hits the first creature up to 4 tiles ahead for 8. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
434104Hits the first creature up to 4 tiles ahead for 10. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
534114Hits the first creature up to 4 tiles ahead for 11. (A creature is never held still more than 2 turns in a row.) It loses its next 2 turns. Ready again every 4 turns.
LightningBattle-wizard · Storm · bolt
Hero: Battle-wizardSchool: StormMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 6 tiles ahead for 12. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
143126Hits the first creature up to 6 tiles ahead for 12. Ready again every 3 turns.
243166Hits the first creature up to 6 tiles ahead for 16. Ready again every 3 turns.
343196Hits the first creature up to 6 tiles ahead for 19. Ready again every 3 turns.
443236Hits the first creature up to 6 tiles ahead for 23. Ready again every 3 turns.
543266Hits the first creature up to 6 tiles ahead for 26. Ready again every 3 turns.
643306Hits the first creature up to 6 tiles ahead for 30. Ready again every 3 turns.
743346Hits the first creature up to 6 tiles ahead for 34. Ready again every 3 turns.
843376Hits the first creature up to 6 tiles ahead for 37. Ready again every 3 turns.
943416Hits the first creature up to 6 tiles ahead for 41. Ready again every 3 turns.
1043446Hits the first creature up to 6 tiles ahead for 44. Ready again every 3 turns.
Chain sparkBattle-wizard · Storm · bolt
Hero: Battle-wizardSchool: StormMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 4 tiles ahead for 9. Also hits every creature next to it, for half. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13294Hits the first creature up to 4 tiles ahead for 9. Also hits every creature next to it, for half. Ready again every 2 turns.
232124Hits the first creature up to 4 tiles ahead for 12. Also hits every creature next to it, for half. Ready again every 2 turns.
332144Hits the first creature up to 4 tiles ahead for 14. Also hits every creature next to it, for half. Ready again every 2 turns.
432174Hits the first creature up to 4 tiles ahead for 17. Also hits every creature next to it, for half. Ready again every 2 turns.
532204Hits the first creature up to 4 tiles ahead for 20. Also hits every creature next to it, for half. Ready again every 2 turns.
632234Hits the first creature up to 4 tiles ahead for 23. Also hits every creature next to it, for half. Ready again every 2 turns.
732254Hits the first creature up to 4 tiles ahead for 25. Also hits every creature next to it, for half. Ready again every 2 turns.
832284Hits the first creature up to 4 tiles ahead for 28. Also hits every creature next to it, for half. Ready again every 2 turns.
932314Hits the first creature up to 4 tiles ahead for 31. Also hits every creature next to it, for half. Ready again every 2 turns.
1032334Hits the first creature up to 4 tiles ahead for 33. Also hits every creature next to it, for half. Ready again every 2 turns.
GustBattle-wizard · Storm · cleave
Hero: Battle-wizardSchool: StormMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the three tiles in front of you for 4. Knocks it 1 tile back.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12—41Hits the three tiles in front of you for 4. Knocks it 1 tile back.
22—51Hits the three tiles in front of you for 5. Knocks it 1 tile back.
32—61Hits the three tiles in front of you for 6. Knocks it 1 tile back.
42—81Hits the three tiles in front of you for 8. Knocks it 1 tile back.
52—91Hits the three tiles in front of you for 9. Knocks it 1 tile back.
62—101Hits the three tiles in front of you for 10. Knocks it 1 tile back.
72—111Hits the three tiles in front of you for 11. Knocks it 1 tile back.
82—121Hits the three tiles in front of you for 12. Knocks it 1 tile back.
92—141Hits the three tiles in front of you for 14. Knocks it 1 tile back.
102—151Hits the three tiles in front of you for 15. Knocks it 1 tile back.
ThunderclapBattle-wizard · Storm · nova
Hero: Battle-wizardSchool: StormMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits every creature within 2 steps for 6. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
15562Hits every creature within 2 steps for 6. Ready again every 5 turns.
25582Hits every creature within 2 steps for 8. Ready again every 5 turns.
355102Hits every creature within 2 steps for 10. Ready again every 5 turns.
455112Hits every creature within 2 steps for 11. Ready again every 5 turns.
555132Hits every creature within 2 steps for 13. Ready again every 5 turns.
Ball lightningBattle-wizard · Storm · summon
Hero: Battle-wizardSchool: StormMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a ball lightning next to you for 6 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 4. Ready again every 7 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1474—Calls a ball lightning next to you for 6 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 4. Ready again every 7 turns.
2475—Calls a ball lightning next to you for 6 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 5. Ready again every 7 turns.
3476—Calls a ball lightning next to you for 6 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 6. Ready again every 7 turns.
4478—Calls a ball lightning next to you for 6 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 8. Ready again every 7 turns.
5479—Calls a ball lightning next to you for 6 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 9. Ready again every 7 turns.
64710—Calls a ball lightning next to you for 6 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 10. Ready again every 7 turns.
74711—Calls a ball lightning next to you for 6 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 11. Ready again every 7 turns.
84712—Calls a ball lightning next to you for 6 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 12. Ready again every 7 turns.
94714—Calls a ball lightning next to you for 6 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 14. Ready again every 7 turns.
104715—Calls a ball lightning next to you for 6 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 15. Ready again every 7 turns.
Forked boltBattle-wizard · Storm · bolt
Hero: Battle-wizardSchool: StormMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 5 tiles ahead for 7. Then jumps to 3 more creatures within 2 steps, for a little less. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
14375Hits the first creature up to 5 tiles ahead for 7. Then jumps to 3 more creatures within 2 steps, for a little less. Ready again every 3 turns.
24395Hits the first creature up to 5 tiles ahead for 9. Then jumps to 3 more creatures within 2 steps, for a little less. Ready again every 3 turns.
343115Hits the first creature up to 5 tiles ahead for 11. Then jumps to 3 more creatures within 2 steps, for a little less. Ready again every 3 turns.
443135Hits the first creature up to 5 tiles ahead for 13. Then jumps to 3 more creatures within 2 steps, for a little less. Ready again every 3 turns.
543155Hits the first creature up to 5 tiles ahead for 15. Then jumps to 3 more creatures within 2 steps, for a little less. Ready again every 3 turns.
Wind leapBattle-wizard · Storm · self
Hero: Battle-wizardSchool: StormMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 3 damage. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12433Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 3 damage. Ready again every 4 turns.
22443Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 4 damage. Ready again every 4 turns.
32453Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 5 damage. Ready again every 4 turns.
42463Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 6 damage. Ready again every 4 turns.
52473Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 7 damage. Ready again every 4 turns.
DownburstBattle-wizard · Storm · strike
Hero: Battle-wizardSchool: StormMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 3 ahead and the four tiles next to it for 8. Knocks it 1 tile back. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13383Hits the tile 3 ahead and the four tiles next to it for 8. Knocks it 1 tile back. Ready again every 3 turns.
233103Hits the tile 3 ahead and the four tiles next to it for 10. Knocks it 1 tile back. Ready again every 3 turns.
333133Hits the tile 3 ahead and the four tiles next to it for 13. Knocks it 1 tile back. Ready again every 3 turns.
433153Hits the tile 3 ahead and the four tiles next to it for 15. Knocks it 1 tile back. Ready again every 3 turns.
533183Hits the tile 3 ahead and the four tiles next to it for 18. Knocks it 1 tile back. Ready again every 3 turns.
633203Hits the tile 3 ahead and the four tiles next to it for 20. Knocks it 1 tile back. Ready again every 3 turns.
733223Hits the tile 3 ahead and the four tiles next to it for 22. Knocks it 1 tile back. Ready again every 3 turns.
833253Hits the tile 3 ahead and the four tiles next to it for 25. Knocks it 1 tile back. Ready again every 3 turns.
933273Hits the tile 3 ahead and the four tiles next to it for 27. Knocks it 1 tile back. Ready again every 3 turns.
1033303Hits the tile 3 ahead and the four tiles next to it for 30. Knocks it 1 tile back. Ready again every 3 turns.
Crackle mineBattle-wizard · Storm · strike
Hero: Battle-wizardSchool: StormMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 10 on that tile. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
124101Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 10 on that tile. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
224131Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 13 on that tile. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
324161Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 16 on that tile. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
424191Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 19 on that tile. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
524221Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 22 on that tile. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
624251Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 25 on that tile. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
724281Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 28 on that tile. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
824311Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 31 on that tile. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
924341Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 34 on that tile. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
1024371Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 37 on that tile. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
Storm cellBattle-wizard · Storm · strike
Hero: Battle-wizardSchool: StormMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 3 ahead for 4. Ready again every 6 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
14643Hits the tile 3 ahead for 4. Ready again every 6 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 3 turns.
24653Hits the tile 3 ahead for 5. Ready again every 6 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 3 turns.
34663Hits the tile 3 ahead for 6. Ready again every 6 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 3 turns.
44683Hits the tile 3 ahead for 8. Ready again every 6 turns. The ground keeps hurting any creature standing there for 4 at the end of each turn, 3 turns.
54693Hits the tile 3 ahead for 9. Ready again every 6 turns. The ground keeps hurting any creature standing there for 5 at the end of each turn, 3 turns.
646103Hits the tile 3 ahead for 10. Ready again every 6 turns. The ground keeps hurting any creature standing there for 5 at the end of each turn, 3 turns.
746113Hits the tile 3 ahead for 11. Ready again every 6 turns. The ground keeps hurting any creature standing there for 6 at the end of each turn, 3 turns.
846123Hits the tile 3 ahead for 12. Ready again every 6 turns. The ground keeps hurting any creature standing there for 6 at the end of each turn, 3 turns.
946143Hits the tile 3 ahead for 14. Ready again every 6 turns. The ground keeps hurting any creature standing there for 7 at the end of each turn, 3 turns.
1046153Hits the tile 3 ahead for 15. Ready again every 6 turns. The ground keeps hurting any creature standing there for 8 at the end of each turn, 3 turns.
Rolling thunderBattle-wizard · Storm · cross
Hero: Battle-wizardSchool: StormMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits along all four lines, 3 tiles each, for 6. It lands after the creatures act this turn. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
15563Hits along all four lines, 3 tiles each, for 6. It lands after the creatures act this turn. Ready again every 5 turns.
25583Hits along all four lines, 3 tiles each, for 8. It lands after the creatures act this turn. Ready again every 5 turns.
355103Hits along all four lines, 3 tiles each, for 10. It lands after the creatures act this turn. Ready again every 5 turns.
455113Hits along all four lines, 3 tiles each, for 11. It lands after the creatures act this turn. Ready again every 5 turns.
555133Hits along all four lines, 3 tiles each, for 13. It lands after the creatures act this turn. Ready again every 5 turns.
Shock stepBattle-wizard · Storm · strike
Hero: Battle-wizardSchool: StormMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Rushes up to 3 tiles straight ahead to the first creature and hits it for 6. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13463Rushes up to 3 tiles straight ahead to the first creature and hits it for 6. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
23483Rushes up to 3 tiles straight ahead to the first creature and hits it for 8. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
334103Rushes up to 3 tiles straight ahead to the first creature and hits it for 10. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
434113Rushes up to 3 tiles straight ahead to the first creature and hits it for 11. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
534133Rushes up to 3 tiles straight ahead to the first creature and hits it for 13. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
Gale boltBattle-wizard · Storm · bolt
Hero: Battle-wizardSchool: StormMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 6 tiles ahead for 5. Knocks it 2 tiles back. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12256Hits the first creature up to 6 tiles ahead for 5. Knocks it 2 tiles back. Ready again every 2 turns.
22276Hits the first creature up to 6 tiles ahead for 7. Knocks it 2 tiles back. Ready again every 2 turns.
32286Hits the first creature up to 6 tiles ahead for 8. Knocks it 2 tiles back. Ready again every 2 turns.
422106Hits the first creature up to 6 tiles ahead for 10. Knocks it 2 tiles back. Ready again every 2 turns.
522116Hits the first creature up to 6 tiles ahead for 11. Knocks it 2 tiles back. Ready again every 2 turns.
622136Hits the first creature up to 6 tiles ahead for 13. Knocks it 2 tiles back. Ready again every 2 turns.
722146Hits the first creature up to 6 tiles ahead for 14. Knocks it 2 tiles back. Ready again every 2 turns.
822166Hits the first creature up to 6 tiles ahead for 16. Knocks it 2 tiles back. Ready again every 2 turns.
922176Hits the first creature up to 6 tiles ahead for 17. Knocks it 2 tiles back. Ready again every 2 turns.
1022196Hits the first creature up to 6 tiles ahead for 19. Knocks it 2 tiles back. Ready again every 2 turns.
DischargeBattle-wizard · Storm · ring
Hero: Battle-wizardSchool: StormMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits all eight tiles around you for 4. +100% against a creature under half its HP. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13341Hits all eight tiles around you for 4. +100% against a creature under half its HP. Ready again every 3 turns.
23351Hits all eight tiles around you for 5. +100% against a creature under half its HP. Ready again every 3 turns.
33361Hits all eight tiles around you for 6. +100% against a creature under half its HP. Ready again every 3 turns.
43381Hits all eight tiles around you for 8. +100% against a creature under half its HP. Ready again every 3 turns.
53391Hits all eight tiles around you for 9. +100% against a creature under half its HP. Ready again every 3 turns.
633101Hits all eight tiles around you for 10. +100% against a creature under half its HP. Ready again every 3 turns.
733111Hits all eight tiles around you for 11. +100% against a creature under half its HP. Ready again every 3 turns.
833121Hits all eight tiles around you for 12. +100% against a creature under half its HP. Ready again every 3 turns.
933141Hits all eight tiles around you for 14. +100% against a creature under half its HP. Ready again every 3 turns.
1033151Hits all eight tiles around you for 15. +100% against a creature under half its HP. Ready again every 3 turns.
Arc lashBattle-wizard · Storm · strike
Hero: Battle-wizardSchool: StormMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 2 ahead for 7. Then jumps to one more creature within 2 steps, for a little less.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12—72Hits the tile 2 ahead for 7. Then jumps to one more creature within 2 steps, for a little less.
22—92Hits the tile 2 ahead for 9. Then jumps to one more creature within 2 steps, for a little less.
32—112Hits the tile 2 ahead for 11. Then jumps to one more creature within 2 steps, for a little less.
42—132Hits the tile 2 ahead for 13. Then jumps to one more creature within 2 steps, for a little less.
52—152Hits the tile 2 ahead for 15. Then jumps to one more creature within 2 steps, for a little less.
62—182Hits the tile 2 ahead for 18. Then jumps to one more creature within 2 steps, for a little less.
72—202Hits the tile 2 ahead for 20. Then jumps to one more creature within 2 steps, for a little less.
82—222Hits the tile 2 ahead for 22. Then jumps to one more creature within 2 steps, for a little less.
92—242Hits the tile 2 ahead for 24. Then jumps to one more creature within 2 steps, for a little less.
102—262Hits the tile 2 ahead for 26. Then jumps to one more creature within 2 steps, for a little less.
Static netBattle-wizard · Storm · cross
Hero: Battle-wizardSchool: StormMaximum rank: 6Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits along all four lines, 2 tiles each, for 2. It cannot walk for 2 turns. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13422Hits along all four lines, 2 tiles each, for 2. It cannot walk for 2 turns. Ready again every 4 turns.
23432Hits along all four lines, 2 tiles each, for 3. It cannot walk for 2 turns. Ready again every 4 turns.
33442Hits along all four lines, 2 tiles each, for 4. It cannot walk for 2 turns. Ready again every 4 turns.
43452Hits along all four lines, 2 tiles each, for 5. It cannot walk for 2 turns. Ready again every 4 turns.
53462Hits along all four lines, 2 tiles each, for 6. It cannot walk for 2 turns. Ready again every 4 turns.
63472Hits along all four lines, 2 tiles each, for 7. It cannot walk for 2 turns. Ready again every 4 turns.
Thunder hookBattle-wizard · Storm · bolt
Hero: Battle-wizardSchool: StormMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 5 tiles ahead for 4. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Drags it up to 3 tiles toward you. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13445Hits the first creature up to 5 tiles ahead for 4. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Drags it up to 3 tiles toward you. Ready again every 4 turns.
23455Hits the first creature up to 5 tiles ahead for 5. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Drags it up to 3 tiles toward you. Ready again every 4 turns.
33465Hits the first creature up to 5 tiles ahead for 6. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Drags it up to 3 tiles toward you. Ready again every 4 turns.
43485Hits the first creature up to 5 tiles ahead for 8. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Drags it up to 3 tiles toward you. Ready again every 4 turns.
53495Hits the first creature up to 5 tiles ahead for 9. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Drags it up to 3 tiles toward you. Ready again every 4 turns.
Quiet airBattle-wizard · Storm · bolt
Hero: Battle-wizardSchool: StormMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 6 tiles ahead for 3. Its attacks do half damage for 3 turns. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13436Hits the first creature up to 6 tiles ahead for 3. Its attacks do half damage for 3 turns. Ready again every 4 turns.
23446Hits the first creature up to 6 tiles ahead for 4. Its attacks do half damage for 3 turns. Ready again every 4 turns.
33456Hits the first creature up to 6 tiles ahead for 5. Its attacks do half damage for 3 turns. Ready again every 4 turns.
43466Hits the first creature up to 6 tiles ahead for 6. Its attacks do half damage for 3 turns. Ready again every 4 turns.
53476Hits the first creature up to 6 tiles ahead for 7. Its attacks do half damage for 3 turns. Ready again every 4 turns.
Storm frontBattle-wizard · Storm · cleave
Hero: Battle-wizardSchool: StormMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the three tiles in front of you for 7. Then jumps to one more creature within 2 steps, for a little less. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13371Hits the three tiles in front of you for 7. Then jumps to one more creature within 2 steps, for a little less. Ready again every 3 turns.
23391Hits the three tiles in front of you for 9. Then jumps to one more creature within 2 steps, for a little less. Ready again every 3 turns.
333111Hits the three tiles in front of you for 11. Then jumps to one more creature within 2 steps, for a little less. Ready again every 3 turns.
433131Hits the three tiles in front of you for 13. Then jumps to one more creature within 2 steps, for a little less. Ready again every 3 turns.
533151Hits the three tiles in front of you for 15. Then jumps to one more creature within 2 steps, for a little less. Ready again every 3 turns.
633181Hits the three tiles in front of you for 18. Then jumps to one more creature within 2 steps, for a little less. Ready again every 3 turns.
733201Hits the three tiles in front of you for 20. Then jumps to one more creature within 2 steps, for a little less. Ready again every 3 turns.
833221Hits the three tiles in front of you for 22. Then jumps to one more creature within 2 steps, for a little less. Ready again every 3 turns.
933241Hits the three tiles in front of you for 24. Then jumps to one more creature within 2 steps, for a little less. Ready again every 3 turns.
1033261Hits the three tiles in front of you for 26. Then jumps to one more creature within 2 steps, for a little less. Ready again every 3 turns.

Engineer

Rivet gunEngineer · Basic · bolt
Hero: EngineerSchool: BasicMaximum rank: 1Starting spell: Yes

Available in this hero’s starting kit.

Hits the first creature up to 3 tiles ahead for 7.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
10—73Hits the first creature up to 3 tiles ahead for 7.
Bolt turretEngineer · Turrets · summon
Hero: EngineerSchool: TurretsMaximum rank: 10Starting spell: Yes

Available in this hero’s starting kit.

Calls a bolt turret next to you for 8 turns. Fires along the way it faces at the first creature up to 4 tiles, every turn. It hits for 3. Ready again every 6 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1463—Calls a bolt turret next to you for 8 turns. Fires along the way it faces at the first creature up to 4 tiles, every turn. It hits for 3. Ready again every 6 turns.
2464—Calls a bolt turret next to you for 8 turns. Fires along the way it faces at the first creature up to 4 tiles, every turn. It hits for 4. Ready again every 6 turns.
3465—Calls a bolt turret next to you for 8 turns. Fires along the way it faces at the first creature up to 4 tiles, every turn. It hits for 5. Ready again every 6 turns.
4466—Calls a bolt turret next to you for 8 turns. Fires along the way it faces at the first creature up to 4 tiles, every turn. It hits for 6. Ready again every 6 turns.
5467—Calls a bolt turret next to you for 8 turns. Fires along the way it faces at the first creature up to 4 tiles, every turn. It hits for 7. Ready again every 6 turns.
6468—Calls a bolt turret next to you for 8 turns. Fires along the way it faces at the first creature up to 4 tiles, every turn. It hits for 8. Ready again every 6 turns.
7468—Calls a bolt turret next to you for 8 turns. Fires along the way it faces at the first creature up to 4 tiles, every turn. It hits for 8. Ready again every 6 turns.
8469—Calls a bolt turret next to you for 8 turns. Fires along the way it faces at the first creature up to 4 tiles, every turn. It hits for 9. Ready again every 6 turns.
94610—Calls a bolt turret next to you for 8 turns. Fires along the way it faces at the first creature up to 4 tiles, every turn. It hits for 10. Ready again every 6 turns.
104611—Calls a bolt turret next to you for 8 turns. Fires along the way it faces at the first creature up to 4 tiles, every turn. It hits for 11. Ready again every 6 turns.
Flame turretEngineer · Turrets · summon
Hero: EngineerSchool: TurretsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a flame turret next to you for 10 turns. Burns every creature on the eight tiles around it, every turn. It hits for 3. Ready again every 7 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1473—Calls a flame turret next to you for 10 turns. Burns every creature on the eight tiles around it, every turn. It hits for 3. Ready again every 7 turns.
2474—Calls a flame turret next to you for 10 turns. Burns every creature on the eight tiles around it, every turn. It hits for 4. Ready again every 7 turns.
3475—Calls a flame turret next to you for 10 turns. Burns every creature on the eight tiles around it, every turn. It hits for 5. Ready again every 7 turns.
4476—Calls a flame turret next to you for 10 turns. Burns every creature on the eight tiles around it, every turn. It hits for 6. Ready again every 7 turns.
5477—Calls a flame turret next to you for 10 turns. Burns every creature on the eight tiles around it, every turn. It hits for 7. Ready again every 7 turns.
6478—Calls a flame turret next to you for 10 turns. Burns every creature on the eight tiles around it, every turn. It hits for 8. Ready again every 7 turns.
7478—Calls a flame turret next to you for 10 turns. Burns every creature on the eight tiles around it, every turn. It hits for 8. Ready again every 7 turns.
8479—Calls a flame turret next to you for 10 turns. Burns every creature on the eight tiles around it, every turn. It hits for 9. Ready again every 7 turns.
94710—Calls a flame turret next to you for 10 turns. Burns every creature on the eight tiles around it, every turn. It hits for 10. Ready again every 7 turns.
104711—Calls a flame turret next to you for 10 turns. Burns every creature on the eight tiles around it, every turn. It hits for 11. Ready again every 7 turns.
Siege cannonEngineer · Turrets · summon
Hero: EngineerSchool: TurretsMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a siege cannon next to you for 14 turns. Fires along the way it faces at the first creature up to 7 tiles, every second turn. It hits for 9. It acts every second turn. Ready again every 10 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
16109—Calls a siege cannon next to you for 14 turns. Fires along the way it faces at the first creature up to 7 tiles, every second turn. It hits for 9. It acts every second turn. Ready again every 10 turns.
261012—Calls a siege cannon next to you for 14 turns. Fires along the way it faces at the first creature up to 7 tiles, every second turn. It hits for 12. It acts every second turn. Ready again every 10 turns.
361014—Calls a siege cannon next to you for 14 turns. Fires along the way it faces at the first creature up to 7 tiles, every second turn. It hits for 14. It acts every second turn. Ready again every 10 turns.
461017—Calls a siege cannon next to you for 14 turns. Fires along the way it faces at the first creature up to 7 tiles, every second turn. It hits for 17. It acts every second turn. Ready again every 10 turns.
561020—Calls a siege cannon next to you for 14 turns. Fires along the way it faces at the first creature up to 7 tiles, every second turn. It hits for 20. It acts every second turn. Ready again every 10 turns.
BarricadeEngineer · Turrets · summon
Hero: EngineerSchool: TurretsMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a barricade next to you for 20 turns. Stands in the way. Creatures stuck behind it hit it instead. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
125——Calls a barricade next to you for 20 turns. Stands in the way. Creatures stuck behind it hit it instead. Ready again every 5 turns.
225——Calls a barricade next to you for 20 turns. Stands in the way. Creatures stuck behind it hit it instead. Ready again every 5 turns.
325——Calls a barricade next to you for 20 turns. Stands in the way. Creatures stuck behind it hit it instead. Ready again every 5 turns.
425——Calls a barricade next to you for 20 turns. Stands in the way. Creatures stuck behind it hit it instead. Ready again every 5 turns.
525——Calls a barricade next to you for 20 turns. Stands in the way. Creatures stuck behind it hit it instead. Ready again every 5 turns.
Nail gunEngineer · Turrets · bolt
Hero: EngineerSchool: TurretsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 4 tiles ahead for 7.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12—74Hits the first creature up to 4 tiles ahead for 7.
22—94Hits the first creature up to 4 tiles ahead for 9.
32—114Hits the first creature up to 4 tiles ahead for 11.
42—134Hits the first creature up to 4 tiles ahead for 13.
52—154Hits the first creature up to 4 tiles ahead for 15.
62—184Hits the first creature up to 4 tiles ahead for 18.
72—204Hits the first creature up to 4 tiles ahead for 20.
82—224Hits the first creature up to 4 tiles ahead for 22.
92—244Hits the first creature up to 4 tiles ahead for 24.
102—264Hits the first creature up to 4 tiles ahead for 26.
Patch kitEngineer · Turrets · self
Hero: EngineerSchool: TurretsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Heal 4. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1244—Heal 4. Ready again every 4 turns.
2245—Heal 5. Ready again every 4 turns.
3246—Heal 6. Ready again every 4 turns.
4248—Heal 8. Ready again every 4 turns.
5249—Heal 9. Ready again every 4 turns.
62410—Heal 10. Ready again every 4 turns.
72411—Heal 11. Ready again every 4 turns.
82412—Heal 12. Ready again every 4 turns.
92414—Heal 14. Ready again every 4 turns.
102415—Heal 15. Ready again every 4 turns.
Tesla postEngineer · Turrets · summon
Hero: EngineerSchool: TurretsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a tesla post next to you for 8 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 3. Ready again every 7 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1473—Calls a tesla post next to you for 8 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 3. Ready again every 7 turns.
2474—Calls a tesla post next to you for 8 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 4. Ready again every 7 turns.
3475—Calls a tesla post next to you for 8 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 5. Ready again every 7 turns.
4476—Calls a tesla post next to you for 8 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 6. Ready again every 7 turns.
5477—Calls a tesla post next to you for 8 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 7. Ready again every 7 turns.
6478—Calls a tesla post next to you for 8 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 8. Ready again every 7 turns.
7478—Calls a tesla post next to you for 8 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 8. Ready again every 7 turns.
8479—Calls a tesla post next to you for 8 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 9. Ready again every 7 turns.
94710—Calls a tesla post next to you for 8 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 10. Ready again every 7 turns.
104711—Calls a tesla post next to you for 8 turns. Zaps the nearest creature within 2 steps, any direction, every turn. It hits for 11. Ready again every 7 turns.
Repair droneEngineer · Turrets · summon
Hero: EngineerSchool: TurretsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a repair drone next to you for 6 turns. Patches you up a little every turn, wherever you are. Only one healer at a time. It heals 1 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1381—Calls a repair drone next to you for 6 turns. Patches you up a little every turn, wherever you are. Only one healer at a time. It heals 1 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
2381—Calls a repair drone next to you for 6 turns. Patches you up a little every turn, wherever you are. Only one healer at a time. It heals 1 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
3382—Calls a repair drone next to you for 6 turns. Patches you up a little every turn, wherever you are. Only one healer at a time. It heals 2 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
4382—Calls a repair drone next to you for 6 turns. Patches you up a little every turn, wherever you are. Only one healer at a time. It heals 2 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
5382—Calls a repair drone next to you for 6 turns. Patches you up a little every turn, wherever you are. Only one healer at a time. It heals 2 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
6383—Calls a repair drone next to you for 6 turns. Patches you up a little every turn, wherever you are. Only one healer at a time. It heals 3 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
7383—Calls a repair drone next to you for 6 turns. Patches you up a little every turn, wherever you are. Only one healer at a time. It heals 3 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
8383—Calls a repair drone next to you for 6 turns. Patches you up a little every turn, wherever you are. Only one healer at a time. It heals 3 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
9383—Calls a repair drone next to you for 6 turns. Patches you up a little every turn, wherever you are. Only one healer at a time. It heals 3 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
10384—Calls a repair drone next to you for 6 turns. Patches you up a little every turn, wherever you are. Only one healer at a time. It heals 4 a turn (never more than 2 + a tenth of your HP). Ready again every 8 turns.
Pop-up turretEngineer · Turrets · summon
Hero: EngineerSchool: TurretsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a pop-up turret next to you for 4 turns. Fires along the way it faces at the first creature up to 3 tiles, every turn. It hits for 3. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1243—Calls a pop-up turret next to you for 4 turns. Fires along the way it faces at the first creature up to 3 tiles, every turn. It hits for 3. Ready again every 4 turns.
2244—Calls a pop-up turret next to you for 4 turns. Fires along the way it faces at the first creature up to 3 tiles, every turn. It hits for 4. Ready again every 4 turns.
3245—Calls a pop-up turret next to you for 4 turns. Fires along the way it faces at the first creature up to 3 tiles, every turn. It hits for 5. Ready again every 4 turns.
4246—Calls a pop-up turret next to you for 4 turns. Fires along the way it faces at the first creature up to 3 tiles, every turn. It hits for 6. Ready again every 4 turns.
5247—Calls a pop-up turret next to you for 4 turns. Fires along the way it faces at the first creature up to 3 tiles, every turn. It hits for 7. Ready again every 4 turns.
6248—Calls a pop-up turret next to you for 4 turns. Fires along the way it faces at the first creature up to 3 tiles, every turn. It hits for 8. Ready again every 4 turns.
7248—Calls a pop-up turret next to you for 4 turns. Fires along the way it faces at the first creature up to 3 tiles, every turn. It hits for 8. Ready again every 4 turns.
8249—Calls a pop-up turret next to you for 4 turns. Fires along the way it faces at the first creature up to 3 tiles, every turn. It hits for 9. Ready again every 4 turns.
92410—Calls a pop-up turret next to you for 4 turns. Fires along the way it faces at the first creature up to 3 tiles, every turn. It hits for 10. Ready again every 4 turns.
102411—Calls a pop-up turret next to you for 4 turns. Fires along the way it faces at the first creature up to 3 tiles, every turn. It hits for 11. Ready again every 4 turns.
MortarEngineer · Turrets · strike
Hero: EngineerSchool: TurretsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 5 ahead and the four tiles next to it for 10. It lands after the creatures act next turn. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
145105Hits the tile 5 ahead and the four tiles next to it for 10. It lands after the creatures act next turn. Ready again every 5 turns.
245135Hits the tile 5 ahead and the four tiles next to it for 13. It lands after the creatures act next turn. Ready again every 5 turns.
345165Hits the tile 5 ahead and the four tiles next to it for 16. It lands after the creatures act next turn. Ready again every 5 turns.
445195Hits the tile 5 ahead and the four tiles next to it for 19. It lands after the creatures act next turn. Ready again every 5 turns.
545225Hits the tile 5 ahead and the four tiles next to it for 22. It lands after the creatures act next turn. Ready again every 5 turns.
645255Hits the tile 5 ahead and the four tiles next to it for 25. It lands after the creatures act next turn. Ready again every 5 turns.
745285Hits the tile 5 ahead and the four tiles next to it for 28. It lands after the creatures act next turn. Ready again every 5 turns.
845315Hits the tile 5 ahead and the four tiles next to it for 31. It lands after the creatures act next turn. Ready again every 5 turns.
945345Hits the tile 5 ahead and the four tiles next to it for 34. It lands after the creatures act next turn. Ready again every 5 turns.
1045375Hits the tile 5 ahead and the four tiles next to it for 37. It lands after the creatures act next turn. Ready again every 5 turns.
Rivet stormEngineer · Turrets · bolt
Hero: EngineerSchool: TurretsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 4 tiles ahead for 6.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12—64Hits the first creature up to 4 tiles ahead for 6.
22—84Hits the first creature up to 4 tiles ahead for 8.
32—104Hits the first creature up to 4 tiles ahead for 10.
42—114Hits the first creature up to 4 tiles ahead for 11.
52—134Hits the first creature up to 4 tiles ahead for 13.
62—154Hits the first creature up to 4 tiles ahead for 15.
72—174Hits the first creature up to 4 tiles ahead for 17.
82—194Hits the first creature up to 4 tiles ahead for 19.
92—204Hits the first creature up to 4 tiles ahead for 20.
102—224Hits the first creature up to 4 tiles ahead for 22.
CaltropsEngineer · Turrets · cleave
Hero: EngineerSchool: TurretsMaximum rank: 6Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the three tiles in front of you for 2. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 4 turns. The ground keeps hurting any creature standing there for 1 at the end of each turn, 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12421Hits the three tiles in front of you for 2. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 4 turns. The ground keeps hurting any creature standing there for 1 at the end of each turn, 3 turns.
22431Hits the three tiles in front of you for 3. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 4 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 3 turns.
32441Hits the three tiles in front of you for 4. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 4 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 3 turns.
42451Hits the three tiles in front of you for 5. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 4 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 3 turns.
52461Hits the three tiles in front of you for 6. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 4 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 3 turns.
62471Hits the three tiles in front of you for 7. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 2 turns. Ready again every 4 turns. The ground keeps hurting any creature standing there for 4 at the end of each turn, 3 turns.
Harpoon gunEngineer · Turrets · bolt
Hero: EngineerSchool: TurretsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 6 tiles ahead for 6, and goes on through 1 more. Drags it up to 1 tile toward you. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13366Hits the first creature up to 6 tiles ahead for 6, and goes on through 1 more. Drags it up to 1 tile toward you. Ready again every 3 turns.
23386Hits the first creature up to 6 tiles ahead for 8, and goes on through 1 more. Drags it up to 1 tile toward you. Ready again every 3 turns.
333106Hits the first creature up to 6 tiles ahead for 10, and goes on through 1 more. Drags it up to 1 tile toward you. Ready again every 3 turns.
433116Hits the first creature up to 6 tiles ahead for 11, and goes on through 1 more. Drags it up to 1 tile toward you. Ready again every 3 turns.
533136Hits the first creature up to 6 tiles ahead for 13, and goes on through 1 more. Drags it up to 1 tile toward you. Ready again every 3 turns.
633156Hits the first creature up to 6 tiles ahead for 15, and goes on through 1 more. Drags it up to 1 tile toward you. Ready again every 3 turns.
733176Hits the first creature up to 6 tiles ahead for 17, and goes on through 1 more. Drags it up to 1 tile toward you. Ready again every 3 turns.
833196Hits the first creature up to 6 tiles ahead for 19, and goes on through 1 more. Drags it up to 1 tile toward you. Ready again every 3 turns.
933206Hits the first creature up to 6 tiles ahead for 20, and goes on through 1 more. Drags it up to 1 tile toward you. Ready again every 3 turns.
1033226Hits the first creature up to 6 tiles ahead for 22, and goes on through 1 more. Drags it up to 1 tile toward you. Ready again every 3 turns.
SearchlightEngineer · Turrets · cross
Hero: EngineerSchool: TurretsMaximum rank: 2Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits along all four lines, 4 tiles each, for 1. Its attacks do half damage for 1 turn. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12414Hits along all four lines, 4 tiles each, for 1. Its attacks do half damage for 1 turn. Ready again every 4 turns.
22424Hits along all four lines, 4 tiles each, for 2. Its attacks do half damage for 1 turn. Ready again every 4 turns.
Rail shotEngineer · Turrets · bolt
Hero: EngineerSchool: TurretsMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 8 tiles ahead for 10, and goes on through 3 more. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
155108Hits the first creature up to 8 tiles ahead for 10, and goes on through 3 more. Ready again every 5 turns.
255138Hits the first creature up to 8 tiles ahead for 13, and goes on through 3 more. Ready again every 5 turns.
355168Hits the first creature up to 8 tiles ahead for 16, and goes on through 3 more. Ready again every 5 turns.
455198Hits the first creature up to 8 tiles ahead for 19, and goes on through 3 more. Ready again every 5 turns.
555228Hits the first creature up to 8 tiles ahead for 22, and goes on through 3 more. Ready again every 5 turns.
Steam ventEngineer · Turrets · ring
Hero: EngineerSchool: TurretsMaximum rank: 9Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits all eight tiles around you for 3. Knocks it 1 tile away from you. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12331Hits all eight tiles around you for 3. Knocks it 1 tile away from you. Ready again every 3 turns.
22341Hits all eight tiles around you for 4. Knocks it 1 tile away from you. Ready again every 3 turns.
32351Hits all eight tiles around you for 5. Knocks it 1 tile away from you. Ready again every 3 turns.
42361Hits all eight tiles around you for 6. Knocks it 1 tile away from you. Ready again every 3 turns.
52371Hits all eight tiles around you for 7. Knocks it 1 tile away from you. Ready again every 3 turns.
62381Hits all eight tiles around you for 8. Knocks it 1 tile away from you. Ready again every 3 turns.
72391Hits all eight tiles around you for 9. Knocks it 1 tile away from you. Ready again every 3 turns.
823101Hits all eight tiles around you for 10. Knocks it 1 tile away from you. Ready again every 3 turns.
923111Hits all eight tiles around you for 11. Knocks it 1 tile away from you. Ready again every 3 turns.
Scatter gunEngineer · Turrets · cleave
Hero: EngineerSchool: TurretsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the three tiles in front of you for 5.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12—51Hits the three tiles in front of you for 5.
22—71Hits the three tiles in front of you for 7.
32—81Hits the three tiles in front of you for 8.
42—101Hits the three tiles in front of you for 10.
52—111Hits the three tiles in front of you for 11.
62—131Hits the three tiles in front of you for 13.
72—141Hits the three tiles in front of you for 14.
82—161Hits the three tiles in front of you for 16.
92—171Hits the three tiles in front of you for 17.
102—191Hits the three tiles in front of you for 19.
Welding shotEngineer · Turrets · bolt
Hero: EngineerSchool: TurretsMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 3 tiles ahead for 5. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12353Hits the first creature up to 3 tiles ahead for 5. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
22373Hits the first creature up to 3 tiles ahead for 7. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
32383Hits the first creature up to 3 tiles ahead for 8. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
423103Hits the first creature up to 3 tiles ahead for 10. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
523113Hits the first creature up to 3 tiles ahead for 11. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
623133Hits the first creature up to 3 tiles ahead for 13. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
723143Hits the first creature up to 3 tiles ahead for 14. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
823163Hits the first creature up to 3 tiles ahead for 16. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
923173Hits the first creature up to 3 tiles ahead for 17. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
1023193Hits the first creature up to 3 tiles ahead for 19. Sets it burning: 2 a turn for 2 turns. Ready again every 3 turns.
Clamp shotEngineer · Turrets · bolt
Hero: EngineerSchool: TurretsMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 4 tiles ahead for 3. It cannot walk for 3 turns. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12434Hits the first creature up to 4 tiles ahead for 3. It cannot walk for 3 turns. Ready again every 4 turns.
22444Hits the first creature up to 4 tiles ahead for 4. It cannot walk for 3 turns. Ready again every 4 turns.
32454Hits the first creature up to 4 tiles ahead for 5. It cannot walk for 3 turns. Ready again every 4 turns.
42464Hits the first creature up to 4 tiles ahead for 6. It cannot walk for 3 turns. Ready again every 4 turns.
52474Hits the first creature up to 4 tiles ahead for 7. It cannot walk for 3 turns. Ready again every 4 turns.
Repair mistEngineer · Turrets · self
Hero: EngineerSchool: TurretsMaximum rank: 4Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Heal 1 at the end of each turn for 4 turns. Ready again every 7 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1371—Heal 1 at the end of each turn for 4 turns. Ready again every 7 turns.
2372—Heal 2 at the end of each turn for 4 turns. Ready again every 7 turns.
3373—Heal 3 at the end of each turn for 4 turns. Ready again every 7 turns.
4374—Heal 4 at the end of each turn for 4 turns. Ready again every 7 turns.
Fuse bombEngineer · Explosives · strike
Hero: EngineerSchool: ExplosivesMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 3 ahead and the four tiles next to it for 12. It lands after the creatures act next turn. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
133123Hits the tile 3 ahead and the four tiles next to it for 12. It lands after the creatures act next turn. Ready again every 3 turns.
233163Hits the tile 3 ahead and the four tiles next to it for 16. It lands after the creatures act next turn. Ready again every 3 turns.
333193Hits the tile 3 ahead and the four tiles next to it for 19. It lands after the creatures act next turn. Ready again every 3 turns.
433233Hits the tile 3 ahead and the four tiles next to it for 23. It lands after the creatures act next turn. Ready again every 3 turns.
533263Hits the tile 3 ahead and the four tiles next to it for 26. It lands after the creatures act next turn. Ready again every 3 turns.
633303Hits the tile 3 ahead and the four tiles next to it for 30. It lands after the creatures act next turn. Ready again every 3 turns.
733343Hits the tile 3 ahead and the four tiles next to it for 34. It lands after the creatures act next turn. Ready again every 3 turns.
833373Hits the tile 3 ahead and the four tiles next to it for 37. It lands after the creatures act next turn. Ready again every 3 turns.
933413Hits the tile 3 ahead and the four tiles next to it for 41. It lands after the creatures act next turn. Ready again every 3 turns.
1033443Hits the tile 3 ahead and the four tiles next to it for 44. It lands after the creatures act next turn. Ready again every 3 turns.
GrenadeEngineer · Explosives · strike
Hero: EngineerSchool: ExplosivesMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 3 ahead and the four tiles next to it for 7. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13273Hits the tile 3 ahead and the four tiles next to it for 7. Ready again every 2 turns.
23293Hits the tile 3 ahead and the four tiles next to it for 9. Ready again every 2 turns.
332113Hits the tile 3 ahead and the four tiles next to it for 11. Ready again every 2 turns.
432133Hits the tile 3 ahead and the four tiles next to it for 13. Ready again every 2 turns.
532153Hits the tile 3 ahead and the four tiles next to it for 15. Ready again every 2 turns.
632183Hits the tile 3 ahead and the four tiles next to it for 18. Ready again every 2 turns.
732203Hits the tile 3 ahead and the four tiles next to it for 20. Ready again every 2 turns.
832223Hits the tile 3 ahead and the four tiles next to it for 22. Ready again every 2 turns.
932243Hits the tile 3 ahead and the four tiles next to it for 24. Ready again every 2 turns.
1032263Hits the tile 3 ahead and the four tiles next to it for 26. Ready again every 2 turns.
Land mineEngineer · Explosives · strike
Hero: EngineerSchool: ExplosivesMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 16 on that tile. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
123161Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 16 on that tile. Ready again every 3 turns.
223211Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 21 on that tile. Ready again every 3 turns.
323261Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 26 on that tile. Ready again every 3 turns.
423301Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 30 on that tile. Ready again every 3 turns.
523351Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 35 on that tile. Ready again every 3 turns.
623401Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 40 on that tile and the four tiles next to it. Ready again every 3 turns.
723451Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 45 on that tile and the four tiles next to it. Ready again every 3 turns.
823501Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 50 on that tile and the four tiles next to it. Ready again every 3 turns.
923541Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 54 on that tile and the four tiles next to it. Ready again every 3 turns.
1023591Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 59 on that tile and the four tiles next to it. Ready again every 3 turns.
Flash bangEngineer · Explosives · strike
Hero: EngineerSchool: ExplosivesMaximum rank: 3Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 2 ahead and the four tiles next to it for 2. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13422Hits the tile 2 ahead and the four tiles next to it for 2. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
23432Hits the tile 2 ahead and the four tiles next to it for 3. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
33442Hits the tile 2 ahead and the four tiles next to it for 4. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 4 turns.
Fire potEngineer · Explosives · strike
Hero: EngineerSchool: ExplosivesMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 3 ahead and the four tiles next to it for 4. Sets it burning: 3 a turn for 3 turns. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
14443Hits the tile 3 ahead and the four tiles next to it for 4. Sets it burning: 3 a turn for 3 turns. Ready again every 4 turns.
24453Hits the tile 3 ahead and the four tiles next to it for 5. Sets it burning: 3 a turn for 3 turns. Ready again every 4 turns.
34463Hits the tile 3 ahead and the four tiles next to it for 6. Sets it burning: 3 a turn for 3 turns. Ready again every 4 turns.
44483Hits the tile 3 ahead and the four tiles next to it for 8. Sets it burning: 3 a turn for 3 turns. Ready again every 4 turns.
54493Hits the tile 3 ahead and the four tiles next to it for 9. Sets it burning: 3 a turn for 3 turns. Ready again every 4 turns.
644103Hits the tile 3 ahead and the four tiles next to it for 10. Sets it burning: 3 a turn for 3 turns. Ready again every 4 turns.
744113Hits the tile 3 ahead and the four tiles next to it for 11. Sets it burning: 3 a turn for 3 turns. Ready again every 4 turns.
844123Hits the tile 3 ahead and the four tiles next to it for 12. Sets it burning: 3 a turn for 3 turns. Ready again every 4 turns.
944143Hits the tile 3 ahead and the four tiles next to it for 14. Sets it burning: 3 a turn for 3 turns. Ready again every 4 turns.
1044153Hits the tile 3 ahead and the four tiles next to it for 15. Sets it burning: 3 a turn for 3 turns. Ready again every 4 turns.
ShrapnelEngineer · Explosives · cleave
Hero: EngineerSchool: ExplosivesMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the three tiles in front of you for 8. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12281Hits the three tiles in front of you for 8. Ready again every 2 turns.
222101Hits the three tiles in front of you for 10. Ready again every 2 turns.
322131Hits the three tiles in front of you for 13. Ready again every 2 turns.
422151Hits the three tiles in front of you for 15. Ready again every 2 turns.
522181Hits the three tiles in front of you for 18. Ready again every 2 turns.
622201Hits the three tiles in front of you for 20. Ready again every 2 turns.
722221Hits the three tiles in front of you for 22. Ready again every 2 turns.
822251Hits the three tiles in front of you for 25. Ready again every 2 turns.
922271Hits the three tiles in front of you for 27. Ready again every 2 turns.
1022301Hits the three tiles in front of you for 30. Ready again every 2 turns.
Cluster bombEngineer · Explosives · strike
Hero: EngineerSchool: ExplosivesMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 3 ahead and every tile within 2 steps of it for 6. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
14463Hits the tile 3 ahead and every tile within 2 steps of it for 6. Ready again every 4 turns.
24483Hits the tile 3 ahead and every tile within 2 steps of it for 8. Ready again every 4 turns.
344103Hits the tile 3 ahead and every tile within 2 steps of it for 10. Ready again every 4 turns.
444113Hits the tile 3 ahead and every tile within 2 steps of it for 11. Ready again every 4 turns.
544133Hits the tile 3 ahead and every tile within 2 steps of it for 13. Ready again every 4 turns.
Chain chargeEngineer · Explosives · strike
Hero: EngineerSchool: ExplosivesMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 3 ahead for 8. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13383Hits the tile 3 ahead for 8. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
233103Hits the tile 3 ahead for 10. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
333133Hits the tile 3 ahead for 13. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
433153Hits the tile 3 ahead for 15. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
533183Hits the tile 3 ahead for 18. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
633203Hits the tile 3 ahead for 20. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
733223Hits the tile 3 ahead for 22. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
833253Hits the tile 3 ahead for 25. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
933273Hits the tile 3 ahead for 27. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
1033303Hits the tile 3 ahead for 30. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
Smoke bombEngineer · Explosives · strike
Hero: EngineerSchool: ExplosivesMaximum rank: 4Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 2 ahead and the four tiles next to it for 1. Its attacks do half damage for 2 turns. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12412Hits the tile 2 ahead and the four tiles next to it for 1. Its attacks do half damage for 2 turns. Ready again every 4 turns.
22422Hits the tile 2 ahead and the four tiles next to it for 2. Its attacks do half damage for 2 turns. Ready again every 4 turns.
32432Hits the tile 2 ahead and the four tiles next to it for 3. Its attacks do half damage for 2 turns. Ready again every 4 turns.
42442Hits the tile 2 ahead and the four tiles next to it for 4. Its attacks do half damage for 2 turns. Ready again every 4 turns.
Oil slickEngineer · Explosives · cleave
Hero: EngineerSchool: ExplosivesMaximum rank: 9Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the three tiles in front of you for 3. Ready again every 5 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13531Hits the three tiles in front of you for 3. Ready again every 5 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 3 turns.
23541Hits the three tiles in front of you for 4. Ready again every 5 turns. The ground keeps hurting any creature standing there for 2 at the end of each turn, 3 turns.
33551Hits the three tiles in front of you for 5. Ready again every 5 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 3 turns.
43561Hits the three tiles in front of you for 6. Ready again every 5 turns. The ground keeps hurting any creature standing there for 3 at the end of each turn, 3 turns.
53571Hits the three tiles in front of you for 7. Ready again every 5 turns. The ground keeps hurting any creature standing there for 4 at the end of each turn, 3 turns.
63581Hits the three tiles in front of you for 8. Ready again every 5 turns. The ground keeps hurting any creature standing there for 4 at the end of each turn, 3 turns.
73591Hits the three tiles in front of you for 9. Ready again every 5 turns. The ground keeps hurting any creature standing there for 5 at the end of each turn, 3 turns.
835101Hits the three tiles in front of you for 10. Ready again every 5 turns. The ground keeps hurting any creature standing there for 5 at the end of each turn, 3 turns.
935111Hits the three tiles in front of you for 11. Ready again every 5 turns. The ground keeps hurting any creature standing there for 6 at the end of each turn, 3 turns.
ConcussionEngineer · Explosives · nova
Hero: EngineerSchool: ExplosivesMaximum rank: 9Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits every creature within 1 steps for 3. Knocks it 2 tiles away from you. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12331Hits every creature within 1 steps for 3. Knocks it 2 tiles away from you. Ready again every 3 turns.
22341Hits every creature within 1 steps for 4. Knocks it 2 tiles away from you. Ready again every 3 turns.
32351Hits every creature within 1 steps for 5. Knocks it 2 tiles away from you. Ready again every 3 turns.
42361Hits every creature within 1 steps for 6. Knocks it 2 tiles away from you. Ready again every 3 turns.
52371Hits every creature within 1 steps for 7. Knocks it 2 tiles away from you. Ready again every 3 turns.
62381Hits every creature within 1 steps for 8. Knocks it 2 tiles away from you. Ready again every 3 turns.
72391Hits every creature within 1 steps for 9. Knocks it 2 tiles away from you. Ready again every 3 turns.
823101Hits every creature within 1 steps for 10. Knocks it 2 tiles away from you. Ready again every 3 turns.
923111Hits every creature within 1 steps for 11. Knocks it 2 tiles away from you. Ready again every 3 turns.
TripwireEngineer · Explosives · strike
Hero: EngineerSchool: ExplosivesMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Buries a mine on the tile 2 ahead. When a creature steps on it, or after 20 turns, it goes off for 4 on that tile. It cannot walk for 2 turns. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
11442Buries a mine on the tile 2 ahead. When a creature steps on it, or after 20 turns, it goes off for 4 on that tile. It cannot walk for 2 turns. Ready again every 4 turns.
21452Buries a mine on the tile 2 ahead. When a creature steps on it, or after 20 turns, it goes off for 5 on that tile. It cannot walk for 2 turns. Ready again every 4 turns.
31462Buries a mine on the tile 2 ahead. When a creature steps on it, or after 20 turns, it goes off for 6 on that tile. It cannot walk for 2 turns. Ready again every 4 turns.
41482Buries a mine on the tile 2 ahead. When a creature steps on it, or after 20 turns, it goes off for 8 on that tile. It cannot walk for 2 turns. Ready again every 4 turns.
51492Buries a mine on the tile 2 ahead. When a creature steps on it, or after 20 turns, it goes off for 9 on that tile. It cannot walk for 2 turns. Ready again every 4 turns.
614102Buries a mine on the tile 2 ahead. When a creature steps on it, or after 20 turns, it goes off for 10 on that tile. It cannot walk for 2 turns. Ready again every 4 turns.
714112Buries a mine on the tile 2 ahead. When a creature steps on it, or after 20 turns, it goes off for 11 on that tile. It cannot walk for 2 turns. Ready again every 4 turns.
814122Buries a mine on the tile 2 ahead. When a creature steps on it, or after 20 turns, it goes off for 12 on that tile. It cannot walk for 2 turns. Ready again every 4 turns.
914142Buries a mine on the tile 2 ahead. When a creature steps on it, or after 20 turns, it goes off for 14 on that tile. It cannot walk for 2 turns. Ready again every 4 turns.
1014152Buries a mine on the tile 2 ahead. When a creature steps on it, or after 20 turns, it goes off for 15 on that tile. It cannot walk for 2 turns. Ready again every 4 turns.
Shaped chargeEngineer · Explosives · bolt
Hero: EngineerSchool: ExplosivesMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 5 tiles ahead for 10, and goes on through 2 more. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
134105Hits the first creature up to 5 tiles ahead for 10, and goes on through 2 more. Ready again every 4 turns.
234135Hits the first creature up to 5 tiles ahead for 13, and goes on through 2 more. Ready again every 4 turns.
334165Hits the first creature up to 5 tiles ahead for 16, and goes on through 2 more. Ready again every 4 turns.
434195Hits the first creature up to 5 tiles ahead for 19, and goes on through 2 more. Ready again every 4 turns.
534225Hits the first creature up to 5 tiles ahead for 22, and goes on through 2 more. Ready again every 4 turns.
634255Hits the first creature up to 5 tiles ahead for 25, and goes on through 2 more. Ready again every 4 turns.
734285Hits the first creature up to 5 tiles ahead for 28, and goes on through 2 more. Ready again every 4 turns.
834315Hits the first creature up to 5 tiles ahead for 31, and goes on through 2 more. Ready again every 4 turns.
934345Hits the first creature up to 5 tiles ahead for 34, and goes on through 2 more. Ready again every 4 turns.
1034375Hits the first creature up to 5 tiles ahead for 37, and goes on through 2 more. Ready again every 4 turns.
Impact grenadeEngineer · Explosives · strike
Hero: EngineerSchool: ExplosivesMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 3 ahead and the four tiles next to it for 6. Knocks it 1 tile back. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13363Hits the tile 3 ahead and the four tiles next to it for 6. Knocks it 1 tile back. Ready again every 3 turns.
23383Hits the tile 3 ahead and the four tiles next to it for 8. Knocks it 1 tile back. Ready again every 3 turns.
333103Hits the tile 3 ahead and the four tiles next to it for 10. Knocks it 1 tile back. Ready again every 3 turns.
433113Hits the tile 3 ahead and the four tiles next to it for 11. Knocks it 1 tile back. Ready again every 3 turns.
533133Hits the tile 3 ahead and the four tiles next to it for 13. Knocks it 1 tile back. Ready again every 3 turns.
633153Hits the tile 3 ahead and the four tiles next to it for 15. Knocks it 1 tile back. Ready again every 3 turns.
733173Hits the tile 3 ahead and the four tiles next to it for 17. Knocks it 1 tile back. Ready again every 3 turns.
833193Hits the tile 3 ahead and the four tiles next to it for 19. Knocks it 1 tile back. Ready again every 3 turns.
933203Hits the tile 3 ahead and the four tiles next to it for 20. Knocks it 1 tile back. Ready again every 3 turns.
1033223Hits the tile 3 ahead and the four tiles next to it for 22. Knocks it 1 tile back. Ready again every 3 turns.
Timed chargeEngineer · Explosives · strike
Hero: EngineerSchool: ExplosivesMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead and every tile within 2 steps of it for 20. It lands after the creatures act 3 turns from now. Ready again every 7 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
157201Hits the tile right ahead and every tile within 2 steps of it for 20. It lands after the creatures act 3 turns from now. Ready again every 7 turns.
257261Hits the tile right ahead and every tile within 2 steps of it for 26. It lands after the creatures act 3 turns from now. Ready again every 7 turns.
357321Hits the tile right ahead and every tile within 2 steps of it for 32. It lands after the creatures act 3 turns from now. Ready again every 7 turns.
457381Hits the tile right ahead and every tile within 2 steps of it for 38. It lands after the creatures act 3 turns from now. Ready again every 7 turns.
557441Hits the tile right ahead and every tile within 2 steps of it for 44. It lands after the creatures act 3 turns from now. Ready again every 7 turns.
Bouncing mineEngineer · Explosives · strike
Hero: EngineerSchool: ExplosivesMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 10 on that tile and every tile within 2 steps of it. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
134101Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 10 on that tile and every tile within 2 steps of it. Ready again every 4 turns.
234131Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 13 on that tile and every tile within 2 steps of it. Ready again every 4 turns.
334161Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 16 on that tile and every tile within 2 steps of it. Ready again every 4 turns.
434191Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 19 on that tile and every tile within 2 steps of it. Ready again every 4 turns.
534221Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 22 on that tile and every tile within 2 steps of it. Ready again every 4 turns.
634251Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 25 on that tile and every tile within 2 steps of it. Ready again every 4 turns.
734281Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 28 on that tile and every tile within 2 steps of it. Ready again every 4 turns.
834311Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 31 on that tile and every tile within 2 steps of it. Ready again every 4 turns.
934341Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 34 on that tile and every tile within 2 steps of it. Ready again every 4 turns.
1034371Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 37 on that tile and every tile within 2 steps of it. Ready again every 4 turns.
Air burstEngineer · Explosives · nova
Hero: EngineerSchool: ExplosivesMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits every creature within 2 steps for 6. It lands after the creatures act this turn. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
15562Hits every creature within 2 steps for 6. It lands after the creatures act this turn. Ready again every 5 turns.
25582Hits every creature within 2 steps for 8. It lands after the creatures act this turn. Ready again every 5 turns.
355102Hits every creature within 2 steps for 10. It lands after the creatures act this turn. Ready again every 5 turns.
455112Hits every creature within 2 steps for 11. It lands after the creatures act this turn. Ready again every 5 turns.
555132Hits every creature within 2 steps for 13. It lands after the creatures act this turn. Ready again every 5 turns.
PopperEngineer · Explosives · strike
Hero: EngineerSchool: ExplosivesMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile 2 ahead for 7.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12—72Hits the tile 2 ahead for 7.
22—92Hits the tile 2 ahead for 9.
32—112Hits the tile 2 ahead for 11.
42—132Hits the tile 2 ahead for 13.
52—152Hits the tile 2 ahead for 15.
62—182Hits the tile 2 ahead for 18.
72—202Hits the tile 2 ahead for 20.
82—222Hits the tile 2 ahead for 22.
92—242Hits the tile 2 ahead for 24.
102—262Hits the tile 2 ahead for 26.
Wreck chargeEngineer · Explosives · strike
Hero: EngineerSchool: ExplosivesMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 8. +100% against a creature under half its HP. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13381Hits the tile right ahead for 8. +100% against a creature under half its HP. Ready again every 3 turns.
233101Hits the tile right ahead for 10. +100% against a creature under half its HP. Ready again every 3 turns.
333131Hits the tile right ahead for 13. +100% against a creature under half its HP. Ready again every 3 turns.
433151Hits the tile right ahead for 15. +100% against a creature under half its HP. Ready again every 3 turns.
533181Hits the tile right ahead for 18. +100% against a creature under half its HP. Ready again every 3 turns.
633201Hits the tile right ahead for 20. +100% against a creature under half its HP. Ready again every 3 turns.
733221Hits the tile right ahead for 22. +100% against a creature under half its HP. Ready again every 3 turns.
833251Hits the tile right ahead for 25. +100% against a creature under half its HP. Ready again every 3 turns.
933271Hits the tile right ahead for 27. +100% against a creature under half its HP. Ready again every 3 turns.
1033301Hits the tile right ahead for 30. +100% against a creature under half its HP. Ready again every 3 turns.
Rocket bootsEngineer · Explosives · ring
Hero: EngineerSchool: ExplosivesMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Jump up to 3 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits all eight tiles around you for 5. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13453Jump up to 3 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits all eight tiles around you for 5. Ready again every 4 turns.
23473Jump up to 3 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits all eight tiles around you for 7. Ready again every 4 turns.
33483Jump up to 3 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits all eight tiles around you for 8. Ready again every 4 turns.
434103Jump up to 3 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits all eight tiles around you for 10. Ready again every 4 turns.
534113Jump up to 3 tiles straight ahead, over creatures, landing on the farthest safe tile, then: Hits all eight tiles around you for 11. Ready again every 4 turns.
Clockwork beetleEngineer · Clockwork · summon
Hero: EngineerSchool: ClockworkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a clockwork beetle next to you for 12 turns. Scuttles toward the nearest creature every second turn; next to one, it bursts at once on the eight tiles around it. It hits for 10. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13510—Calls a clockwork beetle next to you for 12 turns. Scuttles toward the nearest creature every second turn; next to one, it bursts at once on the eight tiles around it. It hits for 10. Ready again every 5 turns.
23513—Calls a clockwork beetle next to you for 12 turns. Scuttles toward the nearest creature every second turn; next to one, it bursts at once on the eight tiles around it. It hits for 13. Ready again every 5 turns.
33516—Calls a clockwork beetle next to you for 12 turns. Scuttles toward the nearest creature every second turn; next to one, it bursts at once on the eight tiles around it. It hits for 16. Ready again every 5 turns.
43519—Calls a clockwork beetle next to you for 12 turns. Scuttles toward the nearest creature every second turn; next to one, it bursts at once on the eight tiles around it. It hits for 19. Ready again every 5 turns.
53522—Calls a clockwork beetle next to you for 12 turns. Scuttles toward the nearest creature every second turn; next to one, it bursts at once on the eight tiles around it. It hits for 22. Ready again every 5 turns.
63525—Calls a clockwork beetle next to you for 12 turns. Scuttles toward the nearest creature every second turn; next to one, it bursts at once on the eight tiles around it. It hits for 25. Ready again every 5 turns.
73528—Calls a clockwork beetle next to you for 12 turns. Scuttles toward the nearest creature every second turn; next to one, it bursts at once on the eight tiles around it. It hits for 28. Ready again every 5 turns.
83531—Calls a clockwork beetle next to you for 12 turns. Scuttles toward the nearest creature every second turn; next to one, it bursts at once on the eight tiles around it. It hits for 31. Ready again every 5 turns.
93534—Calls a clockwork beetle next to you for 12 turns. Scuttles toward the nearest creature every second turn; next to one, it bursts at once on the eight tiles around it. It hits for 34. Ready again every 5 turns.
103537—Calls a clockwork beetle next to you for 12 turns. Scuttles toward the nearest creature every second turn; next to one, it bursts at once on the eight tiles around it. It hits for 37. Ready again every 5 turns.
Clockwork spiderEngineer · Clockwork · summon
Hero: EngineerSchool: ClockworkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a clockwork spider next to you for 12 turns. Walks toward the nearest creature and bites it when next to it. It hits for 3. It acts every second turn. Ready again every 8 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1483—Calls a clockwork spider next to you for 12 turns. Walks toward the nearest creature and bites it when next to it. It hits for 3. It acts every second turn. Ready again every 8 turns.
2484—Calls a clockwork spider next to you for 12 turns. Walks toward the nearest creature and bites it when next to it. It hits for 4. It acts every second turn. Ready again every 8 turns.
3485—Calls a clockwork spider next to you for 12 turns. Walks toward the nearest creature and bites it when next to it. It hits for 5. It acts every second turn. Ready again every 8 turns.
4486—Calls a clockwork spider next to you for 12 turns. Walks toward the nearest creature and bites it when next to it. It hits for 6. It acts every second turn. Ready again every 8 turns.
5487—Calls a clockwork spider next to you for 12 turns. Walks toward the nearest creature and bites it when next to it. It hits for 7. It acts every second turn. Ready again every 8 turns.
6488—Calls a clockwork spider next to you for 12 turns. Walks toward the nearest creature and bites it when next to it. It hits for 8. It acts every second turn. Ready again every 8 turns.
7488—Calls a clockwork spider next to you for 12 turns. Walks toward the nearest creature and bites it when next to it. It hits for 8. It acts every second turn. Ready again every 8 turns.
8489—Calls a clockwork spider next to you for 12 turns. Walks toward the nearest creature and bites it when next to it. It hits for 9. It acts every second turn. Ready again every 8 turns.
94810—Calls a clockwork spider next to you for 12 turns. Walks toward the nearest creature and bites it when next to it. It hits for 10. It acts every second turn. Ready again every 8 turns.
104811—Calls a clockwork spider next to you for 12 turns. Walks toward the nearest creature and bites it when next to it. It hits for 11. It acts every second turn. Ready again every 8 turns.
Grapple hookEngineer · Clockwork · bolt
Hero: EngineerSchool: ClockworkMaximum rank: 9Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 5 tiles ahead for 3. Drags it up to 4 tiles toward you. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
11335Hits the first creature up to 5 tiles ahead for 3. Drags it up to 4 tiles toward you. Ready again every 3 turns.
21345Hits the first creature up to 5 tiles ahead for 4. Drags it up to 4 tiles toward you. Ready again every 3 turns.
31355Hits the first creature up to 5 tiles ahead for 5. Drags it up to 4 tiles toward you. Ready again every 3 turns.
41365Hits the first creature up to 5 tiles ahead for 6. Drags it up to 4 tiles toward you. Ready again every 3 turns.
51375Hits the first creature up to 5 tiles ahead for 7. Drags it up to 4 tiles toward you. Ready again every 3 turns.
61385Hits the first creature up to 5 tiles ahead for 8. Drags it up to 4 tiles toward you. Ready again every 3 turns.
71395Hits the first creature up to 5 tiles ahead for 9. Drags it up to 4 tiles toward you. Ready again every 3 turns.
813105Hits the first creature up to 5 tiles ahead for 10. Drags it up to 4 tiles toward you. Ready again every 3 turns.
913115Hits the first creature up to 5 tiles ahead for 11. Drags it up to 4 tiles toward you. Ready again every 3 turns.
Shock gloveEngineer · Clockwork · strike
Hero: EngineerSchool: ClockworkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 7. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12371Hits the tile right ahead for 7. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 3 turns.
22391Hits the tile right ahead for 9. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 3 turns.
323111Hits the tile right ahead for 11. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 3 turns.
423131Hits the tile right ahead for 13. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 3 turns.
523151Hits the tile right ahead for 15. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 3 turns.
623181Hits the tile right ahead for 18. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 3 turns.
723201Hits the tile right ahead for 20. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 3 turns.
823221Hits the tile right ahead for 22. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 3 turns.
923241Hits the tile right ahead for 24. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 3 turns.
1023261Hits the tile right ahead for 26. (A creature is never held still more than 2 turns in a row.) It loses its next turn. Ready again every 3 turns.
Air blastEngineer · Clockwork · cleave
Hero: EngineerSchool: ClockworkMaximum rank: 9Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the three tiles in front of you for 3. Knocks it 2 tiles back. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12231Hits the three tiles in front of you for 3. Knocks it 2 tiles back. Ready again every 2 turns.
22241Hits the three tiles in front of you for 4. Knocks it 2 tiles back. Ready again every 2 turns.
32251Hits the three tiles in front of you for 5. Knocks it 2 tiles back. Ready again every 2 turns.
42261Hits the three tiles in front of you for 6. Knocks it 2 tiles back. Ready again every 2 turns.
52271Hits the three tiles in front of you for 7. Knocks it 2 tiles back. Ready again every 2 turns.
62281Hits the three tiles in front of you for 8. Knocks it 2 tiles back. Ready again every 2 turns.
72291Hits the three tiles in front of you for 9. Knocks it 2 tiles back. Ready again every 2 turns.
822101Hits the three tiles in front of you for 10. Knocks it 2 tiles back. Ready again every 2 turns.
922111Hits the three tiles in front of you for 11. Knocks it 2 tiles back. Ready again every 2 turns.
Gyro shieldEngineer · Clockwork · self
Hero: EngineerSchool: ClockworkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

A shield that absorbs 7 damage. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1357—A shield that absorbs 7 damage. Ready again every 5 turns.
2359—A shield that absorbs 9 damage. Ready again every 5 turns.
33511—A shield that absorbs 11 damage. Ready again every 5 turns.
43513—A shield that absorbs 13 damage. Ready again every 5 turns.
53515—A shield that absorbs 15 damage. Ready again every 5 turns.
63518—A shield that absorbs 18 damage. Ready again every 5 turns.
73520—A shield that absorbs 20 damage. Ready again every 5 turns.
83522—A shield that absorbs 22 damage. Ready again every 5 turns.
93524—A shield that absorbs 24 damage. Ready again every 5 turns.
103526—A shield that absorbs 26 damage. Ready again every 5 turns.
Brass guardEngineer · Clockwork · summon
Hero: EngineerSchool: ClockworkMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Calls a brass guard next to you for 8 turns. A tin knight: walks to the nearest creature and strikes it when next to it. It hits for 5. It acts every second turn. Ready again every 8 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1485—Calls a brass guard next to you for 8 turns. A tin knight: walks to the nearest creature and strikes it when next to it. It hits for 5. It acts every second turn. Ready again every 8 turns.
2487—Calls a brass guard next to you for 8 turns. A tin knight: walks to the nearest creature and strikes it when next to it. It hits for 7. It acts every second turn. Ready again every 8 turns.
3488—Calls a brass guard next to you for 8 turns. A tin knight: walks to the nearest creature and strikes it when next to it. It hits for 8. It acts every second turn. Ready again every 8 turns.
44810—Calls a brass guard next to you for 8 turns. A tin knight: walks to the nearest creature and strikes it when next to it. It hits for 10. It acts every second turn. Ready again every 8 turns.
54811—Calls a brass guard next to you for 8 turns. A tin knight: walks to the nearest creature and strikes it when next to it. It hits for 11. It acts every second turn. Ready again every 8 turns.
Oil canEngineer · Clockwork · self
Hero: EngineerSchool: ClockworkMaximum rank: 4Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Heal 1 at the end of each turn for 6 turns. Ready again every 6 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
1261—Heal 1 at the end of each turn for 6 turns. Ready again every 6 turns.
2262—Heal 2 at the end of each turn for 6 turns. Ready again every 6 turns.
3263—Heal 3 at the end of each turn for 6 turns. Ready again every 6 turns.
4264—Heal 4 at the end of each turn for 6 turns. Ready again every 6 turns.
Spring heelsEngineer · Clockwork · self
Hero: EngineerSchool: ClockworkMaximum rank: 5Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 3 damage. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12433Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 3 damage. Ready again every 4 turns.
22443Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 4 damage. Ready again every 4 turns.
32453Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 5 damage. Ready again every 4 turns.
42463Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 6 damage. Ready again every 4 turns.
52473Jump up to 3 tiles straight ahead, over creatures but never through a wall, landing on the farthest safe tile. A shield that absorbs 7 damage. Ready again every 4 turns.
Magnet coilEngineer · Clockwork · nova
Hero: EngineerSchool: ClockworkMaximum rank: 3Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits every creature within 2 steps for 2. Drags it up to 1 tile toward you. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13422Hits every creature within 2 steps for 2. Drags it up to 1 tile toward you. Ready again every 4 turns.
23432Hits every creature within 2 steps for 3. Drags it up to 1 tile toward you. Ready again every 4 turns.
33442Hits every creature within 2 steps for 4. Drags it up to 1 tile toward you. Ready again every 4 turns.
Bear trapEngineer · Clockwork · strike
Hero: EngineerSchool: ClockworkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 6 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12461Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 6 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.
22481Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 8 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.
324101Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 10 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.
424111Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 11 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.
524131Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 13 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.
624151Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 15 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.
724171Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 17 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.
824191Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 19 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.
924201Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 20 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.
1024221Buries a mine on the tile right ahead. When a creature steps on it, or after 20 turns, it goes off for 22 on that tile. It cannot walk for 3 turns. Ready again every 4 turns.
PendulumEngineer · Clockwork · cleave
Hero: EngineerSchool: ClockworkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the three tiles in front of you for 10. It lands after the creatures act this turn. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
133101Hits the three tiles in front of you for 10. It lands after the creatures act this turn. Ready again every 3 turns.
233131Hits the three tiles in front of you for 13. It lands after the creatures act this turn. Ready again every 3 turns.
333161Hits the three tiles in front of you for 16. It lands after the creatures act this turn. Ready again every 3 turns.
433191Hits the three tiles in front of you for 19. It lands after the creatures act this turn. Ready again every 3 turns.
533221Hits the three tiles in front of you for 22. It lands after the creatures act this turn. Ready again every 3 turns.
633251Hits the three tiles in front of you for 25. It lands after the creatures act this turn. Ready again every 3 turns.
733281Hits the three tiles in front of you for 28. It lands after the creatures act this turn. Ready again every 3 turns.
833311Hits the three tiles in front of you for 31. It lands after the creatures act this turn. Ready again every 3 turns.
933341Hits the three tiles in front of you for 34. It lands after the creatures act this turn. Ready again every 3 turns.
1033371Hits the three tiles in front of you for 37. It lands after the creatures act this turn. Ready again every 3 turns.
SpannerEngineer · Clockwork · bolt
Hero: EngineerSchool: ClockworkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 5 tiles ahead for 6.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12—65Hits the first creature up to 5 tiles ahead for 6.
22—85Hits the first creature up to 5 tiles ahead for 8.
32—105Hits the first creature up to 5 tiles ahead for 10.
42—115Hits the first creature up to 5 tiles ahead for 11.
52—135Hits the first creature up to 5 tiles ahead for 13.
62—155Hits the first creature up to 5 tiles ahead for 15.
72—175Hits the first creature up to 5 tiles ahead for 17.
82—195Hits the first creature up to 5 tiles ahead for 19.
92—205Hits the first creature up to 5 tiles ahead for 20.
102—225Hits the first creature up to 5 tiles ahead for 22.
Arc cableEngineer · Clockwork · bolt
Hero: EngineerSchool: ClockworkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the first creature up to 5 tiles ahead for 4. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12345Hits the first creature up to 5 tiles ahead for 4. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
22355Hits the first creature up to 5 tiles ahead for 5. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
32365Hits the first creature up to 5 tiles ahead for 6. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
42385Hits the first creature up to 5 tiles ahead for 8. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
52395Hits the first creature up to 5 tiles ahead for 9. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
623105Hits the first creature up to 5 tiles ahead for 10. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
723115Hits the first creature up to 5 tiles ahead for 11. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
823125Hits the first creature up to 5 tiles ahead for 12. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
923145Hits the first creature up to 5 tiles ahead for 14. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
1023155Hits the first creature up to 5 tiles ahead for 15. Then jumps to 2 more creatures within 2 steps, for a little less. Ready again every 3 turns.
Gear jamEngineer · Clockwork · strike
Hero: EngineerSchool: ClockworkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 5. Its attacks do half damage for 2 turns. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12251Hits the tile right ahead for 5. Its attacks do half damage for 2 turns. Ready again every 2 turns.
22271Hits the tile right ahead for 7. Its attacks do half damage for 2 turns. Ready again every 2 turns.
32281Hits the tile right ahead for 8. Its attacks do half damage for 2 turns. Ready again every 2 turns.
422101Hits the tile right ahead for 10. Its attacks do half damage for 2 turns. Ready again every 2 turns.
522111Hits the tile right ahead for 11. Its attacks do half damage for 2 turns. Ready again every 2 turns.
622131Hits the tile right ahead for 13. Its attacks do half damage for 2 turns. Ready again every 2 turns.
722141Hits the tile right ahead for 14. Its attacks do half damage for 2 turns. Ready again every 2 turns.
822161Hits the tile right ahead for 16. Its attacks do half damage for 2 turns. Ready again every 2 turns.
922171Hits the tile right ahead for 17. Its attacks do half damage for 2 turns. Ready again every 2 turns.
1022191Hits the tile right ahead for 19. Its attacks do half damage for 2 turns. Ready again every 2 turns.
Piston punchEngineer · Clockwork · strike
Hero: EngineerSchool: ClockworkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the tile right ahead for 8. Knocks it 3 tiles back. Ready again every 2 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12281Hits the tile right ahead for 8. Knocks it 3 tiles back. Ready again every 2 turns.
222101Hits the tile right ahead for 10. Knocks it 3 tiles back. Ready again every 2 turns.
322131Hits the tile right ahead for 13. Knocks it 3 tiles back. Ready again every 2 turns.
422151Hits the tile right ahead for 15. Knocks it 3 tiles back. Ready again every 2 turns.
522181Hits the tile right ahead for 18. Knocks it 3 tiles back. Ready again every 2 turns.
622201Hits the tile right ahead for 20. Knocks it 3 tiles back. Ready again every 2 turns.
722221Hits the tile right ahead for 22. Knocks it 3 tiles back. Ready again every 2 turns.
822251Hits the tile right ahead for 25. Knocks it 3 tiles back. Ready again every 2 turns.
922271Hits the tile right ahead for 27. Knocks it 3 tiles back. Ready again every 2 turns.
1022301Hits the tile right ahead for 30. Knocks it 3 tiles back. Ready again every 2 turns.
Sticky gearsEngineer · Clockwork · ring
Hero: EngineerSchool: ClockworkMaximum rank: 4Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits all eight tiles around you for 1. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 5 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
13511Hits all eight tiles around you for 1. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 5 turns.
23521Hits all eight tiles around you for 2. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 5 turns.
33531Hits all eight tiles around you for 3. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 5 turns.
43541Hits all eight tiles around you for 4. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 4 turns. Ready again every 5 turns.
Drill rushEngineer · Clockwork · strike
Hero: EngineerSchool: ClockworkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Rushes up to 2 tiles straight ahead to the first creature and hits it for 10. Ready again every 4 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
134102Rushes up to 2 tiles straight ahead to the first creature and hits it for 10. Ready again every 4 turns.
234132Rushes up to 2 tiles straight ahead to the first creature and hits it for 13. Ready again every 4 turns.
334162Rushes up to 2 tiles straight ahead to the first creature and hits it for 16. Ready again every 4 turns.
434192Rushes up to 2 tiles straight ahead to the first creature and hits it for 19. Ready again every 4 turns.
534222Rushes up to 2 tiles straight ahead to the first creature and hits it for 22. Ready again every 4 turns.
634252Rushes up to 2 tiles straight ahead to the first creature and hits it for 25. Ready again every 4 turns.
734282Rushes up to 2 tiles straight ahead to the first creature and hits it for 28. Ready again every 4 turns.
834312Rushes up to 2 tiles straight ahead to the first creature and hits it for 31. Ready again every 4 turns.
934342Rushes up to 2 tiles straight ahead to the first creature and hits it for 34. Ready again every 4 turns.
1034372Rushes up to 2 tiles straight ahead to the first creature and hits it for 37. Ready again every 4 turns.
Clock needleEngineer · Clockwork · bolt
Hero: EngineerSchool: ClockworkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 4. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 6 turns. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12344Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 4. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 6 turns. Ready again every 3 turns.
22354Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 5. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 6 turns. Ready again every 3 turns.
32364Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 6. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 6 turns. Ready again every 3 turns.
42384Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 8. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 6 turns. Ready again every 3 turns.
52394Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 9. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 6 turns. Ready again every 3 turns.
623104Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 10. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 6 turns. Ready again every 3 turns.
723114Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 11. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 6 turns. Ready again every 3 turns.
823124Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 12. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 6 turns. Ready again every 3 turns.
923144Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 14. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 6 turns. Ready again every 3 turns.
1023154Flies to the nearest creature within 4 steps, whichever way you face, and hits it for 15. (A creature is never held still more than 2 turns in a row.) Slows it: it acts every second turn for 6 turns. Ready again every 3 turns.
Gear sweepEngineer · Clockwork · cleave
Hero: EngineerSchool: ClockworkMaximum rank: 10Starting spell: No

Learn this spell from a draft offer. It is usable only in rooms whose historical kit includes it; different draft choices give different kits.

Hits the three tiles in front of you for 7. Knocks it 1 tile back. Ready again every 3 turns.

Rank progression

Unmodified spell: no passive upgrades. Your kit can change damage, reach and recovery.

RankResource costReady every (turns)Damage / powerReach (tiles)Effect
12371Hits the three tiles in front of you for 7. Knocks it 1 tile back. Ready again every 3 turns.
22391Hits the three tiles in front of you for 9. Knocks it 1 tile back. Ready again every 3 turns.
323111Hits the three tiles in front of you for 11. Knocks it 1 tile back. Ready again every 3 turns.
423131Hits the three tiles in front of you for 13. Knocks it 1 tile back. Ready again every 3 turns.
523151Hits the three tiles in front of you for 15. Knocks it 1 tile back. Ready again every 3 turns.
623181Hits the three tiles in front of you for 18. Knocks it 1 tile back. Ready again every 3 turns.
723201Hits the three tiles in front of you for 20. Knocks it 1 tile back. Ready again every 3 turns.
823221Hits the three tiles in front of you for 22. Knocks it 1 tile back. Ready again every 3 turns.
923241Hits the three tiles in front of you for 24. Knocks it 1 tile back. Ready again every 3 turns.
1023261Hits the three tiles in front of you for 26. Knocks it 1 tile back. Ready again every 3 turns.