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
| Spell | Level | Learned | Kind | Mana | Power | What it does |
|---|---|---|---|---|---|---|
| Fire Bolt | 1 | By level | Bolt | 8 | 14 fire | A dart of flame. The first spell any hedge-witch learns. |
| Kindle | 4 | Sorcerer arm | Hex, burn | 10 | 6 fire | Sets a foe smouldering where it stands. |
| Fireball | 8 | Sorcerer arm | Burst, burn | 22 | 32 fire | Bursts where it lands, burning all about. |
| Flame Wave | 14 | Sorcerer arm | Cone | 28 | 36 fire | A roaring gout of fire before you. |
| Ember Ward | 18 | Tome | Ward | 30 | — | Coals glow about you: fire troubles you less. |
| Flight of Sparks | 20 | Sorcerer arm | Volley, burn | 26 | 16 fire | A fan of darting flames. |
| Burning Ground | 26 | Sorcerer arm | Field, burn | 34 | 18 fire | The earth itself catches where you will it, and burns all who cross it. |
| Fall of Embers | 30 | Tome | Strike | 60 | 110 fire | Calls a burning stone down where you look. |
| Brand of Lugh | 42 | Tome | Ray, burn | 48 | 130 fire | The sun-god's spear: a lance of white fire through every foe in line. |
| Bonfire of Bealtaine | 55 | Sorcerer arm | Nova, burn | 70 | 160 fire | The May fire leaps up all around you. |
| Wildfire | 68 | Sorcerer arm | Burst, burn | 66 | 220 fire | A fireball that will not go out. |
| Wrath of the Sun | 88 | Tome | Strike, burn | 120 | 520 fire | Midsummer noon brought down upon your foes. |
Frost
| Spell | Level | Learned | Kind | Mana | Power | What it does |
|---|---|---|---|---|---|---|
| Frost Shard | 3 | Sorcerer arm | Bolt, slow | 9 | 13 frost | A splinter of winter ice. |
| Hoarfrost Touch | 6 | Sorcerer arm | Hex, slow | 12 | 8 frost | Rime creeps through a foe's limbs and slows it. |
| Frost Nova | 10 | Sorcerer arm | Nova | 26 | 22 frost | Rime bursts out from you, staggering all it touches. |
| Rime Mail | 16 | Sorcerer arm | Ward | 28 | — | A skin of hoarfrost turns blows. |
| Ice Lance | 19 | Sorcerer arm | Bolt, slow | 22 | 40 frost | A spear of ice that passes through foe after foe. |
| Hailstorm | 24 | Tome | Strike | 45 | 60 frost | Hail the size of fists, wherever you will it. |
| Sleet | 28 | Sorcerer arm | Volley, slow | 30 | 14 frost | Driving sleet before you. |
| Blizzard | 36 | Sorcerer arm | Field, slow | 46 | 14 frost | A whirl of snow where you will it: all within it flounder. |
| Winter's Grip | 48 | Sorcerer arm | Hex, stun | 44 | 30 frost | Freezes a foe solid, and those beside it. |
| Breath of the Cailleach | 62 | Tome | Cone, slow | 64 | 180 frost | The winter hag's breath: all before you freeze in their tracks. |
| The Long Winter | 85 | Tome | Nova, stun | 110 | 300 frost | The Fimbul-cold falls on all about you. |
Storm
| Spell | Level | Learned | Kind | Mana | Power | What it does |
|---|---|---|---|---|---|---|
| Spark | 5 | Sorcerer arm | Chain | 12 | 12 lightning | A crackle that leaps to the nearest foe, and one more. |
| Lightning Mark | 12 | Sorcerer arm | Hex, exposed | 18 | 10 lightning | Marks a foe for the storm: every blow on it lands harder. |
| Chain Lightning | 15 | Sorcerer arm | Chain | 30 | 28 lightning | Lightning that leaps from foe to foe. |
| Thunderclap | 22 | Sorcerer arm | Nova, stun | 34 | 30 lightning | A clap of thunder hurls back all near you. |
| Thunderbolt | 27 | Sorcerer arm | Ray, stun | 32 | 90 lightning | A straight bolt that strikes through all in its path. |
| Call the Storm | 34 | Tome | Strike | 55 | 120 lightning | Brings the lightning down where you look. |
| Squall | 40 | Sorcerer arm | Field | 38 | 10 lightning | A howling wind about you flings back all who come near. |
| Ball Lightning | 46 | Sorcerer arm | Burst, stun | 44 | 120 lightning | A slow, crackling ball that bursts among your foes. |
| Storm Mantle | 50 | Sorcerer arm | Ward | 40 | — | The storm wraps you round: lightning passes you by. |
| Tempest | 58 | Tome | Field, stun | 62 | 40 lightning | A thunderhead over your foes, striking again and again. |
| Eye of the Storm | 66 | Sorcerer arm | Field | 58 | 12 lightning | A whirlwind that drags everything about it into its heart. |
| Wheel of Taranis | 92 | Tome | Chain, stun | 100 | 380 lightning | The thunder-god's wheel rolls through a whole warband. |
Nature
| Spell | Level | Learned | Kind | Mana | Power | What it does |
|---|---|---|---|---|---|---|
| Mend | 2 | Druid arm | Heal | 14 | 30 heal | Knits flesh and bone. |
| Blackthorn | 4 | Druid arm | Bolt, poison | 9 | 9 poison | A poisoned thorn. |
| Entangle | 12 | Druid arm | Entangle | 26 | 8 physical | Roots burst from the ground and hold your foes. |
| Puffball Cloud | 16 | Druid arm | Field, poison | 24 | 6 poison | A choking cloud of spores. |
| Rejuvenation | 18 | Druid arm | Regen | 30 | — | Green life flows through you for a while. |
| Call the Pack | 21 | Druid arm | Summon | 40 | — | Grey wolves come running to fight at your side. |
| Poppy Dust | 24 | Druid arm | Hex, sleep | 30 | — | Red dust that drops a foe, and all about it, into sleep. Harm wakes them. |
| Oak Skin | 26 | Tome | Ward | 36 | — | Bark grows over your skin. |
| Wild Growth | 32 | Tome | Heal | 50 | 120 heal | A great healing, and the grass grows green where you stand. |
| Spirit of the Bear | 38 | Druid arm | Summon | 55 | — | A great bear of the old forest fights for you. |
| Wasps' Nest | 44 | Druid arm | Field, poison | 40 | 20 poison | An angry swarm where you will it. |
| Briar Hedge | 52 | Druid arm | Field, root | 50 | 20 physical | Briars spring from the earth and hold all who blunder in. |
| Wake the Green Man | 60 | Tome | Summon | 80 | — | The mossy giant of the deep wood rises to your call. |
| Green Tide | 72 | Druid arm | Heal | 70 | 400 heal | A flood of green life. |
| Wrath of the Wood | 90 | Tome | Nova, root | 110 | 300 poison | The whole wood rises against your foes. |
The Sidhe
| Spell | Level | Learned | Kind | Mana | Power | What it does |
|---|---|---|---|---|---|---|
| Fairy Step | 7 | Mystic arm | Blink | 16 | — | A step that skips the space between. |
| Glamour | 9 | Mystic arm | Ward | 22 | — | The eye slides off you. |
| Pixie-led | 11 | Mystic arm | Hex, fear | 20 | — | The foe loses its way and runs, wild-eyed. |
| Elfshot | 13 | Mystic arm | Bolt | 18 | 26 fae | The invisible arrow of the Good People. |
| Fascination | 23 | Mystic arm | Hex, charm | 40 | — | A foe falls under your glamour and fights for you a while. |
| Fairy Ring | 26 | Tome | Nova | 44 | 48 fae | A ring of toadstool-light: none inside dance away unharmed. |
| Elf-arrows | 31 | Mystic arm | Volley | 34 | 30 fae | A flight of invisible arrows. |
| Hound of the Mound | 34 | Mystic arm | Summon | 50 | — | The green hound of the fairy hills runs at your side. |
| Faery Slumber | 41 | Mystic arm | Hex, sleep | 46 | — | The music of the mound: a whole band of foes drops asleep. |
| Step Between Worlds | 50 | Tome | Blink | 30 | — | A long stride through the Otherworld. |
| Fairy Madness | 64 | Mystic arm | Field, fear | 60 | 20 fae | Whoever enters is taken by terror. |
| Ride of the Wild Hunt | 78 | Tome | Summon | 100 | — | The host of the Sidhe rides out with you. |
| Court of Fand | 94 | Tome | Hex, charm | 120 | — | The sea-queen's beauty: all about your mark fight for you. |
Spirit
| Spell | Level | Learned | Kind | Mana | Power | What it does |
|---|---|---|---|---|---|---|
| Withering Word | 8 | Mystic arm | Hex, weaken | 14 | — | A word that saps a foe's strength. |
| Drain Life | 11 | Mystic arm | Drain | 20 | 0.5 heal | Draws the life out of a foe into you. |
| Rowan Shield | 15 | Tome | Ward | 26 | — | Red berries and a red thread: curses slide away. |
| Evil Eye | 19 | Mystic arm | Hex, exposed | 20 | 10 curse | The overlooking: every harm finds it more easily. |
| Banish | 20 | Mystic arm | Bolt | 30 | 46 fae | White fire that the dead cannot abide. |
| Raise the Fallen | 29 | Mystic arm | Summon | 45 | — | Bones of old warriors rise and fight for you. |
| Death-knell | 37 | Mystic arm | Hex, doom | 34 | — | The banshee's knell, sung for one foe: it withers while it lasts. |
| Keening | 45 | Mystic arm | Cone, fear | 42 | 40 curse | A wail that sends all before you running. |
| Soul Lance | 53 | Mystic arm | Ray, weaken | 50 | 160 curse | A lance of cold spirit-light through all in its path. |
| Host of the Sluagh | 67 | Tome | Field, doom | 64 | 30 curse | The restless dead swarm where you will it. |
| Wake the Barrow King | 80 | Mystic arm | Summon | 90 | — | A dead king of the barrows rises at your bidding. |
| The Silent Coach | 95 | Tome | Strike, doom | 130 | 600 curse | The Cóiste Bodhar comes for your foes, and does not leave empty. |
Earth
| Spell | Level | Learned | Kind | Mana | Power | What it does |
|---|---|---|---|---|---|---|
| Hurl Stone | 2 | Druid arm | Bolt | 8 | 15 physical | A stone torn from the ground and flung. |
| Tremor | 9 | Druid arm | Nova, stun | 20 | 14 physical | The ground jolts under all about you. |
| Skin of the Standing Stone | 20 | Druid arm | Ward | 30 | — | Your skin turns grey and hard as the old stones. |
| Boulder | 25 | Druid arm | Burst, stun | 32 | 70 physical | A great stone that bowls foes over. |
| Grip of the Earth | 33 | Druid arm | Field, root | 38 | 10 physical | The ground turns to clinging mire under your foes. |
| Cold Iron Shards | 39 | Druid arm | Volley, bleed | 36 | 24 iron | Splinters of cold iron, the bane of the Good People. |
| Earthquake | 57 | Druid arm | Nova, stun | 66 | 150 physical | The land heaves and throws down all about you. |
| Rockfall | 69 | Tome | Strike, stun | 70 | 300 physical | A hillside's worth of stone, wherever you will it. |
| Wake the Stone Troll | 76 | Druid arm | Summon | 90 | — | A troll of the deep stone answers your call. |
| Iron Rain | 82 | Druid arm | Field, bleed | 84 | 60 iron | Iron falls like hail on all within. |
| The Sundering | 89 | Tome | Ray, stun | 100 | 450 physical | The 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).