The Destined One draws on four schools. You equip one spell from each, so a loadout is four decisions rather than one — and because swapping is free at any shrine, none of them is permanent. Below is what each school is *for*, which matters more than any single spell.
The four schools
Spirits & forms
Building a loadout
Spirits vs Transformations
- Spirits are a quick one-shot special plus a passive — cheap to fire and reuse.
- Transformations are a full separate form with their own health bar — a bigger commitment.
- Use Spirits to create openings; use Transformations to reset a losing phase.
- You equip one of each, so pick a Spirit and a form that cover different situations.
Picking a loadout
- Always carry one window-maker. Without it you are waiting on boss mistakes.
- Carry at most one purely defensive pick, or fights stretch out and attrition beats you.
- Match the fourth slot to the fight rather than leaving it on whatever you unlocked last.
- Swapping is free — a loadout you never change is a loadout you have stopped thinking about.