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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 — 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 — 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.
🗿 Rock Solid (Alteration)
Turn to stone to negate an incoming hit and charge a heavy counter — 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 — 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 — 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.

How to think about a loadout

  1. One answer to the thing that kills you

    Look at what actually ended your last attempt — an unblockable, a combo you cannot dodge, a phase you cannot survive — and pick the spell that answers *that*.

  2. One damage window

    Something that reliably buys you a charged Heavy. Immobilize is the obvious pick and stays useful the whole game.

  3. One panic button

    A defensive option you hold and never plan around. The moment you start planning around it, it stops being available when you need it.

Immobilize is the backbone

  • It is the first spell you get and it never stops being good.
  • The window is short — start the charged Heavy *as* you cast, not after.
  • Most bosses resist it more as the fight goes on, so spend it on phases, not openings.
  • Against crowds it is a panic button; against bosses it is a damage window. Different jobs.

Common mistakes

  • Casting on cooldown. Spells are windows, not damage — an unspent window is wasted Mana.
  • Carrying three defensive spells. You will die slowly instead of quickly.
  • Never revisiting the loadout. If a boss has beaten you three times, change the kit, not the tactics.
  • Forgetting the loadout is free to change. There is no cost to experimenting at a shrine.

Still to verify

Still to confirm in-game: which chapter unlocks each spell, their Mana costs, and which stat each scales with.
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