Arcane Quest Legends 2 Spells Guide: Every Hero Spell
July 18, 2026

Spells are the heart of every build in Arcane Quest Legends 2. Each hero draws from a spell school, and how you spend your skill points decides whether you melt packs of enemies from range, tank hits at the front, or keep your party alive through the toughest quests. This guide lists every hero spell in the game, grouped by school, with the mana cost, cooldown, unlock level and effect you get at level 1 — plus what each rank adds when you upgrade it.
All numbers are pulled straight from the game data, so you can plan a build before spending a single skill point.
How spells work
- Schools. Spells are organized into schools — Combat, Elemental, Ranger, Holy. Which ones you can use depends on your hero class.
- Unlocking. Every spell has a minimum hero level before you can learn it. The stronger the spell, the later it unlocks.
- Upgrading. Spending points raises a spell’s rank, increasing its numbers up to a maximum level. The “per level” note on each spell below shows what each rank adds.
- Mana & cooldown. Active spells cost mana and go on cooldown after casting. Passive spells are always on, and toggle spells stay active while enabled, so neither uses a cooldown.
Use the schools below to jump to the spells that fit your hero.
Combat spells — Warrior
The Warrior’s melee school — burst strikes, crowd control and self-buffs, plus the sword, axe and mace masteries that boost your weapon damage.

Sword Slash
Summon a powerful sword that deals 400% weapon damage to all the enemies in a straight line.
Per level: +30% weapon damage.

Berserker
Go berserk! Increase your attack by 30% but take 20% more damage. Lasts 15 seconds.
Per level: Damage +5% Damage taken +5%.

Charged Attack
Charge a powerful attack dealing 500% weapon damage to the enemies in front of you.
Per level: +25% weapon damage.

Stomp
Stomp the terrain with powerful force that deals 200% weapon damage and stuns the nearby enemies for 2.5 seconds.
Per level: Stun duration +0.2s.

Meteor Guard
Summon meteors surrounding the hero that attack nearby enemies, dealing 200% weapon damage. Lasts 5 seconds.
Per level: +25% weapon damage.

Battle Cry
Scare your enemies away, their attack is decreased by 25% and they take 20% more damage. Lasts 10 seconds.
Per level: Enemy damage -5% Damage taken +5%.

Sword Mastery
Increase the damage dealt when using a sword by 10%.
Per level: Damage +5%.

Axe Mastery
Increase the damage dealt when using an axe by 10%.
Per level: Damage +5%.

Hammer Mastery
Increase the damage dealt when using maces or hammers by 10%.
Per level: Damage +5%.
Elemental spells — Mage
The Mage’s school of fire, frost and lightning — single-target nukes, area damage and control, plus staff mastery.

Fireball
Cast a fireball that deals 350% weapon damage to the main target and 75% weapon damage to the enemies nearby.
Per level: Main target +15% weapon damage, Area damage +5% weapon damage.

Energy Nova
Summon a wall of flames around the hero, that deals 300% weapon damage to all the surrounding enemies.
Per level: +20% weapon damage.

Meteor Storm
Create explosive chaos on the battlefield, dealing 100% weapon damage to the enemies in the area and stunning them for 1.5 seconds.
Per level: +10% weapon damage.

Frost Spikes
Icy shards materialize, hurling towards your foes, dealing 300% weapon damage and freezing them for 1.5 seconds.
Per level: +20% weapon damage.

Ice Shield
Erect an icy barrier, absorbing up to 25% of your health as damage. Lasts 8 seconds, dealing 150% weapon damage on explosion.
Per level: Absorbed Damage +20%.

Lightning Bolt
Unleash a bolt of electricity dealing 275% weapon damage damage to the main target and bounces to the enemies nearby.
Per level: +10% weapon damage.

Electric Storm
Create a lightning storm that affects all the enemies in the area, dealing 225% weapon damage.
Per level: +12% weapon damage.

Tornado
Summon a destructive vortex, tearing through foes in its path, dealing 250% weapon damage and stunning them for 2.5 seconds.
Per level: +25% weapon damage.

Staff Mastery
Increase the damage dealt when using a staff or wand by 10%.
Per level: Damage +5%.
Ranger spells — Ranger
The Ranger’s school — enchanted arrows, elemental attacks and multishot, plus bow mastery.

Multiple Shot
Fire 3 arrows at once, each arrow dealing 80% of the full damage.
Per level: Fire 1 additional arrow, Damage -5%.

Fire Arrows
Your arrows explode on impact dealing 25% weapon damage to nearby enemies.
Per level: +5% weapon damage.

Frozen Arrows
Your arrows freeze the enemies, slowing them by 15% for 3 seconds.
Per level: Decreased in speed +5%.

Thunder Arrows
Your arrows shock the enemy dealing 25% weapon damage, bouncing 2 times to nearby enemies.
Per level: +5% weapon damage.

Poisoned Arrows
Your arrows are poisoned, causing the nearby enemies to receive 15% weapon damage per second for 4 seconds.
Per level: +5% weapon damage.

Fire Attack
Throw a fire arrow that deals 400% weapon damage to the main target and 75% weapon damage to the enemies nearby.
Per level: Main target +30% weapon damage, Area damage +10% weapon damage.

Ice Attack
Shoot a freezing arrow, dealing 350% weapon damage to the main target and slowing the nearby enemies by 50% for 4 seconds.
Per level: +20% weapon damage.

Poison Attack
Shoot a venomous arrow, dealing 300% weapon damage and causing the nearby enemies to receive 50% weapon damage per second for 4 seconds.
Per level: Main target +15% weapon damage, Damage per second +10% weapon damage.

Lightning Attack
Shoot an electrified arrow, shocking and damaging the target for 300% weapon damage and bouncing off to other nearby enemies.
Per level: +20% weapon damage.

Bow Mastery
Increase the damage dealt when using a bow by 10%.
Per level: Damage +5%.
Holy spells — Cleric / Paladin
The support school — healing, shields, blessings and resurrection to keep the whole party standing.

Healing Wave
A soothing wave heals your hero and his allies, restoring 25% health.
Per level: Health restored +2%.

Holy Defense
Invoke divine protection, increasing your armor by 50% for 15 seconds.
Per level: Armor increase +20%.

Resurrection
Immediately resurrect your dead allies, restoring 50% of their life and granting 30% bonus damage for 15 seconds.
Per level: Restored life +25%, Bonus damage +10%.

Speed Blessing
Grant a burst of divine speed, enhancing movement and attack speed by 20% for 10 seconds.
Per level: Speed increase +3%.

Holy Shield
Summon a sacred shield that returns 15% melee damage to the attacker.
Per level: Returned damage +5%.

Restoration
Create a healing area, replenishing the health by 10% every 2 seconds. Lasts 10 seconds.
Per level: Health restored +1%.
Building around your spells
A few rules of thumb once you know the full spell list:
- Lead with what unlocks early. Spells available from low levels that scale to high max levels keep paying off — points invested early compound.
- Don’t spread too thin. Maxing a few core spells beats sprinkling single points across many. Check each spell’s max level before committing.
- Match your school to your gear and stats. Damage spells scale with the stats your build already invests in.
- Keep a mana budget. High-cost spells hit hard but drain mana fast — pair them with mana regen or potions.
Ready to put it into practice? See the equipment guide and consumables guide to round out your build.
