Up to 3 spells appear on the right side of the screen and can be cast while dashing. They cost mana to use. Most have a duration they last for, and all have a cooldown before they can be used again. Weapons, Armor, and Accessories as well as perks and skills, can affect the mana cost and cooldown.
The first seven spells, up to Enchant, are unlocked at level 5 when the spell shop opens. The next two require level 10, then two at 15, then two at 25. From there, a new spell unlocks at 35, 40 and 45.
The two epic spells are unlocked on the world map.
|Name||Mana Cost||Duration||Cooldown @ L6||Effect||First Level Cost||Levelling|
|Barrier||5||Increase defense||100||+ duration +defense|
|Magic Missile||5||Instant||5 auto targetting missiles||+ missiles
|Recover||5||Instant||removes ailments, + hp, + resist||500||+ hp heal
+ resist duration
|Fireball||10||Instant||magic damage , burn||1000||+ damage
+ burn dur
|Haste||15||+ atk, + speed||1000||+ atk
|Ice Nova||15||Instant||15s||slow, damage||2500||+ damage
+ slow dur
|Enchant||15||weapon becomes magic, + dmg||2500||+ damage
|Berserk||20||+ size, + dmg, - hp||5000|
|Blade Ring||20||barrier of daggers||5000|| + damage,
|Acid Rain||50||acid rain storms||15000|
|Lightning Orb||50||Instant||ricochet orbs|
|Ninjutsu||25||greatly increase crit ,dodge|
|Chakra||0||Instant||+ mp, + hp, - cooldown|
|Tornado||50||protection, damage, fling|
|Ghost Knight||100||Summons Ghost Knight|