Heal an adjacent unit by 2 HP.
Drain 2 HP at melee range. This spell is much stronger and castable while you're downed. If this kills a unit, revive with 50% hp.
Take 25 damage. You take an extra turn after this one. (This spell can't be cast on extra turns.)
An electric spell that increases its range and damage by 2 every turn, and its Stun chance by 10%.
An attack that hits all units in a straight line.
Inflict Bleed 10 on an adjacent unit. You can't use your weapon for the rest of the battle. (Castable once per battle.)
Every unit within your line of sight turns away from you.
Each unit turns to face you.
Loot 1-3 coins from a body... and possibly something else? (This might destroy the body)
Collect an adjacent pickup and gain +2 Luck instead of its normal effects.
Inflicts Sleep on units in an area.
Jump to a food pickup in range 4.
Dash forward one tile and attack with Knockback. This spell uses up your movement action.
Drop a boulder on an adjacent tile, damaging and displacing units it lands on.
Shoot an infinite-range projectile that can't miss.
Pull a pickup one tile toward you. (Castable once per turn.)
Your basic attack gains +1 range and area until the end of the turn.
Spend a coin to spawn a random pickup on a random tile. (Castable once per turn.)
Inflict Weakness on units in an area.
Give all of your mana to a unit in range 3.
Teleport in a straight line into a unit within your line of sight. Deal damage and displace it.
Inflict Marked on a unit.
Drop a boulder on an adjacent tile, damaging and displacing units it lands on.
Inflict Mana Leech 2 and Weakness 2 on all units within 3 tiles of you.
Inflict Madness on all enemies.
Deal 1 damage to a unit for each unique divisor in its current HP value.
Summon a mech suit that can be piloted. (Castable once per battle.)
Heal yourself for 8 HP and gain +8 Shield, All Stats Up 2, and Sleep 8.
Deal high damage in a cone.
Damage and throw each unit near you to random tiles.