Choose from 7 starter options and 17 Book-unlocked Forgotten Stories spells.
Match rune patterns, affinities, and Forgotten Stories spells to your loadout.
Each extra rune strengthens damaging Forgotten Stories spells beyond their base pattern.



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 Forgotten Stories spells take shape

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 |
Water Shoot
Spell effect
Deals Water damage and inflicts Vulnerable (+20% incoming damage).
Grows with
Rune Amount & Water Affinity
Gust Hit
Spell effect
Deals direct Wind damage. Reliable, low-commitment projectile.
Grows with
Rune Amount & Wind Affinity
Pebble Throw
Spell effect
Deals Earth damage and inflicts Dazed (-30% dodge & parry frames; stacks toward Stun).
Grows with
Rune Amount & Earth Affinity
Fire Ember
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
Chaos Spark
Spell effect
Deals Chaos damage and inflicts Exposed (-3 Defense points).
Grows with
Rune Amount & Chaos Affinity
Mend
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.
Void Bolt
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 |
Cleansing Waters
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
Blizzard
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
Icicle
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
Bloom
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
Fragrance
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
Boiling Burst
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
Cursed Incineration
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
Veinmelt
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
Chaos Chain
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
Skystruck
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
Gustwalker
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
Bloodwire
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
Earth Mantle
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
Fire Infusion
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
Water Infusion
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
Earth Infusion
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
Wind Infusion
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:
- Cast Fire Ember to afflict the primary target with stacks of Ablaze.
- Follow up with Boiling Burst from Pressure Chamber.
- 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:
- Inflict Bleed through physical weapon skills while setting the target Ablaze with Fire magic.
- Cast Veinmelt. Every paired stack of Ablaze and Bleed consumed by Veinmelt inflicts +8 flat bonus damage.
- 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 Books Catalog — Complete requirements, Library writing costs, and signing rules for all grimoires.
- Forgotten Stories Weapons Guide — Compare staves, wands, bows, and one-handed weapons suited for mages.
- Stats & Skill Points Guide — Manage the 35 shared affinity cap, stat locks, and Runesight growth.
- Healing & Status Effects Guide — Detailed medical treatments for Infection, Deepwound, Bleed, and Venom.
- Inheritances Overview — Explore the spellcasting benefits of The Dreamer and other origins.
- Inheritance Tier List — Compare Inheritance choices for different playstyles.
- Official Trello Board — Track ongoing balance adjustments and upcoming content updates.
Forgotten Stories spells: sources and original attachments
Sources:the Forgotten Stories Trello and Magic and Spells FAQ. Updated September 7, 2026.