Spells

Spells are elemental abilities found in a Wizard's Spell Bag, which can be slotted into their Spellbook, to use in the Battlefield outside of the Chronozone, to kill enemies, and complete Waves.

What spells you have access to, are determined by the Class you choose, and the application of the effects of the Cloak of the Time Master.

With the exception of if you play as the Elemental Master Class of Wizard, you eventually can unlock a duplicate of each unique spell that your chosen Class can use, wherein slotting both copies will cause said spell's casting to be slightly staggered, and to be cast in an alternating order.

See the page about the Battle Trance Hymnal to learn about how its auto-movement via aggression settings (and effective Wizard movement ranges) can synergize with the casting ranges of each spell.

See the Spell Perks page, to learn about how each Spell can be modified & empowered by Spell Perks.

List of spells (up-to-date as of game version 4.3.0):

**Fire Spells**
Cooldown: 1.50 seconds.
Damage per Hit: 111.
Casting Range: 16.9 meters.
Hitbox Size: 0.75 meters.
 **Fire Storm** | Unleash a storm of 8 Fireballs that explode upon impact.
Cooldown: 1.50 seconds.
Damage per Hit: 234.
Casting Range: 18.8 meters.
Hitbox Size: 1.12 meters.
 **Fiery Deluge** | Call down a stream of fire that hunts enemies, dealing Damage every 0.10 seconds. The stream deals 500% damage when it first impacts the ground, and continually pulls mobs towards it.
Cooldown: 2.00 seconds.
Damage per Hit: 200.
Casting Range: 15.0 meters.
Hitbox Size: 2.25 meters.
 **Fiery Beams** | Blast out a trio of Fiery Beams in the direction of nearby enemies that hit anything in their path. The Beams persist for a short while before dissipating.
Cooldown: 1.25 seconds.
Damage per Hit: 35.
Casting Range: 13.1 meters.
Hitbox Size: 1.12 meters.
 **Flarefish** | Release a magical flarefish that detonates on impact.
Cooldown: 0.50 seconds.
Damage per Hit: 500.
Casting Range: 18.8 meters.
Hitbox Size: 0.94 meters.
 **Eruption** | Cause a series of volcanic eruptions at the nearest enemy.
Cooldown: 1.75 seconds.
Damage per Hit: 65.
Casting Range: 12.8 meters.
Hitbox Size: 1.69 meters.
 **Fire Golem** | A flaming construct that wields the power of flames. it flings Fiery Bolts that can ricochet, potentially hitting multiple enemies. Every 5 seconds (on average) it executes a Special Attack, flinging 10 Bolts at once.
Cooldown: 0.25 seconds.
Damage per Hit: 125.
Casting Range: 3.74e3 (3,740) meters.
Hitbox Size: 0.94 meters.
Spell Lifetime: 3.40e38 seconds. (1e31 years.)

**Ice Spells**
Cooldown: 0.50 seconds.
Damage per Hit: 263.
Casting Range: 14.1 meters.
Hitbox Size: 3.75 meters.
 **Shard Bolter** | Unleash a trio of short-lived ice bolts at the nearest enemy.
Cooldown: 0.20 seconds.
Damage per Hit: 95.
Casting Range: 16.1 meters.
Hitbox Size: 1.12 meters.
 **Winter's Coil** | Call forth a series of glacial spikes out of the ground in a spiraling pattern around the Wizard. They deal damage when they appear and also when they burst.
Cooldown: 1.50 seconds.
Damage per Hit: 625.
Casting Range: 15.7 meters.
Hitbox Size: 1.69 meters.
 **Ice Beam** | Blast a nearby enemy with a Beam of Ice, which Bounces from foe to foe. Maximum of 4 Bounces.
Cooldown: 1.00 second.
Damage per Hit: 250.
Casting Range: 12.8 meters.
Hitbox Size: 1.12 meters.
 **Exploding Comet** | Fire a large Frozen Comet. Upon impact with an enemy, there is a short delay, and then it explodes into 6 Snowballs that pierce enemies.
Cooldown: 1.50 seconds.
Damage per Hit: 125.
Casting Range: 22.5 meters.
Hitbox Size: 1.88 meters.
 **Cryo Prison** | Create an icy prison which encases an enemy. Every 0.25 seconds the Prison gains 10% (x1.10) Damage and Decelerates the Spell to the Left in the Spellbook by 10%. After 2 seconds or when the enemy dies, the Prison Explodes, dealing damage to all enemies in the area. Acceleration causes a Spell's cooldown to instantly advance.
Cooldown: 1.00 second.
Damage per Hit: 167.
Casting Range: 9.38 meters.
Hitbox Size: 4.69 meters.
 **Ice Golem** | A hulking construct that commands the power of ice. It launches massive Chunks of ice that explode on impact, damaging all enemies nearby. After hitting 30 enemies, it executes a Special Attack, launches 3 mini Ice Chunks that each deal 50% Damage.
Cooldown: 1.00 seconds.
Damage per Hit: 200.
Casting Range: 3.74e3 (3,740) meters.
Hitbox Size: 0.94 meters.
Spell Lifetime: 3.40e38 seconds. (1e31 years.)

**Electric Spells**
Cooldown: 0.35 seconds.
Damage per Hit: 206.
Casting Range: 18.8 meters.
Hitbox Size: 1.50 meters.
 **Voltaic Swords** | Summon 4 Voltaic Swords that slash foes.
Cooldown: 1.25 seconds.
Damage per Hit: 104.
Casting Range: 18.8 meters.
Hitbox Size: 1.12 meters.
 **Ionic Charger** | Create lightning charges that crisscross around the Wizard.
Cooldown: 0.55 seconds.
Damage per Hit: 275.
Casting Range: 56.2 meters.
Hitbox Size: 1.24 meters.
 **Jolting Sprites** | Summon a trio of electric sprites which jaunt towards nearby enemies. They cling to enemies upon impact, dealing damage after 0.25 seconds, before continuing on.
Cooldown: 0.60 seconds.
Damage per Hit: 100.
Casting Range: 16.9 meters.
Hitbox Size: 1.12 meters.
 **Lightning Orb** | Release a slow moving Orb of Electricity that zaps nearby enemies every 0.10 seconds. The Orb is always cast towards the center of the battlefield.
Cooldown: 3.00 seconds.
Damage per Hit: 120.
Casting Range: 30.0 meters.
Hitbox Size: 11.2 meters.
 **Voltaic Viper** | Unleash a snaking blast of electricity at a nearby foe that damages all enemies caught in its path.
Cooldown: 0.80 seconds.
Damage per Hit: 96.
Casting Range: 13.5 meters.
Hitbox Size: 1.12 meters.
 **Lightning Golem** | A charged construct that harnesses the power of lightning. It sends a trio of Lightning Bolts at a nearby enemy. Each time the Wizard loses 5% Health, it executes a Special Attack, sending out 24 Bolts, each aimed at a random enemy.
Cooldown: 0.40 seconds.
Damage per Hit: 167.
Casting Range: 3.74e3 (3,740) meters.
Hitbox Size: 0.94 meters.
Spell Lifetime: 3.40e38 seconds. (1e31 years.)

**Poison Spells**
Cooldown: 1.50 seconds.
Damage per Hit: 185.
Casting Range: 15.0 meters.
Hitbox Size: 1.12 meters.
 **Toxic Bolt** | Fire a single Toxic Bolt which splinters into 2 Bolts upon hitting an enemy. Each time it splinters, 25% (x.075) Less Damage. Can splinter 2 times.
Cooldown: 0.75 seconds.
Damage per Hit: 500.
Casting Range: 15.0 meters.
Hitbox Size: 1.12 meters.
 **Toxic Cloud** | Summon a toxic raincloud, which damages enemies underneath of it every 0.1 seconds.
Cooldown: 2.00 seconds.
Damage per Hit: 111.
Casting Range: 22.5 meters.
Hitbox size: 2.25 meters.
 **Toxic Spores** | Create a Spore Puddle on the ground near the Wizard. When an enemy gets close, it will release 6 Spore Clouds every 0.5 seconds. The Spore Clouds damage all enemies that they come into contact with.
Cooldown: 1.50 seconds.
Damage per Hit: 83.
Casting Range: 37.5 meters.
Hitbox Size: 1.50 meters.
 **Ring of Death** | Conjure 6 poison laced scythes that travel in a ring around the Wizard, damaging all enemies in their path.
Cooldown: 3.00 seconds.
Damage per Hit: 250.
Casting Range: 37.5 meters.
Hitbox Size: 1.12 meters.
 **Fuming Sprites** | Summon a trio of toxic fairies. They hover about for a moment, before dashing and stomping towards enemies.
Cooldown: 0.60 seconds.
Damage per Hit: 67.
Casting Range: 16.9 meters.
Hitbox Size: 1.12 meters.
 **Poison Golem** | A fuming construct that communes with the power of poison. It releases spiraling poison Orbs that pierce and damage all enemies in their path (Damage is reduced by 10% after each hit). After 30 Enemies die by any means, it does a Special Attack, releasing 8 Orbs at once.
Cooldown: 0.50 seconds.
Damage per Hit: 167.
Casting Range: 3.74e3 (3,740) meters.
Hitbox Size: 0.94 meters.
Spell Lifetime: 3.40e38 seconds. (1e31 years.)

Note that the "Damage per Hit" stat was calculated, by assuming the Wizard has only 100 Power (x100 Damage), and no other Damage multipliers.

The Golem spells have a special pathing system, which can be changed within the Spellbook, when you select them. Each copy of a Golem spell can have its own unique pathing setting. To clarify, each (out of the three total) options are to make the Golem use certain "pathing" behaviors, respective (or irrespective) to the pathing of the Wizard, and are as follows:

* Lead - Golem runs slightly ahead of the Wizard.
* Orbit - Golem strafes in circles, roughly halfway away from the center of the battlefield.
* Trail - Golem runs slightly behind the Wizard.