The Book of Arcane is the most basic spell book, with no level 3 spells, and no familiar (until v3.5). It is also one of the only spell books with offensive spells that cannot harm the caster (except for Imps' self-destruct).
|Icon||Spell||Tier||Type||Number of Charges||Initial Charge Time/Recharge||Destruction Radius||Maximum Damage||Description|
|Arcane Arrow||1||Arrow||Infinite||0/1||Small||10x4 Arcane||Fires four homing arrows.|
|Arcane Bomb||1||Bomb/Arrow||Infinite||0/1||Medium||10x4 Arcane||A bomb which explodes as a 10 damage Arcane Flash and then releases three Arcane Arrows which always start by going slightly upwards from the explosion.|
|Arcane Tower||1||Tower||Infinite||0/5||Small||25hp||Initial: 25hp. Maximum: 100hp. Buffed by Arcane damage. Will "gate" with the caster. Absorbs glyphs.|
|Arcane Energiser||1||Personal||Infinite||0/5||N/A||N/A||Powers up each part of the caster's Arcane attacks by 5 damage for 5 turns.|
|Arcane Gate||1||Targeted||Infinite||0/5||N/A||N/A||Teleports the player to the target position.|
|Arcane Portal||1||Targeted||Infinite||0/5||N/A||N/A||Creates a two-way portal which will teleport one player, small minion (no larger than a player), or small object (projectiles such as a Comet, Meteor, or an expanded Mega Boulder, Flame Walls and Thunder Shock are also excluded) per turn. Only one per player may be active at a time.|
|Summon Imps||1||Arcane Minion||Infinite||0/5||N/A||N/A||Summons 3 Imps. Imps gain hp through Arcane damage (like Arcane Arrows or Arcane Flash) to a maximum of 250hp. Without Imp Destruction, they will just self-destruct and release all their energy.|
|Imp Destruction||1||Targeted/Arena||Infinite||0/1||Small-Massive||Total health of all imps (theoretical max 6000 or 9000 with Arcane Energizer)||All imps in the game first do an extremely low power arcane flash, then are converted into a number of arcane arrows proportional to each's individual health that converge at the target location. Unfortunately, they perish in the process.|
|Arcane Glyph||1||Personal||4||0/1||Small||10x10 Arcane||Creates a ring of 10 vibrant glyphs around the caster. It will only affect other players and minions.|
|Arcane Sigil||1||Targeted||4||0/1||Small||10x3 Arcane||Creates a triangle of three Arcane Glyphs at a selected location.|
|Arcane Flash||1||Personal||Infinite||0/1||Large||15 Arcane||Release a circle of energy around you with high knockback and land destruction.|
|Summon Dragon Egg||1||Arcane Minion||Infinite||0/5||N/A||N/A||Summons a dragon egg that can hatch into different stages of a dragon depending on its current health. Hatches into a hatchling if between 1HP-24HP, a Baby Dragon if between 25HP-149HP, and into a Flame Dragon, Storm Dragon, or Frost Dragon if it has 150HP. It can also hatch into a Steam Dragon if killed by a Clockwork Bomb.|
Familiar specific changes:
- Every other level (levels 1, 3 & 5) increases minion summon limit by 1 per level to a maximum of 7 slots.
- Level 1: Learn the spell Little Devil. Little Devil's cooldown is decreased by 1 for each Arcane familiar level you have.
- Level 2: Learn the spell Arcane Mist.
- Level 3: Arcane Tower starts with 50 hp.
- Level 5: Arcane Energizer is permanent (once used). Arcane Tower starts with 75 hp.
|Icon||Spell||Tier||Type||HP||Number of Charges||Initial Charge Time/Recharge||Destruction Radius||Maximum Damage||Spell Description|
|Little Devil||1||Arcane Minion||10||Infinite||7/3||N/A||N/A||If three weren't enough, here's another one. Does not end your turn.|
|Arcane Mist||2||Targeted||N/A||Infinite||0/5||N/A||15 Arcane per turn over 5 turns||Like Aura of Decay, only Arcane.|
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