Spells

Spells are divided into Dark and Light spells. Dark spells tend to be harmful and can be cast with a Dark Wand. Light spells tend to be beneficial and can be cast with a Light Wand. You can charge your Dark Wand, Light Wand, Orb, Staff, or The Elder Wand at The Magic Shop. You can also use Magic Crystals to charge them. Magic Scrolls also contain spells.

Arcane Explosion
Cause a magical explosion, knocking all players in a 12 space radius around you 10 spaces away from you.

Blind
Blind a player, blurring their view for 8 seconds.

Burden
Transfer all your harmful magic effects to another player.

Curse Of Resurrection
Curse a player with the Curse Of Resurrection. Each turn, the cursed player automatically resurrects one random dead player. The curse wears off after 2 resurrections.

Curse Of Relativity
Curse a player with the Curse Of Relativity. Each turn, the cursed player moves all other players and the finish line 1 space forward.

Curse Of Riches
Curse a player with the Curse Of Riches. Each turn, the cursed player loses 1 Rupee and all other players gain 1 Rupee.

Cursed Wounds
Curse a player with Cursed Wound. This curse lasts 2 turns. If they move a total of 40 spaces before the curse ends, they die and lose 1 Speed.

Dark Sacrifice
Sacrifice yourself to give every enemy player a random curse.

Death
Instantly kill a player.

Deny
Deny a player victory. For 2 turns, they cannot win the game in any way.

Detonation
Make all explosives in the game detonate, including those in player inventories.

Disarm
Disarm a player, rendering him/her unable to use items and skills for 2 turns.

Doom
Doom a player, causing that player to inevitably die after 25 turns. This death removes all death preventing effects from the affected player, bypasses Death Immunity and spawns an evil Doom Guard for the caster for a short duration.

Evil Barrier
Summon an evil barrier around a player, afflicting them with a non-functional Magic Curse, Magic Disease and Magic Poison.

Inverted Dice
Cast a magical debuff on a player, causing their next roll to move them backwards instead of forwards.

Laser
Fire a burning laser back or forward, destroying up to 2 random items per player hit. Range: 25 spaces.

Life Link
Magically link your life to that of another player. As soon as one of you dies, the other will die as well.

Liquidize
Turn up to 3 of a player's items into gold. They receive 4-6 rupees per liquidized item.

Living Bomb
Turn a player into a Living Bomb. When a living bomb dies, they explode and kill all players in a 12 space radius around them.

Mark For Death
Mark a player for death. All players get a skill to kill the target if they stand on the same space. When the target is killed by another player, all players lose the skill.

Polymorph
Turn a living player into a random animal with a random amount of Karma. This spell has no effect on dead players.

Prime Evil
Cast a spell of mathematical evil, sending all players who currently stand on a prime number back a number of spaces equal to the number of that prime number in the list of all prime numbers, up to 25 spaces. For example, players on space 2 get sent back 1 space, whereas a player on space 29 (the 10th prime) gets sent back 10 spaces.

Scare
Scare someone!

Shatter
Destroy two random Frozen items in target player's inventory.

Slow
Reduce a player's Speed by 4 for 2 turns.

Spellsteal
Steal one random good magic effect from a player.

Steal Item
Steal one random item from another player.

Weaponize
Give everyone some weapons.

Acceleration
Grants every player +1 Speed, and has a 50% chance to give you +2 Speed.

Blessing Of Vengeance
Place a magical blessing upon a player that lasts 6 turns. When a player with this blessing gets killed by another player, they block death and the murderer dies.

Blink
Swiftly teleport to a nearby location within 15 spaces. Only spaces that have no player on them are valid targets for this spell!

Cards Of Fate
Grant a player a magical buff. They will be able to choose from 7 random events in their next turn.

Defensive Barrier
Summon a defensive barrier around a player, blessing them with two non-functional Magic Buffs.

Divine Prayer
Instantly remove all Skip-A-Turn and Incapacitation effects, Diseases, Poisons and Curses from all players and resurrect them.

Empowered Dice
Magically empower a player's dice to get a guaranteed Roll Streak on their next roll.

Energize
Remove all skill cooldowns from a player.

Focus
Remove Skip-A-Turn and Incapacitation from a player.

Guardian
Summon a magical Guardian for a player who will aid them in various ways for about 15 turns.

Life Shield
Shield a player, protecting them from death for 3 turns. If a player with Life Shield dies, they block death and gain a refreshed Life Shield. (Max 3 times)

Life Ward
Conjure a magical ward on a target space. Each round, the ward resurrects all dead players within a 40 space radius around it. Ward radius is reduced by 5 each round, so it lasts 8 rounds.

Mass Energize
Cast a spell of pure energy! All players have their skill cooldowns reset.

Momentum
Bless a player with a magical Momentum buff. After 2, 8 and 15 turns this buff grants them a permanent +1 Speed. The buff wears off when the target dies.

Nature's Blessing
Every player gains 2 random pieces of Fruit or Vegetables. The caster will receive 1 additional piece.

On Love's Wings
Give another player +1 Speed and lose 1 Speed yourself.

Remove Curse
Remove a curse from a player.

Revive
Revive a dead player.

Runes Of Guidance
Cast this spell on a player to cause 4 magic runes to appear randomly around them. You can later activate these runes with your newly acquired Activate Runes Of Guidance skill, sending anyone who stands on top of a rune 12-19 spaces forwards. The skill disappears after 2 rounds if not used.

Save Point
Cast a beneficial spell on a player. For 6 turns, they cannot move behind their current space. This spell protects them from a maximum total movement of 50 spaces.

Scales Of Justice
Cast a spell of justice! The player who is leading moves back 15 spaces. The player who is at the back moves forward 15 spaces.

Soul Speed
Imbue a player with protective magic for 6 turns. If a player dies with the Soul Speed buff active, that player gains 1 Speed permanently.

Speed Boost
Give a player +4 Speed Boost for 2 turns.

Spell Reflect
Cast a very powerful magic effect on a player, granting them awesome protection from targeted, harmful dark magic for 12 turns. The next harmful dark spell targeted at this player will reflect back to its caster.

Spell Shield
Shield a player with a magical Spell Shield. This shield lasts 12 turns and absorbs the first harmful spell used against them, also granting them a random Magic Crystal.

Wealth
Cast a spell of wealth! All players gain 50% of your Rupees. You gain 100% of your Rupees. (Max 100 Rupees)

Wormhole
Start summoning a wormhole. While channelling, you skip 3 turns. If the spell completes, you move forward 55 to 75 spaces. Channelling is interrupted by moving and death.

Spell-Triggered Effects
The below effects activate when a Spell is cast. They are listed in the order they trigger in, from top to bottom. If any form of Spell Protection triggers, no effects later in the order trigger, though any effects before it in the order may still trigger.

Cast-Triggered

 * Mysticality (w/ or w/o Class Talent)
 * Magic Affinity (Class Talent)
 * Flow Of Magic
 * Sealed Container Of The Arcane's Passive Effect
 * (Magic) Cockatiel's Passive Effect

Spell Protection

 * Hallucination (Class Talent)
 * Spell Shield
 * Temporary Spell Reflection
 * Spell Reflection
 * Spell Deflecting
 * Spellbinder's Charm's Passive Effect
 * Betazoid Conductor's Passive Effect
 * Ley Prism's Passive Effect

Spell Effect

 * The spell effect itself activates here.

Target-Triggered

 * Natural Liar (Class Talent)
 * Chaotic Magic's Fire/Incapacitation application
 * Azure Bracelet's Passive Effect
 * Magic Affinity (non-Class Talent portion)
 * Amethyst Necklace
 * Elemental Duelist
 * Solar Panel's Passive Effect activates some time after Magic Affinity (non-Class Talent portion). Its exact position in the order is unknown.

Magical Items/Skills
The below items/skills can be charged with Spells.


 * Radiance
 * Magic Scrolls
 * Dark Wand/Charged Dark Wand
 * Light Wand/Charged Light Wand
 * Orb/Dark Orb/Light Orb/Shimmering Orb
 * Staff/Dark Staff/Light Staff
 * The Elder Wand
 * Bone Of Ullr
 * Book Of Thoth
 * Claíomh Solais
 * Tome Of Magic
 * Pixie
 * Fridge Fairy
 * Magic Cockatiel
 * Charged Tiara Of Transcendence
 * Charged Spellbinder's Charm

Other Player-cast Spell Sources
The below items/effects aren't "charged" with Spells, though a player can cast Spells with them.


 * Charged Deluminator
 * Crazy
 * Cursing Crown
 * Enchiridion
 * Plumbus
 * Scintillating Spellstone

Non-player Spellcasting
The below events involve Spells being cast by non-players.


 * Catapulted Orb
 * Salem in The Magic Shop
 * Mystical Bob in The Haunted Mansion
 * The Witch in the Middle Ages
 * Saruman The Grey's Lesser Curse
 * Saruman The White's Greater Curse