LostVale guide

Magic

Mana, wands and staves, the seven schools, learning spells on the wheel and from tomes, spell sets and the spell wheel, and what spells do besides harm.

Mana

Spells cost mana. You start with 50, and each level adds 6; the wheel and gear add more (maximum mana). Once you hold off casting for a moment, mana flows back at 2.5 a second plus a little more for each level, faster with mana recovery. Potions restore it at once. A curse stops it coming at all until it lifts.

Foci

You cast with a focus in hand, and the strike casts the spell at hand.

  • Wands are quick and frugal: hazel, rowan, holly, blackthorn, bog-oak and finer. Each adds a little spell damage.
  • Staves are slower and stronger, and hit harder in the hand: oak, rowan, the Staff of Embers, the Staff of the North Wind, the Staff of Storms and others, adding up to 40% spell damage.
  • Grimoires go in the off hand and add spells you can keep at hand (one or two each).

The schools

There are 86 spells in seven schools, each with its own look: particles, trails, impact bursts, rings and lights.

School Character
Fire Bolts, bursts and cones of flame; fire billows into soot and leaves foes burning.
Frost Shards and novas; frost hangs as vapour and clear ice, and slows.
Storm Chain lightning in real lightning channels, strikes from the sky, stuns.
Earth Hurled stone, tremors and earthquakes that stun, the grip of the earth that roots, cold iron shards, and a stone troll woken to fight for you.
Nature Healing and regeneration, oak skin, entangling roots and briar hedges grown out of the ground in voxels, poison clouds and wasps’ nests, and the pack, the bear and the Green Man called to your side.
The Sidhe Glamours: fairy steps between places, elfshot, charm, sleep and madness, and the Wild Hunt ridden at your call.
Spirit Drains and banishings, the rowan shield, the evil eye that lays a foe open, keening that drives them off, doom, and the fallen raised to fight.

Learning spells

Spells come gradually:

  • Fire Bolt, the first spell any hedge-witch learns, is known from the start.
  • On the skill wheel: most spells are a step on the Druid’s, Mystic’s or Sorcerer’s arm. Taking the step teaches the spell at once, and each is held to its level. Giving the step back forgets it.
  • From tomes: the rest are learned by reading a tome (put it on the belt and strike), found in the deep places or written at a druid’s altar. A spell a tome taught is never forgotten.

The Learned column in the tables below says which.

Spells at hand, sets and the spell wheel

You keep a few spells at hand: two to begin with, more from grimoires and the wheel (spells at hand, up to eight).

  • There are four spell sets, each filled for a purpose: a fire set, a frost set, one to hold a crowd. Z turns to the next set. Each set keeps its own chosen spell. The Spells tab can fill a set with your strongest spells matching a filter: a damage type (fire, frost, lightning, poison, curse, fae) or a role (control, area, affliction, support, summon, mobility, single target).
  • Tap Q to step through the spells of the set in use.
  • Hold Q to open the spell wheel: time slows and you point at the spell to take up. The belt numbers pick at once; the mouse wheel or the pad’s bumpers turn the sets.

What spells do

Besides harm, spells:

  • Hold foes back: root, slow, stun, sleep, fear, charm.
  • Afflict them: burning, poison, doom, bleeding, laid open (exposed), weakened.
  • Linger where they are laid (fields): some bite at whatever stands in them every half second, some drag foes in or throw them out, some move with you.
  • Lance through lines of foes (rays) or fan out in volleys of bolts that pierce.
  • Call up allies (summons) who fight beside you and earn you their kills’ experience.
  • Heal, regenerate and ward you, and blink you from place to place.

The Mystic’s hold and affliction duration, the Druid’s strength of allies and healing power, and each school’s own stat (fire magic, glamours of the Sidhe and so on) shape them.

Magic seen in the streets

People notice magic worked among them. To your own faith it is a wonder of the saints (or a druid’s working); to the other it is witchcraft (or priestcraft). Wonders worked for your own faith raise your sanctity, and with it the title the faithful know you by. See Kingdoms, war and faith.

The tables below list every spell by school, read from the game’s own content.

Every spell

Fire

SpellLevelLearnedKindManaPowerWhat it does
Fire Bolt1By levelBolt814 fireA dart of flame. The first spell any hedge-witch learns.
Kindle4Sorcerer armHex, burn106 fireSets a foe smouldering where it stands.
Fireball8Sorcerer armBurst, burn2232 fireBursts where it lands, burning all about.
Flame Wave14Sorcerer armCone2836 fireA roaring gout of fire before you.
Ember Ward18TomeWard30—Coals glow about you: fire troubles you less.
Flight of Sparks20Sorcerer armVolley, burn2616 fireA fan of darting flames.
Burning Ground26Sorcerer armField, burn3418 fireThe earth itself catches where you will it, and burns all who cross it.
Fall of Embers30TomeStrike60110 fireCalls a burning stone down where you look.
Brand of Lugh42TomeRay, burn48130 fireThe sun-god's spear: a lance of white fire through every foe in line.
Bonfire of Bealtaine55Sorcerer armNova, burn70160 fireThe May fire leaps up all around you.
Wildfire68Sorcerer armBurst, burn66220 fireA fireball that will not go out.
Wrath of the Sun88TomeStrike, burn120520 fireMidsummer noon brought down upon your foes.

Frost

SpellLevelLearnedKindManaPowerWhat it does
Frost Shard3Sorcerer armBolt, slow913 frostA splinter of winter ice.
Hoarfrost Touch6Sorcerer armHex, slow128 frostRime creeps through a foe's limbs and slows it.
Frost Nova10Sorcerer armNova2622 frostRime bursts out from you, staggering all it touches.
Rime Mail16Sorcerer armWard28—A skin of hoarfrost turns blows.
Ice Lance19Sorcerer armBolt, slow2240 frostA spear of ice that passes through foe after foe.
Hailstorm24TomeStrike4560 frostHail the size of fists, wherever you will it.
Sleet28Sorcerer armVolley, slow3014 frostDriving sleet before you.
Blizzard36Sorcerer armField, slow4614 frostA whirl of snow where you will it: all within it flounder.
Winter's Grip48Sorcerer armHex, stun4430 frostFreezes a foe solid, and those beside it.
Breath of the Cailleach62TomeCone, slow64180 frostThe winter hag's breath: all before you freeze in their tracks.
The Long Winter85TomeNova, stun110300 frostThe Fimbul-cold falls on all about you.

Storm

SpellLevelLearnedKindManaPowerWhat it does
Spark5Sorcerer armChain1212 lightningA crackle that leaps to the nearest foe, and one more.
Lightning Mark12Sorcerer armHex, exposed1810 lightningMarks a foe for the storm: every blow on it lands harder.
Chain Lightning15Sorcerer armChain3028 lightningLightning that leaps from foe to foe.
Thunderclap22Sorcerer armNova, stun3430 lightningA clap of thunder hurls back all near you.
Thunderbolt27Sorcerer armRay, stun3290 lightningA straight bolt that strikes through all in its path.
Call the Storm34TomeStrike55120 lightningBrings the lightning down where you look.
Squall40Sorcerer armField3810 lightningA howling wind about you flings back all who come near.
Ball Lightning46Sorcerer armBurst, stun44120 lightningA slow, crackling ball that bursts among your foes.
Storm Mantle50Sorcerer armWard40—The storm wraps you round: lightning passes you by.
Tempest58TomeField, stun6240 lightningA thunderhead over your foes, striking again and again.
Eye of the Storm66Sorcerer armField5812 lightningA whirlwind that drags everything about it into its heart.
Wheel of Taranis92TomeChain, stun100380 lightningThe thunder-god's wheel rolls through a whole warband.

Nature

SpellLevelLearnedKindManaPowerWhat it does
Mend2Druid armHeal1430 healKnits flesh and bone.
Blackthorn4Druid armBolt, poison99 poisonA poisoned thorn.
Entangle12Druid armEntangle268 physicalRoots burst from the ground and hold your foes.
Puffball Cloud16Druid armField, poison246 poisonA choking cloud of spores.
Rejuvenation18Druid armRegen30—Green life flows through you for a while.
Call the Pack21Druid armSummon40—Grey wolves come running to fight at your side.
Poppy Dust24Druid armHex, sleep30—Red dust that drops a foe, and all about it, into sleep. Harm wakes them.
Oak Skin26TomeWard36—Bark grows over your skin.
Wild Growth32TomeHeal50120 healA great healing, and the grass grows green where you stand.
Spirit of the Bear38Druid armSummon55—A great bear of the old forest fights for you.
Wasps' Nest44Druid armField, poison4020 poisonAn angry swarm where you will it.
Briar Hedge52Druid armField, root5020 physicalBriars spring from the earth and hold all who blunder in.
Wake the Green Man60TomeSummon80—The mossy giant of the deep wood rises to your call.
Green Tide72Druid armHeal70400 healA flood of green life.
Wrath of the Wood90TomeNova, root110300 poisonThe whole wood rises against your foes.

The Sidhe

SpellLevelLearnedKindManaPowerWhat it does
Fairy Step7Mystic armBlink16—A step that skips the space between.
Glamour9Mystic armWard22—The eye slides off you.
Pixie-led11Mystic armHex, fear20—The foe loses its way and runs, wild-eyed.
Elfshot13Mystic armBolt1826 faeThe invisible arrow of the Good People.
Fascination23Mystic armHex, charm40—A foe falls under your glamour and fights for you a while.
Fairy Ring26TomeNova4448 faeA ring of toadstool-light: none inside dance away unharmed.
Elf-arrows31Mystic armVolley3430 faeA flight of invisible arrows.
Hound of the Mound34Mystic armSummon50—The green hound of the fairy hills runs at your side.
Faery Slumber41Mystic armHex, sleep46—The music of the mound: a whole band of foes drops asleep.
Step Between Worlds50TomeBlink30—A long stride through the Otherworld.
Fairy Madness64Mystic armField, fear6020 faeWhoever enters is taken by terror.
Ride of the Wild Hunt78TomeSummon100—The host of the Sidhe rides out with you.
Court of Fand94TomeHex, charm120—The sea-queen's beauty: all about your mark fight for you.

Spirit

SpellLevelLearnedKindManaPowerWhat it does
Withering Word8Mystic armHex, weaken14—A word that saps a foe's strength.
Drain Life11Mystic armDrain200.5 healDraws the life out of a foe into you.
Rowan Shield15TomeWard26—Red berries and a red thread: curses slide away.
Evil Eye19Mystic armHex, exposed2010 curseThe overlooking: every harm finds it more easily.
Banish20Mystic armBolt3046 faeWhite fire that the dead cannot abide.
Raise the Fallen29Mystic armSummon45—Bones of old warriors rise and fight for you.
Death-knell37Mystic armHex, doom34—The banshee's knell, sung for one foe: it withers while it lasts.
Keening45Mystic armCone, fear4240 curseA wail that sends all before you running.
Soul Lance53Mystic armRay, weaken50160 curseA lance of cold spirit-light through all in its path.
Host of the Sluagh67TomeField, doom6430 curseThe restless dead swarm where you will it.
Wake the Barrow King80Mystic armSummon90—A dead king of the barrows rises at your bidding.
The Silent Coach95TomeStrike, doom130600 curseThe Cóiste Bodhar comes for your foes, and does not leave empty.

Earth

SpellLevelLearnedKindManaPowerWhat it does
Hurl Stone2Druid armBolt815 physicalA stone torn from the ground and flung.
Tremor9Druid armNova, stun2014 physicalThe ground jolts under all about you.
Skin of the Standing Stone20Druid armWard30—Your skin turns grey and hard as the old stones.
Boulder25Druid armBurst, stun3270 physicalA great stone that bowls foes over.
Grip of the Earth33Druid armField, root3810 physicalThe ground turns to clinging mire under your foes.
Cold Iron Shards39Druid armVolley, bleed3624 ironSplinters of cold iron, the bane of the Good People.
Earthquake57Druid armNova, stun66150 physicalThe land heaves and throws down all about you.
Rockfall69TomeStrike, stun70300 physicalA hillside's worth of stone, wherever you will it.
Wake the Stone Troll76Druid armSummon90—A troll of the deep stone answers your call.
Iron Rain82Druid armField, bleed8460 ironIron falls like hail on all within.
The Sundering89TomeRay, stun100450 physicalThe ground splits in a line before you, swallowing all on it.

Written from the game's source and content as of commit 02e81b2 (2026-11-01).