
Fire Bolt
An ember leaves the palm and cuts a path through darkness. Low-cost direct damage against one target.
Read the spellFire, Air, Water and Earth. Four elemental spheres, each with its promises, power and mysteries. Open the grimoire and discover the spells of Valdren.
Browse the spellsGrimoire in preparation · The spells presented cannot yet be cast in the game.
Heat that illuminates, consumes and transforms. A magic of embers, light and flares.

An ember leaves the palm and cuts a path through darkness. Low-cost direct damage against one target.
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A small light can make a passage feel less hostile. Temporary magical light for exploration.
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A flame does not always fade after the first touch. A burn that deals damage over several turns.
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Every furnace begins with an almost imperceptible glow. Ignites a brazier or flammable object explicitly designed for this…
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Heat becomes precise and contained, far from the turmoil of a blaze. Stops bleeding without restoring health; requires the…
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Between skin and flame, will draws a fragile boundary. Temporarily reduces incoming fire damage.
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Fire gathers into a sphere, suspended for a moment before the flare. An explosion affecting a target and nearby enemies.
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The blade seems to hold an ember the metal cannot quench. Temporarily adds fire damage to a weapon.
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A living ember can herald a second flare. Consumes an existing burn to deal immediate damage; the target must already be burning.
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Light narrows until it becomes almost unbearable. Very high damage to one target, at a high cost.
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The air shimmers with heat that seems unwilling to fade. Repeated damage in an area over several turns.
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A passage becomes a line of fire. A temporary area that harms creatures entering or occupying it; its precise behaviour remains…
Read the spellBreath, motion and lightning. A magic that gives shape to the invisible.

The veil parts and outlines return to the light. Temporarily disperses mist or a gas cloud identified as dispersible.
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A word seems to come from a place where nobody stands. Creates a distracting sound at a visible location.
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The unseen air suddenly finds a direction. Low ranged damage against one target.
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A brief breath lends space the force of a shove. Pushes a movable creature towards an unoccupied tile.
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Stillness breaks into a broad, forceful movement. Pushes several creatures in front of the caster when valid destinations are…
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For a moment, the ground seems to loosen its hold. Temporarily crosses compatible ground hazards, without flying through walls…
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A white line briefly joins hand and target. Heavy lightning damage against one target.
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Around the body, currents cross like an invisible guard. Temporary protection against physical projectiles.
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The first flash is only the beginning of lightning’s path. Strikes one target, then jumps to nearby enemies; the number of jumps…
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A light impulse promises a way to the other side. Crosses a short pit or low obstacle between two valid tiles, without passing…
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The sky seems to draw closer, heavy with thunder and light. An area of lightning damage lasting several turns.
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Winds circle a point they refuse to leave. Temporarily prevents a susceptible target from moving, but does not necessarily stop…
Read the spellMist, cold and soothing waters. A magic that protects, obscures and restores.

Water gathered in the hand becomes a promise of relief. Restores a small amount of health.
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Cold gathers into a sharp, translucent point. Cold damage against one target.
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Outlines blur behind a presence of suspended water. Temporarily reduces the accuracy of ranged attacks against the character; it…
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Coolness answers the bite of lingering heat. Removes an ongoing burn.
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A thin whiteness announces the cold before it can be felt. Slows a creature susceptible to cold.
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Ice follows the body’s contours like a second bark. Absorbs a limited amount of damage before breaking; it does not occupy the…
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Clear water suggests what fades and what finds its place again. Dispels an ordinary poison.
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Relief takes time to return, like a spring finding its course again. Restores health gradually over several turns.
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The world narrows behind a white curtain. Damages and slows enemies in an area.
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Coolness deepens, carried by a surge of life. Immediately restores a large amount of health, without exceeding the maximum.
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Lines of frost sketch a boundary around the target. Temporarily immobilises a target; damage may break the effect under a rule…
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After turmoil, water suggests the return of balance. Removes several eligible negative conditions without resurrecting or…
Read the spellRock, ramparts and the balance of the ground. A magic of matter and resilience.

Earth becomes a foothold not easily surrendered. Temporarily protects against forced movement, without preventing voluntary…
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Walls seem to hold nuances the eye alone could not read. Reveals unusual features in nearby walls without automatically solving…
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Stone leaves its stillness behind and becomes a trajectory. A projectile that damages one target.
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For a moment, the skin recalls the patience of rock. Temporarily increases physical protection.
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Stone takes the simple, reassuring shape of a barrier. Creates a temporary barrier on an eligible unoccupied tile.
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Beneath each step, the ground reveals a new harshness. Creates spikes that harm moving creatures; it does not permanently alter…
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The ground seems to close around what sought to leave it. Temporarily immobilises a creature on the ground.
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The weight of rock now follows the weapon’s movement. Temporarily increases a weapon’s physical damage.
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Even the strongest material has its lines of weakness. Temporarily reduces a target’s physical protection, without making it…
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What seemed immovable answers with a rumble. Damages and unbalances several grounded enemies.
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The protection of rock becomes a dense, heavy shell. Absorbs a large amount of damage before breaking.
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Movement seems to hesitate at the edge of stillness. Attempts to petrify a creature temporarily; immunities and resistances may…
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