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Spells & Elements

Schools, learning spells from tomes, casting rules, concentration, elements.

Two schools

Spells belong to one of two schools. Restoration covers heals, Regeneration, buffs and wards (Heal, Greater Heal, Regeneration, Stoneskin, Ice Armor, Haste). Sorcery covers every damage and utility spell, and wands. Casting a spell trains only its own school (and Int); Int helps both.

No spell has a level or Int requirement: any tome can be read and cast at once. The school skill sets power: full power at (tier - 1) x 10 skill, weaker below that (down to 35%). It also shortens the cast bar: cast time = base x the larger of 0.4 and (1 - skill / 400), so skill 100 casts 25% faster and 240+ hits the 40% floor. Recall always takes 3 s.

Learning spells

You learn a spell for good by reading a Spell Tome: right-click it in the bag (or hover it and press E). The tome is used up, unless you already know the spell, in which case you keep it. You start with Spark, Heal, Light, Recall and Soul Trap; these have no tomes.

Tomes are sold by mage stalls (Farmhold tier 1, Hunter's Lodge tiers 1-2, Deepdelve tiers 2-3, Frostwatch tiers 3-4). Monsters drop them: a 2% chance per kill, x3 for casters, x2 for champions; the tier is random up to the highest the monster's level allows (tier 1 from level 1, 2 from 10, 3 from 20, 4 from 32, 5 from 45). Bosses always drop a tome of their top tier. Tier-5 tomes are drop-only. Shop prices: 60, 250, 800, 2,500 and 7,000 gold by tier. See the full spell list.

Tomes you cannot use stop dropping (v1.0.25): a monster never drops a tome for a spell you already know or for one that is already in your bag or home storage, and shops stop listing tomes for spells you know. If a monster's tier has nothing new for you it drops a tome of another tier instead, and once you have learned or own every tome the drop is simply gold and gear.

Spell colours in the Spellbook

In the Spellbook (B) each spell name is coloured by what the spell does, with a small legend under the hint: Damage is coral, DoT (damage over time, such as Immolate, Ignite, Venom Bolt, Corruption, Wither, Frostbite, Static Shock, Torment and Holy Fire) is amber and also carries a filled DoT tag next to its icon, Control (slow, root, weaken) is purple, Heal is green, Buff is blue and Utility is cream. The same colour heads the spell tooltip on the hotbar. Ground spells that tick in an area (Blizzard, Quake, Poison Cloud, Lightning Storm) are Damage, not DoT.

Buffs, the buff bar and party buffs

Spell effects

Every spell has its own animation: bolts and orbs fly to the target, novas and cones spread from the caster, ground and storm spells mark the area they hit and chain lightning jumps between targets. Heals, buffs and light glow around the caster, and the hero raises a hand and plays the attack animation when a spell goes off. The effects are only for show: damage, mana cost, range and cooldown are exactly as the spell tooltip says.

Casting rules

Elements

Elemental weapons, spells and procs do ×1.5 against the opposite element, ×0.75 against the same element, and normal damage otherwise. Pairs are reciprocal: Fire ↔ Ice, Holy ↔ Dark, Poison ↔ Earth, and Storm also beats Earth. Void monsters resist every element and have no weakness. A mob's weakness is also listed on its page.

ElementMonsters of this element are weak toAttacks of this elementAgainst its own
FireIce×1.5 against Ice×0.75 against Fire
IceFire×1.5 against Fire×0.75 against Ice
PoisonEarth×1.5 against Earth×0.75 against Poison
EarthPoison×1.5 against Storm / Poison×0.75 against Earth
Storm / LightningEarth×1.5 against nothing×0.75 against Storm
HolyDark×1.5 against Dark×0.75 against Holy
DarkHoly×1.5 against Holy×0.75 against Dark
VoidnoneAll elements ×0.8

Where to read more

Resists explains defence against each element; Souls covers Soul Trap.

Source: game data and scripts (v1.0.38). All guides