There are 6 main schools of magic. Each school has its own basic spells called cantrips and 9 tiers of progressively more powerful spells that can be unlocked as heroes level up. Heroes can cast any spell from the schools that they know within the tiers they have unlocked.
- Fire Spells. Deal high, consistent damage at medium range. Some fire spells can inflict the Smoldering condition and gain additional destructive effects against Smoldering enemies.
- Ice Spells. Deal medium damage at long range, with a focus on controlling the battlefield and protecting the spellcaster. Some ice spells have additional effects against Hampered targets.
- Lightning Spells. Deal high damage at long range with a focus on teleporting around the battlefield and taking advantage of creatures equipped with metal. However, some lightning spells may fail to find ground and damage the spellcaster instead.
- Necrotic Spells. Summon horrible minions or manipulate and trap targets. Some risky necrotic spells prey upon damaged creatures, sapping their very life force—but frequently fail to distinguish between friend and foe.
- Radiant Spells. Can obliterate the unholy, the fearful, and those who would dare harm you or your allies. Equally effective at a distance or in melee. Other spells can protect, mend wounds, and even restore creatures back to life!
- Wind Spells. Aid in moving friend and foe alike around the battlefield. They can also slice and cut through entire groups of foes and viciously deal extra damage on critical hits.