Tier List

Orb of Creation Spell Tier List

Community-ranked Orb of Creation spell tiers for conjuration, augmentation, and combat. Learn which spells to unlock first and which to skip until late game.

Orb of Creation spell priority is not about collecting every spell equally. The game rewards focused loadouts where a handful of conjures, augments, and combat spells carry you through each progression gate. This tier list reflects community consensus from v0.5 and v0.6 beta playthroughs, speedrun attempts, and ritual clear guides. Rankings assume you read tooltips, respect spell tags, and assign duplicates on the spell bar rather than treating each slot as a unique experiment.

How We Rank Spells

Tiers measure return on investment: how much progression each spell unlocks per mana spent, bar slot occupied, and research time invested. S-tier spells snowball resources or solve hard gates. A-tier spells are strong but situational or require supporting upgrades first. B-tier spells help mid-game transitions. C-tier spells are niche, redundant once alchemy scales, or trap investments that stall ritual progress. D-tier spells exist mainly for completionists or specific build experiments.

Spell tags matter enormously. Conjure-tagged buffs that reduce cooldown or amplify output belong on the same bar as your spammed conjures. Quick and Small tags define ritual rotations. A combat spell without Quick may still be S-tier for burst damage even if it feels slow between casts.

  • S-tier: Core snowball conjures, permanent augments, and ritual-clearing combat staples
  • A-tier: Strong support spells and mid-game combat options with clear use cases
  • B-tier: Useful after specific upgrades unlock; avoid over-leveling early
  • C-tier: Niche utility or redundant once transmutation handles production
  • D-tier: Completionist picks, meme builds, or spells outclassed by alchemy automation

S-Tier Conjuration and Augmentation

Early S-tier conjures are whichever resource you are currently pushing toward your next capacity wall. Summon Stone, basic material conjures, and whichever spell your current aspect buffs rank at the top because duplicating them on keys 1 through 4 multiplies output without new research. Do not rotate conjures every hour; snowball one resource until the next upgrade tree opens.

Permanent augments that raise maximum mana, reduce cooldowns globally, or extend augment duration stay S-tier for the entire run. Players who disable these mid-session to free bar slots often collapse their economy. Treat mana-cap augments as infrastructure, not optional buffs. Expansion Elixir synergy makes duration augments even more valuable during spell swaps.

S-Tier and A-Tier Combat Spells

Ritual combat rewards a compact toolkit. Solar Flare handles sustained damage against clustered enemies. Lightning Spear excels at single-target burst during boss waves. Beam Burst provides channeled damage when you can afford the mana drain. Convert Blaze sits in a special category: it is S-tier for Blaze generation during Firebolt rituals even though it is not a direct damage spell.

A-tier combat spells include options that shine after specific upgrades or enemy types appear. They are worth unlocking but not worth max-leveling before your ritual gate. Community guides consistently warn against leveling every combat spell to parity—you will run out of mana and research books.

B-Tier and Trap Spells to Avoid Early

B-tier spells often look exciting in the spell menu but underperform until alchemy or aspect trees mature. Transmutation support spells, exotic conjures for resources you do not need yet, and combat spells without Quick tags frequently land here. They are not bad forever—just bad at the moment you are tempted to buy them.

The classic trap is splitting levels between Convert Blaze and Firebolt before you can afford either during a live ritual timer. Another trap is unlocking decorative or low-tag conjures when duplicating your current target conjure would double output for free. When in doubt, check whether alchemy already produces the resource faster than a new conjure would.

Version Notes and Tier Shifts

The v0.6 beta rework changed capacity formulas, Flow unlocks, and several aspect interactions. Spells that relied on old overflow tricks may drop a tier while alchemy-linked spells rise. If you imported a v0.5 save, rebuild loadouts from guides rather than assuming old tier lists still apply. Watch the developer Discord for patch notes that rebalance mana costs or tag interactions.

Explore more tier list pages that connect to this topic:

  • Aspect Tier List for Workshop & Magic

    Ranked Orb of Creation aspects for Workshop, Magic, World, and v0.6 Flow paths. See which aspect choices accelerate progression and which to delay.

  • Upgrade Tier List & Research Priority

    Prioritize the highest-impact Orb of Creation upgrades across Workshop, Magic, research books, and capacity trees. Avoid research traps that stall progression.

  • Alchemy Recipe Tier List

    Best Orb of Creation transmutation, herbalism, and brewing recipes ranked by throughput, reagent cost, and progression value through endgame.

Frequently Asked Questions

What is the best early conjure spell in Orb of Creation?
Summon Stone and your first target resource conjure spell rank highest early. Duplicate the same conjure across multiple spell bar slots before chasing exotic spells.
Are combat spells worth unlocking before rituals?
Yes, but only a small set. Solar Flare, Lightning Spear, and Beam Burst cover most ritual waves. Do not spread levels across every combat spell equally.
Do augment spells stay S-tier forever?
Some augments dominate the entire run, while others fall off once alchemy automates production. Permanent mana and cooldown augments remain top tier through endgame.
How often does the spell tier list change?
Balance patches and the v0.6 beta rework shifted several rankings. Revisit this list after major Steam updates or when the developer posts changelog notes on Discord.