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

Spells are the heart of every build in Arcane Quest Legends. 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 — Wrath, Elemental, Holy, Ranger, Masteries. 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.
Wrath spells — Warrior
The Warrior’s school. Wrath spells are close-range burst, crowd control and self-buffs that reward wading into the thick of a fight.

Charged Hit
Cast a powerful strike that deals 50 damage to all the enemies in a straight line.
Per level: Damage +20.

Berserker
Focus your power, increasing your damage by 30% but decreasing your armor by 30% for 15 seconds.
Per level: Damage +5%, Armor -5%.

Frenzy
Unleash your rage, increase your speed by 20% every time you kill an enemy. Lasts 3 seconds.
Per level: Damage +5%.

Stomp
Stomp the terrain with powerful force that deals 10 damage and stuns the nearby enemies for 2.5 seconds.
Per level: Damage +15, Duration +0.1 seconds.

Blade Guard
Summon spinning blades that attack nearby enemies, dealing 25 damage. Lasts 5 seconds.
Per level: Damage +10.

War Cry
Frighten the surrounding enemies by removing 25% damage and 25% armor for 6 seconds.
Per level: Damage reduction +5%, Armor reduction +5%.
Elemental spells — Mage
The Mage’s school and the widest in the game. Elemental spells cover single-target nukes, area damage, crowd control and even summons.

Fireball
Cast a fireball that deals 25 damage to the main target and 6 to the creatures nearby.
Per level: Damage to the main target +10, Area damage +4.

Fire Storm
Summon a wall of flames that deals 30 damage to all the targets in range.
Per level: Damage +15.

Flaming Boulder
Throw an unstoppable lava stone that deals 60 to all the enemies on its path.
Per level: Damage +30.

Fire Demon
Summon a slow but powerful fire demon with 10 attack damage and 100 health points.
Per level: Damage +10, Health points +100.

Icy Barrier
A barrier of ice surrounds the hero, increasing his armor by 20% for 15 seconds, and slowing surrounding enemies by 50% for 1.5 seconds.
Per level: Armor +5%, Duration +1 seconds, Enemy slow duration +0.5 seconds.

Blizzard
Summon a blizzard of ice dealing 25 damage to all the enemies in the area. Lasts 5 seconds.
Per level: Damage +5.

Frost Nova
Cast a powerful nova that deals 50 to surrounding enemies, freezing them for 2.5 seconds.
Per level: Damage +20, Freeze duration +0.1 seconds.

Lightning Strike
Launch a bolt of light that deals 30 damage and jumps over 3 targets. Each jump reduces the damage.
Per level: Damage +5, Targets +1.

Electric Tornado
Summon a powerful lightning tornado dealing 55 damage to all the enemies on its path. Lasts 6 seconds.
Per level: Damage +30.
Holy spells — Cleric / Paladin
The support school. Holy spells heal, shield, buff and summon a guardian — the glue that keeps a party standing.

Healing Wave
Heal the hero and the allies nearby, restoring 40 health points.
Per level: Restored HP +30.

Magic Shield
Summon a protective shield absorbing 50 damage inflicted to the hero, exploding with 6 damage when full. Lasts 5 seconds.
Per level: Damage absorbed +10, Explosion damage +4.

Restoration
Increase the hero's health and magic regeneration by 200% for 20 seconds.
Per level: Regeneration rate +50%.

Speed Blessing
Bless the hero and nearby allies increasing their attacks and movement speed by 20% for 15 seconds.
Per level: Speed +4%, Duration +0.5 seconds.

Ice Protector
Evoke a strong ice golem with 15 attack damage and 150 health points.
Per level: Damage +15, Health points +150.

Thorns Aura
Summon an aura of thorns reflecting 10% damage to melee attackers.
Per level: Reflected damage +5%.
Ranger spells — Ranger
The Ranger’s school. Most of these are toggle arrow enchantments that change how every shot behaves, plus a powerful area finisher.

Multiple Shot
Fire 2 arrows at once, each arrow dealing 50% of the full damage.
Per level: Damage +5%, Number of arrows +1.

Rain of Arrows
Summon a rain of arrows dealing 45 damage to all the enemies in the area. Lasts 3 seconds.
Per level: Damage +10.

Exploding Arrows
Arrows explode upon impact, dealing 10 damage to the nearby enemies.
Per level: Damage +3.

Freezing Arrows
Arrows explode upon impact, slowing nearby enemies by 30% for 2 seconds.
Per level: Speed decrease +5%, Slow duration +0.1 seconds.

Thunder Arrows
Arrows bounce to hit 3 additional targets, dealing 5 damage.
Per level: Damage +3.

Cursed Arrows
Arrows explode upon impact, cursing nearby enemies and dealing 5 damage per second over 4 seconds.
Per level: Damage +2.
Masteries spells — Any (weapon passives)
Passive weapon bonuses. Each mastery permanently boosts your damage with one weapon type — pick the one that matches your gear.

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

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

Blunt Mastery
Increase the damage dealt when using maces or hammers by 10%.
Per level: Damage +10%.

Bow Mastery
Increase the damage dealt when using a bow by 10%.
Per level: Damage +10%.

Staff Mastery
Increase the damage dealt when using a staff or wand by 10%.
Per level: Damage +10%.
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.
