The adventurer’s library

Forgotten Stories Spells: Runes, Effects & How to Cast

Forgotten Stories spells can turn a crowded fight in your favor: burn through enemies, set up elemental combos, protect allies, and recover from dangerous wounds. Start with a few reliable rune patterns, then build toward the Books that unlock the magic you want to use.

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Find Forgotten Stories spells

Find Forgotten Stories spells by their base rune patterns and effects. Check the Book link to learn a spell; fitting its rune count is only one part of casting it.

24 of 24

Showing 24 of 24 spells

Water Shoot rune pattern Click to enlarge
Water Shoot rune pattern
Water Shoot

Water · 2 base runes

DamageDebuff

Starter spell
Gust Hit rune pattern Click to enlarge
Gust Hit rune pattern
Gust Hit

Wind · 2 base runes

Damage

Starter spell
Pebble Throw rune pattern Click to enlarge
Pebble Throw rune pattern
Pebble Throw

Earth · 2 base runes

DamageDebuff

Starter spell
Fire Ember rune pattern Click to enlarge
Fire Ember rune pattern
Fire Ember

Fire · 2 base runes

DamageDebuff

Starter spell
Chaos Spark rune pattern Click to enlarge
Chaos Spark rune pattern
Chaos Spark

Chaos · 2 base runes

DamageDebuff

Starter spell
Mend rune pattern Click to enlarge
Mend rune pattern
Mend

Order · 2 base runes

Healing

Starter spell
Void Bolt rune pattern Click to enlarge
Void Bolt rune pattern
Void Bolt

Void · 2 base runes

Damage

Starter spell
Cleansing Waters rune pattern Click to enlarge
Cleansing Waters rune pattern
Cleansing Waters

Water · Order · 6 base runes

HealingBuff

Learn through Small Sea →
Blizzard rune pattern Click to enlarge
Blizzard rune pattern
Blizzard

Water · Wind · 7 base runes

Damage

Learn through Hailreign Chronicles →
Icicle rune pattern Click to enlarge
Icicle rune pattern
Icicle

Water · Wind · 4 base runes

DamageDebuff

Learn through Hailreign Chronicles →
Bloom rune pattern Click to enlarge
Bloom rune pattern
Bloom

Water · Earth · Order · 6 base runes

HealingBuff

Learn through Living Garden →
Fragrance rune pattern Click to enlarge
Fragrance rune pattern
Fragrance

Water · Wind · Earth · Order · 6 base runes

HealingBuff

Learn through Living Garden →
Boiling Burst rune pattern Click to enlarge
Boiling Burst rune pattern
Boiling Burst

Water · Fire · 5 base runes

Damage

Learn through Pressure Chamber →
Cursed Incineration rune pattern Click to enlarge
Cursed Incineration rune pattern
Cursed Incineration

Fire · Order · Void · 7 base runes

DamageDebuff

Learn through War Crematory →
Veinmelt rune pattern Click to enlarge
Veinmelt rune pattern
Veinmelt

Water · Fire · Void · 6 base runes

Damage

Learn through Boiling Blood →
Chaos Chain rune pattern Click to enlarge
Chaos Chain rune pattern
Chaos Chain

Earth · Fire · Chaos · 4 base runes

DamageDebuff

Learn through Chaostatic →
Skystruck rune pattern Click to enlarge
Skystruck rune pattern
Skystruck

Water · Earth · Chaos · 9 base runes

DamageDebuff · Dazed on critical cast

Learn through Chaostatic →
Gustwalker rune pattern Click to enlarge
Gustwalker rune pattern
Gustwalker

Wind · Chaos · Order · 5 base runes

Buff

Learn through Unstoppable Wind →
Bloodwire rune pattern Click to enlarge
Bloodwire rune pattern
Bloodwire

Order · Void · 6 base runes

DamageDebuff

Learn through Bloodwired Tome →
Earth Mantle rune pattern Click to enlarge
Earth Mantle rune pattern
Earth Mantle

Earth · Order · 4 base runes

Buff

Learn through Terraformer →
Fire Infusion rune pattern Click to enlarge
Fire Infusion rune pattern
Fire Infusion

Fire · Order · 4 base runes

Buff

Learn through Arts of Infusion →
Water Infusion rune pattern Click to enlarge
Water Infusion rune pattern
Water Infusion

Water · Order · 4 base runes

Buff

Learn through Arts of Infusion →
Earth Infusion rune pattern Click to enlarge
Earth Infusion rune pattern
Earth Infusion

Earth · Order · 4 base runes

Buff

Learn through Arts of Infusion →
Wind Infusion rune pattern Click to enlarge
Wind Infusion rune pattern
Wind Infusion

Wind · Order · 4 base runes

Buff

Learn through Arts of Infusion →
Spell collection24 Forgotten Stories spells

Choose from 7 starter options and 17 Book-unlocked Forgotten Stories spells.

Find your next spellPattern → effect

Match rune patterns, affinities, and Forgotten Stories spells to your loadout.

Make each slot count+30% base damage

Each extra rune strengthens damaging Forgotten Stories spells beyond their base pattern.

Fire Ember in Forgotten Stories
Fire Ember: a reliable starter choice among Forgotten Stories spells.
Cleansing Waters in Forgotten Stories
Cleansing Waters: bring vital recovery to your roster of Forgotten Stories spells.
Blizzard in Forgotten Stories
Blizzard: compare its pattern before planning your rune slots.

This guide covers 24 Forgotten Stories spells: 7 starter spells and 17 spells unlocked through Books. Find rune patterns, effects, critical-cast bonuses, and book requirements below, followed by practical combinations for damage and party support.


How to Cast Forgotten Stories Spells

To prepare your Forgotten Stories spells, open the bookshelf outside combat, choose Spell, and check its rune pattern. In battle, enter that pattern and choose your target. For the full controls, equipment rules, and troubleshooting steps, use the Forgotten Stories spellcasting guide.

Extra runes add 30% base damage each to offensive spells or one turn each to buffs. Compare the effects below before choosing which spell to enhance.

Watch & try it

Watch Forgotten Stories spells take shape

How to Cast Every Spell in Forgotten Stories thumbnail
By steeb3:39
Spells

How to Cast Every Spell in Forgotten Stories

See rune patterns and Forgotten Stories spells in motion, then use the tables to choose what to learn next.

Forgotten Stories Starter Spells

All adventurers begin their journey with 7 foundational Forgotten Stories spells representing the core elemental forces. These require zero book unlocks and serve as your primary engine for leveling up elemental affinities early in a run.

Quick comparison: 7 starter spells
Spell Element / Affinity Base Role & Status Effects Scaling Drivers Rune Pattern Diagram
Water Shoot Water Deals Water damage and inflicts Vulnerable (+20% incoming damage). Rune Amount & Water Affinity Water Shoot Pattern
Gust Hit Wind Deals direct Wind damage. Reliable, low-commitment projectile. Rune Amount & Wind Affinity Gust Hit Pattern
Pebble Throw Earth Deals Earth damage and inflicts Dazed (-30% dodge & parry frames; stacks toward Stun). Rune Amount & Earth Affinity Pebble Throw Pattern
Fire Ember Fire Deals Fire damage and inflicts Ablaze (3 damage + 1.5% current HP per turn, capped at 6). Rune Amount & Fire Affinity Fire Ember Pattern
Chaos Spark Chaos Deals Chaos damage and inflicts Exposed (-3 Defense points). Rune Amount & Chaos Affinity Chaos Spark Pattern
Mend Order Heals a target up to the 15 HP cast cap; reduces Bleed by 2. Target Incoming Healing affects HP received Mend Pattern
Void Bolt Void Deals Void damage. Rune Amount & Void Affinity Void Bolt Pattern
Starter spell

Water Shoot

Water
Water Shoot rune pattern Click to enlarge
Water Shoot rune pattern

Spell effect

Deals Water damage and inflicts Vulnerable (+20% incoming damage).

Grows with

Rune Amount & Water Affinity

Starter spell

Gust Hit

Wind
Gust Hit rune pattern Click to enlarge
Gust Hit rune pattern

Spell effect

Deals direct Wind damage. Reliable, low-commitment projectile.

Grows with

Rune Amount & Wind Affinity

Starter spell

Pebble Throw

Earth
Pebble Throw rune pattern Click to enlarge
Pebble Throw rune pattern

Spell effect

Deals Earth damage and inflicts Dazed (-30% dodge & parry frames; stacks toward Stun).

Grows with

Rune Amount & Earth Affinity

Starter spell

Fire Ember

Fire
Fire Ember rune pattern Click to enlarge
Fire Ember rune pattern

Spell effect

Deals Fire damage and inflicts Ablaze (3 damage + 1.5% current HP per turn, capped at 6).

Grows with

Rune Amount & Fire Affinity

Starter spell

Chaos Spark

Chaos
Chaos Spark rune pattern Click to enlarge
Chaos Spark rune pattern

Spell effect

Deals Chaos damage and inflicts Exposed (-3 Defense points).

Grows with

Rune Amount & Chaos Affinity

Starter spell

Mend

Order
Mend rune pattern Click to enlarge
Mend rune pattern

Spell effect

Starter restoration spell that heals a single targeted party member up to a cap of 15 HP on cast (scaled by the recipient's Incoming Healing modifier) and removes 2 Bleed stacks.

Grows with

Healing has a 15 HP cast cap; the target’s Incoming Healing affects HP received.

Starter spell

Void Bolt

Void
Void Bolt rune pattern Click to enlarge
Void Bolt rune pattern

Spell effect

Deals Void damage.

Grows with

Rune Amount & Void Affinity

Tactical Starter Spell Breakdown

  • Water Shoot: Applying Vulnerable grants a flat +20% boost to all incoming damage taken by the target. Opening a fight with Water Shoot sets up high-damage physical weapon skills or secondary spells for devastating burst rounds.
  • Gust Hit: A snappy, low-cost offensive blast. It serves as your primary tool for building Wind Affinity toward advanced mobility grimoires like Unstoppable Wind.
  • Pebble Throw: Inflicts Dazed, which shrinks the target's dodge and parry frames by 30%. At 5 stacks on regular monsters (or 15 stacks on bosses), Dazed purges completely and converts into a multi-turn Stun, shutting down enemy action entirely.
  • Fire Ember: Applies Ablaze, delivering steady turn-by-turn health burn while creating the essential primer for steam explosions and vein melts later in your run.
  • Chaos Spark: Inflicts Exposed, stripping away 3 flat defense points from the target. Against armored elites, this allows your melee companions to punch through heavy resistances.
  • Mend: Mend is a starter single-target healing spell that restores vitality to a selected party member and reduces Bleed by 2 stacks. Healing output is capped at 15 HP on cast. While rune stats and critical casts do not uncap this threshold, the actual health received is subject to the recipient's Incoming Healing attribute.
  • Void Bolt: Deals Void damage scaling directly with Void Affinity and extra runes, serving as the cornerstone damage spell for dark magic archetypes.

Forgotten Stories Spells Unlocked Through Books

Many advanced Forgotten Stories spells come from Books with elemental affinity requirements. Meet the requirements and sign the Book with Ink during your run to learn its spells. Writing that Book with Ink Shards in the lobby lowers its requirements for future attempts, helping you reach your favorite combinations earlier.

Quick comparison: 17 Book spells
Spell Elements Source Book Normal Cast Effect Critical Cast Bonus Rune Pattern Diagram
Cleansing Waters Order / Water Small Sea Heals ally; reduces most debuffs by 3 stacks; applies Regen +3. Reduces debuffs by 5 stacks; Regen +4; purges Infection, Deepwound, and Venomed. Cleansing Waters Pattern
Blizzard Water / Wind Hailreign Chronicles Unleashes 5 hits of Water and Wind damage against all enemies (AoE). Adds a 6th strike (6 hits per enemy). Blizzard Pattern
Icicle Wind / Water Hailreign Chronicles Deals Water and Wind damage; applies Chilled +2. Inflicts an additional stack of Chilled (+3 total). Icicle Pattern
Bloom Order / Earth / Water / Wind Living Garden Heals ally; applies Aroma +2, Regen +2, and Lucky +2. Grants +1 additional stack of Aroma and Regeneration (+3 each). Bloom Pattern
Fragrance Order / Earth / Water / Wind Living Garden Grants Aroma +4 and Regen +4 to all party members. Grants +1 additional stack of Aroma and Regeneration to all allies (+5 each). Fragrance Pattern
Boiling Burst Fire / Water Pressure Chamber Deals 5 Water hits to target; consumes Ablaze to trigger an AoE steam blast. Adds a 6th strike (6 hits total). Boiling Burst Pattern
Cursed Incineration Fire / Void War Crematory Deals Void and Fire damage; inflicts Cursed Flame +4. Applies an additional stack of Cursed Flame (+5 total). Cursed Incineration Pattern
Veinmelt Water / Fire / Void Boiling Blood Deals slight Void damage; consumes pairs of Ablaze + Bleed for +8 bonus damage each. Refunds 1 stack of Ablaze and 1 stack of Bleed. Veinmelt Pattern
Chaos Chain Chaos / Earth Chaostatic Deals Chaos damage; applies Chaostatic +3. Applies an additional Chaostatic stack (+4 total). Chaos Chain Pattern
Skystruck Chaos / Earth Chaostatic Deals Chaos damage to all enemies afflicted with Chaostatic. Inflicts an additional Dazed +2 to all targets hit. Skystruck Pattern
Gustwalker Wind Unstoppable Wind Grants Gust Walker stance (+0.5 Speed, +15% dodge window, -15% dodge cooldown) to ally. Grants +1 stack of Swift (+0.5 Speed) to target. Gustwalker Pattern
Bloodwire Order / Void Bloodwired Tome Deals Void and Slash damage; inflicts Bloodwired +3 (2x Bleed dmg, halts bleed decay, doubles cap). Applies an additional stack of Bloodwired (+4 total). Bloodwire Pattern
Earth Mantle Earth / Order Terraformer Applies Earth Mantle +3 ward to ally (grants immunity to most status effects and +2 defense). Applies an additional stack of Earth Mantle (+4 total). Earth Mantle Pattern
Fire Infusion Order / Fire Arts of Infusion Applies Fire Infused +3 to ally (weapons deal Fire damage and inflict Ablaze). Applies an additional stack of Fire Infused (+4 total). Fire Infusion Pattern
Water Infusion Order / Water Arts of Infusion Applies Water Infused +3 to ally (weapons deal Water damage and gain +1 Penetration). Applies an additional stack of Water Infused (+4 total). Water Infusion Pattern
Earth Infusion Order / Earth Arts of Infusion Applies Earth Infused +3 to ally (weapons deal Earth damage and inflict Dazed). Applies an additional stack of Earth Infused (+4 total). Earth Infusion Pattern
Wind Infusion Wind / Order Arts of Infusion Applies Wind Infused +3 to ally (weapons deal Wind damage and grant +0.4 Speed). Applies an additional stack of Wind Infused (+4 total). Wind Infusion Pattern
Book spell

Cleansing Waters

Order / Water
Cleansing Waters rune pattern Click to enlarge
Cleansing Waters rune pattern

Spell effect

Heals ally; reduces most debuffs by 3 stacks; applies Regen +3.

Critical cast

Reduces debuffs by 5 stacks; Regen +4; purges Infection, Deepwound, and Venomed.

Learn through Small Sea →

Before writing
Reach 10 Order and Water Affinity
After writing
Reach 7 Order and Water Affinity
WRITE / SIGN
200 Ink Shards / 100 Ink
Book spell

Blizzard

Water / Wind
Blizzard rune pattern Click to enlarge
Blizzard rune pattern

Spell effect

Unleashes 5 hits of Water and Wind damage against all enemies (AoE).

Critical cast

Adds a 6th strike (6 hits per enemy).

Learn through Hailreign Chronicles →

Before writing
Reach 15 Wind and 10 Water Affinity.
After writing
Reach 12 Wind and 7 Water Affinity.
WRITE / SIGN
200 Ink Shards / 100 Ink
Book spell

Icicle

Wind / Water
Icicle rune pattern Click to enlarge
Icicle rune pattern

Spell effect

Deals Water and Wind damage; applies Chilled +2.

Critical cast

Inflicts an additional stack of Chilled (+3 total).

Learn through Hailreign Chronicles →

Before writing
Reach 15 Wind and 10 Water Affinity.
After writing
Reach 12 Wind and 7 Water Affinity.
WRITE / SIGN
200 Ink Shards / 100 Ink
Book spell

Bloom

Order / Earth / Water / Wind
Bloom rune pattern Click to enlarge
Bloom rune pattern

Spell effect

Heals ally; applies Aroma +2, Regen +2, and Lucky +2.

Critical cast

Grants +1 additional stack of Aroma and Regeneration (+3 each).

Learn through Living Garden →

Before writing
Reach 10 points in Earth and Order, 5 in Water and Wind Affinity. Defeat an Aggrovant.
After writing
Reach 7 points in Earth and Order, 4 in Water and Wind Affinity.
WRITE / SIGN
200 Ink Shards / 100 Ink
Book spell

Fragrance

Order / Earth / Water / Wind
Fragrance rune pattern Click to enlarge
Fragrance rune pattern

Spell effect

Grants Aroma +4 and Regen +4 to all party members.

Critical cast

Grants +1 additional stack of Aroma and Regeneration to all allies (+5 each).

Learn through Living Garden →

Before writing
Reach 10 points in Earth and Order, 5 in Water and Wind Affinity. Defeat an Aggrovant.
After writing
Reach 7 points in Earth and Order, 4 in Water and Wind Affinity.
WRITE / SIGN
200 Ink Shards / 100 Ink
Book spell

Boiling Burst

Fire / Water
Boiling Burst rune pattern Click to enlarge
Boiling Burst rune pattern

Spell effect

Deals 5 Water hits to target; consumes Ablaze to trigger an AoE steam blast.

Critical cast

Adds a 6th strike (6 hits total).

Learn through Pressure Chamber →

Before writing
Reach 10 Fire and Water Affinity
After writing
Reach 7 Fire and Water Affinity
WRITE / SIGN
200 Ink Shards / 100 Ink
Book spell

Cursed Incineration

Fire / Void
Cursed Incineration rune pattern Click to enlarge
Cursed Incineration rune pattern

Spell effect

Deals Void and Fire damage; inflicts Cursed Flame +4.

Critical cast

Applies an additional stack of Cursed Flame (+5 total).

Learn through War Crematory →

Before writing
Reach 10 Void and Fire Affinity
After writing
Reach 7 Void and Fire Affinity
WRITE / SIGN
200 Ink Shards / 100 Ink
Book spell

Veinmelt

Water / Fire / Void
Veinmelt rune pattern Click to enlarge
Veinmelt rune pattern

Spell effect

Deals slight Void damage; consumes pairs of Ablaze + Bleed for +8 bonus damage each.

Critical cast

Refunds 1 stack of Ablaze and 1 stack of Bleed.

Learn through Boiling Blood →

Before writing
Reach 10 Water, Void, and Fire Affinity
After writing
Reach 7 Water, Void, and Fire Affinity
WRITE / SIGN
200 Ink Shards / 100 Ink
Book spell

Chaos Chain

Chaos / Earth
Chaos Chain rune pattern Click to enlarge
Chaos Chain rune pattern

Spell effect

Deals Chaos damage and applies Chaostatic +3 to the target.

Critical cast

Applies one additional stack of Chaostatic, for 4 stacks in total.

Learn through Chaostatic →

Before writing
Reach 15 Chaos and 10 Earth Affinity
After writing
Reach 12 Chaos and 7 Earth Affinity
WRITE / SIGN
200 Ink Shards / 100 Ink
Book spell

Skystruck

Chaos / Earth
Skystruck rune pattern Click to enlarge
Skystruck rune pattern

Spell effect

Deals Chaos damage to all enemies afflicted with Chaostatic.

Critical cast

Inflicts an additional Dazed +2 to all targets hit.

Learn through Chaostatic →

Before writing
Reach 15 Chaos and 10 Earth Affinity
After writing
Reach 12 Chaos and 7 Earth Affinity
WRITE / SIGN
200 Ink Shards / 100 Ink
Book spell

Gustwalker

Wind
Gustwalker rune pattern Click to enlarge
Gustwalker rune pattern

Spell effect

Grants Gust Walker stance (+0.5 Speed, +15% dodge window, -15% dodge cooldown) to ally.

Critical cast

Grants +1 stack of Swift (+0.5 Speed) to target.

Learn through Unstoppable Wind →

Before writing
Reach 10 Wind Affinity and 10 Weapon Mastery
After writing
Reach 7 Wind Affinity and 7 Weapon Mastery
WRITE / SIGN
200 Ink Shards / 100 Ink
Book spell

Bloodwire

Order / Void
Bloodwire rune pattern Click to enlarge
Bloodwire rune pattern

Spell effect

Deals Void and Slash damage; inflicts Bloodwired +3 (2x Bleed dmg, halts bleed decay, doubles cap).

Critical cast

Applies an additional stack of Bloodwired (+4 total).

Learn through Bloodwired Tome →

Before writing
Reach 15 Void Affinity, 10 Order Affinity, and Defeat Carcass and Carnage
After writing
Reach 12 Void Affinity, 7 Order Affinity
WRITE / SIGN
300 Ink Shards / 150 Ink
Book spell

Earth Mantle

Earth / Order
Earth Mantle rune pattern Click to enlarge
Earth Mantle rune pattern

Spell effect

Applies Earth Mantle +3 ward to ally (grants immunity to most status effects and +2 defense).

Critical cast

Applies an additional stack of Earth Mantle (+4 total).

Learn through Terraformer →

Before writing
Reach 10 Earth and Order Affinity
After writing
Reach 7 Earth and Order Affinity
WRITE / SIGN
150 Ink Shards / 75 Ink
Book spell

Fire Infusion

Order / Fire
Fire Infusion rune pattern Click to enlarge
Fire Infusion rune pattern

Spell effect

Applies Fire Infused +3 to ally (weapons deal Fire damage and inflict Ablaze).

Critical cast

Applies an additional stack of Fire Infused (+4 total).

Learn through Arts of Infusion →

Before writing
Reach 10 Order Affinity and 5 Fire, Water, Earth, and Wind Affinity
After writing
Reach 7 Order Affinity and 4 Fire, Water, Earth, and Wind Affinity
WRITE / SIGN
200 Ink Shards / 100 Ink
Book spell

Water Infusion

Order / Water
Water Infusion rune pattern Click to enlarge
Water Infusion rune pattern

Spell effect

Applies Water Infused +3 to ally (weapons deal Water damage and gain +1 Penetration).

Critical cast

Applies an additional stack of Water Infused (+4 total).

Learn through Arts of Infusion →

Before writing
Reach 10 Order Affinity and 5 Fire, Water, Earth, and Wind Affinity
After writing
Reach 7 Order Affinity and 4 Fire, Water, Earth, and Wind Affinity
WRITE / SIGN
200 Ink Shards / 100 Ink
Book spell

Earth Infusion

Order / Earth
Earth Infusion rune pattern Click to enlarge
Earth Infusion rune pattern

Spell effect

Applies Earth Infused +3 to ally (weapons deal Earth damage and inflict Dazed).

Critical cast

Applies an additional stack of Earth Infused (+4 total).

Learn through Arts of Infusion →

Before writing
Reach 10 Order Affinity and 5 Fire, Water, Earth, and Wind Affinity
After writing
Reach 7 Order Affinity and 4 Fire, Water, Earth, and Wind Affinity
WRITE / SIGN
200 Ink Shards / 100 Ink
Book spell

Wind Infusion

Wind / Order
Wind Infusion rune pattern Click to enlarge
Wind Infusion rune pattern

Spell effect

Applies Wind Infused +3 to ally (weapons deal Wind damage and grant +0.4 Speed).

Critical cast

Applies an additional stack of Wind Infused (+4 total).

Learn through Arts of Infusion →

Before writing
Reach 10 Order Affinity and 5 Fire, Water, Earth, and Wind Affinity
After writing
Reach 7 Order Affinity and 4 Fire, Water, Earth, and Wind Affinity
WRITE / SIGN
200 Ink Shards / 100 Ink

Forgotten Stories Spells: Healing and Crowd Control

Cleansing Waters: The Essential Status Lifeline

Among recovery-focused Forgotten Stories spells, Cleansing Waters is a strong pick for an Order/Water support build. It combines healing and Regeneration with debuff removal, while its critical cast clears three especially dangerous conditions.

Obtainment & Book Requirements

  • Grimoire: Small Sea (Small Sea guide)
  • Unwritten Requirements: Reach 10 Order Affinity and 10 Water Affinity.
  • Written Requirements: Reach 7 Order Affinity and 7 Water Affinity.
  • Crafting & Study Costs: 200 Ink Shards to write in the Library; 100 Ink to sign in-run.
  • Book Stat Bonuses: Outgoing Healing +5%, Water Damage +5%.

Standard Cast vs. Critical Cast Mechanics

Healing Forgotten Stories spells reward close attention to critical effects. Cleansing Waters changes in three useful ways:

  • Standard Cast: Heals a targeted ally, reduces most active debuffs by 3 stacks, and applies Regeneration +3 (+3 health restored per turn).
  • Critical Cast: Reduces active debuffs by 5 stacks, boosts Regeneration to +4, and completely removes three lethal conditions that ordinary healing cannot purge:
    • Infection: Untreated Infection can cost your character an arm. A Purging Vial is the item cure; critical Cleansing Waters gives your party a magical option.
    • Deepwound: Inflicts continuous damage until cured, worsens into Infection if neglected, and causes instant death from blood loss if knocked down. Normally, it requires a Sterilized Bandage.
    • Venomed: A virulent toxin draining health each round, normally requiring an Antidote.

Cleansing Waters is one of the Forgotten Stories spells to plan around when your party needs both healing and condition removal. Keep item cures ready for casts that do not crit.


Blizzard: Total Arena Domination & Freeze Control

For Forgotten Stories spells that hit an entire enemy group, Blizzard provides unmatched area-of-effect suppression and multi-hit elemental damage.

Obtainment & Book Requirements

  • Grimoire: Hailreign Chronicles (Hailreign Chronicles guide)
  • Unwritten Requirements: Reach 15 Wind Affinity and 10 Water Affinity.
  • Written Requirements: Reach 12 Wind Affinity and 7 Water Affinity.
  • Crafting & Study Costs: 200 Ink Shards to write; 100 Ink to sign.
  • Book Stat Bonuses: Wind Damage +5%, Water Damage +5%.

Multi-Hit Pressure & Freezing Synergies

  • Standard Cast: Deals 5 hits of split Water and Wind damage to every enemy in the encounter.
  • Critical Cast: Adds a 6th strike, delivering 6 hits to each enemy.

What elevates Blizzard among offensive Forgotten Stories spells for crowd control is its synergy with the passive trait from Hailreign Chronicles: all Water and Wind attacks gain a 65% chance to inflict Chilled.

  • Chilled reduces Speed by 0.3 and increases incoming Water and Wind damage by 10%.
  • At 5 Chilled stacks on a regular enemy, Chilled is consumed to apply Frozen +3. Bosses require 15 Chilled and receive Frozen +2. Frozen prevents acting but breaks when the target is hit, so coordinate your follow-up attacks instead of expecting an uninterrupted three-turn freeze. With five hits per target—or six on a critical—Blizzard pairs well with Hailreign Chronicles for spreading Chilled. Use that pressure to help your team recover, focus a dangerous enemy, or prepare the next combo.

Forgotten Stories Spells: Elemental Combos

Steam Explosions: Fire Ember into Boiling Burst

Pairing Fire and Water Forgotten Stories spells lets your team turn an Ablaze setup into an area burst:

  1. Cast Fire Ember to afflict the primary target with stacks of Ablaze.
  2. Follow up with Boiling Burst from Pressure Chamber.
  3. Boiling Burst delivers 5 focused Water strikes (6 on a Critical Cast). Because the enemy is burning, it consumes the Ablaze stacks to detonate an immediate steam explosion, dealing heavy area-of-effect damage to all nearby foes.

Blood Ignition: Bleed Weapons into Veinmelt

Bleed-heavy weapons give your Forgotten Stories spells another way to deal damage through Boiling Blood:

  1. Inflict Bleed through physical weapon skills while setting the target Ablaze with Fire magic.
  2. Cast Veinmelt. Every paired stack of Ablaze and Bleed consumed by Veinmelt inflicts +8 flat bonus damage.
  3. Landing a Critical Cast on Veinmelt refunds 1 stack each of Ablaze and Bleed, allowing you to sustain the combustion loop across subsequent rounds.

The Four Infusions: Frontline Weapon Enchanting

Through Arts of Infusion, a support caster can turn physical fighters into elemental powerhouses:

  • Fire Infusion: Imbues weapon attacks with Fire damage and inflicts Ablaze.
  • Water Infusion: Imbues weapon attacks with Water damage and grants +1 Penetration (PEN).
  • Earth Infusion: Imbues weapon attacks with Earth damage and inflicts Dazed.
  • Wind Infusion: Imbues weapon attacks with Wind damage and boosts user Speed by +0.4.

These four Forgotten Stories spells apply +3 infusion stacks on a standard cast and +4 on a critical cast. Use them to bring elemental effects to your frontline’s weapon attacks.


Choosing Forgotten Stories Spells for Your Build

Plan your Forgotten Stories spells around the Books you want to unlock. Weapon and elemental affinities share a 35-point budget. Pick the spell Books you want first, then plan their requirements with the stats and skill points guide. For rune capacity and casting equipment, follow the spellcasting guide.

Chaos Chain → Skystruck: Use Chaos Chain to apply Chaostatic, then follow with Skystruck to hit enemies carrying that status. Both Forgotten Stories spells come from the Chaostatic Book, giving you the setup and follow-up from one unlock.

Forgotten Stories Spells FAQ

How do I check my spell runes during an active run?

When outside of combat, click the bookshelf icon located in the bottom-left corner of your screen, then click the Spell button. This opens your full catalog of unlocked Forgotten Stories spells and displays their exact rune sequences.

Can I cast spells while using a bow or a two-handed weapon?

Bows are an explicit exception to the two-handed weapon rule: you can cast spells freely while wielding a bow. However, wielding two-handed melee weapons or claws binds or occupies your hands, disabling spellcasting entirely. One-handed weapons, staves, and wands allow regular casting.

How does Cleansing Waters cure Infection and Deepwound?

Among defensive Forgotten Stories spells, a standard cast of Cleansing Waters only reduces debuffs by 3 stacks and applies Regeneration. Only a Critical Cast purges Infection, Deepwound, and Venomed. Normal casts will not remove these severe conditions.

Can Infection actually cause my character to lose an arm?

Yes. Untreated Infection can cause arm loss, which affects your equipment options. Cure it with a Purging Vial or a critical Cleansing Waters cast before that happens.

What exact bonuses do extra runes provide when casting?

For damaging Forgotten Stories spells, each rune beyond the base pattern adds +30% base damage. Buff spells gain +1 turn duration per extra rune. Extra runes also award bonus Runesight experience.

What does the Dazed status effect do to enemies?

Inflicted by certain Forgotten Stories spells, Dazed does not lower enemy accuracy; instead, it reduces dodge and parry frames by 30%. Reaching 5 stacks on a normal monster (or 15 on a boss) consumes all stacks to trigger a multi-turn Stun.

Can I permanently cast spells I rolled using the Tome of Dreams?

No. The Dreamer Inheritance grants random in-combat rolls through the Tome of Dreams, but does not permanently teach you those Forgotten Stories spells. To reliably cast any spell, you must unlock its Book and fulfill affinity requirements during the run.


Build Around Your Forgotten Stories Spells


Forgotten Stories spells: sources and original attachments

Sources:the Forgotten Stories Trello and Magic and Spells FAQ. Updated September 7, 2026.

Turn these spell unlocks into a Chaos Mage or Garden Support loadout. Explore Forgotten Stories builds and plan your stats →