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Dimraeth Spell Systems

46 spells across 11 elemental schools. Five equipped at a time. 300+ in the design.

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Spells and Magic Systems

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

PhysicalFireIceEarthWaterNatureAetherRagePoisonDecayHeal

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)

SpellEffectTags
Aimed ShotThrust Damage
BashBlunt Damage
Dash
Hail of ArrowsThrust DamageDamage, Race
Hunter’s TrapStrike DamageDamage, Race
Multi StrikeStrike DamageDamage, Race
ParryStrike Damage
Power HookBlunt DamageDamage, Class
Quick JabBlunt DamageDamage, Class
Savage ClawStrike Damage, Bleeding: 5
Strong StraightBlunt DamageDamage, Class
Wave StrikeStrike DamageDamage, Race
Weapon SwapStrike Damage, Thrust DamageDamage, Race

Fire (6 spells)

SpellEffectTags
ConflagrationDamage, Effect
Dragon’s BreathFire Damage, Burning: 8Damage, Race
FireballFire Damage, Burning: 2Damage, Class
FireburstFire Damage, Burning: 2Damage, Class
InfernoFire DamageDamage, Class
MeteoriteFire DamageDamage, Effect, Attributes

Ice (4 spells)

SpellEffectTags
BlizzardIce Damage, Chill: 4Damage, Effect
Frost GlideIce Damage, Chill: 2Damage, Class
Frost JavelinIce DamageDamage, Class
GustChill: 4Damage, Class

Earth (4 spells)

SpellEffectTags
Boulder TossBlunt DamageDamage, Race
Seismic StampedeBlunt DamageDamage, Race
ShockwaveBlunt Damage
Tyrant QuakeBlunt DamageDamage, Race

Water (1 spell)

SpellEffectTags
Water SurgeBlunt Damage

Nature (2 spells)

SpellEffectTags
Power of the WildArmor Up: 25%, Resistance Up: 25%
Spirit Swap

Aether (5 spells)

SpellEffectTags
Aetherfang PhalanxEther DamageDamage
BarrierShieldDamage, Attributes
BlackholeDamage, Effect
RejectionSupport
RippleEther DamageDamage

Rage (7 spells)

SpellEffectTags
Cornu ChargeBlunt DamageDamage, Race
FrenzyAttack Speed Boost: 50%Support, Class
Furious StrikeStrike DamageDamage, Class
PulverizeBlunt DamageDamage, Class
Raging VortexStrike DamageDamage, Race
Retaliation
Vehement CleaveStrike DamageDamage, Race

Poison (2 spells)

SpellEffectTags
Entangling RootsStrike Damage, Poison: 2, Move Speed Down: 75%
Poison MistDecay Damage, Poison: 20

Decay (1 spell)

SpellEffectTags
Seed BombDecay Damage

Heal (1 spell)

SpellEffectTags
Combat MedicHealSupport

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

  1. Race kit — starting spells plus about six signature spells in the race tree.
  2. Class tree — about another six spells layered on top.
  3. 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.

FAQ

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.