Spells
All 30 spells across the five elements.
Mages cast from the Casting Room at enemy rooms, at the enemy ship, or at your own rooms. Every spell has an element, a calling (Striker spells attack, Warden spells defend) and a mana cost. Offensive spells are stopped by enemy ward layers unless they pass at a higher spell tier. Magic & mages →
Spell table#
| Spell | Element | Calling | Mana | Cast time | Target |
|---|---|---|---|---|---|
| Fire Dagger | Fire | Striker | 8 | 3 s | An enemy room |
| Stoke | Fire | Warden | 8 | 2 s | One of your rooms |
| Fire Curtain | Fire | Warden | 10 | 2 s | One of your rooms |
| Fire Burst | Fire | Striker | 12 | 5 s | An enemy room |
| Ember Shroud | Fire | Warden | 14 | 4 s | Your ship |
| Riptide | Water | Striker | 8 | 3 s | An enemy room |
| Wellspring | Water | Warden | 8 | 3 s | One of your rooms |
| Membrane | Water | Warden | 10 | 2 s | One of your rooms |
| Rupture | Water | Striker | 12 | 4 s | The enemy ship |
| Tide Dome | Water | Warden | 14 | 4 s | One of your rooms |
| Frost Needle | Ice | Striker | 8 | 3 s | An enemy room |
| Seal | Ice | Warden | 8 | 2 s | One of your rooms |
| Glacier | Ice | Warden | 12 | 3 s | Your ship |
| Ring of Ice | Ice | Striker | 14 | 5 s | The enemy ship |
| Stasis Dome | Ice | Warden | 14 | 4 s | One of your rooms |
| Charged Glacier | Ice | Any | 16 | 3 s | Your ship |
| Wind Daggers | Air | Striker | 8 | 3 s | An enemy room |
| Sky Disk | Air | Warden | 8 | 0 s | Your ship |
| Deflection | Air | Warden | 10 | 2 s | Your ship |
| Pressure Bubble | Air | Striker | 12 | 4 s | The enemy ship |
| Calm Eye | Air | Warden | 14 | 4 s | Your ship |
| Birdcage | Air | Any | 12 | 2 s | One of your rooms |
| Sky Kingdom | Air | Any | 18 | 4 s | Your ship |
| Needle | Stone | Striker | 6 | 3 s | An enemy room |
| Mason's Patch | Stone | Warden | 8 | 3 s | One of your rooms |
| Rampart | Stone | Warden | 10 | 3 s | One of your rooms |
| Boulder | Stone | Striker | 12 | 5 s | An enemy room |
| Keelstone | Stone | Warden | 14 | 4 s | Your ship |
| Phantom Needle | Stone | Any | 10 | 3 s | An enemy room |
| Tomb | Stone | Any | 16 | 5 s | An enemy room |
Every spell#
Fire Dagger
1 hull and 1 system damage, 60% to ignite.
Stoke
+1 power to one of your systems for 15s, no Flow needed.
Fire Curtain
Held: a burning doorway. Boarders in the room take 8 damage a second. Costs 1 mana/s.
Fire Burst
1 damage to the room and each neighbor, 40% to ignite each.
Ember Shroud
For 10 s, incoming bolts have a 40% chance to burn up.
Riptide
Soaks the room, knocks crew down for 3s and shorts its system for 6s.
Wellspring
Douses the room and its neighbors; heals crew in them 20 HP.
Membrane
Held: fire cannot enter or spread from the room, fires inside die down, boarders move at half speed.
Rupture
A water sphere that bursts on their wards: strips 2 layers (+1 per tier).
Tide Dome
Over one room: absorbs the next 2 kinetic hits.
Frost Needle
1 system damage and frosts the room.
Seal
Freezes a breach shut and puts out fire in one room, leaving it frosted.
Glacier
Held: +2 temporary ward layers that do not recharge. Costs 1 mana/s.
Ring of Ice
1 damage to 3 random rooms and frosts them; an already frosted room shatters for +1.
Stasis Dome
Crew in the room cannot drop below 1 HP for 15s.
Charged Glacier
A Glacier with an internal charge: when it ends, it frosts every enemy boarder aboard.
Wind Daggers
Scatter, so wards do not stop it: 3 cuts of 10 crew damage; enemy evasion −10% for 10s.
Sky Disk
A whirl of hard wind that carries crew between the ships at Close range or grappled. Tier I carries the caster; each tier above carries one crewmate more.
Deflection
For 6 s, blocks the next projectile of any kind.
Pressure Bubble
Shoves the enemy: all their weapons lose 20% charge.
Calm Eye
+20% evasion for 10s. Arriving at a waypoint in a gale: a 50% chance to still it to a fair wind.
Birdcage
Seals boarders in one room for 10s: they cannot fight or move.
Sky Kingdom
For 10 s, your spell shots ricochet for +1 hit each.
Needle
2 system damage, +20% accuracy. The cheapest attack spell.
Mason's Patch
Seals a breach and restores 1 hull. 3 times per fight.
Rampart
+2 plating on one room for 20s.
Boulder
3 hull damage, 50% to breach.
Keelstone
The Keel cannot drop below level 1 for 15s.
Phantom Needle
A needle hidden behind a decoy: 2 system damage, bypasses 1 extra ward layer, and a counterspell cannot stop it.
Tomb
Two walls slam together: 40 damage to every crewmate in the room.
Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord