Reference
Magic
Nine schools: four elemental, three self, and the two alignment schools that open up after your party commits to the Light or Dark path. Each school holds eleven spells.
Elemental
Fire Magic
Straightforward damage plus Haste, the single best early-game buff. Fire Aura is the standard weapon enchantment.
- L4Fire AuraTemporarily enchants a weapon with fire damage.
- L5HasteParty-wide recovery speed buff. The best low-level buff.
- L9Meteor ShowerOutdoor-only area damage that scales with skill.
- L11IncinerateSingle-target fire nuke.
Air Magic
The utility school: Wizard Eye, Feather Fall, Fly, and the Shield spell that halves ranged damage. Implosion is one of the hardest-hitting spells in the game.
- L1Wizard EyeReveals monsters and objects on the minimap.
- L2Feather FallNegates falling damage for the party.
- L6ShieldHalves damage taken from ranged attacks.
- L8InvisibilityMonsters ignore the party until it attacks.
- L10FlyFree outdoor movement. Trivialises a lot of terrain.
- L11StarburstMassive outdoor-only area damage.
Water Magic
Travel and item management. Town Portal and Lloyd's Beacon alone justify a Water caster in the party.
- L5Water WalkWalk across water. Required for a few areas.
- L6Recharge ItemRestores charges to a wand.
- L8Enchant ItemAdds a random enchantment to an unenchanted item.
- L9Town PortalTeleport the party to any visited town. Enormous time saver.
- L11Lloyd's BeaconSet and recall arbitrary waypoints. The best travel spell.
Earth Magic
Defensive buffs and heavy area damage. Stone Skin is the party's Armour Class buff; Telekinesis pulls levers and chests from a distance.
- L5Stone SkinParty-wide Armour Class buff.
- L9TelekinesisOpen chests and pull levers from a safe distance.
- L10Death BlossomOutdoor-only area damage.
- L11Mass DistortionDamages a target for a percentage of its current hit points.
Self
Spirit Magic
Death insurance and party buffs. Resurrection, Preservation and Heroism live here.
- L5PreservationPrevents Eradication — protects against permanent death.
- L6HeroismParty-wide attack and damage buff.
- L8Raise DeadRevives a dead party member, leaving them weak.
- L9Shared LifePools and redistributes the party's hit points.
- L11ResurrectionRestores an eradicated character.
Mind Magic
Crowd control and the cures for Fear, Insanity and Paralysis. Also the source of Berserk and Mass Fear.
- L2Remove FearCures the Afraid condition.
- L5CharmTurns a monster friendly for a duration.
- L8BerserkMakes monsters attack each other.
- L10Psychic ShockHeavy single-target mind damage.
Body Magic
The workhorse healing school. Heal, Cure Disease, Cure Poison, Regeneration and Power Cure.
- L3HealRestores hit points to one character.
- L4Cure PoisonRemoves the Poisoned condition.
- L6RegenerationRestores hit points over time.
- L7Cure DiseaseRemoves the Diseased condition.
- L11Power CureHeals the entire party at once.
Light
Light Magic
Available on the Light path. Day of the Gods and Hour of Power are the strongest party buffs in the game; Divine Intervention fully restores the party.
- L9Day of the GodsAdds a large flat bonus to every statistic. The strongest buff in the game.
- L10Prismatic LightIndoor-only area damage against all visible monsters.
- L10Hour of PowerCasts most party buffs at once at your Light skill level.
- L11Divine InterventionFully restores the party and cures every condition. Costs three days of game time.
Dark
Dark Magic
Available on the Dark path. Shrapmetal and Souldrinker scale brutally with skill, and Armageddon damages everything on the map.
- L7ShrapmetalFires a spread of fragments; at high skill it is the best single-target damage in the game.
- L10SouldrinkerDamages all visible monsters and heals the party for the damage.
- L11ArmageddonDamages every monster on the map — and your own party. Outdoor only.