โจ All Spells in The Spell Brigade
Complete spell list for The Spell Brigade 1.0 โ tier ratings, best elements, wizard synergies, strengths and tips. See also: Elements Guide โ
โจ Updated for 1.0 ยท April 2026 ยท Community-consensus tier ratings
Astral Orbs
S ActiveOrbiting projectiles that autonomously track and attack nearby enemies. Each orb independently seeks its own target, providing reliable multi-target damage. Reginald's signature spell and the most augment-friendly spell in the entire game โ it can receive 4 augmentations in a single run.
Falling Stars
S ActiveCalls down stars from the sky onto targeted enemy positions. Up to 4 Falling Stars can be active simultaneously, creating overlapping damage zones. The community's consensus pick for the single best spell in the game at high levels. The GOAT build is built entirely around this spell.
Moonerang
A ActiveA crescent moon-shaped boomerang that flies outward and returns to the caster, hitting all enemies in its path twice per cast. The return trip counts as a separate hit, effectively doubling the spell's damage output per cast. Campanelli's signature spell and one of the highest DPS-per-cast spells in the game.
Solar Pulse
A DefensiveEmits a radial burst of solar energy centered on the caster, dealing damage to all enemies within range simultaneously. One of the most AOE-efficient spells in the game with sufficient Range upgrades. Wildfire infusion now enables critical damage on Solar Pulse in version 1.0.
Rune Burst
A DefensiveDetonates an explosive rune centered on the caster, dealing burst damage in a circular area. Can be augmented four times in a single mission โ the maximum for any spell in the game. Hatti's signature spell. The Pi Damage achievement (314,159 Plasma Damage) is built around maximizing Rune Burst with Plasma element.
Resurrection Beam
A ActiveA sustained energy beam that channels massive damage into a single target or line of enemies. Wizard King's signature spell alongside Magic Missile. Requires 404 enemy kills for the associated achievement โ best achieved in long Endless Mode runs. One of the most cinematic abilities in the game.
Rocky Road
B PassiveDrops rocky earth terrain tiles as the caster moves, creating persistent damage zones on the ground. All enemies walking over the rocks take damage. Kavin's size upgrades are doubled in effectiveness on this spell, making Size the #1 enchantment priority when playing Kavin.
Arcane Broadsword
B ActiveA sweeping magical sword that cleaves in a wide arc in front of the caster. Ludwig's signature spell and the game's only melee-type spell. The cleave hits every enemy in range simultaneously. Venom infusion stacks poison on every hit across the cleave arc.
Aurora Wings
B ActiveSummons mystical birds that fly across the battlefield, homing in on enemies and dealing damage. Birds can ricochet off statues for chain damage. Maggie's signature spell โ her passive allows birds to detect and intercept relics and objectives automatically.
Magic Missile
B ActiveA spread of magical projectiles fired in a cone. Wizard King's secondary signature spell. Hitting 10 enemies with a single Magic Missile cast (the achievement) requires dense enemy packs โ Frozen Ancients Hardcore waves are ideal. Excellent for clearing dense groups.
Talon Slash
B ActiveA swift melee dash-slash with built-in life steal. Balthazar's signature spell. Can restore 10 HP in a single hit at high damage levels. Venom infusion stacks poison rapidly across multiple nearby targets in the slash arc.
Phantom Blades
B ActiveGhost blades that fly outward in multiple directions simultaneously. Campanelli's secondary unlockable spell. Can be cast up to 10 simultaneously with proper build investment โ the threshold for the Phantom achievement. Strong multi-directional coverage.
Bell March
B ActiveKnelly's signature spell. Creates expanding resonance waves that radiate outward from the cast point, damaging all enemies in the expanding ring. Unlike standard AOE spells that deal instantaneous damage, Bell March waves persist briefly and overlap with subsequent casts, creating compound damage zones.
Swirl Sickle
B ActiveA spinning sickle weapon that creates whirlwind damage zones at target locations. Added in Update 13 (final Early Access update). Available as a general pool spell for any wizard. Creates persistent spinning damage zones that last several seconds.
Spear Barrage
B ActiveLaunches a volley of spears in a forward cone. Added in Update 13. Strong opener for clearing early waves with its wide spread. Available as a general pool spell for all wizards. Excellent at thinning crowds before elite enemies emerge.
Aether Beam
C ActiveA unique dual-purpose beam that can target either enemies for damage or teammates for healing. Aldric's signature spell and the only native healing spell in The Spell Brigade. In co-op, a dedicated Aldric player using Aether Beam as primary healing can sustain an entire team through Hardcore difficulty.
๐ The Spell Brigade Spell System Explained
Starter Spells vs General Pool Spells
Every wizard in The Spell Brigade begins a run with their unique Starter Spell โ a spell that is exclusive to that wizard and cannot be chosen by others. Reginald always begins with Astral Orbs; Star Mage always begins with Falling Stars; Campanelli always begins with Moonerang. These Starter Spells are designed to synergize with the wizard's passive and identity.
At Levels 5, 15, and 25, you unlock additional spell slots and choose from a pool of available spells. Some of these are general pool spells available to any wizard (Swirl Sickle, Spear Barrage, Phantom Blades as secondary), while others may be unlockable for specific wizards based on their Wizard Rank and Ascension upgrades.
Spell Level Scaling
Every spell in The Spell Brigade can be upgraded from Spell Level 1 to Spell Level 20. The scaling is not linear โ the jump from Level 10 to Level 20 is significantly larger than from Level 1 to Level 10. This is intentional: the game rewards committing to a primary spell deeply rather than spreading upgrades across all four slots. The Spell Lvl 20 achievement requires reaching Level 20 on any single spell in one run and is a major power milestone.
Spell Types โ Active vs Passive vs Defensive
The Spell Brigade categorizes spells into three behavior types. Active spells (Falling Stars, Moonerang, Aurora Wings) require cast timing and directional consideration. Passive spells (Rocky Road, Astral Orbs) operate automatically without input once equipped, freeing attention for positioning. Defensive spells (Solar Pulse, Rune Burst) detonate from the caster's position on a cooldown, functioning similarly to Passive but with more AOE risk. Understanding spell types is important for friendly fire management โ Defensive spells are the most dangerous to teammates.
Multi-Hit Interaction with Elements
The most impactful strategic decision is matching elements to spell hit patterns. Multi-hit spells apply element effects on every individual hit โ Moonerang applies Acid twice per cast (outbound + return), Astral Orbs applies it on every orbit cycle, Phantom Blades on every blade impact. Acid and Venom (DoT elements) gain maximum value from multi-hit spells. Lightning and Plasma (burst elements) provide strong value on single-hit burst spells like Rune Burst and Solar Pulse where one big application matters more than repeated small applications. See the Elements Guide for full details.
The Augmentation System
Augmentations are the highest-power upgrades in The Spell Brigade, earned exclusively by completing in-run Objectives. Unlike level-up upgrades that improve stats linearly, augmentations change spell behavior fundamentally. A Seeking augmentation on Falling Stars means it always prioritizes the highest-HP enemy โ effectively removing the need to manually position for boss phases. An Extra Projectile augmentation doubles output per cast. The Healing Fire augmentation completely inverts the friendly fire mechanic. Completing all four Objectives in one run (earning the Completionist achievement) is the highest-priority goal in any serious run.
โ The Spell Brigade Spells โ FAQ
How many spells are in The Spell Brigade? +
The Spell Brigade 1.0 has 17 playable spells. Each wizard starts with their unique Starter Spell. Additional spells from a general pool unlock at Level 5, 15 and 25. General pool spells like Swirl Sickle and Spear Barrage are available to all wizards.
What is the best spell in The Spell Brigade? +
Falling Stars (Star Mage) is the community's consensus best spell at high investment. Astral Orbs (Reginald) has the best augment synergy. Resurrection Beam has the highest sustained single-target DPS.
Can you equip the same spell twice in one run? +
No โ each spell slot must hold a unique spell. You have four spell slots total (Starter + 3 unlocked at Levels 5, 15, 25). In co-op, multiple players can use the same spell type independently.
What is the difference between an upgrade and an augmentation? +
Regular upgrades (from level-up) improve stats like damage, range, size or cooldown. Augmentations (from Objectives) fundamentally alter spell behavior โ adding seeking, extra projectiles, explosions, or converting friendly fire to healing. Augmentations are far more impactful.
Can you change spells mid-run in The Spell Brigade? +
No โ spells chosen at level milestones are permanent for that run. Elemental infusions are also permanent once applied. Plan your spell choices based on your build path before each level milestone.
What spells can all wizards use in The Spell Brigade? +
Swirl Sickle (spinning whirlwind zones), Spear Barrage (forward cone volley), and several other general pool spells are available to any wizard as secondary picks at Level 5, 15 or 25. Starter Spells are wizard-exclusive.