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MAGIC & INCANTATIONS

How to Cast Spells in Expedition: Into Darkness

All 11 current Expedition: Into Darkness Demo spells: input sequences, effects, required schools and gem setups for a staff or tome.

VERSION SCOPE

Written for Steam Demo 1.0.10 · Build 25803784

Official patch released
Guide checked
Applies when
Your game shows Build 25803784

If your game shows a different Build, treat numbers, item relationships and map conditions here as version-limited and check the version page before relying on them. Check database version

QUICK ANSWER

The tool and its gems provide schools; the direction sequence chooses the spell.

Equip a Crowned Staff or A Toastmaster’s Tome and socket gems to add missing schools. Your character starts with 2 safe incantation slots; skills can increase that number. Gem sockets do not increase it.

SPELL QUICK REFERENCE

All 11 Demo Spells: Inputs, Schools & Effects

Crowned Staff · 1 gem socket · Built in: Astralism

The gem column shows one way to supply the missing schools. You also need enough safe incantation slots: the base character has 2.

Spell & effectInput / safe slotsRequired schoolsGem to add
Starlight

Summons an orbiting light that follows the caster for 300 seconds.

Damage, range & cost
Corruption cost
10
Duration (seconds)
300

Illumination; not a damage spell.

↑1 safe slotSchoolsAstralismGem to addNo gem needed
Minor Aetherbolt

Launches an arcane projectile that bursts on impact.

Damage, range & cost
Corruption cost
5
Base hit damage
25
Effect radius (m)
1

Magic

↑ ↑2 safe slotsSchoolsAstralismGem to addNo gem needed
Minor Aetherbolt

Launches a ground-following projectile that bursts on impact. It shares its displayed name with the ↑ ↑ spell; use the → → sequence for this version.

Damage, range & cost
Corruption cost
5
Base hit damage
25
Effect radius (m)
1

Magic

→ →2 safe slotsSchoolsElementalismGem to addVerdigris Emerald
Aetherbolt

Launches an arcane projectile. Its base hit damage and radius match Minor Aetherbolt.

Damage, range & cost
Corruption cost
10
Base hit damage
25
Effect radius (m)
1

Magic

↑ ↑ ↑3 safe slotsSchoolsAstralismGem to addNo gem needed
Flamebolt

Launches a seeking projectile that explodes on impact.

Damage, range & cost
Corruption cost
15
Base hit damage
75
Effect radius (m)
1.5

Impact damage; no separate fire or burning effect on this impact.

→ → →3 safe slotsSchoolsElementalismGem to addVerdigris Emerald
Frostbolt

Launches a seeking frost projectile that explodes on impact.

Damage, range & cost
Corruption cost
15
Base hit damage
50
Effect radius (m)
1.5

Frost

→ ← ←3 safe slotsSchoolsElementalism, AethermancyGem to addBlood-Diamond Brilliant
Levinbolt

Launches a lightning projectile that explodes on impact.

Damage, range & cost
Corruption cost
20
Base hit damage
50
Effect radius (m)
1

Impact damage; no separate Static damage property on this impact.

→ ↓ ↓3 safe slotsSchoolsElementalism, SanguimancyGem to addCarbuncle Cabochon
Congelation

Creates a frost shock around the caster.

Damage, range & cost
Corruption cost
20
Base hit damage
20
Effect radius (m)
5

Frost

↑ ↑ ↑ ←4 safe slotsSchoolsAstralism, Aethermancy, ElementalismGem to addBlood-Diamond Brilliant
Flamebreath

Sends a burst of flame forward; its impact explodes and applies burning.

Damage, range & cost
Corruption cost
25
Base hit damage
100
Effect radius (m)
2

Impact plus burning: 15 damage per tick, once per second, for 3 seconds.

→ → → ↑4 safe slotsSchoolsElementalism, AstralismGem to addVerdigris Emerald
Stupefaction

Creates a nearby radial shock that pushes affected targets.

Damage, range & cost
Corruption cost
20
Base hit damage
20
Effect radius (m)
7.5

Impact damage

↑ ↑ ↑ ↑4 safe slotsSchoolsAstralism, AethermancyGem to addMage's Amethyst
Calcination

Sweeps a scorching area forward and applies burning to targets it hits.

Damage, range & cost
Corruption cost
25
Base hit damage
10
Forward reach (m)
10

Initial hit plus burning: 15 damage per tick, once per second, for 3 seconds.

→ → ← ↑ →5 safe slotsSchoolsElementalism, Aethermancy, AstralismGem to addBlood-Diamond Brilliant

Which schools does each gem add?

Socket the gem in your casting tool. ↑ Astralism · → Elementalism · ↓ Sanguimancy · ← Aethermancy. The symbols below are available directions, not a spell sequence.

01

WHAT TO DO

Begin with a conduit, not a loose gem

A conduit is the item you equip and use to prepare an incantation. Crowned Staff and A Toastmaster’s Tome can both fill that role. Socketed gems add schools to the conduit, but finding a gem alone does not make every spell available.

Draw the conduit, enter directions with your magic-direction controls and use Attack to cast. Block clears the prepared sequence. If you changed bindings, follow the control settings shown by your game rather than a fixed keyboard assumption.

02

WHAT TO DO

Match schools to every symbol

A Crowned Staff needs no gem for Starlight (↑) or Minor Aetherbolt (↑ ↑). Flamebolt (→ → →) needs Elementalism. A spell can also require a school not shown by its arrows: Stupefaction uses only ↑, but needs both Astralism and Aethermancy. Follow the required-schools column.

Open the conduit’s interactive spell section and select gems. The page recalculates which spells are unlocked, which are blocked by a missing school, and which exceed the safe slot count. This is more reliable than assuming a gem’s rarity means it supports more spells.

03

WHAT TO DO

Safe slots and schools solve different problems

The base character starts with two safe incantation slots. Skill bonuses can increase this number. A conduit may supply every required school while the spell still needs more symbols than you can prepare safely.

Symbols beyond the safe slots can change while preparing the cast. If the final sequence does not match a spell, the game can produce a random spell. Separate the question ‘can I enter these schools?’ from ‘can I hold this many symbols safely?’ before taking a long incantation into a fight.

04

WHAT TO DO

Test one known spell at a time

Choose the shortest spell supported by the conduit and current safe slots, confirm its sequence on the item page, then test it in a safe situation. Only after that should you add a gem or try a longer mixed-school sequence. This makes a failure easier to diagnose.

Spell pages list the damage, range, duration and requirements currently available for that spell. Before casting, still check the target, terrain and teammate positions around you. Give area and lingering effects extra room during the first test.

OPEN RELATED PAGECharacter skill tree

BEFORE THE NEXT RUN

Check these four things before you leave

  1. Equip and draw a conduit shown on the item page.
  2. Match every direction to an available school.
  3. Keep the sequence within safe slots when possible.
  4. Test the shortest known spell before adding complexity.

One last check before you leave

Check inventory counts, remaining durability, learned recipes, quest progress, random spawns and whether the intended route is open. Doing this before spending materials or setting off can save a wasted trip.