Spell Gems

Want to contribute? In Siralim 2, Menu > Library > Compendium of Spells has all the info you'll need once you've discovered a gem to add it to the list below.

Name Class Mana Cost Description
Acid Rain Chaos 22 Enemies take a moderate amount of damage and lose a large amount of Defense.
Affliction Chaos 16 Enemies are afflicted with a random debuff for 3 turns.
Aftermath Chaos 12 Target is afflicted with Vulnerable for 1 turn, then the caster attacks the target 3 times for 35% normal damage.
Anger Chaos 12 Target creature's Attack is set equal to its Intelligence, and then it loses 50% Defense and its Intelligence is set to 1.
Blastar Punch Chaos 13 Target takes a large amount of damage and is afflicted with Scorn for 3 turns.
Chaos Bolt Chaos 14 Target takes a moderate amount of damage that ignores 50% of its Defense.
Chaos Channeling Chaos 14 Target is afflicted with 3 random debuffs for 3 turns.
Chaos Inoculation Chaos 11 Target's debuffs are removed and given to enemies at random.
Chaos Mastery Chaos 12 Your creatures gain Critical for 3 turns.
Chaos Orbs Chaos 12 Target's spells are sealed for the rest of the battle.
Chaos Rift Chaos 20 Your creatures gain a random trait for the rest of the battle.
Cloud of Embers Chaos 16 Enemies take damage based on how low they are on the Action Queue. The lower their position, the more damage they take.
Crush Punch Chaos 14 Target takes a large amount of damage and loses a large amount of Defense.
Fiery Gleam Chaos 11 Target is afflicted with Burn and Blind for 5 turns.
Fireball Chaos 13 Target takes a moderate amount of damage and is afflicted with Burn for 3 turns.
Firestorm Chaos 14 Enemies take a moderate amount of damage and are afflicted with Burn for 3 turns.
Flame Enchantment Chaos 14 Target gains Multistrike for 3 turns.
Flame Lash Chaos 11 Your creatures gain Multistrike for 3 turns but lose 50% Attack.
Flamestrike Chaos 16 Enemies take a small amount of damage. This spell casts a number of times equal to the amount of enemies that are afflicted with Burn.
Hell Forge Chaos 13 Target gains Taunt and Splash for 5 turns.
Hellcry Punch Chaos 14 Target takes a large amount of damage and is afflicted with Curse for 3 turns.
Immolation Aura Chaos 10 Your creatures gain Splash for 2 turns.
Implosion Chaos 10 Target takes a small amount of damage, multiplied by the number of buffs it has.
Infernal Charge Chaos 11 Target attacks a random enemy for 100% extra damage.
Inferno Chaos 8 Extends the duration of the enemies' Burn debuff by 1 turn and increases the debuff's potency by 100%.
Molten Armor Chaos 9 Target gains Shell and 30% Attack.
Molten Wall Chaos 18 Your creatures gain a moderate amount of Attack and Defense.
Morph: Chaos Chaos 6 Your creatures' classes become Chaos until the end of battle.
Pandemonium Chaos 8 Shuffles the Action Queue.
Panic Attack Chaos 19 Each of your creatures attack a random enemy for 50% normal damage.
Planets Chaos 19 Enemies take a large amount of damage.
Raze Chaos 6 Enemies take damage equal to 2 turns of their Burn debuff.
Redirection Chaos 12 Target gains a moderate amount of Defense and provokes.
Sabotage Chaos 10 Target attacks the caster 3 times for 5% normal damage. These attacks cannot be dodged, and always deal at least 1 damage.
Savage Roar Chaos 10 Your creatures gain a large amount of Attack and lose a large amount of Defense.
Scourge Death Chaos 14 Target takes a small amount of damage, or massive damage if the target is a Death creature.
Split Punch Chaos 14 Target takes a large amount of damage and is afflicted with Bleed for 3 turns.
Summon Chaos Chaos 8 Summons a random Chaos creature to fill an empty creature slot. The summoned creature has the same Gene Strength as the caster, random Spell Gems, and has a large stat bonus.
Vilify Chaos 5 Enemies are removed from their defending and provoking stances.
Volcano Chaos 28 Enemies take a large amount of damage and are afflicted with Burn for 3 turns.
Warp Reality Chaos 10 Target's Barrier shatters, dealing damage to the target equal to 200% of the Barrier's absorption.
Animate Dead Death 8 Summons random Death creatures to fill your empty creature slots. The summoned creatures have the same Gene Strength as the caster, random Spell Gems, and have higher stats than normal creatures.
Annihilate Death 16 Enemies take a small amount of damage, or a massive amount of damage if they are afflicted with a debuff.
Blood Shield Death 6 Target takes a large amount of damage and gains 150% of the damage taken as a Barrier.
Bone Armor Death 12 Target gains a large amount of Defense and Speed.
Corpse Explosion Death 13 Enemies take a small amount of damage for each dead enemy.
Corruption Death 8 Target is afflicted with Blight for 5 turns.
Damnation Death 16 Enemies are afflicted with Curse for 2 turns.
Dark Enchantment Death 14 Target gains Multicast for 3 turns.
Dark Ritual Death 13 Target creature is killed, and the caster gains 50% of its Attack and Speed.
Dark Whispers Death 16 Your creatures gain Multicast for 3 turns but lose a massive amount of Intelligence.
Death Siphon Death 7 Target creature is killed, and the caster gains 50% of its Attack, Intelligence, Defense, Speed, and Current and Maximum Health.
Decay Death 8 Target's artifact is ignored for the rest of the battle.
Defile Death 10 Enemies are afflicted with Poison and Blight for 5 turns.
Devour Death 15 Caster steals a large amount of Attack, Intelligence, Defense, and Speed from the target.
Enfeeble Death 12 Target loses a large amount of Attack.
Finger of Death Death 23 Target takes a massive amount of damage.
Ghoul's Grip Death 8 Target takes a large amount of damage and is afflicted with Snare.
Graft Bone Death 9 Target creature takes a moderate amount of damage and gains Defense equal to 200% of the damage taken.
Horrify Death 20 Target loses a large amount of Attack and Defense.
Morph: Death Death 6 Your creatures' classes become Death until the end of battle.
Murder of Crows Death 12 Random enemies take a moderate amount of damage continuously. After each enemy takes damage, the spell has a 35% chance to end.
Necromantic Armor Death 18 Your creatures gain a moderate amount of Defense and Speed.
Necrosis Death 19 Enemies take a moderate amount of damage. 50% of the damage is based on the caster's Speed instead of Intelligence.
Night Sword Death 13 Target takes a moderate amount of damage and the caster steals 30% of its Mana.
Nightmare Death 18 Target takes a moderate amount of damage and is afflicted with Sleep.
Parasites Death 13 Enemies are afflicted with Blight and Leech for 5 turns.
Pestilence Death 13 Enemies spread 1 of their debuffs to all other enemies for 1 turn.
Poison Gas Death 13 Enemies are afflicted with Poison for 5 turns.
Purgatory Death 8 Target is sent to the bottom of the Action Queue.
Rain of Blood Death 14 Enemies are afflicted with Bleed for 5 turns.
Rapture Death 23 Enemies take a massive amount of damage and are afflicted with Weak and Vulnerable for 3 turns.
Scourge Life Death 14 Target takes a small amount of damage, or massive damage if the target is a Life creature.
Shadow Infusion Death 14 Target gains a large amount of Attack and Speed.
Soul Harvest Death 13 Caster steals a small amount of Intelligence from all enemies.
Soul Sacrifice Death 7 Your creatures give and take Health from each other until they all have the same amount. The damage and healing done by this spell is affected by traits and other effects.
Sudden Death Death 16 Target is killed, and enemies take damage equal to 25% of its Current Health.
Summon Death Death 8 Summons a random Death creature to fill an empty creature slot. The summoned creature has the same Gene Strength as the caster, random Spell Gems, and has a large stat bonus.
Terror Death 14 Target loses a large amount of Defense and is afflicted with Weak for 5 turns.
Unholy Augmentation Death 16 Your summoned creatures gain a large amount of Attack, Intelligence, Defense, Speed, and Current and Maximum Health.
Unholy Confessions Death 18 Your creatures gain a moderate amount of Intelligence.
Unholy Frenzy Death 8 Your creatures gain Berserk for 1 turn.
Vampirism Death 8 Your creatures gain Leech for 5 turns.
Wormrot Death 19 Enemies are afflicted with Weak and Vulnerable for 3 turns.
Blistering Radiance Life 32 Enemies take a large amount of damage and are afflicted with Scorn for 1 turn.
Breath of Life Life 21 Target recovers 100% Health, even if it is dead.
Charm of Life Life 18 Your creatures gain a moderate amount of Current and Maximum Health.
Cloud Beam Life 13 Random enemies take a small amount of damage continuously. After each enemy takes damage, the spell has a 20% chance to end.
Consecration Life 13 Enemies take a small amount of damage and the caster recovers a large amount of Health.
Determination Life 10 Your creatures gain a large amount of Defense, and Current and Maximum Health.
Divinity Life 29 All creatures are resurrected, recover 100% Health, and their buffs and debuffs are removed. The Action Queue is shuffled.
Enlightenment Life 10 Target loses a large amount of Attack and gains a large amount of Intelligence.
Equality Life 22 Target's stats become equal to its highest stat.
Evangelism Life 17 Target gains Mend, Grace, and Ward for 3 turns.
Fist of Heavens Life 22 Target takes a massive amount of damage.
Guardian Force Life 17 Your creatures defend.
Healing Life 6 Target recovers a moderate amount of Health.
Heaven's Fury Life 14 Target loses a large amount of Maximum Health.
Heaven's Thunder Life 13 Target takes a moderate amount of damage and is afflicted with Silence for 3 turns.
Holy Armor Life 6 Target gains a Barrier that absorbs a large amount of damage.
Holy Bulwark Life 13 Your creatures gain a Barrier that absorbs a moderate amount of damage.
Holy Enchantment Life 18 Target recovers a large amount of Health and gains a Barrier that absorbs damage equal to the amount of Health recovered.
Holy Explosion Life 19 Enemies take a moderate amount of damage.
Holy Protection Life 11 Your creatures gain Shell.
Holy Smite Life 6 Target takes a small amount of damage and the caster recovers a small amount of Health.
Humility Life 19 Target's stats become equal to its lowest stat.
Judgement Life 16 Enemies are killed if they are dying.
Lionheart Life 12 Target gains a large amount of Attack and Defense.
Major Healing Life 10 Target recovers a large amount of Health.
Major Resurrection Life 16 Target is brought back to life with a large amount of Health.
Minor Healing Life 2 Target recovers a small amount of Health.
Minor Resurrection Life 5 Target is brought back to life with a small amount of Health.
Morph: Life Life 6 Your creatures' classes become Life until the end of battle.
Protect Life 0 Target gains Protect for 5 turns.
Reincarnation Life 20 Target is killed, then brought back to life with a large amount of Health.
Requiem Life 27 Your creatures are brought back to life with a moderate amount of Health.
Resurrection Life 11 Target is brought back to life with a moderate amount of Health.
Righteous Storm Life 14 Enemies take a small amount of damage and lose a small amount of Attack.
Sacred Ground Life 16 All creatures are afflicted with Scorn for 3 turns.
Scourge Nature Life 14 Target takes a small amount of damage, or massive damage if the target is a Nature creature.
Serendipity Life 16 Your creatures gain Critical and Grace for 3 turns.
Starfire Life 19 Enemies take a moderate amount of damage and are afflicted with either Scorn of Silence for 1 turn.
Stasis Sword Life 16 Target takes a large amount of damage and is afflicted with Stun for 1 turn.
Summon Life Life 8 Summons a random Life creature to fill an empty creature slot. The summoned creature has the same Gene Strength as the caster, random Spell Gems, and has a large stat bonus.
True Light Life 24 Your creatures gain a large amount of Defense, and enemies lose a large amount of Defense.
Antidote Nature 14 The duration of your creatures' debuffs is reduced by 1 turn, and they recover a small amount of Health for each debuff.
Chain Lightning Nature 21 Deals a large amount of damage to the target, then bounces to each of the target's allies at random. The damage is reduced for each bounce.
Dust Cloak Nature 10 Your creatures gain Invisible for 1 turn but are sent to the bottom of the Action Queue.
Earth Enchantment Nature 15 Target gains Taunt for 5 turns, and a large amount of Defense.
Earthen Embrace Nature 13 Target recovers a moderate amount of Health and gains a Barrier that absorbs damage equal to 100% of the amount healed.
Earthen Spike Nature 12 Target takes a small amount of damage, or massive damage is the target is defending.
Elemental Barrier Nature 10 Target gains a Barrier that absorbs damage equal to 50% of its Defense.
Elemental Guard Nature 13 Your creatures gain a Barrier equal to 20% of their Defense.
Empower Nature 5 Target gains Critical for 10 turns.
Entangle Nature 10 Each enemy has a 50% chance to be afflicted with Snare.
Frost Enchantment Nature 16 Target gains Protect for 5 turns, and a large amount of Intelligence.
Fury Swipes Nature 16 Target attacks random enemy creatures 5 times. Each attack deals 25% normal damage.
Germinate Nature 12 Target is afflicted with Snare and Poison for 5 turns.
Giant's Strength Nature 14 Target gains a massive amount of Attack.
Ice Bolt Nature 13 Target takes a small amount of damage and is afflicted with Frozen.
Iron Skin Nature 13 Target gains a massive amount of Defense, but loses a moderate amount of Speed.
Lightning Strike Nature 12 Target takes a small amount of damage, or massive damage if the target is provoking.
Metamorphosis Nature 10 Target's health is set to a random amount between 1% and 100%.
Morph: Nature Nature 6 Your creatures' classes become Nature until the end of battle.
Muster Nature 17 Target gains Leech and Mend for 5 turns, and a large amount of Attack.
Nature's Blessing Nature 7 Your creatures' buffs gain 3 turns of duration.
Nourish Nature 10 Your creatures gain Mend for 8 turns.
Nutrition Nature 10 Removes one of the target's debuffs. If a debuff was removed, heal the target for a large amount of Health.
Petrify Nature 10 Target is afflicted with Stun for 1 turn.
Refresh Nature 4 Target is cleansed of all its debuffs.
Sandstorm Nature 21 Enemies take a moderate amount of damage and are afflicted with Blind for 3 turns.
Savage Spores Nature 18 All the creatures on the battlefield become Berserk for 3 turns.
Scourge Sorcery Nature 14 Target takes a small amount of damage, or massive damage if the target is a Sorcery creature.
Shellbust Nature 10 Reduces target's Defense by a moderate amount and deals damage equal to 200% of the amount reduced.
Smoke Bomb Nature 10 Enemies are afflicted with Blind for 3 turns.
Snowstorm Nature 22 Enemies take a large amount of damage and have a 30% chance to be afflicted with Frozen.
Stone Skin Nature 11 Target gains a massive amount of Current and Maximum Health, but loses a moderate amount of Attack.
Summon Nature Nature 8 Summons a random Nature creature to fill an empty creature slot. The summoned creature has the same Gene Strength as the caster, random Spell Gems, and has a large stat bonus.
Tsunami Nature 22 Enemies take a moderate amount of damage and lose a large amount of Speed.
Water Enchantment Nature 14 Target gains Splash for 5 turns, and a large amount of Attack.
Web Nature 6 Target is afflicted with Snare.
Whirlwind Nature 19 Enemies take a moderate amount of damage that ignores 30% of their Defense.
Wild Growth Nature 12 Target gains Mend for 5 turns, and a large amount of Maximum Health.
Wind Enchantment Nature 16 Target gains Grace for 5 turns, and a large amount of Speed.
Wrath of Nature Nature 13 Your creatures gain a moderate amount of Attack.
Arcane Enchantment Sorcery 10 Target gains Ward and Arcane for 5 turns.
Blur Sorcery 9 Your creatures gain a moderate amount of Speed.
Confusion Sorcery 8 Each enemy has a 50% chance to be afflicted with Confused for 3 turns.
Counterspell Sorcery 10 Target takes a small amount of damage. The amount of damage is increased based on the amount of Mana the target is missing.
Crystal Spears Sorcery 11 Target takes a moderate amount of damage and is afflicted with Bleed for 3 turns.
Dense Fog Sorcery 11 Each enemy has a 50% chance to be afflicted with Sleep.
Dispel Sorcery 6 Target's buffs and debuffs are removed.
Extinguish Sorcery 6 Kills the target if it is dying.
Flash Freeze Sorcery 13 Each enemy has a 50% chance to be afflicted with Frozen.
Frost Armor Sorcery 10 Target gains Shell and 30% Defense.
Frost Rampart Sorcery 7 Your creatures gain Protect for 3 turns.
Gravity Sorcery 18 Enemies take damage based on how high they are on the Action Queue. The higher their position, the more damage they take.
Haste Sorcery 15 Target gains a massive amount of Speed.
Icewolf Bite Sorcery 20 Target takes a large amount of damage and is afflicted with Frozen.
Identify Creatures Sorcery 0 Allows you to see the enemies' health percentages.
Invisibility Sorcery 4 Target gains Invisible for 1 turn.
Jinx Sorcery 10 Each enemy is afflicted with Curse for 3 turns.
Magic Missile Sorcery 0 Target takes a small amount of damage.
Magic Suppression Sorcery 20 Each enemy is afflicted with Silence for 1 turn.
Mana Leak Sorcery 10 Enemies lose 20 Mana.
Mass Dispel Sorcery 14 All the creatures on the battlefield lose their buffs and debuffs.
Mind Blast Sorcery 13 Target takes a moderate amount of damage and is afflicted with Stun for 1 turn.
Mind Control Sorcery 11 Target attacks one of its allies for 50% normal damage.
Mind Crush Sorcery 13 Target loses a moderate amount of Intelligence and is afflicted with Sleep.
Mind Storm Sorcery 18 Each enemy takes a small amount of damage and has a 50% chance to be afflicted with Stun for 1 turn.
Mind Tricks Sorcery 10 Target attacks itself for 50% normal damage.
Morph: Sorcery Sorcery 6 Your creatures' classes become Sorcery until the end of battle.
Psionic Blast Sorcery 14 Target takes a moderate amount of damage and is afflicted with Weak for 5 turns.
Rabid Dementia Sorcery 13 Target gains Berserk and attacks a random enemy.
Scourge Chaos Sorcery 14 Target takes a small amount of damage, or massive damage if the target is a Chaos creature.
Shatter Sorcery 12 Target takes a small amount of damage, or massive damage if the target is Frozen.
Spectral Swords Sorcery 10 Target takes a moderate amount of damage. The damage is based on the caster's Speed instead of Intelligence.
Spell Blast Sorcery 13 Target takes a small amount of damage. The amount of damage is increased based on the amount of Mana the caster is missing.
Spell Breath Sorcery 18 Enemies take a moderate amount of damage. 50% of the damage is based on the caster's Attack instead of Intelligence.
Spell Flow Sorcery 17 Target gains Arcane and Multicast for 2 turns.
Spell Lock Sorcery 13 All creatures are afflicted with Silence for 2 turns.
Spell Strike Sorcery 10 Target takes a moderate amount of damage. 50% of the damage is based on the caster's Attack instead of Intelligence.
Spell Ward Sorcery 11 Your creatures gain Ward for 5 turns.
Suffocation Sorcery 13 Target is afflicted with Silence for 3 turns and Stun for 1 turn.
Summon Sorcery Sorcery 8 Summons a random Sorcery creature to fill an empty creature slot. The summoned creature has the same Gene Strength as the caster, random Spell Gems, and has a large stat bonus.
Timewalk Sorcery 6 Target immediately takes a turn, is unable to act, and is returned to its original position in the Action Queue.
Vacuum Sorcery 7 Caster gains the target's trait.
Vertigo Sorcery 8 Target is afflicted with Confused for 5 turns.
Ancient Prayer Life 18 Your creatures gain copies of all the target's buffs.
Apocalypse Chaos 18 All creatures take a massive amount of damage.
Ascension Life 12 Caster gains a random trait. This spell cannot be cast manually, but has a 100% chance to cast when the caster defends or provokes.
Avalanche (Ultimate) Nature 80 Enemies take a large amount of damage. This spell casts a number of times equal to the number of times this creature has been attacked by an enemy or damaged by an enemy spell in the current battle. Also, EAT !@#$ AND DIE.
Banish Sorcery 13 If the target is a temporary summoned creature, it is killed instantly.
Black Hole Sorcery 16 Enemies lose their additional, temporary traits gained during battle, and the caster gains a copy of them.
Black Ice Sorcery 15 Each enemy has a 50% chance to be afflicted with Frozen, and each of your creatures have a 50% chance to gain Invisible for 1 turn.
Bone Offering Death 13 Target loses a large amount of Defense, and all your temporary summoned creatures gain 200% of that Defense.
Bone Spear Death 12 Target takes a moderate amount of damage, plus 25% more damage for each temporary summoned creature fighting on your side.
Boulder Nature 17 Target takes a massive amount of damage.
Brain Freeze Sorcery 18 Enemies lose access to all the spells they've already cast in the current battle.
Butcher (Ultimate) Chaos 80 Enemies take a massive amount of damage. If this damage exceeds 35% of their Maximum Health, they are killed instantly.
Call Conquest Death 20 Summons Conquest to periodically increase your creatures' stats until the end of the battle. Only one Conquest can be active at a time.
Call Death Death 20 Summons Death to periodically damage enemies until the end of the battle. Only one Death can be active at a time.
Call Famine Death 20 Summons Famine to periodically afflict enemies with random debuffs until the end of the battle. Only one Famine can be active at a time.
Call War Death 20 Summons War to periodically steal Health from enemies and give it to your creatures until the end of the battle. Only one War can be active at a time.
Chaos Nexus Chaos 22 Enemies' races are changed to match that of the target for the rest of the battle.
Chastise Life 9 Target takes a small amount of damage. This spell cannot be cast manually, but has a 100% chance to cast when hit.
Clawing Shadows Death 14 Target takes a moderate amount of damage. The damage is based on the caster's highest stat instead of Intelligence.
Comet (Ultimate) Death 80 Enemies take a massive amount of damage. This spell casts an additional number of times equal to the number of turns this creature has taken in the current battle.
Condemn Light Life 20 Enemies' classes are changed to Life.
Conflagration Chaos 18 Target takes a small amount of damage, and all enemies take damage equal to 35% of the damage the target's Burn debuff would deal over its remaining duration.
Corpse Shield Death 21 Your creatures gain a Barrier that absorbs a moderate amount of damage for each of your dead creatures.
Crucifixion Death 15 Target takes a large amount of damage, plus 25% more damage for each Death creature fighting on your side.
Crystal Shield Sorcery 16 Your creatures gain a Barrier that absorbs damage equal to 100% of their Defense.
Dark Strike (Ultimate) Death 80 Target takes a devastating amount of damage, then attacks itself.
Dark Transformation Death 19 Target transforms into a random Death creature with 100% more Attack, Intelligence, Defense, and Speed.
Death Blossom Death 18 Enemies take a small amount of damage three times.
Debilitate Death 11 Target loses access to all its non-innate and non-artifact traits for the rest of the battle.
Defy Light Death 20 Enemies' classes are changed to Death.
Demonic Strike Chaos 14 Target takes a moderate amount of damage, plus 35% more damage for each enemy of the same class fighting on the target's side.
Desecrate Death 17 Target takes a moderate amount of damage, plus 50% more damage for each enemy of the same race fighting on the target's side.
Divine Aegis Life 11 Caster gains a Barrier that absorbs a moderate amount of Health. This spell cannot be cast manually, but has a 100% chance to cast when this creature takes damage while it is below 25% Health.
Double Punch Chaos 18 Target takes a small amount of damage twice. 100% of the damage dealt is based on the caster's Attack instead of Intelligence.
Drain Life Sorcery 15 Target takes a moderate amount of damage, and all your creatures recover Health equal to 100% of the damage dealt.
Drain Mana Sorcery 19 Target loses 30 Mana, and all your creatures gain 15 Mana.
Eagle Claws (Ultimate) Sorcery 80 This creature attacks a random enemy, and has a 80% chance to continue attacking additional enemies at random for 100% normal damage. Afterwards, your creatures gain 20% Speed for each time this creature attacked.
Earthquake Nature 21 Enemies take a large amount of damage and lose a random buff.
Elemental Barrage Sorcery 14 The last 3 spells that were cast by any creature in the current battle are cast again in your favor.
Elemental Tome Sorcery 10 Your creatures each gain a random Spell Gem until the end of battle. These spells cost 0 Mana.
Entangling Arrow Nature 14 Target takes a moderate amount of damage and is afflicted with Snare. 100% of the damage is based on the caster's Speed instead of Intelligence.
Epidemic Death 21 Afflicts all enemies with a copy of all the target's debuffs.
Epiphany Life 22 Your creatures' races are changed to match that of the caster for the rest of the battle.
Ethereal Knives Sorcery 18 Enemies take a moderate amount of damage. 100% of the damage is based on the caster's Speed instead of Intelligence.
Eviscerate Chaos 11 Target takes damage. The amount of damage is increased based on how much Health the target is missing.
Exhaustion Sorcery 14 Increases battle fatigue by 20%.
Fire Arrow Nature 14 Target takes a moderate amount of damage and is afflicted with Burn. 100% of the damage is based on the caster's Speed instead of Intelligence.
Firewall Chaos 16 Enemies take a moderate amount of damage. Your creatures gain a moderate amount of Defense.
Flesh Offering Death 13 Target loses a large amount of Maximum Health, and all your temporary summoned creatures gain 200% of that Maximum Health.
Frost Arrow Nature 14 Target takes a moderate amount of damage and is afflicted with Frozen. 100% of the damage is based on the caster's Speed instead of Intelligence.
Frost Hammer (Ultimate) Sorcery 80 Target takes a devastating amount of damage and is sent to the bottom of the Action Queue.
Ghostly Scimitar (Ultimate) Death 80 Target takes a devastating amount of damage which also ignores the target's Defense.
Glacier Nature 16 Target takes a large amount of damage. If the target dies from this damage, enemies are afflicted with Frozen.
Glory Life 14 Each of the caster's other Spell Gems have a 25% chance to be cast for 0 Mana.
Good Fortune (Ultimate) Nature 80 Your creatures are resurrected with 100% Health or recover 100% Health if they're not dead. In addition, they gain all buffs for 1 turn.
Heat Wave (Ultimate) Chaos 80 Enemies take a massive amount of damage. In addition, enemies take damage equal to the full duration of their Burn debuffs.
Holy Fire Life 16 Enemies take damage equal to 30% of the caster's Barrier strength.
Holy Nova Life 18 Enemies take a moderate amount of damage, and your creatures recover a moderate amount of health.
Holy Spear Life 15 Target takes damage equal to 50% of the caster's Barrier strength.
Holy Strike (Ultimate) Life 80 Target takes a devastating amount of damage, then is afflicted with all debuffs for 1 turn.
Homing Arrow Nature 14 Target takes a moderate amount of damage that ignores the target's Defense. 100% of the damage is based on the caster's Speed instead of Intelligence.
Illusion (Ultimate) Life 80 Your creatures transform into the enemy creatures and gain 100% Attack, Intelligence, Defense, and Speed.
Impale Chaos 17 Target takes a large amount of damage, and enemies adjacent to the target take 50% of that damage.
Inner Strength Life 21 Your creatures gain a massive amount of Attack, Intelligence, Speed, or Defense. The stat is chosen at random.
Kick Chaos 14 Target takes a moderate amount of damage, plus 30% more damage for each debuff it has. Then, all the target's debuffs are removed.
Lacerate Chaos 18 If the target has Bleed, it takes a massive amount of damage. Otherwise, deals a moderate amount of damage and afflicts the target with Bleed.
Lifeline Life 24 Caster recovers 100% Health. This spell cannot be cast manually, but has a 20% chance to be cast when hit.
Lightning Storm Nature 15 Enemies take a massive amount of damage, and the caster is afflicted with Silence for 2 turns.
Lycanthropy Nature 22 Caster transforms into a random Nature creature with 100% Health. Then, the caster loses access to this spell for the rest of the battle. This spell cannot be cast manually, but has a 100% chance to cast when this creature takes damage while it is below 25% Health.
Magma Orb Chaos 18 Target takes a moderate amount of damage, and random enemies take a moderate amount of damage for each buff the target has.
Meteor Shower Nature 24 Random enemies take a moderate amount of damage three times.
Mind Explosion Sorcery 18 Target takes a moderate amount of damage. 100% of the damage is based on the target's Intelligence instead of the caster's Intelligence.
Mutilate Chaos 19 Target's Health is set to 1. This spell cannot be cast manually, but has a 10% chance to cast on hit.
Peace (Ultimate) Life 80 Enemies Attack or Intelligence is set to 1; whichever is higher.
Permafrost Sorcery 19 Enemies that are Frozen are afflicted with Stun for 1 turn.
Poison Arrow Nature 14 Target takes a moderate amount of damage and is afflicted with Poison. 100% of the damage is based on the caster's Speed instead of Intelligence.
Profanity Nature 8 Target is forced to Provoke.
Ravage Chaos 14 Target takes a moderate amount of damage and loses a moderate amount of Defense. This spell cannot be cast manually, but has a 35% chance to cast on hit.
Rend Chaos 14 Target takes a moderate amount of damage and is afflicted with Bleed. This spell cannot be cast manually, but has a 30% chance to cast on hit.
Sacrifice to the Light Life 40 When the caster dies, it resurrects with 100% Health and this Spell Gem is permanently destroyed. This spell cannot be cast manually.
Seduction (Ultimate) Nature 80 Each enemy attacks another random enemy for 50% normal damage.
Shield Bash Chaos 20 Target takes a small amount of damage and is afflicted with Stun for 1 turn. 100% of the damage dealt is based on the caster's Defense instead of Intelligence.
Shield Slam Chaos 20 Target takes a moderate amount of damage and has a 35% chance to be sent to the bottom of the Action Queue. 100% of the damage is based on the caster's Defense instead of Intelligence.
Shock Nature 20 Enemies take a moderate amount of damage, plus 15% more damage for each debuff they have. Then, all the enemies' debuffs are removed.
Soothing Breeze Nature 20 Target recovers 100% Mana.
Spirit Offering Death 13 Target loses a large amount of Intelligence, and all your temporary summoned creatures gain 200% of that Intelligence.
Splitting Arrow Nature 14 Enemies take a small amount of damage. 100% of the damage is based on the caster's Speed instead of Intelligence.
Stampede Nature 26 Each of your creatures attacks an enemy for 30% normal damage. Each creature targets an enemy in their corresponding position.
Star Pact Life 22 Enemies take a massive amount of damage. All your creatures (excluding the caster) lose mana equal to 50% of this spell's mana cost.
Steel Storm Sorcery 24 Enemies take a massive amount of damage. This spell cannot be cast manually, but has a 15% chance to cast on hit and when hit.
Sunder (Ultimate) Chaos 80 Enemies' Defense is set to 1.
Ticking Timebomb Death 20 Enemies take a small amount of damage. The damage is increased based on the duration of the current battle.
Unanswered Prayers Life 16 This spell casts three additional times, but has no effect.
Unstable Anomaly (Ultimate) Sorcery 80 Enemies take a large amount of damage for every 25 Mana your creatures have spent in the current battle.
Verdant Spheres Sorcery 8 The caster casts 1 to 3 of the target's spells in your favor.
Whiplash Chaos 11 Target takes a small amount of damage and is afflicted with Bleed for 5 turns. 100% of the damage dealt is based on the caster's Speed instead of Intelligence.
Wind Shear Nature 16 Enemies take a small amount of damage, plus 25% more damage for each Nature creature fighting on your side.
Wormhole Sorcery 15 Caster swaps positions with the target on the Action Queue. This spell cannot be cast manually, but has a 25% chance to cast on hit.
Zephyr Life 17 Your creatures recover a moderate amount of Health, plus 25% more healing for each Life creature fighting on your side.