| Fire Arrow Damage: 50%-150% (fire) Applies burn. Crit: damage increases by 1.5, burn ignores the will roll. Range: 15 | Stone Skin Protects the character from (200%) of incoming damage. Range: 5 | Healing Water Restores 100% (of SP) health to an ally. Crit: restores an additional 100% health. | Lightning Bolt Damage: 50%-150% (air) Applies stun. Crit: damage increases by 1.5, stun ignores the will roll. Range: 15 |
| Languor Reduces the target's will by half. Crit: reduces the target's will by three times. Range: 12 | Earthquake All characters on the selected area of the map receive the stun effect for one turn. Crit: the duration of the effect increases by 1 turn. | Ice Lance Damage: 100% Deals damage to all enemies in the line of effect. Crit: deals an additional 100% damage. Range: 12 | Chain Lightning Deals damage to the selected target and the nearest 5 characters (including the caster's allies). Damage: 20%-40%-80%-160%-320% Crit: damage is doubled. Range: 10 |
| Fire Rain All characters on the selected area of the map receive 10-50% fire damage. Crit: applies two stacks of burn. | Quagmire Movement speed on the selected area of the map is reduced by 1 (slow effect) Crit: SP is reduced by 2. | Cleansing Removes negative effects from an ally. Crit: additionally grants immunity to them for three turns. | Flight The character can fly. Range: 5 |
| Fire Shield Damage received by the character is returned to the attacker as fire. Crit: grants immunity to fire damage. Range: 5 | Carapace The first attack against the character deals no damage. Crit: protects against one more attack. Range: 5 | Water Shield Immunity to physical attacks for (SP/5) turns. Crit: immunity to water damage until the end of the battle. Range: 5 | Incineration Damage: 300-500% (air) Crit: damage is doubled. Range: 1 |
| Melting Destroys the enemy's equipment. Each piece of inventory is subject to a will check by the character. Crit: two attack rolls are made for each item. Range: 5 | Grasping Roots Immobilizes the selected enemy for 1 turn. Crit: for two turns. Range: 5 | Underwater Breathing The character can breathe underwater. Range: 1 | Air Shield Ranged attacks must pass a will check to deal damage. Crit: will checks are twice as weak. |
| Fire Elemental The character summons a fire-immune creature whose health equals the caster's SP*3. Physical damage to the elemental is halved. Water deals five times more damage. In melee, the elemental deals 100% fire damage (of SP), and also has three charges of fire arrow. The elemental always has the fire shield effect on it. Range: 3 Disappears after the end of the battle. To learn, you must master three other fire spells. | Wall The character changes the landscape on 10 tiles, creating an obstacle. The wall's durability equals the caster's SP, and physical damage to it is halved. Range: entire map. To learn, you must master three other earth spells. | Injury Protection Protects the character from injuries until the end of the battle. Range: 3. To learn, you must master three other water spells. | Hurricane The character changes the weather for three turns (counted by phase). During this period, the accuracy of bows, crossbows, thrown and firearm weapons is -100%. To learn, you must master three other air spells. |