Dimraeth Spell Systems
46 spells across 11 elemental schools. Five equipped at a time. 300+ in the design.
Dimraeth’s magic system is built on 300+ spells in the full design, with 46 documented in the demo and playtest builds across 11 elemental schools. You equip five spells at a time. The skill is the rotation, not the total count. Mudtek’s spell devlog covers modifiers — Charged, Piercing, Rapid Embers, Combusting — that explain why two Magicians never play the same.
Pair this page with Combat Systems for how Concentration actually regenerates (in combat, on landed basics), Character Creation for how race and class feed spell trees, and Items and Spellbooks for crafted books and attribute gates.
Eleven elemental schools
Physical • Fire • Ice • Earth • Water • Nature • Aether • Rage • Poison • Decay • Heal
Each school has a handful of documented spells. Race and class each contribute about six signature spells. The world adds more through spellbooks — crafted or found — that any archetype can learn if attributes permit. Gear rune sets can add spells as procs.
All documented spells
Physical (10 spells)
| Spell | Effect | Tags |
|---|---|---|
| Aimed Shot | Thrust Damage | — |
| Bash | Blunt Damage | — |
| Dash | — | — |
| Hail of Arrows | Thrust Damage | Damage, Race |
| Hunter’s Trap | Strike Damage | Damage, Race |
| Multi Strike | Strike Damage | Damage, Race |
| Parry | Strike Damage | — |
| Power Hook | Blunt Damage | Damage, Class |
| Quick Jab | Blunt Damage | Damage, Class |
| Savage Claw | Strike Damage, Bleeding: 5 | — |
| Strong Straight | Blunt Damage | Damage, Class |
| Wave Strike | Strike Damage | Damage, Race |
| Weapon Swap | Strike Damage, Thrust Damage | Damage, Race |
Fire (6 spells)
| Spell | Effect | Tags |
|---|---|---|
| Conflagration | — | Damage, Effect |
| Dragon’s Breath | Fire Damage, Burning: 8 | Damage, Race |
| Fireball | Fire Damage, Burning: 2 | Damage, Class |
| Fireburst | Fire Damage, Burning: 2 | Damage, Class |
| Inferno | Fire Damage | Damage, Class |
| Meteorite | Fire Damage | Damage, Effect, Attributes |
Ice (4 spells)
| Spell | Effect | Tags |
|---|---|---|
| Blizzard | Ice Damage, Chill: 4 | Damage, Effect |
| Frost Glide | Ice Damage, Chill: 2 | Damage, Class |
| Frost Javelin | Ice Damage | Damage, Class |
| Gust | Chill: 4 | Damage, Class |
Earth (4 spells)
| Spell | Effect | Tags |
|---|---|---|
| Boulder Toss | Blunt Damage | Damage, Race |
| Seismic Stampede | Blunt Damage | Damage, Race |
| Shockwave | Blunt Damage | — |
| Tyrant Quake | Blunt Damage | Damage, Race |
Water (1 spell)
| Spell | Effect | Tags |
|---|---|---|
| Water Surge | Blunt Damage | — |
Nature (2 spells)
| Spell | Effect | Tags |
|---|---|---|
| Power of the Wild | Armor Up: 25%, Resistance Up: 25% | — |
| Spirit Swap | — | — |
Aether (5 spells)
| Spell | Effect | Tags |
|---|---|---|
| Aetherfang Phalanx | Ether Damage | Damage |
| Barrier | Shield | Damage, Attributes |
| Blackhole | — | Damage, Effect |
| Rejection | — | Support |
| Ripple | Ether Damage | Damage |
Rage (7 spells)
| Spell | Effect | Tags |
|---|---|---|
| Cornu Charge | Blunt Damage | Damage, Race |
| Frenzy | Attack Speed Boost: 50% | Support, Class |
| Furious Strike | Strike Damage | Damage, Class |
| Pulverize | Blunt Damage | Damage, Class |
| Raging Vortex | Strike Damage | Damage, Race |
| Retaliation | — | — |
| Vehement Cleave | Strike Damage | Damage, Race |
Poison (2 spells)
| Spell | Effect | Tags |
|---|---|---|
| Entangling Roots | Strike Damage, Poison: 2, Move Speed Down: 75% | — |
| Poison Mist | Decay Damage, Poison: 20 | — |
Decay (1 spell)
| Spell | Effect | Tags |
|---|---|---|
| Seed Bomb | Decay Damage | — |
Heal (1 spell)
| Spell | Effect | Tags |
|---|---|---|
| Combat Medic | Heal | Support |
Spell modifiers
Mudtek’s devlog names modifiers that stack onto spells: Charged (hold to increase power), Piercing (ignore armor), Rapid Embers (faster casts), Combusting (extends Burning). These are not separate spells — they are ways to customize the same spell icon. Your Fireball is not my Fireball if I take Combusting and you take Charged.
Five slots, three sources
- Race kit — starting spells plus about six signature spells in the race tree.
- Class tree — about another six spells layered on top.
- The world — spellbooks from loot, vendors, and hidden places. Universal if you meet attribute requirements.
A fourth, quieter source: rune sets on gear that grant spells as procs when you wear enough pieces.
Concentration and the basic attack loop
Spells cost Concentration. Concentration regenerates in combat when you land basic attacks. A Magician who never uses the racial weapon will starve the bar that funds elemental casting. The hybrid is the point: Minotaur axe into earth spell, Human sword or crossbow into fire, Fairy staff into Brawler techniques.
Do not slot five long-cooldown nukes with no basic-attack glue. If Concentration runs dry before the fight ends, the rotation is wrong — not the build.
Status stacks and you
Documented enemy debuffs: Burning, Chill, Poison, Bleeding. Named player buffs include Rage, Kindled, and Inoculation. Build the five-slot bar around a status plan. A documented Minotaur Magician (Earthshaker) spreads fire and procs while enemies are Burning. A Human Magician converts existing fire into single-target nukes. That is a party conversation, not two people pressing the same button.
What this page will not do
No invented spell names outside the 46 documented. No fake modifier tables. No claim that every spell in the 300+ design is already named. When Mudtek publishes more, this page grows. Until then, the five-slot bar, the Concentration loop, and the modifiers on the table are what you actually play.
Read Combat Systems for how stun and poise interact with spell damage. Read Items and Spellbooks for attribute gates and crafted books. The Guides Hub is the map of everything else.
Frequently Asked Questions
Quick answers for Dimraeth players.
How many spells can I equip at once?
Five. More than 300 exist in the full design; 46 are documented from demo and playtest builds. The five-slot cap is the constraint that makes builds interesting.
How does Concentration regenerate?
In combat, when you land basic attacks. It is not an out-of-combat resource you ignore. A spell-heavy bar without basic attacks is how you run dry mid-fight.
What are spell modifiers?
Mods like Charged, Piercing, Rapid Embers, and Combusting stack onto spells to change behavior. Your Fireball is not identical to another player's Fireball if you take different modifiers.
Which spells apply status effects?
Documented debuffs: Burning (Fire), Chill (Ice), Poison (Poison), Bleeding (Physical). Dragon's Breath applies Burning: 8. Entangling Roots applies Poison: 2 plus a movement slow.
Can any class use any spell?
Race and class trees gate your starting five-slot options. Spellbooks from the world are universal if you meet attribute requirements. Rune sets on gear add proc spells.
How many elemental schools exist?
Eleven: Physical, Fire, Ice, Earth, Water, Nature, Aether, Rage, Poison, Decay, and Heal. Each school has at least one documented spell; some have ten.