Dimraeth Spells: All 46 Documented Spells by School
Mudtek advertises 300+ spells for the full game. In Early Access, the community has so far documented 46 named spells across 11 schools — here is every one of them, plus how to think about your 5-slot loadout.
Quick answer
You don't pick "a spell" in Dimraeth — you build a 5-slot loadout from every spell you've learned. New spells come from spellbooks found as loot and rewards. The 46 spells documented so far spread across 11 schools: Fire (9), Earth (7), Water, Nature and Holy (5 each), Physical and the universal core kit (4 each), Air (3), Cold (2), Poison and Blood (1 each). A good loadout = 1 sustain + 1 mobility + 2 damage from different schools + 1 control.
The 46 documented spells, school by school
| School | # | Spells | School identity |
|---|---|---|---|
| Fire | 9 | Fire Darts, Fireball, Explosive Trap, Flame Body, Inner Fire, Mana Surge, Magic Shield, Smoldering Aura, Volcanic Ground | Burn damage, traps and self-buffs — the largest documented school |
| Earth | 7 | Stalagmite, Stone Splinters, Rock Shards, Gravity Well, Stone Spear, Meteor Strike, Sandstorm | Heavy burst plus battlefield control |
| Water | 5 | Ice Spike, Frost Shield, Hailstorm, Frost Pillar, Black Hole | Slows, shields and area control |
| Nature | 5 | Heal, Curse of Leeching, Seedling Turret, Seed Bombs, Seed of Corruption | Healing and summoned helpers |
| Holy | 5 | Holy Light, Holy Nova, Ring of Healing, Blessing of Strength, Blessing of Protection | Heals and party buffs — co-op gold |
| Physical | 4 | Throw Dagger, Boomerang, Stone Fist, Leap | Weapon skills and mobility |
| Air | 3 | Lightning Strike, Tornado, Discharge | Fast lightning burst |
| Cold | 2 | Frostburn, Ice Trap | Damage-over-time and traps |
| Poison | 1 | Poison Strike | Stacks with Bleed-style builds |
| Blood | 1 | Blood Sacrifice | Trade health for power |
What about "Dark"?
Community records file four more entries under "Dark": Basic Attack, Sprint, Sneak and Throw Stone. In practice these behave like the universal starter kit every character has rather than a school you invest in — that brings the documented total to 46.
How to learn new spells
Spells are learned from spellbooks — found as loot, quest rewards and vendor stock. Early priorities: clear the tutorial cave thoroughly, check the Earlwood vendors after each quest turn-in, and loot every bookshelf-style interactable in dungeons. Because your loadout is limited to five slots, a new spell is never a burden — it's another option to swap in.
Building your 5-slot loadout
- Slot 1 — Sustain: Heal (Nature) or Ring of Healing (Holy). Solo players feel the difference immediately.
- Slot 2 — Mobility: Leap (Physical) gets you out of boss slams; Sprint covers ground between waypoints.
- Slots 3–4 — Damage from two different schools: resistances vary by enemy family; a Fire + Earth pairing covers far more situations than doubling one school.
- Slot 5 — Control: Gravity Well, Black Hole or Frost Pillar turn messy pulls into target practice.
Match your loadout to your archetype's attributes — a Minotaur Brawler gets more from Physical and Earth than from a mana-hungry Fire stack. For attribute synergy and gear direction, see the build guide.