Aspectual Magic is the main school of spells in Tensura: Reincarnated, with 74 spells split across 15 elements and types, from attacks like Fire Ball and Thunder to Healing and Warp Portal. You’ll learn them from
Magic Tomes, they cost Magicule to cast, and every one of them is cast by holding its key for a few seconds before it goes off.
Magic will sit alongside your skills rather than replacing them, so any race is able to learn it, and unlike skills, it won’t cost you anything from your Maximum Magicule to learn. The other two schools, which are Spiritual magic from spirits and Summoning magic, have pages of their own, Spiritual Magic and Summoning Magic.
How to Get Magic
Using a Magic Tome will teach you the spell that’s written on it, so you’ll need to hold right-click for at least half a second and then let go. The spell arrives in its learning state, so you’ll still need to put it in a slot and press it until it reaches 100 learn points, and each of those presses costs twice the spell’s normal Magicule.

Magic Tomes come from Wizard Tower chests and from Dwarves, and each kind of tower leans toward its own element. Every tower’s chests are also able to hold the rare epic tomes, which have the biggest spells in them, like Explosion, Hypnos and Reincarnation.
| Tower | Elements Found There |
|---|---|
| Ruined Wizard Tower | Wind, Lightning and Space, like Wind Cutter, Thunder and Warp Portal |
| Burnt Wizard Tower | Fire, plus Analyze, Flight and Doppelganger |
| Frozen Wizard Tower | Water, Ice and Recovery, like Icicle Lance, Ice Wall and Full Recovery |
| Buried Wizard Tower | Earth, Gravity and Barrier magic, like Stone Shot and Anti-Magic Area |
| Rotted Wizard Tower | Enhancement, Illusion and Necromancy, like Strength, Mirage and Curse |
All five towers are also able to give you Dominate, Mental Crush and Demon Dominate from their rare tomes, so mental magic will turn up everywhere. If you’re after one element, it’s worth finding the tower that matches it rather than looting whichever one is closest to you.
Buying Tomes From Dwarves
A Dwarf Magic Trainer will sell Magic Tomes at every level, picking a random spell from a set list for each trade, and it’ll buy tomes that you don’t want for 10
Silver Coins each. The magic trainer’s chests in a Dwarf Village hold the same early tomes, along with the odd Grimoire (D) and Unbound Tome.
| Trainer Level | Spells on Offer | Price |
|---|---|---|
| Novice | Basic elements like Fire, Water, Wind Cutter and Earth Wall, or Float, Burden, Freeze and Icicle Lance | 20 to 100 Silver Coins |
| Apprentice | Mud Hand, Fire Lance, Sleep Mist, Thunder Lance, Ice Wall, Escape, Warp Portal, Healing or Flight | Silver or 1 to 10 Gold Coins |
| Journeyman | Stone Shot, Fire Ball, Fire Storm, Water Jail, Tornado Blade, Thunder, Ice Blizzard, Barrier or Strength | 5 to 15 Gold Coins |
| Expert and Master | The same high spells, plus Full Recovery | 10 to 30 Gold Coins |
Once you’ve mastered a spell, a
Spellbinding Table will turn an Unbound Tome into a copy of it, which is how you’d share a spell with a friend. A few skills are also able to copy a spell straight from its projectile when it’s cast near you, like Great Sage‘s Analysis mode, Seeker and Usurper.
Daemons Learn Magic for Free
If you’re playing as a Daemon, you’ll get a whole list of spells for free each time your race evolves, from Fire and Escape as a Lesser Daemon up to Chain Explosion and Anti-Magic Area as a Devil Lord. They’ll arrive in their learning state like any other spell, so you’ll still have to press them until they’re learned.
Casting Aspectual Magic
To cast a spell, you’ll need to hold its key and keep holding it until the cast time shown above your hotbar finishes, and then let go. While you’re casting, you’re slowed to a quarter of your normal speed and your reach drops a lot, and only one spell is able to charge at a time.
Your 3 ability slots will fill up fast once you know a dozen spells. Binding them to a Magic Staff or Grimoire lets you carry up to 7 more, and it leaves your slots free for skills.
You won’t be able to start casting underwater or while you’re Silenced, and the Anti-Magic effect will stop these spells completely. The one exception is an instant cast, which happens when the spell is mastered and you have a skill like Great Sage, Analyst, Seeker or Chant Annulment switched on, as the spell will then fire the moment you press it.

Magic Staffs and Grimoires will add chant speed, which makes every cast time shorter, and the Magicule they store pays for your spells before your own pool does. The Mana Manipulation skill cuts what your spells cost as well, by 10%, or by 20% once it’s mastered, though a few big spells like Explosion and Dominate can never be instant cast at all.
Mastery and Prerequisites
Each spell has a tier, which decides how much mastery it needs, with 100 for Low spells, 300 for Medium, 700 for High and 1,500 for Great. Mastering a spell will make it stronger or faster to cast, and any spell with more than one mode keeps its extra modes locked until it’s mastered.
Some spells can’t be learned until an earlier spell is mastered, either, as the learn points just won’t go in until then. Fire Ball needs Fire, Icicle Rain and Ice Breaker need Icicle Lance, Thunder Orb and Thunder Rain need Thunder, and Healing leads on to Recovery and then Full Recovery.
Attack Spells
These are the spells that deal damage, and they’re grouped by element. Costs are in Magicule and cast times are before any chant speed, and the High and Great spells cost a lot more, so you’ll want a big Magicule pool before you start relying on them.
| Spell | Tier | Magicule | Cast | What It Does |
|---|---|---|---|---|
| Fire | Low | 150 | 2s | A bolt for 20 magic and 10 fire damage that sets targets alight, three bolts when mastered |
| Fire Lance | Low | 1,000 | 2.5s | A lance for 50 magic and 20 fire damage, with a repeating mode |
| Fire Wall | Medium | 5,000 | 3s | A wall of fire that hits anything touching it every half second for 10 seconds |
| Fire Ball | High | 30,000 | 3s | 100 magic and 30 fire damage in a 3 block blast, a bigger charged ball when mastered |
| Fire Storm | High | 10,000 | 5s | A firestorm around you for 7.5 seconds, or a condensed fire prison on one target |
| Earth Wall | Low | 1,000 | 2s | Raises a wall of earth for 60 seconds, with bigger wall sizes |
| Mud Hand | Medium | 5,000 | 4s | Pins a target in place for up to 5 seconds while you hold it |
| Stone Shot | High | 45,000 | 4s | Three stones for 150 magic and 50 earth damage each |
| Mud Spears | High | 70,000 | 4s | A line of spikes for 250 magic and 50 earth damage, faster on a target held by Mud Hand |
| Explosion | Great | 60,000 to 150,000 | 7.5s or more | Charge for 100 damage per level, from level 3 up to 5 (10 when mastered); a level 10 cast earns the hidden Explosions, explosions, la la la! advancement |
| Chain Explosion | Great | 80,000 | 7s | Three explosions for 200 damage each, 300 when mastered |
Explosion will charge a level every 2.5 seconds, and it needs open sky above its target to work. If you want to get it all the way up to level 10, you’ll need it mastered, a full 25 second charge and 550,000 Magicule, and it earns you a hidden advancement when you do it.
| Spell | Tier | Magicule | Cast | What It Does |
|---|---|---|---|---|
| Icicle Lance | Low | 850 | 2.5s | A lance for 40 magic damage, with a rapid-fire mode |
| Ice Wall | Medium | 8,000 | 3s | A wall that hurts and Chills anything touching it, an ice box around a mob when mastered |
| Icicle Spear | High | 40,000 | 6s | A giant spike plus 8 smaller ones, 200 magic damage each |
| Icicle Rain | High | 15,000 | 6s | About 30 lances for 60 magic damage each over a wide area |
| Ice Blizzard | High | 30,000 | 8s | A storm around you for 200 damage, then more pulses while held |
| Ice Breaker | Great | 70,000 | 5s | A giant lance for 100 magic damage, with bonus damage on frozen targets |
| Water Cutter | Low | 1,000 | 1.5s | A fast water blade for 40 magic damage |
| Water Jail | High | 25,000 | 3s | Traps a target in water for 150 damage every 2 seconds while held |
| Acid Shell | High | 38,000 | 4s | 175 magic damage that wrecks armor durability, Corrosion II when mastered |
| Wind Cutter | Low | 500 | 2s | A blade for 30 magic and 10 wind damage with strong knockback |
| Tornado Blade | High | 40,000 | 2.5s | A wind sphere that bursts for 150 magic and 25 wind damage |
| Thunder Lance | Medium | 5,000 | 4s | A lance for 50 magic and 30 lightning damage, with a rain mode |
| Thunder | High | 30,000 | 1s | A lightning strike within 30 blocks for 100 damage, 200 when mastered |
| Thunder Orb | High | 20,000 | 6s | A slow orb that zaps everything within 5 blocks every half second |
| Thunder Rain | Great | 70,000 | 8s | A storm cloud that follows you for 30 seconds, striking for 300 |
Thunder is worth knowing about for its 1 second cast, which is by far the fastest of the big damage spells, so it’s easy to land in a fight. Dimension Cutter, which is a Space spell, will also pass through blocks for 50 damage, or 100 when it’s mastered, so you’re able to hit targets behind cover with it.
Defense and Support Spells
Barriers will soak up damage, enhancement spells buff you or an ally for 2 minutes at a time, and recovery spells heal you. If you hold Shift while you cast an enhancement or Lighten spell, it will go on the target you’re looking at instead of on yourself.
| Spell | Tier | Magicule | What It Does |
|---|---|---|---|
| Magic Wall | Low | 400 | A shield ahead of you that slows anything crossing it and weakens magic projectiles |
| Barrier | Medium | 5% of Max Magicule | Cuts physical damage you take for 10 seconds, 20 when mastered |
| Magic Barrier | Medium | 5% of Max Magicule | Cuts magic damage you take for 10 seconds, 20 when mastered |
| Reinforced Barrier | Medium | 5% of Max Magicule | Both barriers at once for 30 seconds |
| Anti-Shock Area | High | None | Caps physical hits at 1 damage for everyone inside for 2 minutes |
| Anti-Magic Area | High | None | Stops aspectual magic inside it for 60 seconds |
| Strength | Medium | 4,000 | Strength III for 2 minutes, 10 when mastered |
| Agility | Medium | 3,000 | Speed III and Haste III for 2 minutes |
| Protection | Medium | 4,000 | +20 armor for 2 minutes |
| Reinforcement | Medium | 4,000 | Your gear loses 75% less durability for 2 minutes |
| Healing | Medium | 100 per health healed | Heals 50 health on you or the target you’re looking at |
| Healing Rain | Medium | None | A healing rain around you for 5 seconds |
| Recovery | High | 100 per health healed | Heals half your health and some hunger |
| Full Recovery | High | 100 per health healed | Heals you fully with Absorption V for 2 minutes |
| Antidote | Medium | None | Cures Poison, Nausea and Weakness |
Anti-Shock Area, Anti-Magic Area, Healing Rain and Antidote don’t take any Magicule when they’re cast in this version, and neither do Float and Burden, though they still have cast times and cooldowns. The healing spells will charge you for what they actually heal, with Healing costing at least 1,000 and Full Recovery at least 30,000.
The three barrier spells all cost 5% of your Maximum Magicule, so they’ll cost you more as your pool grows, whereas the enhancement spells have a set price. That makes the barriers a lot cheaper early on than they will be later in the game, when your Magicule is much higher.
Utility Spells
The rest of Aspectual Magic is for getting around, controlling mobs and scouting. Warp Portal and Escape are the travel spells that most players will pick up first, as Escape takes you back to a point you marked earlier, up to 500 blocks away in the same dimension.
| Spell | Tier | Magicule | What It Does |
|---|---|---|---|
| Escape | Low | 800 | Marks a spot, then teleports you back to it within 500 blocks |
| Warp Portal | Medium | 50 per block traveled | Opens the warp menu and teleports you to a saved point |
| Spatial Storage | Medium | 3,000 | A 54-slot pocket storage that holds 100 of an item per slot |
| Dimension Cutter | High | 20,000 | A rift blade that passes through blocks |
| Float | Low | None | Levitation on yourself, or a sphere that lifts a target |
| Lighten | Low | 250 | Speed II and Jump Boost II for 20 seconds |
| Burden | Low | None | Hits a target with Burden III for 30 seconds |
| Freeze | Low | 100 | Turns nearby Water to Ice and Lava to Obsidian |
| Dominate | Medium | 10,000 | Takes control of a mob under 10,000 EP for 10 minutes, for good when mastered |
| Demon Dominate | Great | 100,000 | Dominate for mobs up to 200,000 EP |
| Demon Marionette | Great | 200,000 | Dominate for mobs up to 400,000 EP |
| Mental Crush | High | 30,000 | Spiritual damage and Fragility II, with a chance of Insanity |
| Hypnos | Great | 2.5% of the target’s EP | Puts a target to Sleep for 60 seconds |
| Confusion | Medium | 2,000 | Confusion on hostile mobs within 10 blocks |
| Invisible | Medium | 2,000 | Invisibility for 2 minutes |
| Mirage | Medium | 2,000 | 4 illusion clones of you for 15 seconds |
| Flame Wall | Medium | 1,000 | An illusion of a fire wall that pushes mobs back |
| Possession | Great | 100,000 | Moves your soul into a weakened body |
| Analyze, Clairvoyance, Search Enemy | Low | 10 to 100 | Scouting spells for analysis, zooming and finding hostiles |
| Flight, Healthcare, Doppelganger | Low and Medium | Varies | Short flight, slow healing, and clones that share your Magicule |
| Water, Drainage, Wind Gust, Earth Lock, Liquidize | Low | 20 to 250 | Placing and removing water, wind charges and turning ground soft or solid |
Dominate, Demon Dominate and Demon Marionette all work in the same way, and the only difference between them is how strong a mob they’re able to take control of. You’ll want to check a mob’s EP before you try one, as it won’t work on anything above its limit.
Reincarnation is a Low spell from the epic tomes that resets your race, at the cost of a quarter of your Maximum Aura and Magicule, and the reincarnation page explains it in full. Mastering a few of the utility spells will also unlock a skill each, as you can see in the table below.
| Master This Spell | To Unlock This Skill |
|---|---|
| Analyze | Analytical Appraisal |
| Clairvoyance | Farsight |
| Warp Portal | Spatial Motion |
| Doppelganger | Body Double |
| Possession | Possession |
You’ll get the skill on top of the spell, so it’s worth mastering these five once you’ve learned them. That’s the next step once the rest of your magic is in place, as each of them will give you something new to use.
Frequently Asked Questions
You’ll need to use a
Magic Tome by holding right-click with it, and then press the new spell from an ability slot until it reaches 100 learn points. Tomes come from Wizard Tower chests and Dwarf Magic Trainers, and Daemon races will gain spells as they evolve.
You’ll need to master the Fire spell first, as Fire Ball can’t be learned until you have. Fire Ball tomes are found in Burnt Wizard Towers or bought from a Journeyman Dwarf Magic Trainer for 5 to 15 Gold Coins, and it will cost you 30,000 Magicule to cast.
Casting will fail underwater, while you’re Silenced or under Anti-Magic, and while another spell is still charging. You’ll also need to hold the key for the full cast time, and to have enough Magicule for the spell’s cost, or nothing will happen.
Learning a spell won’t take anything from your Maximum Magicule, unlike most skills. Each learning press costs twice the spell’s normal Magicule, though, so the expensive spells will take a lot of energy to learn.





