Every spell in SpellRogue with its class, element, socket, rarity, charges, base effect and both upgrade branches. Filter by class, element or rarity to find what fits your build.
408 spells · class · element · socket · rarity · A/B upgrades.
Ablution
Defense · Water · Common
Gain 8 Block. When Rolling Dice; Decrease Countdown Cost for next cast of this Spell by 1.
A: Increase base Block gained by 4.
B: Gain 2 Rain.
Absorb Potential
Utility · Air · Uncommon
Gain 3 Electrified. Spend 1 Static; Return used Dice with -1 Value.
A: Increase Socket cost to 4-6.
B: Decrease Countdown Cost for next cast of Adjacent Spells by 4.
Accumulation
Defense · Water · Uncommon
Gain 2 Block. When Rolling Dice; +2 Block gained from this Spell this turn.
A: When Rolling Dice; +3 Block gained from this Spell instead.
B: Convert Socket to Countdown for cost of *12*.
Aeroburst
Attack · Air · Starter
Deal X Damage. When Shifted; Increase Damage of next cast by 2.
Aeroguard
Defense · Air · Common
Gain 2 Block. Shift Left. When Shifted; Increase base Block gained this turn by 2.
A: When Shifted; Increase base Block gained this turn by 4 instead.
B: End of turn; Shift Rightmost.
Aethercoil
Utility · Air · Common
Gain 1 Electrified Gain 2 Cascade.
A: Increase base Electrified gained by 1.
B: If cast when Aligned Left; Roll a Dice Enchanted with and Shift Rightmost.
Aetherstorm
Utility · Air · Rare
Gain 1 Cyclone. Roll 1 Dice Enchanted with .
A: When Shifted; Decrease Countdown Cost for next cast of this Spell by 4.
B: Increase base rolled by 1.
Afterimage
Utility · Air · Common
Roll 1 Dice Enchanted with .
A: Decrease Countdown Cost for next cast of adjacent Spells by 5.
B: Convert Socket to Single Mana Socket.
Aimed Attack
Attack · Air · Common
Deal X Damage. Shift Left. If cast when Aligned Left; Repeat this Spell Spell's effects and Shift Leftmost.
A: Increase base Damage dealt by 3.
B: When Depleted; Gain 2 Cascade.
Air Wall
Defense · Air · Rare
Gain 2 Block. Shift Left. When Shifted; Increase base Block gained by 1 for this Battle. End of Turn; Shift Right.
A: End of Turn; Shift Rightmost instead.
B: Reduce Socket cost to only take 6s. When Shifted; Increase base Block gained by 2 instead.
Akashic Aqua
Defense · Water · Rare
Gain X+X. If Dice Valued at 2 are used; Gain 1 Reinforce. If Dice Valued at 4 are used; Roll 1 Dice Enchanted with .
A: Increase base Block gained by 5.
B: If Dice Valued at 6 are used; Gain 1 Fortify.
Alchemy
Utility · Void · Rare
Add a random Potion to inventory. Unrestorable. Note: Requires an empty slot.
A: Permanently increase number of Unrestorable Charges on this Spell by Unrestorable 2.
B: Convert Socket to Countdown.
Amalgamate
Defense · Void · Uncommon
Merge used Dice. Gain 4 Block. If the total value of Merged Dice is 6 or less, the two spent Dice will become one, carrying the value of both. If the total value of Merged Dice is 7 or more, both dice will be retained, and their total value will be distributed randomly. If spending Enchanted Dice, the Enchantment will also Merge to all resulting Dice. If spending Dice with 2 different Enchantments, the resulting Enchantment will be selected randomly. (Exception: Lathspell, Echo, & Remnant)
A: Increase base Block gained by 4.
B: Also deal X+X Damage to a Random Enemy.
Anointed Impact
Attack · Earth · Common
Deal 6 Damage. Spend 1 Blessing: +6 to base Damage.
A: Increase base Damage dealt by 3.
B: Spend Blessing; also increase Charge Count of this Spell by Charge 1, for one turn.
Anti-Life
Attack · Void · Rare
Deal 6 Damage 2 times to All Enemies. Receive 1 Vexed.
A: Increase base number of hits by 1. Increase base Vexed received by 1.
B: No longer receive Vexed.
Aqua Fortis
Defense · Water · Starter
Gain X Block. When Depleted; Reroll a random unused Dice.
Arc
Attack · Air · Common
Deal 6 Damage. Spend 1 Static; Deal 6 Damage to Random Other Enemy.
A: Increase base Damage dealt by 3.
B: Spend Static; Deal 6 Damage to Random Other Enemy 2 times instead.
Arctic Point
Attack · Water · Common
Deal X +1 Damage. Reroll lowest valued unused Dice.
A: Increase base Damage dealt by 3.
B: When Depleted; Gain 1 Foresight.
Artery
Attack · Fire · Uncommon
Deal X+X Damage 2 times. Health Lost Lose Health equal to 1.
A: Convert Socket to Single Mana Socket. Deal 2x X Damage instead.
B: When Depleted; Heal 2 Health.
Ashen Plating
Defense · Fire · Uncommon
Gain 9 Block. Reduce Countdown cost of this Spell by 1 for duration of this Battle.
A: Increase base Block gained by 3.
B: Reduce Countdown cost of this Spell by 2 instead.
Ashfall
Defense · Fire · Starter
Gain 5 Block. If No Dice Spent to cast this Spell; Apply 1 Weak to All Enemies.
Aspect of Earth
Defense · Earth · Rare
Gain 4 Block. Gain 1 Blessing. On Spell Cast; Increase this Spell Spell's base Block by 2 for this turn.
A: Increase Block gained when Spells are cast by 2.
B: Convert Socket to Countdown.
Aumkar
Defense · Air · Rare
Gain 3x X Block. If a Dice Valued at 1 is used to cast; Gain 1 Foresight.
A: Spend 2 Static; Decrease Countdown Cost for next cast of ALL Spells by 4.
B: Permanently increase number of Charges on this Spell by Charge 2.
Auspex
Defense · Air · Rare
Gain 8 Block. Set ALL Dice to a value between 3-4. Increase Charge Count of Adjacent Spells by Charge 1, for one turn.
A: Convert to Set ALL Dice value between 5-6.
B: Convert to increase Charge Count of ALL other Spells instead.
Autumn Veil
Defense · Earth · Uncommon
Gain 3 Block. When Depleted; Roll 1 Dice Enchanted with valued between 1-2.
A: Also gain 1 Thorns.
B: Increase base Block gained by 2. Permanently decrease number of Charges on this Spell by Charge 1.
Bastion
Defense · Earth · Rare
Gain 5 Block. When cast; Block will Increase By 1 for the duration of Battle.
A: Permanently increase number of Charges on this Spell by Charge 2.
B: Reduce base Block gained by 3. When cast; Block will Increase By 2 instead.
Bladed Wings
Attack · Air · Common
Deal 4 Damage. Damage will Increase By 4 per Depleted Spell this turn.
A: Damage will Increase By 7 per Depleted Spell instead.
B: Permanently reduce Socket Cost by Countdown 2.
Blaze
Attack · Fire · Starter
Deal 3 Damage. On Countdown Countdown Reduced from any source; Increase Damage dealt by 3 for next cast.
Blinding Brilliance
Attack · Fire · Common
Deal 3 Damage. Apply 2 Weak.
A: When Depleted; Gain 2 Radiant.
B: Increase base Weak applied by 1.
Blizzard
Utility · Water · Uncommon
Gain 1 Hailstorm. Gain 2 Rain.
A: Increase base Rain gained by 1.
B: Permanently increase number of Charges on this Spell by Charge 1.
Blood Vortex
Utility · Fire · Rare
Roll 3 Dice. Health Lost Lose Health equal to 3.
A: Gain 1 Critical.
B: Convert Socket to Countdown. Reduce Health Lost Health Loss by 1.
Bloodward
Defense · Fire · Common
Gain 5 Block. If a Wound Enchanted Dice is used to cast; Heal 2 Health.
A: Increase base Block gained by 3.
B: Roll a Dice Enchanted with valued between 1-3.
Bloom Bolt
Attack · Earth · Rare
Deal 4 Damage. When Rolling a 6; Increase base Damage by 2 for duration of Battle.
A: When Rolling a 6; Increase base Damage by 3 instead.
B: When Depleted; Roll a Dice.
Blossom
Utility · Earth · Uncommon
Increase Value of random Dice by 1 three times. When Depleted; Roll a Dice Enchanted with .
A: Increase Value of random Dice by 1 four times instead.
B: Decrease Countdown Cost for next cast of Adjacent Spells by 1.
Boil
Attack · Fire · Common
Deal X Damage. If Target has Weak; Increase base Damage dealt by 6.
A: If Target has Weak; Increase base Damage dealt by 12 instead.
B: Deal 2x X Damage instead.
Bolt Hammer
Attack · Air · Common
Deal 12 Damage. Gain 2 Static.
A: Also apply 2 Conduit.
B: Increase base Damage by 4. Increase base Static by 2.
Bombard
Attack · Fire · Uncommon
Deal X Damage to Rear Enemy 2 times.
A: Deal Damage 3 times instead. Permanently decrease number of Charges on this Spell by Charge 1.
B: Increase Socket cost to 1-6.
Boreal Cage
Defense · Air · Common
Gain 5 Block Per Enemy.
A: Spend 5 Static; Gain 2 Power.
B: Increase Block gained Per Enemy by 2.
Boulder Toss
Attack · Earth · Common
Deal 12 Damage to Front Enemy and 6 Damage to Adjacent Enemies.
A: Increase Damage dealt by 4 for both Front and Adjacent targets.
B: When Depleted; Roll a Dice Enchanted with .
Bramble Growth
Utility · Earth · Common
Gain 3 Thorns. When Depleted; Gain 4 Block.
A: Increase Block gained when Depleted by 3.
B: Increase base Thorns gained by 1.
Breath of Thunder
Attack · Air · Uncommon
Deal 10 Damage. On Static Gained; Increase base Damage dealt by 2 for this battle.
A: On Static Gained; Increase base Damage dealt by 3 instead.
B: Start of Battle; Roll a Dice Enchanted with .
Breeze Bind
Utility · Air · Common
Shift Right. Increase Charge Count of Adjacent Spells by Charge 1, for one turn.
A: Increase Charge Count of adjacent Spells by Charge 2 instead.
B: When Depleted; Roll a Dice Enchanted with .
Brimstone
Defense · Fire · Common
Gain 1 Block Per Charge Left on this Spell.
A: Start of Battle; Increase Charge Count of this Spell by Charge 4, for one turn.
B: Permanently increase number of Charges on this Spell by Charge 1.
Brine Bubble
Defense · Water · Uncommon
Gain 4 Block. If a Dice Valued at 6 is used; Reroll used Dice.
A: Increase base Block gained by 2.
B: Also deal 4 Damage to Front Enemy.
Bristle
Defense · Water · Starter
Gain 7 Block. Block will Decrease By 1 when cast for duration of Battle.
Bulwark
Defense · Earth · Starter
Gain X Block.
Burn Scar
Utility · Fire · Rare
Increase Charge Count by Charge 1 for one turn and apply 1 to another target Spell.
A: Increase Charge Count by Charge 2 and apply 2 instead.
B: Convert Socket to Countdown.
Burning Both Ends
Attack · Fire · Uncommon
Deal 3x X Damage to a Random Enemy. When Depleted; Health Lost Lose Health equal to 4.
A: Deal 4x X Damage instead.
B: When Depleted; Health Lost Lose Health equal to 1 instead.
Carapace
Defense · Earth · Common
Gain 6 Block. Receive 1 Sap.
A: Increase base Block gained by 3. Increase base Sap received by 1.
B: Convert Even Socket to Countdown.
Casting Effects
Other
Casting Effects: Alternative Casting
Other
Casting Effects: Alters Base Effects
Other
Casting Effects: Charge Effects
Other
Casting Effects: Countdown Effects
Other
Casting Effects: Dice Related
Other
Casting Effects: Enchantment Related
Other
Casting Effects: Health Related
Other
Casting Effects: Miscellaneous Effects
Other
Casting Effects: Regarding Enemies
Other
Casting Effects: Sequenced Casting
Other
Casting Effects: Spell Class Effects
Other
Casting Effects: Spell Position Effects
Other
Casting Effects: Through Other Effects
Other
Casting Effects: Turn Triggers
Other
Cauterize
Defense · Fire · Uncommon
Gain 12 Block. Receive 1 Wounded.
A: Increase Socket cost to 3-6. If a Wound Enchanted Dice is used to cast; increase Charge Count of this Spell by Charge 1, for one turn.
B: If Dice Slinger has Health 50% Health or Less; Heal 4 Health.
Chakra
Defense · Air · Starter
Gain X Block. When Depleted; Gain 1 Cascade.
Channel Mana
Utility · Fire · Common
Decrease Countdown Cost for next cast of another target Spell by 3. Gain 1 Radiant.
A: Decrease Countdown Cost by 5 instead.
B: Convert Socket to Countdown.
Chaos Bolts
Attack · Fire · Common
Deal 2 Damage to Random Enemy 3 times.
A: Increase base Damage dealt by 2.
B: On Destroy Dice Destroyed; Decrease Countdown Cost for next cast of this Spell by 3.
Charcoal Backdraft
Attack · Fire · Uncommon
Deal 4 Damage & apply 2 Rupture to All Enemies.
A: Increase base Damage dealt and Rupture applied by 1.
B: Convert Socket to Countdown.
Charcoal Dagger
Attack · Fire · Common
Deal X Damage. Apply 1 Rupture.
A: Increase base Damage dealt by 2. Permanently increase number of Charges on this Spell by Charge 1.
B: Increase base Rupture applied by 1.
Charges
Other
Chemical Reaction
Utility · Water · Uncommon
Remove X Poison. Apply 3 Weak for each Poison stack removed. Note: Can target the Dice Slinger.
A: Increase Weak applied per Poison removed by 1.
B: Increase Socket cost to 1-6.
Chill Core
Defense · Water · Uncommon
Gain 8 Block. When Depleted; Apply 3 Weak to All Enemies.
A: Increase Weak applied by 3.
B: Increase base Block gained by 4.
Chilling Touch
Attack · Water · Uncommon
Deal 2x X Damage. Apply 2 Weak.
A: Increase Socket cost to 1-5.
B: Increase Weak applied by 1.
Choke
Utility · Air · Common
Apply Suffocation for X turns. (Lose 5 Health each turn)
A: Increase Health lost through Suffocation each turn by 2.
B: Increase Socket cost to 1-4.
Cinder Swipe
Attack · Fire · Rare
Deal X Damage. If Target is Attacking; Reroll used Dice.
A: If a Wound Enchanted Dice is used to cast; Gain 2 Radiant.
B: Increase base Damage dealt by 3.
Classes
Other
Cloudlance
Attack · Air · Uncommon
Deal 3x X Damage.
A: When Depleted; Increase Charge Count of adjacent Spells by Charge 2.
B: If an Odd Valued Dice is used to cast; Gain X Block.
Cloudstep
Defense · Air · Common
Gain X Block. When Depleted; Roll a Dice Enchanted with .
A: Increase base Block gained by 3.
B: If cast when Aligned Left; Gain 2 Electrified and Shift Rightmost.
Cold Snap
Utility · Water · Uncommon
Gain 6 Block. Roll an Enchanted Dice.
A: Gain 1 Concoction. Increase Block gained by 3.
B: Increase rolled by 1.
Combustion
Attack · Fire · Common
Deal 16 Damage. Decrease Countdown Cost of this Spell by 2 for the duration of this Battle.
A: Increase base Damage dealt by 6.
B: Decrease Countdown Cost by 4 instead.
Conflagration
Attack · Fire · Rare
Deal 4 Damage 2 times. Decrease Countdown Cost for next cast of ALL Spells by 1.
A: Deal 4 Damage 3 times instead.
B: Decrease Countdown Cost by 3 instead.
Conjugate Static
Defense · Air · Uncommon
Gain 2 Block per Static currently on Dice Slinger. Remove ALL Static.
A: Gain 3 Static per Block instead.
B: Gain 3 Static.
Consecrate
Utility · Earth · Common
Roll 1 Dice valued between 1-4. Gain 1 Blessing.
A: Increase Blessing gained by 2.
B: Convert value of rolled Dice to 5-6.
Convalesce
Utility · Fire · Common
Heal 5 Health. Unrestorable.
A: Also gain 5 Block.
B: Heal 7 Health instead.
Convoke
Attack · Void · Uncommon
Deal 15 Damage to All Enemies. Apply 2 on this Spell.
A: Apply 1 on this Spell instead.
B: Increase base Damage dealt by 7.
Crashing Wave
Attack · Water · Common
Deal X+X Damage to All Enemies.
A: Increase base Damage dealt by 3.
B: Permanently increase number of Charges on this Spell by Charge 2.
Crescendo
Attack · Fire · Rare
Deal 32 Damage. Each Turn; Decrease Countdown Cost for next cast of this Spell by 2.
A: Also add 2 to base Damage Each Turn.
B: Decrease Countdown Cost by 5 instead.
Crimson Pulse
Attack · Fire · Starter
Deal X Damage. On Health Lost Health Loss; Add 2 Damage this turn.
Crush
Attack · Water · Common
Deal 9 Damage. Apply 2 Weak.
A: Increase base Damage dealt by 4. Increase Weak applied by 1.
B: Permanently Reduce Socket cost of this Spell by 2.
Cryogenesis
Utility · Water · Signature
If Odd Valued Dice is used to cast; Reroll used Dice. If Even Valued Dice is used to cast; Return used Dice Enchanted with .
A: If Even Valued Dice is used; also Increase its Value by 1.
B: Increase Socket cost to 1-6. Permanently increase number of Charges on this Spell by Charge 1.
Crystalize Azur
Utility · Water · Uncommon
Hold Dice until next turn. Casts on start of next turn; -X Countdown to random other Spells 2 times. Effects that would target Dice in the Dice Tray will not affect Dice held within the Spell's Socket. If an Enchanted Dice is held, its effects will be applied.
A: Increase Socket cost to 1-6.
B: -X Countdown to random other Spells 3 times instead.
Cultivate Might
Defense · Earth · Uncommon
If Odd Valued Dice is used to cast; Gain X Block. If Even Valued Dice is used to cast; Gain 1 Power.
A: Increase base Block gained by 4.
B: Increase base Power gained by 1.
Dark Arts
Utility · Void · Uncommon
Apply 2 Rupture. When cast; Rupture will Increase By 3 for duration of this Battle.
A: When cast; Rupture will Increase By 5 instead.
B: Permanently reduce Socket cost of this Spell by 3.
Dark Cloud
Attack · Air · Rare
Deal 2x X Damage. Shift Left. If cast when Aligned Left; Return used Dice with -1 Value and Shift Rightmost.
A: Deal 3x X Damage.
B: If cast when Aligned Left; also Return used Dice Enchanted with .
Dark Dreams
Utility · Void · Rare
Return Dice with a random Enchantment.
A: Reroll Dice used to cast instead.
B: Increase Socket cost to 1-6. Permanently increase number of Charges on this Spell by Charge 1.
Dark Mirage
Utility · Air · Uncommon
Replicate used Dice into Adjacent Spells. When Depleted; Roll a Dice valued between 1-3.
A: When Depleted; Roll a Dice Enchanted with instead.
B: Increase Socket cost to 1-6.
Darkstar
Attack · Void · Rare
Autocast on Attack Spell cast; Deal 2 Damage to a Random Enemy.
A: Convert Autocast condition from Attack to Defense. Increase base Damage dealt by 3.
B: Convert number of Charges to Infinite.
Dawn Dome
Defense · Fire · Starter
Gain 5 Block.
Deluge
Attack · Water · Rare
Deal 10 Damage to Front Enemy. When cast; Damage will Increase By 1 per Block currently on Dice Slinger.
A: Convert Socket to Single Mana Socket for cost of 6. Permanently increase number of Charges on this Spell by Charge 2.
B: Damage will Increase By 2 per Block instead.
Demean
Utility · Fire · Uncommon
Apply 7 Weak to Front Enemy. Receive 1 Wounded.
A: Increase base Weak applied by 3.
B: On Destroy Dice Destroyed; Decrease Countdown Cost for next cast of this Spell by 2 (Autocasts).
Depths of Power
Utility · Water · Rare
Gain 3 Power. Apply 2 on this Spell.
A: Convert Socket to Single Mana Socket.
B: Remove effect.
Desolation
Attack · Earth · Rare
Deal X+X Damage. If Dice Valued at 6 are used to cast; Return Dice.
A: Convert Targeting to affect All Enemies.
B: Apply 2 Dazed. Permanently increase number of Charges on this Spell by Charge 1.
Detonation
Attack · Fire · Rare
Destroy ALL Dice. Deal 5 Damage to Front Enemy; Hits once Per Dice destroyed.
A: Increase Damage dealt Per Dice destroyed by 3.
B: Convert Dual Mana Socket to Single Mana Socket.
Dice Available
Other
Diminishing Blade
Attack · Water · Uncommon
Deal 10 Damage 2 times. Damage will Decrease By 2 when cast for duration of Battle.
A: Decrease Damage by 1 instead.
B: Convert Socket to Single Mana Socket.
Dissonant Voice
Utility · Air · Common
Apply 3 Discordant.
A: Increase base Discordant gained by 2.
B: Also apply 4 Weak.
Doppelgale
Utility · Air · Signature
Replicate used Dice into a random Spell. Roll a Dice valued between 1-3.
A: Roll 2 Dice instead.
B: Roll Dice with X value equal to used Dice instead.
Draw on the Heavens
Utility · Air · Uncommon
Gain 6 Static. When Shifted; Decrease Countdown Cost for next cast of this Spell by 2.
A: Roll a Dice Enchanted with .
B: When Shifted; Reduce Countdown by 5 instead.
Drench
Attack · Water · Common
Deal 10 Damage. If Last Spell Cast was Defense; Damage will Increase By 6.
A: If Last Spell Cast was Defense; Damage will Increase By 12 instead.
B: Permanently Reduce Socket cost of this Spell by 2.
Earth Bane
Attack · Earth · Common
Deal X Damage. If a Dice Valued at 2 is used to cast; Gain 3 Block.
A: Increase base Damage dealt by 3.
B: Permanently increase number of Charges on this Spell by Charge 2.
Earth Spike
Attack · Earth · Starter
Deal X Damage to Front Enemy.
Earthquake
Attack · Earth · Common
Deal X Damage to All Enemies. When Depleted; Gain 2 Blessing.
A: Increase base Damage dealt by 3.
B: Increase Value of a random Dice by 1.
Earthsong
Utility · Earth · Signature
Increase Value of a random Dice by +X and Return used Dice with half its value removed (rounded up).
A: Decrease Socket cost to 1-3. Increase Value of 2 random Dice instead.
B: Permanently increase number of Charges on this Spell by Charge 2.
Echoing Wind
Utility · Air · Uncommon
If Odd Valued Dice is used to cast; Gain X Static. If Even Valued Dice is used to cast; Gain 2 Cascade.
A: Increase Cascade gained by 1.
B: Permanently increase number of Charges on this Spell by Charge 1.
Edge of Sanity
Attack · Void · Uncommon
Deal 30 Damage. Instantly End Turn.
A: Increase base Damage dealt by 10.
B: Also apply 5 Weak.
Electric Buffer
Defense · Air · Common
Gain X Block. If a Dice Valued at 1 is used to cast; Gain 2 Static.
A: Increase base Block gained by 3.
B: If a Dice Valued at 1 is used to cast; Gain 4 Static instead.
Electrolyze
Utility · Air · Signature
Return Dice used to cast and Tilt. Spend 1 Static; Increase Value of highest valued Dice by 2.
A: Spend no Static instead.
B: Permanently increase number of Charges on this Spell by Charge 2.
Emanate
Attack · Earth · Rare
Deplete target Spell; Deal 5 Damage to Front Enemy; hits once per Charge removed.
A: Increase Damage dealt per Charge removed by 2.
B: Permanently Reduce Socket cost of this Spell by 2.
Emberstorm
Utility · Fire · Uncommon
Roll 3 Dice valued between 1-3. Destroy a random Dice.
A: Roll 4 Dice instead.
B: Convert Socket to Countdown.
Embrace
Defense · Water · Starter
If Odd Valued Dice is used to cast; Gain 3 Fury. If Even Valued Dice is used to cast; Gain X Block.
Encase Azur
Defense · Water · Common
Hold Dice until next turn. Casts on turn end; Gain X Block. Effects that would target Dice in the Dice Tray will not affect Dice held within the Spell's Socket(s). If an Enchanted Dice is held, its effects will be applied.
A: Convert Mana Socket to Dual Mana Socket.
B: Also gain X Fury.
Engulf
Attack · Water · Common
Gain 4 Block. Deal 10 Damage.
A: Increase base Block gained by 3.
B: Gain 1 Rain.
Eruption
Attack · Fire · Rare
Deal 30 Damage. Apply 2 on ALL non-Attack Spells.
A: Increase base Damage dealt by 10.
B: Permanently Reduce Socket Cost of this Spell by 3.
Ether Echo
Utility · Void · Uncommon
Roll 2 Dice Enchanted with .
A: Permanently reduce Socket Cost of this Spell by 3.
B: Roll 3 instead. Permanently decrease number of Charges on this Spell by Charge 1.
Ethereal
Defense · Void · Rare
Gain 1 Dodge. Receive 1 Silenced.
A: Increase base Dodge gained & base Silenced received by 1.
B: Permanently reduce Socket Cost of this Spell by 3.
Evasion
Defense · Air · Rare
Gain 1 Dodge. Unrestorable.
A: Permanently increase number of Unrestorable Charges on this Spell by Unrestorable 2.
B: Convert this Spell Spell's Charges from Unrestorable to Restorable. Lose 3 Health.
Eviscerate
Attack · Fire · Common
Deal 2 Damage. Damage will Increase By 6 if Health Lost Health Lost this turn.
A: Increase base Damage dealt by 2. Damage will Increase By 8 if Health Lost Health Lost instead.
B: Convert Socket to Countdown. Permanently increase number of Charges on this Spell by Charge 1.
Extract
Attack · Fire · Uncommon
Deal 14 Damage. If Damage would be Lethal; Heal 4 Health.
A: Increase base Damage dealt by 4.
B: Increase Health recovered if Lethal by 3.
Eye of the Storm
Defense · Water · Rare
If Dice Valued at 1 are used; Gain 1 Hailstorm. If Dice Valued at 2 are used; Gain 2 Concoction. If Dice Valued at 3 are used; Gain 3 Rain.
A: If 1s are used; Gain 2 Hailstorm instead.
B: If 3s are used; Gain 5 Rain instead.
Falling Fire
Attack · Fire · Common
Deal 15 Damage to Target Enemy and 5 Damage to Adjacent Enemies. On Destroy Dice Destroyed; Decrease Countdown Cost for next cast of this Spell by 2.
A: Increase Damage dealt to Target Enemy and Adjacent Enemies by 5.
B: Permanently Reduce Socket Cost of this Spell by 3.
Fathom
Attack · Water · Uncommon
Deal 4 Damage. If Target has Poison; Reroll used Dice.
A: If Target has Poison; Rerolled Dice is Enchanted with .
B: Increase base Damage dealt by 6.
Feather Lash
Attack · Air · Uncommon
Deal 3 Damage. Roll a Dice valued between 1-3. Cast on this Spell Spell's Last Charge; Repeat effects.
A: Roll a Dice Enchanted with instead.
B: Increase base Damage dealt by 5.
Ferromagnetize
Utility · Air · Uncommon
Apply 4 Conduit to All Enemies.
A: Permanently Reduce Socket Cost of this Spell by 4.
B: Also gain 2 Ionized.
Fickle Barrier
Defense · Fire · Common
Gain 4 Block. On Destroy Dice Destroyed; Decrease Countdown Cost for next cast of this Spell by 2.
A: If Dice Slinger has Health 50% Health or Less; Heal 2 Health.
B: On Destroy Dice Destroyed; Decrease Countdown Cost by 4 instead.
Fireball
Attack · Fire · Uncommon
Deal 6 Damage to All Enemies. On Countdown Countdown Reduced from any source; Increase Damage of next cast by 2.
A: On Countdown Countdown Reduced from any source; Increase Damage of next cast by 3 instead.
B: Permanently Reduce Socket Cost of this Spell by 3. Permanently increase number of Charges on this Spell by Charge 2.
Firelight
Defense · Fire · Starter
Gain 3 Block. On Countdown Countdown Reduced from any source; Increase Block of next cast by 1.
Fissure
Attack · Earth · Uncommon
Deal 20 Damage. Deplete ALL non-Attack Spells.
A: Increase base Damage dealt by 7.
B: Permanently Reduce Socket Cost of this Spell by 3.
Fixation
Attack · Earth · Common
Deal 12 Damage. Apply 2 Marked.
A: Increase base Damage dealt by 5.
B: When Blessing Gained; Decrease Countdown Cost of next cast by 3.
Flame Hunger
Utility · Fire · Signature
Roll 2 Dice valued between 1-3.
A: Roll 3 Dice instead. Apply 1 on this Spell.
B: On Destroy Dice Destroyed; Decrease Countdown Cost for next cast of this Spell by 2 (Autocasts).
Flame Storm
Attack · Fire · Rare
Deal 6 Damage to Random Enemies 5 times.
A: On Health Lost Health Loss; Decrease Countdown Cost for next cast of this Spell by 2.
B: On Destroy Dice Destroyed; Decrease Countdown Cost for next cast of this Spell by 3.
Flame Surge
Defense · Fire · Rare
Gain 5 Block. If Dice Valued at 1 are used to cast; Gain 4 Banefire. If Dice Valued at 2 are used to cast; Gain 1 Critical.
A: If Dice Valued at 1 are used to cast; Increase Banefire gained by 2.
B: If Dice Valued at 2 are used to cast; Increase Critical gained by 1.
Fleeting Might
Utility · Earth · Common
Gain X Power. Gain X Drain.
A: Increase Socket cost to 1-6.
B: Increase base Power & Drain gained by 1.
Flourish
Utility · Earth · Common
Roll 2 Dice valued between 5-6. Increase Charge Count of random other Spell by Charge 1, for one turn.
A: Increase Charge Count of random other Spell by Charge 2 instead.
B: Random unused Dice is Enchanted with .
Fluctuate
Utility · Water · Signature
Reroll used Dice.
A: If a Dice Valued at 4 is used; Apply 2 Poison to Random Enemy.
B: Used Dice is Rerolled to an Even value.
Flurry
Attack · Air · Rare
Deal 3 Damage to Random Enemy; hit once per Static currently on Dice Slinger. Remove ALL Static.
A: Permanently Reduce Socket Cost of this Spell by 6.
B: Increase base Damage dealt by 4.
Focus Blast
Attack · Air · Common
Deal X +1 Damage. If a Dice Valued at 1 used to cast; Apply 1 Conduit.
A: Increase base Damage dealt by 4.
B: When Shifted; increase Charge Count of this Spell by Charge 1, for one turn.
Focused Heat
Utility · Fire · Uncommon
Apply 1 Weak Per Charge Left on this Spell.
A: Convert Socket to Countdown.
B: Permanently increase number of Charges on this Spell by Charge 2. Destroy a random Dice.
Focused Toxin
Attack · Water · Rare
Apply 10 Poison. Transfer Poison from All Enemies to Target Enemy.
A: Increase base Poison applied by 3.
B: Permanently Reduce Socket cost of this Spell by 4.
Forbearance
Attack · Water · Common
Deal 10 Damage. When Rolling Dice; Decrease Countdown Cost for next cast of this Spell by 1.
A: Increase base Damage dealt by 7.
B: When Rolling Dice; Decrease Countdown Cost for next cast of this Spell by 2 instead.
Force of Nature
Attack · Earth · Common
Deal 4 Damage. If Last Spell Cast was Utility; Gain 3 Block.
A: Increase base Damage dealt by 4.
B: If Last Spell Cast was Utility; Gain 6 Block instead.
Fortitude
Defense · Earth · Uncommon
Gain 6 Block. When Depleted; Gain 1 Barrier.
A: Increase base Block gained by 2. Permanently decrease number of Charges on this Spell by Charge 1.
B: Reduce base Block gained by 1. When Depleted; Gain 2 Barrier instead.
Foundation
Defense · Earth · Starter
Gain X Block. Gain 1 Power. Receive 1 Drain.
Fragmentize
Utility · Fire · Uncommon
Dice used to cast is Split in three.
A: If a Dice Valued at 6 is used to cast; Gain 1 Power.
B: Permanently increase number of Charges on this Spell by Charge 1.
Frost Core
Utility · Water · Rare
If Dice Valued at 3 are used; Roll 2 Dice Enchanted with . If Dice Valued at 4 are used; Gain 12 Fury.
A: Increase Socket to 3-5. If a Dice Valued at 5 is used; Double stacks of Fury.
B: Permanently increase number of Charges on this Spell by Charge 1.
Frost Ray
Attack · Water · Uncommon
Deal X Damage to Random Enemy. Reroll used Dice.
A: When Depleted; Gain 1 Concoction.
B: Rerolled Dice is Enchanted with .
Frostmantle
Defense · Water · Rare
Gain 8 Block. When Depleted; Gain 1 Gravechill.
A: Increase base Block gained by 4.
B: Gain 1 Rain.
Frozen Shield
Defense · Water · Common
Gain 7 Block. Apply 3 Rupture to Front Enemy.
A: Increase base Rupture applied by 3.
B: When Depleted; Roll a Dice Enchanted with .
Fulgur
Attack · Air · Common
Deal X Damage. Set a random Dice to X.
A: Spend 2 Static; Apply 3 Conduit.
B: Set random Dice to X +2.
Furnace
Utility · Fire · Rare
Decrease Countdown Cost for next cast of ALL other Spells Per Dice used to cast.
A: Decrease Countdown Cost Per Dice used by 3 instead.
B: Roll 2 Dice valued between 1-3.
Gaia's Wrath
Attack · Earth · Uncommon
Deal 2 Damage. Gain 1 Power.
A: Increase base Damage dealt by 5.
B: Convert Socket to Countdown.
Galvanic Fling
Attack · Air · Uncommon
Deal 1 Damage. Apply Conduit. Spend 1 Static; Repeat this Spell Spell's effects.
A: Spend 2 Static instead; Repeat effects twice.
B: Increase base Damage by 9.
Gather
Utility · Air · Common
Gain 3 Static. Set random Dice between 3-4.
A: When Shifted; Decrease Countdown Cost for next cast of this Spell by 2 (Autocasts).
B: Increase base Static gained by 1.
Gathering Flames
Utility · Fire · Common
Roll 1 Dice. When Depleted; Gain 1 Critical.
A: Convert Socket to Countdown.
B: Also gain 1 Power when Depleted.
Gaze from Beyond
Attack · Void · Rare
Deal 60 Damage. Apply on 2 random other Spells.
A: Increase base Damage dealt by 20.
B: Apply on 1 random other Spell instead.
Glacial Sphere
Attack · Water · Common
Deal 4 Damage. Apply 2 Rupture.
A: Increase base Rupture applied by 2.
B: Permanently Reduce Socket cost of this Spell by 3.
Glaciate
Defense · Water · Common
Gain X Block. Gain X Delayed Block.
A: Increase Socket cost to 1-6.
B: Multiply Delayed Block gained by 2x X.
Gleaming Exterior
Defense · Earth · Common
Gain 6 Block. Gain 2 Blessing.
A: Increase Socket cost to 4-6.
B: When Depleted; Roll a Dice.
Gleaming Force
Attack · Earth · Uncommon
Deal 4 Damage. Gain 1 Blessing.
A: When Depleted; Roll 1 Dice Enchanted with .
B: Increase Blessing gained by 1. Permanently decrease number of Charges on this Spell by Charge 1.
Gleaming Mana
Utility · Earth · Uncommon
Return used Dice Enchanted with .
A: Instead, Reroll used Dice to a value between 4-6.
B: If a Dice Valued at 6 is used to cast; Gain 2 Blessing.
Glimpse of the Void
Utility · Void · Rare
Gain 1 Potency. Apply to a random other Spell.
A: Permanently Reduce Socket Cost of this Spell by 3.
B: Increase base Potency gained by 1. Increase base applied by 2.
Glint Glaive
Attack · Earth · Rare
Deal 18 Damage. On Blessing Gained; Increase base Damage by 2 for duration of battle.
A: Increase Damage added when Blessing Gained by 2.
B: Permanently Reduce Socket Cost of this Spell by 4.
Glowing Visage
Defense · Fire · Uncommon
Gain 6 Block. On Countdown Countdown Reduced from any source; Increase Block of next cast by 2.
A: Reduce base Block by 2. On Countdown Countdown Reduced from any source; Increase Block of next cast by 3 instead.
B: Roll 1 Dice valued between 1-3.
Graft Mana
Utility · Earth · Uncommon
If Dice used to cast is not Enchanted with ; Return Dice Enchanted with . If a Sapling Enchanted Dice is used to cast; Return Dice with +3 Value.
A: Permanently increase number of Charges on this Spell by Charge 1.
B: Increase Socket cost to 1-4.
Granite Guard
Utility · Earth · Rare
Gain 5x X Block. Unrestorable.
A: Increase Socket cost to 1-6.
B: If a Dice Valued at 1 is used to cast; increase Charge Count of this Spell by Unrestorable 1.
Grasp Flow
Defense · Water · Common
Gain 2 Block. Roll 1 Odd valued Dice.
A: Increase base Block gained by 2.
B: Roll 1 Even valued Dice instead. Permanently increase number of Charges on this Spell by Charge 1.
Grim Rite
Utility · Void · Rare
Apply 2 on a random other Spell. Gain 2 Power and 1 Fortify.
A: Reduce applied by 1.
B: Permanently increase number of Charges on this Spell by Charge 1. Increase base Power gained by 1.
Growing Blade
Attack · Earth · Uncommon
Deal 5 Damage. If Damage would be Lethal; Increase base Damage by 1 for entire run.
A: Increase base Damage dealt by 4.
B: Convert Socket to Countdown.
Guarding Gale
Defense · Air · Uncommon
Gain Block. If a Dice Valued at 1 is used to cast; Gain 1 Cascade.
A: Multiply base Block gained by x2.
B: Spend 1 Static; Roll 1 Dice.
Guiding Zephyr
Defense · Air · Common
Gain 8 Block. Decrease Countdown Cost for next cast of Adjacent Spells by 2.
A: When Depleted; Gain 5 Static.
B: Decrease Countdown Cost by 4 instead.
Gush
Attack · Water · Starter
Deal 4 Damage. If Dice Slinger has Block; Increase Damage by 2.
Gust
Utility · Air · Signature
Roll a Dice valued between 3-6. If Even Valued Dice used to cast; Shift Right. If Odd Valued Dice used to cast; Shift Left.
A: Each turn; Random Dice is Enchanted with .
B: End of Turn; Shift Leftmost.
Harmony
Utility · Air · Signature
Set lowest valued Dice to X. Roll a Dice valued between 3-4.
A: Set lowest valued Dice to X +1 instead.
B: Permanently increase number of Charges on this Spell by Charge 1.
Haze
Defense · Air · Common
Apply 1 Weak. Gain 3 Block.
A: When Depleted; Apply 2 Conduit to Front Enemy.
B: Increase base Block by 1. Increase base Weak by 1.
Heatstroke
Defense · Fire · Rare
Apply 1 Weak, then Double stacks of Weak on target.
A: Increase base Weak applied by 2.
B: Permanently increase number of Charges on this Spell by Charge 1.
Heatwave
Utility · Fire · Uncommon
Apply 4 Weak to All Enemies. When Depleted; Roll 2 Dice valued from 1-3.
A: Increase base Weak applied by 2.
B: When Depleted; Roll 3 Dice instead.
Hemophage
Defense · Fire · Rare
Gain 4 Block. Gain 1 Lifesteal. Unrestorable.
A: Increase base Block gained by 16.
B: Permanently increase number of Unrestorable Charges on this Spell by Unrestorable 1.
Hemorrhage
Utility · Fire · Common
Apply X Rupture. Decrease Countdown Cost for next cast of random other Spell by 1.
A: Decrease Countdown Cost for next cast of random other Spell by 4 instead.
B: Increase base Rupture applied by 2.
Hotspot
Attack · Fire · Starter
Deal 2 Damage Per Charge Left on this Spell.
Hurl Monolith
Attack · Earth · Uncommon
Deal 20 Damage. Apply 2 Dazed.
A: When Rolling a 6; Decrease Countdown Cost for next cast of this Spell by 2.
B: Gain 3 Blessing.
Hurt
Attack · Fire · Common
Deal 12 Damage. Receive 1 Wounded.
A: Increase base Damage dealt by 5.
B: Convert Socket to Countdown.
Hydroclasp
Defense · Water · Common
Gain X +1 Block. Reroll lowest valued unused Dice.
A: When Depleted; Roll a Dice.
B: Permanently increase number of Charges on this Spell by Charge 1. Increase base Block gained by 2.
Ice Blast
Attack · Water · Uncommon
Deal 9 Damage. If Sum of Values for Dice used to cast equals 7; Roll a Dice.
A: Increase base Damage dealt by 4.
B: If Sum of Values equals 7; Roll a Dice Enchanted with instead.
Ice Spear
Attack · Water · Starter
Deal X Damage.
Ice Ward
Defense · Water · Uncommon
Gain 4 Block. When Depleted; Roll 2 Dice.
A: Increase base Block gained by 2.
B: When Depleted; Roll 3 Dice instead.
Icebound
Attack · Water · Rare
Deal 2x X Damage to All Enemies. Flip used Dice.
A: Increase base Damage dealt by 5.
B: Permanently increase number of Charges on this Spell by Charge 1.
Icicle Blade
Attack · Water · Rare
Deal 2 Damage. When cast; Damage will Increase By 2 for duration of this Battle.
A: When cast; Damage will Increase By 3 instead.
B: Permanently increase number of Charges on this Spell by Charge 3.
Impale
Attack · Water · Starter
Deal 4 Damage. If Dice Slinger has Block; Increase Damage by 2.
Impure Offering
Utility · Earth · Uncommon
Gain 4 Blessing. When Depleted; Receive 1 Vexed.
A: Permanently increase number of Charges on this Spell by Charge 1.
B: Increase base Blessing gained by 2.
Incandescence
Utility · Fire · Rare
Gain 3 Radiant. Gain 1 Power. On Destroy Dice Destroyed; Decrease Countdown Cost for next cast of this Spell by 2.
A: Increase base Radiant gained by 1.
B: Increase base Power gained by 1.
Incendiary Spell
Utility · Fire · Uncommon
Apply Incendiary; Deal 30 Damage in 3 turns.
A: Damage is dealt in 2 turns instead.
B: Deal 45 Damage instead.
Incinerate
Attack · Fire · Common
Deal 16 Damage. Destroy lowest valued Dice. When Depleted; Roll 3 Dice valued between 1-3.
A: Increase base Damage dealt by 6.
B: When Depleted; Roll 4 Dice valued between 1-3 instead.
Incision
Attack · Water · Rare
Deal 2 Damage. Apply 8 Rupture.
A: Increase base Rupture applied by 4.
B: Convert Socket to Countdown.
Indomitable Form
Defense · Water · Rare
Gain 12 Block. Unrestorable.
A: Increase base Block gained by 8.
B: Permanently increase number of Unrestorable Charges on this Spell by Unrestorable 3.
Inexplicable
Utility · Void · Rare
Apply 2 Dazed and 2 Marked to All Enemies. Destroy a random unused Dice.
A: Increase base Dazed & Marked applied by 1.
B: Convert Socket to Countdown.
Inferno
Attack · Fire · Common
Deal X Damage. When Depleted; Gain 3 Banefire.
A: Increase base Damage dealt by 2. Permanently reduce number of Charges on this Spell by Charge 1.
B: When Depleted; Gain 6 Banefire instead.
Infuse Potency
Utility · Earth · Rare
Gain 1 Potency. Roll 2 Dice.
A: Increase Dual Mana Socket cost to 5-6.
B: Roll 3 Dice instead.
Infuse Scales
Defense · Earth · Uncommon
Gain X -1 Block. Return used Dice with -3 Value.
A: Used Dice is Returned with -1 instead.
B: On Blessing Gained; increase Charge Count of this Spell by Charge 1, for one turn.
Infused Shield
Defense · Fire · Common
Gain 3 Block. If a Dice Valued at 3 is used to cast; Roll 1 Dice valued between 1-2.
A: Increase base Block gained by 2.
B: If a Dice Valued at 3 is used to cast; Roll 1 Dice valued between 1-6 instead.
Inner Rage
Utility · Fire · Common
Gain 1 Critical.
A: When Depleted; Roll 2 Dice.
B: When Health Lost Health Lost; Decrease Countdown Cost for next cast of this Spell by 2.
Inner Storm
Attack · Water · Common
Deal X Damage to Random Enemy 2 times.
A: Deal X Damage 3 times instead.
B: Also gain X Block. Permanently increase number of Charges on this Spell by Charge 1.
Inscribe
Utility · Void · Uncommon
Decrease Countdown Cost of another target Spell by 2 for the duration of this Battle. (Cannot reduce below *1*)
A: Decrease Countdown Cost by 3 instead.
B: Permanently Reduce Socket Cost of this Spell by 3.
Instinct
Utility · Earth · Uncommon
Apply 1 Marked. Apply 1 Dazed.
A: Increase base Marked gained by 1.
B: Convert Socket to Countdown.
Intervention
Defense · Earth · Uncommon
Gain 3 Block. Add +3 Value to random Dice. Spend 2 Blessing; Gain 1 Power.
A: Reduce Blessing Spent by 1.
B: Increase base Block gained by 3.
Inundate
Attack · Water · Uncommon
Deal 12 Damage. Gain 1 Foresight.
A: Increase base Damage by 8.
B: Increase Foresight gained by 1. Permanently decrease number of Charges on this Spell by Charge 1.
Invoke Mana
Utility · Void · Rare
Roll 3 Dice.
A: Roll 4 Dice instead.
B: Permanently increase number of Charges on this Spell by Charge 2.
Ironguard
Defense · Fire · Common
If a Dice Valued between 1 to 5 is used to cast; Gain X +1 Block. If a Dice Valued at 6 is used to cast; Gain 1 Power.
A: Increase Block gained by 2.
B: Increase Power gained by 1. Permanently reduce number of Charges on this Spell by Charge 1.
Javelin
Attack · Earth · Common
Deal 10 Damage.
A: Increase base Damage dealt by 5.
B: Apply 1 Marked.
Jolt
Attack · Air · Uncommon
Deal X Damage & apply 2 Conduit to Random Enemy.
A: Apply X Conduit instead. Permanently decrease number of Charges on this Spell by Charge 1.
B: Spend 1 Static; Repeat this Spell Spell's effects.
Kairotic Moment
Utility · Fire · Rare
Apply 7 Weak to All Enemies. Unrestorable.
A: Increase base Weak applied by 3.
B: Permanently increase number of Unrestorable Charges on this Spell by Unrestorable 2.
Karma Burst
Attack · Air · Starter
Deal 2x X Damage.
Killshot
Attack · Earth · Common
Deal 4 Damage. If Target Below 50% Health; Increase Damage dealt by 6.
A: If Target Below 50% Health; Increase Damage dealt by 10 instead.
B: Permanently Reduce Socket Cost of this Spell by 2.
Kindle
Utility · Fire · Common
Roll 1 Dice valued between 3-4.
A: Also gain 1 Banefire.
B: On Destroy Dice Destroyed; Increase Charge Count of this Spell by Charge 1, for one turn.
Leech
Attack · Fire · Uncommon
Deal 6 Damage. On Health Lost Health Loss; +2 base Damage for this Battle.
A: On Health Lost Health Loss; +3 base Damage instead.
B: Convert Socket to Countdown.
Liquify
Utility · Water · Rare
If Target Enemy has 35 Health or less; kill instantly.
A: Kill Instantly if Target Enemy has 50 Health or less instead.
B: Convert Socket to Countdown for cost of *2*.
Luminance
Utility · Fire · Uncommon
Gain 1 Foresight. If 3 or more Dice Spent to cast; Gain 3 Radiant.
A: If 3 or more Dice Spent to cast; Gain 4 Radiant instead.
B: Permanently increase number of Charges on this Spell by Charge 1.
Magma Skin
Defense · Fire · Common
Gain 7 Block. Gain 5 Pyrohide.
A: Increase base Block gained by 3.
B: Increase base Pyrohide gained by 4.
Magnetic Fields
Defense · Air · Uncommon
Gain X Block. Shift Left. When Depleted; Gain 3 Ionized.
A: If cast when Aligned Left; Roll an Enchanted Dice and Shift Leftmost.
B: When Depleted; also gain 2 Cascade.
Magnetize
Utility · Air · Common
Apply 2 Conduit. When Depleted; Gain 3 Static.
A: When Depleted; Gain 8 Static instead.
B: Convert Socket to Countdown.
Magnificent Glow
Utility · Fire · Uncommon
Decrease Countdown Cost for next cast of random other Spells 5 times.
A: Decrease Countdown Cost 7 times instead.
B: Permanently increase number of Charges on this Spell by Charge 2.
Malice Coil
Attack · Water · Rare
Deal 6 Damage. On Affliction Affliction Applied; +4 Damage to this Spell Spell's next cast.
A: Permanently Reduce Socket cost of this Spell by 4.
B: On Affliction Affliction Applied; +6 Damage instead.
Mana Dice
Other
Mana Inversion
Utility · Water · Starter
Flip a Dice upside down. If an enchanted die is flipped, its enchantment will remain intact upon returning to the Dice Tray (Exception: Lathspell, Remnant, Echo).
A: Gain 1 Rain.
B: If a Dice Valued at 6 is used; Gain 5 Fury.
Mana Purification
Utility · Fire · Signature
Decrease Countdown Cost for next cast of random other Spell by X. Roll 1 Dice valued between 1-3.
A: Convert random other Spell to Rightmost Spell.
B: Permanently increase number of Charges on this Spell by Charge 1.
Mana Splinter
Utility · Fire · Signature
Split used Dice in two.
A: If a Dice Valued at 2 is used to cast; Roll Dice valued between 1-3 and Enchanted with .
B: If a Dice Valued at 1 is used to cast; Apply 2 Rupture to Random Enemy.
Mana Symmetry
Utility · Void · Rare
Duplicate used Dice. If an Enchanted Dice is Duplicated, all resulting dice will carry the Enchantment. (Exception: Lathspell, Echo, & Remnant)
A: Increase Socket cost to 1-6.
B: Permanently increase number of Charges on this Spell by Charge 1.
Mantra
Utility · Air · Rare
If a Dice Valued at 4 is used to cast; Gain 2 Cascade. If a Dice Valued at 5 is used to cast; Increase Charge Count of adjacent Spells by Charge 2 for this turn.
A: Increase Cascade gained by 1. Increase Restorable Charges added by 1.
B: Increase Socket cost to 4-6. If a Dice Valued at 6 is used to cast; Roll an .
Maul
Attack · Earth · Rare
Deal 4 Damage. Gain Block equal to unblocked Damage dealt. Note: If Dice Slinger has Sap, Block gained will be reduced by 1 for each stack of Sap.
A: Increase base Damage dealt by 5.
B: Permanently Reduce Socket Cost of this Spell by 3.
Mend Magic
Utility · Earth · Uncommon
Increase Charge Count of another target Spell by Charge 2, for one turn. Note: If this effect would cause a Spell's charges to go above its base maximum; surplus charges will be removed upon ending your turn.
A: Also Decrease Countdown Cost for next cast of targeted Spell by 4.
B: Increase Charge Count of another target Spell by Charge 3 instead.
Mental Reservoir
Utility · Water · Common
Roll 4 Dice.
A: Increase Dice Dice Rolled by 1.
B: On Hailstorm Gained; Decrease Countdown Cost for next cast of this Spell by 4.
Meteor
Attack · Fire · Uncommon
Deal 32 Damage. On Countdown Countdown Reduced from any source; Reduce Damage dealt by 2 for next cast.
A: Increase base Damage dealt by 10.
B: Permanently Reduce Socket Cost of this Spell by 4.
Metta
Defense · Air · Uncommon
Gain 6 Block. First Cast of this Spell; Heal 6 Health.
A: Increase Block gained and Health recovered by 2.
B: First Cast; also Roll a Dice Enchanted with .
Morphosis
Utility · Earth · Rare
Deplete other target Spell; Gain 2 Power per Charge removed.
A: Increase Power gained per Charge removed by 1.
B: Permanently Reduce Socket Cost of this Spell by 3.
Mulch
Utility · Earth · Signature
Increase Value of lowest Dice by 2. Return used Dice with -1 Value.
A: Increase Value of lowest Dice by 3 instead.
B: If a Dice Valued at 4 is used to cast; Gain 1 Thorns.
Multi Jet
Attack · Water · Uncommon
Deal X Damage to both Front Enemy and Rear Enemy. Solo enemies will be hit twice.
A: When Depleted; Reroll ALL unused Dice.
B: Multiply Damage dealt by x2.
Mutilation
Utility · Fire · Rare
Roll 3 Dice Enchanted wtih .
A: Roll 4 instead.
B: Permanently increase number of Charges on this Spell by Charge 2.
Myrrenyth Flux
Utility · Air · Rare
Shift Left. If cast when Aligned Left; Gain X Power and Shift Leftmost.
A: Shift Left effect moves slots equal to 2x X.
B: Increase Socket cost to 1-4.
Natural Hardiness
Defense · Earth · Rare
Gain 6 Block. Start of Battle; Gain 1 Fortify.
A: Reduce base Block gained by 5. Increase Fortify gained by 1.
B: Increase base Block by 4.
Nimbus Strike
Attack · Air · Uncommon
Apply 3 Discordant. Deal X+X Damage.
A: Increase base Discordant gained by 2.
B: Spend 2 Static; Repeat this Spell Spell's effects.
Nourish Flames
Utility · Fire · Uncommon
Increase Countdown Cost for next cast of another targer Spells by 3. Roll 3 Dice valued between 1-3.
A: Roll 4 Dice instead.
B: Permanently increase number of Charges on this Spell by Charge 1.
Noxious Display
Utility · Water · Uncommon
Roll 4 Dice. Receive 3 Poison.
A: Increase Dice Dice Rolled by 1 and Poison received by 1.
B: Reduce base Poison received by 1.
Nurture
Utility · Earth · Uncommon
Return used Dice with +2 Value.
A: Permanently increase number of Charges on this Spell by Charge 2.
B: Increase Socket cost to 1-5.
Oaken Self
Defense · Earth · Uncommon
Gain X+X Block. If Dice Valued at 1 are used to cast; Roll a Dice valued between 5-6. When Deplete; Gain 1 Blessing.
A: If Dice Valued at 1 are used to cast; Roll 2 Dice instead.
B: When Deplete; Gain 5 Blessing instead.
Omniscience
Utility · Void · Uncommon
Reroll used Dice. Gain 1 Foresight. Receive 1 Vexed.
A: Permanently increase number of Charges on this Spell by Charge 2.
B: Increase Socket cost to 3-6.
Onslaught
Attack · Earth · Uncommon
Deal X Damage. If Target has Marked; Return used Dice with -1 Value.
A: Instead, Increase Value of Returned Dice by +1.
B: Permanently increase number of Charges on this Spell by Charge 2.
Onyx Lance
Attack · Void · Rare
Deal 14 Damage. Lowest valued Dice is Enchanted with .
A: Increase base Damage dealt by 6. Permanently increase number of Charges on this Spell by Charge 1.
B: Convert Socket to Dual Mana Socket. Also gain 14 Fury.
Overchill
Defense · Water · Common
Gain X Block. When Depleted; Gain 1 Power.
A: Increase base Block gained by 1. Permanently decrease number of Charges on this Spell by Charge 2.
B: If a Dice Valued at 1 is used; Decrease Countdown Cost for next cast of a random other Spell by 2.
Overclock
Defense · Air · Rare
Apply 2 Conduit. Gain 12 Block. On Static Gained; Decrease Countdown Cost for next cast of this Spell by 3.
A: Increase base Conduit gained by 3.
B: On Static Gained; Decrease Countdown Cost by 5 instead.
Pelagis
Utility · Water · Common
Gain 1 Reinforce. Gain 3 Fury.
A: Increase base Fury gained by 5.
B: When Depleted; Gain 1 Foresight.
Permafrost
Attack · Water · Starter
Deal X Damage. If a Dice Valued at 2 is used; Gain 2 Block.
Phlogiston
Utility · Fire · Common
Gain X Banefire. Gain 1 Radiant.
A: Increase base Banefire gained by 1.
B: When Depleted; Roll 1 Dice Enchanted with .
Phoenix Blast
Attack · Fire · Uncommon
Deal 5 Damage. If Target has Weak; Roll a Dice.
A: Increase base Damage dealt by 5.
B: When Depleted; Decrease Countdown Cost for next cast of a random Spell by 4.
Phoenix Ward
Defense · Fire · Rare
Gain 6 Block. Gain 2 Radiant. On Destroy Dice Destroyed; Increase base Block gained by 1 for remainder of combat.
A: Increase base Block gained by 4. Permanently increase number of Charges on this Spell by Charge 1.
B: Increase base Radiant gained by 2.
Pierce
Attack · Air · Common
Deal 2x X Damage. When Depleted; Roll 1 Dice valued between 3-4.
A: When Depleted; Roll 2 Dice instead.
B: Multiply Damage dealt by 3x instead.
Plunge
Defense · Water · Common
Gain 4 Block. If Dice Slinger has Block; Increase base Block gained by 3.
A: If Dice Slinger has Block; Increase base Block gained by 6 instead.
B: When Depleted; Gain 1 Foresight.
Poison Barrier
Defense · Water · Uncommon
Gain 4 Block. Gain 1 Toxic Skin.
A: Increase base Block gained by 3.
B: Increase base Toxic Skin gained by 1.
Poison Detonation
Attack · Water · Rare
Remove all Poison on Target. Deal 5 Damage for each Poison removed.
A: Convert Socket to Countdown.
B: Increase Damage dealt per Poison removed by 2.
Poison Fling
Attack · Water · Common
Deal X Damage. Apply 1 Poison.
A: Increase base Poison applied by 1.
B: If a Dice Valued at 4 is used; Roll an Odd valued Dice.
Poisonous Bile
Utility · Water · Common
Apply 3 Poison.
A: Increase base Poison applied by 1.
B: On Spell with Class Attack Attack Cast; Decrease Countdown Cost for next cast of this Spell by 1.
Polar Nexus
Utility · Water · Uncommon
Gain 3 Fury. When Rolling Dice; add +3 to base Fury gained.
A: Convert Socket to Single Mana Socket
B: When Rolling Dice; add +6 to base Fury gained instead.
Power Nexus
Defense · Void · Rare
Gain 1 Block per stack of Power currently on Dice Slinger. Gain 1 Power.
A: Increase Block gained per Power by 1.
B: Permanently increase number of Charges on this Spell by Charge 1.
Pox Flare
Attack · Earth · Rare
Deal 2x X Damage. Apply 1 Pox.
A: Increase base Pox applied by 1.
B: Spend 2 Blessing; Repeat this Spell Spell's effects.
Preemptive Strike
Attack · Earth · Uncommon
Deal 11 Damage. If Target is Attacking: Apply 1 Marked.
A: Permanently Reduce Socket Cost of this Spell by 2.
B: Increase base Damage by 5.
Prescience
Utility · Water · Common
Gain 2 Foresight.
A: Gain 1 Power.
B: Permanently increase number of Charges on this Spell by Charge 1.
Prickling Air
Attack · Air · Rare
Apply 2 Conduit. Deal 1 Damage.
A: Deal an additional instance of 1 Damage.
B: Increase base Conduit applied by 2.
Primal Craze
Utility · Earth · Rare
Gain 1 Power and 1 Drain per stack of Block. Remove all Block.
A: Permanently Reduce Socket Cost of this Spell by 5.
B: Block is not removed.
Proliferate
Utility · Earth · Rare
Gain 1 stack of Grow.
A: Increase Value of Random Dice by 4 two times.
B: On 6 rolled; Decrease Countdown Cost for next cast of this Spell by 3.
Prowl
Defense · Earth · Uncommon
Gain 8 Block. Decrease Value of all unused Dice by 1.
A: Increase base Block gained by 4.
B: Gain 1 Power.
Pulverize
Attack · Earth · Uncommon
Deal 4 Damage to Front Enemy. Return used Dice with -3 Value.
A: Return used Dice with -2 instead.
B: When Depleted; Gain 2 Blessing.
Pyre
Defense · Fire · Uncommon
Gain 7 Block. If 4 or more Dice Spent to cast; Gain 1 Critical.
A: Increase base Block gained by 3.
B: Increase Critical gained by 1.
Rainfall
Utility · Water · Common
Roll 1 Dice. Gain 3 Rain.
A: Increase base Rain gained by 2.
B: Gain 1 Concoction.
Rampage
Attack · Earth · Starter
Deal 4 Damage. When Depleted; Deal 4 Damage to Front Enemy.
Rampart
Defense · Earth · Common
Gain 5 Block. When Rolling a 6; Decrease Countdown Cost for next cast of this Spell by 1.
A: Also Decrease Countdown Cost for next cast of a random Spell by 2.
B: When Rolling a 6; Decrease Countdown Cost by 3 instead.
Rarities
Other
Reality Ripple
Utility · Water · Uncommon
Reroll ALL unused Dice.
A: Flip ALL unused Dice instead.
B: Convert Socket to Countdown.
Reclamation
Defense · Fire · Rare
Gain 8 Block. On Health Lost Health Loss; Increase base Block by 2 for this Battle.
A: Increase Block added on Health Lost Health Loss by 2.
B: Permanently reduce Socket Cost of this Spell by 3.
Reforge
Utility · Fire · Rare
Roll 1 Dice. On Destroy Dice Destroyed; Increase Dice Dice Rolled for next cast by 1.
A: Roll 2 Dice instead.
B: Convert Socket to Countdown.
Regrowth
Utility · Earth · Signature
Return used Dice with +1 Value.
A: If a Dice Valued at 1 is used to cast; Return used Dice Enchanted with .
B: When Depleted; Increase Charge Count of a random other Spell by Charge 1, for one turn.
Relay
Defense · Air · Uncommon
Gain 2x X Block. Decrease Countdown Cost for next cast of a random other Spell by 2.
A: Decrease Countdown Cost by X instead.
B: Multiply Block gained by 3x instead.
Relief
Utility · Earth · Rare
Gain 6 Blessing. Roll 1 Dice.
A: Reduce Blessing gained by 3. Change effect to Roll 1 Dice per Blessing currently on Dice Slinger.
B: Increase base Blessing gained by 4.
Replenish
Defense · Water · Uncommon
Gain X Block. Reroll used Dice.
A: Increase Socket cost to 1-4.
B: On Foresight Gained: Increase Charge Count of this Spell by Charge 2, for one turn.
Revitalize
Utility · Earth · Rare
Increase Value of all unused Dice by 1. Gain 1 Blessing.
A: Decrease Countdown Cost for next cast of ALL Spells by 1.
B: Permanently increase number of Charges on this Spell by Charge 1.
Rewrite Reality
Defense · Void · Uncommon
Gain X Block. Roll a Dice Enchanted with .
A: Increase Socket cost to 1-4.
B: Permanently increase number of Charges on this Spell by Charge 1.
Rime Hail
Attack · Water · Rare
Deal 1 Damage 3 times. Start of Battle; Gain 3 Fury.
A: Start of Battle; Gain 13 Fury instead.
B: Convert Socket to Countdown.
Riptide
Attack · Water · Uncommon
Deal 4 Damage. Gain 2 Rain. When Rolling Dice; Increase base Damage dealt by 2 this turn.
A: When Rolling Dice; Increase base Damage dealt by 3 this turn, instead.
B: Increase base Rain gained by 2.
Rising Torrent
Attack · Water · Uncommon
Deal 4 Damage. When cast; Damage will Increase By 4 for this turn.
A: When cast; Damage will Increase By 5 instead.
B: Reroll a random unused Dice.
Roaring Embers
Attack · Fire · Common
Deal 3 Damage. On Countdown Countdown Reduced from any source; Increase base Damage by 4 for next cast.
A: Deal 1 Damage and Increase Damage by 6 on Countdown Countdown Reduced instead.
B: Permanently increase number of Charges on this Spell by Charge 2. Increase base Damage dealt by 4.
Rockslide
Attack · Earth · Uncommon
Deal X Damage. Decrease Countdown Cost for next cast of a random Spell by 1. When Depleted; Roll a Dice valued between 5-6.
A: Increase base Damage by 2. Permanently decrease number of Charges on this Spell by Charge 1.
B: Decrease Countdown Cost for next cast of a random Spell by 3 instead.
Roil
Utility · Water · Common
Gain 4 Fury Per Enemy. When Block is Gained; Decrease Countdown Cost for next cast of this Spell by 1.
A: When Block is Gained; Decrease Countdown Cost by 3 instead.
B: Increase base Fury gained Per Enemy by 2.
Runes
Other
Sacred Shimmer
Attack · Earth · Uncommon
Deal 6 Damage. Roll 1 Dice.
A: Increase base Damage dealt by 6.
B: When Rolling a 6; increase Charge Count of this Spell by Charge 1, for one turn.
Sacrifice
Utility · Fire · Uncommon
Decrease Countdown Cost of ALL Spells by -X. Destroy a random Dice.
A: Increase Socket cost to 1-5.
B: Permanently increase number of Charges on this Spell by Charge 2.
Sanctify Shell
Defense · Earth · Uncommon
Gain 8 Block. Gain 1 Blessing. Enchant a random Dice with .
A: Increase base Block gained by 2. Increase base Blessing gained by 1.
B: Increase number of Enchantments applied by 2.
Sap Lifeforce
Attack · Fire · Rare
Deal 5 Damage. Heal Health equal to unblocked Damage dealt. Unrestorable.
A: Permanently Increase Socket cost to *12*. Convert Target Enemy to All Enemies.
B: Increase base Damage dealt by 5.
Savagery
Attack · Earth · Uncommon
Deal X+X Damage 2 times.
A: Increase base number of Hits by 1.
B: Apply 2 Dazed. Permanently increase number of Charges on this Spell by Charge 1.
Scorched Assault
Attack · Fire · Uncommon
Deal X Damage to All Enemies. Destroy 1 random Dice.
A: Multiply Damage dealt by 2x. Destroy 2 random Dice instead.
B: Roll a Dice valued between 1-3.
Sea Ward
Defense · Water · Uncommon
Gain X Block. Gain X Fury.
A: Multiply Block gain by 2x.
B: Permanently increase number of Charges on this Spell by Charge 1. When Depleted; Gain 2 Rain.
Searing Heat
Utility · Fire · Common
Apply 2 Weak. On Countdown Countdown Reduced from any source; Increase Weak applied by 1 for next cast.
A: On Destroy Dice Destroyed; Decrease Countdown Cost for next cast of this Spell by 2.
B: Instead, apply 1 Weak and on Countdown Countdown Reduced from any source; Increase Weak applied by 2 for next cast.
Seismic
Attack · Earth · Uncommon
Deal 6 Damage to Random Enemy. On Blessing Gained; Decrease Countdown Cost for next cast of this Spell by 2.
A: Decrease Countdown Cost on Thorns Gained instead. Increase base Damage by 4.
B: On Blessing Gained; Decrease Countdown Cost for next cast of this Spell by 4 instead.
Shards
Other
Sharp Spark
Attack · Fire · Uncommon
Deal 3 Damage. Apply 3 Rupture.
A: On Radiant Gained; Decrease Countdown Cost for next cast of this Spell by 1.
B: Convert Socket to Mana Socket for cost of 3. Increase base Rupture applied by 2.
Shatter
Attack · Earth · Common
Deal 2x X Damage to Front Enemy.
A: Deal 3x X Damage instead. Permanently decrease number of Charges on this Spell by Charge 1.
B: When Depleted; Roll a Dice valued between 5-6.
Shelter
Defense · Water · Starter
Gain 5 Block. When Depleted; Gain 2 Blessing.
Shifting Shape
Defense · Water · Starter
Gain 4 Block. Gain 1 Delayed Block.
Shifting Winds
Defense · Air · Uncommon
If Odd Valued Dice used to cast; Shift Left. If Even Valued Dice used to cast; Shift Right. When Shifted; Gain 3 Block.
A: When Shifted; Gain 4 Block instead.
B: Permanently increase number of Charges on this Spell by Charge 2.
Shock
Attack · Air · Uncommon
Deal X Damage. If Target is Attacking; Decrease Countdown Cost for next cast of Adjacent Spells by X.
A: Gain 2 Static.
B: Increase Socket cost to 3-6.
Silver Lining
Defense · Air · Rare
Gain X Block. Shift Left. If cast when Aligned Left; Return Dice used to cast with -1 Value and Shift Rightmost.
A: Gain 2x X Block instead.
B: If cast when Aligned Left; also Return Dice Enchanted with .
Sizzle
Attack · Fire · Starter
Deal 3 Damage. Damage will Increase By 4 on this Spell Spell's First Cast each turn.
Skyborn Sigil
Defense · Air · Starter
Gain 3 Block.
Skybreak
Attack · Air · Rare
Deal X Damage X times. Receive 1 Silenced.
A: Increase Socket cost to 1-5.
B: Remove Silenced received.
Skyflare
Defense · Air · Uncommon
Gain 6 Block. Adjacent Spells gain +2 Damage this turn.
A: Increase base Block gained by 3.
B: Spend 2 Static; Adjacent Spells gain an additional +4 Damage this turn.
Sleet Sky
Utility · Water · Common
Gain 1 Hailstorm.
A: Roll 1 Even valued Dice.
B: Convert Socket to Countdown.
Sockets
Other
Solarity
Utility · Fire · Signature
Return used Dice with -1 Value. Roll 1 Dice valued between 1-3.
A: If Odd Valued Dice is used to cast; Gain 1 Radiant.
B: If a Dice Valued at 5 is used to cast; Apply 4 Weak to Front Enemy.
Solid Electricity
Defense · Air · Rare
Gain 6 Block. Roll 1 Dice Enchanted with Per Charge Left on this Spell.
A: When Shifted; Decrease Countdown Cost for this Spell Spell's next cast by 3.
B: Reduce base Block gained by 3. Permanently increase number of Charges on this Spell by Charge 1.
Solidify
Defense · Earth · Rare
Gain 9 Block. Gain 2 Power.
A: Increase base Block gained by 2. Increase base Power gained by 1.
B: Spend 2 Blessing; Gain 1 Fortify.
Soulstone
Utility · Void · Unique
Apply 1 Soul Feed. This Spell is primarily used for Act 4 access.
Sow Power
Utility · Earth · Common
Gain 1 stack of Power.
A: When Depleted; Gain 1 Power.
B: On Blessing Gained; Autocast this Spell.
Sparkshield
Defense · Air · Starter
Gain 4 Block. Gain 1 Static.
Spell Debuffs
Other
Spells
Other
Spirit Arrows
Attack · Earth · Rare
Deal 1 Damage to Random Enemies X times.
A: Increase Socket cost to 1-5.
B: Permanently increase number of Charges on this Spell by Charge 1.
Spirit of the Forest
Utility · Earth · Rare
If Dice Valued at 5 are used to cast; Gain 4 Power. If Dice Valued at 6 are used to cast; Increase Charge Count of ALL other Spells by Charge 2, for one turn.
A: If Dice Valued at 5 are used to cast; Gain 6 Power instead.
B: If Dice Valued at 6 are used to cast; Add 3 Restorable Charges instead.
Spirit Step
Attack · Air · Common
Reroll used Dice and Enchant with . Spend 1 Static; increase Charge Count of this Spell by Charge 1, for one turn.
A: Spend 1 Static; Add 2 Charges instead.
B: If a Dice Valued at 6 is used to cast; Roll a Dice.
Spring to Action
Defense · Earth · Common
Gain X Block. Start of Battle; Gain 1 Power.
A: Gain 2x X Block instead.
B: Start of Battle; Gain 2 Power instead.
Stalk
Utility · Earth · Uncommon
Apply 2 Marked to All Enemies.
A: Start of Battle; Cast this Spell automatically without Dice cost.
B: Also apply 2 Weak to All Enemies.
Stellar Ward
Defense · Void · Rare
Gain 12 Block. Increase Charge Count to random Spells by 1 four times, for one turn.
A: Increase Charge Count to random Spells by 1 six times instead.
B: Increase base Block gained by 8.
Sting
Attack · Earth · Starter
Deal X Damage. Return Dice with -4 Value.
Stone Meld
Other · Earth · Rare
Double amount of Block currently on Dice Slinger. Must have existing stack(s) of Block for effect to occur.
A: Permanently Reduce Socket Cost of this Spell by 3.
B: Permanently increase number of Charges on this Spell by Charge 1.
Strange Presence
Defense · Void · Uncommon
Gain 4 Block. Roll 1 Dice Enchanted with .
A: Roll 2 instead. Permanently decrease number of Charges on this Spell by Charge 1.
B: Increase base Block gained by 4.
Styx
Utility · Void · Uncommon
Return used Dice Enchanted with . End of Turn; Reroll ALL .
A: Also Return Dice with +1 Value.
B: Permanently increase number of Charges on this Spell by Charge 2.
Submerge
Defense · Water · Uncommon
Gain 4 Block. Gain 1 Reinforce.
A: Increase base Block gained by 6. Permanently decrease number of Charges on this Spell by Charge 1.
B: Increase base Reinforce gained by 1.
Sunshield
Defense · Fire · Uncommon
Gain X +1 Block. When Depleted; Gain 2 Radiant.
A: When Depleted; Gain 3 Radiant instead.
B: Permanently increase number of Charges on this Spell by Charge 1. Increase base Block gained by 2.
Superheat
Attack · Fire · Uncommon
Deal 3 Damage. Damage will Increase By 3 per stack of Weak on Target.
A: Increase Damage by 4 per stack of Weak instead.
B: Permanently reduce Socket Cost of this Spell by 2 & increase number of Charges by Charge 1.
Surf
Defense · Water · Starter
Gain 3 Block. If Last Spell Cast was Utility; Block will Increase By 3 for next cast.
Suspension
Defense · Fire · Common
Apply 3 Weak to Target Enemy. Gain 5 Block.
A: When Depleted; Decrease Countdown Cost for next cast of random other Spell by 3.
B: Increase base Weak applied by 1. Increase base Block gained by 1.
Targeting
Other
Temper
Defense · Fire · Common
Gain 5 Block. Destroy random Dice.
A: Increase base Block gained by 3.
B: When Depleted; Gain 3 Banefire.
Tempest Lash
Attack · Air · Rare
Deal X Damage 3 times. Receive 2 Rupture.
A: Permanently increase number of Charges on this Spell by Charge 2.
B: Also gain X Static.
Tendrils
Attack · Void · Uncommon
Deal 15 Damage. If Damage would be Lethal; Add 15 Gold to inventory.
A: Increase base Damage dealt by 7.
B: If Damage would be Lethal; Add 25 Gold instead.
Terraform
Defense · Earth · Common
Gain 4 Block. If a Dice Valued at 6 is used to cast; Add +2 Value to a random unused Dice.
A: Increase base Block gained by 2.
B: If a Dice Valued at 6 is used to cast; Add +3 Value instead.
Tether Azur
Attack · Water · Uncommon
Hold Dice until next turn. Casts on turn end; Deal X+X to All Enemies. Effects that would target Dice in the Dice Tray will not affect Dice held within the Spell's Socket. If an Enchanted Dice is held, its effects will be applied.
A: Increase Damage dealt by 5.
B: Increase Socket costs to 1-6.
The Beast Within
Utility · Earth · Signature
Roll a Dice valued between 5-6.
A: Permanently increase number of Charges on this Spell by Charge 1.
B: Also deal 2 Damage to Front Enemy.
Thornlash
Attack · Earth · Uncommon
Deal 2x X Damage. Gain 1 Thorns.
A: Deal 4x X Damage instead.
B: Increase base Thorns gained by 1.
Thunderbird's Gift
Utility · Air · Rare
Tilt ALL Dice. Increase Charge Count of Adjacent Spells by Charge 1 for this turn. Spend 4 Static; Gain 1 Grow.
A: Increase Restorable Charges given to Adjacent Spells by 1.
B: Spend only 1 Static to gain 1 Grow instead.
Thundercrash
Attack · Air · Common
Deal 12 Damage. Apply 3 Weak to All Other Enemies.
A: Also apply 2 Conduit to All Other Enemies.
B: On Static Gained; Decrease Countdown Cost for next cast of this Spell by 2.
Thunderfist
Attack · Air · Uncommon
Deal Damage equal to 3x Static stacks currently on Dice Slinger.
A: Multiply Damage by 5x Static instead.
B: Convert Targeting to All Enemies.
Tidal Hauberk
Defense · Water · Rare
Gain 1 Block. Gain 1 Fortify.
A: Increase base Block gained by 5.
B: Permanently increase number of Charges on this Spell by Charge 1.
Tornomancy
Utility · Air · Uncommon
Gain 5 Tornado. Spend 5 Static; Repeat this Spell Spell's effects.
A: Increase base Tornado gained by 2.
B: Spend 2 Static instead.
Totem
Utility · Earth · Common
Gain 8 Block. Decrease Countdown Cost for next cast of a random Spell by 2.
A: Decrease Countdown Cost for next cast of a random Spell by 5.
B: When Depleted; Gain 3 Blessing.
Toxic Knowledge
Utility · Water · Rare
Reroll used Dice. If a Dice Valued at 4 is used; Gain 1 Foresight. If a Dice Valued at 5 is used; Gain 2 Toxic Skin. If a Dice Valued at 6 is used; Increase Charge Count of this Spell by Charge 1, for one turn.
A: If a Dice Valued at 5 is used; Gain 3 Toxic Skin instetad.
B: If a Dice Valued at 6 is used; Add 2 Charges instead.
Toxic Mist
Utility · Water · Rare
Apply 3 Poison and 2 Weak to Random Enemy 3 times.
A: Also apply 3 Rupture.
B: Convert Socket to Countdown.
Tracking
Defense · Earth · Uncommon
Gain 4 Block. Apply 1 Marked to a Random Enemy.
A: Also gain 4 Delayed Block.
B: Increase base Marked applied by 1.
Transfigure
Defense · Earth · Common
Deplete target other Spell; Gain 3 Block per Charge removed.
A: Increase Block gained per Charge removed by 1.
B: Permanently Reduce Socket Cost of this Spell by 3.
Trataka
Utility · Air · Rare
Gain 3 Cascade. First Cast of this Spell each combat; Gain 1 Foresight.
A: Increase base Cascade gained by 1.
B: Increase Foresight gained by 2.
Trickle
Utility · Water · Uncommon
Apply 2 Poison Attack Per Attack Spell cast this turn.
A: Apply Defense Per Defense Spell cast instead.
B: Apply Utility Per Utility Spell cast instead.
Twin-Shield
Defense · Air · Common
Gain 4 Block. Spend 1 Static; Gain an additional 3 Block.
A: When Depleted; Roll a Dice Enchanted with .
B: Spend 1 Static; Gain an 6 Block instead.
Twinleaf
Attack · Earth · Starter
Deal 2 Damage 2 times.
Twisted Geyser
Attack · Water · Common
Deal 2x X Damage to Random Enemy.
A: Deal 3x X Damage instead.
B: If a Dice Valued at 1 is used; Apply 3 Poison.
Twisting Edge
Attack · Air · Common
Deal 3 Damage. Random unused Dice is Enchanted with . When Shifted; +2 base Damage dealt for this turn.
A: When Shifted; +4 to base Damage instead.
B: Permanently increase number of Charges on this Spell by Charge 2.
Ultimate Power
Utility · Earth · Rare
Double stacks of Power currently on Dice Slinger. Unrestorable. Must have existing stack(s) of Power for effect to occur.
A: Convert Socket to Countdown.
B: Convert Charges from Unrestorable to Restorable. Permanently decrease number of Charges on this Spell by Charge 1.
Undertow
Attack · Water · Rare
Deal 4 Damage to Random Enemy. When Block is Gained; +1 base Damage dealt for this Battle.
A: Permanently Increase Socket cost to *12*. When Block is Gained; +2 Damage instead.
B: Convert Random Enemy to Target Enemy.
Updraft
Utility · Air · Uncommon
Tilt ALL Dice. If Odd Valued Dice used to cast; Target Spell gets Shift Left. If Even Valued Dice used to cast; Target Spell gets Shift Right.
A: Permanently increase number of Charges on this Spell by Charge 3.
B: If Odd Valued Dice used to cast; Target gets Shift Leftmost instead. If Even Valued Dice used to cast; Target gets Shift Rightmost instead.
Veil of Nimbus
Defense · Air · Uncommon
Gain 4 Block. Apply 1 Discordant to All Attacking Enemies.
A: Increase base Discordant applied by 1.
B: When Depleted; Increase Charge Count of adjacent Spells by Charge 1 for this turn.
Veneration
Utility · Earth · Rare
Cast ALL other Spells. Unrestorable.
A: Also increase Charge Count of ALL other Spells by Charge 1, for one turn.
B: Permanently increase number of Unrestorable Charges on this Spell by Unrestorable 1.
Ventus
Defense · Air · Uncommon
Gain 4 Block. If Last Spell Cast was Attack; Roll a Dice.
A: If Last Spell Cast was Attack; Roll a Dice Enchanted with instead.
B: Gain X Block instead.
Vexing Skies
Utility · Air · Rare
Roll 3 Dice Enchanted with .
A: When Shifted; Increase Charge Count of this Spell by Charge 1, for one turn.
B: Spend 3 Static; Remove from ALL Enchanted Dice.
Vile Liturgy
Utility · Water · Uncommon
Gain 4 Power. Receive 2 Poison.
A: When Depleted; Roll 2 Dice.
B: Increase base Power gained by 1.
Vindictive Strike
Attack · Fire · Common
Deal 16 Damage to Front Enemy. On Health Lost Health Loss; Decrease Countdown Cost for next cast of this Spell by 2.
A: Increase base Damage dealt by 6.
B: On Health Lost Health Loss; Decrease Countdown Cost for next cast of this Spell by 4 instead.
Vine Grip
Attack · Earth · Common
Deal 6 Damage. Apply 1 Dazed.
A: Increase base Damage dealt by 2. Increase base Dazed applied by 1.
B: Random unused Dice is Enchanted with .
Vitae
Defense · Fire · Starter
Gain 5 Block. Receive 1 Wounded.
Volcanic Power
Utility · Fire · Rare
Gain 1 Power. Health Lost Lose Health equal to 2. On Countdown Countdown Reduced from any source; Increase base Power gained by 1 for next cast.
A: Health Lost Lose Health equal to 4 instead. Increase Power gained on Countdown Countdown Reduced by 1.
B: Permanently Increase Socket cost to *6*. Permanently increase number of Charges on this Spell by Charge 1.
Volt Surge
Attack · Air · Rare
Shift Left. If cast when Aligned Left; Shift Rightmost. When Shifted; Deal 5 Damage to Front Enemy.
A: Permanently Reduce Socket Cost for this Spell by 4.
B: When Shifted; Deal 8 Damage instead.
Voltaic Binding
Utility · Air · Uncommon
Apply X stacks of Conduit to a Random Enemy.
A: Decrease Countdown Cost for next cast of Adjacent Spells by X.
B: Increase Socket cost to 1-3.
Wailing Winds
Utility · Air · Rare
Apply 6 Weak and 2 Rupture to All Enemies. Receive 1 Silenced.
A: Spend 3 Static; Repeat this Spell Spell's effects.
B: Increase base Rupture applied by 2.
Wash Away
Utility · Water · Uncommon
Roll 1 Dice. Gain 1 Surge.
A: Also Gain 2 Block.
B: Increase base Surge gained by 1.
Water Lotus
Utility · Water · Uncommon
Roll 2 Odd valued Dice.
A: Roll 2 Even valued Dice instead. Permanently increase number of Charges on this Spell by Charge 1.
B: Convert Socket to Odd Socket.
Water Vortex
Utility · Water · Rare
If a Dice Valued at 5 is used; Flip ALL Dice. If a Dice Valued at 6 is used; Gain 3 Rain.
A: Increase Rain gained by 2.
B: Permanently increase number of Charges on this Spell by Charge 2.
Wavekeeper
Defense · Water · Rare
Reroll ALL Dice. Gain Block equal to total of ALL unused Dice.
A: Also Roll 1 Dice.
B: Permanently increase number of Charges on this Spell by Charge 1.
Waveshift
Utility · Water · Signature
If Odd Valued Dice is used to cast; Reroll Dice into higher Value. If Even Valued Dice is used to cast; Reroll Dice into lower Value.
A: If Even Valued Dice is used to cast; also gain 5 Fury.
B: Reduce Socket cost to 1-5. Always Reroll to a Higher Value.
Whirlpool
Utility · Water · Uncommon
Gain 1 Concoction. Reroll used Dice into a lower Value.
A: Increase Socket cost for 2-6.
B: When Depleted; Roll a Dice.
Whispering Embers
Defense · Fire · Rare
Apply X Rupture. Gain 4 Block. When Depleted; Morph Spell.
A: Permanently increase number of Charges on this Spell by Charge 2.
B: Increase base Block gained by 3.
Whispering Gale
Defense · Air · Rare
Gain 7 Block. When Depleted; Morph Spell.
A: Spend 4 Static; Gain 1 Dodge.
B: Increase base Block gained by 4.
Whispering Sea
Utility · Water · Rare
If Odd Valued Dice is used to cast; Apply X Poison. If Even Valued Dice is used; Apply X Rupture. If Target is Attacking; Morph Spell.
A: Increase Socket cost to 1-6.
B: Permanently increase number of Charges on this Spell by Charge 2.
Whispering Sheep
Defense · Earth · Rare
Gain 2 Block Per Charge Left on this Spell. When Depleted; Morph Spell.
A: Permanently Reduce Socket Cost of this Spell by 3.
B: Permanently increase number of Charges on this Spell by Charge 2.
Wild Strikes
Attack · Earth · Common
Deal 5 Damage to Random Enemies 3 times.
A: Hits 4 times instead.
B: When Rolling a 6; Decrease Countdown Cost for next cast of this Spell by 2.
Wildblaze Orb
Attack · Fire · Rare
Deal 3 Damage to a Random Enemy 1 time. On Countdown Countdown Reduced from any source; Increase hits applied on next cast by 1.
A: Increase base Damage dealt by 5.
B: Permanently Increase Socket cost to *7*. Permanently increase number of Charges on this Spell by Charge 1.
Wildfire Explosion
Attack · Fire · Uncommon
Deal 7 Damage and apply 3 Weak to a Random Enemy. On Destroy; Decrease Countdown Cost for next cast of this Spell by 2.
A: On Destroy Dice Destroyed; Decrease Countdown Cost of this Spell by 5 instead.
B: Increase base Damage dealt by 2. Increase base Weak applied by 1.
Wind Shear
Attack · Air · Common
If Odd Valued Dice used to cast; Deal 2x Damage to Front Enemy. If Even Valued Dice used to cast; Deal 2x Damage to Rear Enemy.
A: Multiply Damages dealt by 3x instead.
B: When Depleted; Increase Charge Count of adjacent Spells by Charge 1, for one turn.
Wind Ward
Defense · Air · Starter
Gain 5 Block. When Shifted; Decrease Countdown Cost for next cast of this Spell by 2.
Windcrest
Utility · Air · Common
Roll a Dice Enchanted with .
A: Convert Socket to Mana Socket. Roll 2 instead.
B: Permanently increase number of Charges on this Spell by Charge 1.
Wings of Thunder
Attack · Air · Rare
Deal 2x Damage to All Enemies. If cast when Aligned Left; Gain 2 Electrified.
A: Multiply Damage by 3x instead. If cast when Aligned Left; Gain 3 Electrified instead.
B: If cast when Aligned Left; Roll a Dice Enchanted with instead of gaining Electrified.
Winter's Bite
Attack · Water · Common
Deal 4 Damage. When Depleted; Roll 1 Even valued Dice.
A: Increase base Damage dealt by 2. Permanently decrease number of Charges on this Spell by Charge 1.
B: When Depleted; Roll 2 Even valued Dice instead.
Witchwind
Attack · Air · Starter
Deal X +1 Damage. When Depleted; Apply on this Spell.
Zap
Attack · Air · Starter
Deal X Damage. Spend 1 Static; Increase Damage dealt this cast by 5.
Zeal of the Sun
Defense · Fire · Uncommon
Destroy ALL Dice. Gain 4 Block Per Dice Destroyed.
A: Gain 6 Block Per Dice Destroyed instead.
B: Gain 3 Radiant.
Zephyr's Touch
Utility · Air · Rare
If Dice Valued at 2 are used to cast; Increase Value of ALL Odd Dice by 2 two times. If Dice Valued at 3 are used to cast; Roll 3 Dice Enchanted with .
A: If Dice Valued at 2 are used to cast; Increase Value of ALL Odd Dice by 3 instead.
B: Increase Socket Costs to 2-4. If a Dice Valued at 4 is used to cast; Gain 1 Potency.
Zephyrian Wrath
Attack · Air · Uncommon
Deal 5 Damage. Shift Left. When Shifted; Increase Damage dealt by 1.
A: When Shifted; Increase Damage dealy by 2 instead.
B: End of Turn; Shift Rightmost.
SpellRogue spell questions players ask
Where do the spell entries come from?
Spell names, class, element, socket, rarity, base effects and upgrade branches are pulled from the SpellRogue wiki spell pages via the MediaWiki API, not from memory.
What do class and element mean on a spell?
Class is the spell family (Attack, Defense, Utility) that shapes how it fits a build. Element (Water, Air, Fire, Earth, Void) drives interactions and combos with other spells.
How do the A and B upgrade branches work?
Each spell has two upgrade branches, A and B. They change the spell in different directions, so the branch you take shapes the build more than the spell itself.