Spells

Spells are a crucial part of Ascend: Hand of Kul, empowering each Caos with the magical wrath of the Gods they serve. While spells might not be as front-and-center as bone-crushing melee attacks, their potential and power can’t be disputed, lending themselves to a variety of situations with devastating effects.

Each God currently has four core spells which they gift to those serving them for completing milestones during the campaign. When that milestone – like completing the tutorial – has been fulfilled you’ll be awarded the corresponding spell for free depending on which God you’re serving. However that’s not the extent of your Caos’ magical prowess; by changing alignments through Ascension, you’ll be able to purchase the spells from other alignments, allowing you to build an entire arsenal from each dominion.

All spells can be upgraded by spending souls in order to enhance many different aspects, like: spell damage, spell duration, spell recharge rate and number of charges. Note that while spells do carry over through Ascension, they do not carry over when Transcending. Below is a list of all current spells and their corresponding alignments, along with their cost and any other requirements to purchase, in case you weren’t aligned when the spell became available.

[Note: The following contains potential story spoilers from the first two Zones in Ascend.]

Light Spells

Ionized Bolt

 

Ionized Bolt – “A charged bolt strikes the target, stunning it for a short duration.”

Cost: 10,000 Souls [Free if aligned with Light during the tutorial.]

Deals lightning damage on target, stunning and interrupting any attacks.

Brilliant Strike

 

Brilliant Strike – “A thunderous blast devastates nearby enemies.”

Cost: 20,000 Souls [Free if aligned with Light during first battle with the Titan.]

Causes area-of-effect lightning damage to all enemies near the player, knocking them back.

Lightning Shield

 

Lightning Shield – “Increases your armor and super-charges your speed.”

Cost: 30,000 Souls [Free if aligned with Light after killing Dakrum the Apex.]

When cast, increases the character’s Armor, Run Speed and chance to cause lightning damage per swing for a short time.

Chain Lightning

 

Chain Lightning – “Damaging lightning arcs from enemy to enemy.”

Cost: 40,000 Souls [Free if aligned with Light after killing Kadin the Stalker.]

When cast, Chain Lightning directs lightning outward from the character in a cone shape, connecting with all targets and arcing to nearby enemies, stunning them and causing considerable damage. For a short time after casting, the character can turn and apply the effects in whatever direction they’re facing. The lightning will continue to arc toward new enemies that enter the area as long as a living enemy is still under the effects of Chain Lightning.

Dark_Spells

Fireball

 

Fireball – “An explosive ball of flame that ignites enemies.”

Cost: 10,000 Souls [Free if aligned with Dark during the tutorial.]

Deals fire damage when contacting an enemy and ignites them for additional slight fire damage over time. Additional enemies near the target may also be ignited for slight fire damage over time.

Impale

 

Impale – “Spikes erupt from the ground, impaling and rooting nearby enemies.”

Cost: 20,000 Souls [Free if aligned with Dark during first battle with the Titan.]

Causes spikes to erupt around the character, damaging enemies and causing them to bleed for additional damage over time. Medium-sized and smaller enemies are rooted in place for a short time. Larger enemies are knocked back.

Fury

 

Fury – “Let the anger of the Dark Goddess guide your hands!”

Cost: 30,000 Souls [Free if aligned with Dark after killing Dakrum the Apex.]

When cast, increases the character’s Melee Damage, Attack Speed and Run Speed for a short time.

Meteor Storm

 

Meteor Storm – “Flaming rocks streak down from the sky.”

Cost: 40,000 Souls [Free if aligned with Dark after killing Kadin the Stalker.]

Causes considerable fire damage over time to enemies caught in the spell area, knocking them back on the initial hit.

Void Spells

Seekers

 

Seekers – “Quick-moving shots that hunt your enemies.”

Cost: 10,000 Souls [Free if aligned with Void during the tutorial.]

Sends out a volley of freezing projectiles that seek out enemies in the direction cast. Each projectile does damage on contact, and the projectiles may target multiple enemies.

Frost Bolt

 

Frost Bolt – “Roots your enemies in place with a powerful ice spell.”

Cost: 20,000 Souls [Free if aligned with Void during first battle with the Titan.]

Will seek out enemies in the direction cast, causing freeze damage. Medium-sized and smaller enemies will be rooted in place for a brief time. Larger enemies will be knocked back, interrupting any attacks.

Crystal Storm

 

Crystal Storm – “Shards of flying crystal hurt nearby enemies.”

Cost: 30,000 Souls [Free if aligned with Void after killing Dakrum the Apex.]

Causes area-of-effect damage to all enemies near the player.

Black Hole

 

Black Hole – “Drags your enemies into the void. Anything too large to be uprooted will be ripped apart.”

Cost: 40,000 Souls [Free if aligned with Void after killing Kadin the Stalker.]

Creates a black hole that sucks in small and medium sized enemies, immobilizing them and dealing damage. Enemies too large to be sucked into the hole just take damage over time when near it.

Confuse

 

Confuse – “Confuses and damages enemies. When used by an Ascended Champion, reverses player controls.”

Cost: 50,000 Souls [Requires Level 10.]

Confuses medium-sized and smaller enemies, which will ignore the player and attack nearby enemies for a short time. If no additional targets are present, the confused enemy becomes passive and will not block or retaliate when attacked.

Transmute

 

Transmutate – “Transform enemies into cows, and devour them for health.”

Cost: 60,000 Souls [Requires Level 20.]

Transmutate will turn all nearby medium-sized enemies or smaller (except Ascended Champions) into cows that can be consumed for health. Enemies transmutated will not award souls and are not considered dead, but will still provide the correct amount of experience when eaten. Enemies that cannot be transmutated will take considerable damage instead.