Magic
Fatekeeper spells & magic schools
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Quick Answer
Fatekeeper magic is split across four elemental schools (Fire, Cryomancy, Wind, and a fourth [TBD]) plus an Alteration tree. Spells are gesture-cast and woven between melee swings. Fire controls space by igniting oil, Cryomancy freezes for shatter burst, and Wind pushes enemies off ledges and deflects projectiles.
Fire
Fireballs and flame walls. The signature trick: ignite oil surfaces for damage-over-time and area denial.
| Spell | Effect | Cost | Combo notes |
|---|---|---|---|
| [TBD fireball] | Launches fire; ignites oil surfaces for damage-over-time | [TBD] | Ignite oil pools to control space |
| [TBD flame wall] | Conjures a wall of flame | [TBD] | [TBD] |
Cryomancy
Freezes enemies solid, leaving them open to bonus physical damage — land a heavy blow to shatter them.
| Spell | Effect | Cost | Combo notes |
|---|---|---|---|
| [TBD freeze] | Freezes enemies solid; shatter with heavy blows for bonus damage | [TBD] | Freeze → heavy attack to shatter |
Wind
The tactical school: push enemies off ledges, deflect projectiles, and raise protective barriers.
| Spell | Effect | Cost | Combo notes |
|---|---|---|---|
| [TBD gust] | Pushes enemies off ledges; deflects projectiles | [TBD] | Use near drops; deflect ranged attacks |
| [TBD barrier] | Creates a protective barrier | [TBD] | [TBD] |
Weaving spells into combat
Because casting is gesture-based, the strongest play is to chain spell → melee → spell. Common openers: freeze then heavy-attack to shatter; ignite an oil pool then bait enemies into it; gust a group toward a ledge. Many relics are also gated by an element, so your school choice opens exploration too.
FAQ
How many magic schools are in Fatekeeper?
How does casting work?
Which school is best?
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