Torchlight/Spells

Spells are equip-able skills that have their own inventory tab for both the character and pet. They look like parchment with a symbol printed on it.

Every character has four slots where spells can be equipped. Pets can equip two. To equip a spell, drag and drop it on an open spell slot.

After equipping a spell, you can assign it to a hotkey by clicking on the icon or open slot area for that hotkey, and then on the spell's icon.

If you fill up all of your available slots, you must un-learn a spell before equipping a new one. Un-learned spells are destroyed.

Spells fall into three magic categories: Charm, Defensive, and Offensive. Each category is identified by color: green for Charm, blue for Defensive, and red for Offensive. This color can be found on the top left and bottom right corners of the spell icon.

Some spells have ranks that improve when you upgrade your spell mastery skills. Improving the rank of a spell increases its effectiveness (typically duration, cooldown, mana cost, and/or effect).


 * Level requirements
 * Spell version I: 1
 * Spell version II: 7
 * Spell version III: 13
 * Spell version IV: 19
 * Spell version V: 25
 * Spell version VI: 30

Charm

 * Charm I

Effect: Hurls an enchanted sprite that attempts to force an enemy to temporarily fight on your side.


 * Charm II

Effect: Hurls an enchanted sprite that attempts to force an enemy to temporarily fight on your side.


 * Charm III

Effect: Hurls an enchanted sprite that attempts to force an enemy to temporarily fight on your side.


 * Charm IV

Effect: Hurls an enchanted sprite that attempts to force an enemy to temporarily fight on your side.


 * Charm V

Effect: Hurls an enchanted sprite that attempts to force an enemy to temporarily fight on your side.


 * Charm VI

Effect: Hurls an enchanted sprite that attempts to force an enemy to temporarily fight on your side.

Identify Item



 * Identify Item Spell (level requirement: 2)

Effect: Identifies an enchanted item's properties. Mana cost: 6

Summon Archers

 * Summon Archers I

Effect: Summons a pack of 3 non-moving skeletal archers to attack your foes.


 * Summon Archers II

Effect: Summons a pack of 4 non-moving skeletal archers to attack your foes.


 * Summon Archers III

Effect: Summons a pack of 5 non-moving skeletal archers to attack your foes.


 * Summon Archers IV

Effect: Summons a pack of 6 non-moving skeletal archers to attack your foes.


 * Summon Archers V

Effect: Summons a pack of 7 non-moving skeletal archers to attack your foes.


 * Summon Archers VI

Effect: Summons a pack of 8 non-moving skeletal archers to attack your foes.

Summon Blood Skeleton

 * Summon Blood Skeleton (level requirement: 18)

You can control a maximun of 5. Damage dealt by Blood Skeletons are converted in health to caster.

Effect: Summon a blood skeleton to attack your foes.

Summon Skeleton
You can control a maximum of 5.

Summon Zombies



 * Summon Zombies I

Effect: Summons a pack of uncontrollable zombies to attack your foes.


 * Summon Zombies II

Effect: Summons a pack of uncontrollable zombies to attack your foes. Version II zombies have a more vicious poison attack.


 * Summon Zombies III

Effect: Summons a pack of uncontrollable zombies to attack your foes. Version III zombies have an even more vicious poison attack.


 * Summon Zombies IV

Effect: Summons a pack of uncontrollable zombies to attack your foes. Version IV zombies have a still more vicious poison attack.


 * Summon Zombies V

Effect: Summons a pack of uncontrollable zombies to attack your foes. Version V zombies upgrade their poison attack even further than before.


 * Summon Zombies VI

Effect: Summons a pack of uncontrollable zombies to attack your foes. Version VI zombies have the most vicious poison attack of all!

Town Portal

 * Town Portal Spell (level requirement: 4)

Effect: Creates a two-way magic portal back to town. Mana cost: 12

Draining Touch

 * Draining Touch I

Effect: The caster draws life from any foes struck for the duration of the spell.


 * Draining Touch II

Effect: The caster draws life from any foes struck for the duration of the spell.


 * Draining Touch III

Effect: The caster draws life from any foes struck for the duration of the spell.


 * Draining Touch IV

Effect: The caster draws life from any foes struck for the duration of the spell.


 * Draining Touch V

Effect: The caster draws life from any foes struck for the duration of the spell.


 * Draining Touch VI

Effect: The caster draws life from any foes struck for the duration of the spell.

Elemental Protection

 * Elemental Protection I

Effect: The caster is buffered by increased elemental resistances.


 * Elemental Protection II

Effect: The caster is buffered by increased elemental resistances.


 * Elemental Protection III

Effect: The caster is buffered by increased elemental resistances.


 * Elemental Protection IV

Effect: The caster is buffered by increased elemental resistances.


 * Elemental Protection V

Effect: The caster is buffered by increased elemental resistances.


 * Elemental Protection VI

Effect: The caster is buffered by increased elemental resistances.

Haste

 * Haste I

Effect: The caster's movement and attack speed is increased.


 * Haste II

Effect: The caster's movement and attack speed is increased.


 * Haste III

Effect: The caster's movement and attack speed is increased.


 * Haste IV

Effect: The caster's movement and attack speed is increased.


 * Haste V

Effect: The caster's movement and attack speed is increased.


 * Haste VI

Effect: The caster's movement and attack speed is increased.

Heal All

 * Heal All I

Effect: Heals the caster and all allies.


 * Heal All II

Effect: Heals the caster and all allies.


 * Heal All III

Effect: Heals the caster and all allies.


 * Heal All IV

Effect: Heals the caster and all allies.


 * Heal All V

Effect: Heals the caster and all allies.


 * Heal All VI

Effect: Heals the caster and all allies.

Heal Self

 * Heal Self I

Effect: Heals the caster.


 * Heal Self II

Effect: Heals the caster.


 * Heal Self III

Effect: Heals the caster.


 * Heal Self IV

Effect: Heals the caster.


 * Heal Self V

Effect: Heals the caster.


 * Heal Self VI

Effect: Heals the caster.

Repel

 * Repel Spell (level requirement: 3)

Effect: Nearby foes are pushed away by a powerful gust of wind.

Retribution

 * Retribution I

Effect: The caster is possessed with a vengeful spirit, automatically striking back at all nearby attackers. Lasts for 12 seconds.


 * Retribution II

Effect: The caster is possessed with a vengeful spirit, automatically striking back at all nearby attackers. Lasts for 16 seconds.


 * Retribution III

Effect: The caster is possessed with a vengeful spirit, automatically striking back at all nearby attackers. Lasts for 20 seconds.


 * Retribution IV

Effect: The caster is possessed with a vengeful spirit, automatically striking back at all nearby attackers. Lasts for 24 seconds.


 * Retribution V

Effect: The caster is possessed with a vengeful spirit, automatically striking back at all nearby attackers. Lasts for 28 seconds.


 * Retribution VI

Effect: The caster is possessed with a vengeful spirit, automatically striking back at all nearby attackers. Lasts for 32 seconds.

Silence

 * Silence I

Effect: Silences enemies within 6 meters, preventing them from using most skills.


 * Silence II

Effect: Silences enemies within 7 meters, preventing them from using most skills.


 * Silence III

Effect: Silences enemies within 8 meters, preventing them from using most skills.


 * Silence IV

Effect: Silences enemies within 9 meters, preventing them from using most skills.


 * Silence V

Effect: Silences enemies within 10 meters, preventing them from using most skills.


 * Silence VI

Effect: Silences enemies within 11 meters, preventing them from using most skills.

Summon Aloe Gel

 * Summon Aloe Gel (level requirement: 18)

Effect: Summons a healing gel that heals the caster and all allies.

Web

 * Web (level requirement: 1)

Effect: Fires a sticky web missile, preventing any movement from its target. Mana cost: 8 100% slower movement for 3 seconds

Bee Swarm

 * Bee Swarm (level requirement: 13)

Effect: Send a cloud of angry bees at your enemies. Monsters who come to near your targets will incur the wrath of swarm.

Elemental Overload

 * Elemental Overload I

Effect: The caster is imbued with increased elemental damage strength.


 * Elemental Overload II

Effect: The caster is imbued with increased elemental damage strength.


 * Elemental Overload III

Effect: The caster is imbued with increased elemental damage strength.


 * Elemental Overload IV

Effect: The caster is imbued with increased elemental damage strength.


 * Elemental Overload V

Effect: The caster is imbued with increased elemental damage strength.


 * Elemental Overload VI

Effect: The caster is imbued with increased elemental damage strength.

Dervish

 * Dervish I

Effect: The caster whirls into action with rapidly accelerated attacks and casts for 10 seconds.


 * Dervish II

Effect: The caster whirls into action with rapidly accelerated attacks and casts for 12 seconds.


 * Dervish III

Effect: The caster whirls into action with rapidly accelerated attacks and casts for 14 seconds.


 * Dervish IV

Effect: The caster whirls into action with rapidly accelerated attacks and casts for 16 seconds.


 * Dervish V

Effect: The caster whirls into action with rapidly accelerated attacks and casts for 18 seconds.


 * Dervish VI

Effect: The caster whirls into action with rapidly accelerated attacks and casts for 20 seconds.

Fireball

 * Fireball I

Effect: Launches a slow-moving, explosive ball of flame from the caster's hand.


 * Fireball II

Effect: Launches a slow-moving, explosive ball of flame from the caster's hand.


 * Fireball III

Effect: Launches a slow-moving, explosive ball of flame from the caster's hand.


 * Fireball IV

Effect: Launches a slow-moving, explosive ball of flame from the caster's hand.


 * Fireball V

Effect: Launches a slow-moving, explosive ball of flame from the caster's hand.


 * Fireball VI

Effect: Launches a slow-moving, explosive ball of flame from the caster's hand.

Frost



 * Frost I

Effect: Fires three frost missiles that freeze all enemies within their 3 meters blast radius.


 * Frost II

Effect: Fires three frost missiles that freeze all enemies within their 3 meters blast radius.


 * Frost III

Effect: Fires three frost missiles that freeze all enemies within their 3 meters blast radius.


 * Frost IV

Effect: Fires three frost missiles that freeze all enemies within their 3 meters blast radius.


 * Frost V

Effect: Fires three frost missiles that freeze all enemies within their 3 meters blast radius.


 * Frost VI

Effect: Fires three frost missiles that freeze all enemies within their 3 meters blast radius.

Poison Cloud

 * Poison Cloud (level requirement: 18)

Effect: Blasts a noxious cloud of poison gas around the caster.

Summon Flaming Sword



 * Summon Flaming Sword I

Effect: Summons an enchanted flaming sword to attack your foes.


 * Summon Flaming Sword II

Effect: Summons an improved flaming sword to attack your foes.


 * Summon Flaming Sword III

Effect: Summons an improved flaming sword to attack your foes.


 * Summon Flaming Sword IV

Effect: Summons an improved flaming sword to attack your foes.


 * Summon Flaming Sword V

Effect: Summons an improved flaming sword to attack your foes.


 * Summon Flaming Sword VI

Effect: Summons an improved flaming sword to attack your foes.