GUIDE

Every Spell, Explained

You equip one spell from each school plus a Spirit and a Transformation, and the right combination trivialises fights. Here's what the key spells actually do and how they slot into your kit β€” Immobilize alone carries most of the early game, but the others cover its gaps.

The signature spells

🧊 Immobilize (Mysticism)
Freezes an enemy in place for a free combo β€” your bread-and-butter opener against almost every boss.
🌫️ Cloud Step (Alteration)
Turn invisible and leave a decoy; your next heavy from stealth is a guaranteed critical.
πŸ—Ώ Rock Solid (Alteration)
Turn to stone to negate an incoming hit and charge a heavy counter β€” a defensive parry substitute.
🧡 A Pluck of Many (Strand)
Spawn clones of yourself from your hairs to swarm and stagger a target with extra hits.

Using them well

  • Hold Immobilize for a boss over-extension or phase change, not to open a full-health fight.
  • Cloud Step's decoy buys space and its follow-up crit is huge β€” great against aggressive bosses.
  • Rock Solid is your answer to unblockable-looking combos; time the stone through the hit.
  • You unlock more spells per school as you progress β€” swap freely at shrines to fit the fight.

Loadout advice

A strong default is Immobilize (control) + Cloud Step or Rock Solid (defence/burst) + Pluck of Many (extra damage), with a Transformation banked for emergencies. Because respecs and swaps are free at Keeper's Shrines, treat your spell loadout as a per-boss decision rather than a fixed build.

Unlocking more spells

  • Each school gains extra spells as you progress and spend Sparks in its tree.
  • Later options (like Ring of Fire) add situational tools beyond the starters.
  • You still equip only one spell per school, so choose the best fit for the fight.
  • Respec at a shrine to test new spells against a wall boss for free.
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