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|Icon||Spell||Level||Type||Number of Charges||Charge Time Initial/Recharge||Destruction Radius||Maximum Damage||Description|
|Den of Darkness||1||Tower||1||0/-||Small||15 Death per turn + shields caster 75hp||The underdark castle heals itself for 30 health points every turn, all the while surrounded by an Aura of Decay.|
|Rain of Chaos||2||Targeted||Infinite||3/5||Medium||105||Seven skulls fly around like lunatics. They might go where you aim them. They might fly off somewhere they liked the look of. They inflict 15 damage and deal high knock back each on a direct hit.|
|Drain Bolt||1||Ball||Infinite||0/1||Small||30||The player is healed an amount of health points equal to the amount of damage dealt to living targets. If you hit yourself you won't take damage unless you have 30 hp or under. You can't drain more HP than you currently have.|
|Death Bomb||2||Bomb||4||0/1||Small||40 as a one-off and 15 Death per turn over 5 turns||Leaves an Aura of Decay where it explodes. Note that the one-off is not Death damage, and that it will damage undead creatures.|
|Summon Swarm||1||Minion||Infinite||0/5||N/A||N/A||Basically a portable Aura of Decay. It is not damaged by its own aura, but other auras can hurt it.|
|Summon Dark Knight||2||Minion||1||5/-||N/A||N/A||Summons a Dark Knight. The Dark Knight has poor jumping capabilities, but can mount a Pegasus.|
|Raise Dead||1||Ball||Infinite||0/1||Small||25 Death||This will make a minion undead if you kill it. Note: This effect only works on living minions. If you attack an undead minion, it will gain up to 25 health. Against arcane creatures, (Such as Water Lord, Imps, Steam Dragon) they will not become an undead minion.|
|Summon Wraith||2||Minion||Infinite||3/5||N/A||N/A||Summons a Wraith. It is undead when summoned, meaning it will be healed by Death damage.|
|Aura of Decay||1||Targeted||Infinite||0/5||N/A||15 Death per turn over 5 turns||Creates a localised effect which damages the first Arcanist or minion to enter the target area, indicated by an animated skull; if there are already Arcanists or minions in the area when it triggers (upon casting and at the start of the caster's next four turns) then all of them receive 15 Death damage. An Arcanist or minion inside the area affected will display a version of the animated skull scaled to its size.|
|Dark Defences||2||Personal||1||5/-||N/A||N/A||Heals the caster up to full health by instantly taking the health from the caster's minions. If the minions' total health is not enough to heal the caster, it will heal the master as much as possible, killing the minions in the process. Until all the caster's minions have died, or the caster lands in the water, the caster's minions will lose life instead of the caster.|
|Swallowing Pit||3||Arena||1||3/-||N/A||N/A||Every living minion in the arena will be instantly destroyed and replaced with an Aura of Decay. (Undead minions are immune).|
|Lichdom||3||Personal||1||5/-||N/A||N/A||Transforms the caster into a Lich. Lichs are healed by death damage and gain health for damage they or their minions deal. Lichs are restricted to Arcane and Underdark spells. Lichs cannot use towers and are constantly surrounded by an Aura of Decay. They are considered undead and hence are vulnerable to light damage.|
The Underdark familiar is the Soul Jar. As with other familiars, you use it by paying 20 health points per level, which you can do up to 5 times. If you die then you will respawn at the Jar's location with 20 health points for each level of familiar, and the familiar will be reset to level 0. This does not, however, reset the count of 5 uses.
If the Jar falls into the water but is still floating, it will still work (but you will be summoned in water and have to use your turn to teleport out of it). However, if the Jar is sunk it will then work as if you died while in water. (A Jar can be sunk if an arcanist or minion gets drowned at the Jar's location).
The Soul Jar will not work if:
- the user is killed by Light damage (or the Sphere of Healing, if he was a Lich)
- the user dies while in water (the finishing blow must knock the opponent into the water), or if the Jar was sunk
The Soul Jar is the only familiar that doesn't follow you, instead remaining where you were when you last increased its level. The only way to move it is to use it again in a different location, as long as all 5 uses have not been used.