Here is a list of spells/abilities you can select for your characters to be gained at various levels. To upgrade a spell, a character must first gain the normal variation of said spell at some point at levels 1-10. Then, if they gain the spell again while in Elite Status, the spell will be upgraded.
Remember that you can pick any abilities for your creature so long as they remain within reason. It is also possible to stretch the nature of certain abilities. For example, a Web placed on an Archer could make a Net Arrow of some sort. Abilities can be as flexible as desired so long as it is also within reason.
If you are not sure then feel free to contact Metal Gear Rex for help.
Normal Spells
Spell Chart
Standard Combat
Name Description Upgrade Traits Cooldown Melee Standard physical attack - - - Arrow Hits a target with an arrow - Projectile - Flame Breath Breath that releases fire, dealing considerable damage over time - - - Frost Breath Breath that releases frost, potentially freezing targets over time - - - Poison Breath Breath that releases poison - - -
Non-Elemental Spells
Name Description Upgrade Traits Cooldown Guilded Bolt Magically blessed Arrow Boosts speed and damage noticably Projectile/Navigating Medium Missile Weak but fast magical screaming projectile Boosts speed and damage noticably Projectile Very Low Navigating Missile Weak but fast magical screaming projectile Boosts speed and damage noticably Projectile/Navigating Low-Medium Grenade Bouncing projectile that will explode after a short period of time, dealing considerable damage and knockback Boosts damage considerably Projectile/Area-of-Effect Medium Poison Cloud Concentrated toxic projectile that explodes in poisonous gas over a 2 tile radius after making physical contact Boosts radius to 3 tiles Projectile/Area-of-Effect Low Fart Releases strong toxic gas over a 2 tile radius Boosts damage Area-of-Effect Low-Medium Teleport Allows the caster to instantly warp to any desired location known by thier Keeper Reduces cooldown to Medium Self-Cast Long
Elemental Spells
Name Description Upgrade Traits Cooldown Fire Spit Fairly fast but otherwise standard fire projectile Boosts speed and damage Projectile Very Low Fireball Slightly strong but otherwise standard fire projectile Boosts damage Projectile Low Meteor Powerful fire projectile that also explodes if it hits terrain or other non-creature objects Boosts damage considerably Projectile/Area-of-Effect Medium-High Ice Shard Slow ice projectile that deals decent damage but also briefly slows the target by ~20% with its chills Boosts damage and boosts slowdown to ~33% Projectile/Magic Status Low Hailstorm Fires 32 simultaneous pieces of Hail for heavy knockback and damage at close range but weakens and spreads out the farther it goes Boosts Hail count to 48 Projectile High Wind Lash Very fast but very weak horizontal slice of wind Boosts speed mostly and damage slightly Projectile Very Low Whirlwind Blast of wind that blows away all but the heaviest of units Boosts the force and duration of the wind Area-of-Effect High Tornado Creates a tornado that pulls all but the heaviest of units towards the area it occupies while catching the neariest units within the tornado itself Boosts the force and duration of the tornado Area-of-Effect Very High Vine Whip Creates a destructable thorny vine that can be used as a mid-ranged weapon Boosts range to medium-long - Low Cluster Roots Causes small destructable thorny vines to sprout from the ground over a 2x2 tile area that can cut or trip enemies, has a long duration Boosts vine quantity and thorn sharpness Area-of-Effect High Lightning Electrical beam that deals decent damage but also stuns the target for a duration, deals noticable bonus damage if the target is in water Boosts stun duration Instant-Hit/Magic Status Medium Thunder Powered up lightning that lacks stun but deals significant damage with a dramatic boost on targets in water Boosts damage Instant-Hit Medium-High Bolting 5 weak bolts of lightning that move forward in all directions with stacking mini-stuns Boosts bolt count to 7 Instant-Hit/Magic Status Medium-High Stalagmite Causes a stalagmite to suddenly rise up from the ground at the targeted area causing mini stuns, deals significant damage to units at the center of the effect Boosts rising speed of the earth, boosting damage and potential stuns Area-of-Effect Medium Earthquake Causes a mini earthquake and abrupt but minor landslides surrounding the caster with a 2 tile radius while stunning and dealing minor damage to all surrounding groundbound units with noticable to considerable damage to traps/doors, heavier units are more resistant Boosts the radius to 3 tiles with noticably better stuns Area-of-Effect Medium-High Cave-In Causes numerous rocks to fall from the ceiling within a small 1 tile area, dealing loads of potential damage for anyone caught within and can even trap smaller targets underneath Boosts area-of-effect to 2x2 tiles Projectile/Area-of-Effect High Shine Weak holy beam that deals significantly more damage to undead or other targets vulnerable to holy Boosts damage Instant-Hit Very Low Holy Rain Creates a white cloud that releases holy rain to pour down on enemies and deal minor to noticable damage on them over a 2x2 tile area Boosts damage slightly and area-of-effect to 3x3 Area-of-Effect Low-Medium Drain Weak shadow beam that restores health to the target equal to the amount of damage it deals Boosts damage Instant-Hit Low Disruption Slow but very powerful shadow projectile Boosts damage considerably Projectile High
Enhancement Spells
Name Description Upgrade Traits Cooldown Heal Self Restores 5-30% Restores 15-45% Self-Cast Medium Heal Other Restores 5-25% Restores 10-40% Ally-Cast Medium Heal Group Restores 5-20% Restores 5-35% Group-Cast High Purify Cures all negative magic statuses Grants immunity to negative magic statuses for a brief period Magic Status Medium-High Protect Self Reduces damage by ~50% and protects against lethal/instant-death attacks (slicing off head for example) for a brief to moderate period of time Reduces damage by ~66% Self-Cast/Magic Status Medium Protect Other Reduces damage by ~50% and protects against lethal/instant-death attacks (slicing off head for example) for a brief to moderate period of time Boosts duration Ally-Cast/Magic Status Medium-High Protect Group Reduces damage by ~50% and protects against lethal/instant-death attacks (slicing off head for example) for a brief to moderate period of time Boosts duration Group-Cast/Magic Status High Speed Self Doubles overall speed for a brief period of time Boosts duration Self-Cast/Magic Status Medium Speed Other Doubles overall speed for a brief period of time Boosts duration slightly Ally-Cast/Magic Status Medium-High Haste Self Triples overall speed for a very brief period of time Boosts duration slightly Self-Cast/Magic Status Medium-High Vigor Self Cancels cooldown of another standard spell in trade for an extended cooldown afterwards Reduces cooldown to Medium-High Self-Cast High Vigor Other Cancels cooldown of another standard spell in trade for an extended cooldown afterwards Reduces cooldown to High Ally-Cast High-Very High Vigor Group Cancels cooldown of another standard spell in trade for an extended cooldown afterwards Reduces cooldown to High-Very High Group-Cast Very High Rebound Self Creates a brief shield that redirects all projectiles and negative magic statuses back towards the caster Boosts duration slightly Self-Cast/Magic Status Medium-High Flight Self Grants the ability to fly via cloud riding for a moderate duration Boosts speed of the cloud Self-Cast/Magic Status Medium Flight Other Grants the ability to fly via cloud riding for a moderate duration Boosts speed of the cloud Ally-Cast/Magic Status Medium-High Flight Group Grants the ability to fly via cloud riding for a moderate duration Boosts speed of the cloud Group-Cast/Magic Status High Invisibility Self Grants invisibility to the target until the unit attacks or the spell burns out after a moderate duration Hides the target from first tier Sight users Self-Cast/Magic Status Medium-High Sight Allows the user to see invisible targets Grants vision to second tier invisibility Self-Cast/Magic Status/Passive -
Debuff Spells
Name Description Upgrade Traits Cooldown Web Creates a sticky web over a single tile, trapping units within it Boosts area-of-effect to 2x2 Area-of-Effect/Status Medium Slow Reduces overall speed of the target by ~50% for a moderate period of time, cancels out with Speed/Haste Reduces speed by ~66% Projectile/Magic Status Medium Poison Slowly damages and disorients the target for a brief to moderate duration with increasing effectiveness overtime Boosts effectiveness even further overtime Instant-Hit/Magic Status Medium-High Freeze Encases a single target in a block of ice for a brief to moderate duration Boosts duration Projectile/Magic Status Medium Entangle Traps a single target in a tangle of thorny vines that rise from the ground Boosts vine quantity Status Medium Fear Summons fear and illusion magic to all enemies in a 3 tile radius around the caster that can have a variety of effects depending on the effected unit's characteristics Increases radius to 5 tiles and the strength of the nightmares Area-of-Effect/Magic Status High Seal Seals a single spell of the target to prevent it from being cast even if passive for a brief to moderate period of time, effect can be intentionally cut short in trade for a shorter cooldown Boosts seal duration Magic Status Medium Seal Group Seals a single spell of the target to prevent it from being cast even if passive for a brief to moderate period of time, effect can be intentionally cut short in trade for a shorter cooldown Boosts seal duration Group-Cast/Magic Status High Seal All Seals all non-passive spells of the target to prevent them from being cast for a very brief period of time, effect can be intentionally cut short in trade for a shorter cooldown Boosts seal duration Magic Status High
Trait Legend
Projectile: Is a projectile, self-explanatory
Instant-Hit: Travels instantly, hitting the targeted area immediately after being cast
Navigating: Moves of its own accord to seek out the intended target
Area-of-Effect: Effects everything within a defined radius around the casting point
Status: Changes the unit's state, which can cripple or aid the unit in a certain way
Magic Status: Similar to Status except the unit's state is altered through magical means
Self-Cast: Can only be used on the caster
Ally-Cast: Can only be used on someone other than the caster
Group-Cast: Effects the caster and two nearby allies, or an enemy and two of their nearby allies
Passive: Is always active